Necrons, those undead in space that used to be so tough and now are a little hampered in 5th edition. While the hit to glancing definitely impacted Necrons with the new vehicle damage chart, I believe the larger impact is phase-out and how that interacts with the new 5th edition scenarios. Basically, there is only 1 mission you play when playing Necrons. Phase Out. Lets see, grab 5 objectives... Nah, lets just make them phase out. Seize an objective in the opponents deployment zone... nah, lets just make them phase out.
The DLT guys are writing a new campaign (The Forge Star Campaign) that actually adjusts Necrons a bit. I was lucky to play against Rich from DLT and the new Forge Risen Necrons. You can hear about the game on Episode 50 of their podcast, and I am going to give a bit of an overview here as well.
List for the game:
@1500
HQ
Autarch (Mandiblasters, WJG, Power Weapon, Fusion Gun)
Farseer (Doom, Runes of Warding, Spear)
Elite
7x Fire Dragons
w/ Wave Serpent (Spirit Stones, SCan, TL SctLaser)
8x Banshees
w/ Banshee Exarch (Executioner, Warshout, Acrobatic)
w/ Wave Serpent (Spirit Stones, SCan, TL Missiles)
Troops
9x Dire Avengers
w/ Dire Avenger Exarch (Bladestorm, 2x Avenger SC)
w/ Wave Serpent (Spirit Stones, SCan, TL Bright Lances)
3x Jetbikes
w/ 1x SCan
3x Jetbikes
w/ 1x SCan
Fast
8x Warpspiders
w/ Warp Spider Exarch (Withdraw, Powerblades, 2x Deathspinner)
Rich's Forge Risen Necrons
1x Pariah Lord (new from Forge Star)
1x 8 Immortals
1x 3 Wraith
1x 7 Scarabs
2x Tomb Spiders
1x 2 Heavy Destroyers
1x 4 Destroyers
2x 12 Necrons + Pariah Sargent(FS) + Gauss Flamer Template(FS)
Game Record: 2-7-3
First it is important to understand what some of the changes for the Forge Risen Necrons are. Based on my (faulty) memory, here are the highlights:
- Phase Out - Necron squads who fall back must make a leadership test or that many necrons "phase out" of the squad.
- Wraiths - 1 of the attacks the wraiths have become a power weapon attack
- Pariah Lord - Essentially a super pariah. Allows Pariah Sergent upgrades in necron squads that are at least 12 man strong
- Gauss Weapons - become rending
- We'll Be Back - this becomes a 4+ FNP
- Tomb Spiders - Add +1 to a FNP save for necrons within 6 inches
Our game was an annihilation mission, with "normal" set-up of 12 inch deployment zones. Rich set-up everything on the table, while I kept my bikes, spiders, and autarch in reserve. A couple highlights before the end of the game were:
I successfully split his army in half, with 1 warrior squad + spider, wraiths, and immortals headed to the left and the rest of his army headed right. I had 1 set of bikes and 1 wave serpent (dragons) to the left and the rest of my army on the right side of the board.
The Serpent with Dragons was Crew-Shaken close to my deployment zone, so I turbo boosted into the middle of his army on the left flank. My intention was to jump the dragons out, scoot and shoot with the serpent, and unload with 7 melta shots. Instead, the Serpent was blown out of the sky, the Dragons emergency disembarked and were promptly picked apart by remaining gauss fire then assaulted and wiped out by the wraiths.
Banshees waltzed through 1 doomed squad of Warriors, 1 doomed squad of destroyers, and got stuck on a multi combat with immortals and scarabs at the end of the game.
Dire Avengers blade storm into the destroyer squad, kill 1, then lose 5 Avengers to return fire from the same destroyer squad.
So we come to the last 3 player turns of the game. I have the bottom of the turn and on my turn 4 I charge the Pariah Lord with my Autarch, Spider Exarch, and 1 warp spider. 10 str 3 power weapon attacks and 1 regular attack result in 1 wound on the Pariah lord. In return, the Pariah Lord kills the warp spider, tied combat. Top of turn 5 I send 8 str 3 power weapon attacks into the lord, and everything fails to land (due to my average rolls not wounding and his invuln saves). In return, the Pariah kills the Warp Spider Exarch, I lose combat by 1 and roll for a 6 (Pariah drops my leadership to 7, lose combat by 1) and fail. I successfully make the initiative check to flee then roll my 3 dice to jump away. I jump over the ongoing combat between the Immortals and the Banshees, and the Lord ends up on the other side of the combat. I do a quick check of the board and see the following status:
- Farseer is alive and in a Serpent, within 24 inches of the immortal combat
- Autarch is alive but fleeing, no problem I can rally him next turn
- Banshees are in combat with the Immortals and 1 scarab base. With Doom, I should clear this combat on my turn and gain 2 KP.
- Half squad of Dire Avengers are 1 inch from the table edge and fleeing
- Currently kill points are tied at 4 / 4
- First thing on my turn I launch Doom at the immortals. I make the rolls, everything is good, then Rich reminds me of "Psychic Void" around his Pariah Lord. Pariah Lord is within 6 inches of the immortals, Doom dissipates into the warp. Damn. No problem, as long as the Autarch and the Avengers rally (on a 10 and a 9 respectively), I am playing for a tie and my banshees may even pull out the win without doom.
- I roll for my Avengers to rally and they do, sticking nicely on the edge of the table but not willing to leave the field of battle. Now things are turning around!
- I grab my dice and roll for the Autarch. Roll a 3, fantastic. I quickly measure and find the Autarch is 5 1/2 inches away from the immortal combat. DAMN double DAMN! He cannot rally and ends up jumping a bit further away. He is still fleeing and that makes the total 5KP for Rich to 4 KP for me.
- I shoot what I can, dropping a couple wounds here and there but not removing any units. Onto the Banshees! Banshees drop 3 wounds onto the immortals, and none onto the scarab base. Fail. Final score stays at 5KP to 4KP, win to Rich.
Overall I really enjoyed this game. From a lessons learned standpoint:
- My Bikes are still working as a harassment unit, not actually delivering any scoring action. They add nicely to my other str 6 shooting, and work as diversion units.
- I am still not supporting my Dragons. Maybe its something subconscious? I need to make a concerted effort to support my dragons when I play.
- Doom Seer works out really well. I put him with the Banshees this game and that worked better than running with the Avengers. I am going to keep him with the Banshees for a while.
*As a note, HuronBH has pointed out this was actually a tie. I have updated the record column both in this post and on the right. A falling back unit does not equal a kill point until it actually hits the table edge!
I'm fully expecting Necrons to go to Feel No Pain once they do get the revision.
ReplyDeleteI'm always a little leery of DIY codices, just on the principle that they fix too much of the problem, and make the codex the badass. I will have to go give their adjustments a look, though. Hopefully GW will actually do something about the shape of the Necrons. I mean, the Dark Eldar aged okish, but that's because they have speed and massed lances. Necrons...not so much.
That aside, I hear you on losing by less than an inch. The W/L/T column can't tell you how many of those were close, either way.
Hmm, not so sure that the running Autuarch is worth a kill point. This isn't 4th and I don't think fleeing models count as dead anymore at the end of the game. I will have to look it up when I get home.
ReplyDeleteSounds like it was an interesting game. I too however am a bit leary of DYI rules except in scenario play. The Priah stuff seemed way over the top to me and as does all Gauss weapons getting rending. If they want a simple fix I would suggest leaving the book as is except give gauss weapons rend verse Vehicles (since their glance rule never effected infantry before), change we'll be back to the 4+ FNP, use their Tomb Spyder Mod, and just get rid of phase out. Simple done.
Personally I think Necron players today do not take enough warriors. My standard army would include at least 48 warriors straight out of the gate.
-jay
I'll be damned! You are correct sir, it was a tie after all.
ReplyDeleteUnless I am missing something, my reading of the BBB shows that a unit falling back does not count as destroyed until it actually hits the edge of the table. This means no KP.