PRE-GAME ANALYSIS:
Necrons:
Really, I'm not so sure how to take on the paladinstar. I think the Deathray may be my best shot, but I'll probably only get 1 shot each with them before he shoots them down. I could assault the paladinstar with both units of wraiths, but I think he will grind them down over time. Can I ignore them? I don't think so as they will be contesting in objectives-based games and shooting down stuff in annihilation. Besides, for me to get any real kills, I need to get up close against an army that is better than mine in combat. I think I will try to take down the support units first before the inevitable confrontation with his deathstar. Yeesh....even the 5-man paladin squad is dangerous.
I think necron's best chance to win is in Seize Ground. Although Draigowing can have up to 6 scoring units by combat squadding and making his dreads scoring with Grand Strategy, I can probably take out those dreads fairly easily with either strategically placed deathrays or by sweeping attack them with my command barges. Then I will spread out and force his not-very-mobile deathstar to have to travel between objectives. Capture and control may be a draw. I have multiple (and fast!) units to contest and my wraiths have the resiliency to survive in combat, at least for a few turns. He has the resiliency to last but lack the mobility to get to the objective if I am able to take down his raven. Kill points, as usual, will probably favor the paladins unless I can somehow manage to table him (Haha!).
As for deployment, my MTO necrons really don't care about the deployment type. In Dawn of War, I may lose 1 round of spawning for my spyders, however, my vehicles will be coming in flat-out for cover and I will get 1 extra turn of Night-fight. Then I have the speed to easily cover ground in Pitched Battle and Spearhead.
Overall, I feel that necrons will be the slight underdog in this battle. Fighting an army of 2+ units really isn't their forte.
Grey Knights:
Grey knights cannot take the MTO necrons lightly. They are a very fast and dangerous army with a dangerous amount of attacks. More importantly, they will control the Movement phase so will have the advantage in that department, though Draigowing will control the Shooting and Assault phases. You may think that gives the grey knights the advantage, but keep in mind that 2 out of the 3 mission types are objectives. In these missions, the Movement phase is arguably even more crucial.
Target priority is something the knights really need to take into consideration. Obviously, they will need to take out the doom scythes as those can do the most damage. Then the wraiths and command barges are both equally as dangerous. And in objectives-based games, even the warriors are a threat. Probably the lowest threat to the paladins would be the scarabs and spyders, but don't count them out. They are still a threat because they will most likely be going after the stormraven and dreads.
Annihilation definitely favors the paladins. In objectives-based missions, if they can reach the objectives, then they will probably do fine. Necrons will have a hard time trying to get them off.
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Mission: Seize Ground - 4 Objectives
Deployment: Spearhead
Initiative: Necrons
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Deployment:
Map of the terrain.
The terrain in the very middle - the
Keebler Studios Tripple Can Candimonium Kit - I got from Reece's online store
Frontline Gaming and I must say it turned out very well. They built and painted it for me at a very reasonable price. Check it out if you're looking for terrain. Highly recommended.
Anyways, back to the report.
2 objectives are here. Grey Knights intentionally place the 2nd objective close to the necron objective.
Necrons then place the 3rd objective far away to spread them out.
As for the 4th and last objective, grey knights place it near the center of the board and about 12" away from the other objective.
Basically, grey knights want the objectives to be closer together. Easier for them to reach and defend.
Necron deployment.
I deploy 2 squads of warriors, with 1 hiding behind the impassable hill. 2 units of warriors will be in reserves.
Grey knight deployment. Hopefully, the dread and ruins will be enough to give the paladins cover on the side with very little area terrain.
With Grand Strategy, Draigo makes both of the dreads scoring. Soladin will be walking on from reserves.
Overview of our deployment.
Draigowing fails to seize and we begin.
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Necrons 1
Anrakyr moves flat-out 24".
Overlord moves flat-out as well. Doom scythe moves 12" in order to be able to shoot its deathray.
Necron movement. 1 spyder takes 1W from spawning (which I did at the beginning of the turn).
More necron movement. The other doom scythe moves 12" only as well.
Necrons then run.
1 doom scythe has a perfect view of the paladins without cover! I roll for distance and get 15", hitting 7 paladins!!! Librarian casts Shrouding anyways.
Lance-teks (crypteks with eldritch lance) fire at and shake the stormraven.
Out of the 7 hits, only 5 are wounded. Draigo makes his 3++ invuln and then 2 paladins make their 5++ invuln's! Only the hammer and 1 halberd is killed. Tesla destructors fail to do anything to the paladins.
The other doom scythe rolls for his deathray and also gets 15"!. It hits the dread and 2 paladins. Both paladins make their 3+ cover (from Shrouding) and the dread only gets stunned from a glancing deathray. Tesla destructors fail to do anything to the dread which was the primary target.
Finally, Anrakyr fails to take over the stormraven.
Wow....with a direct hit from the doom scythe and without cover, I was hoping to kill more paladins. Instead, I only kill 2 and do meaningless damage to the dread and raven, which will probably just get ignored next turn. Not very good at all.
Grey Knights 1
Solar-teks uses 1 of their Solar Pulses to make it Night-fight.
Both the dread and stormraven fortitudes off the stunned/shaken results (for the newer folks, that means they successfully cast Fortitude to ignore the shaken/stunned results). Grey knights then move. Stormraven moves 12"....
....and out disembarks the 5-man pallie squad, ready to kill some wraiths.
The paladins move as well.
Uh oh....huge mistake on the necron's behalf. I miscalculated the movement of my wraiths and just brought them into the paladinstar's assault range!
Psyfleman sees and fires at the doom scythe, immobilizing and stunning it.
Here is another mistake by my necrons - I totally forget that my spyder's fabricator claw array can try to repair the doom scythe's immobilization so never attempted to do so!
On the bright side, the other dread fires at Anrakyr's command barge but I pass my 2 cover saves.
5-man pallies fire at the 6 wraiths and causes 2W. Paladinstar don't fire at their target because they plan to charge.
And I almost forgot....the stormraven blows up the other doom scythe with its
tl-lascannon and
tl-multi-melta (it gets to fire both weapons thanks to Power of the Machine Spirit, or
PotMS for short).
Both paladins make the charge!
Ironic, isn't it? It is the slower army that gets the 1st turn charge this game.
LOL.
Amazingly, wraiths cause 3W to paladins and pallies fail to cause an unsaved wound in return. Wraiths win by 3 but paladins still pass morale.
The other combat doesn't go quite as well as the paladinstar wipes out the other wraiths. On the bright side, librarian takes 1W from Perils while trying to cast a psychic power and another paladin takes 1W from the wraiths.
Necrons 2
Overview of the top of Turn 2. I'm in a bad spot right now. Paladinstar is free and roaming around near my 2 objectives. Both doom scythes are practically disabled. 1 unit of wraiths is gone and the other will most likely be locked in combat for a while. How can I stop his paladinstar and can I turn the game around?
1 unit of warriors come in from reserves and goes after the far-left objective.
Another unit of warriors come in from the middle.
Spyders produce another 3 scarabs and takes another 1W for their trouble.
Anrakyr flies over the dread and wrecks him with his sweeping attack. He then disembarks and prepares to help out the wraiths.
The Overlord flies over the other dread, immobilizing and shaking it. He then disembarks as well.
Necron moves. Warriors actually move towards the paladinstar while scarabs/spyders move away from them.
I'm taking a big risk here. I'm trying to induce the paladins into going after the warriors instead of after the wraiths. This is what I mean by my warriors being a "threat". They're going to force the paladins to make a choice....either go after the more dangerous wraiths or try to take out the more squishy, objective-claiming warriors.
Spyders and scarabs move around the impassable (and environmentally-friendly

) terrain. Scarabs fleet and will go after the raven.
Now for shooting.
Anrakyr successfully controls the stormraven and fires upon the paladinstar. I forget about the mindstrike missiles!!! However, the lascannon and multi-melta does manage to kill 1 paladin. I then rapid-fire with 2 squads of warriors and the crypteks, killing another 1 paladin and putting 1W on Draigo.
Now for assault. Overlord charges dread and the scarabs assault the raven.
Anrakyr joins in the paladin-wraith melee.
The Overlord explodes the dread.
Scarabs manage to only strip down 3 points of armor from the raven. The raven is otherwise unharmed.
Finally, in assault, wraiths take out the warding stave and 1 sword paladin. Paladins in turn put 3W on wraiths, killing 1, and win combat. Anrakyr passes morale and wraiths make their No Retreat save.
Grey Knights 2
Overview of the bottom of Turn 2. Draigo uses Psychic Communion to delay the arrival of the soladin.
After deliberating for a bit, paladins finally decide to go after the scoring units. They prepare for a multi-charge. Gulp!
However, Draigo breaks off from the unit and goes to help out the other paladins. Double-gulp!!
Stormraven flies behind Anrakyr's command barge....
....and blows it up with a lascannon and multi-melta to the rear. Payback for the dreads!
Onto assault!
Draigo joins the wraith-paladin melee.
Paladins wipe out 1 squad of warriors, kill both crypteks and send the other unit of warriors running.
Here, we both rolling poorly and tie combat with 1W apiece - wraiths put 1W on an unwounded paladin and pallies kill a wraith with 1W remaining.
Finally, 1 of the crypteks gets back up due to Ever-living. I really needed that because now it means that the paladinstar needs to waste 1 more turn trying to kill the contesting cryptek.
Necrons 3
Overview of the top of Turn 3. Uh....it looks as if I may be off by 1 turn in the game.
Spyders spawn 3 more scarabs.
Overlord gets back into the barge and flies over the paladins. The ensuing sweeping attack puts 1W on another paladin.
Necron movement. Now here's where I'm not 100% sure if I played it right. I may post this question in
YMDC if I don't get the answer here.
Since pallies killed the cryptecks and broke the warriors, I played the cryptek that got back up as its separate unit because it couldn't get back into coherency with another unit. Also, even if the warriors falling back were in range, not sure if the crypteks can join a unit that was falling back.
Anyways, at this point, I played the warriors as a separate unit than the crypteks. Because it is a unit of 5 (as opposed to 7 with the crypteks)and there were 3 left, I took the
LD test to regroup and successfully regrouped them. If anyone thinks I played this wrong, please let me know and try to provide evidence why. I'd like to be sure. Thanks.
Other unit of warriors slowly creep up to the far-left objective.
Spyders and scarabs advance.
Rapid-fire by the warriors put another 1W on the paladins. Lance-tek misses.
Scarabs then multi-assault the raven and paladins locked in combat with the wraiths.
My sheer number of attacks wipe out 2 wounded paladins and wraiths put another 1W on Draigo (down to 2W left). Paladins and Draigo fail to do any damage in return.
Scarabs also explode the stormraven.
Draigo passes morale but paladin fails and falls back. As Anrakyr cannot consolidate into combat with Draigo, he breaks off from the assault and consoiidates towards the retreating paladin instead to keep him from regrouping.
Wow....I actually beat 5 pallies and Draigo!
Grey Knights 3
Overview of the bottom of Turn 3.
Soladin comes in by the
GK objective. Other paladin continues to fall back.
Paladins are in a bind now. He needs to hope that Draigo can hold off the wraiths and scarabs, and then he needs to get rid of all the units contesting his objectives. He decides to multi-assault.
Despite my AV13 and flat-out cover save, paladins blow up the command barge with psycannons. The Overlord gets pinned in the ensuing explosion.
Paladins can't quite reach the 3-man warrior squad so settles for multi-assaulting the Overlord and cryptek.
He wipes them both out....
....but to his bewilderment, the Overlord gets back up! As the Overlord can get back up anywhere within 3" of where he "died", I place him so that he is contesting the objective.
Not only does Draigo survive another turn, but he also takes out 2 scarab bases and 1 wraith after combat and No Retreat saves.
Necrons 4
Overview of the top of Turn 4. Looks like I am off by 1 turn.
Anrakyr goes after the retreating paladin. I need to contest his objective.
Warriors converge onto the objective and paladins.
Spyders double-back to contest the other objective.
Finaly, my immobilized doom scythe has a target. The deathray hits the retreating paladin and then I roll a

to wound. The testa-destructor also fails to kill him.
Rapid-fire from 2 warriors (and 1rapid-fire shot from a 3rd squad) downs 1 wounded paladin and puts 1W on the last unwounded paladin.
I then string the paladins out by attacking the 2 ends - 1 with my Overlord and the other with the spyders.
Anrakyr charges the fleeing paladin to try to pick up some extra movement.
He wipes out the paladin and consolidates to contest the
GK objective!
Wraiths and scarabs finally put down the Lord of the paladins.
Librarian casts both Might and Hammerhand. Overlord mindshackles the non-hammerdin. Paladins force-weapon 2 spyders to death but fails to kill the Overlord. I might have put 1W on paladins, not quite sure, but paladins win combat. Spyder takes another 1W from No Retreat and Overlord passes morale!
Grey Knights 4
Not much left for grey knights to do. Soladin assaults Anrakyr. He needs to get rid of the contesting necron
HQ and it's better than taking a Tachyon Arrow to the face and then getting assaulted next turn.
Soladin fails to hurt Anrakyr. The necron lord then causes 1W in return and breaks the soladin, causing him to fall back.
Again, the Librarian successfully casts both Might and Hammerhand....but this time, he perils on

and kills himself! They wipe out the spyder and Overlord, but not before losing the warding stave and the sword.
Afterwards, paladins consolidate but only move 1". The right paladin actually had to consolidate
away from the uncontested objective in order to get back into coherency! He may be out of claiming range.
Thinking that this was turn 5, I roll to see if the game continues and it does.
Necrons 5
Necrons go in for the kill.
Anrakyr moves towards the fleeing paladin. He fires his Tachyon Arrow but misses. No matter, the soladin will be off the table next turn.
Rapid-fire from 3 warrior units take out the hammerdin.
I then assault....
....and paladins are tabled.
Necrons are claiming 1 objective here.
And a 2nd objective here.
Victory to the Metallic Dead - Necrons!!!
Aftermath of the carnage.