[MOD]
Not as Good as a Minion
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My brother, our friend and I decided to have a three army battle. My brother took his necrons, our mate his chaos, and I took my good old guard. We changed the rules somewhat. 1) No HQs allowed 2) No vehicle with front+side+rear armour worth over 33 3) No rolling for seize the initiative and night-fighting, no linebreaker, first blood and warlord still in place. 4) Instead of deployment, the person with 1st Turn selects a 6" piece of table edge and moves on from that as if from reserves. The player with the second turn moves on from another 6" stretch of table edge (we had no real CC armies so there wasn't going to be an issue of just coming on behind). The player with the third turn does the same. Then the player who won first turn begins his actual turn. If that doesn't make sense, just ask and I'll try again. 5) One objective in the middle of the map worth 3 VPs Chaos Space Marines (Xav) 22 Cultists with 2 Heavy Stubbers 5 Plague Marines 5 Chaos Space Marines, Power Axe, Plasma Gun (Warlord is the champion here) 5 Chaos Space Marines, Plasma Gun Necrons (Alex) 3 Destroyers (Warlord is one of these destroyers) 3 Destroyers 12 Necron Warriors 6 Immortals with Tesla Carbines Imperial Guard (Tom) 5 Stormtroopers with 2 Flamers (Warlord is the sergeant here) 10 Veterans with Gunnery Sergeant Harker, 3 Plasma Guns, Mortar, Forward Sentries 10 Veterans with 3 Plasma Guns, Chimera 3 Ratlings Alex won first turn, Xav won second turn, and I got third place Sorry, the narrative probably won't be coming here, it'll be down in Dakka Fiction once I've writted as much as I want. Turn 1 Necrons Destroyer Miw-sher surveyed the battlefield, his enhanced combat software identifying enemies everywhere. Other destroyers hovered nearby, ready to unleash the fury of their gauss weaponry. A phalanx of warriors and immortals advanced behind their deadly brethren. Brief pulses of code sent beams of emerald light spitting into the poorly armed enemy foot troops from the barrels of all the destroyers. Miw-sher's cold metal soul what could only be described as a spark of pleasure at the sight of these humans stripped apart by the power of his weaponry. Meanwhile, Nakhti led his Immortal brethren forwards to engage the trespassers. His targeting equipment showed that they were not in range of their foes, so he continued his implacable advance. They would bring the arcing power of their tesla weapons to bear soon enough, and reap vengeance on these living ones who would dare to challenge the might of the Kardenath dynasty. Turn Summary -One unit of Destroyers slide further up, staying out of 24" of the Chaos plasma guns -The other unit of destroyers move further up, again staying out of the 24" of the Xav's plasma guns -all necron immortals and warriors move towards chaos. Both run 1". Alex sighs -Destroyers arc up on cultists, altogether killing 10 cultists. They hold. Chaos -cultists move up, heavy stubbers staying still. engage destroyers, wounding none -CSM both move up to engage the destroyers, killing one, who stands back up. -Plague marines hit twice, wound twice, I fail 2 3+ ratling saves, fail Ld and run off board First blood Guard -Harker's unit kills 1 plasma gunner and kills the warlord. -vet squad kills 1 plasma gunner and 1 plague marine Turn 2 Necrons -Destroyer stubs his toe and dies, his friend runs away (warlord unit) 8" -other unit moves forwards (still full strength) -warriors move and run up infront of the immortals -immortals shoot at chaos warriors, Xav passes all saves -destroyers engage a different unit, kill 3 including the plasma gun, pass leadership Chaos -cultists advance, engage destroyers, no wounds -CSM (2 man) shoot at destroyers, 1 failed armour save -Plague Marines shoot at warriors, 2 fail armour (of the 2 that hit and wounded) -CSM fail to hurt chimera -destroyers pass leadership and stand up, 1 warrior stands back up Guard -stormies come in, first scatter has them mishap, re-roll has them land fine, kill 4 warriors and 1 immortal -vets kill 1 chaos marine from 5 man squad, saves the plasma gun overheat -harker kills 5 warriors and 1 plasma gunner -5 warriors get back up, no immortals, all Ld passed Turn 3 Necrons -destroyer keeps running -immortals move to deal with stormies -warriors advance -destroyers hold -running destroyer misses stormies -immortals tesla the stormies, kill 1 reg, 1 sarge (warlord), 1 flamer, pass Ld -destroyers gun down 2 man squad (Warlord) -warriors kill 7 cultists, pass Ld -immortals charge stormies, lose one to them striking first, stormies then fail both saves and die. weak Chaos -everyone moves up to necrons -CSM kill 2 warriors -cultists down 1 warrior -pass Ld, fail all come back rolls -PMs run into cover Guard -harker kills the champ -vets kill 1 plague marine with a lasgun, and 1 plasmagunner (again) -chimera downs a warrior who gets back up Turn 4 Necrons -destroyer fled -destroyers slide back, as do warriors -warriors shoot at cultists, kill 2 and the leader, they pass Ld (just), just 2 heavy stubbers left -Destroyers kill 2 of the CSM squad (including plasma gunner), pass Ld -immortal shots bounce off last CSM Chaos -plagues go after chimera -CSM advance, miss immortals -cultists shoot at warriors, nothing -lose 1 to overwatch, weapon destroy and shake Guard -harker downs 2 immortals, 1 comes back -chimera misses warriors -vets miss plague marines Turn 5 Necrons -immortals and warriors move up, immortals to objective -destroyers towards chim -warriors kill off the cultists -immortals kill last SM -destroyers wreck chimera, vets disembark near chimera Chaos -pm's charge vets and kill 3, they hold (yay), nothing in return Guard -harker kills immortals -plagues kill vets off -game goes on Turn 6 Necrons -all shooting fails (through a combo of armour, cover and FNP saves) to kill plague marines -destroyers assault, pm's do nothing, destroyers do nothing Chaos -combat ongoing, PM's kill 1, pass Ld, doesn't get back up Guard -harker starts running -game goes on Turn 6 Necrons -assault PMs -nothing happens with PM attacks, necrons do 2 wounds, fail both armour and FNP (4x1s) -consolidates destroyers to block objective Chaos -eliminated Guard -here, my brother let me try all 3 ways there were to draw/win the game. He let me try to run around, but I needed a 6 on my run roll and rolled a 3, leaving me 3" away from the central objective. -he let me then try to run through difficult terrain on the left, I needed a 6 on 1 of 3 dice, but couldn't get it. -harker then tries to use the destroyers to slingshot into range with a victory in combat, but they charge in, whiff and hold End game, necrons win
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