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 Necrons vs White Scars

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Marc
Fantasy Moderator
Marc


Posts : 2428
Join date : 2007-08-20
Location : Milford

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PostSubject: Necrons vs White Scars   Necrons vs White Scars EmptyWed Mar 19, 2008 8:15 am

Steve stopped by the house Tuesday morning for a pick up game of 40k with his Necrons. I was excited to use the bikes against yet another different opponent/army. Onto the 1750 lists..


White Scars
Khubilai [Samael] Jetbike

Bikes [6] MG [2] Attack Bike [MM] Sgt [PF]
Bikes [6] MG [2] Attack Bike [MM] Sgt [PF]
Bikes [6] MG [2] Attack Bike [MM] Sgt [PF] Apoth
Bikes [3] FLM [2]

Land Speeder [HB, AC]
Land Speeder [HB, AC]
Assault Marines [10] Sgt [PF]



Necrons
Lord- Res. Orb, Phase shifter, & disruption field
Monolith
Warriors [10]
Warriors [10]
Warriors [10]
Warriors [10]
Immortals [8]
Destroyers [3]
Destroyers [3]
Scarabs [8]



We rolled up Secure & Control with 5 loot counters. I won table edge. We deployed and I then Scouted the Flamer squad up the board edge and shuffled a unit here or there. Not much movement really. Steve won first turn.
Necrons vs White Scars Deploy2
Necrons vs White Scars Deploy


Necron Turn 1

Steve moved as a whole up the board center. The Scarabs and Immortals entered the woods to Steves left. As nothing was in Rapid Fire range, both Destroyer squads shot up my Flamer squad rather easily. Steve was lined up in a classic phalynx. Nails..



White Scars Turn 1

So the plan was to concentrate firepower, secure the three markers in front me and keep on the move out of Rapid Fire range. I moved my units in favorable fire lanes while closing in on some loot. I left the Assault Squad behind cover and within 12” of two counters. Lets shoot stuff. First on the list were those pesky Destroyers and I quickly dispatched a squad. I then peppered the closest Warrior taking down five.

Necrons vs White Scars Turn1


Necron Turn 2

Nothing like the joys of “We’ll Be Back” rolls. Steve quickly stood up two Destroyers and three Warriors on his rolls. There was now a single unit of 5 Destroyers. Well. Until he teleported them thru and Destroyer number 6 returned. So much for that. The Necrons continued their relentless advance. Steve spatted Gauss all over the board and my saves were holding. I only lost two Bikes out of 25 wounds with solid rolls and a handy Apothecary.



White Scars Turn 2

All good plans come to an end. Instead of continuing to pour firepower into the Necrons and hope the WBB rolls would average out, I went on the attack. I moved my Bike squads up to within charge range of three separate Warrior units. My Attack Bikes took up positions for Loot throughout the board and my Speeders shuffled out of Immortal and Warrior range. Between all the shooting and successful close combat swings I managed to take down 15 Warriors. This included a wipe out and consolidation into a fresh unit. We were locked on Steve’s right though.

Necrons vs White Scars Turn2


Necron Turn 3

So I was pumped for these WBB rolls. Steve was due a below average roll. Well, maybe. Of course 10 of the little buggers get up of which included six which were wiped out in close combat. They joined a fresh squad behind them making a juicy squad of 16 Warriors. Steve then teleports out of close combat a separate Warrior unit and two more of those perk to life. Out of the previous 15 downed Warriors, 12 have risen back to life.


This was the turn Steve was waiting for. My units were in the open field and within Rapid Fire range thanks to the Monolith. The Flux Arc dispatched a bike followed by the Lords Staff of Light burning two more. The freshly teleported Warriors took out the Biker Sgt. The 16 Warriors pumped 32 Gauss shots at a separate squad taking down three more Bikes. Only the Sgt remained there. The six Destroyers downed a Tornado with a double Immobilised.


Steve charges his Scarabs into an Attack Bike where both sides whiff. The Lord charges the remains of a unit and kills a Bike. The Lord suffers a wound in return. The continued fight on Steve’s right sees two Bikers and three Warriors fall. Tests are passed.



White Scars Turn 3

Well that didn’t work. I know, lets go back to plan A… no B… no, wait!

I was able to bring a Tornado, Attack Bike and Khubilai within range of the Destoyers. I rolled a pair of 6s with the Assault Cannon and two more Destroyers failed their checks from Hvy Bolter fire. Another was dropped from the MultiMelta sidecar and Khubilai… was… unable to see the remaing Destroyer. Steve had removed casualties as such where the final model was tucked behind a big rock. Brilliant. So Khubilai plopped his Plasma Cannon and downed five Warriors instead. They do flee which is a small bonus. Close combat sees the Necron Lord finish off the last Bike. Other squad Sgt fills 2 more Warriors but the Necrons hold.

Necrons vs White Scars Turn3-1

Necron Turn 4

Steve continued to have better than average WBB rolls. Four of the five Destroyers get up and all five Warriors from shooting get up. Due to the proximity they do revive into the fleeing squad which continues to flee as my models are still near. He than teleports out the green squad in combat and those two are revived. The Destroyers down the last Tornado. The Lord, Monolith, red Warriors and Immortals finish off the far Bike squad. No combat casualties.



White Scars Turn 4

I break the Assault Marines away from the two Loot counters as there is no chance of holding a third at this point. I move an Attack Bike across to park near the fleeing Necrons and wiff my shooting on the Destroyers. Khubilai and an Attack bike down 6 Warriors. The Attack Bike charges the Destroyers and kills one.




Necron Turn 5

The 9 Warriors had buggered off on Steve yet he managed to WBB 4 of 6 Warriors. He teleports the Destoyers out and the downed Destroyer is back. The Destroyers shoot and kill 3 Assault Marines. Warriors shoot and kill the Attack Bike by the Assault Marines. Close combat has the Warriors dispatch the last Bike Sgt.



White Scars Turn 5

The Attack bike drives along side the Monolith and misses with the MultiMelta. Shooting downs 2 Warriors and the Assault Marines along with Khubilai charge in killing 3 more. The Scarabs finally drag down their Attack Bike.

Necrons vs White Scars Turn6





Necron Turn 6

All 5 Warriors pass their WBB rolls as they are teleported out of combat. Monolith wounds Khubilai. Lords Staff of Light takes off a wound as well. Warriors shoot up last Attack Bike. Destroyers vaporize 5 Assault Marines. Immortals shoot up the Assault Marine Sgt. Lord charges Khubilai and there are whiffs all around.




White Scars Turn 6

Khubilai kills Necron Lord.



End Game

Steve won this game pretty handily. He ended up losing a single Destroyer, 19 Warriors and his Lord. Only Khubilai remained with one wound left for me. The back breaker for me was not being able to wipe out the Destroyers in Turn 3 and of course all the “change in plans” throughout the game. Quite embarrassing really. Charging in without support of the Assault Marines and/or Khubilai was foolish. I know this was only my third game with the Bikes, but this was tough to swallow.

Steve is a great opponent. Knows his stuff. Great conversation throughout from painting to tactics to Tau and I look forward to another game.
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JMarv
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JMarv


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Join date : 2007-08-20
Location : Evendale, OH

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PostSubject: Re: Necrons vs White Scars   Necrons vs White Scars EmptyWed Mar 19, 2008 9:28 am

Nice Report Marc. Steve is tough as nails with his Necrons, really knows how to use them. It seems like one of the keys is to have a lot of multiple charges such that you are in combat with portions of two different squads. This keeps you from being all alone and staring down a bunch of gauss shots.

I know that sometimes this isn't possible though. And those WBB rolls were brutal!
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Matt
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Matt


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Join date : 2007-08-19
Location : Cincinnati, OH

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PostSubject: Re: Necrons vs White Scars   Necrons vs White Scars EmptyWed Mar 19, 2008 4:10 pm

Yup Steve is a good opponent (not sure beat him yet Sad)

Props to Steve.

Marc, perhaps if you play him another time his WBB rolls will even out (haha).
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Steve
Initiate
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Steve


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Age : 39

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PostSubject: Re: Necrons vs White Scars   Necrons vs White Scars EmptyThu Mar 20, 2008 1:40 pm

Thanks for having me again Marc. It was a good game.

Jon has the right idea. Its all about multiple charges. And whats even better is when one unit can charge two of mine, because even if I teleport one out of combat you are still stuck in with the other.

My WBB rolls really did win me this game. I kinda felt bad a couple of times when my whole my army stood back up, but thats how the dice fall.

Thanks for the compliments guys. Its taken a lot of practice to get my army to run this smooth.
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Marc
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Marc


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PostSubject: Re: Necrons vs White Scars   Necrons vs White Scars EmptyFri Mar 21, 2008 9:48 am

JMarv wrote:
It seems like one of the keys is to have a lot of multiple charges such that you are in combat with portions of two different squads.

An excellent point and one I tried to accomplish. A bit easier to overflow with say a 20 Orks squad than a 6 Bike squad. Still, no reason this cannot be executed as the Warriors tend to be on top of each other. Having the 10 strong Assault Squad hit with the initial charges would have helped in this regard. Several notes taken this game for sure.

Steve wrote:
My WBB rolls really did win me this game. I kinda felt bad a couple of times when my whole my army stood back up, but thats how the dice fall.

Indeed. It is what it is. Nothing to feel ashamed about Steve.

Steve wrote:
Thanks for having me again Marc. It was a good game.

Anytime my friend.
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