Hi Folks,
Quick batrep from Warhammer World (20-Sep-2012)...
2000 points
BA V Necrons
Relic Mission
Short table edge set up
Blood Angels
HQ
Chaplain
Elite
Death Company Dreadnought
Furioso Dreadnought
2 Priests
Troop
7 Death Company w/Power Sword, Power First, Drop Pod
10 Assault Marines w/Power Fist, 2 Melta Guns, Drop Pod
2x 10 Assault Marines w/Power Fist, 2 Melta Guns, Jump Packs
Heavy
5 Devastators w/4 Missile Launchers
5 Devastators w/3 Missile Launchers
Dreadnought w/Plasma Cannon
Necrons
HQ
2x Over Lord w/War Scythe, Sempiternal Weave, Mind Shackle Scarabs, Tesseract Labyrinth, Res Orb
2x 5 Cryptek w/Harbinger of Destruction
Elite
C’Tan Shard w/ Entropic Touch, Pyreshards
Triarch Stalker w/
TL Heavy Gauss Cannon
Troop
2x 10 Immortals w/Tesla Carbine
15 Warriors w/Night Scythe
10 Warriors
Fast
7 Canoptek Scarabs
Intro
Terrain ended up with two blocks of ruined buildings in each deployment zone, with a scattering of trees between us and the objective in the centre of the table.
No night fighting on turn 1.
Turn 1
I managed to seize the initiative, shuffled my troop choices around the Stalker to protect it from Drop Pod meltacide and immediately hit one of Neil’s snippy Dreads with the Stalker weapons … which followed up by destroying it completely with one of my two Cryptek units.
The Drop Pod meltacide still managed to get within 6” of the Stalker, I never seem to manage to stop that happening! Though Neil only managed to glance it once so left the Quantum Shielding still active.
Turn 2
My Immortals manoeuvred to shoot up the Drop Pod meltacide unit and the Stalker hit them for a twin-linked bonus. From two units of 10 Tesla Carbines, I managed 10 hits with each unit thanks to the Tesla and
TL special rules. Only left a couple of the marines alive at the end of it – Neil had some spectacularly bad luck on his rolls by this point and I think it was going to turn into a white wash for the Necrons as his army crumbled.
My Night Scythe arrived from reinforcements and deposited 15 Warriors within rapid fire range of one of the other drop pod units. And impressively did nothing. I barely managed to wound and the couple I did were all saved as I recall, the tide had turned against the Necrons!
Neil’s assault squad shot and chopped it’s way through my Scarabs, and then I was left facing a couple of jump pack assault squads, plus a drop pod squad and a unit of Death Company + Chaplain all now at point blank!
The Shard was finally brought down, but not before just about everything that could shoot it had done so, leaving it on 1 wound, and then the assault squad pilled in. It killed a few of them, but took 3 wounds only 1 of which was saved. I think the resulting explosion killed a couple more marines – by this point I believe Neil had failed about 4 Dreadnought charge rolls!
But Neil grabbed the relic with one of his assault squads and started hustling it back across the board.
Turn 3
The Death Company were reduced down to 2 men + the Chaplain, but that took almost all the firepower I had left. I knew the game was beyond me at this point, I didn’t have anything that could manoeuvre around the board except for the Night Scythe which Neil blew up in his turn with a rocket launcher that managed 3 consecutive 6’s (and a failed save by me!).
I was boxed in between the ruins and drop pods with 2 Immortal units, 2 Lords and Stalker … which was immobilised by Neil facing the ‘wrong’ way! All of the rest of my force was being systematically destroyed by the Assault and Death Company units.
Turn 4
I managed to finish off the
BA in my area, the Lords were proving effective though I managed to fail 2 consecutive 2+ saves with my second Lord in combat with the Death Company snippy snippy Dreadnought – narrowly avoiding being a kebab, he trashed the Dread … and then destroyed a Drop Pod to make a break for it. Warscythes are pretty awesome. But I over equipped the Lords with a Tesseract Labyrinth and Mind Shackle Scarabs.
Turn 5
Night Fighting!! I had already done this twice to Neil, using a Solar Pulse from each of my Cryptek units to make him shoot under NF conditions but in the end I didn’t get a single cover save as most of his attacks came from the Drop Pods.
Summary
Necrons
The game finished on turn 5, it went how I thought it would; at 2,000 points I can only just manage to field a Necron force. I need more Warriors, Gauss armed Immortals, an additional Stalker, 1+ Spyders for vehicle fixing/defending my deployment and at least 1 more Night Scythe. Necrons seem to be much like marines, you can really get through the points with too many upgrades – the Lords were good but I didn’t have enough on the board against a good
BA player. I also need at least a couple of units that can quickly move about the table, too static an army will always struggle against a Drop Pod/Assault Marine force.
I know what I want to improve the list, I think I know what is/isn’t working for my Necrons, I just need to buy some more units … which might be a while with the little about to make her appearance any day now!!
Also, what have the
GW changed … their plastic glue or their plastic. I had about 8 models fall apart on me during the game, the glue looks crystallised rather than having melted the plastic parts together. This has been a problem for about 6 moths, my
GK,
SW and Necrons are all falling apart and it’s incredibly annoying.
BA
What really worked for me was bottle necking the necrons long enough to flee with the objective. As it looked, until that 6 roll, like I was getting first turn, it made sense to keep your stuff back and out of shooting range, while trying to defend your walker. But then when you did steal initiative, you couldn’t really get forward through the scenery to support what was up front – so I was able to focus on the shard and scarabs without much risk of a withering hail of Tesla fire. Need to look at the drop pod assault squads – go for one melta-cide unit of veterans probably, then make sure I get 9 assault marines plus a priest in those pods – feel no pain and a strength boost, even if not as good now, still helps when you’ve got to survive a round of shooting.
Death Company. Still determined to give them a chance – they didn’t get anywhere near their points back unless the Crypteks are much more expensive than I think (I’m guessing 100-150 for 5?), but didn’t too badly – dealing with the Crypteks and then half a squad of warriors, and still having a few of them left if it went on another turn. Got a bit mardy (sorry!) about taking so many casualties on them. Not sure what I was expecting by putting them there, but the Crypteks with Strength 8 AP2 hurt (not used to having no
FNP 
)
I know where I need to go with my Blood Angels – more drop pods and more jet packs. Problem like you is having no spare cash at the moment – and if a Dark Angel codex is on the horizon, I might need to pick up some stuff for them to get them usable. I can’t see them releasing much… maybe a Dark Angel only flier, hopefully a proper Belial model and in an ideal world some fluff orientated models – something like a unit of power lance armed knights (a cross between the old
IG rough riders, thunder wolf cavalry and space marine bikes), and maybe plasma armed terminators/tanks, too.