Hey all,
So recently my friend Ronald started
40k, and got himself the Necrons. He wanted to try his army out against my Orks, so we played a 1500 point game. The armies:
Ork Warboss with all the trimmings, including attack squig
Shock Attack Gun Big Mek
Nob squad, 6 strong, including 2
PKs and a painboy
20 Ork boyz, choppas and
PK nob
20 Ork boyz, choppas and
PK nob
20 Ork boyz, shootas and
PK nob
20 Gretchin
10 Stormboyz, including
PK nob
6 warbikers, including
PK nob
1 Deffkopta,
TL rokkits and buzzsaw
The Necrons had:
A special character lord who could take away and give furious charge (Nemesor?)
Destroyer lord with mindshackle scarabs
5 immortals, tesla guns, cryptek with krak shot
5 immortals, tesla guns, cryptek with krak shot
20 warriors, including cryptek with krak shot
Scarab swarm (10 bases)
6 wraiths
6 wraiths
We got spearhead deployment and killpoints mission. The table had a large bit of terrain in each corner, mostly ruins (4+) but one had only a forest (5+). There was a small wood in the centre. Ronald won the roll for deployment, and chose the corner with the large forest; he also let me go first. My forces deployed in a mass exactly on the 12” line. The 3 ork boyz units were in the centre, with the nob squad & warboss nestled among them (for a cover save, just to complete the collection). The gretchin deployed on top of the ruin, along with the big mek. The bikes deployed on the left flank, and the stormboyz were behind them (to try and get cover saves). The deffkopta, feeling a bit useless without any tanks to hunt, went on the right. My plan was to race the bikes and stormboyz up the left to distract Ronald’s forces. The boyz would split and go around the wood, with the nobz behind, forcing Ronald to choose either to ignore them or to expend immense amounts of fire upon them. The deffkopta and shoota boyz unit were on the right. My left flank was stronger.
Ronald deployed in a long line. The lord went with the 20 strong warrior squad, behind the wood on the centre-left, and both immortal units were facing my left flank. The wraiths anchored his line at each end, with the destroyer lord also facing my left flank. He deployed right on the 12” line, not realising how fast I would close, and intended to use the wraiths to pincer in while his infantry shot everything to death. The scarabs were in his rear (oer).
(Note that Ronald was using my marines as stand-in warriors for this game, while he waits for ebay units to arrive).
As I started my turn, Ronald activated a solar pulse, giving me night-fighting. I used the opportunity to move my big mek to a better vantage point within the ruin. The bikes moved forward and peppered an immortal unit; although 4 wounds were caused, Ronald saved them all. I tried to keep the bikes vaguely out of charge range, but misjudged the wraith movement. The stormboyz rolled a 1”, lost someone (first kill of the match, as per usual, is caused by the orks to the orks) and hovered vaguely behind the bikes. The boyz and nobz swarmed forward, with the nobz and one of the boyz units swinging left around the wood, the shoota boyz and the other choppa boyz unit heading right. The deffkopta (which had scouted) moved out of charge range of the wraiths.
The Necrons started their turn by moving both wraith units forward. The one on my right kept out of charge range, clearly hoping to be a counter-charge, while the one on my left moved right into the face of the bikes. The immortals and warriors stayed fairly still. The Necron shooting accounted for 6 boyz from each of the two units on my right, and also 2 bikes. The wraiths and destroyer lord then charged my bikes, and butchered them in one go, before reforming after the last survivor started fleeing.
My turn two started with my nobz and left-flank boyz moving into threat range of the wraiths. The stormboyz moved 18”, thanks to the luck of the dice, and they jumped right over the wraiths and next to an immortal unit. The two units on my right kept moving forward, and threatened the big warriors unit, which my deffkopta also threatened. My shooting phase started with the declaration of a waaagh!; this allowed the shoota boyz to get within charge range of the warriors, although the choppa unit on that side didn’t quite manage it, while the nob squad and choppa boyz on my left were both in charge range. The
SAG mek shelled an immortal unit, putting 3 down, who didn’t get up. The stormboyz shot their charge victim, killing 1 immortal (who also didn’t get up). In melee, the shoota boyz and deffkopta led a charmed life, and (for the cost of another 5 boyz) butchered and ran down all 22 models in the Lord, cryptek and warriors unit. On the left flank, the stormboyz charged into the immortals unit, and managed (after resurrection protocols) to kill precisely nothing. They lost nobody in return though. Meanwhile, my nobz and left-flank boyz engaged in a might scrap with the wraiths. I managed to butcher several of the wraiths, against whom I had placed all the power-klaws, and also put a single wound onto the destroyer lord. In return, I took 2 wounds on the warboss and 7 dead boyz. But, to my horror, my nob squad and warboss rolled double-six twice in a row for the combat resolution morale test, and fled. The wraiths encircled the remaining ork boyz. The nobz fled a paltry 4”.
In Ronald’s second turn, he moved the scarab swarm an inch away from the engaged stormboyz. The non-engaged immortal unit moved within 6” of my nobz, ensuring that I couldn’t rally, and the wraiths on my right moved to threaten the two boyz units and deffkopta on that flank. His shooting didn’t do much. In melee, his wraiths chose to charge both boyz units, whom they subsequently killed several of, losing a couple wraiths in return. His scarabs mercilessly annihilated the stormboyz, and both the scarabs and immortals moved towards the wraith combat on my left. In that combat, the boyz killed the last of the wraiths, but were then butchered by the destroyer lord and wraiths in return, fleeing from the combat. The destroyer lord them moved to threaten the nobz.
At the start of my third turn, my nobz fled, but only 8”. The deffkopta moved to try and kill the units chasing the nobz. I concentrated all my shooting, such as it was (consisting of a variety of pistol shots, 1 deffkopta, and one
SAG) on the destroyer lord, who remained impervious. The
SAG rolled 3,3 on the strength, and as a result it was redirected onto the scarab swarm, who duly proceeded to lose 8 bases from the instant-killing shots. In melee, the shoota boyz mob in melee with the wraiths broke and fled, leaving the choppa boyz locked. The wraiths took a couple more losses, and were down to 3 models.
Ronald kept his destroyer lord carefully within 6” of my nobz, as well as the scarab swarm. He directed the remaining 7 immortals and cryptek’s fire at the deffkopta, who refused to die, taking only 1 wound. In melee, the wraiths lost another model but broke the orks fighting them, sending them scurrying from the combat. They reformed towards the nobz squad.
At the start of my fourth turn, the nobz squad (which was at full strength) was being shepherded off the table by a destroyer lord, a pair of wraiths, and a scarab swarm. They fled again, but not very fast. Also fleeing were the remains of 3 boyz squads. I fired the deffkopta at the wraiths, and insta-killed one for my troubles. A variety of pistol fire from fleeing orks failed to dent the destroyer lord. The last wraith took a wound from the big shoota in the fleeing shoota boyz unit. I don’t remember what the
SAG did, which suggests ‘not much’ as an answer.
Ronald (unsurprisingly) moved everything up to keep the nobz running. One immortals unit shot down the deffkopta, while the other wounded the gretchin twice but got no kills thanks to cover saves.
On my fifth turn, the nobz kept fleeing. I fired the
SAG at the destroyer lord, and managed to miss by 10” even with a reroll. However the gretchin managed to wound him, even though only 3 were in shooting range. The nobz killed the last wraith with their pistols.
Ronald moved the destroyer lord, now on his last wound, forward again to keep within 6”. The scarabs did the same, but were now aiming for the far side of
LOS-blocking cover. The immortals units both shot at the gretchin, and failed to kill anything yet again.
At that point, we rolled for turn 6, and the dice came up a 1. My nobz were still about 6 inches from the table edge. Ronald won heartily, with a comfortable 8-4 lead in killpoints.
In analysis, the bikes and stormboyz should possibly have been kept back to serve as a reserve. Though the bikes drew out the wraiths, allowing me to charge them in turn 2, my lack of a reserve meant that I couldn’t plug the gaps when my units started fleeing. I was disappointed at the stormboyz once again failing to dent a unit that they should have easily routed. The nobz fleeing from a combat due to the wounds inflicted on a boyz unit, which is very unlucky but also the second time that it has happened to me, suggests that I shouldn’t team them up like that. Maybe they should have held back and charged the wraiths the turn after, although I was very concerned that the wraiths would butcher the boyz unit and I’d be just feeding units slowly into a blender. The wraiths are very tough, and decidedly powerful in melee, but my orks did far better against them than my gunline marines.