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OGBM vs Necrons - 2022-04-16

 Post subject: OGBM vs Necrons - 2022-04-16
PostPosted: Fri May 06, 2022 1:20 pm 
Hybrid
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Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9481
Location: Worcester, MA
A game between Rob and Chris from two weekends ago.

Code:
675 Gargant - 3 Soopaguns, Ordz Duruk, Mekboy Big Boss
650 Gargant - 3 Soopaguns, Banna
350 Supa Stompa Mob - 3 Soopaguns, Ordz Duruk
350 Supa Stompa Mob - 3 Soopaguns, Ordz Duruk
360 Big Kan Mob - 6 Dreadnought replacements, Killa Kan
335 Big Kan Mob - 6 Dreadnought replacements
150 Fighta Sqwadron
150 Fighta Sqwadron
3020


Code:
Incompertus, 3000 POINTS
Necrons (NetEA Tournament Pack 2013)
==================================================

TOMB COMPLEX [75]

INFANTRY PHALANX [405]
Necron Lord, 6 Warriors, 3 Immortals, Pariahs

INFANTRY PHALANX [345]
Necron Lord, 6 Warriors, 3 Immortals

INFANTRY PHALANX [225]
Necron Lord, 6 Warriors

VENATOR MANIPLE [375]
6 Flayed Ones, 3 Wraiths, Necron Lord

EQUES MANIPLE [375]
6 Destroyers, Necron Lord

MONOLITH MANIPLE [275]
2 Obelisk, 2 Monolith

MONOLITH PHALANX [325]
3 Monoliths, Obelisk

ARMORED PHALANX [300]
6 Obelisks

WARBARQUE [300]

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Dave

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 Post subject: Re: OGBM vs Necrons - 2022-04-16
PostPosted: Fri May 06, 2022 1:29 pm 
Hybrid
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Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9481
Location: Worcester, MA
Turn 1

[quote="Rob:]In turn 1, the orcs moved out. Obelisks and monoliths beamed in behind buildings. Due to position of orc war engines I really couldn’t engage right away te way I wanted to. The obelisks popped up and took out an orc dreadnaught. But no units came out of portals because softer targets were too far away and too well protected by war engines.[/quote]


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 Post subject: Re: OGBM vs Necrons - 2022-04-16
PostPosted: Fri May 06, 2022 1:30 pm 
Hybrid
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Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9481
Location: Worcester, MA
Turn 2

Rob wrote:
In turn 2 I prepped a units of orc dreads and killer cans in the middle of the board, then destroyers came out of a monolith portal and into a building, and engaged. Combat resolution came down to straight die rolls, which I won by 2.


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 Post subject: Re: OGBM vs Necrons - 2022-04-16
PostPosted: Fri May 06, 2022 1:31 pm 
Hybrid
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Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9481
Location: Worcester, MA
Turn 3

Rob wrote:
In turn 3, units can out of monoliths on my right flank to attack a war engine, then Chris responded with another war engine shooting and killed one of my units nearly to the man.

On my left, the obelisks and necron warriors sent a war engine running, and in response he again took another war engine and killed a unit nearly to the man.


Attachments:
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IMG_20220423_144528_1.jpg
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Dave

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Squats 2019-10-17
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 Post subject: Re: OGBM vs Necrons - 2022-04-16
PostPosted: Fri May 06, 2022 1:32 pm 
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Location: Worcester, MA
End of Game

Rob wrote:
In the end, Chris was down on activation count and i was able to secure my blitz and objectives, and kept him off my side of the board.

I won 2-0


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 Post subject: Re: OGBM vs Necrons - 2022-04-16
PostPosted: Fri May 06, 2022 2:33 pm 
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Joined: Fri Feb 05, 2010 2:42 am
Posts: 200
Facing the Necrons was a little tricky as they do not deploy in the normal way like other armies so shooting was very limited on turn 1. I doubled up with everything.

I found the Gargant list to be understandably slow and without scout units, so I couldn't screen my movements. Usually my Fighta Bomberz are pretty effective, but Rob tends to consistently make armor saves, so they were pretty ineffective this game.

Rob initiated a clipping assault on a formation of Dreads/Kans, barely breaking them in turn 2. The formation was still combat effective, but failing to rally (as Ork formations tend to do) it dropped my smaller activation count even lower.

One of the challenges with this list (and all other Titan/Gargant lists) will be to gain objectives, as on average the Ork player will have fewer activations and almost all of them will be slow.

This list has some heavy-hitting units, but what will win or lose the battles for Ork players is what is chosen for support formations. There will only be a couple of Gargants in 3K games and they can't be everywhere at once. An opponent would be wise to take out those weaker support formations and focus on out-activating/out-maneuvering what's left of the Gargant army. This was also true of all the other previous Gargant lists and Titan lists as well.

As Rob stated, two of my Gargants were able to unload BP MW shots on several formations that were caught out in the open after engagements. One shot was after an advance, the other was a sustain. Each shot wiped out all but 1 stand in two larger infantry formations while spreading damage and blast markers to other nearby formations, which was quite satisfying to say the least.

Next time, I will see how Garrisoning Dreads/Kans/Stompas works out.

_________________
"Live off the land. Go to find war. Kill wot comes close. The old ways are best." - Grodd, Ork Snakebite Runtherd


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