Usual Thursday night outing at Powerfist Gaming. Tonight I am playing against Caleb, not played him before. He is using Necrons, will be interesting to see how they work more, as I've only played with them twice and against them once.
Blood Angels "Wing Striker" - 2,000 points
HQ
Librarian - shield of sanguinus & unleash rage
Librarian - shield of sanguinus & unleash rage
Honour Guard w/ Razorback - 2 x flamers - Razorback w/ lascannon & twin-linked plasma gun
Honour Guard w/ Razorback - 2 x meltaguns - Razorback w/ lascannon & twin-linked plasma gun
Elite
1 x Sanguinary Priest
Troops
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
Heavy Support
Vindicator
Vindicator
Necrons - 2,000 points
HQ
Anrakyr the Travaller w/ Catacomb Command Barge
Royal Court - 4 x Crypteks - harbinger of destruction, solar pulse & gaze of flame
Orikan the Diviner
Elites
10 x Flayed Ones
Troops
8 x Necron Warriors w/ Ghost Ark
7 x Necron Warriors w/ Ghost Ark
5 x Necron Immortals
5 x Necron Immortals - tesla carbines
Fast Attack
5 x Canoptek Scarabs
5 x Canoptek Scarabs
2 x Heavy Destroyers
Heavy Support
Doomsday Ark
Doomsday Ark
Canoptek Spyder - fabricator claw array
Game: Spearhead + Annihilation
Deployment
I lost the roll off and Caleb decided to go second, this was fine for me as I am expecting him to use solar pulse in my turn, so I'll just move my Razorbacks 12" straight towards him and get into range. As I am deploying first I will deploy in the centre almost, there's a crater slap bang in the centre so I will deploy to the left of that so nothing starts in terrain. I put the Vindicators at the front, melta Honour Guard due to space and then everything else behind.
Caleb deploys, he puts on the left flank a Doomsday Ark, Heavy Destroyers, behind a ruin a unit of Immortals with the Travellers upgrade, single Spyder and unit of Scarabs. In the centre he pops a Ghost Ark, Immortals and Scarabs in a crater, then the other Ghost Ark and the Command Barge. Right corner is the last Doomsday Ark. He then infiltrates the Flayed Ones behind a bastion to my right 18" away as I can see them easily.
* Tactical Notes
Ok, I feel that Caleb has made some errors during deployment. He has spread out his forces thinly across the board, as he went second he could have countered my deployment. I will flank to the left as this will avoid the Ghost Arks for sometime and make the Command Barge come to me in the plain open. I can also deal with the Heavy Destroyers who have been deployed out in the open, the Spyder, Doomsday Ark and a unit of Scarabs. Also flanking to the left will give those Flayed Ones a long jog to catch up with me. They are already 18" away so if I move 12" they will have a real gap, plus there is terrain for them to move through as well.
Turn 1
I move all my Razorbacks 12" over to the left flank, a Vindicator moves through terrain ok while two Razorbacks move into terrain without any problems.
Shooting; I drop a demolisher shell on the Heavy Destroyers, it takes one out, I drop another shell but is misses by a long shot, I finish the single Destroyer off with a lascannon - that's them down and out. I torrent the Spyder with lascannons, it gets a few cover saves but it goes down and it is brown bread - no more Scarabs! I pop a few lascannons into the Doomsday Ark, but it is ok.
Necrons first turn; Scarabs on the left flank move around terrain ready to assault while the Immortals move into the terrain piece. The Command Barge moves flat out towards my line of red tanks while the two Ghost Arks and Scarabs move out. The Flayed Ones start their long creppy jive walk towards my formation.
Shooting; both Librarians cast shield fine. Immortals in terrain fire tesla at a Razorback but do nothing. Doomsday Ark fires at a Vindicator and scores weapon destroyed. Eldritch lances fire and score weapon destroyed on the other Vindicator. The other Doomsday Ark fires at the closest Vindicator to it, not sure on damage.
In assault the Scarabs charge a Vindicator and it is wrecked.
Kill points - Blood Angels: 2 Necrons: 1
* Tactical Notes
Not a bad start, but could have been better. I guess things are in place for next turn as Scarabs are on my door step and I have flamers close by, also the supporting Spyder is dead so no more Scarabs
. The Command Barge is close, I know it went flat out, but how many cover saves can it make? I have lost two Vindicators so far (though one hasn't given up a kill point), but that's ok, they are meant to take fire power so that's fine.
I think that really I should have dropped the Vindicator shells on the Scarabs, they would have got 3+ cover, but it would have caused double wounds and instant gibbed them. Lascannons and plasma could have fired into the Heavy Destroyers and then the Tomb Spyder, ah well.
Next turn I will bail out a flamer Assault Squad with Librarian and supporting melta Honour Guard, together they will blow the Scarabs to pieces. I will melta up to attack the Doomsday Ark while fire power will focus on the Immortals in terrain (just because they are there and to stop them firing at my exposed troops) and at the Command Barge.
Turn 2
Razorbacks jumble about a bit, though flamer Assault Squad and Librarian bail out of theirs before it moves and move through terrain to reach the Scarabs. Melta Honour Guard bail out their Razorback after it has moved. Remaining Vindicator moves 18" through terrain and towards the left bottom corner.
Shooting; a Razorback opens up on the Command Barge and manages to penetrate it with a lascannon, the Barge fails the cover save and is immobilised - it went flat out so is wrecked, Anrakyr passes pinning test. Razorbacks torrent the Immortals, after some misses and good cover saves by Caleb the Immortals are wiped out. Flamer Assault Squad and Honour Guard fire into the Scarabs, one base is left with a single wound.
Flamer Assault Squad is just out of range as the single Scarab base as Caleb has smartly moved the bases closest to me.
Necrons turn; Flayed Ones move and run in my direction but are still miles away. Anrakyr, who is now angry about his ride been smashed walks up to the Honour Guard Razorback. Single Scarab base moves to the closest Razorback while the other Scarabs move ready to assault with Ghost Ark support. Immortals in the crater start to move out but are still bogged down in terrain.
Necron shooting; both my Librarians cast shield without any problems. Eldritch lances fire and shake a Razorback and score some damage on the Honour Guard's Razorback. Both Doomsday Arks fire and both of them scatter.
In assault Anrakyr charges the Honour Guard's Razorback and wrecks it. The single Scarab charges the closest Razorback and stuns it, also reduces it to av9-9-8. The other Scarabs charge and explode the Librarian's Razorback - he's not happy now!
Kill points - Blood Angels: 4 Necrons: 3
* Tactical Notes
Not a too bad turn, could have been better, for start I wanted that Scarab unit gone and still one remains and also the Immortals asborbed too much fire power - I wanted some shots to go into the Doomsday Ark. Caleb is hot on my heels with kill points, but I am hoping I can pull ahead here and start dropping the remaining Necrons on the left flank.
My plan next turn is to set the flamer Assault Squad and Librarian on the Scarab swarm, who just busted their ride open. Meltas I am hoping will be in range of the Doomsday Ark while I will bail out a melta squad from the stunned Razorback to support the Honour Guard, both of these will fire and assault Anrakyr.
Turn 3
Librarian and flamer Assault Squad move through cover to ready to attack the Scarabs in front of them. Honour Guard walk around the wreck of their tank to draw
LOS on Anrakyr while a melta unit bails out from their stunned Razorback and moves their way over to support the Honour Guard. Razorbacks move about, one moves up to the Doomsday Ark and a melta unit bails out - I hope they are in range, it looks really close for
2D6 armour pen. The Vindicator moves 18" and hides behind the wall of Razorback armour.
Shooting; the Vindicator, shaken Razorback and stunned Razorback all pop smoke seems they cannot shoot and this will give them some defense if they get shot at. A Razorback blasts the single Scarab with plasma and lascannon and it is dead. Melta is just in range of the Doomsday Ark, it goes boom! Honour Guard fire at Anrakyr along with Razorback support, he gets cover from most shots thanks to the Razorback wreck blocking
LOS, he has two wounds left after the dust has settled. Flamer Assault Squad fires at the Scarabs and thins them out.
In assault the melta unit moves through the dangerous terrain wreck and are all ok, they engaged Anrakyr along with the Honour Guard and the Necron Lord falls - he doesn't get back up either. Librarian and Assault Squad charge the Scarabs, Librarian tries to use unleash rage but fails psychic test and takes a wound thanks to perils - the Scarabs are still chopped up thanks to power weapons and the unit consolidates back into terrain.
Necrons third turn; Immortals move out the crater and start to flank around the back of the ruin on the left flank. Ghost Arks move close so they can rapid fire me to death all while the Flayed Ones run closer.
Shooting; Librarians both cast shield, though the other Librarian fails psychic test and takes a wound - power still goes off. Lances fire and explode a Razorback with a Priest and flamer unit inside - no wounds and they pass pinning. Doomsday Ark fires, my Razorback passes smoke save. One Ghost Ark fires at the Honour Guard and kills one of them.
Kill points - Blood Angels: 8 Necrons: 4
* Tactical Notes
I've got a nice lead on Caleb now, I am hoping to keep it that way too. The problem I am seeing with this Necron list is that majority of it needs to get close to do damage. If the units fail or succeed they are subject to be counter attacked next turn whether through fire power or assault. The Scarabs for example are one hit wonders, though the single Scarab was a flukey devil!
Next turn I will move the melta Honour Guard and supporting melta unit up to blast the Ghost Ark in front of them. Librarian and flamer squad I will hang in terrain and hopefully bait the Flayed Ones, when they get close enough I will counter assault. Remaining Razorbacks and the unit now on foot will move towards the last Immortal unit and blow them away.
Turn 4
Razorbacks flank up the left side of the board to draw
LOS on the Immortals while the Priest and flamer unit on foot move towards terrain. Melta Honour Guard and supporting unit move to melta the closest Ghost Ark. I think that is it.
Shooting; Priest's unit run into terrain just in case. Razorbacks empty on the Immortals and all are wiped out. Meltas fire at the Ghost Ark, the Assault Squad is out of 6" and fails to do any damage while the Honour Guard I roll 2s to hit with both meltaguns :( .
In assault both the Honour Guard and melta unit charge the Ghost Ark, it is wrecked - squad passes pinning test.
Necrons turn; Flayed Ones move up towards the Blood Angels but get badly bogged down in terrain with poor rolls for terrain movement and running. The last Ghost Ark moves towards my lines while the Necrons on foot hold position.
Shooting; Librarians both cast shield without any problems. Doomsday Ark fires across the board at the horde of Razorbacks, shot scatters and is half strength, does nothing. Lances from the unit inside the Ghost Ark fire at the previously shaken Razorback and shake it again. Gauss flayer array from the Ghost Ark blasts the Honour Guard, only three left - they pass morale
btw. Warriors on foot blast the Assault Squad in front of them, only three left - they pass morale also.
Kill points - Blood Angels: 10 Necrons: 4
* Tactical Notes
I think the nail is in the coffin for Necrons now. The Warrior unit in front of my Angels will get multi assaulted and probably, hopefully die. The Honour Guard can move to the last Ghost Ark as can a melta unit from the shaken and immobilised (I immobilised it moving into terrain) Razorback - take that out I can assault and cause more damage. I am hoping the Razoorbacks will be in range of the last Doomsday Ark and they can shut it down. Lets see how it goes.
Turn 5
Melta squad bails out the immobilised Razorback and move to the Ghost Ark, Honour Guard moves to support them. Priest's unit move through terrain to blast and flamer some Necrons as the battered melta Assault Squad stand fast. Razorbacks flank around the ruin in the top left hoping to be in range of the Doomsday Ark.
Blood Angel shooting; Razorbacks open fire and the Doomsday Ark is taken down to china town. Assault Squads fire and thin out the Warriors. Honour Guard is out of 6" of the Ghost Ark, they fire and do nothing, though the other unit is in range and has better luck, they immobilise it.
In assault, the Priest's unit and melta unit charge and batter the Warriors and Crypteks in the same unit. The melta unit which immobilised the Ghost Ark charge and throw krak grenades in between the ribs of the Necron vehicle, it is wrecked.
Necrons turn; Orkian splits from his unit and moves to assault the melta squad which wrecked his ride - the Warriors move away from the action. Flayed Ones move and up and it appears they have taken the Razorback bait.
Crypteks try to lance a Razorback but only score shaken.
In assault Orkian (he is empowered now) attacks the Assault Squad and kills two, the Assault Squad loses combat and falls back, Orkian consolidates towards the Assault Squad to stop them regrouping. Flayed Ones attack the Razorback and scratch it with their claws scoring stunned and weapon destroyed - the lascannon is chosen.
We roll for turn 6 and it doesn't happen. Blood Angels win with 13 and Necrons 5.
Summary
I haven't used my Angels for sometime and made several mistakes with them. I didn't cast shield straight away like I should, though Caleb was ok with me casting it. I really should have fired the Vindicators at the first unit of Scarabs and cause double wounds to double them out, then las/
plas at the Destroyers and Spyder. This may have saved me a little more damage, but I guess it doesn't matter too much.
For the first several turns, Caleb was only behind me by a single kill point. Turn 3 gave me the big lead thanks to his units coming close and me finishing them off, I think turn 3 I got 4 kill points alone from the Doomsday Ark, Anrakyr and two Scarab units. After this it was just down hill and a lot of Necrons anti tank had been taken care off.
Caleb did some good tactics in places like making sure my Assault Squad cannot consolidate, he did make some mistakes because of the new codex rules, like not using solar pulse as he thought it worked in his turn as well as mine and also forgeting about Anrakyr's terrain thingy on turn 1. I would say his deployment is what let him down, considering he went second and could counter me. He would have been better putting the Heavy Destroyers in terrain for cover and putting both Doomsday Arks in the right corner, which were a long way from me. He then should have castled everything up in the left corner and placed the Ghost Arks side on, this would mean his guns would have been in ranged turn 1 when I moved up to get myself in range, of course he should have cast solar pulse which would have made my shooting a bit of a head ache. I guess we all live and learn, when I have been playing lately I've been missing half the rules myself i.e not realising Annihilation Barge main weapon is twin-linked!