So, the other day we had a resin casting day, and decided to get a game in while the test casts were setting. We didn't know how much time we'd have, so we stuck to 1000pts, but we seem to have both taken armies that pack quite a few models in. This was also the rematch of an earlier 1500pt game with the same two armies, where the Drade Suicide Battalions stomped the Greencrons back into the dust where they belonged. Let's see if they can do it again...
Panic's Greencrons - 1000pts
* Overlord [Warscythe, Resurrection Orb, Warlord: Divide to Conquer]
* Lord [Warscythe, Resurrection Orb]
* 12 Necron Warriors
* 14 Necron Warriors
* Night Scythe
* 6 Scarab Swarms
* 6 Scarab Swarms
* 6 Scarab Swarms
Drade Suicide Legion (Imperial Guard) - 1000pts
* Primaris Psyker [Telepathy: Psychic Shriek & Terrify, Warlord: Strategic Genius]
* Primaris Psyker [Codex powers]
* Psyker Battle Squad [7 Penitents]
* Veteran Squad [3 Meltaguns, Demolitions] in a Chimera [Hull Heavy Flamer, Autocannon]
* Penal Legion Squad
* Penal Legion Squad
* Penal Legion Squad
* 2 Scout Sentinels [Heavy Flamers]
* Bane Wolf [Hull Heavy Bolter]
* Hellhound [Hull Heavy Flamer]
Pre-game We rolled to play diagonal deployment and The Scouring mission. Warlord traits came out quite strange - the Guard would get -1 to their reserves rolls, but with a re-roll. Necrons deployed first, centring around the large building and keeping the three scarab swarms in hiding behind the buildings, ready to pounce on any pesky
IG fast attack units trying to grab objectives. The Overlord and large Warrior squad were in reserve, with the Night Scythe.
Two squads of knife-fighting Penal Legionnaires were put into reserve, while a psychopath squad were deployed in the centre with the chief Primaris and the Psyker Battle Squad, just out of 24" range but ready to move in to cast Terror. The Sentinels held the objective on the opposite flank and the Veterans and other Primaris in their Chimera held the centre.
Objectives were then revealed. The
IG central objective was only worth one point, but the closest one to the Necrons was a four pointer. The rest of the central objectives divided between threes and twos.
The armies ready to go. Necrons have the best objectives, and Guard are going to have to move forward to contest.
Necron Turn One Realising they might benefit from allowing the Guard to come closer, the Necrons decide to wait for reinforcements, and move backwards, carefully measuring to make sure they are as far away from the Primaris as possible!
And with no shooting, it's a quiet first turn.
Guard Turn One The Guard then become equally cautious - the Hellhound and Banewolf moving forwards, but not by too much in case they get munched by Scarabs next turn. The Primaris and his Legionnaire squad roll badly for difficult terrain, and can't make it close enough to terrify the Necron squad.
Everything that can reach the Necrons opens fire, managing to kill three Warriors.
Necron Turn Two All the Necrons in reserve arrive at once, the Deathmarks materialising in front of their target - the psychopath Legionnaires but only killing one. The night Scythe disgorges a ton of Warriors and both squads move forwards, while the Scythe itself explodes the Hellhound.
The Scarabs advance through the building, presenting lots of targets, and ready to charge next turn.
Guard Turn Two The Veterans and Primaris in their Chimera zoom forwards and disembark, opening fire with everything at the Deathmark squad. They don't do that well, though, and two Deathmarks are left standing despite the huge amount of fire sent their way.
The chief Primaris leaves his psychopaths and joins the Psyker Battle Squad and target the outflanking Scarab swarm, intending to Terrify them and reduce their
Ld, forcing a break. However, the Primaris fails his psychic test and the plan is foiled.
The lasgun fire from the psychopaths proves pretty useless as any downed Necron Warriors get back up again.
Necron Turn Three With hardly any losses, the Necron swarm opens fire, the Warriors inflicting losses on the psychopaths and the Veteran squad, and the Night Scythe killing half of the Psyker Battle Squad and forcing the squad and their attached chief Primaris to flee off the table! Scarabs then leap into action, wrecking the Banewolf and munching so much metal from the Chimera that it explodes!
The Necron line now holds their two high-points objectives.
And at the end of the turn, much of the Guard strength is depleted.
Guard Turn Three The Suicide Legion's reinforcements finally arrive, in the shape of two knife-fighting Legionnaire squads, arriving at opposite ends of the table.
The Sentinels gun forward, killing four bases of nearby Scarabs with their flamers.
One of the arriving Legionnaire squads moves onto the nearby objective.
And the remaining Primaris takes out another entire squad of six Scarab bases with his crazy brain powers, after all the firing from the Veteran squad proved ineffectual.
The Guard have finally made a dent in the Necrons, and the depleted psychopaths make a run for it back to the single point objective.
Necron Turn Four The Veterans can't make it away that easily, though, as they are caught up and munched by Scarabs. The two remaining Scarabs from the other squad charge the Sentinels, but take a lot of overwatch hits from the flamers.
And both Warrior squads fire at the newly-arrived knife fighters, killing all but three of them. The Night Scythe, realising the lack of targets, goes into ongoing reserves.
Guard Turn Four Despite being depleted, the Suicide Legion still have a chance of pulling through. The Primaris turns his crazy brain powers on the last full-strength Scarab squad, killing them all. The Sentinels stomp on their last Scarab, consolidating towards another objective.
Hoping to pull the large Warrior squad away from the rest of the Guard, the three knife fighters attempt to charge the Warriors, but fail their charge range.
And we end turn four with the Guard going for an objective grab and the Necrons still happily holding six points of their own.
Necron Turn Five The Night Scythe sweeps back in along the road, but instead of targeting the Sentinels, it goes for the Veterans and Primaris, killing the whole squad!
And the Necron Warriors finish off the three Legionnaires.
There is now no way the Guard can win, but they can still grab objectives.
Guard Turn Five The Sentinel moves up to the closest objective, and the game ends at turn five.
The Necrons still hold their two objectives, plus points for First Blood and Slay The Warlord.
Necrons 8, Imperial Guard 6. Necrons win!!
Post-game Panic : It was things that didn't happen that enabled me to win this game. It definitely turned in my favour after ArbitorIans TerrorLord failed his psychic terror test on his turn, and then failed a morale check. The Night Scythe for 100pts is simply an awesome transport - it singlehandedly killed three units and the warlord! The Night Scythe was 100 pts well spent, But the Deathmarks were 100pts wasted! They make me nervous when putting them down because they lack range and have to go near their prey. 24" rapid fire sniper weapons = deep-strike > shoot > get destroyed next turn ... 100pts wasted. Scarabs are ok on their own - they forced ArbitorIan to think about his tank movement - but they are much better when the spyders bump squad numbers. Those extra bases can be placed at the front of the squad increasing it's threat range.
ArbitorIan : Hmm. That didn't go so well. I know a lot of the units are widely considered bad, but this army usually does pretty well (in the previous game I won by a large margin with the same list plus extra Legionnaries, Ogryns and Rough Riders). I was expecting lots of Spyders producing Scarab swarms, and probably tooled up with too many flamers because of this. It probably would have been better to put something like Multi-lasers on the Sentinels, and been a bit more forthright with my Hellhounds. Also, the Banewolf was probably a bad idea. Again, I was expecting Tomb Spyders and tooling up on high-Strength weapons to get them. Oh well...
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