AAR: Astra Militarum vs. Necrons (1,500 pts HIGHLANDER)

Hey all!  Oak here with another “BEAT. BRUCE. BATREP.”  *insert punch motions here*

*sigh, eventually I will have to go and Beat Matt.* 

 

As I’ve outlined before, the LGS started a Highlander League.  Click the link to see the details with respect to list creation and the list I’ll be running.

Yesterday, I was up against the Sautekh Dynasty Necrons led by Nemesor Zahndrekh and BRaff — he knows who he is

We only managed to get 5 turns in before the store closed, but we shook hands on it at the end.

Unfortunately once more, because we were playing against the clock I was unable to really take detailed notes or photos so you’ll have to put up with a condensed version this time around.

Mission: Maelstrom, Cleanse & Control
Deployment: Vanguard Strike

Necrons!:

Please note I’m merely guessing at this list =)

  • Nemesor Zahndrekh
  • Vargard Obyron
  • Royal Court: Cryptek, Lord
  • Immortals [x10]
  • Warriors [x20?]
    • Night Scythe
  • Scarabs [x6]
  • Monolith
  • Doom Scythe
  • Annihilation Barge

I let the Necrons deploy first and take first turn.  THUS:

I'm not used to seeing such a small number of units on the table at the start of the game, makes it difficult to counter-deploy!  Pretty obvious stuff here.
I’m not used to seeing such a small number of units on the table at the start of the game, makes it difficult to counter-deploy! Pretty obvious stuff here.
Even knowing that most of the Necron forces are highly mobile and will be deep-striking, with most of their weapons it doesn't matter whether they're hitting on the front, side or rear.  So it didn't make sense to have all my guns sitting idle in the back to counter the deepstrike on rear armour.  24" range on everything didn't make sense to do the same from the front, either.  So?  TO HELL WITH IT.  Lets try to table 'em!
Even knowing that most of the Necron forces are highly mobile and will be deep-striking, with most of their weapons it doesn’t matter whether they’re hitting on the front, side or rear. So it didn’t make sense to have all my guns sitting idle in the back to counter the deepstrike on rear armour. 24″ range on everything didn’t make sense to do the same from the front, either. So? TO HELL WITH IT. Lets try to table ’em!

Not much really happens in the early game, except the Vanilla Russ went hunting Immortals like a boss, from across the table.

KRAKOOM.  Rolling 5+ cover from the hill and 4+ Reanimation, surprisingly only 3 stay dead.  The Manticore had similar results despite similar levels of accuracy.
KRAKOOM. Rolling 5+ cover from the hill and 4+ Reanimation, surprisingly only 3 stay dead. The Manticore had similar results despite similar levels of accuracy.  This happened at least twice in the game, those Immortals were rolling hot, and wouldn’t stay dead.

Then Turn 2…

What he said.
What he said.

The Monolith dropped in behind the Manticore, both Scythes made a run frontally on Pask and the Bullgryns, and Obyron mishapped (TWICE [in two separate turns]) while trying to get in behind Pask and perhaps more importantly out of reach of the Bullgryns.  Fortunately both times he just wound up going into ongoing reserves.

Pask, meet Doom-Scythe.  The Doom-Scythe stuns Pask on the side armour, but doesn't have sufficient length on the death-beam-ray thing to score 2 hits on the unit.  If the Scythe hadn't been able to do that, Pask would have been taking advantage of the Skyfire Nexus he was sitting on top of.  Almost certain doom for the.... Doom Scythe.... *sigh*
Pask, meet Doom-Scythe. The Doom-Scythe stuns Pask on the side armour, but doesn’t have sufficient length on the death-beam-ray thing to score 2 hits on the unit. If the Scythe hadn’t been able to do that, Pask would have been taking advantage of the Skyfire Nexus he was sitting on top of. Almost certain doom for the…. Doom Scythe…. *sigh*
This would have been bottom of Turn 2.  Infantry platoon is piled in while the Vendetta streaks overhead to intercept the doom Scythe.
This would have been bottom of Turn 2. Infantry platoon is piled in while the Vendetta streaks overhead to intercept the doom Scythe.

The scarabs were hunting.  They wanted them some Wyvern, and they wanted it bad.  But they found their progress blocked by the infantry platoon and a wall of artillery fire.  So they settled for some Infantry instead.

By the time the pitched assault betwixt the Guard regulars and the fearless scarabs was resolved, The Wyvern had exploded due to a Night Scythe flying overhead, the Manticore was on the run from the Monolith lobbing ordinance all the while.

You hunt metal bugs for 5 friggin’ minutes and the world falls apart around you.  FFFFF—–

Not pictured is the Annihilation Barge, which was sitting over top of this objective, and exploded violently to Meltagun fire.
Not pictured is the Annihilation Barge, which was sitting over top of this objective, but exploded violently to Meltagun fire in the bottom 2.  Up until this point, the Annihilation Barge had been Harassing the Armoured Sentinels which were advancing straight up the middle (for no particular reason, really.)
Uhhh, where did this Monolith come from...????  The Manticore bugs out while the Doom Scythe flies off the board, the Night Scythe absolutely torching the Wyvern.
Uhhh, where did this Monolith come from…???? The Manticore bugs out while the Doom Scythe flies off the board, the Night Scythe absolutely torching the Wyvern.

I guess it would have been the bottom of Turn 3, when I had the opportunity to complete the coup de grasse.  I had drawn both the “Ascension” and “Domination” tactical objectives, and a very real way of achieving both.  Tactically spread out across the table, Guardsmen occupied every single objective, but when the Manticore stumbled onto an objective, it very quickly learned it was sabotaged.

*Kaboom*, the Manticore loses its last hullpoint to a S4 hit on its side armour.

Grumbling, the Guard commander settled for the D3 Victory points instead of the 2D3+3 that could have been.  I discard the Domination card later that turn, not having enough units on the table to really get the job done at all, and Obyron likely to actually arrive on the table at any time…


 

The infantry platoon, having wiped out the Scarabs are feeling pretty big on themselves.  The Vendetta is overhead flying over-watch, their Platoon Commander is on the ground up field securing objectives, and it seems the Necrons are focused on taking down the battle tanks…

Having just received a fresh shipment of Melta Bombs from the Logistics corps, the platoon strikes forwards towards the Monolith.  They accomplish nothing.
Having just received a fresh shipment of Melta Bombs from the Logistics corps, the platoon strikes forwards towards the Monolith. They accomplish nothing.

They accomplish less than nothing.  They commit suicide.

The front door opens, and all of the unit’s Commissars and Sergeants are sucked into a realm of unbelievable terror.  The rest of the unit is torn to shreds with Gauss beams and the lone survivor runs off the table, presumably for a new pair of britches.

So much for that, the Platoon Commander mutters to himself, slapping himself on the forehead, moments before he himself is vaporized by the Doom Scythe which has re-appeared behind him.

Mars Attacks


 

Late Game:

Zahndrekh has seen enough, and determined that Pask needs to die.  He teleports across the table through the Monolith, and roasts the Vanilla Russ with Tank-hunting Gauss.  One hull point spills over to Pask, but he makes a few cover saves to stay ticking.  He rakes down a few of the immortals, who promptly stand back up again (that's starting to get old by this point).  He falls the next turn on the frontal arc to the Gauss.
Zahndrekh has seen enough, and determined that Pask needs to die. He teleports across the table through the Monolith, and roasts the Vanilla Russ with Tank-hunting Gauss. One hull point spills over to Pask, but he makes a few cover saves to stay ticking. He rakes down a few of the immortals, who promptly stand back up again (that’s starting to get old by this point). He falls the next turn on the frontal arc to the Gauss.

 

The score is relatively tight, and Obyron finally drops down right in front of the Bullgryns to double-tap them to the face with a full unit of Warriors.  The idea is to wipe out the unit of Bullgryns and take the Objective, which was worth 3 Victory points to the Necron battle effort (he was sitting on 3 of those “Capture and Control” objectives, for the same one.  What are the odds of that happening…???)

The Bullgryns have their shields locked, and only take 2 wounds.  (damn these guys are tight)

The next turn, about 15-20 wounds are stacked up on 3 grenadier gauntlet rounds (the warriors are in perfect deep-strike formation), and many warriors die.  The melta veterans and last remaining sentinel pitch in.  Many warriors die.

Bullgryns Charge!  2 warriors die, trampled underfoot by hammer of wrath.  Obyron hacks down their Bone’ead in a challenge, but the Bullgryns and Priest, filled with zealotry and singing songs of the good times (Hatred and Warhymns) kill another 6 warriors.  Rolling a leadership test (10-4=6) I guess the Necrons are every bit as slow as the Bullgryns, and they have the momentum.  The Warriors and Obyron are Trampled underfoot.  (I cannot believe that this just happened.  CANNOT.  BELIEVE.)

Not Pictured: An entire unit of Necron Warriors who died to the Bullgryn awesomeness.  RIP Bone'ead

Not Pictured: An entire unit of Necron Warriors who died to the Bullgryn awesomeness. RIP Bone’ead

Having seen enough, Zahndrekh pulls the plug and gets the Necrons out of there.  Imperial Guard take the victory on merits of Tactical Objectives, 7-4 (or 7-5, I forget).


 

Debrief:

Necrons are pretty awesome to play against.  You never know where they’ll be popping up next, with their teleportation, deep striking shenanigans.  Their basic weapons have the ability to threaten anything on the table, and their fliers are top notch.

I’m excited for their new codex, and playing more games with BRaff!

I’ll admit when I started this game I felt pretty good about myself, because I thought Instant Death negated Reanimation Protocols.  Apparently I was incorrect on this issue.  And man, did it play big into this game.

I also learned my lesson about charging AV14 with only 2 melta-bombs.  Particularly when they can just open the hell-door and swallow entire units whole.  That’s some messed up stuff, even by 40k standards.  (The game before, BRaff tells me the Monolith swallowed Draigo and his whole unit whole).  I believe him.

The biggest lesson I learned I think:  Kill the troops, and you’ll probably put yourself in a good position to win.  This one was no different.

Had the game continued, the Necrons would have still had their Doom Scythe on the table, the Monolith, about half of the Immortals and the Monolith.  It’s not clear if they would have had enough to continue scoring objectives.

The Guard meanwhile, still had the untouched unit of Veterans, a Chimera, the Vendetta, and a wounded (but triumphant!) unit of Bullgryns.  They were in a pretty good position to continue scoring.

Absolutely great game.


Outtro:

======

Zahndrekh scanned the remains of the battlefield, impressed with these peculiarly large traitorous Necrontyr guile and pluckiness.  While faithful Obyron was able to put one of them down with relative ease, his remaining troops were simply no match for their size and sheer brutality.

Similarly, their transports appeared primitive by comparisons to all self-respecting Necrontyr, but effective.  Some of their barges appeared particularly well armed.  The day was lost.

‘No matter,’ he parsed, there would be time enough to take this into account.  He triggered the Phase Shift protocol, to welcome his prisoners into his court as honoured guests.  Obyron would be along shortly.  He always was.

Flanked by silent Immortals, he approached the court yard in front of his personal Sepulchre, presently occupied by his court members.  They were jeering at the dozen-or-so unusually pale –and terrified– Necrontyr Warriors from the 43rd Cadian Dynasty.

Now… Where to begin…?

Sitting down in his ornately carved obsidian throne, Zahndrekh offered his guests a cigar.

“Has anyone told you of my exploits on Cano’var?” he began.

There was a collective metallic sigh in the court.  “Not Cano’var again…”

The Commissar quietly pulled out his pistol and carefully aimed it at his own temple.  Nodding at Sergeant Hawking “This one’s all you, boyos.”

*BLAM*

=====

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14 Replies to “AAR: Astra Militarum vs. Necrons (1,500 pts HIGHLANDER)”

    1. My one comment about the Bullgryns is that you have to be smart about what kind of shooting you’re up against.

      If you anticipate being shot by a Large Blast S8 AP3 template for example, it’d make more sense to spread your ‘gryns as far out as possible. If you’re anticipating a Plasma Cannon shot, same thing. If you’re going to get shot by anything AP4, time to lock shields. Same with MANY shots.

      If you’re about to charge into assault, lock up. They’ll be over-watching, and accepting your charge with the 3+ armour save.

      They’re simply a very useful unit to have on the table. I love what they contribute to the table top, and even if they die, they typically die spectacularly, good for a strong narrative.

      Just remember to keep a priest nearby to help them out with their morale problems. A commissar won’t cut it, because he’d *BLAM* for 3 wounds. (OUCH)

  1. You might need to rename your blog the Bullgryns appreciation society.

    Good to see th. Necrons getting a spanking I used to get knocked around by necrons regularly I remember losing a full sized unit of legion of the dammed to a C’tan cause I didn’t realise his weapon ignored invulnerable saves still feel a bit burnt by that I mean if your invulnerable save can be bypassed then it should really be called something else :(. Plus I can remember thinking yeah I’ve got him on the run then most ofvthe troops I killed just got back up. Ofcourse that was the old dex never played the new one.

    Still kicking around Ravenguard marine lists with a view to playing again just need some time and tad more motivation of course all the lists I really like involve significant numbers of new models including another Storm raven.

    I also have started spending unreasonable amounts of time eyeing the new skaven models which is particularly stupid as I’ve never played Fantasy and the whole net seems to be in uproar over the 9th edition rumours but I never was that bright 🙂

    1. I had actually considered doing something like that, but they’re getting a lot of love on here as-is. They’re definitely champions, when given the opportunity to shine. And if people spend time shooting them away, they’re probably not focused on the Veterans and Leman Russes that are closing the gap to tear them a new butt-hole. win-win!

      The Necrons were a challenge. I’d never played them before this game. They have some really nifty guns that provide some difficult table positioning. Tesla can be mean, but that’ll get a makeover in the next codex I’m sure. With TL-Tesla, my opponent was routinely rolling 6 hits out of a possible 4. I don’t even… wha?

      2 flying land raiders? What? That’d be huge! Can’t Ravenguard get up to deep-strike shenanigans? WIth shrike on the ground and infiltrating T1, most of your reserves can come on w/o scattering b/c homing beacons, iirc?

      I have also felt the allure of those fantasy models, but I’m going to hold on until Orcz. I have this thing for Black Orcs. I’m probably crazy. It might be one of those things, I buy a kit just to paint ’em.

      1. Yeah the list I like looks a bit like this
        Shrike. 185
        Scout. 10 man vet sarge melta bomb 4 sr hb hfs ls storm 187
        Scout. 10 man vet sarge melta bomb 4 sr hb hfs ls Storm 187
        Scout five man vet sarge power fist LS Storm 135
        Tactical Squad 10 man flamer multi melta. 155
        Tactical Squad 10 man flamer multi melta. . 155
        Storm raven mm. 200
        Storm raven mm. 200
        Scout Bikers locator beacon. 64
        Storm talon. Skyhammer missile . 125
        Van vets 7 man 3 x lc 2 x ss 1 x th jp. Mb 255
        1848
        The battle plan being combat squad the scouts snipers either sit on home objective or infiltrate onto midfield objectives the landspeeder storms scout move into the opposing deployment zone hitting targets of opportunity the bikers move up with the homing beacon to guide in the flyers and the tactical squads sit in the Storm Raven’s ready for to grab and hold objectives as they come up. The landspeeder storms give me mobile objectives secured and Shrike and Vanguard vets give me a scary unit romping around the opponents back field hopefully killing but mostly drawing fire away from the the squishier bits of my army.

        It’s a bit shit or bust cause of the large percentage starting in reserve there’s a danger of getting blown of the board before the flyers can come in but it’s very mobile and has lots of deployment options. It fits into the fluff of ravenguard lots of scouts appearing behind enemy lines then guiding in airborne reserves to hit where the enemies weakest. A bit spammy though.

          1. Looks great to me! With all those places you can stick Locator beacons, I feel like this list would benefit from having something HEAVY dropping on people’s heads… Have you considered running some Assault Termies in lieu of perhaps one of the tacs and a Raven? That’d make killing your scouts all the more important to an enemy, and buy Shrike some time to get into position where he’d smash some ‘eads!

            I just find tac squads a bit underwhelming when it comes to their punching ability….

            1. It’s a thought to be sure and I’ve got some cc termies converted to have beakie style helmets. I think if I was going to do that I’d drop the storm talon and the sniper scouts which would free up enough points for 7 termies one thing I found with termies is 10 makes a huge footprint for deep striking. I’m assuming in 7th you still do the ring formation thing for DS?

              Tac squads don’t have a huge punch its true but stick a full sized squad in a ruins or area terrain and there difficult to shift just what you want in a scoring unit. Jack of all trades and master of none unfortunately.

              The thing with Shrike is he’s not actually the cc beast he’s made out to be but he has a huge psychological impact on the enemy

              “shit shit shit Shrike’s coming to get me”

              And I find its best to play to these advantages and force your opponent out of playing his game and into reacting to yours that’s why i want to stick some Storm shields in with the Vanguard Vets to tank a few wounds and keep him in the game and the enemy off balance as long as possible allowing me to play the scoring game with the rest of my army which is majority objective secured.

              Big however this is all theory hammer at this point haven’t really played seventh at all so might need to tinker a bit once I get going

              1. it would be a huge footprint (that ring formation is still very much a thing) but if you have locator beacons on your scouts (who are likely jinking like MF’ers) it won’t make a lick of difference. Run them in the shooting phase afterwards to spread them out so you don’t get owned by a single Exocrine or Riptide or something.

                Threat overload is a pretty good way of doing things! In the end SOMETHING’S going to get through.

                1. It’s not just the deepstrike mishap though it’s finding a space big enough to deploy into not a issue every time but I had it come up a few times.

                  The other things I’d like to get into the list is my sterguard vets got some great models made from the Forgeworld RG upgrade kit and podding them in would increase the alpha strike early game pressure also pods can take the full homing beacon not just the teleport homer so all DS units can use not just termies

                    1. Yeah the xtra attack is a nice bonus but it’s the swiss army ammo box that’s the real draw 2+ poisoned hellfire round and AP3 vengeance rounds rapid firing in your direction and with overwatch even more utility combi weapons are nice to although not as good as in fifth when they were 5 points a pop

                    2. Yeah, that’s the obvious one. But when you’re playing as Orkz or something you know the bolters are going to make stuff hurt. What you don’t expect them to be swinging in front of you and with such ferocity. Add a heavy flamer for the ultimate troll unit.

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