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View Full Version : Ork vs Necron 1,000 point Video BatRep



DeffHeadDice
03-27-2012, 10:32 AM
The first official DeffHeadDice BatRep featuring a 1,000 point battle between my Orks and Les' Necrons filmed in the "Beat Matt BatRep" style.

Part 1: http://youtu.be/hMXvxSCH36M
Part 2: http://youtu.be/Zc8_sMM3Ti4
Part 3: http://youtu.be/rkBLtTuvDjI

Please subscribe if you want to see more. ;)

UPDATE: We started to have a rematch, but Les had to leave due to an urgent family matter. Rather than wasting the footage, I throw together the following video.

Comment below who'd think would have won if we made it to the end of the game?

Incomplete Rematch: http://youtu.be/7pUYVrzsvJs

Kiarr
04-03-2012, 09:52 AM
Very nicely done batrep I hope to see a lot more

Personally second fight I think the Necrons would have taken it I think the shooting would have finished off the burner boyz and the warrior squad would have nicely dammaged the biker boyz and possibly the trukk

One thing I did notice is that I didnt see mentioned did he use the ghost ark to resupply the unit that took casulties the previous turn - ghost arks are not linked for their special ability to a particular squad it can be any warrior squad within range! (does mean that they are usefull for backing up multiple units on foot!

DeffHeadDice
04-09-2012, 10:57 AM
It would seem Les forgot about the Symbiotic Repair rule. Now does it still apply if the Ghost Ark is Immobilized?

Happosai
04-09-2012, 11:19 AM
Symbiotic Repair is for the Command Barge, not the Ghost Ark. That ability is used if the Command Barge is Immobilized or Weapon Destroyed.

The Ghost Ark gets Repair Barge, that ability to skip moving and restore dead warriors to their unit within 6" of the Ark.

Demonus
04-17-2012, 04:29 PM
cool battle report!

i noticed something in the comments about not making RP rolls if you are falling back. per the codex:

"after any morale checks have been made, and fall back moves have been made, roll a d6...."
"on a 5 or 6, a necron reassembles itself and continues to fight, return one slain model to play with a single wound in coherency with the unit that has not itself been reanimated. models must be placed 1" away from enemy models unless they are locked in cc. models that cannot be placed this way do not return.

The only time you cannot make a RP roll is if the unit itself is swept off the table.

"RP cannot be attempted if the unit has been destroyed."

So if you are beaten, fail your morale check but win the initiative test, you may make RP rolls after your fleeing move has been made. Any models that succeed are placed in coherency at least 1" from enemies, and if you qualify for rallying, you may do so next turn.

I had to pull out the codex just to double check :)

cheers

Nachodragon
04-17-2012, 04:49 PM
Re-read the paragraph before that,

"If the unit makes a fall back move, remove any counters from it - any damaged Necrons are left behind and self-destruct rather than risk capture by the enemy."

The real question comes from what happens to the Ever-living tokens? Are they removed as well if the unit makes a fall back move? Or do they get a chance to come back? Or do they only get a chance if the unit is destroyed?

Demonus
04-17-2012, 04:57 PM
ah you are indeed correct sir my apologies. Ive never had a necron uniit beaten in combat win an initiative roll so it never came up!! :o

*edit*

that does seem like a rather poorly rule though. if you are removing the counters, why in the hell would you put "after fall back moves have been made" in the rule itself? ah GW. you make 0 sense.