I'm going to do shorter write ups as my brain is fried, and I'm not sure I'll have any spare time until next weekend to post these if I don't do it tonight and then I have some summery thoughts on the list & Necrons in Maelstrom generally.
When list building I often take things to extremes, and sometimes it takes playing games to work out why a list simply isn't great. You can probably see the issues here already, but I'll go into that later on.
Game 1 was Vs Rob's Dark Angels. I was excited to play them as I wanted to play a non-RG Marine list, but Rob had also thrown various ideas and combos at me that I wanted to see play out on the tabletop.
It's fair to say, not the most disgusting list in the world. Definitely not a patch on the Iron Hands Juggernaut steamrolling LVO and something I felt reasonably confident going into!
Terrain & Deployment
The terrain is sparse, this is deliberate as the Tables at Warhammer World - although visually pleasing - offer very little in the way of LoS blocking, and I wanted to practice for the tournament conditions. Deployment was Pointy Dawn of War (I believe it's called Spearhead Assault)
I lost the roll off to go first. This made the 4th game in a row (all against Marines) that I had gone second. It also came after I had spent the last 5 mins or so during deployment arguing my dislike for Seizing the Initiative - and having pointed out that I'd ended up going second in every Marine game so far. Obviously the universe was listening and I should learn when to keep quiet!
Rob's Turn 1 had him pushing out of his deployment using the snazzy new Litany DA get that allows them to count as stationary even if they moved - definitely a strong one, coupled with the DA Chapter Tactic you get an Iron Hands LiteTM. In his shooting phase he killed 9 of the 11 Destroyers, even sat in cover & half near the Cryptek. Oof.
Fortunately, the terrain had some LoS blocking and I got away with leaving 1 from both squads alive - which was incredibly fortune for me, and the only thing that kept me in the game. He also managed to kill a Doomsday Ark - killing a total of 710pts & scoring 5VP by the end of T1.
My T1 had me rolling hot, getting 3 back into the 5 man squad and 4 back into the 6 man squad after burning my Resurrection Orb. Definitely a bit of a gimmicky pick, but it was useful in both games.
I moved my Doom Scythes forward to move block him.from taking any more footing on the board and dropped the Mortal Wound strat on Azreals moving Castle. After using a CP on the Company Ancient I managed to kill him and a single 5 man Tac Squad. Not the greatest ROI, but the banner had to die before too got to shoot me back. At the same time the Destroyers Veiled over to the far right, away from the Leviathan and the other squad moved up to join them with the Destroyer Lord.
Shooting was overall successful, I ignored the Leviathan knowing how much firepower it can soak and removed both Dev Squads & some other bits and pieces. In retrospect I think the DA +6" range means that the Leviathan can't be ignored at all, and I should have focus fired it down T1 as a 38" threat range is truely terrifying.
After this he slowly chipped away at my tanks, and I chipped away at his midfield until neither of us had all that much left to speak of. He moved his Apothecary forward, then burnt a strat to move it again (for something like 36" total movement) and then burnt MORE CP to bring some Deathwing Knights in for a short range charge on one of my Doomsday Arks. This is a fantastic combo, and definitely one to look out for when playing DA - it can get the Knights pretty much anywhere they need to go with a much closer Deepstrike than usual.
Other highlights include;
- His Chaplain taking near lethal damage on the charge against one of my Doom Scythes, and then getting punched in the face on a 6 and failing his armour sace (he did CP it and survive on a single wound - but it was a very satisfying moment).
- My Mephrit Doom Scythe doing 5 unsaved wounds to the Deathwing Knights, killing 3! I was less impressed when I realised he can also do a resurrection with his Apothecary, bringing a Knight back after I nearly cleared them off - spelling the end for a wounded Doomsday Ark.
- 14" Flamers on the Leviathan. Turns out, that's a pretty big swathe of the board!
It's reaching midnight here so the second game will have to wait. As for the list, the major issue is it just has very little board control. I think I could get away with it in some formats, but definitely not in Maelstrom - especially when the Necron specific Maelstrom cards are so woefully bad. This is especially painful when you end up having to keep every take/hold card - not ideal when you cede board control immediately! It also just doesn't have the damage that you'd think it should if you come from playing another gunline army.
Realistically I think my best chance for success in Maelstrom is going to be with a core of 25 Immortals with the Standard Sautekh Battalion. I don't have time to get cute with finding an off meta combination that eschews troops before the end of the month, and even though they will melt to Marines at least I'll have a better shot at playing the mission. I think I'm best off dropping the planes, since they won't help me get that much needed objective control (well, not directly) and I'm liable to make a major positioning error 3 games deep and fly a plane off the board.
Current list thoughts are something along the lines of 25 Immortals, Imotekh, 3 DDA's, Destroyers, Scarabs & Wraiths if I can fit them in. I'm interested to hear what works for you guys in the Marine match up though, being 0-4 against marines and 2-0 against non-Marines does not boost my confidence that I have that game plan cracked.
Edit: Thanks for cleaning up the double post!
Edited by dreadmad, 08 February 2020 - 11:44 PM.