This was a completed batrep, but when I rechecked it for something else, I found everything after Turn 1 gone.
Man, re-editing these things is a pain, especially when the battle was 6 days ago. Here is the complete batrep.
Off camera, the scarabs assault into the Blood crushers, effectively tarpitting them for what i think will be a few rounds.
Daemon Turn 2
Neither FateWeaver nor 2nd set of Bloodletters come in.
Other
DP moves up (no Daemonic Flight) to assault the Immortals. The
BLs will move through terrain toward the Immortals, too, but will have too much distance to assault, so they'll get a good Run.
In assault, the
DP smashes a few and a few get back up.
The
BCs will under perform; after getting 7 or 8 hits, I'll roll three

s in wounding. Another base dies to No Retreat! There are 6 of the original 8 left.
Necron
KPs - 1
Daemon
KPs - 0
Necron Turn 3
Necron shooting sees the
BLs get pasted into nothing by the
Cmd Barge Sweeping, Anni-Barge Shooting (which was good on the Tesla

s) and in the picture above, the relentless gauss carrying Immortals with the Phaeron Lord.
In h2h, the
DP and Immortals repeat their performance. Likewise, the
BCs and scarabs. Even down to rolling three

s on the 'to wound' for the
BCs. A few more bases die altogether.
Deamons Turn 3
No-pics. And, again, no arrivals from Reserve.
Assaults:
Fred (purple
DP) will beat the robots, who will fail Morale, but succeed in the
Init contest and avoid getting Swept. They Fall Back not too far.
Again, the Bloodcrushers will, for the third time, roll three

s on the to wound rolls. One of them will take a wound. After that, those dice went into the bag for the night and I got out the back-up Chessex.
Necron
KPs - 2
Daemon
KPs - 0
Necron Turn 4.
Too close to the
DP to rally, the Immortals Fall Back quite a bit.
Bloodcrushers will finally finish off the scarabs. And I nearly blow the Consolidate by putting them too far back behind
LoS-blocking terrain, fearing his shooting, but I get the one
BC back over that large terrain piece so his Immortals won't rally.
The
Cmd. Barge Sweep Attacks the
DP and he takes some Anni-Barge shooting and more pounding from the gauss Immortals. Surprisingly, he'll only take a couple wounds.
Daemons Turn 4
FateWeaver arrives. His two Bolts of T will fail to Penetrate either the Aniihilation nor Command Barge. The
DP will assault the
Cmd. Barge, but fail to hit it, getting no

s.
I decide to *not* have the
BCs assault the retreating Immortals. I figure the distance is close enough that they'll run off the table, but I move up enough to ensure the 6 inches. I'm hoping to have the
BCs head to my table edge and help out with the rest of the necron army.
Necron
KPs - 2
Daemon
KPs - 1
Necrons Turn 5
First, the Immortals get a small Fall Back roll and shoot the BloodCrushers, killing the wounded one.
In shooting, the
DP dies to a torrent of shooting and a 3+ Sweep Attack.
Next, from the picture above, having moved up slightly, the Immortals gain rapid fire range on FateW. They'll light up him up pretty hard, but he makes all his saves. He's earning his Highest-Point-Cost-of-any-Unit-In-
40k.
Necron
KPs - 3
Daemon
KPs - 1
Daemons Turn 5
BLs come in automatically, and I use the BCrushers' icon. I dunno why I wussed out and put them in open terrain instead of the minor chance of losing a couple in the Area Terrain. This will put them kinda far from the action. The picture below is actually in the middle of Necrons' Turn 6, after Anakyr disembarks.
The BloodCrushers will go ahead and move through terrain, and assault the Retreating Immortals. They'll pass that Morale Check, but in assault, will get pounded and *fail* Morale. The
BCs Sweep Advance them and get a small consolidate. -- Not assaulting them the previous turn has put the
BCs really far away from the rest of the action.
I had moved FateW closer to the Immortals. He will again, fail to hurt the Anni-Barge with a Bolt of T. He kills half the Immortals with Breath of Chaos and Daemonic Gaze. Before the assault though, many get back up.
Assaulting is going to suck as there are Mind Shackle Scarabs on the Lord. Better than facing all the shooting, though, so FateW wades in. FateW fails the Leadership for
MSS, but Fateweaver only punches himself once. The Immortals and Lord get a few smack in, but FateW fails one save. He passes leadership though.
Necron
KPs - 4
Daemon
KPs - 2
Necron Turn 6
The both Barges shoot the bloodletters to some affect, whittling 'em down.
FateW saves will finally give out and he'll die in this round of Combat, having finally made a
MSS Leadership test, smashing a robot or two, but too late.
Daemon Turn 6
Blood Crushers move up and Run, but I'm pretty sure they're too far away to help.
6 Bloodletters are getting close to to assault Anakyr. They will even score a wound on him, but it'll be in vane.
Necron Turn 7
No pic. Anakyr gets help from the other necrons and they'll beat up
BLs. The daemons will get totally destroyed. A good consolidate seals the Win by getting them far enough away from the Bloodcrushers. If he shot up the BloodCrushers, it did little good.
Daemons Turn 7
The
BCs just never got there.
Necron
KPs - 5
Daemon
KPs - 2
Necrons win.