[Battle Report] New Model Army | Tenth Edition | Incursion | Only War | Necrons vs. Space Marines
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Garbutt and I, we've Been Painting. He's knocked up squads of Suppressors, Eliminators and Infiltrators; I've grunted out a Catacomb Command Barge, Royal Court and two more Stalkers.
As such, we're going off-the-record: rather than Crusade, straight-up 1000 points Only War to get our new toys on the table and tested.
Technically I haven't fielded ALL my freshly painted stuff. I've got a Reiver leuitenant Lieutenant (I can NEVER spell that right on my first attempt) that I am rather pleased with - he's converted and everything - but I just didn't have the points spare...
You could always not take that damn Librarian…
I decided to not take the damn Librarian so I could fit the new Lieutenant in instead. That was a really good idea, I'm glad I had it.
I regret my life choices.
Crimson Interlopers
Gladius Task Force
Captain (80 points)
• Enhancement: The Honour Vehement
• Master-crafted power weapon, heavy bolt pistol & relic shieldLibrarian (95 points)
• Enhancement: Fire Discipline
Lieutenant in Phobos Armour (85 points)
• Enhancement: Fire Discipline
BATTLELINE
Assault Intercessor Squad (10 models, 150 points)
• 1x Plasma pistol
Intercessor Squad (10 models, 160 points)
• 1x Power weapon
• 2x Astartes grenade launcher
Eliminator Squad (3 models, 85 points)
• 3x Las fusil
Infiltrator Squad (10 models, 200 points)
• 1x Helix Gauntlet & 1x Infiltrator Comms Array
Invictor Tactical Warsuit (140 points)
Suppressor Squad (3 models, 85 points)
Infiltrators are something I have never figured out. They have some fun abilities like Deep Strike denial, but compared to the - cheaper - Intercessors, they lack when it comes to firepower. I won't be surprised if some massive blob of 'cron infantry just walks straight through everything they can throw and evicts them from whatever building they are in.
And then there's the Eliminators - I dropped my Eradicators to get these in! Lost four melta shots per turn and in exchange I am getting some duded up snipers who can't use one of their abilities unless you are willing to sacrifice 1/3 their firepower. I gave them the Las Fusils instead of the Bolt Sniper Rifles in an attempt to at least have some anti-tank fire on the board, but I think I'm going to regret not being able to snipe characters out of units.
I am not... hugely in love with this list - about one third of my model count is stuff I am expecting to be disappointed by. I'm very glad we're playing this one off the record. But on the bright side, I found an excuse to field my Invictor again - I love that model.
Contrariwise, I think there's some good stuff in here. The Phobos units are more about denial than killing power: Infiltrators in particular are so good at denial I couldn't even be bothered with Hypercrypt Legion today, opting for a whole different detachment because ten of them cover too much ground in the "don't teleport here!" field. Eliminators are a unit I covet from afar - they're cheap, long ranged anti-tank firepower and also they look cool as hell, probably my favourite Astartes models that aren't covered in pseudo-medieval drip. (There's a Dark Angels fanboy buried deep within me. Very deep. In an unmarked grave.) And, Gladius being Gladius, a little Doctrine goes a long way to make innocuous Marine units go harder.
Lavender Majesty
Awakened Dynasty
CHARACTERSCatacomb Command Barge (130 points)
• Gauss cannon, Overlord’s blade, Resurrection Orb
Plasmancer (65 points)
Skorpekh Lord (80 points)
BATTLELINE
Immortals (5 models, 75 points)
• Gauss blaster
Immortals (5 models, 75 points)
• Gauss blaster
Necron Warriors (10 models, 100 points)
• Gauss reaper
OTHER DATASHEETS
Canoptek Reanimator (75 points)
Cryptothralls (60 points)
Skorpekh Destroyers (3 models, 90 points)
• 1x Plasmacyte
Triarch Stalker (125 points)
• 1x Heat ray
Triarch Stalker (125 points)
• 1x Heavy gauss cannon array
1) Dear GOD that's a lot of 'cron armour and I've left my Eradicators at home.
I'm really not sure what to do with this information. It's against the natural order of the universe, an aberration of nature, a thing that simply should not be - like Koalas*.
Deployment
Doctrine: Nah.
Bacon status: ideated.
And there you see how my luck frequently goes against enemy armour... I throw the Emperors Kitchen Sink at them, and the cursed things just keep going.
Bruh. I've read the rules for the Hexmark Destroyer. You do not get to complain about my favourite boy.
Doctrine: Assault.
I honestly am really starting to like Suppressors - I've heard the argument in the tournament scene is that their autocannons don't hit hard enough to take on heavy armour, but they can reliably chip away at stuff and hand out an accuracy debuff to boot. Plus they just look so gloriously absurd.
Round 3
Doctrine: Tactical.
Round 4
Doctrine: Devastator.
nom nom nom
Yes, my Invictor died, but it was a great moment. I'm not even mad.
Final Scores
Space Marines 8 - Necrons 6.
New Toys Teardown
I get Infiltrators now. Up till now I have viewed them very much as inferior to Intercessors, because they are not as shooty and don't hold down objectives as well. I was looking at them wrong though - they are all about synergy. Intercessors are self contained, Infiltrators are not - that's the difference.
Their ability to deploy nearly anywhere they please, combined with Stealth to mitigate shooting and Feel No Pain from the Helix Gauntlet and their Deep Strike denial makes them remarkably hard to scrape off objectives with ranged attacks (especially if they start throwing Smoke grenades) and an Invictor parked close by can use its Vanguard Support ability to punish anyone who DOES shoot at them with a hail of out of sequence fire.
This made them so aggravating to shoot at that on turns 2 and 3 Von started to declare shots at them and then changed their mind - remembering that the sole Infiltrator killed via shooting in turn 1 saw a squad of Immortals getting nearly completely deleted in return. Another good move was sticking a Lieutenant with the Fire Discipline enhancement in the Infiltrators - the combination of Sustained Hits from the enhancement and Lethal Hits from his unit ability meant that the squad I previously thought was not particularly shooty was cranking out a crazy amount of shots per turn. Yes, their guns are inferior to the Intercessors'... but there was a LOT of dice getting rolled.
Lethal Sussy Five Plussy - you can get that on a T-shirt, y'know.
Of course you can. I'm not even surprised. I think it's great, but I'm not surprised.
Eliminators with Las Fusils - I was WRONG. It's that simple. I was wrong about these guys. I previously argued with Von that the Las Fusils were a worse choice than the Bolt Sniper Rifles as they would lose Precision. But in exchange for losing Precision I got a team of anti-armour experts who spent the entire game giving Von's heavy stuff an utter hammering. I acknowledge my mistake and will be sure to correct it.
They are very good, and if I played Spess Mehreens I would own several. At the level where we're playing, these pocket lascannons, the autocannons on the Suppressors and the melta rifles on the Eradicators are really good enough. You'd have to face the kind of cheese baron who brings a Monolith to a 1200 point game before you needed the really big anti tank guns.
Finally, the Invictor: my Idiot Son finally got to shine and show his full potential. I'm so happy.
He went BRRRRT at stuff in his firing phase, he got to go BRRRRT in the enemy firing phase and put the Fear into my learned opponent, and only went down when a rampaging Skropekh Lord came over to have a word.
As did mine: the title fight between the Try Before You Die Dreadnought and the Omnicide Tripod was one of my favourite moments from any of our games.
It was great. I honestly don't care that my boy lost.
The Skorpekh Lord is my new favourite in general. I'm so glad he wrecks face: he's a gloriously stupid model and my Skorpekhs are already a big investment that want a big leader. I've found a lot of the Necron charaters a bit pillow fisted, but this one swings with a few extremely high quality attacks or a bucket of low grade ones and that's enough flexibility that I don't feel jealous of Space Marine Captains any more. He's fast as hell, difficult to put down, fights the way I imagine a Necron should fight, and I am fighting the urge to call him General Nepharius.
The Skorpekh Lord is an absolute MONSTER and the ability to resurrect him due to Detachment rules makes him even scarier. Von effectivly had TWO Skorpekh Lords, they just had to queue up and take it in turns. After eating my Assault Marines and Captain, it then tore apart the Invictor and by the end of the game was menacing all my remaining units - and was more than capable of tearing any of them apart if it charged. Luckily for me the game ended when it did, and although the Skorpekh was menacing my units, in terms of objective control he was completely irrelevant, but that wasn't his fault - he did everything that had been asked of him and looked like a mad three legged bastard whilst doing it.
His counterpart on the Catacomb Command Barge was... OK. Decent output, nothing flashy, but needs that Energaic Dermal Bond for the extra saving throw if I'm going to jam it down opponents' throats like this. Further experimentation required. Definitely don't hate it. Also, it can Tank Shock, which I didn't get to do in this game due to CP starvation, but it has hilarious potential.
I feel that the Barge... never got its chance to shine? It did a bit of shooting, then charged the Intercessors and killed a couple before getting shot to pieces by the Suppressors. It was definitely far less memorable and didn't loom in the same way the Skorpekh Lord did. Insufficient data, further testing required.
I don't feel I can truly evaluate the Plasmancer and Cryptothralls, since all I did with them was march them forward and get them killed. The 'mancer probably belongs in a longer ranged unit than the increasingly useless Gauss Reaper Warriors, who have more natural synergy with a Chronomancer and/or Ghost Ark. Likewise the Reanimator, which I kept shunting back and forth but never ended up in range to do its thing. Its only contribution here was blocking fire lanes. I think if it had been doing the job of my small Immortal squad - stand on divot, hold point - it would have been far more useful and freed up those Immortals to be in a full size cohort that could actually achieve things.
The Plasmancer did get his moment where he glared meaningfully at the Intercessors and made a couple of them undergo a spontaneous existence failure, but it was a feat he didn't manage to repeat before my captain and assault marines went "absolutely not" and he vanished under an avalanche of chainsword attacks. He possibly needs to be kept further away, not advancing into the enemies' teeth?
Yeah - it was a problem of those Gauss Reaper Warriors he was hanging out with, only having a 12" range on their guns as they do. He belongs in the Immortal brick, operating exactly 18" away from whatever he wants to free-grenade into oblivion.
I've similarly struggled with Triarch Stalkers in the past: I love them, but they have generally got blown to shit and back in the space of the first battle round. I still haven't quite nailed it here: the heat ray one should have been where the gauss one was and vice versa. That said, two of them have more presence than one, and I think target saturation is probably the way forward. Good thing I own as many as I'm allowed to field.
Yes - from my side of the field, seeing two of them was intimidating. But it seems that my standard response to things that intimidate me in 40k is to point the largest guns I own at them. Lufgt Huron would be proud of me - but he's a foul traitor and doesn't get to have a say in this.
We've had a bit of a back and forth, and now that all the individual models have been field tested, I feel more free to put two Stalkers with identical guns on the field and say "both of these are heat rays and the other one's a particle cannon" or whatever and get into exploring what they do. They definitely have potential fielded in twos or threes, whereas the single model deployed so far just folds to the first anti-tank firepower that looks at it.
Debrief
So, I lost this one when I placed the objectives. I was being cute, putting one down on that middle building trying to provoke dramatic play, and of course the Infiltrators went right under it and then onto it, and I couldn't shift them with shooting because the Invictor would shoot right back. That Phobos block with the big metal deterrent in the middle is nasty. Once that had two divots locked down I was playing for the draw and not quite making it. It did free up brain cells to concentrate on what we were actually here to do, though: test out new units!
It's worth saying that I think our 'this don't matter' attitude to this game made a huge difference to the headspace we were both in.
Yeah - making this one off-book, not part of Crusade or Narrative, meant there were no Honours or Scars or Agendas or XP to deal with, and a really simple victory condition with progressive points you can count on your fingers took load off there as well. We could get into executing the processes of doing the 'splodes on each other, things like "how does the Fight phase actually work?"
It's not just that we could ask those questions though, the lower stakes meant we stayed relaxed over finding the answers to those questions - it became an interesting exercise instead of something with consequences if we got it wrong. In a way, this is an epiphany in how we approach 40K. Have we, in our enthusiasm, overcomplicated it to a degree where it's less fun?
I think you're onto something there, compadre. I think Charlie B was right (he's always right) - Crusade is a very fine idea in practice but what it actually does is lure mechanically minded players into storytelling by giving them some grist to their own personal mill. For people like us, who naturally link our generic straight out of the book gameplay anyway, all those RPG elements are just... stuff.
(Not that we have two long, rambly posts to this effect in the drafts or anything.)
'People
like us, who naturally link our...' Yup. This whole damn narrative
plot started from a Dawn Of War game that got interrupted by the Welsh
internet crapping out. And we took that and we ran with it. We don't need Crusade.
Now see here. Koalas are a perfectly adapted roly-poly-cutie-pie for their natural habitat, and I won't stand for them to be unjustly slandered. Under Article 5 of the ANZAC Post Colonial Banter Pact an dunk on one nation's cute wildlife is a dunk on both.
ReplyDeleteYes it is true that Koalas are not blessed with the irresistible magnetic roguish charisma possessed by the greatest greenest Heavy Metalest roly-poly-cutie-pie of them all, or even the certain naïve charm of the Panda, but it needs be remarked that like all of the endless forms most beautiful on this great green earth the Koala is a biological organism and like all biological organisms it is adapted to fulfil a niche within a specific environment, and can only be fairly appraised within the context of the natural environment it has evolved in.
And compared to the Funnel Web Death Spiders and Giant Flesh Eating Bull Ants and Saltwater Crocodiles and Caustic Venom Spitting Lizards and assorted xenomorph-grade parasitic horror that they coexist next to in their native habitat, the Koala fits the roly-poly-cutie-pie niche wonderfully. It's either them or the wombats and an enraged wombat is no more cute or roly-poly.
That they also happen to be violent smooth-brained chlamydia-ridden narcotic-guzzling sacks of muscle and bad attitude is simply a testament to the brutal environment in which they must survive... and also makes them no different to the typical Aussie (or indeed the average denizen of The Tron), a barb which I am qualified to say under the Boisterous Intra-Tasman Banter Clause of the ANZAC Friendly Rivalry Accord Of 1915.
Anyway. It seems to me the logical solution to the Infiltrator-Invictor knot is to simply target the Invictor first since it can't give covering fire if it's a smoking crater, but that may very well just be over two decades of "Whatever happens We have got The Railgun And they have not" talking. It's probably a lot harder to deal with these individual big armoured things when you can't just drop molten Strength 10 pain anywhere in line of sight (goodness knows most days my Fusion Blasters can't seem to scratch the armour on a Rhino even with two dice added together).
I wonder if perhaps the Command Barge has more of a niche as a roaming swiss-army-knife troubleshooter? Zipping around behind everything else with the Reanimator, throwing out a little extra firepower over here and a resurrection orb over there to tip the balance in key sectors not unlike what I do with my Warhawk Riders in Warhammer. Unlikely to ever be a star MVP but instead contributing a steady stream of unspectacular but important help that pushes the win through.
On the matter of koalas vs. wombats, I will observe that a wombat, at least, can be used for playing wom. Also, they poop cubes, which is an excellent source of additional dice for the Antipodean gamer on a budget. I will concede that they are perfectly adapted to their environment: a dessicated Thunderdome of a continent in which all living things are inimical to one another and it's last platypus standing as takes the prize.
DeleteAnyway, you're absolutely right about the Invictor. Target priority is the name of the game here, as are additional heat rays and more apposite deployments. I had the tools to roast the thing turn two or three, but they weren't in the right places. Now We Know.
You and I are having similar thoughts about the Barge. There's an Enhancement available that extends a hit bonus to every Necron within 6", coincidentally the same range as its other support abilities, and I'm considering a Barge and two Stalkers as an armoured core, with the Barge threatening Heroic Interventions on anything that comes near its charges.
After the Invictor punished your Immortals on turn 1, I did honestly spend the rest the game waiting for you to catch on and banish it to the shadow realm in some uniquely absurd Necron fashion, but you never did... now I know why.
DeleteAs to Koalas? I will contest the idea that they get a pass if you consider them in the context or their native environment - they made the odd evolutionary choice to exclusively eat a plant that is going out of its way to make it quite clear that it does not want to be eaten. When the only food source you are willing to consider spends its entire time trying to kill you, then you really need to be asking yourself some important questions about how you ended up in this mess to begin with - but Koalas can't. They're too stupid. Koalas have proven to be so dumb that if it starts raining, the actually won't consider seeking shelter somewhere dry. The thought never crosses their mind. So they just sit there, getting soaking wet and being miserable. Koalas are literally too stupid to come in from the rain. Plus when soaking wet they look like something Peter Jackson might have used as a movie monster back in his indie days.
Wombats on the other hand do indeed poop cubes which is adorably weird, and use their bums as defence mechanisms when attacked - they run into their burrow and block the entrance with their rears, using their bums in a similar manner to a castles portcullis. They've even evolved thicker, tougher hides on their tuches specifically to resist attack.
Any animal with an armoured ass, and the appearance of a 'roided up hamster that wants nothing more than a quiet life with well established boundaries scores instant points with me.