Tyranids 3
My opponent's big block of birds come in.
Tyranids converge onto my command barge. Swarmy moves away.
10 S8 shots from hive guards and 2 S10 shots from his t-fex manage only to shake my command barge. Living Metal then shakes that off, but my Quantum Shielding is gone due to 1 penetrating hit from his t-fex.
Swarmy runs forwards. He gives the unit of 3 hive guards furious charge.
Everyone then assault my commander's ride. I am lucky to survive with only a stunned vehicle.
Genestealers finally wipe out my warriors.
But they don't get the Kill Point because my cryptek comes back to life!!! 4 4 4, baby!
My C'tan kills another 2 stealers. They pass morale.
Lastly, my command barges shakes off the Stunned result with Living Metal. Whooo....I needed that.
Necrons: 0, Tyranids: 1
Necrons 3
Tomb blades come in. I don't turbo and pass all 3 dangerous terrain tests.
Scarabs come in as well. I am going after his troop termagants.
Finally, my warriors with lance-tek comes in. I still have 1 unit of tremor-tek warriors in reserves.
Tremor-tek moves forwards. He is going to make it dangerous for those gargoyles to move.
Wraiths go after both the ymgarl and regular stealers.
Command barge moves over the hive guards and put 1W on them. Overlord then disembarks.
Now that I think about it, why did I not just go flat-out over his Swarmlord to put him out of his misery? I didn't need to unnecessarily risk my Overlord. Moreover, I would have gotten my cover save for my command barge against his shooting.
I guess the epic showdown is just inevitable. Mission objectives be damned, it will be a duel to the death between the 2
HQ's.
Warriors shoot down 2 stealers.
My tremor-tek hits and kills 2 gargoyles. More importantly, they will be in dangerous terrain next turn (unless his stealers can manage to kill my C'tan this turn).
Command barge fires and kills 2 termagants from the right squad. My other unit of warriors fire just the tremorstave and kill just 1 gant from the left squad.
Tomb blades decide to fire at his tervigon but fails to successfully cause an unsaved wound to it.
I made a mistake. I thought I inflicted Swarmy's 4th wound last turn. It was actually this turn that my lance-tek causes Swarmy's 4th wound.
Wraiths multi-charge both the lone ymgarl and his stealers.
I would wipe out both units.
Necrons: 2, Tyranids: 1
Scarabs charge his termagants. He kills 1 scarab base and I wipe them out.
Necrons: 3, Tyranids: 1
Finally my Overlord assaults Swarmy. Swarmy would pass his Mindshackle test. Oh ship! My Overlord is done for....
However, Swarmy whiffs his attacks and only wound my Overlord once. I pass both my Invuln and the re-roll. Whooo <* Breathes another sigh of relief *>.
Tyranids 4
Overview of the top of Turn 4.
Both his tervigon and t-fex goes after my scarabs. The tervigon
FNP's itself.
Termagants go to help out his Swarmlord.
Shooting by his 2
TMC's (Tyranid monstrous creatures) kill 2 scarab bases and put 2W on another one. Blast/temp weapons are nasty against scarabs! I'm just lucky they aren't insta-killing blasts.
With only AV11 and no cover, his hive guards shoot down my command barge.
Necrons: 3, Tyranids: 2
Gargoyles move normally (not as jump infantry) in the Movement phase. They only lose 2-3 to dangerous terrain. They then shoot at my C'tan and put 1W on him.
They then assault my C'tan, losing 3 to dangerous terrain.
Thanks to poisoned attacks, they kill my C'tan. Unfortunately for them, his Necrodermis exploses and takes out 7 gargoyles as well.
Necrons: 3, Tyranids: 3
The tervigon furiously charges my scarabs. The t-fex is out of assault range.
He insta-kills 2 bases thanks to S6 on the charge and then I lose another 1 scarab base to No Retreat saves.
Stealers assault my warriors. They all pass their dangerous terrain tests.
They kill 1 warrior and the cryptek. I do no damage in return, but I do pass morale.
Guess who gets back up? I'll give you a hint. 5 for 5.
Finally his termagants charge my Overlord. (I actually forgot to take a picture, but this photo is close enough). 4 gants get into base with my Overlord. Mindshackle randomly affects only 1 model in base, so Swarmy has a 1 in 5 chance to avoid it.
I declare Swarmy to be target #1 and then proceed to roll a

.
He would then proceed to fail his
MSS test and cut off his own head.
Necrons: 4, Tyranids: 3
My Overlord would then kill 2 termagants and chase them away. I consolidate towards them and next turn, they would run off the board.
Necrons: 5, Tyranids: 3
Necrons 4
Overview of the bottom of Turn 4.
My last unit of troops finally come in. I take my own C&C objective.
Tomb blade turbos. 1 would die to dangerous terrain. Come to think of it, I don't think I can actually turbo out of terrain. But it didn't really matter.
Warriors start advancing. I should have done this last turn but forgot.
Wraiths go after the gargoyles.
I assault them....
....and wipe them out.
Necrons: 6, Tyranids: 3
Here, I actually win combat against his stealers, killing 2 of them.
Finally, the tervigon whiffs against my scarabs and I actually do 2W to it (despite
FNP), thus removing his tervie's armor saves.
Tyranids 5
This will be the last game turn as the store is closing. We had to rush through this turn so we skipped some of the things that didn't really matter.
His tervigon casts Dominion to make sure his hive guards are in synapse.
His unit of 3 hive guards fire at my tomb blades. My opponent rolls horribly, only hitting with 1 shot out of 6. This shot brings down 1 tomb blade, who would fail to get back up. I actually forget that I don't get cover saves to his shooting due to the new Tyranid
FAQ.
His other unit of hive guards shoot down my scoring tremor-tek to prevent me from reaching my Seize Ground objective.
Let's just say, 6 for 6. At this point, my opponent is almost ready to throw in the towel. My rolls have been incredible and I have made every clutch roll that I needed to make. Could it get any worse for him?
Yes it does.
His t-fex joins in the combat between my scarabs and his terivgon. Where is the tervigon, you ask? Dead. I put 16 scarab attacks into him and hit about 8 times. Statistically, I should only wound him once. I proceed to roll 4 6's to wound and because he no longer has an armor save, one of his last scoring units is gone. (He still has 1 unit of 2 stealers locked in combat with my warriors). His S6 tyrannofex whiffs its attacks.
Necrons: 7, Tyranids: 3
He finally puts my cryptek down for good, but cannot break my unit.
Necrons 5
The only thing I did in my turn was to go capture my Seize Ground objective. My opponent has none.
I also have my C&C objective. My opponent doesn't even have a troop choice in his deployment zone to capture his C&C objective.
Finally I am up on Kill Points, 7-3.
Victory to the Necrons!!!
-------------------------------------------------------------------
POST-GAME ANALYSIS:
Necrons: (by Jy2)
Man, this must be a frustrating game for my opponent. My dice was on

fire

! With the exception of my monolith mishap, every crucial roll I had to take I made. I passed every single Leadership test, made 6 of 7
RP tests for my crypteks, survived combat with his stealers all game, passed all my Living Metal checks, killed his tervigon while needing 6's to wound and made my 1 in 5 chance of hitting the Swarmlord with Mindshackles. I'm pretty sure dice like this would just drive your opponent nuts! I'd be swearing like a sailor and pulling out my hair if I was in Kevin's shoes.
I think my strategy to go mostly reserves paid off in this instance. Normally, I don't like to do a mostly reserve army unless I have a way to bring them in early (i.e. Psychic Communion, Swarmlord, Astropaths, Hive Commander, etc.), but my opponent showed me that it could be effective in some instances (i.e. in his first game against my Crowe-Purifiers). I decided to take the gamble. I felt that I had to do something drastic in order to have a chance to win this game. I knew he would head towards my guys and objectives. My hope was to get the alpha strike with my wraiths and tomb blades and even my scarabs when they came in from reserves. And that was exactly what happened as I counter-attacked his stealers and gants with my units from reserves. What I really didn't expect was for my dice to be so hot.
Now, let's get to the units:
Overlord on Command Barge: A. This guy is a rock. He consistently performs and is such a huge threat to my opponents. He took out the Swarmlord and 1 unit of troop termagants. He and his barge also withstood a huge amount of firepower. This guy rarely disappoints
Lance Cryptek: B+. Good shooting this game. These guys performed above average this game, putting wounds on the Swarmlord, stopping his hive guards from shooting Turn 1 and coming back to life to deny a Kill Point.
Tremorstave Cryptek: A. Excellent this game. Accounted for 8 dead poisoned genestealers and a few gargoyles. More importantly, they affected my opponent's play, making him reserve his gargoyles when normally he deploys them on the table as a screening unit. The fact that they kept coming back was just over-the-top.
C'tan: A. This guy is probably the unspoken hero in this game. Writhing Worldscape can just be game-changing at times. Him killing a lot of the genestealers and gargoyles is just icing on the cake. I don't expect this type of performance from the C'tan on a consistent basis, but this game demonstrates just how stellar he can be.
Warriors: B. Didn't die, even to genestealers. 'Nuff said.
Scarabs: A. Another remarkable performance by these guys, especially against a non-mech army. Wiping out 2 tyranid troops - his tervigon and termagants - sealed my victory as my opponent had nothing to claim his objectives with.
Wraiths: A. Solid as a rock. These guys are just so consistent that it's amazing. Hardly have I ever had a bad game with them. Killed the ymgarls and finished off 1 unit of genestealers and the gargoyles. Had the game continued, they probably would have added some hive guards to their list of accolades. I really can't say enough about these guys, except that they are probably the best single unit in the whole codex.
Tomb Blades: C. Due to coming in late in the game, they really didn't do too much. Then again, they didn't really need to.
Monolith: D. It's "non-performance" was due to my wanting to play it very aggressively. I can't really hold that against it and will give it a try again in the future.
MVP's: Crypteks. It's really hard to pick out a MVP this game. Many units performed admirably this game, from my
HQ to the C'tan to my wraiths to the scarabs. This time, I'm going to give it to a new unit - the crypteks. Their crazy
RP rolls basically neutered my opponent's most dangerous unit (his large unit of genestealers), denied my opponent 1
KP and survived to claim and win me the Seize Ground mission objective. It is because of my crypteks why I can afford to take min-sized 5-man warrior squads. In all my games so far, I've never lost more than 2 troop choices. The crypteks are the main reason why.
Tyranids: (by Janthkin)
Swear like a sailor? Well, maybe not. But grrrr.....
My own post-battle analysis:
jy2 played a near-perfect game, and I played pretty stupid. Then the dice kicked in, and ensured that I paid for my errors. But it was a very useful game in a couple of ways:
1) I needed the reminder of how resilient Necron troop choices can be. While fairly improbable, the 5-for-5 returning Crypteks are a far cry from
impossible, and that's something that I must account for in my plans.
2) I needed the refresher on the
BAO mission.
So, onto the errors! Much of it can be summed up in this picture:
I get to choose my deployment zone. This one has a) my Capture & Control objective (hold that, and I can't get worse than a draw on that mission); and b) 2 very easy to hold Seize Ground objectives (hold those, and I win that mission). My opponent has limited mobility, fairly poor shooting, and his most dangerous unit (the Wraiths) are a
HtH unit, where my army should excel. So, what I SHOULD have done was just defend that corner, counting on my Hive Guards to do more damage to his small units than his return fire would do to me, and waiting for his limited
HtH units to come close enough for Swarmy & the 'Stealers to recycle them.
But instead, I got cocky. I put the Ymgarl way out where they would never get support; I left my screening Gargoyles at home, thinking I wouldn't need them for their traditional (and very important) role; I sent my outflanking squad of 'stealers off to fight a C'tan they weren't going to kill, while protecting him from my far more dangerous shooting.
As jy2 didn't choose to make a whole bunch of stupid mistakes (just one calculated risk with the Monolith), he deserved to win. The dice just made sure we both got what we deserved, that's all.