The foreward:
I haven't really played necrons since a few months after the codex came out. I built a ton of model's primered them black, played some games with them and then they got put on the shelf. Something else shiny probably grabbed my attention. So some of the newer players at the store were at a team tournament about a month ago and I saw them get all excited because there were some necrons there. I come to find out that they have never played against a Necron army. So off to home and the garage I went to see what I could dig up. One destroyer lord and 2 heavy destroyers later I'm ready to go.
The Necron force actually comes out to 1513, which my opponent was okay with. I'm not really sure what to cut to get it down to a straight 1500, I feel like you need the shifter and the orb on the destroyer lord, I guess I would probably have to dump a spyder which I really don't like doing.
Thoughts on my necron army:
At 1500pts I'm taking advantage of having slots open on the force org chart. I'm also leveraging the use of the tomb spyders. Hopefully if someone knocks out 3 destroyers then I can just suck them up into the other squad. Same thing with the immortals and the heavy destroyers. This is about the only way I can think of to mitigate some of the overwhelming fire power out there, it should also help the pain that is assault a little bit. The Tomb Spyders provide counter assault or assault for anything getting near the unit of warriors they are babysitting and the destroyers and immortals advance and kill stuff. The lord goes where the orb is needed and either adds more counterassault or he boosts up the table with the wraiths. At least this is the theory.
HQ
1 Necron Lord w/ destroyer body, phase shifter, resurrection orb, warscythe
Elite
5 Immortals
5 Immortals
Troops
10 Necron Warriors
10 Necron Warriors
Fast Attack
3 Wraiths
3 Destroyers
3 Destroyers
Heavy Support
1 Heavy Destroyer
1 Heavy Destroyer
2 Tomb Spyders
The Tyranids
HQ
Hive Tyrant w/ old advesary, heavy venom cannon
Elite
Lictor
10 Y'mgral genestealers
Troops
10 Hormagaunts, fully loaded
10 Termagaunts, stock
10 Termagaunts, stock
3 Warriors w/ devourers.
Fast Attack
10 Gargoyle's
Heavy Support
Carnifex, bio plasma, regen, 2x scything talons
Carnifex, bio plasma, regen, 2x scything talons
2 Bio-vores
Mission: Capture and Control (the 2 objective scenario, I always mix the two names up)
Deployment: Spearhead
Deployment:
The nids win the roll off and decide to go first. They put their objective in their back corner and the close combat stuff deploys as far forwards as possilbe, the bio vores take up a middle stance, and one unit of termagaunts holds the main objective.
The necrons put their objective in the middle of the table at the edge. The necrons spread out in their quarter. One unit of warriors holding the objective, the other on the other side of the quarter ready to try to advance towards the enemy objective. The immortals are up front in between the warrior units along with the wraiths. Tomb spyders behind them. Destroyers behind them. Heavy destroyers behind them. The lord is providing res orb goodness to the wraith's and warriors.
You can see my objective on the far right where the warriors are (the objective is a necron lord on foot), the nid objective is all the way back and to the left, man thats really far away.
Turn 1: Nids
The nids move up take some pot shots, and do some running, not much happens.
The nid advance:
Turn 1: Necrons
The destroyers start to move out towards the sides. Heavy destroyers and tomb spyders stay in the center. A unit of immortals and a unit of destroyers fire at the warriors, knocking down 1 and putting 2 wounds on the other one. A heavy destroyer takes out another warrior leaving one warrior with one wound left, dang it. On the other side the other heavy destroyer fires at the hive tyrant but he makes cover, the other unit of destroyers then shoots at the hive tyrant, rolling extremly well and getting 6 wounds, my opponent then rolls 4 2's out of 6 dice and the hive tyrant goes down. The wraiths are in a charge range so they take it, combi-charging the fron unit of termagaunts and hormagaunts, killing 2 hormagaunts, and 1 termagaunts (the nid's down 2 of the wraiths). The hormagaunts break and run back towards the last warrior the termagaunts hold. The warriors on the left shoot down some termagaunts.
Here you can see the advanced scouts of the necron horde engage the enemy. (ie the wraiths running into gaunts and hormagaunts)
Here you can see all the dakka leveled at the warriors and the one emerging unscathed.
Turn 2: Nids
In come the stealers right in my backfield, due to poor fleet and difficult terrain roles they can only make it into base to base with one heavy destroyer, whom they kill (but not with a rend). On the other side the rallied hormagaunts (they got close enough to the warrior) and carnifex prepare to charge a unit of warriors. He bio plasma's and knocks down 2 of the warriors, and then role's triple 2's for the hormagaunts fleet (if he hadn't of shot the bioplasma he still would have been close enough to charge with the gaunts, which I point out and we talk about order of events, namely do the fleet role first then decide if you want to shoot). The lone wraith kills a couple more termagaunts (the carnifex can't get at the lone wraith because all the termagaunts are blocking the base). So with the two fex's bearing down on me and 10 stealers in my backfield we start necton turn 2.
Here you can see the stealers hiding after taking down the heavy destroyer.
Turn 2: Necrons
The heavy destroyer gets back up, as do both of the wraiths, and one of the warriors. Both squads of immortals turn around to shoot the stealers, killing all but 2, due to carefull casualty removal I cant charge the immortals at the last two stealers. The heavy destroyers put two wounds on the right side fex, the destroyers put another wound on him. I try putting some gauss rifle shots into the fex but to no avail. I charge the hormagaunts with a tomb spyder, I decide to pop the second scarab out before charging in. The hormagaunts kill off one scarab base and put two more on another scarab, I kill off 3 hormagaunts, and make 2 no retreat saves on the spyder. I charge the fex with one wound with the other tomb spyder who also has 2 scarab bases, I get 2 hits but fail to wound, the fex then hits and wounds with everything, killing off the tomb spyder and all the scarabs. The wraiths finish off the termagaunts and move towards the enemy objective.
The valiant charge of the tomb spyder's yes there was a tomb spider in front of the fex to the right.
Turn 3: Nids
The wounded fex fails his instictive behaviour check and has to charge my destroyer lord. The lord whiffs, but manages to make all of his saves. The other fex shoots down a wraith and he and the lone warrior charge the wraiths in the backfield, I take down the warrior but then fail 2 saves and the wraiths go away. Everyone whiffs in the spyder, hormagaunt fight. The bio-vores knock down a destroyer. The 2 stealers kill both of the heavy destroyers. The lictor comes in and tries to hide in a nook near my objective.
Turn 3: Necrons
The destroyers on the right move up towards the enemy objective and gun down the bio-vores. The destroyers put a wound on the carnifex. The destroyer lord whiffs again and takes two wounds from the fex. One unit of immortals guns down the last 2 stealers, the other squad shoots at the lictor which goes to ground. The warriors charge the hormagaunts locked in hand to hand with the spyder, one warrior goes down but all the hormagaunts are killed. The other squad of warriors charges the lictor, one goes down, but the rest kill the lictor.
See the pointy ends on the guns are good for something!
It's hard to see it but there's a fex hiding around the corner of that building. And you can see the lord taking his beating from the carnifex.
Turn 4: Nids
The gargoyles come in but really have no place to go so he puts them down to where he can at least threaten the objective gets shots on the immortals, knocking one down. The carnifex finish's off my destroyer lord, who still cant manage to roll a 5 to wound. The other fex moves towards the warriors on the left.
Turn 4: Necrons
The warriors shoot the gargoyles, then the immortals shoot the gargoyles and take down the last two in hand to hand. The other squad of immortals shoots and gets one wound on the wounded fex and it goes down. Shooting see's the last of the gaunts on his objective die and the other carnifex takes one wound.
Turn 5: Nids
His carnifex charges a 9 man unit of warriors, kills 5, they break and run off of the table. We call it here, after the feel good moment of the fex running down all the warriors.
Afterwards he asked about what he could do to improve his army list. So he has no hive guard yet, nor zoanthropes. So keeping his budget in mind I proposed the following changes. Drop the bio vores. Drop the lictor. Drop the gargoyles. Drop the warriors. Drop one unit of termagaunts. Change the ymagrals (sp?) into two squads of 5 or 6. Add in a unit of stealers with a broodlord. Put the 2 fex's in pods. Add a tervigon. Add tyrant guard to his hive tyrant, and give the tyrant the +1 to reserves rolls. Any of you nid players agree with those changes? I may also go back and suggest if he wants to keep the gargoyls to try out a winged tyrant.
The necrons performed pretty good overall. The lord whiffed it up, as did one of the spyders, but for their points not too bad. I like the
msu nature of things I'll have to make that rough decision on where to get 13 points from. Anyways thanks for reading.