Storm Trooper with Maglight
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A recon mission gone wrong. A pittsfield club game. Sorry for the lack of pictures, I didn't bring my camera for this one. The night's 40k was played out in a four way free-for-all. All armies were 750 pnts. Josh and Austin headed up the Waaagh! with a Biker heavy force, lead by Wazzdakka Gutzmek. Jack brought 2 armies, both Necron and Tau Empire. The Necron force was a strong core of warriors, supported by wraiths, and Deep Striking Scarabs. The Tau Empire under Matt's command came prepared for war, sporting 30 Shas'ui Fire Warriors, and an Hammerhead Heavy Tank. Russel's Imperial Guard sent out a recon company, consisting of Infantry in light APCs, snipers and Scout Walkers. The Battleground was set up with a good deal of blocking terrain, and 3 objectives for the 4 armies to fight over. Each army arrived from a corner in the map, and the Orks decided to take the first move. Turbo boosting at full speed, the bikes split up, one group bearing down on the necron warriors, and the other being lead by Wazzdakka against the Tau. Wazzdakka's 'bike of aporkalypse' fired its dakka cannons, killing one Fire Warrior. The Tau empire moved next, turning to face the incoming bikes, then opening up with their Infantry and XV8 Battlesuit. After the smoke around the bikes cleared, only the Nob leader and the mighty Wazdakka were standing. The Hammerhead looked to the tau flank, and saw light tanks, and promptly fired it's main gun with anti-tank rounds, and blew a shot clean through the turret. The Imperial Guard scrambled, repositioning their troops to meet both the Tau and Necron threats. 5 ratling snipers held up in the middle, tired to take down a necron warrior, but could find the weak point in a super-robot. Jack's necrons fired their gauss rifles at the speeding ork bikes, taking down 2 of 6. He then brought the Wraiths and Necron Lord up behind his warriors to support them in the imminent melee. Turn 2 saw the speeding of wazdakka towards the enemy, but rather than risk being out of assault range, he opted to maneuver, and fire his bike's dakka cannons at the Hammerhead. The front armor of the Hover tank held up, and no damage was done. The bikes on the other front crashed into the metal warriors, and brought 2 of their number down. The Necrons responded by slaying one biker. The Tau empire formed it's battleline against the ork threat, and through a concentrated torrent of fire, and Josh rolling poorly on saves, Wazzdakka was taken down, along with the nob. The hammer head wasn't satisfied with simply taking the turret off the Chimera APC, and fired another shot that turned the light vehicle into a crater. (Firing an Hammerhead's Rail Cannon at a Chimera is like using a German '88 on a Russian T26.) The imperial infantry that was supporting the Chimera, quickly took cover in it's smoking rubble. On the necron front, the other Chimera opened fire with it's twin-linked Heavy bolter, but didn't claim any kills. The supporting infantry opened up, killing a single necron outright with an anti-tank round from a Rocket Launcher. The Necrons piled in wraiths and the Lord on the ork bikes, and spelled their doom with the wraiths' high initiative and strength. Only 2 orks remained, one of which was the Nob leader with a powerclaw. To combat the imperials, the Necron warriors used their Gauss Flayer weapons to disable the turret on the APC. The end of the turn saw Jack making his "We'll be Back" Rolls, which brings his fallen necrons back into the fray. Turn 3 saw the last attempt by the Bikers to take down some necrons, and the Nob did, crushing the Necron Lord in his powerclaw. The Tau Gundrones arrived via deepstrike behind the lines of the ork infantry mob, hiding out of LOS of the Fire Warriors. Imperial forces opened fire, doing little to the 3+ saves of the necrons. However, the Imperials were not out of it, as the first of the Sentinel scout walkers arrived from an outflank,(random side of the board) killing a warrior with a lascannon, then charging into colse combat. The necron warriors in combat with the imperial infantry, reduced the firing guardsmen to what josh described as "piles of steaming green goo". On the other side, the necrons tired to do damage to the bothersome walker kicking at them. Turn 4 saw a 'cunnin' ork plan in progress, as the orks burst forth from hiding, then declared a Waaagh! allowing for extra movement. This brought them face to face with one squad of fire warriors, who were decimated. The tau used the combination of Firewarriors and the template from the hammerhead to destroy a huge number of orks. On the Imperial Turn, the second scout walker arrived- On the same edge! (random die roll) It charged into the other squad of warriors, forcing both of Jack's troops choices off the objective they were holding. The necrons reacted by sending the wraith into close combat, and destroying the firing weapon of the sentinels in both combats. The necron scarabs arrived via deepstrike, but are unable to move on the turn they arrive. Turn 5 was the tense final round, as players glanced at the clock. The orks charged in on the objective, hoping to survive tau fire. The Tau aimed and fired, but left about 8 orks alive (the orks started with 40!). The imperials charged their command team out from cover to contest the objective the orks claimed, by engaging them in hand to hand combat. The sentinels finnaly gave out in melee, and the warriors consolidated back onto their objective. The scarab swarm used it's turbo-boost rule, and landed right on the 3rd objective, contesting it with the imperial guardsmen. The end score was Necrons 1, everyone else 0. A good win for Jack, who suffered from bad rolls at the start, but made up for it at the end. The unit of the game was most definetly the Hammerhead tank, as it destroyed at least 20 infantry and 1 Tank in the course of the game. Good shooting Matt! The four-way format was a little awkward at first, but ended up being alot of fun. I look forward to the next time we play 40k.
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