OK this game was the re-match for the Vaughn Space Marines vs The Mighty Green Machine. Again it was a bit of a fun game as my opponent Mike is only on his 2nd game for 5th Ed. He lost the first battle we had; but it was close, and we discussed several tactical changes and issues between 4th and 5th, so this one was looking to be a tougher battler for TMGM right from teh get go. Once again Mike also was getting some help from the attendant Blackshirt (Dave, store manager, AKA ~ all around great guy and excellent gamer) and it should be noted that although Dave gave some great suggestions, tips, etc... he did not interfere with Mike making the decisions, nor did he take over the game in any way ~ in short, he helped as needed and was a greatly appreciated by both of us. Anyway, I brought "The Mighty Green Machine" as it has now progressed to 1000pts built and in the paint stages, (got the Tomb Spyders assembled finally and some paint on them). This list is not really negotable for me at this time; since its what I have painted and I am using it to help me learn to use Necrons better within 5th Ed. I do appreciate comments on how to improve the list (tactically) but I am not really open to unit swaps at this time. Anyway, here is the list.
Necron Lord with Res Orb.
5 Immortals
10 Warriors
10 Warriors
5 Destroyers
2 Tomb Spyders
1000pts, 2 SU's, 7 KP's, with PO = 7/31 and 33 figures. Mike brought his "Vaughn" Space Marines and the list was something like this. As he wanted to go WYSIWYG and use as many of his Painted figures as he could. It should also be noted that Mike is working feaverishly to get up to 1500pts, but he is actively seeking suggestions on how to improve his lists (1K - 1.5K) and in his collection he already has 10 Termies (can be configured in any manner), 15 more Tactical Marines, 1 Melte-Melta Dread, and a few Characters... He said that will probably be getting another Rhino as well, and he will get access to alternate Predator weapons; so all suggestions would be appreciated. Anyway, here is his WYSIWYG list at 1K.
Captain with Artificer Armour, Jump Pack, and Relic Blade.
Dreadnaught with TL-Las and CC arm/S-Bolter.
10 Tac Marines, ML, Plasma gun, Vet with Power Fist.
5 Tac Marines, Vet with Power Fist, mounted in a Rhino.
5 Scouts, 1 ML and 4 Sniper Rifles.
5 Assault Marines, Vet with Power Fist.
Predator with TL-Las, H-Bolter side Sponsons.
~1000pts, 3 SU's, 8 KP's, and 28 figures. In our last gam, we did Annihilation (KP's) with a Pitched Battle (12" edge) deployemnt, so we decided to go for a different game. So we set the Game for a Command and Control (2 MO's) with Spear Head (Quarters)... PS.. We did roll but removed the previos played varients as options. I set up the table, but most of it was jsut teh way we found it on entry to the Halifac GW Store, here is what the Table looked like prior to Figures going down.
Once again Mike won the choice and once again he forced me to go first... I do think this was the right choice for him; as it let him respond to my Set-up, and he had a better idea of what to waste first in my army. His going second also gave him the final round in the game, which could be a major advantage if used correctly. His decission did give me the terrain advantage; but with is 3+ save he was hardly too worried about Cover Saves anyway... Anyway, here is how I set TMGM.
Its a Basic Phalanx with Shock absorber Immortals, Flank Destroyers, and Tomb Spyders working both options.... Please understand that I overheard Mike and Dave discussing the "Camp Out" tactic for his Mission Objective, so I planned on one lesser scoring unit going there, and the rest of his army going in my face. Mike responded with this Set-up and it was better than his first game attempt; but I stil think he fudges it a little. This time he kept his Scouts out of easy range of my force (smart), so I knew I had a bit more work to do to try and win this game... He did have the 5 pack Tac Squad and Rhino "Camp Out" on the far back Mission Objective as he knew my AT options were limited. But one mistake I saw right out was that he allowed me some options to mass shoot specific units right off the bat....
Oh and for those interested, Mike has started to paint his Scouts to, He did a dry brush of Fenris Grey on the Black, and then built up an Urban/Dessert style of cam on the cloak... So here is a Close-up of their Cloak pattern. Sorry I botched the pic, but there are little dots of Orange and Grey in the Larger Dark Orange splotches and it looks good and in theme with his "Vaughn" style.
Turn 1a I knew that his Assault Marines were gross if they got into Clsoe Combat with my Warriors, so the first order of Business was to get them wiped out... I also decided to "Camp Out" on my objective, so you can assume that one squad of Necron Warriors never moves throughout the game.
OK, I advanced my entire army towards the Vaughn SM's, and then unloaded into his Assault Marines with the Immortals and Destroyers, 25 shots later there are 4 less Assault Marines and the Captain also took 2 wounds, so a lot less for TMGM to worry about. Now if Mike had of placed his Assault Marines over by his Dread, I might have had shots on them with the Immortals; and my Destroyers probably could have bagged his Scouts. But there would have been no way to mass shoot the Assault Marines, and this could have been game altering. Anyway, they did pass their LD test though. So on to Phase two, the Tomb Spyders run, and then in the Assault Phase they each create an attendant Scarab Swarm. It should be noted that I had them set a little to close to my table edge, and this would prove to be a mistake farther down the road.
Here are a couple a pics of the end this round.
It should be noted that after the game we discussed the Set-up, and I spoke to Mike in regard to the Assault Marines, I don't think that I will ever bag them that easily again....
TMGM as they stood in their new found position.
What was left of the Assault Marines. Turn 1b The Vaughn SM's were not impressed by thos loss of so many Assault Marines; thus they vow to start nuking Necron units by the score. Mike advanced his Assault Marines, the Large Tac Squad, and the Dread. He then shots into the closest Tomb Spyder with the Scouts, the Dread, and the Pred in that order to actually take out the Scarab and then waste the Spyder (well done, BTW)... he continued to shoot and unloaded the Tac Squad into the other Tomb Spyder, and then the Assault Marines (I had lost two wounds on the Swarm at this point; which was lucky, so he was continueing to do things in the right manner)... He then assaulted the Tomb Sypder with Captain and Veteran Assault Marine; but in a fluke the Tomb Spyder survived the Captains onslaught, and killed the Vet before he used the fist.
Now some will question the advantage of taking out the Tomb Spyders so early; but Mike learned in the last game that they can actually do very very well vs his Armour, and I think he was counting on his Dread actually seeing some Close Combat action. Mike was also working on the premis that he should do anything and everything to remove my WBB options, which in fact is a very smart way to attrition out Necrons. Sorry I fudged the pic.
Turn 1, TMGM = 1, Vaughn SM's = 1
Both Generals hold on to their respective Mission Objectives, and although both sides take some pounding, the game is fairly close at this point and could go either way still. Turn 2a WBB was not an required.
OK, the Immortals and Destroyers adjust their positions a little but I didn't get great dice for difficult terrain, and the building had fewer 1st floor windows than I would have liked. The more forward Warriors and Immortals shoot into the Large Tac Squad and waste 3 of them (LD test Passed), which is a little below par; but as expected.... The Destroyers take out 4 Scouts with their shooting (Ld test Passed), and this daunted me, as Scout LD is not that great so I was hopeing to just get rid of the whole unit...Well, its on with Close Combat... The Tomb Spyder lives on to slay the Captain and consolidate a little... But I actually messed this part up a bit (hindsight) as I was undecided as to go for the Pred or try and head off the Dread. Pic of the Necron front line, notice the Tomb Spyder as I should have goen directly towards the Dread.
Here is what was left of Mikes larger Tactical Squad (and for game purposes the river gave 5+ Cover Save as it was shallow water).
Turn 2b Mike has his Vaughn SM's Tacital Squad and Dread continue their advance on the Necron front line. The Scout then takes out an Immortal with his single shoot, the Pred gets a couple more Immortals (4+ cover did nothing BTW); and Mike was watchin how I removed from the Front to remove his Assault potential, so he was once again carefull in his order of shoting prgression and carried on correctly double tapping into the Immortals with the Tac Squad and "PoP, Zip, WoW", the whole squad is down... (ooch). Again he did his shooting in the right order to maximize his options (thanks in part to Dave the Blackshirt); but that is how you remove the Necrons option for WBB, and its the right way to play vs them, so well done. Anyway, his Dread still has options, so he blasts the Tomb Spyder, it takes a Laz wound, but I use wound allocation to nuke the Scarbs Swarm (and being Feerless is a good thing at times).
Here is shot of "The Front Line" without said Immortals.
Turn 2, TMG = 1, Vaughn SM's = 1
The Mighty Green Machine was feeling good that the Assault Marines were gone; but I took a big hit with the loss of the Immortals...So the game was still very close, and I was actually feeoing that those Space Marines were a little too close for comfort.