Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2014/08/08 10:26:53
Subject: [4500pts] Necrons vs Orks & Imperial Guard
I had a very fun and interesting game the other day using Orks and Guard vs Necrons. It was the first time my opponent had fielded a Tesseract Labyrinth or Transcendent C'tan, and I rarely get to use both of my super-heavy tanks, so it was exciting to see how it would fold out. As it happened, neither of us could have predicted that the game would happen as it did, and a lot of unexpected events occurred combined with a ton of crazy dice rolls. The last time I had an interesting large-sized game I posted the battle report here and people seemed to really enjoy it, so I thought I'd do the same again. I hadn't taken any photos this time around, so have used diagrams (and memory) to illustrate the battle instead. Enjoy - and be warned of large pictures below.
A Note
This was only our second time using the 7th edition 40k rules, so we didn't use certain parts such as tactical objectives, or the restrictions regarding ally deployment and the 'One Eye Open' rule between the Orks and Imperial Guard. We treated them as two entirely separate forces for rules purposes, both controlled by the same player and obviously not benefiting from each other's buffs etc. We also decided against warlord traits, since it was a big game and we only had a few hours so wanted as few superfluous rules as possible.
Made up fluff stuff (I don't read the lore much so I'm not so great at this):
Spoiler:
The smoggy Factorum-city of Babul IV made for a suitable looting ground for Masdakka's kult of speed. They pillaged buildings and scavenged vehicle parts from throughout the Imperial factories; the Mekboys quickly piling armour plates and extra guns onto every trukk and wagon. Masdakka's personal battlewagon was a towering behemoth of orky construction. To complete it he needed just one more piece of dakka - an ultimate weapon to show his superior strength and killiness to that of the other bosses. It was then, that he discovered the Shadowsword. The volcano cannon was perfect, and he hastily ordered his boyz to get stealin'. The few servitors, techmarines and other Imperial crewman could barely bolster a resistance against the brutish orks. As small fights ensued between the guardsmen and the greenskins, all was suddenly interrupted as the ground trembled. This was not the mere quake of a rolling super-heavy tank or that of an earthshaker cannon firing. The planet began to crack beneath the feuding troops and a green glow slowly began to emit itself from the ground below. The guardsmen were stunned, and even the war-crazed orks stopped fighting as they looked in disbelief at the opening fissures that emerged, crumbling factories and swallowing buildings whole. The sky turned black, and a strike of ethereal lightning struck the Shadowsword factory. This was not natural weather for any Imperial planet. Cold metal slowly rose from the vast holes in the ground, and both the green and human faces realised who was in their presence. "Necrons..." exclaimed a disbelieving tank driver as the first monolith emerged into the air. Two more followed, accompanied by blasts of Imotekh's lightning from the infinite black sky. "Wer in for a fight boyz!" roared Masdakka; his Nob guards grinning at the thought of a good battle.
The Necron forces kept emerging however, seeming innumerous. Just as they began to seize, after an already sizeable army had risen, the ground cracks shone green once more - much brighter than before. With a sudden blinding flash, another monolithic structure appeared. This machine, however, towered over even the other monoliths, a construct so enormous that the mighty Shadowsword looked like a standard Russ beneath it. With a bellowing hiss it began to expand. The air of a thousand years was released from the metal container. Each corner slowly separated as an unearthly being could be seen trapped inside the chamber. With unholy power it screamed, tearing apart the factories around it as the air itself became contorted and crushed buildings like sandcastles. Before the rifts closed, another huge tesseract rose from the depths. "Fire!" ordered the commander as the Shadowsword crewmen hastily loaded a man-sized shell into the enormous volcano cannon. With a roar that shook the ground, the cannon fired directly at one of the tesseract vaults. As the smoke cleared, the tesseract remained only as debris on the ground. Lightning rippled through the creature that was bound to the vault. With a crackle of supernatural energy it began to rise again, unrestricted by the cage that the Shadowsword had released it from. Power without limits, the godlike being set its sights on the ork force. Masdakka needed the firepower of the Shadowsword, but this was certainly no ideal time for lootin' and fixin' it onto his battlewagon. Both he and the commander knew that they needed each other's forces if they were to have any hope of surviving the Necron onslaught. For the orks, a fight was a fight, no matter who they were killing, and with a loud "Waaagh!" the temporary allegiance between the humans and greenskins was forged.
The Forces
These are simplified (no wargear shown) for ease of reading.
Spoiler:
Imotekh the Stormlord is the Necron warlord. The Warboss on foot is the Ork/Imperial Guard warlord.
Objectives
3 Victory Points for each objective held at game end.
1 Victory Point for every 3 hull points removed from enemy super-heavy.
1 Victory Point for every 3 wounds removed from enemy gargantuan creature.
1 Victory Point for First Blood.
1 Victory Point for Slay the Warlord.
1 Victory Point for Linebreaker.
Board is 4" x 8".
Necrons have turn 1 and deploy on the green side. Orks & Imperial Guard deploy on the red side.
Objective locations:
Necron Deployment:
Spoiler:
The Tesseract Vault has the Antimatter Meteor and Seismic Assault powers. The Transcendent C'tan has Wave of Withering, Cosmic Fire and Transliminal Slide.
Ork/Guard Deployment:
Spoiler:
Leftmost Ork Trukk contains the Burna Boys. Trukk on the right contains the Tankbustas. Warboss and Nob Squad are in the Battlewagon.
Key:
NECRON TURN 1
Spoiler:
Under the cover of Night Fighting, the Necron force slowly advances. The warriors set up camp on buildings to crossfire objectives, while the Triarch Stalkers and Transcendent C'tan stay out of sight.
Imotekh opens up the Necron's first shooting phase with a hail of lightning. The Demolisher is hit first and loses a hull point and is immobilised. A Basilisk survives the attack using the rubble's cover save. For the Ork side only the Burna Boys' trukk is hit, and loses a hull point.
The heavy destroyers and leftmost monolith combine fire to finish off the stranded Demolisher securing a victory point for First Blood.
The central monolith fires its particle whip at the Baneblade, taking down 1 hull point.
On the rightmost side of the battle, the final monolith attacks the Tankbustas' trukk - it suffers Crew Shaken and loses a hull point.
Finally, the Tesseract Vault unleashes barrages of firepower against the Orks. Antimatter Meteor lands perfectly, hitting the Battlewagon and everything within 15". Two bikers are killed, the Burna Boys' trukk explodes and the Battlewagon loses a hull point. Seismic Assault fires a bucketload of shots at the warbikers, completely fishing off the rest of the squad with only the warboss remaining unscathed.
The scarab swarms attempt to assault the Baneblade but are out of range.
ORKS / IMPERIAL GUARD TURN 1
Spoiler:
The Burna Boys bail out of the exploding trukk unharmed, and the Ork force moves in on the enemy while the Imperial fast vehicles drive down the flanks and the artillery stays out of enemy range.
On the skyshield landing pad the Lootas try to respond for the demolished Demolisher, but can only kill one Heavy Destroyer as they are individual units. The Devil Dog emerges from behind the landing pad but fails to hit the monolith.
The Blitza-Bomma takes off from the landing pad and lands a bombing run right over the defensive Necron Warriors, killing two. The Eradicator moves out from behind cover and finishes off another three from the same unit.
The Basilisk battery drop a hail of indirect fire over the Transcendent C'tan, hitting it and the Triarch Stalker with two hits; they each lose a wound/hull point.
Both Shokk Attack Guns and the Mek Gun (Kannon) realise the incoming scarab swarm threat and focus fire, but can only kill three swarms.
In the central plaza the two super-heavy tanks take aim. The Baneblade lands its cannon perfectly in order to avoid friendly fire and take a hull point from the central monolith. A lascannon hit removes a second hull point, but the demolisher cannon fails to hit anything.
The Shadowsword seeks vengeance on the Tesseract Vault. With some amazing [luck] crewman accuracy the volcano cannon lands a perfect hit on the tesseract followed by a devastating deathblow hit. The Necron super-heavy loses ALL NINE hull points and explodes catastrophically! The vault tumbles forward and crashes in a huge cloud of debris as the shard within erupts and kills three nearby Necron Warriors.
Finally, the rightmost monolith soaks up a ton of firepower from the Battlewagon, Tankbustas, Vanquisher and Devil Dog and even manages to survive the biker warboss' power klaw on the charge. It is glanced three times and survives with a single hull point.
END OF GAME TURN 1:
NECRON Victory Points: 1
ORKS / IMPERIAL GUARD Victory Points: 3
NECRON TURN 2
Spoiler:
Imotekh uses Obyron to deep strike onto the landing pad, but scatters just behind it. Imotekh's lightning does huge damage once again - taking a hull points from a Basilisk, a Devil Dog and the warboss' Battlewagon. Imotekh's squad fires at the damaged Basilisk and does enough damage to finish it off.
The leftmost monolith combines fire with the heavy destroyers once more and destroys the Devil Dog struck by lightning.
The leftmost Triarch Stalker emerges from behind and fires on the Lootas, but the Big Mek's KFF is enough to save them.
Losing the Tesseract Vault so early is a huge loss for the Necrons; the Transcendent C'tan needs to come out of hiding and start making an impact. It moves into the central plaza and unleashes wave of withering onto the Baneblade and takes down a hull point. The central monolith takes another hull points with its particle whip, securing a Victory Point for 3 points removed in total (1 last turn).
Three of the Warriors bolstered atop the defence laser reanimate and snapshot at the blitza-bomma but fail to land a single hit.
The second Triarch Stalker takes aim at the Tankbustas' trukk but misses with its heat ray.
The final monolith opens its portal and attempts to suck in the biker warboss, but he manages to hang onto his bike and survive.
The Necron turn ends as the scarab swarms move in to assault the Baneblade, crushing its armour values down to 7/6/5 with entropic strike.
ORKS / IMPERIAL GUARD TURN 2
Spoiler:
The Orks / Imperial Guard movement phase opens up with the Ork Boyz mob charging straight towards the Transcendent C'tan in a tarpitting attempt.
The Big Mek fires his Rokkit Launcha at the leftmost monolith to remove a single hull point.
The Basilisks elect to shoot with their heavy flamers at Imotekh's squad and not risks firing the earthshaker cannons at close range, but no wounds are caused.
Both Shokk Attack Guns and Mek Gun aim at the scarab swarms again, and the burna boys move onto the factory objective to unleash fiery death upon them; killing the unit.
The Baneblade moves forward and pivots to aim at the Transcendent C'tan, but scatters back onto the Necron Warriors, killing three. It fails to hit with its other weapons.
The Eradicator takes aim at the Warriors again and finishes the squad off.
In a disappointing turn of super-heavy shooting, the Shadowsword misses everything with its volcano cannon and fails to damage the monolith with its lascannons.
The Blitza-Bomma turns back towards the rest of the Ork force and shoots at the Wraith / Destroyer Lord unit, wounding the lord.
On the right-hand side of the battle the third monolith once again soaks up mass firepower, and is finally destroyed after taking shots from the Tankbustas, Battlewagon, Vanquisher and Devil Dog.
The biker warboss drives by the monolith and guns down a Necron Warrior before failing to charge, taking a wound from overwatch gauss fire.
The Orks complete the assault phase by charging the mob into the Transcendent C'tan, despite being too weak to hurt it.
END OF GAME TURN 2:
NECRON Victory Points: 2
ORKS / IMPERIAL GUARD Victory Points: 3
NECRON TURN 3
Spoiler:
The entire Necron force slowly advances while the Warriors stay in defence and the C'tan remains struck in combat.
Imotekh's unit marches atop the landing pad and works with the Triarch Stalker to shoot the Lootas before wiping them out in assault and claiming the objective.
Lightning strikes for the third time, removing a hull point from a Basilisk once again, in addition to killing two burna boys.
The heavy destroyer / monolith anti-tank combo strikes once again, destroying the lightning struck Basilisk. The second heavy destroyer takes aim at the Mek Gun and kills a grot crewman.
The central monolith moves towards one of the Shokk Attack Gun Big Meks and opens its portal, sucking the hapless greenskin into it.
The armour-shredded Baneblade is no longer a match for the Necron Warriors, who quickly rapid fire it into rubble. 2 More Victory Points are earned from taking down the remaining six hull points.
The Destroyer Lord leads his Wraith unit into combat with the burna boys, who manage to wound him once with overwatch but are eventually wiped out.
On the far side of the battle, the second Triarch Stalker uses its heat ray and combat ability to take care of the Tankbustas' trukk - exploding it and killing 4 tankbustas, while the surviving Warrior squad fails to wound the biker warboss at range.
Trapped in close-combat, the C'tan kills four Painboy-buffed 'ard boyz.
ORKS / IMPERIAL GUARD TURN 3
Spoiler:
In a turn of revenge, the final Basilisk aims at the leftmost monolith, resulting in a weapon destroyed and hull point removed.
The Mek Gun fires at the closets heavy destroyer but misses, while the Shokk Attack Gun aims at the central monolith and fails spectacularly - instantly killing the Big Mek.
Fortunately, the Shadowsword redeems the Mek by barely hitting the monolith and exploding it. The volcano cannon scatter also hits the Shadowsword itself; suffering a hull point loss.
For the third turn in a row the untouched Eradicator opens fire at the Necron warriors with its cover-ignoring anti-infantry shells, killing four.
After watching the burna boys go down, the Warboss calls his Nobz to charge at the Destroyer Lord and his unit. In a one-sided combat, the Nobz and Warboss slaughter the Necron unit outright.
The remaining Tankbustas join up with the Battlewagon, Vanquisher and Devil Dog to enact vengeance on the Triarch Stalker.
The Blitza-Bomma lines up another run over more Warriors but elects to save its bomb and only fire its shootas, killing three.
In assault, the biker warboss wipes out the surviving warrior squad, while the C'tan slays only two more Ork boys thanks to unfortunate stomp dice rolls.
END OF GAME TURN 3:
NECRON Victory Points: 4
ORKS / IMPERIAL GUARD Victory Points: 3
NECRON TURN 4
Spoiler:
Suddenly the Necrons take over in victory points, and with only a handful of units left in the battle and the game potentially ending soon, it's now or never for Imotekh's army. Night Fighting ends, so the Orks and humans need not fear Imotekh's lightning any longer.
In a desperate move, Obyron teleports the HQ unit behind the Shadowsword near the table edge. With the possibility of taking further victory points for both taking down the super-heavy tank by its rear armour and claiming the Linebreaker objective, this was a game-changing decision. Disaster strikes however, and Varguard's miscalculations cost the Necrons dearly. The unit scatters off the table edge and rolls horrendously on the mishap chart - unit destroyed! The Orks / Imperial Guard claim a victory point for Slay the Warlord.
Meanwhile, the monolith / heavy destroyer death squad team up once more to deduct two hull points from the (so-far-untouched) Eradicator by targeting its exposed rear. The second heavy destroyer shoots at the Basilisk but only removes a hull point.
The Triarch Stalker joins the tarpit with the C'tan but between them manage to kill only four boys and wound the Big Mek.
On the far side of the battle, the few surviving Warriors fail to wound the biker warboss.
ORKS / IMPERIAL GUARD TURN 4
Spoiler:
With Imotekh's expensive death unit out of the picture and the C'tan stuck in combat, victory looks to be in sight for the Orky Imperium. If they can finish off stray enemy units and move onto the various objectives this could be a clear victory.
To begin the turn, the Baslisk does not appreciate the recent shot fired by the heavy destroyer and returns with a direct hit. The Mek Gun assists in killing the destroyer.
The Shadowsword does well to land another great hit on the final monolith, blasting it into debris. The lascannons and heavy bolter finish off the last heavy destroyer.
The Blitza-Bomma uses its second boom-bomb on the Warrior squad atop the defence laser. In an unfortunate accident, the flyer fails to land the bomb and crashes hopelessly into the ground in true Orky fashion.
The Eradicator makes up for the bomma's failings with another cannon hit on the warriors, finishing off the final survivors.
On the right-hand side of the battle, the tankbustas move towards the shrine objective using the Devil Dog for cover. The tank combines fire with the biker warboss to destroy the final warrior squad.
END OF GAME TURN 4:
NECRON Victory Points: 4
ORKS / IMPERIAL GUARD Victory Points: 4
NECRON TURN 5
Spoiler:
With only a Triarch Stalker and Transcendent C'tan remaining - both trapped in a seemingly unending combat - the Necrons admitted to inevitable defeat. Severely outnumbered, unable to win by holding objectives and with the game likely about to end the chance of the Necrons wiping out all remaining enemies (who would just retreat and sit on objectives) was close to impossible. In a truly exciting, close and unpredictable game, it was the Imperium of Man (and Orks) that began to look more likely to escape defeat and take victory as the game went on. It is for certain though, that if only one or two dice rolls had gone differently, it would have been an entirely different game. Nobody could expect the Tesseract Vault to explode from a single shot on turn one, or for a ~700pt Necron command unit to mishap and destroy itself in an attempted clutch game-winning move. Definitely an unlucky day for the Necrons.
This message was edited 3 times. Last update was at 2014/08/09 16:10:48
4000 3500 6500 4500 2000 4000 2000
2014/08/09 13:57:08
Subject: [4500pts] Necrons vs Orks & Imperial Guard