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[BatRep] Necrons End-of-May Battle 5

 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Fri May 26, 2006 1:39 pm 
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I only officiated over this battle and it was the first time the Deathwing (using normal Space Marine rules) player had faced off against the Necrons, so it was quite interesting.




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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Fri May 26, 2006 6:23 pm 
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Rules Used

All experimental rules
Necrons 4.0

They Shall Know No Fear
Add: Marines never count as outnumbered, only vastly outnumbered.
Change: When a broken Space Marine formation rallies then it receives a number of Blast markers equal to half the number of units.

Armies

Tomb Guardians - 1970 points

Tomb Complex

Phalanx 1 - (BTS Goal)
1 Pariah
1 Immortal

Phalanx 2
1 Pariah

Phalanx 3
1 Pariah

Phalanx 4

Monolith 1
3 Obelisks

Monolith 2
3 Obelisks

Monolith 3
2 Obelisks

Pylon


Deathwing Assault Force - 2000 points

Deathwing HQ
Terminator Detachment
Supreme Commander

Deathwing 1 - (BTS Goal)
Terminator Detachment
Librarian
2 Dreadnaughts (Fire Support)

Deathwing 2
Terminator Detachment
Chaplain

Deathwing 3
Terminator Detachment

Land Raiders

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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 12:35 am 
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Setup

4x4 table
Marines chose edge deployment.

Garrisons and Deployment

Marines kept Deathwing HQ, 2, and 3 in reserve.

Necrons kept all but Phalanxes 2 and 3 reserve.

Marines garrisoned Deathwing 1 in cover and overwatch in the ruins on the top of the hill.

Remaining deployment as shown:

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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 1:24 am 
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Turn 1

Everything teleports in? and many Blast Markers are sustained?

Order of arrival:

Deathwing 2 - no BMs
Monolith 1 - no BMs
Deathwing HQ - 1 BM
Monolith 3 - no BMs
Deathwing 3 - 2 BMs
Monolith 2 - 1 BM
Pylon - 1 BM







Strategy roll: Marines

Deathwing 2 sustains fire on Monolith 3, wiping out 1 Obelisk, breaking the formation, but allowing it to move closer.

The Land Raiders pivot on their tracks to sustain fire on the Pylon, doing 1DC damage and breaking the war engine.

Monolith 3 advances on Deathwing 2, firing ineffectively, but getting into support range.

Phalanx 4 has a hard time getting out of Monolith 1's Portal and winds up only making a move for cover.

Deathwing HQ sustains fire Monolith 1, taking out the Monolith.

Deathwing 4 sustains fire on Monolith 2 taking out 2 Obelisks.

Phalanx 1 engages Deathwing 4, arriving via Monolith 2's Portal. ?It's a miracle that even 1 Terminator survives the onslaught to escape, striking down the Pariah before being forced to flee.

Phalanx 2 doubles forward to fire on Deathwing HQ and takes out a single stand of Terminators.

Deathwing 1 doubles forward to fire on Phalanx 2 to no effect.

Phalanx 3 sustains fire on the broken Deathwing 4, but the few weapons in range score no killing hits?

End of Turn: Broken Necron formations fade away.

Deathwing detachments 2 and 4 fail to rally while all the Necron formations onboard rally.





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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 1:49 am 
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Turn 2

Monoliths 2 and 3 teleport back in, Monolith 2 near the Necron Blitz and Monolith 3 near the Land Raiders, suffering 1 BM on arrival.



Strategy roll: Marines

Deathwing 2 sustains fire on Monolith 2, wiping it out.

The Land Raiders keep their weapons trained on the Pylon, sustaining fire and destroying the Necron device.

Phalanx 2 doubles on Deathwing 2, killing one unit of Terminators.

Phalanx 4 follows up with an advance that wipes out the brave Deathwing 2.

Deathwing 1 doubles itself back up the hill to fire on Monolith 3, breaking the formation.

Phalanx 3 doubles after Deathwing 1, but they are well out of range.

Phalanx 1 advances in pursuit of Deathwing 4? but does nothing to the broken formation.

End of Turn: Broken Necron formations fade away.

All surviving Deathwing detachments rally while all the Necron formations onboard rally.

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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 2:06 am 
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Turn 3

Monolith 3 teleports back in near the Land Raiders.ng 1 BM on arrival.



Strategy roll: Necrons

Phalanx 4 advances on Deathwing HQ and lays a single blastmarker.

Phalanx 2 moves forward, freely co-mingling with Phalanx 4, to engage Deathwing HQ in a firefight. ?To the utter horror of the Necrons, the Terminators move forward, and keep moving forward through 2 rounds of combat, eventually bringing their Power Weapons to bear on both Necron formations! ?In the end, only a Pariah and a Necron Lord are left standing for the loss of a single Terminator stand! ?(The Terminators killed 7 Necrons through actual attacks and the rest in combat resolution! ?That may have been the coolest EPIC assault I'd ever seen!)

To make matters worse, the lone unit of Terminators from Deathwing 4 charge Phalanx 1! ?After another 2 rounds of combat all that is left of the Necrons is 2 Warrior stands which rapidly flee from the victorious Terminators, which secure Necron Objective 2!

The Land Raiders sustain fire one more time, shooting at Monolith 3 and taking out an Obelisk.

Phalanx 3 really has no idea what to do, so they advance just enough to get onto the Deathwing half of the table.

Deathwing 1 doubles back to help the Land Raiders and manages to eliminate the broken Monolith 3?

End of Turn: Broken Necron formations fade away.

Deathwing 3 (Blitz, BTS, T-n-H) vs Necrons 0 (none)

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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 2:34 am 
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Wow. Fairly impressive results for a largely land-bound Space Marine army! First time I've seen someone field an army like this, though I'd considered a few times trying to figure out the best way to do it. Sounds like the Necrons got badly beaten by dice-rolls on the last turn though.


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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 2:43 am 
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Quote (Ilushia @ 27 May 2006 (02:34))
Wow. Fairly impressive results for a largely land-bound Space Marine army! First time I've seen someone field an army like this, though I'd considered a few times trying to figure out the best way to do it. Sounds like the Necrons got badly beaten by dice-rolls on the last turn though.

Yep, it was cool to watch!

If we hadn't been using our "experimental" TSKNF rules, the Terminators would've gotten trounced.

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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 3:00 am 
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How often did the second issue (Of coming back with 1 BM per half the units instead of 1 BM per unit) Come up? The 'only vastly outnumbered' rule seems reasonable to me. Especially with the Space Marines' combat-doctrines dividing them into small self-sufficient units.


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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 3:11 am 
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Quote (Ilushia @ 27 May 2006 (03:00))
How often did the second issue (Of coming back with 1 BM per half the units instead of 1 BM per unit) Come up? The 'only vastly outnumbered' rule seems reasonable to me. Especially with the Space Marines' combat-doctrines dividing them into small self-sufficient units.

The main time was when Deathwing 3 rallied. ?Under the normal rules it woud've still had 1BM on it so, when assaulting Phalanx 1, it would've been down 2 in the combat resolution at the start, without the "only vastly out-numbered" rule it would've been a handicap of *3* going in! ?As well, a single shooting attack would have instantly broken it. ?I just don't see Marines been that fragile and the "half the number of BMs" is what every other army gets.

It becomes very apparent when there are 3 surviving Marine units in a formation, particularly if one is a character.

In the current rules, such a formation rallies back with 2 BM.

Under the "Space Marine leader counts as 2" rule some have proposed, such a formation has 1 BM.

Under our suggestion, such a formation comes back with 0BM... just like any other 3 unit formation with a leader in any other army.

The "1 BM per unit" that Marines normally get is a massive handicap since it's next to impossible to clear them. ?I really think Marines should be the best at rallying/regrouping.





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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Sat May 27, 2006 5:59 am 
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I'd agree with you on this one. It feels odd for Space Marines to have so many problems dropping back down to 0 BMs. One other option is perhaps to count the number of BMs they have as half as many for purposes of Assaults, rounding down. So a Marine squad with 1 BM will count as having 0 BMs. With 3 will count as having 1. Etc. It might require a little more math, but it'd fit with the 'style' of ATSKNF, which essentially halves the damage that Blast Markers do.


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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Mon May 29, 2006 4:32 pm 
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I've noticed that in most of these games that the Necron tend to appear scattered, rather than conentraced.  That makes them rather easy to defeat in detail.

the army should concentrate on a target, or pair of targets close to each other.  That way they are always in a position to support each other.  :D

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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Mon May 29, 2006 7:22 pm 
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Quote (corey3750 @ 29 May 2006 (16:32))
I've noticed that in most of these games that the Necron tend to appear scattered, rather than conentraced. ?That makes them rather easy to defeat in detail.

the army should concentrate on a target, or pair of targets close to each other. ?That way they are always in a position to support each other. ?:D

Yep, my opinion exactly.

The first game I played with my Necron, I scattered them all over the battlefield and it was a disaster.

Now I ALWAYS teleport at least three Monoliths together and keep the rest for the next turn(s). That way, I hit very hard on a small part of my opponent's army. Also, teleporting three or more Monoliths ensures that you have at least one left if you lose the strategy roll : your opponent can only retains once (unless you're playing Eldar) and can't destroy more than two Monoliths.


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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Mon May 29, 2006 7:37 pm 
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Quote (Hojyn @ 29 May 2006 (19:22))
Now I ALWAYS teleport at least three Monoliths together and keep the rest for the next turn(s). That way, I hit very hard on a small part of my opponent's army. Also, teleporting three or more Monoliths ensures that you have at least one left if you lose the strategy roll : your opponent can only retains once (unless you're playing Eldar) and can't destroy more than two Monoliths.

Wow!  How many Monoliths do you usually field on 2000-3000 points?

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 Post subject: [BatRep] Necrons End-of-May Battle 5
PostPosted: Mon May 29, 2006 7:54 pm 
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Quote (Chroma @ 29 May 2006 (19:37))
Wow! ?How many Monoliths do you usually field on 2000-3000 points?

Well, at 3000 points I usually use 3 with 1 or 2 Obelisk for protection and a fourth one with no Obelisk, plus a Tomb Complex.

I usually hope to have one of my initial three Monoliths broken by the end of the turn, in order to teleport it back with the fourth one. This generally gives me enough options to move the otherwise very slow Necron troops across the board. Portal sync is a key part of this strategy : use your unbroken but slow Monoliths to sync with your newly-teleported Monoliths and move your troops around.

I've yet to play at 2000 points, but I'd probably take 3 Monoliths (and a Tomb Complex: never leave without one, as it allows you to attack with all you have and still have a portal to contest/defend your blitz in the last turn).


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