Surgical strike team.

Captain Adamar looked at force disposition on the hololithic display. The rebels had planned their defences well. For nearly 2 kilometres in each direction the line was solid. To breach the line, they would need the force a hole. It was the sort of challenge he loved. He had committed the strength of the company to the line off to the east and, as predicted the enemy had added reserves to that point in the line. The imperial guard units at his disposal threw themselves at the enemy as ordered. He had gathered his reserve forces and prepared to strike where least expected, the rebel commander had been found and the scouts of the 10th had confirmed the old bastard was in the field.

Adept Valdez approached through the gloom of the command post. “My lord, the techmarines have signalled. The teleport is ready and the pod is primed for launch”

Time to end this rebellion he thought. Touching his comm stud, “sergeants, the time is upon us, operation Remus is go, start combat timer on my mark” turning his massive bulk with speed and purpose that belied the terminators size, he strode on the platform. The 10 other hulking shape stood to battle ready, ozone starting to crackle over the cerimite armour,

“We March for mcragge! Courage and honor” he said in to the open comms Channel the teleport chamber fading around him.

In an up coming game I am trying a new list against imperial guard. It’s a radical new approach, based on the concept of a surgical strike. The fluff behind it is a decapitation strike. How would a marine army strike a key location in the middle of a campaign? My answer would be a scout force scope the target and then, using teleport homers and locator becons, a strike team would deep strike right onto the enemy. Opening up with massed flamers, storm bolters and assault cannons, they will tear the heart out of the foe. This twin surgical strike will be a precision attack.

The ethos for the list was split into 2 groups. The first wave of scouts will deploy inside the range of the opponents big guns, mainly any basilisks that may turn up. The second wave will deep strike. Leading the force will be a terminator captain. The only bit that doesn’t fit is a drop podding ironclad. The pod gets a locator beacon allowing me to drop the assault marines with accuracy. I have included it in the strike team, but it will arrive first turn, I just hope it’s frontal armour can take the pounding.

Strike team

Scouting force.
This force was easy to choose. I only have 25 scouts, so they all got selected. In the mix is a missile launcher with flakk and a heavy bolter.

Strike team.
I have chosen to go big on my strike team. 10 terminators and 10 assault marines will drop right into his lines. To soften them up I am taking my ironclad dread, in a pod with a locator beacon. The idea is to distract away from the scouts and mess up any plans he has. I try to force him in a reactionary approach and this will enable me to control the game. Rounding off the strike team is a single storm talon to provide air support.

So here is my take on a surgical strike team.

HQ 140 points (9%)
Space Marine Terminator Captain (140) WS6·BS5·S4·T4·W3·I5·A3·Ld10·Sv3+ Iron Halo; Terminator armour; lightning claw; storm shield; special issue equipment. And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character.

Elites 635 points (42%)
10 Terminators (445) WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+ Terminator armour; storm bolters; heavy flamer; assault cannon; 7× power fist; 2× chainfist. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Terminator Sergeant WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+ Terminator armour; storm bolter; power weapon. And They Shall Know No Fear; Combat Squads; combat Tactics (ultramarines).

Ironclad Dreadnought (145) WS4·BS4·S6·FA13·SA13·RA10·I4·A2(3)·HP3 seismic hammer (built-in heavy flamer); Dreadnought close combat weapon built-in heavy flamer; smoke launchers; searchlight; extra armour. Vehicle (walker); Move Through Cover.
• Drop Pod Mk 2 (45) BS4·FA12·SA12·RA12·HP3 storm bolter; locator beacon. Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault.

Troops 363 points (24%)
10 Scouts (133) WS3·BS3·S4·T4·W1·I4·A1·Ld8·Sv4+ 9× boltgun; heavy bolter with hellfire shells; scout armour; bolt pistols; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines); Infiltrate; Move Through Cover; Scouts.
Space Marine Scout Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv4+ power weapon; boltgun; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics (ultramarines).

10 Scouts (175) WS3·BS3·S4·T4·W1·I4·A1·Ld8·Sv4+ missile launcher (flakk); scout armour; bolt pistols; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines); Infiltrate; Move Through Cover; Scouts.
Space Marine Scout Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv4+ bolt pistol; power fist; teleport homer; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics (ultramarines).

5 Scouts (55) WS3·BS3·S4·T4·W1·I4·A1·Ld8·Sv4+ 5× shotgun; scout armour; bolt pistols; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines); Infiltrate; Move Through Cover; Scouts.
Space Marine Scout Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv4+ bolt pistol; boltgun; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics (ultramarines).

Fast Attack 360 points (24%)
10 Assault Marines (235) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+ 2× flamer; jump packs; power armour; chainswords; bolt pistols; frag grenades; krak grenades. Jump Infantry; And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv3+ Thunder hammer; storm shield; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics (ultramarines).
Stormtalon Gunship (125) BS4·FA11·SA11·RA11·HP2 twin-linked assault cannon; Skyhammer missile launcher; ceramite plating. Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic.

I hope it will be a coherent force and the game will be fun. There is an inheritance instability in the list. If the reserve units don’t arrive together, they can be picked off piecemeal. My opponent, lee will push any weakness and the outcome is really in the balance of the reserve rolls. In a league game I’d never take this risk, but this will add to a great game and the tension on turn to will be great.

I’ll blog a full battle rep soon. Till the, see you across the battle table!

Bring out the Great Green Steamroller!

It’s league game time again, and  I am facing the might of the imperial guard. Controlled by Matt. This is a reasonable army, but he is currently 12th in the league. He deserves to higher as he is good opponent. We have meet recently, but it was my necrons that defeated him. This time around he has challenged my Orks. This is a new challenge for me as I have not used them in a smaller game for over 8 months!

I have not blogged about my Orks much, but while they are an older army, they are still a great force to game with. They are a speed freak army based a rouge group of evilsuns. The whole force is mounted on one form of transport or another. I don’t use walkers, or big gunz. The core of the army are my bikes. 7 warbikes and 6 nob bikers, led by the red Barun, a warboss on a bike. I have around 4,000 points with 4 trukks and 2 battlewagons. One of the big things missing from the force are flyers. I have a plan for a dakkajet, but like many of my projects, it may never happen. I hope that I will get one soon, but the necrons are my current force and I have forgeworld units coming soon, so I think this might take awhile.

My plan.

I only know one way to play Orks. Fast and brutal! I set up as close to the front line as possible. Turn one is flat out, that should put me 6″ from the opponents deployment zone, as long as they survive the shooting in return, turn 2, declare a waargh, then it is everyone out of the transports and now the whole army is now in the opponents deployment zone and blasting/charging away. The warbikes, will be charging and if possible so will the boys. Any surviving vehicles then support with big shootas. It is not a subtle plan, but effective. I forgo all shots in turn one and this can be hard for me as the necron force is all about shooting.

My list for this game is as follows.

Da Broken Clutch V1 (Orks) – 1,502 points

HQ
Warboss (115) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+
warbike; attack squig; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Warboss (95) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+
power klaw; twin-linked shoota; ‘eavy armour; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Troops
6 Big Boss’s Nobz (350) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
3× choppa; 2× big choppa; power klaw; 6× slugga; Waaagh! banner; warbikes. Furious Charge; Mob Rule; Waaagh!
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
dok’s tools; ‘urty syringe.

12 Ork Boyz (127) WS4·BS2·S3·T4·W1·I2·A2·Ld7·Sv6+
shootas; big shoota. Furious Charge; Mob Rule; Waaagh!.
Nob WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
slugga; big choppa.
• Trukk BS2·FA10·SA10·RA10·HP3
big shoota. Vehicle (fast, open-topped); Transport Capacity: 12 models, models in mega armour count as 2 models; Ramshackle.

Da Foot Nobz (10 Big Boss’s Nobz) (470) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
6× choppa; big choppa; 3× power klaw; 10× slugga; Waaagh! banner. Furious Charge; Mob Rule; Waaagh!.
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
dok’s tools; ‘urty syringe.
• Battlewagon BS2·FA14·SA12·RA10·HP4 lobba; 3× big shoota; red paint job; deff rolla. Vehicle (tank, open-topped); Transport Capacity: 20 models, models in mega armour count as 2 models.

Fast Attack
7 Warbikers (210) WS4·BS2·S3·T4(5)·W1·I2·A2·Ld7·Sv4+
sluggas; choppas; warbikes; twin-linked dakkaguns. Furious Charge; Mob Rule; Exhaust Cloud.
Nob WS4·BS2·S4·T4(5)·W2·I3·A3·Ld7·Sv4+
power klaw; slugga; warbike; twin-linked dakkagun.

3 Deffkoptas (135) WS4·BS2·S4·T4(5)·W2·I3·A3·Ld7·Sv4+ 3× twin-linked rokkit launcha; choppas; deffkoptas. Furious Charge; Mob Rule; Scouts; Hit and Run.

I have gone heavy on the nobs this time out and I am running 2 warbosses. This is not my normal list, but I hope to scare the b’jesus out of him. These will kill any of his many tanks. I know he likes his leman Russ tank squadrons, so these are my answer to that. The nob bikers are always great, but I using my 10 nobs in a battle wagon. It’s deffrolla will make a mess of any tanks and I hope to ram this unit straight into his lines. With 3 power klaws they will be my can openers, but will crush any puny ‘umans. It also allows me to have both squads as troop choices. This gives me 3 scoring units. My core worry is his Valkyrie. I have little that can kill it. I need to get my bikes behind it. The S5 assault 3 twin linked should make a real mess of it. My 3 defkoptta should help and that why I took the rokkit lunchas. The twin linked will help, but it could mess up my whole plan. If it drops a troop choice and takes an objective in my deployment zone, that’s 4 vp. A hard thing to solve. My bikes might sort it, but by turn 3 they will have taken some major casualties.

His army
Matt brought a whole new list. Still tank heavy, but using new units and a different plan. As far as I know, this was the core of his list.

HQ

Company Command Squad (115) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
vox-caster; carapace armour; lasguns or laspistols; close combat weapons; frag grenades.
Company Commander WS4·BS4·S3·T3·W3·I3·A3·Ld9·Sv5+
laspistol; close combat weapon; refractor field; frag grenades; krak grenades. Senior Officer.
Master of Ordnance WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
laspistol; close combat weapon; frag grenades. Artillery Bombardment.
Veteran Weapons Team WS3·BS4·S3·T3·W2·I3·A2·Ld7·Sv5+
autocannon; lasgun; frag grenades.

Primaris Psyker (70) WS4·BS4·S3·T3·W2·I3·A3·Ld9·Sv5+ Lightning Arc; Nightshroud; flak armour; laspistol; force weapon; frag grenades; refractor field. Independent Character; Psyker (Mastery Level 1); It’s For Your Own Good.

Elites
Guardsman Marbo (65) WS5·BS5·S3·T3·W2·I5·A4·Ld7·Sv5+
flak armour; ripper pistol; envenomed blade; frag grenades; melta bombs; demolition charge. Fearless; Stealth; Move Through Cover; Hit and Run; Fleet; Loner; He’s Behind You.

9 Sanctioned Psykers (110) WS2·BS3·S2·T3·W1·I3·A1·Ld9·Sv5+ Weaken Resolve; Soulstorm; laspistols; close combat weapons; flak armour. Psyker; Psychic Choir; Ultimate Sanction.
Overseer WS3·BS3·S3·T3·W1·I3·A2·Ld9·Sv5+

Troops
Veteran Squad (165) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
2× meltagun; heavy flamer; lasguns or shotguns; close combat weapons; frag grenades; krak grenades; flak armour.
Veteran Sergeant WS3·BS4·S3·T3·W1·I3·A2·Ld8·Sv5+
laspistol; close combat weapon; frag grenades; krak grenades.
• Chimera BS3·FA12·SA10·RA10·HP3
heavy bolter; heavy bolter; searchlight; smoke launchers. Vehicle (tank); Transport Capacity: 12 models; Amphibious; Mobile Command Vehicle.

Veteran Squad (150) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
plasma gun; lasguns or shotguns; close combat weapons; frag grenades; krak grenades; flak armour.
Veteran Sergeant WS3·BS4·S3·T3·W1·I3·A2·Ld8·Sv5+
laspistol; close combat weapon; frag grenades; krak grenades.
Veteran Weapons Team WS3·BS4·S3·T3·W2·I3·A2·Ld7·Sv5+
autocannon; lasgun; frag grenades; krak grenades.
• Chimera BS3·FA12·SA10·RA10·HP3 heavy bolter; heavy bolter; searchlight; smoke launchers. Vehicle (tank); Transport Capacity: 12 models; Amphibious; Mobile Command Vehicle.

Fast Attack
1 Scout Sentinel (60) WS3·BS3·S5·FA10·SA10·RA10·I3·A1·HP2
lascannon; hunter-killer missile. Vehicle (walker, open-topped); Scouts; Move Through Cover.

1 Valkyrie Assault Carrier (155) BS3·FA12·SA12·RA10·HP3 lascannon; 2 multiple rocket pods; sponson heavy bolters; searchlights; extra armour. Vehicle (flyer, hover); Deep Strike; Scout; Grav Chute Insertion.

Heavy Support
1 Leman Russ Squadron (435).
• Leman Russ Exterminator BS3·FA14·SA13·RA10·HP3
Exterminator autocannon; heavy bolter; sponson heavy bolters; searchlights; smoke launchers. Vehicle (tank); Lumbering Behemoth.
Commander Pask BS4 Leman Russ Tank Ace; Crack Shot.
• Leman Russ Demolisher BS3·FA14·SA13·RA11·HP3
Demolisher siege cannon; heavy bolter; sponson heavy bolters; hunter-killer missile; searchlights; smoke launchers. Vehicle (tank); Lumbering Behemoth.

1 Hydra Flak Tank (75) BS3·FA12·SA10·RA10·HP3 2 twin-linked Hydra autocannons; searchlights; smoke launchers; auto-targeting systems; heavy bolter. Vehicle (tank).

As is often the case, I did not see his core plan in the list, but it’s variety and width suggested a great game was going to happen.

Mission and set up
We rolled for game and set up. Playing purge the alien over a dawn of war set up. Rolling for warlords, I got master of the vanguard and Matt got Conquer of cities. I got the first turn and set up first.

Sticking to my plan, the 3 defkopttas set up on the hill to left. Then the bikes, battle wagon, nob bikes with the warboss and trukk boys.

Matt caslted up on his right. Deploying the hydra, executioner, 1 unit of vet and the comm squad. the other vet squad in the chimera set up in the foreground of this block. In the center of the table he set out the demolisher and the psykers. On the far left he set up sentinel. Matt stole the first turn and we moved the scout units. The defkopttas raced ahead using the fortress for cover. The sentinel milled about, but stayed on the hill over looking the center of the table.

set up for the Imperial Guard vs Orks

set up for the Imperial Guard vs Orks

First turn
Matt went first and the central block advanced and then he opened up. He ‘cast’ weaken resolve on the deffkopttas. This was followed by him Basting away he killed 2 defkopttas. With ld 2, the last one fled. First blood to Matt! The rest of my army resisted his shooting. I got very worried when the Demolisher hit the battle wagon. But he failed to harm it.

Turn 1 orks vs Guard

Turn 1 orks vs Guard

In return I declared a waargh. The Orks raced ahead, with the battlewagon nobs jumping out. This left them 8″ away from the psykers chimera. The bikes ended 9″ away. The nob bikes and the trukk rushed full speed.

Shooting was brief. I killed 1 guardsman with my battle wagon. I then charged in. The nobs got 9″ on the charge, the bike got 4 and re rolled 5″!

Combat saw the chimera getting wrecked, but not exploding.

Turn 2

Turn 2 and marbo arrived! Placed near the heart of my army, his plan was clear. With little movement, Matt headed on the shooting phase. Again I braced my self for a torrent of imperial fire. Matt did not disappoint. The sentinel killed the trukk, it’s boys bailing out toward the walker, his tanks to right killed several nobs with both warbosses taking a wound. The psykers used weaken resolve on the nob bikes, leaving them with an ld of 2. He the used soul flayer. This cause 3d6-ld wounds on the target unit.. This could wipe the whole unit! No amour or cover saves, but FNP is still ok. I rolled ‘deny the witch’ and passed! Saving my 400+ unit! They were so gonna die in my next turn! he unloaded all his guns and it should have made a mess! I lost 7 of the Nobz, and I was lucky to hang in. The cover from the Fortress did protect the army.

Marbo Pops up!

Marbo Pops up!

In return I contiued to advance. The Warboss left the Nob Bikers, he headed towards the Psykers. The Nob bikers headed around them lining up on the command squad. The warbikes headed for the Demolisher the Warboss on Foot headed towards Marbo. On the right, the Boys headed up towards the lone sentinel. on to the shooting and i started by killing 2 Psykers, the Nob Bikers unloaded on the Command Squad, killing all but the Master of the Ordnance. The death of the company commander gave me ‘slay the warlord’. The Boys then shot at at and took a glancing hit on the sentinel. The Nobz killed Marbo. but not until he had killed one more of the ork Brutes. The Warboss on the Bike charged the Psykers, their overwatch causing a single wound. In combat he challenge the Primus Psyker. Striking first, the Psyker failed to harm the Warboss, but was smashed in return.  The Warbikes killed the Demolisher, the blast taking out more of the poor psykers. tHowever the brave psykers then rolled double 1 on the break test!

Turn 3

In some games the Dice gods smile at you,  in other they don’t. I would have to say that in turn 3 of this game, they sold their souls hook, line and sinker to me. Not just letting him down, but abandoning him wholesale! It was brutal and hash and didn’t think you can be that unlucky!

His Valk turned up and headed for the Boys. The last Chimera advanced and the Vet squad within disembarked. They lined up to shoot the Warbikes and the sentinel moved away from the rushing boyz.

The sentinel Vs the Boyz

The sentinel Vs the Boyz

Matt’s shooting in summary was as followed.

Vets-

6 Lasguns-No effect

2 plasma-1 hit, no wounds

6 Heavy bolters shots-3 hits, 1 wound, 1 saved.

Vets on the hill-

Master of the Ordance-Missed with the Barrage shot.

Autocannon-1 hit, no wounds.

Pask in the LMR-9 Heavy bolters shots, 4 Autocannon shoots, lots of hits, lots of saves, 1 wound!

Hydra-2 hits, 2 wounds (both on the Warbiker Nob) 2 saves!

Valk-2 rocket pods ‘hit’ 8 covered, 6 Wounds.

6 heavy bolter shots-All miss! (5 x 3’s and 1 x 2)

sentinel- Lascannon Missed.

The total casualty list was 1 warbiker and 6 Boyz!

Close combat saw the Psykers try to harm the Warboss, causing a wound and taking him to 1!, but 3 were killed in return and after a very brave attempt, they finally tried to flee. the Warboss caught and killed them.

Turn 3 from the Last of the Guard

Turn 3 from the Last of the Guard

The orks continued to push the advantage. moving towards the imperial troops, they wiped out both vet squads with shooting. the Nob squad hitting 11 out 18 shoots (needing 5+) to hit! the Battlewagon caused a glancing hit on the Valk and the Boyz wiped out the sentinel. with no targets to charge, the turn ended with out any orks in combat and the game ended. time was running out the result was fairly clear.

The end score was 11-3 to the orks.

My thoughts?

Matt, as always, was great opponent. His list was different and challenging and he loves to experiment.  This good example of this and it makes planning for his army difficult. Some things worked and other did not. Once he dials his plans in, he will wipe the floor with us all! I think he should focus on either long range blasting, or the mech’ advance, the split allowed me to dissect the central element of his force, then line up his tanks on the hill. This divided army lack the cohesion of the orks and my plan to steamroller him was helped by this approach.

His combined psykers where awesome, but needed a bubble wrap unit. The warboss just slaughtered them as a result.

My hopeless use of the Deffkoptta needs to improve. The deployment was poor and they got wiped out as a result, throwing away 2 VP early on. The game was good and I think that I had all the luck. Matt was unfortunate in the extreme in the 3rd turn of shooting, while I rolled high on all my saves. he should have killed a lot more and in Purge the alien, each unit kill is worth VP, he should have had got a better score.

Key learning points

-his Psykers are nasty as hell

-I need to learn to use the Deffkopttas!

-Deny the witch saved my Nob Bikers!

The Gravity Well

Now, I need to apologize to Matt Again! He had his Valk and his reserves on a chair next to the Table. While he went for a smoke, I went to see how the big game was getting on. I clipped the the chair with my heel and the result is shown below

this is damaged to Matts Valk when it fell off the chair

this is damaged to Matts Valk when it fell off the chair

I have never damaged a fellow gamer model before, being very careful with them, but I feel so bad that this happened! Once again Sorry Matt.

So, that’s it. I am still in the lead on the League, but the pressure is mounting. Next up? who knows, till then, see you across the battle table!

Big bank holiday bash!

So it’s a bank holiday here in the UK on Monday and its the Rugby Outlanders trip to Warhammer world. 8 of us are heading over and meeting some friends up there. We have 2 tables booked and the 40k players get to fight at fort pain.

We are playing a 3 on 3 with each player bringing 1500pts each, with each team getting a super heavy. The imperial troops are a marine force with 2 guard detachments. They have access to a baneblade. For the ‘aliens’ two ork players and a dark eldar player. I finally get to use my ork stompa. My 1500 pts are listed below.

Stompa List (Orks) – 2,100 points

HQ
Warboss (108) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+
shoota/rokkit kombi-weapon; warbike; ammo runt; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Warboss (105) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+ power klaw; twin-linked shoota; cybork body; ‘eavy armour; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Troops
6 Big Boss’s Nobz (355) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ 3× choppa; 2× big choppa; power klaw; 6× slugga; Waaagh! banner; warbikes. Furious Charge; Mob Rule; Waaagh!
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ dok’s tools; ‘urty syringe; grot orderly.

12 Ork Boyz (117) WS4·BS2·S3·T4·W1·I2·A2·Ld7·Sv6+ sluggas; choppas. Furious Charge; Mob Rule; Waaagh!

Nob WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ slugga; choppa.
• Trukk BS2·FA10·SA10·RA10·HP3 big shoota. Vehicle (fast, open-topped); Transport Capacity: 12 models, models in mega armour count as 2 models; Ramshackle.

20 Ork Boyz (145) WS4·BS2·S3·T4·W1·I2·A2·Ld7·Sv6+ sluggas; choppas; 2× big shoota. Furious Charge; Mob Rule; Waaagh!
Nob WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ slugga; choppa; ‘eavy armour.

10 Big Boss’s Nobz (460) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ 3× big choppa; 3× power klaw. Furious Charge; Mob Rule; Waaagh!
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ dok’s tools; ‘urty syringe.
• Battlewagon BS2·FA14·SA12·RA10·HP4 lobba; 2× big shoota; red paint job; deff rolla. Vehicle (tank, open-topped); Transport Capacity: 20 models, models in mega armour count as 2 models.

Fast Attack
7 Warbikers (210) WS4·BS2·S3·T4(5)·W1·I2·A2·Ld7·Sv4+ sluggas; choppas; warbikes; twin-linked dakkaguns. Furious Charge; Mob Rule; Exhaust Cloud.
Nob WS4·BS2·S4·T4(5)·W2·I3·A3·Ld7·Sv4+ power klaw; slugga; warbike; twin-linked dakkagun.

Other
Stompa (600) Ws4·bs2·s10·front13·side12·rear12·I1·A4 Titan combat weapon; deth cannon coaxial supa gatler; 3× supa rokkit; supa sorcha; 2× big shoot; twin-linked big shoota; big shoota (rear shoota).

The cunning plan

So the plan is simple. The 13 bikes charge forward with the trukk boys. They will advance with the dark eldar. The battlewagon with 2nd war boss and the nob squad Will make up the middle ground with the stompa providing covering fire. The mob of 20 boys will protect the back lines.

The game should be a great and the board is awesome. We are planning a whole day session. The club is a great and the 6 players should lead to a solid game. I am going to struggle with the Orks as I have not used them for ages.

1500 Necron Vs Imperial Guard

So I have fought the Imperial guard again with fledgling Necron Force. We fought this game at the new SHADOW GAMES in Rugby. I fought against Matt Hughes a friend from the Rugby Outlanders Club. This was friendly game with neither of us having fought each other’s army.  For Matt this was also his first experience of the Necrons. While I don’t go for the power gaming list, I did take a wide list, including 2 flyers and my A-Barge.

My List

Overlord with a Cryptek (storm)

10 Deathmarks

24 Warriors in 2 Squads, one in a Night Scythe

A-Barge

Doomscythe

5 Scarabs

8 Destroyers

His List (from Memory)

Primus Psyker

20 Vets (carapace)

Battle Psyker Squad

2 Leman Russ

1 Punisher

Manticore

Scout Sentinel

Guards man Marbo

My plan

I stuck my standard Plan. Its not all that complex.  Blast away with the Destroyers, 12 warriors and the A-Barge. Wait for the Fliers and then disassemble his army. In the Night Scythe is 12 Warriors, the Crypteck and the Lord sweep in drop near to any tanks and blast the crap out of them! Now, the Crypteck with Harbinger of the storm is a great way to kill tanks. His Voltaic staff is an assault 4 Haywire!

Mission, Set up and pre rolls

We rolled for mission and Set up and first turn. The mission was ‘Big Guns never tire’ played as Dawn of War. We both rolled on to the Warlord table, and promptly forget the result. I won the first turn and Set up to in a long line. The A-barge was in the centre, Scarabs and 4 Destroyers to the right.  To left I deployed 12 warriors with the last 4 Destroyers inc the Heavy Destroyer to the far left.

In reply he split his forces. 10 vets and his Battle Psykers took up a centre. With all his tanks, the rest of the Vets and the Primus Psyker.

In reserve was both my Fliers, 10 Deathmarks and for him, it was the Valkyrie, Marbo and his scout Sentinel. He tried to get the first turn, but he failed. Sadly it was not the last dice roll to let him down this game.

Turn one

Turn one was relatively easy for me. I advanced the whole force and Blasted away. End of the turn I saw the death of 10 Guards. In reply it saw him blast away 6 Warriors.  It should be said, the blasted away like mad. The A-barge caught a Manticore blast to the face, losing a single Hull point. All his other shots had little effect. Yet again the A barge proved its strength.  He made a bad mistake when the A-barg hit his Vets to the Left. 3 were killed but when I asked if the Primus Psyker was attached to the Squad, he said No and therefor he took the Arc hits that killed him. I got the Slay the Warlord.

Turn 2

And the Imperial Army Just died. The arrival of the Necron fliers often has this effect. My Necrons all advanced, the Scarabs moved into charge range of the remaining Vets in the centre the Destroyers moved in range as well. The A-barge took up an objective, we rolled ion the mysterious objective and got Skyfire array! Result!!!!! Warriors deployed from the Nightscythe. He was surprised by how quick the Necrons were. By now he was fully engaged in signing up to I hate Matt Ward Clubs. The Destroyers on the Left popped off more shots on the Tanks. The Tank took the brunt of my fliers. The Manticore died as did one of the Leman Russ.  All the Psykers all died by shooting. As did another 8 Vets. In return his Valk turned up. He blasted away at the A-barge. Yet again the thing held on. The Skimmer past its Save for moving. Marbo turned up and killed off the Warriors in the centre of the Board. With Marbo’s arrival the Hunters from Hyperspace arrived and Marked by the Snipers. By now the level of power coming from him was reduced. He tried very hard to kill off the second Warrior squad, but failed.

Image

Turn 3

By now the writing was on the wall, in very big letters. The Valk, the last Leman and all the Vets were dead. Only his Sent and the punisher remained by the end of the Necron 3rd Turn. At this point he decided to throw in the towel.

End of Days

The game ended with a clear Necron domination. The guard army crumbled from turn 2 and it was over to soon. I think I few things lead to this outcome.

1-The Necron Codex is a bit busted. The Fliers, if you are not ready for them, will make such a mess. The deathray is not a well written rule. It too powerful and accurate

2-His List was man light. I was able kill off most of his troops with some ease. To fight Necrons, you need to be able to soak up the fire power. For me, I go with a couple of 40 man squad with the Comm squad 7” away.

3- His tanks are too expensive in a small game. Their death was predictable if you don’t know about necrons.

4-The Tesla is very difficult to fight if you don’t know the rules. You need to be careful with your deployment and keep 7” away.

5- A clear plan will always wins over good idea. My clear plan while writing the list and a solid delivery of the plan allowed me dominate the game. To be fair he was trying out new units and his list reflected this.

Again for me, the man of the Battle goes to the A-Barg. Not only did it survive the game, but it killed the Valk and Battle Psykers.

I am now planning my next game and I have a secret Project to sort out. I am hoping to get something special for the next fight against the Imperial Guard, this time it will be in the Zone mortalis board at Warhammer World.

As always, see you Across the Table soon.

The trial of the young prince list. 1750pts vs imperial guard.

I am facing a good friend, Lee Bedford tomorrow at Warhammer world. I am trying a new list so here it is. To create my lists I use both battle scribe on android and quartermaster on my iPad. Both are good systems, but the iPad just edges it. Let me know what you think.

Trail of the young Prince (1747pts)
1750pt Necrons 6th Ed (2011) Roster (Primary Detachment)

+ HQ +

* Necron Overlord (Ever-Living, Independent Character, Reanimation Protocols)
Mindshackle Scarabs (15pts) Resurrection Orb (30pts) Sempiternal Weave (15pts), Warscythe (10pts)
* Royal Court (60pts) * Cryptek (25pts) Ever-Living, Reanimation Protocols) Harbinger of the Storm (35pts) (Ever-Living, Reanimation Protocols) Lightning Field (10pts) Voltaic Staff (Haywire)

+ Elites + (515pts)

* 10x Deathmark (190pts) (Deep Strike, Ethereal Interception, Hunters from Hyperspace, Reanimation Protocols) 10x Synaptic Disintegrator

* 5x Lychguard (225pts) 5x Hyperphase Sword & Dispersion Shield (25pts) * Night Scythe (100pts) (Deep Srike, Invasion Beams, Living Metal, Supersonic) Twin-Linked Tesla Destructor (Arc, Tesla Weapon)

+ Troops + (312pts)

* 12x Necron Warrior (156pts)
(Reanimation Protocols) 12x Gauss Flayer (Gauss Weapon)

* 12x Necron Warrior (156pts)
(Reanimation Protocols) 12x Gauss Flayer (Gauss Weapon)

+ Fast Attack + (435pts)

*5x Canoptek Scarab Base (75pts) (Entropic Strike, Fearless, Swarms)

* 5x Necron Destroyer (200pts) (Preferred Enemy (Everything!), Reanimation Protocols) 5x Gauss Cannon (Gauss Weapon)

* 4x Necron Destroyer (160pts) (Preferred Enemy (Everything!), Reanimation Protocols) 4x Gauss Cannon (Gauss Weapon)

+ Heavy Support + (265pts)

* Annihilation Barge (90pts)
(Living Metal, Quantum Shielding)
Gauss Cannon (Gauss Weapon), Twin-Linked Tesla Destructor (Arc, Tesla Weapon)

* Doom Scythe (175pts)
(Deep Strike, Living Metal, Supersonic)
Death Ray (Death Ray), Twin-Linked Tesla Destructor (Arc, Tesla Weapon)