Bonus Mission - Interupted or
Kill BoxInterrupted... (Bonus Mission for Round 1)
While the Necrons are searching for the Necrodermus generator, an enemy army takes the opportunity to launch a surprise attack! Your force is caught totally off-guard and must hold out long enough to regroup and chase the enemy away!
Your deployment zone is a 12" x 12" square in the center of the table, and you may choose which long board edge counts as your board edge. You must deploy at least 1 HQ and 2 troops choices in your deployment zone. Any other units may be deployed or held in reserves. Your opponent then can deploy his units anywhere within 6-12 inches of any table edge other than your own. The objective is to make it to Turn 5 with at least one Troop unit alive - do this succesfully and you win, any other result is a loss.
The two armies meet.
The Mighty Green Machine 100111 0101 010 SupREME-10 - Necron Lord, RezOrb & Scythe: 1
100111 0010 100 Necron Immortals: 10
100111 0001 001 Necron Warriors: 3 X 10
100111 0011 101 Necron Destroyers: 2 X 5
100111 0011 000 Scarab Swarms: 5
100111 0100 111 Monolith: 2
2000pts, 3 Scoring Units, 10 Kill Points, Phase Out = 12/51 Necrons with 58 figures.Harald DeathwolfLogan Grimnar: 1
Stormcaller: 1
Wolfguard - 2 Term w/ML, 1 term w/Fist, 3 Pfists, 4 Joes: 10 + Droppod.
Grey Hunters - Plas + PW, Plas + PW, Plas + PW, Plas + PW: 4 X 9 + 2 Droppods and 1 Rhino
Long Fangs - 5ML + Serg, 1Las, 4ML + Serg, 1Las, 4ML + Serg: 3 X 6
2000+pts, 5 Scoring Units, 14 Kill Points, 66 FiguresThe Battlefield is set {12 X 12 is defined by the 4 Dice in the center around the Necron terrain piece}.
We descussed a few rulings for things such as Monolith Teleport, so it was decided that for this mission the Teleport could only be used prior to the movement phase, and that the Necrons would also use the DoW deployment for anythign not set up in the Kill Box to start with. There would be no Nightfight in place for this game; but, other than that the Bonus mission rules were used in conjunction with the standard 40K BBB. TMGM Deploys first with 2 Monoliths, 2 X 10 Warriors, 10 Immortals + Lord, and 5 Scarab Swarms placed within the 12"x12" Kill Box; the 2 X 5 Destroyers would arrive via DoW on Turn 1, and the 10 other Necron Warriors would arrive as standard reserves through a Monolith when/if available. Here is what it looked like.

The Harald Deathwolf then set up their 3 Long Fang units around the parimiter of the battlefield using the Ruins to gain good LOS, the Rhino Grey Hunters and Foot Grey Hunters also deployed on the Left flank of the Necron long edge, a Wolfguard was placed within each of these units as well as within the 2 Grey Hunter Droppod units that would arrive later, and the remaining Wolfguard were joined in their Droppod by both Logan and Stormcaller and they would also arrive later on (as per Droppod rules). Here is how it looked at that point.
Turn 1a The TMGM goes first, no wait -- Harald Deathwatch steals the initiative and they go first with 2/3 Droppods arriving (Wolfgaurd + IC's and one Grey Hunter squad). IC's are accompanied by 2 Termies with ML's and 2 Joe Wolfguard and they arrive between the Necron table edge and a unit of Necron Warriors, Scatter is minimal so they are well within range to shoot as they arrive. The Grey Hunter Droppod lands a few inches to the side of the First one, and scatters toward the 2 Necron Warrior units. After that the Rhino advances on the Kill Bow and pops Smoke to initiate the Shooting Phase.
The Stomrcaller and Logan have a multitude of insane abilities and pass on atributes, so lets assume that the Wolfguard always have preferred enemy, and the Stomrcaller always passes his LD to have Living Huricane in effect around himself as well as Casting Living Lightning as often as possible. The 2 Lascannons fail to hit/damage either Monolith and then the ML, plasma, and assorted Bolter Fire action begins -- Pew Pew Pew, bang, oouch, pew, etc. Necron Lord (attached to Immortals) takes a wound, and 4/10 Immortals go down dispite being in cover, etc; and 7/10 Warriors from squad
Arnold go down. Both units passed the LD tests and due to the proximity of the RezOrb all Necrons will get a chance to WBB, and the Harald DeathWolf has not asaults.
Turn 1bTMGM WBB has 2/4 Immortals self-repairing and 3/7 Warriors self-repairing, the 2 Monoliths then perform a Teleport action to have another 1/2 Immortals self-repair and another 3/4 Warriors self-repair so that in the end, only 1 Immortal and 1 Warrior were actually removed.
Both Destroyer squads arrived and avoided the 24" Living Hurricane zone by coming in by the rear corner of the Left Flank, making sure to have good LOS on the Foot Grey Hunters and/or the Rhino as they did so. Squad
Stallone then moved more central to make room for the Monolith to drop between the Necron Infantry and the newly arrived Droppodding Harald DeathWolf units. The Immortals, Squad Arnold, and the Scarabs then adjsuted their possition to make sure that Wolves would not be able to assault any Warriors in short order. Once that was done the Immortals blasted a Wolfguard and 2 ML Wolves out of a Long Fang (Right Flank single unit with 5 ML's + Serg + Wolfguard unit) and the Destroyers ganged up to drop 7/10 of the Foot Grey Hunters leaving only regular Wolf's standing. Both Warrior Squads then "Ran" to get better possition and both enemy units passed their LD tests. The Necrons did not have any Assault options at this time.

{NOTE: this picture is at the end of Turn 1; but Gary had started his Turn 2 so he was Dis-embarking his Rhino prior to movement.}
End Turn 1, 29/30 Warriors still standing + 9/10 Immortals + 10/10 DestroyersTurn 2aThe Droppod does not arrive.
Thus the Rhino Grey Hunters dis-embark and advance on the Scarbs to shoot later, the DP Grey Hunters skirt the Monolith to also advance on the Scarabs while the IC Squad goes up the Right Flank to gain LOS on the Immortals and the little Grey Hunter squad (3 remaining) advance on the Destroyer location. Stormcaller rolls to recieve some insane Living Lightning @ str=8 to all unit within 12" of him, as well as his Living Hurricane and his normal use of Living Lightning. The three Long Fangs Squads and the IC Squad all shoot into the Immortals in succesion and in the end there are no longer any Immortals standing, and the Necron Lord takes a wound while reverting to IC status as they ran out of ammo. Both Lascannons shoot the Monoliths but only manage to Stun Moldy-Goldy. Both of the Grey Hunter squad opt to us pistol fire on the Scarabs and end up removing a base and causing a wound on another; but they retain their option to assault. The 3 Grey Hunters feel that they may still be out of RF range and thus they "Run" towards the Destroyers. The Super Duper Living Lightning actually happened earlier; as it took down a couple of Immortals and 1 Warrior from each squad. In assault the Grey Hunter Squads mow through the Scarabs in short order and while the P-Fist guy of one squad is in contact with the Monolith, he fails to do any damage. Thus the two Grey Hunter Squads consolidate or pile in accordingly.
Turn 2bTMGM WBB is non-existant for the Immortals as they are all gone; but, both of the Warriors from each squad actually self-repair.
The Golden Warriors do not arrive.
The Necron Lord joins up with Squad Stallone and they teleport through Greeny to arrive in front of the enemy IC Squad, Squad Arnold then follows suit through Goldy to also have RF range on the enemy IC squad; while the Destroyers adjust along the back field to avoid future Assaults from the enemy while gaining LOS on the IC squad as well. All Shooting went into the IC squad and as the dust settled the Stormcaller, a Termie Wolf, a Joe Wolf, are gone, and Logan Grimnar is toting a wound as well. It wasn't great results; but at least the Stromcaller would no longer be hurting everything in proximity.
End Turn 2, 29/30 Warriors still standing + 0/10 Immortals + 10/10 DestroyersMore to follow.