Meeting the great deavourer-first game vs the new nid codex

This weeks club game will be against a young tyranid player. I am using my ultramarines and I hope to learn something about the new codex while teaching the new guy about the game.

When planning a new list, I usually start with a plan of what I want to do. I then build this up to a full list. For this game, however, it’s just about taking new stuff. So here is my new list.

HQ
Space Marine Captain (140) WS6·BS5·S4·T4·W3·I5·A3·Ld10·Sv3+
Iron Halo; artificer armour; frag grenades; krak grenades; melee/ranged weapons (power weapon; storm sheild); special issue equipment. And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character.

Elites
3 Centurion Assault Squad (200) WS4·BS4·S5·T5·W2·I4·A1·Ld8·Sv2+
two siege drills; 3× hurricane bolters; 3× Twin Linked flamers. Relentless, Chapter Tactics (ultramarines), And They Shall Know No Fear, Move Through Cover.
centurion sergeant WS4·BS4·S5·T5·W2·I4·A1·Ld8·Sv2+
omniscope.

5 Sternguard Veterans (145) WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; boltgun; bolt pistol; special issue ammunition; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; special issue ammunition; frag grenades; krak grenades; power fist; boltgun. And They Shall Know No Fear; Combat Squads; Combat Tactics.

6 Sternguard Veterans (169) WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
combi-melta; power armour; boltgun; bolt pistol; special issue ammunition; frag grenades; krak grenades; special/ heavy weapons list (Heavy flamer). And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; special issue ammunition; frag grenades; krak grenades; power weapon; boltgun. And They Shall Know No Fear; Combat Squads; Combat Tactics.
• Drop Pod Mk 2 (35) BS4·FA12·SA12·RA12·HP3
storm bolter. Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault.

Troops
10 Tactical Marines (185) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher; Flamer. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Veteran space marine sergeant WS4·BS4·S4·T4·I4·W1·A2·ld9·Sv3+
power weapon; bolt pistol.

10 Tactical Marines (170) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; multi melta; Flamer. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
bolt pistol; power weapon; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics.

Fast Attack 250
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.

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.

Heavy Support
10 Devastators (205) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; heavy weapons list (2× heavy bolter; 2× las cannon). And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
storm bolter; chainsword; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics.

The big thing for this game are the centurions. I have not yet used these and it hard to find a positive blog about the assault variant. The Gav/amp lay out is popular, but I loved the look of the siege drills. As they are walking, I am not expecting much. The plan for these in the full list is to deploy them in a raven with an ironclad dread. The assault variant of these is a short ranged beast and foot slogging into a tyranid horde is not going to be fun. The sternguard will be an effective couple of units, again this is just to try them out. My big hitters in the list is are the 2 flyers. I love the storm talons, no only they are a great unit, but nids suffer from a chronic lack of AA. I hope they will continue their winning ways and I am sure they will take out any flying tyrant. The big uncertainty for me is the deavastator squad. I have never had much luck with these. I hope they can bag themselves a big beastly! The mixed layout of 2 lc and 2 HB gives me a clear devise for the combat squading. One will go for the big stuff, the squad will go for horde elements. With the deavastator doctrine I look forward to moving and firing! I never used this doctrine yet, so let’s see how it goes.

That’s the plan. It’s a low pressure game with a young gamer. I hope to impart to him a sense of what a good game of 40k is like, but I really don’t know what he will bring, what his style or game knowledge is like. So, I can’t say how this one will go!

I am sure ill blog out the game result and what I learn, but until then, see you across the battle table.

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Scouting ahead

20131201_202752I said yesterday that my next phase of recruiting for the ultramarines was well under. The 1st new squad will my scouts with shotguns. Now I know they don’t have a press and to honest, I am struggling to find a place for them in my list, but as next year I am planning a campaign vs imperial guard. I hope to have scope to try some less competive, but more fluffy lists. These will get used in this campaign and I hope may even start to use them in the league list as well.

Scouts with Combat knives

My current scout force is 20 strong. 10 with combat knives and bolt pistols and 10 with bolters. In the mix are a missile launcher and heavy bolter. The sets in the squad have a power fist and a power weapon respectively. I have changed the standard paint palette for scouts to a dark tone. The cream has been replaces with black and any metal has been dulled down to be more scout like. I have tried to deep them dark and stealthy, but when your chapter logo is a big white U, it’s kinda hard to keep to this idea. I have always struggled with the normal decal on scouts as it’s to big for the curved shoulder pads. The forge world sheet of ultramarine decals however has much better ones that work well.

Scouts with Bolters

I find that Scouts are hard to use in 40k. They don’t fit well in to the tactical lists and the current build is for more armour not less, however, I want to try to change that. In the new year I hope to start using them as scoring units. Just camp them on an objective. The bolters will work well with this but the combat variants are bit harder use. The shotguns are bit of an in between option. I can use them to hold the line and the 10 shots from a 55pt unit is ok. Keeping the sgt as cheap as possible the unit can be cheap scoring unit or a quick insertion force, infiltrating up to the front to distract. They will never be as good as the awesome wolf scouts, but they can impact on my plans.

Painting wise I have decided to convert up the sgt to look more vereran. The arm holding the gun was replaced and using green stuff re sculpted to a be holding it straight out. Using the shoulder pad from the heavy bolter it was easy to cover my poor attempts to sculpt the arm. The hand holding the gun took a bit more work, but it’s not to bad. And as always, a well placed purity seal, Can make a huge difference.

Scout Sgt  with Shotgun 1

Scout with Shotgun 1

Transport wise, the change for the land speeder storm into a dedicated transport is a great move and now they are cheaper it’s awesome. I have always loved the model but could never justify it’s place in the army, however I have always wanted paint one up. I have one in the stack to paint and I can’t wait to get around to paint it. The Scout force will be much improved with the addition of the skimmer and it will look great.

Canoptek shades

The Rugby outlanders club is hosting a killteam tournament and I am taking a Necron force. killteam is a small, fast, fun skirmish game. You have 200pts, no HQ or heavy choices, 0-1 elite or fast attack, 0-2 troops. In our tournament you get 9 game, 10 player and the emphasis is on fun. This article is too talk about my force. I have converted up a force of necron wraith. For 200 points, you get 5 wraith and 25 points of war gear.

The 5 shades read for War!

The 5 shades read for War!

So why wraith? Well I had 3 drivers for my force.

1-My necron force need some wraith!
2-The wraith should make a great kill team. With good stats, great models and a some cool rules.
3-The chance to make some serious conversions.

The choices in a 200pts game are quite hard. Do you go for mass cheap troops or small elite force? For marines you could have 5 over equipped strenguard or 10 marines tactical? Orks can have nob squad or lots of boys. For the Necron I could have 3 wraith and 6 warriors, but I wanted a true kill team, so I went for 1 squad of 5 wraith. So what would make a Necron kill team? Necrons are not known for subtly or covert operations. The wraith are normally defenders, not assassins and the overlords don’t tend to sneak around. I have decided to create a new canoptek unit. The unit will be a squad sent out to retrieve anything stolen from a necron tomb. This will make a squad of independent assassins, running their own protocol routines. It gives me a chance to create something distinctive, that meets one of the key drivers in a killteam (ie-a cool looking force) but it should be something that i can still can be used in my normal force. So, the canoptek shades were born. Below is my entry for the codex, but for core rules, they are still Wraith.

Wargear wise I have added Whip coils to the leader (10pts) and a Transdemtional Beamer (15Pts). This makes up the 200pts. You get to choose a 3 specialists in a killteam. Each one has 1 skill choose from a list. below are my 3 specialist.

specialist 1-(leader) Rage

specialist 2-Relentless (armed with TDB)

specialist 3-Rampage (to target large groups)

All 5 shades get a code name based on some aspect of the model, below are 5 completed Models.

Shade Leader Claws

Shade Leader Claws

Shade Eyeball

Shade Eyeball

Shade Low Round

Shade Hiback

Sade Scutles

Sade Scutles

Shade Loround

Shade Loround

Canoptek shades

While most canoptek constructs have many functions, the insect like shades are singular in their role. They are programmed to retrieve any items stolen from a sleeping tomb. Any intruder that escapes from a slumbering tomb will be hunted down by the single minded killers. Any items removed from a tomb world will be returned, prised from the dead hands of the thieves. The shades look like giant scorpions, their serpential bodies share many similar technologies to the more common wraith and the phase states help the mission by allowing them to sneak into enemy camps to find interlopers. They use terror as a weapon, phasing into a reality just before they plunge their lethal claws deep into the heart of those that dare to steal from the dynasty. The last thing the victim see will be the cold metal face of the shade phasing in from the ether. cold orb like eyes peering into their hearts, they know that vengeance has found them and the price of entering a tomb is death.

While they employ similar weapons to the wraith,  they favour the close-in kill, reducing the risk of damaging any stolen tech. They make use of the transdimentional beamers, but unlike the random settings of the normal beamers, they use focused point to point teleporters. Once stolen items are identified, the shades will beam the tech and poor soul carrying it back to the tomb world, once there, the wraith and cryptek will then deal with the interloper. The shades will then ensure that no other witness survives to spared the word about the tomb, before returning their endless duty.

Making the Shades

To create my new Canoptek creatures I chose to convert the current Wraith kit into something new. taking inspiration from the alien films I wanted a stalking, scuttling creature, similar to the Facehugger.  My wife also hate Scorpions, so I tried to add a bit of that in to the mix too. Stuck in my head was a huge lashing tail behind a low fast looking creature.

I choose to base this unit on the current Wraith kit, but rather than stood on the tail, I will rotate them forward to stand on their legs. The legs will be re-ordered, the largest at the back to help push the them down and angle forward. The bigger claws, with the blades, now looking like Pincers.  In killteam you need a leader, but I need to keep it usable in the 40k list, so I have used a head from the Tomb spyder and I have removed  the last phasing orbs and added a net of claws for the same kit. This looks very similar, but is different enough for a leader model.

Shades WIP 1

Shades WIP 1

Shade WIP 1

So that’s my Killteam idea. I will blog later on the results!

till then, see you across the 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 at warhammer world.

may 6th was may Bank holiday here in the UK and it was a great time to get together with friends and have an apocalypse game! We headed up to Warhammer world, Nottingham for a club day out taking with us over 5000 pts worth of 40k! I blogged about the game last week, so here is my first ever apocalypse game report!

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The forces.
I am not trying to write up this list as the forces are huge, here are the basics.

Disorder
Orks-adam and me
Stompa, 2 battle wagons, lots of bikes, lots of boyz, 3 wall bosses
Dark eldar-Norbert vect, lots of skimmers and 2 jet fighters.

Imperial
Matt and lee-imperial guard. lots of tanks, baneblade, hydra. I understand that Yarrick is in their somewhere.
Jamie-deathwing. Land raider 22 terminators, Including Belial.

Deployment

We bidded for deployment.
Disorder 4 mins
Order 5
The bad guys go first!

We deployed 36″ in 2 block. The bikes and most of the boyz were on the road, with the Stompa, dark eldar and the lootaz on the left.

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The imperials just filled the center with massive block of tanks. The lone land raider looking ominous mixed in with the guard.

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Turn 1

The forces of disorder (FoD) started the long march to Fort Pain that was some 48″ away! the shooting phase was some what quite. with NOTHING in range!

The Imperials responded. The deathwing arrived in force. the smaller close combat squad teleported in behind the stompa, they scattered le, the straight into a crater. rolling on the Mishap table, and the FoD were allowed to postion them. We helpfully placed them right at the back! At least things Can’t any worse for the Dark angels? The Big Squad of the Vengeful angles turned up in the middle of the main road.

standing bravely in front of nearly 2000 points worth of Orks. the Dark Angels teleport in.

standing bravely in front of nearly 2000 points worth of Orks. the Dark Angels teleport in.

The rest of the Imperials slowly advanced, with the Deathwing land raider leading the charge on the left. the Artillery opened up, with 2 massive blasts from the basilisk, killing a biker. Using a strategic asset, they called down an orbital strike killing another one. it was finally time for the Big gun to enter the fight.

The Baneblade fired its main gun. the S10, AP1, 10″ ordance shot sailed across the battle in a majestic arc. Sadley, it fell slightly short of the Orks, smashing into the poor Dark Angels! the resulting blast killed 7 of them, including the Master of the Deathwing. Today was not going to be a day of redemption for the Dark angels.

the baneblade misfires, killing 7 Deathwing terms, softening them up for Orks.

The Baneblade misfires, killing 7 Deathwing terms, softening them up for Orks.

Turn 2

Using the Blind Stratigic asset. We Blocked the whole front of the Fort. the bane blade was blined and the poor old deathwing were now isolated.The Fod advance, now with Targets in range! The Poor old Lootz, the only troops on foot ran again. at this rate they will be in range next week some time. the Bikers advanced towards the remaining terminators. the Stompa lined its self with the gate on the left with 3 tanks in line of sight. While it could not fire this turn, it was getting ready to fire. The Dark Eldar advanced towards the Death wing land raider, with enough Dark lances to kill the hulking tank. with the luck of the angles, they are doomed!

Norbet used his Strategic asset to bring his flyers and venom into the fray. the joined the battle on the Right, in the section held by Lees, Guard. Lees Hydra failed to harm the jet fight and in return the poor Basilisk died. on the left, the Land raider was saved by its armored hull.

In the Center, the bikes unloaded massed dakka into the 4 terminators. it was brief and Bloody. At the end of the turn, none survived. The Day of the Dark Angels kept going bad.

The Imps brought on the Valk, blasting at the Dark Eldar fighter. To the left the remaining Dark Angles advanced, killing a ravanger. Blocked by the Blind barrage, the tanks in the Fort lined up for a pop at the Orks next turn.

the Nob bikerz and warbikez kill the last of the big Deathwing Squad.

the Nob bikerz and warbikez kill the last of the big Deathwing Squad.

The Valk arrives!

The Valk arrives!

The ‘relocated’ terminators moved across back of the fort towards the newly arrived Dark eldar, revenge in the dark hearts, the assault squad was too far way to charge, but getting ready to get them next turn. the 2 Orbital bombardment was aimed atr the big biker block, but it scattered off the board.

Turn 3

The mad race up the road reaches the beginning of the end. the Orks are starting to get into shooting range, but with out the Blind barrage, they now faced the Baneblade. Rolling for reserve, Zagsatug arrived, but was delayed due to a mishap. His Cunning Plan would have to wait.

Declaring a Wharrg, the Ork fighter lined up the Guard and the bikes advanced towards the Guard pouring through the breach in the wall. Off to the Left the Dark elder killed the Land Raider, killing more of the Terminators. On the Right the Dark Eldar killed off the Assault squad terminators. Only 4 Marines survived on the entire board.

The Guards took a pounding on the Right from the flyer. lots of shots hit the baneblade and it lost a few hull points, the Dark Eldar jet scoring some great hits. Yarrick showed himself and joined the fray on the right, with the Leman russ Squadron on holding the left. Yarrick took a pop at a venom, but then took a dakka jet o the face and went down.

The Stompa blasted at the tanks in the left door, damaging 3. using the Supa burna, they killed another Terminator.

The Stompa fires at the Tanks in the Fort

The Stompa fires at the Tanks in the For

The Imperials fired back, destroying lots of bikes. the baneblade killing a lot of them. a trukk blew as well, after crashing into back of the bikes. The Terminators killed more Dark Eldar. The Valk tried in vain to kill the Ork Jet.

Turn 4

The surviving bikes choose not fire, wanting to charge the Guard. Sadly they failed to reach the lucky Guardsmen.

After racing away for 3 turns, the Goal is in sight.

After racing away for 3 turns, the Goal is in sight.

Taking a surprising turn to the left the Stompa piled into the Breach. facing the Deathwing. blasting away with lots of shootas. The flyers in the center exchanged shoots, failing to harm one another.

Once more in the breach my green feinds.

Once more in the breach my green feinds.

The main event of turn 4 was the arrival of Zagstug. his cunning plan? To kill the the Baneblade! him and 5 Stormboyz arrived right in front of the fearsome tank. 2 died on arrival and then, the bad boss hurled his ‘surprise’ Vortex grenade. the blast took of more hull point, immobilizing the the tank. charging in he tore the tank apart scoring 2 hits. The tank blew killing the last of the Stormboys and Biker. The Gate was now open! the invasion of the fort was soon to be a reality. behind the walls, the dark Eldar and the Guard slugged it out.

Zagstrug, but no Baneblade

Zagstrug, but no Baneblade

The stompa tried to charge the last of the terminators, but failed. it did however pull the wrecked Land raider out of the way.

the faild charge of the Stompa.

the failed charge of the Stompa.

The imperial turn 4 was a feast of blasting. the rest of the Bikers on the road died. in revenge, they killed Zagstrug. Only the Warboss survived. The last of the Terminators charged and damaged the Stompa, taking 2 hull points and slowing the beast down. in return the Stompa wiped them out. the angels left the battle to the Guard with the complete loss of the allied force. in a show of bravado the Guard on the right charged the Warboss. They tried hard but got wiped out.

Turn 5

The advancing Orks finally breached the Fort. after marching 48″ the Lootaz finally reached the Fort. The Poor buggers sadly did not have a target. The Boyz on the hill advanced towards the Fort, with the Nobz still in their ride.

The stompa and the dark eldar shot up the guard and the Psyco Gattler fired it 36 shots killing 2 chimera, and a hand full of guard. the Dark eldar jet killed a demolisher and the Warboss killed the other.

By now the ranks were thinning on both sides, but the Fight carried on. the Guard blasted away. the Warboss on the bike lost 2 wounds, the Archon failed his first Shadow field save and took a wound. the Valk tried again to kill the Ork flyer. Again it failed.

the view on turn 5

the view on turn 5

Turn 6

Was brief with little left. the Warboss on the bike killed more guard. the returned Yarrick died again, stompa and dark eldar killed more Imperials. the Lootaz fired at the Valk, but failed to harm it.

The Imperials charged back, but died. Yarrick taking a lot of hits from dark eldar as he charged. He died for the second time. turn 6 ended, with yet again, a single Heavy weapon team survived as did a single Chimera.

The Survivors

The Survivors

The End of the Game

The final turn ended a great game. The story of the game flowed nicely. the race up the road was great and the board was epic for this. the destruction caused by the Baneblade was immense and its death was a real moment.

The dark angles had a torride game, but none of it was their fault. the Destruction of the big squad on turn 1 by their allies was just brilliant and i think we will be talking about this for months. the combat at the fort was intense and the Guard bravely fought on.

We have had a great day and as always the venue was great. we missed the food at the bar, but no one complained. the board was great and for such a big game, it made an epic back drop.

Gotta say a massive thanks to Jamie, Adam, lee, Norbert and Matt for one of the best games I have played in. Often with Apocalypse games you can lose sight of the game, but we had a really strong strong story, light hearted fun and such a fun game.

Can’t wait to play another game. Until 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.

‘Cron vs ‘nid the first fight.

On Thursday I am facing a tyranid force,1500 pts with Necron. its the first time I have fought the bugs for a loooooong time and its the first time with the necron. I really don’t know what to expect, so I need to rely on what I can control.

So I will dip into my favourite list and tweak it out for the ‘Nids. Here is my list for the game.

Necron Vs Nids (Necrons) – 1,501 points

HQ
Necron Overlord (200)
WS4·BS4·S5·T5·W3·I2·A3·Ld10·Sv3+
warscythe; mindshackle scarabs; sempiternal weave; resurrection orb. Ever-living; Independent Character; Reanimation Protocols.
1 Cryptek
WS4·BS4·S4·T4·W1·I2·A1·Ld10·Sv4+
Harbinger of the Storm (voltaic staff; ether crystal). Ever-living; Reanimation Protocols.

Elites
10 Deathmarks (190)
WS4·BS4·S4·T4·W1·I2·A1·Ld10·Sv3+
synaptic disintegrators. Deep Strike; Ethereal Interception; Hunters from Hyperspace; Reanimation Protocols.

C’tan Shard (240)
WS5·BS5·S7·T7·W4·I4·A4·Ld10·Sv4+
necrodermis; Pyreshards; Grand Illusion. Monstrous Creature; Fearless; Eternal Warrior; Immune to Natural Law.

Troops
11 Necron Warriors (243)
WS4·BS4·S4·T4·W1·I2·A1·Ld10·Sv4+
gauss flayers. Reanimation Protocols.
Night Scythe
BS4·FA11·SA11·RA11·HP3
twin-linked tesla destructor. Vehicle (Flyer); Transport (15 models); Deep Strike; Invasion Beams; Living Metal; Supersonic.

11 Necron Warriors (143)
WS4·BS4·S4·T4·W1·I2·A1·Ld10·Sv4+
gauss flayers. Reanimation Protocols.

Fast Attack
5 Necron Destroyers (220) WS4·BS4·S4·T5·W1·I2·A1·Ld10·Sv3+
4× gauss cannon; heavy gauss cannon. Jump Infantry; Preferred Enemy (Everything!); Reanimation Protocols.

Heavy Support
Annihilation Barge (90)
BS4·FA11·SA11·RA11·HP3
quantum shielding; twin-linked tesla destructor; gauss cannon. Vehicle (Open-topped, Skimmer); Living Metal.

Doomsday Ark (175)
BS4·FA11·SA11·RA11·HP4
doomsday cannon; 2 gauss flayer arcs; quantum shielding. Vehicle (Open-topped, Skimmer); Living Metal.

I have removed the scarabs and tweaked the C’tan. I then dropped a few warriors and 2 destroyers, This saved enough for a 10 man unit of deathmarks.

I love the deathmarks kit and nothing scares more than a big sniper unit. The hunters from hyperspace rule (HfH) is a nice one vs Nids. 1 enemy unit is nominated as the target, This marked squad is wounded on 2+ with any shots from a Deathmarks squad. This includes any characters that join them.

The poisoned hits will help me take down the big beasts and with destroyers, I should be able kill the big threats early one. The 3 twin linked tesla destructors will be used to maul the horde units. The C’tan will be used protect the gun line.

My worries?

I have 3 units that i know he used that I am worried about.

The flying hive tyrant- it’s flying slash Attack is nasty and I worry about my a-barge. My barge has a huge target on its back.
The doom of mala’tai- I have never fought this and I know he likes it.
Genestealers- Now this is a historic fear. My old ‘Nid opponent used lots of these and I lots so many games due to them. These will get just out of spite.

His weakness

He lacks any real anti aircraft defences while I have 2 flyers
I have a death ray (see previous blog)
He has little experience against the necrons, and has never met a C’tan

So that’s my plan and following previous games, I am confident. Adam is a good player and this will be good game. I am hoping to kill the big stuff first and dominate early one. I really don’t know how this will go. All I know is this will be a great game. Played at shadow games, Rugby, against a great opponent, we can be sure of a memorable game. As always I will try to tweet out in games reports and follow up with a post game debrief.

Until then, see you across the table.

Return of the Star God.

My Necron need something big and after my Blog on the C’tan’s, I thought I would do something Special. I have always loved the K’daai Fireborn and this was my chance. I have never used Warhammer Forge bits so I was very excited. I hope to give you an idea as to how I do this.

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Now I always deal with all forgeworld stuff the same way. After checking all the stuff is in the Box, I wash them out in warm soapy water. And then rinse off in cold water. I then cut off the excess and prep the models in the normal way.

After that I need the extra bits. To convert these Chaos Dwarf models into necrons I needed some 40k bits. I have loads of bits left over and my plan simple. The Head needed swapping out and the arms needed some weaponizing. This kit comes in a squad of 3. I wanted each to have a different look, so one would have 2 weapon arms, one would have a larger gun and the last would be all about the Claws.

I will focus on the 2 gun shard for now, but the other 2 are well on the way.

Parts List

1 K’daai Fire Born

2 Tesla Carbine

1 Old Metal Tomb Spider headImage

I started off with the head. I stripped of the Resign head. I trimmed it down with a knife and then I used my Multi tool to carve it out. I then had my chance to try out the Metal insect head. It really did not work, but Plan B was always to try it with a Necron Immortal Head. This looked ok, while a tad small it made him look more like a slave.

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ImageI then used a bit of green stuff to sculpt up the flames. Now I am not a good sculptor, but these where quite easy.

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Next up the arms,

I cut the Arms off just above the Greaves, taking care not to damage the delicate shoulder pad. Sadly, I managed to damage the shoulder spikes. I trimmed them down and shaped them to be less ‘chaosy’

Now again I attached these and it looked ok, but not a monster, I rummaged around for some blades, I noticed that under the Gauss Blaster was a small cutting blade. As I had 10 of these, I had plenty to play with. To give it gaming strength I needed to pin these. This was a mammoth task. Drilling in to these was very hard and I ended up damaging 4, but I still managed it to pull it together in the end.

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With 4 blades on each ‘hand’ I finally had the Look I wanted!

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Painting Wise, I wanted to go with my regular Green and bone, with Bronze accents, I soon end up with more brass and I think the overall look was great.

So thats my Necron Shard. I have 2 more to paint and tomorrow I will be trying in battle. i will do a Blog on the battle and i will let you know how it gets on.

Till then see you across the Battle table.

A C’tan shard of Truth?

Looking through the Necron Codex and browsing images on the web, it strikes me that the Necron force has a quite a wide mix of troops, painting styles and conversions possiblites. The one choice that seem to lack variety is the C’tan Shard. Now, don’t get me wrong. The 2 models out there are stunning. But how many Black Night bringers and Golden Deceivers will it take for the gaming community realize its missing a trick? (Well the painters anyway) 

Let’s look at what the C’tan Shards are. After the C’tan conned the necrontyr in giving up the living bodies, they led the newly forged Necrons into battle with old ones. Once they had defeated the old gods, the Necrons, turned and attacked the hated C’tan. Weakened from the fight, they could not destroy them utterly, but they could shatter them. The remaining Fragments are call the Shards of the C’tan. These shards are forced into constructs (and this cool bit for Painters) do the bidding of the overlord. These constructs take on the form of the Star gods, but only have a fraction of their power. Still they star gods and the stats line is impressive. With 11 powers to choose from you can tool these up for all sorts of trickery.

Now I know that game wise there are better uses for your points in the Necron army and I am not going to do a whole tactica thing on these I want to focus on the Models. Let’s break down the basics of the C;tan

1-It’s a star god. No one knows how many C’tan excited, what they all looked like or how many shards there are.

2-The Necrons built the bodies that the C’tan then shaped.

3-They don’t follow the laws of physics. period.

So how does this translate into the model world? We let’s face it, by applying the 3 criteria above you can say that the sky truly is the limit. As long as they are on a 40mm base or larger, anything can go. They can be HP lovecraft nightmare given from or a metal monstrosity held together with bale power. They can float over/through anything; they can shape the universe to their will or entropy whatever they touch. As a modeler you can have whatever you like. How about a large version of the Weeping angels from Dr Who? Now with all the great independent miniature companies out there the possibilities are endless.

For me, I am planning a 3 man ‘squad’ they will have very similar look and feel, but will be armed different equipment. (One will have 2 guns, one will have a hand and the third will have a gun and Scythe) I will be using current Necron parts, but the bodies will be converted up. I will be sticking to my green and bone scheme, but it will be very green heavy.

So that’s my thoughts on the C’tan, Model wise and I am sure once I am gaming with one, I will post a few pics and write up about the powers.

Till then, See you across the table. 

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.

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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.