Infiltrating Broodlord
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The Necrons, disgusted with the uncolour coordinated creations of the Old Ones, are massing in an attempt to seize several key objectives from the small Eldar task force. The eldar have set up positions around several objectives and are awaiting several outflanking units, who are huffing it through the woods into town as quick as they can.
Deployment: Pitched Battle
Mission: Seize ground with 5 objectives
Forces:
Necron
Monolith
Lord w/res orb and veil
2 units of 10 warriors
2 units of 5 immortals
2 units of 3 destroyers
2 heavy destroyers
Eldar
Autarch w/scorpion chainsword & fusion gun (riding with scorpions)
Farseer w/doom & fortune (riding with banshees)
8 scorpions in serpent w/exarch, infiltrate, claw
8 naked banshees in serpent
11 guardians w/EML platform
7 naked dire avengers
7 rangers
5 dark reapers w/exarch, crack shot, EML
3 war walkers, 2 w/scatter lasers, 1 w/EML's
Pregame:
I get the roll to go first deploy as follows:
-Scorpions, walkers, and rangers are put in reserve to be outflanked later
-Dire avengers team up with reapers in the center objective
-Guardians hold the far corner objecive by themselves
-Banshees in serpent are deployed in the corner behind ruins to snipe until the time is right when the outflankers come in and they're able to turbo boost and wreak some havoc
Bryan Deploys as follows:
-Heavy destroyers in the corner with banshee serpent
-One unit of warriors by themselves in the corner opposite guardians sitting on their objective
-Monolith in center
-Second unit of warriors taking cover behind monolith to walk up to the objective which is in the center
-2 units of destroyers in the center, able to strike guardians or reapers, depending on how things go
-Immortals go next to destroyers, as far up as they can be
Turn 1: Turns out to be Necron
HE STEALS THE INITIATIVE! (picture to prove it)
Movement: He moves heavy destroyers, monolith, warriors behind monolith, and destroyers up. Destroyers are aiming for either the reapers or guardians, depending on how the first squad goes
Shooting: The best necron turn EVER... The 2 heavy destroyer shots manage to reach the serpent with the banshees in it and result in immobilized & destroyed result, leaving my banshees on foot and in a corner by themselves! One unit of destroyers shoots at the reapers, causing 7 wounds. Amazingly, only 3 die. He decides to shoot the second squad at them and the fullsaide of gauss shots causes one more reaper to go down, leaving but one standing. Nothing else ends up being in range. Overall, the 2 most dangerous units have been destroyed... Not a good start for the Eldar, most of who's force is frantically running through the neighbouring city in an attempt to reach their comrades.
Turn 1: Eldar Panic
Movement: Banshees and farseer book it towards the reapers/avengers, knowing the center objective is in extreme danger. The farseer, while wiping the crap out of his pants, forgets to cast fortune on the totally exposed and fragile banshees. The avengers hug the terrain to give moral support to the reaper.
Shooting. The 1 lone dark reaper, who has passed all his leadership tests so far, shoots at the destroyers. The guardian EML shoots at the same squad, resulting in a kill! The reaper, angry that his entire squad of friends has been mowed down, focuses his rage and falls a destroyer as well. The guardians, very proud of their accomplishment, leap up and down, tossing their shuriken catapults in the air with limited effectiveness as they're tied to their forearms. (As I tossed he wounding dice for that EML it literally knocked the destroyer off the flying base and after it shows up as a 4 he says, "well you killed that one fair and square.")
Turn 2: Necons move inexorably forward
Movement: Destroyers hold their positions, wanting to turn their firepower to the guardians. Heavy destroyers move away from the board edge, immortals form a gunline in front of the reaper and dire avengers. Monolith is to their right, hiding the warriors, who are almost at the center objective.
Shooting: Immortals, most of which are in range, finish off the last reaper as he stands tall behind cover. The destroyers, knowing the reapers are no longer a threat, turn their fire to the guardian squad. The 8 point models go to ground before the shooting even starts. Fortunately, because of that, only 3 are killed by the violent rain of soulless ammunition.
Turn 2: Eldar. Things change. Drastically
Movement: Thanks to the Autarch, both the scorpions and war walkers arrive from reserves... The scouts, however, being without a transport, are schlepping their way through the ruins quietly yelling, "Guys! Wait up! These rifles are heavy! Let us at least ride on your gun racks..." Strangely, both arrive on the left side, where the majority of the action already is. This is the moment the eldar have been waiting for. The scorpions land right next to the exposed warrior unit in the corner and the walkers take up cover on the flank of the destroyers, significantly bolstering the frightened 8 point guardians. The scorpions disembark, knowing that while they will be unable to assault, they can still pew pew with their pistols and the autarch's fusion gun.
Shooting: Scorpions, the scatterlasers, and autarch fire with a vengeance upon the warrior squad. Sadly, their vengeance is only AP5. They fell 1, but the autarch's near perfect aim easily melts on warrior on the spot. The serpent also manages to penetrate the armour of the cold, dead, pink warriors. Knowing their power armoured psychochotic will not meet a good end if they are rapid fired by the cold efficiency of the gauss rifles, the war walkers turn their guns toward the squad and open up, careful not to strike their close combat comrades. They do slightly better, managing to rip apart 3 more of the warriors. One of those shots is a krak missile which hits one squarely in the chest, blowing it into a million little pink pieces.
Turn 3: Necrons. Decisions, decisions...
Movement: As before, the immortals, warriors and monolith move forward ponderously but with purpose. The destroyers diverge from the center to shore up the flank. The heavy destroyers, seeing another transport across the field, move laterally in an attempt to unleash the same fury they experienced in turn one.
Shooting: The destroyers, realizing their smaller tin can cousins on foot are in grave danger, unleash a torrent of gauss fire into the wave serpent. Weathering the storm extremely well the transport, who is fully expecting to pick up the psychotic men in green in the following turn to harass the second squad (and last squad of warriors), loses its scatter laser and is shaken as well. The immortals, intent on destroying the dire avengers, stand in perfect ranks and fire deafly into the agile troops. Hunkering down into the ruins they make full advantage of their 3+ cover save. Surprisingly they only lose 2 from the combined fire of the immortals and monolith! Unfortunately, the heavy destroyers misjudged their distance and fall short, unable to take a shot at the juicy orange elf transport.
Turn 3: Eldar. Mass Chainsword trauma
Movement: Running like the banshees they are, the farseer and squad of power weapons move and fleet extremely well, forming a conga-line of psychic, powered DOOOOOOOOOM. Before however, the squad of dire avengers is blessed by the farseer who manages to cast fortune upon them. The rangers, seeing the objective in their sights, run and fleet to arrive within 3 inches of the precious artefact. Virtually nothing else moves, content in their positions and ready to fire.
Shooting: The war walkers keen on giving the friendly rangers, scorpions, and transport supporting fire, rain down on the unit of 3 destroyers. The guardians in corner also fire their EML, striking and killing one of the destroyers also. The scorpions also make use of their pistols to soften the very exposed unit of warriors.
Melee: Feeling a rush of adrenaline course through them, the scorpions charge headlong into battle with the slow and unprepared warriors. With chainswords buzzing and the crackle of energy from the exarch’s power claw, they strike hard and fast. 6 of the warriors fall, two from the power claw as the exarch severs the resilient warriors in two. The remaining warriors attempt to strike back, but all is of no avail. After promptly failing their leadership test, the scorpions pursue, the bloodlust filling their each of their bodies. The warrior squad is overrun and the scorpions manage to consolidate to within 2 inches of the transport door, ready to embark and attack again.
Turn 4: Necron. We’ll be... Oh no. Nope. We won’t be back.
Moving: Same as before... The immortals and monolith move forward, staring their cold, dead eyes towards the dire avengers, the lone squad holding the center objective. The lord decides to hang back with the warriors, who claim the 5th objective. We would mention the heavy destroyers, but well, they didn’t manage to get back up... Only one manages to stand again and the rest sink into grassy field. Intent on wrecking the scorpion transport, the heavy destroyers move to set up their shots from across the field.
Shooting: Knowing the must succeed, the heavy destroyers manage to place 2 shots on the front armour of the transport. Unfortunately, the energy field is able to shrug off each with relative ease. Only one shot is able to penetrate the field and rattle the crew enough to result in a 1 on the damage chart. Still calculating their original goal, the immortals fire upon the dire avengers... Again. Almost half a dozen shots connect with the men, but with the assistance of the farseer’s psychic prowess and the thick ruins, they lose only one member of their squad. The monolith unleashes a massive burst of gauss towards the unit, but scatters off the table, saving the squad from having to withstand a weapon of true power.
Turn 4: Eldar. GO! GO! GO!
Movement: Seeing that her brothers are hearty and true survivors, the farseer casts fortune upon them once again. But instead of hiding in cover, the farseer looks down upon her S9 witchblade and then gazes at the monolith. With a smirk upon her face, she charges toward the monolith, taking her banshees with her. She ventures that with a full squad of banshees charging towards the immortals and having faith the scorpions will shore up the rear in due time, the enemy will be forced to make a choice: Fire upon the beaten, but resilient avengers, or face the power swords and chainswords of her most elite fighters. In fact the transport who is carrying the scorpions has boosted in a desperate attempt to reach the warrior squad holding the objective directly behind the immortals and monolith.
Shooting: Stabilizing themselves behind the ruined building the war walkers zero in on the remaining destroyers, fearing their ability to move extremely fast towards the guardians to contest the objective. They fire, killing 2 with missile launcher fire and scatter lasers. The guardians fire as well in an attempt to fell the last. But their rocket, whom the gunner had noted earlier was, “made in china”, missed spectacularly.
Turn 5: Necron. Well, at least we get to kill banshees.
Movement: Shuffling into position, the immortals are set to kill the banshees and the monolith moves forward once again in a last ditch attempt to remove the dire avengers from the objective. Seeing his fellow destroyers rise from the dust, they look at the guardians and then at the avengers. Seeing that the guardians have worked themselves into a very formidable position to guard the objective, they turn the cannons towards the avengers instead of contesting, hoping to kill the squad.
Shooting: So long banshees...The monolith finds its mark, lighting up the sky with gauss fire and mercilessly kill every single banshee. It is, however, unable to put a wound on the farseer, forcing her to become an independent character for the first time in the battle. The immortals and destroyers fire upon the resolute avengers and manage to cut down several of them, leaving only 3 remaining. Having gone to ground they are utterly unwilling to move from their objective. They are intent on protecting the sacred 25mm base and are staunchly unwilling to let the dark powers claim it for themselves.
Turn 5: Eldar. Charge!
Melee: Lets just skip to the good stuff, shall we? The wave serpent has managed to whip itself around on the spot, drop off the scorpions, who are able to carry their heavy frames to the squad of warriors with lord and engage them in a desperate battle for the only objective the necrons currently control. Being rather exhausted from all the travel and sundering of necron bodies, they manage only to kill 3 warriors, also taking on casualty in return. They easily pass their leadership, claiming the objective for themselves. The farseer, unphased by the loss of her squad, charges the monolith, imbued with holy rage.
And she wiffs.
All of them.
Terribly.
All told, eldar control 3 objectives and the necrons contested the center. A fun time had by all, as it is every single time I play with Bryan.
So guys & gals, that’s my first batrep. I hope you enjoyed it. I wanted to put some story into it so you could envision it both in real terms and in fluff terms, which we do of course during every game. (But always with a healthy dose of sarcasm.) And, in case you were wondering, there are a few pictures missing. We just got so into the game we forgot to take ones during each turn.
Blessings,
Brent
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