Hey folks!
I've never done a Necron battle report before, so thought that I would give it a shot to supplement my
Wraith Wing Tactica. I may very well be fighting a losing battle here. The new Necron codex is around the corner and
Yakface's 45 pages worth of inside scoop makes them sound pretty bad ass. I've always liked underdog armies. First Tau, then Orks, moving to Dark Eldar when I saw that virtually no one played them, and eventually trading out my Tau for Necrons - what I considered to be the worst codex in
40k.
Make no mistake. Necrons *are* the worst codex in
40k right now. They're at the bottom of the competitive bracket, and are considered at best boring to play against. Of course, I've fallen in love. Until they get a new codex compliments of Matt Ward and inspire horrific wailings across the world of
40k as broken, overpowered, and completely unfair. Necron players everywhere will rejoice, and I'll be left wishing I still had my Tau.
This past weekend I took my Necrons to another tournament, and decided to do battle reports. They are undefeated to date - both in friendly play and tournament play. They haven't *WON* every game; they don't lend themselves towards tabling opponents, and given their slow speed and short range firepower, its quite difficult to get to an opponent determined to play keep-away. As a result, they sometimes can't get more than a tie.
To top off using Necrons, I also play Close Combat Necrons. Popular wisdom for killing Necrons is "Ignore the Monoliths; get them in close combat and phase them out." Well, close combat Necrons WANT you to get into close combat with them.

I am not nearly as skilled with Necrons as I am with the other armies that I play - I made several tactical mistakes this weekend (and still find myself making rookie mistakes with them) because I don't play them often and am fairly new to the army.
So here we go!
Dashofpepper's Garden of Silence:
HQ: Deceiver
HQ: Necron Lord + Destroyer Body + Phase Shifter + Rez Orb + Warscythe
Troop: 11x Warriors
Troop: 12x Warriors
Fast Attack: 3x Wraiths
Fast Attack: 3x Wraiths
Fast Attack: 3x Wraiths
Heavy Support: Monolith
Heavy Support: Monolith
Heavy Support: Monolith
Mission 1: Mind Games
Overview: You have no idea which objectives your opponent picked. But look on the bright side, your opponent doesn't know what objectives you picked either.
Line of Retreat Units that fall back do so toward their own table edge via the shortest route possible as described by the Warhammer 40,000 rulebook (
pg 45)
Game Length: At the end of game turn 5, roll a
D6. On a 3+ game turn 6 is played. At the end of game turn 6, roll a
D6. On a 5+ game turn 6 is played. At the end of game turn 7, the game ends automatically: Alternatively, the game ends immediately when the tournament organizer declares that time has elapsed. Players should not begin a new turn if there is insufficent time remaining to complete the turn.
Deployment: Spearhead/Objectives
The table is split into four equal table quarters. Players roll off and the winner chooses to go first or second. The player who goes first may select which table quarter to deploy in. The player going first then deploys on his chosen deployment zone, followed by the going second deploying on the opposite deployment zone. No unit may be placed within 12 in. of the center of the table. Initiative may be seized on a dice roll of 6+ before the first turn of the game.
Mission Special Rules:
Variable Objectives: You will select your own mission objectives. Your choices are:
Kill Points: Obtain more Kill Points than your opponent.
Assassination: Kill the Enemy
HQ choices.
Table Quarters: Control more Table Quarters than your opponent.
Victory Points: Obtain more Victory Points than your opponent.
King of the Hill: At the end of the game, have one model without an armour value within 5 in. of the center of the table.
Coup: Get your
HQ and Elite choices killed.
Select one objective to be your Primary, another to be your Secondary, and a third objective to be your Tertiary. Write your choices down on the score sheet before the game starts and
keep them secret!
Objectives:
Primary:
-Accomplished Primary Objective: 25 points
-Did not accomplish Primary Objective: 10 points
Secondary:
-Accomplished Secondary Objective: 15 points
-Did not accomplish Secondary Objective: 5 points
Tertiary:
-Accomplished Tertiary Objective: 5 points
-Did not accomplish Tertiary Objective: 0 points
Modifiers:
+5 points: If you accomplished or failed all objectives. Both players can achieve this modifier.
Reserves: Enter play on controlling player's long table edge.
Game One gets me pitted against my buddy and fellow Dakkanaut Heffling. We drove to the tournament together but were late. We called to let them know that we were going to be late, and they let us in, and just paired the two of us together and let us extend into lunch to finish our game.
Goletoof's Waaaugh!
HQ: Big Mek with a Kustom Force Field and Cybork Body
HQ: Warboss with a Powerklaw, Warbike, Attack Squig, and Cybork Body.
Troop1: 20x Shoota Boyz, Nob with a Powerklaw and Bosspole, 2x Big Shootas
Troop2: 20x Shoota Boyz, Nob with a Powerklaw and Bosspole, 2x Big Shootas
Troop3: 10x Gretchin, Runtherder
Troop4: 10x Gretchin, Runtherder
Elite1: 15x Lootas
Elite2: 15x Lootas
Elite3: 15x Lootas
Fast Attack1: Deffkopta with Twin-Linked Rokkit and Buzzsaw
Fast Attack2: Deffkopta with Twin-Linked Rokkit and Buzzsaw
Fast Attack3: Deffkopta with Twin-Linked Rokkit and Buzzsaw
Heavy Support1: 3x Killa-Kans with Rokkit Launchas
Heavy Support2: 3x Killa-Kans with Rokkit Launchas
Heavy Support3: 3x Killa-Kans with Rokkit Launchas
Pre-Game Tactical Assessment:
We each choose three objectives in secret. I choose the following:
Killpoints: I have less killpoints than he does, so this is a good option for me.
Victory Points: If I'm putting my eggs into the killpoint basket, then I might as well back it up with Victory Points.
King of the Hill: I'm slow, but most of his army is too. I can get to the center of the field in 5-6 turns, and so can he. The
TO says that contesting is irrelevant, so it doesn't matter who is in the middle of the table, as long as I have a unit there.
Obviously I don't know what objectives he's chosen, but I asked after the game and am noting them here for strategic understanding of the Ork strategy. Heffling chooses the following: Table Quarters, King of the Hill, Coup.
Here's a shot of our deployme