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Title: Necron V Eldar Meat Grinder 1500
Description: Trying Eldar for the first time


Uniforce - January 10, 2007 09:14 AM (GMT)
I was able to use a few of my friends models in a pitched battle against some of my own necrons. I played Eldar, while my friend played Crons (We've both been playing for a while, but he hardly ever plays with or against crons)

It was a list i quickly threw together as a test of what i should get when i start collecting Eldar (Verrrrrrry sooooooon) so, sugestions are wanted to improve the eldar list please :)

Meat Grinder: New Eldar v Necrons 1500 points
Eldar force:

Baharroth (With Swooping Hawk squad in reserve)

Autarch (With Banshees in Wave Serpent)
Wings
Fusion Gun
Mandiblasters
Power Weapon


10 x Dire Avengers
Exarch
Shuriken Catapult
Wave Serpent Transport
Twin Scatter Lasers
Star Engine
Vectored Engines

10 x Dire Avengers
Exarch
Shuriken Catapult
Wave Serpent Transport
Twin Scatter Lasers
Star Engine
Vectored Engines


10 x Swooping Hawks
Exarch
Sunrifle
Skyleap
Intercept


10 x Howling Banshees
Exarch
Mirror Swords
Acrobatic
Wave Serpent Transport
Twin Scatter Lasers
Star Engine
Vectored Engines


Necron Force:
'Wraithlord' (Lord, destroyer body, phase shifter, Ors Orb, Warscythe)
'Nightlord' (Lord, Veil of Darkness, Nightmare Shroud)


10 x Warriors
10 x Warriors


8 x Immortals

3 x Wraith
1 x Wraith


Monolith
Tomb Spyder
Tomb Spyder


Game: Meat Grinder, Necrons on the 'Defensive'
Setup: Serpents holding the avengers are on each flank, the one with the shees in the middle. Necrons have monolith in the middle, immortals in front of it, a warrior squad, spyder and wraith squad on each flank, wraith-lord with the lone wraith, night-lord with the immortals.

Eldar turn 1:
serpents move forward, staying out of the necron's weapon range, and peppering the Immortals with their scatter lasers, two Immortals drop.

Necron Turn 1:
one of the Immortals pulls itself back together. With the wraiths staying put, the rest of the army moves forward to meet the Eldar advance. The Necron Lord uses the Veil and scatters straight in front of the serpent carrying the banshees. The Immortals open fire, immobilising the craft.

Eldar Turn 2:
The Banshees exit their wave serpent, and move around to the front of it. The other serpents fly a huge 36" to make it to behind the necron lines. The Banshee's transport shoots the Immortals, and the recently repaired Immortal falls back down.
The Banshees forgo their pistols, to close in on the enemy, Charging the Immortals, and cutting two of them apart, The Autarach follows suit and kills another. The Necron lord returns the favor by wounding the Autarach.

Necron Turn 2:
The Lord decided that he didn't want to fact the Banshees anymore, and uses the veil to escape, only this time, he scatters on top of another wave serpent. The monolith uses its Particle Whip, and scorches a single banshee.
The necrons then turn their attention to the Wave serpents in their midst. The wraiths flew behind them and cut off their access points, while tomb spyders assulted the front of the vehicle. The necron Warriors also turned their guns towards the hovercraft, Immobilising one of them and stripping both of their scatter lasers. The Wraiths Immobilised the other one, then the Tomb Spyders proceeded to make new Tomb Decorations with the Immobilised remains... (4 MC attacks that auto hit... ouch)

Eldar Turn 3:
The Autarach uses his jump Pack and flies off to engage a squad of necron warriors. The Dire Avengers that died in the Wave Serpents now return to the board thanks to the "Sustained Attack" rule, on each flank, near the necron warriors. And they manage to down 4 warriors each. The Autarach follows this and kills another Warrior, however, he takes a wound in return.

Necron Turn 3:
1 Warrior from each squad stands up. The monolith recalls the warriors engaged with the autarach, no extras stand back up, that warrior squad then marches forward and rapid fires the banshee squad, killing four of them. The other Warriors return fire against the Dire avengers, and kill three of them. Three wraiths follow up on this, and kill another 2 Avengers, and avoid all attacks back. The Lord, Wraith and Tomb Spyder on the other side engage the Autarach, Both the Autarach and the Wraith miss, but the Necron Lord neatly slices the Autarach in half.

Eldar Turn 4:
Swooping Hawks finally arive!
The dire Avengers kill 4 warriors from the squad the stands in front of the banshees. Swooping Hawks kill a further 2 warriors, eliminating the squad. The wraiths and Avengers kill 2 each.

Necron Turn 4:
Both wraith and 5 Necron warriors rise again, the Warriors join the other squad thanks to the Tomb Spyders, and then are teleported by the monolith to face off with the banshees, Levelling their gauss flayers, the Warriors drop 4 of the 5 banshees.
The Spyder, Wraith and Lord charge the Swooping Hawks. The Wraith causes a wound which is saved, the Hawks return the favor and drop the wraith. The necron lord kills one Swooping Hawk, and the Tomb Spyder flays its arms around wildly at thin air. The Avengers and wraiths again draw combat with 1 kill each.

Eldar Turn 5:
The Scatter Laser on the Immobilised Wave Serpent targets and kills 4 necron warriors, the unengaged Avengers add to the firepower, and drop another 5. the lone Banshee Exarch charges the remaining warriors and wipes them out. Baharroh engages the Tomb spyder, and slices through its hide with his power sword, while the necron lord slices up another two swooping hwaks, taking no damage in return.

Necron Turn 5:
The wraiths rise from the dead, forming a unit 4-strong. the Monolith teleports them, and they proceed to engage the swooping hawks. the lone tomb spyder engages the 3 strong unit of Avengers and kills them without taking any damage in return.
Baharroth attacks the necron lord, wounding him while the Wraiths massacre the remaining six Swooping Hawks and Banshee Exarch. The Necron lord, unbalanced by taking damage, fails to land a single blow.

Eldar Turn 6:
The Dire Avengers that were just massacred by the tomb spyder return, and pump the spyder full of shurikens, taking down the creature.
Baharroth, standing on his own against four wraiths and a necron lord, fails do inflict any damage, However, his armour saves him from the wraiths attacks, but he could do nothing as the Warscythe passed straight through the force sheild and his flesh as if it did not exist.

Necron Turn 6:
The Monolith's Flux Arc shoots the avengers on both sides of it, killing 3 from one squad and 5 from the other. The wraith and Necron Lord assult the half-strength squad and annihilate it, while the Necron Lord takes a wound in return.

Destroyed Forces:

Eldar:
Dire Avengers x 33
Wave Serpent x 2
Wave Serpent Immobolised
Baharroth
Autarach
Swooping Hawks x 10
Howling Banshees x 10
1569

Necrons:
Immortals x 8
Necron 'NightLord'
Warriors x 20
Tomb Spyder x 2
884 points

Thoughts:
Damnit! where were my reserves? swooping hawks rolling 1 each time on their reserves roll, even with a +1 it didn't help :(
Necron Phase out would have been at Turn 5, but in Sustained Attack, that rule is nullified.
No matter how many special rules the Eldar have at ignoring enemy armour, S3 is still S3, and against Necrons near god-like survivability, it hurts! (or more correctly, it doesn't hurt my enemy)
all in all, it ended pretty close (mission objective wise, the victory points tells a different story)

Hardrainfalling - January 10, 2007 04:30 PM (GMT)
okay eldar vs necrons
power weapons prevent WBB rolls unless a lord with an orb is near
Star cannons are very nice
Brightlances also prevent warrior wbb rolls unless a lord is near
Wraithlords are very handy only hurt on a 6 by warrior shooting and cant be hurt at all in cc unless the necron player has paid for an up grade and if they get to cc a monolith its in big trouble 10+2d6 armour pen any one? especially if they have a wraithsword, they can also insta kill necron lords
Wraithguard are awesome vs crons especially monolith if near enough and any cron troops

Uniforce - January 10, 2007 09:09 PM (GMT)
QUOTE (Hardrainfalling @ Jan 11 2007, 02:30 AM)
okay eldar vs necrons
power weapons prevent WBB rolls unless a lord with an orb is near
Star cannons are very nice
Brightlances also prevent warrior wbb rolls unless a lord is near
Wraithlords are very handy only hurt on a 6 by warrior shooting and cant be hurt at all in cc unless the necron player has paid for an up grade and if they get to cc a monolith its in big trouble 10+2d6 armour pen any one? especially if they have a wraithsword, they can also insta kill necron lords
Wraithguard are awesome vs crons especially monolith if near enough and any cron troops

ah, at least i know 'crons like the back of my hand ;) and yes, power weapons generally hurt them, but being eldar S3, its not so much of a problem (5's and 6's to wound? even with no save, there's still going to be quite a few left standing, and its rare to find necrons out of orb range...)
think i should replace the scatter lasers on the serpents with star cannons? (bearing in mind that i don't want to talor this list to just the necrons) i might be able to fit that in...
BrightLances, well, aside from the serpents, nothing else can carry them, maybe i should outfit those serpents for tank hunting after all... (i had that reserved for the swooping hawks and baharroth, deepstrike a little away from the target, and use the jump packs to quickly close with the tank)
Wraithlords.... i might be able to fit one in there somewhere, but i'm not at all convinced that they would be all that useful against necrons, Every single gun in the necron army can hurt them, and even if they do get into Close Combat (BTW, Disruption Fields does NOT allow units to hurt high Toughness creatures, only Armor, so the wraithlord is practically invunerable) the necron player can just teleport out of there. Also, if the Necron Lord is on a destroyer body, the wraithlord can't insta kill him, and with the monolith, it only lets you use 1D6 (living metal) and only hits on 6's (even with re-rolls its going to be tough with only two attacks)

Kaanaelis - January 11, 2007 02:29 AM (GMT)
Hello all,

For one that has played with Necrons, I'll give you some suggestions...

First, your choice of HQ...either stick with the Autarch or stick with Baharroh. What I'm saying is look for the help of the farseer...their powers with Warlocks can change the outcome of a game. I mean look at the first power they get...Doom...one enemy unit has to re-roll all wounds that miss for one complete turn.

You are probably wondering why I brought up the benefit of Doom when talking about Necrons...the primary rule one should always obey when fighting necrons is always try to target and kill one squad at a time.

And let him come to you...if he has to shoot his rapid fire before an assault guess what he will only have one attack, yes we have T3 so it's more of a problem against us...but every little thing matters.

Power weapons are a good idea in close combat, but as Uni said Eldar is generally not strong enough to deliver anti-armor in CC.

My primary stance is to choose one target and direct all fire to it (imo an infantry unit that seems to be the most dangerous)

Hardrainfalling - January 11, 2007 09:10 AM (GMT)
i thought hitting skimmers on 6 was if they had moved far enough which the monolith is too slow to do and did think the monolith was still vunerbale to the 2D6 armour pen of a monsterous creature as the wraithlord is now that not gaining the 2D6 from a power fist which is a chnage to the old rules
yes the WL can be hurt but necron warrior guns but they need a 6 to wound and then its gets a 3+ save

Calaith - January 11, 2007 09:19 AM (GMT)

The Monolith is pretty much imprevious from all special rules. It ignores lances (as do most large tanks now days actually...<_<) and melta weapons. I ignores Monsterous creatures and it ignores Melta bombs special rules.

Best way to take it out? D-cannon or Haywire Grenades.


krazyboris - January 12, 2007 07:15 AM (GMT)
QUOTE (Kaanaelis @ Jan 11 2007, 12:29 PM)
"...if he has to shoot his rapid fire before an assault guess what he will only have one attack..."


Not sure where you are getting your info from, but if a unit carrying Rapid Fire weapons uses them at all in the shooting phase, they cannont charge at all in the assualt phase.

And Cal's right. Best thing to do with a Monolith from an Eldar point of view is concentrated fire from anything that can hurt it, and remember that because it is slow and ponderous, it's not destroyed by the Immobilised rule like normal skimmers, instead it floats down to the ground and lands.

Also, to those playing against crons, dont forget that it does not block line of sight as it is a skimmer, unless it is Immobilised or destroyed.

Finally, this is from page 71 of the 40k Rulebook

"A skimmer that is not immobilised always counts as moving more than 6" in it's previous turn"

Therefore, it always requires a 6 to be hit in CC.

Kaanaelis - January 12, 2007 08:10 PM (GMT)
Kraz, I meant to say because the necrons' troop choice is a rapid fire weapon, you can use that to control them...by forcing them to decide with shooting or assaulting.

Yes Cal is right...tho I would only concentrate one Str 8 weapon per monolith, even if it takes a lot of turns. With the Sustained Attack scenario, Phase Out is void, but with other scenarios, I would try and take out 'necron' troops and do Phase Out.

Also Kraz, in regards to the rule on 71, 'A skimmer that is not immobilized always count as having moved more than 6" in it's previous turn'. Does that prove true when determining whether a shot made at it is glancing or penetrating. The rule in the book is if you move more than 6", any shot made at the skimmer is glancing not penetrating. It says you must move more than 6" to qualify. (pg.69.Skimmers moving fast)


krazyboris - January 12, 2007 10:03 PM (GMT)
The rule is written in regards to CC, I belive.

If you re-read the rule on pg69 it says "...the skimmer must end it's move more than 6" from where it started..."

Also, the rule I quoted in my previous post is taken from the section of the book regarding vheicles and assualts.




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