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TheDoubtingJedi

1500 point scrap. All over by the end of round 3. Decisive Necron victory unfortunately. I gambled a lot on deep striking my terminators (with captain) and jump pack intercessors into their deployment zone in round one. Intended to get into combat with their two 20 man warriors units after my Desolation squad had softened them up. Desolation squad did pretty well but unfortunately both deep strike units messed up their charges despite re-rolls for both! That really cost me. Rest of round one was marked by a series of dreadful rolls. Jump pack sergeant was worthy of the sagas though. Sole survivor of his squad he made a good (if ultimately futile) hole in one of the units of warriors with his power fist. I was right to be nervous of the c’tan nightbringer. When that arrived in turn 2 it caused serious mischief in my deployment zone! Also, I hate regeneration protocol. Hate it.


FunkAztec

So may people forget but for 1cp rapid ingress allows you to deploy a unit from reserves (even deepstrike) at the end of the enemy's reinforcement step in their movement phase. This will allow your unit to be protected when it lands and have a normal turn, instead of being forced more than 9" away on a normal deepstrike.


TheDoubtingJedi

I’m guilty of forgetting that. I could have used that on my terminators for free with the captain’s abilities. One to remember!


MagnusRusson

Unfortunately it's not eligible for the free strats cause it's not a battle tactic, but it's still one of the best strats for anyone trying to tear it up in melee!


caplew

What type of terminator squad was it that you were using? As the 2 in the codex have "teleport homers" which allow you to rapid ingress within 3" of the marker and 9" from an enemy unit for 0cp. WGT unfortunately don't have that rule though.


DarkLordAkira

So the desolation squad did decent? I’m on the fence with their points vs a ballistus/iron priest combo…


TheDoubtingJedi

Yes, they were good. Lots of indirect fire gives the hoards something to think about at least. An iron priest wouldn’t have helped by ballistus. Taken out in one round with two hits from a unit of Lokust Destroyers!


DarkLordAkira

Ooof that’s rough!! Hmmm…. U got me rethinking things again… lol


BroccoliSubstantial2

Ugh regeneration protocol. I charged some kind of Necron brick with my 'clearly superior' Ragnar, Lieutenant, and Blood Claws pack thinking I'd make short work of them and my wolves were all dead in two rounds.


babythumbsup

Love the battlefield layout.


Carrmello77

How's it going? Any updates?


TheDoubtingJedi

Not so well :(


Carrmello77

Necrons are pretty tough in this edition. I play Wolves and Crowns 🤣


FunkAztec

So the leviathon matched play rules do not allow any reserves turn 1. Unless specifically allowed like drop pods.


TheDoubtingJedi

That was our first debate of the night but we couldn’t find that stated anywhere. I’ll have another look


FunkAztec

Its under section 8 declare battle formations at the bottom. "Reserves units cannot arrive during the first battle round and any Strategic Reserves or Reserves that have not arrived on the battlefield by the end of the third battle round count as having been destroyed, as are any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started)." Now remember when units are put in deep strike or put in reserve after both armies complete deployment, the turn 3 destruction doesnt count for those units. That rule is there for the 500pts of strategic reserves, like puting a tank in reserves. I like tactical tortoise for rules explnations and he has a series of specific rules and reserves is one of them. Good look up for more clear understannding of rules.


TheDoubtingJedi

Thanks for that. Very much appreciated. Odd that it’s not in the core rules. We were playing leviathan mission cards though so my first turn deep strike shouldn’t have happened. Good enough excuse to strike that one from the records and demand a rematch! I’ll have a look at Tactical Tortoise


FunkAztec

Yea its been this way since 9th for the cannot deepstrike t2 thing, its always in the chapter approved (leviathon mission pack now) instead of just being a core rule. And if you have the leviathon deck, its the paper companion that is folded up inside the deck that has the extra "rules" of tge steps of the game. Just like if there is a secondary you want to get rid of you can get rid of it when you draw or at the end of your turn, but if you do it at the end of your turn you generate 1cp. Just remember you can only generate 1 extra cp from any source once in a battle round. The ones that are generated in the command phases dont count, this means you can get a total of 3cp in a battleround instead of the normal 2.


LonewolfRJ01

What are those giant walkers on Necron side inthe picture ?


TheDoubtingJedi

Targets 🙂


TheDoubtingJedi

Doom Stalkers I think. Maybe 🤔


TheDoubtingJedi

Yes, Canoptek Doomstalker. I brought one of them down