Hey guys, as some of you know I have been taking part in an online Campaign for 40K with my Necrons; and although they are a tougher army to use in 5th Edition, I still like them and this campaign has actually helped me to develop some alterante uses for the Necrons tactically speaking.
Anyway, I had a few previous games;
1700pts of Necrons vs Space Wolves 31 Aug 2010; Demo to prep for the campaign.
1750pts of Necrons vs IG 28 Sep 2010; Round 1 Standard Mission
2000pts of Necrons vs Space Wolves 7 Oct 2010; Round 1 Bonus "Kill Box"
1700pts of Necorns vs Orks 15 Oct 2010; Round 2 Standard Mission and Campaign Secret mission vs Orks.
The round 2 bonus mission was to play vs the same race your using, so for me that would be Necrons; unfortunately I did not get a Necron vs Necron game done in time.
Thus this will be my report for the Round 3 Bonus Mission "Capture the Flag" but here is the print out on it.
Secure the Tablet! (Bonus Mission for Round 3)
Archeologists have been unearthing Necron ruins in the area and stumbled upon an ancient Tablet about the [Device]. The Orks think they've finally found it after interrogating a Rogue Trader, whose fate is best left unsaid. The Necrons believe they've found it because the trader had set off a beacon, drawing the attention of the Necron Lords.
For this mission place a single objective marker in the center of the board at the beginning of the battle, representing the ancient tablet. Unlike usual objective games, any unit of infantry can claim it by moving into base contact with it. Once they do the counter travels with that unit until the unit is killed or they break and run. Any unit holding the Tablet cannot be transported by any vehicle, and independent characters may not voluntarily join or leave the unit. The player who controls the objective at the end of the game wins; if neither controls the objective, the game is a draw. This mission cannot be played against Necrons or Orks.
I only downloaded it a half hour or so before Richard and I started this game and I did ask him if he wanted a standard game for Round 3 (Still looking for this game BTW) or to do the bonus mission, and I let him know that if we did the bonus mission I earned (1) point for my faction weather I Won or Lost, so I would prefer to just do the Bonus Mission and have fun with it. For the Campaign I am also restricted to greater than 1500pts and not to go over 2000pts for my Sector, and my Lord or HQ's must be different each game; so here are the armies.
The Mighty Green Machine - Necrons moc065 - Ken
(170) Necron Lord, RezOrb, Warscyth, Solar Pulse
(168) 6 Necron Immortals
(180) 10 Necron Warriors
(180) 10 Necron Warriors
(250) 5 Necron Destroyers
(250) 5 Necron Destroyers
(235) 1 Monolith
(110) 2 Tomb Spiders
1543pts, 2 SU's, 9 KP's, Phase Out = 9/37 Necrons with 40 Figures Crimson / Imperial Fist Marines Daedelous - Richard
(145) 1 Captain, L-Claws, Art-Armour.
(125) 1 Chaplain, Digital - Plas Pistol
(255) 10 Tac Marines, ML, Flamer, Vet w/p-Fist in the Drop Pod w/ML's.
(230) 10 Tac Marines, ML, Melta Gun, Vet w/p-Weapon in the Rhino.
(450) 5 Assault Termies, 2TH, 3 LC in the Landraider.
(85) Predator, AC turret and HB Sponsons.
(125) Vindicator w/ Siege Sheild.
(125) Vindicator w/ Siege Sheild.
1540pts, 2 SU's, 11 KP's, 33 FiguresRichards Crimson-Imperial Fist army looked pretty cool (asside from the unpainted stuff; but that was still pretty scary to me), He was running a seriously "Heavy" list with enough tough infantry to grab the Necrodermus Generator and run with it, and then protect his investment throughout the game. I on the other hand had a serious pile of Shooting at my grasp; but my CC was lacking and my mobility was limited to two fast units with the rest being fairly slow. We discussed a few things as I had picked the terrain and threw it on the table while he did some prep work in the Lavoratory, so he altered the terrain as he saw fit, and then we rolled for Deployment and 1st turn. Here is what it looked like.
The Mission was "Capture the Flag"
The Deployment was "Dawn of War"
And the Fists were forced into taking first turn. We had a little discussion as Richard wanted to check a couple things out, and then he placed his 2 Troop choices on the table, and said that he would not place any HQ;
1 - Crimson Tac Squad
2 - Crimon Rhino
He then declared that the rest of his army would arrive turn 1 either via Table Edge or via Drop Pod Deepstrike.
The Mighty Green Machine chose to start off table and have the entire army except 1 unit of Necron Warriors arrive on turn 1, the last Warrior squad would come in via standard Reserves through the Monolith if available.
Turn 1aAs there was no Necrons to set up, and I failed to "Steel the Initiative" on a 3, Richard used his 1st turn to move his army onto the battle field.
The Drop Pod arrived almost dead center, while the armour rolled on as far as possible (Since there would be no shooting anyway). The Crimson Marines then started to do a tactical withdrawel to get the "Crystal" device as far from enemy hands as possible {note that Rishard rolled snake eyes for the Difficult Terrain test to move his Crimson Marines}, they also Ran to ensure as great a distance as possible, and his Imperial Marines ran as well {note that Richard rolled a 1" for their Run}.
Turn 1bThe Necrons arrive en masse; but are carefull to avoid getting too close to those nasty Vindicators. The Necron Lord then uses the Solar Pulse to instill on Nightfighting for TMGM; but an extra round of Night Fighting for the Fists. Shooting begins with a flurry as the Tomb Spiders run to continue their advance, and the Warriors spread out a bit. The Immortals then shoot some Imperal Tac Marines killing 2, and the Monolith uses its Particle Whip to kill 3 more Imperial Tac Marines (I know I should have reversed the order of fire). After that both Destroyer squads fire into the Crimson Marines and kill 6 of them in total. The Crimson squad passes its LD to retain the Crystal; but the Imperial Marines chose to retreat in order to gain better possitioning during the Necron turn (smart move BTW). The Two Tomb Spiders then articifate a Scarab Swarm each and ensure that the babies are in cover granting terrain.
Turn 1 summary, Fist Marines are in posession of the Crystal and therefor Winning.Turn 2aRichard starts to encapsulate the Crystal by having the Imperial Vindie, and the Landraider advance 6" while the Crimson Marines drop into the terrain, And the Imperial Marines embark into the Rhino that has fallen back. Shooting is limited by the extended Nightfight for the Fists; but between the Landraider, Imperial Vindicator and the Drop Pod, a Necron Warrior goes down, one Tomb Spider gets wounded. The Lascannons of the Landraider fail to damage the Monolith.
Turn 2bWBB has 1/1 Necron Warriors self repair.
Reserves arrive (via - Monolith).
All Necron Warriors adjust position with the newly arrived going forward and the other squad retaining cover in the Terrain. The Destroyers adjust slightly forward and to the Left while the Immortals go up onto the Bastion and the Monolith shifts forward Left. Both Tomb Spider units advance on the Drop Pod's possition. In shooting the newly arrived Warriors Rapid Fire into the Drop Pod and ruin its weapon system, while one Destroyer unit removes the remaining Crimson Marines with the Crystal. The other Destroyer squad fails to hit/damage the Crimson Vindicator in cover; but the Immortals manage to Immobilize the Land Raider while. The Tomb Spiders then assault into the Drop Pod and easily Crush it in the Monstrous Claws.
Turn 2 Summary, no army has control of the Crystal; thus the game is at a DrawTurn 3aThe marines only advance with the Imperial Vindicator while the rest prepare to fire. The Rhino Pops Smoke and then the Predator shoots at the Tomb Spider but fails to hit/damage it {note that this was the third time so far that Ricahrd got snake eyes in the game}. The Imperial Vindicator has no trouble with its shooting though, as it drops a Tomb Spider (with baby), insta-kills the other TS's baby, and drops a Necron Warrior after some pretty nice scatter dice. The Melta Gun Marine in the Imperial marines squad wounds the remaining Tomb Spider, and the LandRaider then tries to finsih it off but fails, so the Crimson Fist Vindicator also tries to finish it off; but it also fails as the scatter is way wide this time.
{sorry no pic}
Turn 3bWBB has 1/1 Necron Warrior self repair.
The Necrons advance on the enemy Fists and prepare to fire. The Immortals shoot the Rhino and remove its Storm Bolter, then both the Destroyer squads fail to hit/damage the Crimson Vindicator, and all the Necron Warrior and Particle Whip shooting fails to hit/damage the Imperail Vindicator {Necron shooting went down the toilet}. Thus the remaining Tomb Spider rushes into Close Combat with the Vinidcator and Destroys it with a glorious explosion.
Turn 3 Summary, no army has control of the Crystal; thus the game is at a Draw{more to follow}
SupREME-10
Necrontyr Lord
TMGM Necron Cell 100111