OK this game was a bit of a fun game as my opponent Mike has not had a lot of 5th Ed experience; although he was getting plenty of help from the attendant Redshirts and Blackshirt and we did discuss some tactics on how to play his force prior to the game.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). So here it is.
Necron Lord with Res Orb.
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.
Captain with Artificer Armour, Jump Pack, and Relic Blade.
Dreadnaught with TL-Las and CC arm.
10 Tac Marines, ML, Plasma gun, Vet with Power Fist, mounted in a Rhino.
5 Tac Marines, Vet with Power Fist.
5 Scouts, 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.
Mike rolled for Mission and got Annihilation (KP's) which favoured me so we discussed how he should focus on killing the highest threat unit totally before moving on to the next unit. We also discussed how his Close Combat could be huge if used well vs my Warriors due to the Combat Resolution in 5th Ed and my lack of potential to hurt Space Marines in CC. We then rolled a "Pitched Battle" (12" edges) for deployment and he forced me to take 1st turn so that he could respond to my set-up....
Here is "The Mighty Green Machine" set up, pretty well central and on the line, with the main Phalanxe using the terrain for Cover Saves, and the rest being able to exploit either Flank, or stand fast as required.
Mike then put Space Marine force "Vaughn" in formation, with his tanks giving him potential to provide cover as the army advanced and his Dread working the Flank while his Assault Marines had some blocking terrain to prevent early shooting on them. Note the Scouts that infiltrated into the Terrain.
Mike then tried to "Steal the Initiative" but rolled a 3 so TMGM started the game.Turn 1My plan was pretty simple, try and use the terrain and take out Mikes unit entirely in some order of priorty to bag the KP's and elliminate his potential as I went along.... So first task was to move the Immortals and Destroyers so that they could focus fire on his large squad of SM's before they got in that Rhino and advanced (he probably should have started them in the Rhino; but this was a learning game too). The Tomb Spyders get out front of the Phalanxe so Provide Cover Saves and maybe absorb some early shooting and/or Close Combats. While the Phalanxe stood fast. In shooting the Immortals and Destroyers bag 3 (yes only 3) of the Vaughn Marines (LD passed). Both Warrior Squads get range on the Scouts so they too get to absorb some Gauss, when the dust settles there are 3 less Vaughn Scouts for me to worry about (LD passed - and for those that question this move, Scouts are dangerous to my Tomb Spyders, so I wanted them to be history). The Tomb Spyders "Ran" forward a little more, and then in the Assault phase they each created an attendant Scarab Swarm to end the Necron Turn.
Mike was not impressed, 6 of his prescious Marines dead already... so he vowed revenge for the fallen, and on to his turn. The large squad Embarked the Rhino and advanced as far forward as possible. The Dread, small Tac Squad and Assault Squad with Captain attached also advanced on the Necron formation. In shooting his Dread downed a Destoryer (only target he had), the Predator plastered one Tomb Spyder killing the Scarab Swarm (due to good Wound allocation on my part and a couple good saves from the Spyder). The Scouts put wound on the same Tomb Spyder (good thing I killed 3 already), and the Rhinio popped Smoke. He had no Assaults so the Assault Marines "crawled" forward a little.TMGM = 0, Vaughn = 0Turn 2WBB had nothing Self Repairing, so on to turn 2. The Immortals and Destroyers continue to manouvre and work together, whilt the Tomb Spyder re-position as well. In shooting I focus the Immortal and Destroyer Fire into the Rhino scoring several Glancing and Penetrating Hits; but Smoke reduces it down to 2 Pens.... of which one "explodes" the Rhino, but causes no other casualties. The Warriors gang bang the Scouts again and finish them off. One Tomb Spyder "runs" while the others awaits its chance to jump the Marines that got forced out of their Rhino. I then try to creat a new attendant Scarab Swarm and end up killing off my Tomb Spyder (that was the end of that silly plan).
Mike continues to advance everything except his Predator... In shooting he literally Gang Bangs my other Tomb Spyder and its attendant Scarab's with the Dread, Pred, and some Bolter fire from the small squad of Marines. The larger squad then shoots my Immortals downing 2 (but due to clever casualty removal, he no longer has any asault potential - ha). His Assault Marines continue their strategic advance using cover (and will be assaulting next turn).TMGM = 2KP's, Vaughn = 2 KP'sTurn 3WBB has both Immortals get back up (and Mikes jaw hitting the ftable)... So on to movement, I adjust the Warriros out of the Terrain and toward the Assault Marines in an effort to Rapid Fire the hell out of them. Meanwhile the Immortals and Destroyers stick together and hold the Central area (I have a plan). In shooting the Destroyers Shake the Pred repeatadly and stun it with the last dice roll on the Damage table. The Warriors lay waste to the Assault Marines; but fail to kill them all, (only got 3 regular guys, and they pass LD) while the Immortals manage to kill a single Vaughn Marine from the Larger Squad before assaulting them. The Close Combat is a draw in the end with both units loosing one guy (No WBB due to Power Fist - and me wishing that Tomb Spyder was still there to increase the range)
Mike responds in an odd fashion, moving his small squad through the Difficult Terrain (I would have gone around it). In shooting his Assault Marines kill off a Warriors or two, the Dread fails to wound the Destroyers (lucky for me), and those guys in the terrrain also fail to wound the Destroyers (good saves from me). On to Close Combat, the Assault squad rushes the Necron Warriors and in a weird roll off only kill 2, and wound the Lord once, while taken 2 more casualties (Necrons pass LD and stand fast). Then his 6 Tac Marines do manage to kill one more Immortal with their Power fist; but take 2 casualties in return (and then they break and run - although the Necrons fail to catch them)...
Here is a picture of the battle at this point.TMGM = 2KP's, Vaughn = 2 KP'sTurn 4WBB does almost nothing; but not many were down, so its not tragic. Mikes Tac Marines were running, simple so a simple fix was to stay close and keep them running; thus the Immortals move to stay within proximity of them. The Destroyers move to try and avoid being assaulted or shot at too much; but I did keep them handy so that no-one was getting over to help his Captain out in Close Combat. In shooting I manage to Shake the Predator with the Immortals, and the Destroyers shoot the Tac Marines in the Rhino crater; unfortunately they make almost all their saves and only 1 SM dies. On to assault, so the other Warriors Join the party and although the Necrons took some casualties they manage to bring the SM's down do one wound remaining on the Captain and both of my squads pass their LD to stay in the fight (I still lost combat by -2)...
Mike checks the range and his Broken Tac squad continues to "Fall Back", he then moves the Predator in to block any further attempts of the Immortals escorting them off the battle field. His Dread and the other Tac Marines advance on my Destroyers (right through cover, and good roles did help him here). In shooting he does a little too well and drops 3/4 of my Destroyers; thus removing his option to assault as I once again downed the closer figures. His Captain brings my Warrior squads down to 4 & 6 Warriors respectively (3 kills); but then the Lord takes him out with the Staff of Light as he fails his Invul Save... Necrons Consolidate a little but not too much. TMGM = 4KP's Vaughn = 2KP'sTurn 5WBB has 2/3 Destroyers self repairing and the Warriors go to 6 & 7 respectively in their squads (woot - like it when it works). I quickly regroup the Destroyers to keep chasing those Tac Marines off the table (I know the Destroyers will die; but I figured they might take something with them)... The Immortals move to get the other Tac Squad, while the squad of 6 Warriors + Lord advance on the central location, and the squad of 7 Warriors make for the woods on the Right Flank (PO Prenvention in case all ealse fails). In shooting the Immortals shoot the Tac Marines to reduce them to 2 figures, while the Destroyer tries to shake the Pred again, but fail miserably. The Immortals then went into assault with the Tac Squad and killed one; but also lost one in the exchange.
Mike can't believe that his Tac Marines with ATSKNF are still "Falling Back" and this time the dice send them way out of the Battle (he rolled 11" - bye bye). His Dread continues to advance on the Center and then on to shooting. The Dread and the Predator make short work of the Destroyers, killing the last 3 with ease. In CC the Power Fist Vet crumps 2 Immortals but the last one stays in the fight.TMGM = 5KP's, Vaughn = 3KP'sTurn 6WBB does nothing for me as either their are not simular figures or the death was due to Power Weapon - Oh well. So my squad of 7 Warriors continues to get way out of harms way (running too). While the 6 Warriors and Lord get in there to help the last Immortal. In that CC the Lord comes through again and drives his Staff of Light through the Veteran's wimpy Power Armour to finish him off. I then use the Consolidate move to have the Immortal out front, then 6 Warriors, to try and shield Lord (KP prevention of a sort, with shock absorber Immortal).
Mike sees the end is near; but figures he can still hammer away on me, so his Dread advances once again (out of terrain now). Shooting from the Dread wastes the last Immortal so no need for him to assault. And then his Predator lays down 4/6 Warriors (LD passed).TMGM = 6KP's, Vaughn = 4KP'sTurn 7WBB has 2/4 Warrior self repair so I am back to 4... I do some more minor manouvering; but only to make sure the Lord and Warriors are split up. I then put every shot I have into the Predator to stun it once again. No options for assault, so the Necrons await their enemies feeble response.
Mike has very few options left, so he advances on the Warriors and blasts away on them with the Dread. He lays a couple down but he is just outside of asault range, so the game ends here.TMGM = 6KP's, Vaughn = 4KP's Victory for The Mighty Green Machine, Necron Cell 100111
In my opponents defense, he was facing a more experienced player and although he started off correctly (removing entire Necron Units), there was a time when he started to devide his fire/attacks and paid the consequence for his action. The dice were also a big part of the game, in fact in the turn where he laid down 3/4 of my Destroyers, that one dice roll difference would have got him another KP, and Prevented his Tac Squad from running off the Battle field, and would have givine him a Draw or maybe even a Win (with a little more luck later on)... It was a great game vs Mike and I hope to play him again ASAP... But for now I only wait cheerfully in victory, as I diligently paint the Immortals and Tomb Spyders and he tweeks his list and finishes some paint as well.
I appologize for not taking more pics; but I forgot for a couple turns and then when I remembered, my batteries crapped out on me so I was lucky to even get those 4. Thanks once again to GW Halifax for letting us use their table, scenery, etc.. and Thanks to Dave (the Blackshirt) for giving Mike some direction when he started to falter around turn 3-4... You guys are great, and Mike - your welcome to a rematch anytime (awesome Game, I had a blast).
Necron Cell 100111