Post by Monster Rain on Feb 7, 2011 22:55:14 GMT -5
Lord Tenebrous surveyed the battlefield impassively, marking the plumes of black smoke. The Living were once again encroaching on the Tomb World, ignorantly seeking to plunder its secrets. The Pylons beneath the desert sand had been eager when they were awoken; their relish at blasting the Living's landing crafts from the sky had echoed through the Cell. The infestation was similar to what Tenebrous had often faced in the past, made up of post-human soldiers with thick armor; the only thing that changed was the color of their livery. Something akin to boredom clouded the Necron Lord's mood as it ordered the Pylons to sink back below the planet's surface while simultaneously ordering a standard phalanx teleported to its position. Another purge, then back to sleep. One thing the Star Gods hadn't warned them about, the worst thing, was the tedium of eternity.
I'm playing in a Planetary Empires campaign with Magilla Gurilla, Obi-none and Snake Eyes and this was the first battle of the first round. Due to my shrewd knowledge of my army's weaknesses I decided to snatch up all of the manufactorums that I could, allowing me to get extra points in the battles that I fought. Don't feel like the opponents were at a disadvantage though; they had Power Stations and Command Bastions, giving them +3 on their rolls to go first and reserve rolls as well as Universal Special Rules for some of their units. For example, the two units that Snake Eyes brought as troops: One had Feel no Pain and the other had Furious Charge as well as the reserve and go-first bonuses. I've included the bonuses in the army profiles.
His list:
Eagle Warriors(+3 to go first and reserves):
Captain with Space Marine Bike: Relic Blade, Storm Shield, Melta Bombs, Artificier Armor
Space Marine Bike Squad: 2 Bolters, 2 Melta Guns, Sergeant with a Power Fist; Attack Bike with Multi-Melta (Furious Charge)
Space Marine Bike Squad: 2 Bolters, 2 Melta Guns, Sergeant with a Power Fist; Attack Bike with Multi-Melta (Feel No Pain)
Scout Squad: 3 Shotguns, missile Launcher; Sergeant with Power Fist
2 Attack Bikes with Multi-Melta
3 Attack Bikes with Heavy Bolter
My list:
Necron Lord with Resurrection Orb, Veil of Darkness
10 Warriors
10 Warriors
4 Destroyers
3 Destroyers (150 bonus points. :thumbsup: )
1 Monolith
So we roll for mission and get Seize Ground with 4 objectives. We place them thusly:
While you're looking at the photo, just know that there's nothing fancy about the terrain. If it looks like Area Terrain it is. The deployment type is rolled and it is Spearhead.
The next roll is for first turn, which I win despite Snake Eyes having a +3 to his roll. I choose to go first, mainly because I want to do a lot of damage with my opening salvos or at least make him stay in reserve and give me a little room to move around. I deploy:
A squadron of 4 Destroyers to the left, 3 to the right, the Lord and Warriors in the terrain piece and the Monolith out on the flank. This leaves a squad of Warriors in reserve. Partially so that I can come in farther down my table edge and claim an objective, and partially to avoid getting phased out if things really go badly in the early game.
Snake Eyes Deploys:
The two large bike squads are in reserve. The Captain and 2 MM bikes are on the right behind the scouts on the hill, the Heavy Bolter bikes are at the top. He attempts to seize the initiative and fails. Let the harvest commence!
Turn one!
Top: I don't really do much. My squadron of 4 destroyers move to get within range of the scouts since they're the only thing I can see. The Monolith moves toward them as well. The Warriors and Lord shuffle around a bit, mainly because I didn't feel right not moving them at all.
Both squadrons of Destroyers fire at the scouts. Snake Eyes loses 3 despite going to ground (one of them being the Sergeant) and they fall back, but only 2 inches. They will be easily rallied with ATSKNF since there's none of my units within 6".
Bottom: The Captain and his squad turbo boost behind the pillars on my right flank while the scouts rally and hide safely (or so they think) behind the hill that they started the game on. The Heavy Bolter Attack Bikes move up and draw a bead on my larger squadron of Destroyers. They fire, dropping two. They make their Morale Check and the turn comes to an end.
Turn 2!
Top: My Warriors don't come in from reserve, and both of my Destroyers fail their We'll Be Back roll. This is unacceptable! I leave them on the table and recycle them through the Monolith portal, getting one back. The other squadron scoots forward just a bit, keeping the terrain between them and where I expect the rest of the Marines to show up any minute.
I shoot with the Destroyers and ultimately deal 5 wounds to the Heavy Bolter bikes, leaving a single model with a single wound who then makes his leadership test.
Bottom: The rest of Snake Eye's army shows up and turbo-boosts toward my Warriors that are holding the objective.
Tenebrous watched the dust cloud created by the crude, approaching vehicles with a mixture of amusement and disgust; how predictable the Living were. There had been a time where it would have pleased the Necron Lord to have an enemy fall into his trap so completely. Now it was just impatient to have this annoyance removed from its sight. A chill wind began to circle Tenebrous and its squad of warriors, swirling the desert sand and obscuring them from view.
The Captain and his squad move toward them as well, while the lone Heavy Bolter moves forward 12" and fires again. Another Destroyer from the previously damaged squadron falls. The Multi-Meltas fire at the Monolith but fail to glance it.
Turn 3!
Top: The Squad of Warriors in reserve doesn't come in, and my Destroyer fails his WBB. The Lord and the squad it is attached to use the Veil of Darkness to leap to the other side of the table and there is a moment of drama as I roll a double-6s for the scatter and it is toward the table edge. Luckily I have an inch to spare and I'm still in range of the scouts with my Gauss flayers! The Monolith parks itself on top of a hill so it has a clear shot at everything and the Destroyers move to keep it between them and the approaching bikers. The Particle Whip kills the two Multi-Melta bikes, but the Captain's Artificier Armor saves him from that as well as the 15 Gauss Cannon shots that follow! Lord Tenebrous and the teleported squad gun down the hiding scouts.
Bottom: The Biker Captain races toward my Warrior squad and the other two bike squads turbo-boost again, the squadron with Furious Charge to the objective nearest Snake Eye's table edge and the other (with Feel no Pain) toward the Monolith. The Heavy Bolter Bike moves up and fires at the Warrior squad but neither he nor the Captain do any damage.
Turn 4!
Top: My Squad of Warriors enters from reserve and moves in to rapid-fire the Captain while the Lord and the other squad does the same. The Monolith moves to block the closest way around the hill to the Bikes; hopefully forcing them to take the long way around, move slowly through the terrain or possibly shoot at and assault it. The Destroyers move toward the Captain, staying will outside of 18 inches.
The Warriors do one wound and the Destroyers do two, removing the Captain from the board. The Particle Whip deals 4 wounds to the Bikes nearest to it, killing two of them. The Lord's squad runs.
Bottom: The Heavy Bolter bike continues its drive toward Lord Tenebrous's squad with the nearest squad getting within easy assault range for the next turn. The squad of Bikes near the Monolith decides to go for the glory and just get nearer to it.
The Heavy Bolter knocks down a warrior and the meltas don't do anything to the Monolith, but in assault the squad manages to immobilize it with their Power Fist.
Turn 5!
Top: I utilize the Veil of Darkness yet again, leaping back to my original position! Destroyers all move to where they have shots at both everything and the Warrior squad that came in from reserve moves toward the nearest objective. They run one inch. The rest of my shooting phase is much more fun.
The Destroyers kill one bike from the remaining troop squadron.
Bottom: Snake Eyes, being the cagey opponent that he is, sees the opportunity for a win here. He spreads his squad between two objectives, fires his heavy bolter at a squad (knocking one Warrior down) and prays for the game to end with him winning 2-1. Fortunately, it does not. His controlled objectives are circled in blue, mine in red.
Turn 6!
Top: My warriors move and run toward the nearest objective and the Destroyers kill one more Space Marine Biker. They make their Morale Check.
Bottom: Looking to contest, his Attack Bike moves toward the Warrior squad and he does his best to stretch the three bikes out. One Warrior falls to the Heavy Bolter. The score is 1-1. Does the game end? No!
Turn 7!
Top: The Warriors move up and claim the objective and the Destroyers stay put. Two more bikes from the troop squad die to the squadron of 2 Destroyers, leaving the Sergeant. I fire nine more Gauss Cannon shots at him, dealing 5 wounds.
The Warriors, all 10 of them, don't manage to harm the attack bike that will soon be contesting their objective.
Bottom: Seeing that the game is quickly coming down to a draw and that we have agreed to a Victory Point Tiebreaker in such an instance, he decides to charge the Warrior squad nearest his bike sergeant. The Heavy Bolter from the attack bike kills 2 Warriors on the way in, and then kills 2 more on the charge! I focus the attacks of most of the Warriors in the squad onto the Sergeant with the Power Fist, and deal one wound. He fails the save! That's the only wound I do, so I lose the combat by one and roll the nine (exactly) that I required to stay in close combat.
Necrons win!
The Living had been wiped out nearly to a man, and their doom would soon be complete. Tenebrous spared the materiel that they had been fighting over a cursory glance before lowering its staff of light and disintegrating the primitive Imperial machinery that had fallen from the sky from a burning Thunderhawk. Though they were weak and crude, the Necron Lord found itself envying the gusto with which the Living charged into battle. It barely remembered what it had felt like to not view existence through eyes jaded of aeons of ennui. Tenebrous also coveted their weakness; they were dead now, and free.
So that was a really good game! I went in with the plan of staying back and shooting and using the veil to get out of sticky situations and it seemed like it worked out pretty well, even though if the game had ended turn 5 I would have lost! Maybe I wasn't aggressive enough? Anyway, it was a fun game and I hope you all liked the report!
I'm playing in a Planetary Empires campaign with Magilla Gurilla, Obi-none and Snake Eyes and this was the first battle of the first round. Due to my shrewd knowledge of my army's weaknesses I decided to snatch up all of the manufactorums that I could, allowing me to get extra points in the battles that I fought. Don't feel like the opponents were at a disadvantage though; they had Power Stations and Command Bastions, giving them +3 on their rolls to go first and reserve rolls as well as Universal Special Rules for some of their units. For example, the two units that Snake Eyes brought as troops: One had Feel no Pain and the other had Furious Charge as well as the reserve and go-first bonuses. I've included the bonuses in the army profiles.
His list:
Eagle Warriors(+3 to go first and reserves):
Captain with Space Marine Bike: Relic Blade, Storm Shield, Melta Bombs, Artificier Armor
Space Marine Bike Squad: 2 Bolters, 2 Melta Guns, Sergeant with a Power Fist; Attack Bike with Multi-Melta (Furious Charge)
Space Marine Bike Squad: 2 Bolters, 2 Melta Guns, Sergeant with a Power Fist; Attack Bike with Multi-Melta (Feel No Pain)
Scout Squad: 3 Shotguns, missile Launcher; Sergeant with Power Fist
2 Attack Bikes with Multi-Melta
3 Attack Bikes with Heavy Bolter
My list:
Necron Lord with Resurrection Orb, Veil of Darkness
10 Warriors
10 Warriors
4 Destroyers
3 Destroyers (150 bonus points. :thumbsup: )
1 Monolith
So we roll for mission and get Seize Ground with 4 objectives. We place them thusly:
While you're looking at the photo, just know that there's nothing fancy about the terrain. If it looks like Area Terrain it is. The deployment type is rolled and it is Spearhead.
The next roll is for first turn, which I win despite Snake Eyes having a +3 to his roll. I choose to go first, mainly because I want to do a lot of damage with my opening salvos or at least make him stay in reserve and give me a little room to move around. I deploy:
A squadron of 4 Destroyers to the left, 3 to the right, the Lord and Warriors in the terrain piece and the Monolith out on the flank. This leaves a squad of Warriors in reserve. Partially so that I can come in farther down my table edge and claim an objective, and partially to avoid getting phased out if things really go badly in the early game.
Snake Eyes Deploys:
The two large bike squads are in reserve. The Captain and 2 MM bikes are on the right behind the scouts on the hill, the Heavy Bolter bikes are at the top. He attempts to seize the initiative and fails. Let the harvest commence!
Turn one!
Top: I don't really do much. My squadron of 4 destroyers move to get within range of the scouts since they're the only thing I can see. The Monolith moves toward them as well. The Warriors and Lord shuffle around a bit, mainly because I didn't feel right not moving them at all.
Both squadrons of Destroyers fire at the scouts. Snake Eyes loses 3 despite going to ground (one of them being the Sergeant) and they fall back, but only 2 inches. They will be easily rallied with ATSKNF since there's none of my units within 6".
Bottom: The Captain and his squad turbo boost behind the pillars on my right flank while the scouts rally and hide safely (or so they think) behind the hill that they started the game on. The Heavy Bolter Attack Bikes move up and draw a bead on my larger squadron of Destroyers. They fire, dropping two. They make their Morale Check and the turn comes to an end.
Turn 2!
Top: My Warriors don't come in from reserve, and both of my Destroyers fail their We'll Be Back roll. This is unacceptable! I leave them on the table and recycle them through the Monolith portal, getting one back. The other squadron scoots forward just a bit, keeping the terrain between them and where I expect the rest of the Marines to show up any minute.
I shoot with the Destroyers and ultimately deal 5 wounds to the Heavy Bolter bikes, leaving a single model with a single wound who then makes his leadership test.
Bottom: The rest of Snake Eye's army shows up and turbo-boosts toward my Warriors that are holding the objective.
Tenebrous watched the dust cloud created by the crude, approaching vehicles with a mixture of amusement and disgust; how predictable the Living were. There had been a time where it would have pleased the Necron Lord to have an enemy fall into his trap so completely. Now it was just impatient to have this annoyance removed from its sight. A chill wind began to circle Tenebrous and its squad of warriors, swirling the desert sand and obscuring them from view.
The Captain and his squad move toward them as well, while the lone Heavy Bolter moves forward 12" and fires again. Another Destroyer from the previously damaged squadron falls. The Multi-Meltas fire at the Monolith but fail to glance it.
Turn 3!
Top: The Squad of Warriors in reserve doesn't come in, and my Destroyer fails his WBB. The Lord and the squad it is attached to use the Veil of Darkness to leap to the other side of the table and there is a moment of drama as I roll a double-6s for the scatter and it is toward the table edge. Luckily I have an inch to spare and I'm still in range of the scouts with my Gauss flayers! The Monolith parks itself on top of a hill so it has a clear shot at everything and the Destroyers move to keep it between them and the approaching bikers. The Particle Whip kills the two Multi-Melta bikes, but the Captain's Artificier Armor saves him from that as well as the 15 Gauss Cannon shots that follow! Lord Tenebrous and the teleported squad gun down the hiding scouts.
Bottom: The Biker Captain races toward my Warrior squad and the other two bike squads turbo-boost again, the squadron with Furious Charge to the objective nearest Snake Eye's table edge and the other (with Feel no Pain) toward the Monolith. The Heavy Bolter Bike moves up and fires at the Warrior squad but neither he nor the Captain do any damage.
Turn 4!
Top: My Squad of Warriors enters from reserve and moves in to rapid-fire the Captain while the Lord and the other squad does the same. The Monolith moves to block the closest way around the hill to the Bikes; hopefully forcing them to take the long way around, move slowly through the terrain or possibly shoot at and assault it. The Destroyers move toward the Captain, staying will outside of 18 inches.
The Warriors do one wound and the Destroyers do two, removing the Captain from the board. The Particle Whip deals 4 wounds to the Bikes nearest to it, killing two of them. The Lord's squad runs.
Bottom: The Heavy Bolter bike continues its drive toward Lord Tenebrous's squad with the nearest squad getting within easy assault range for the next turn. The squad of Bikes near the Monolith decides to go for the glory and just get nearer to it.
The Heavy Bolter knocks down a warrior and the meltas don't do anything to the Monolith, but in assault the squad manages to immobilize it with their Power Fist.
Turn 5!
Top: I utilize the Veil of Darkness yet again, leaping back to my original position! Destroyers all move to where they have shots at both everything and the Warrior squad that came in from reserve moves toward the nearest objective. They run one inch. The rest of my shooting phase is much more fun.
The Destroyers kill one bike from the remaining troop squadron.
Bottom: Snake Eyes, being the cagey opponent that he is, sees the opportunity for a win here. He spreads his squad between two objectives, fires his heavy bolter at a squad (knocking one Warrior down) and prays for the game to end with him winning 2-1. Fortunately, it does not. His controlled objectives are circled in blue, mine in red.
Turn 6!
Top: My warriors move and run toward the nearest objective and the Destroyers kill one more Space Marine Biker. They make their Morale Check.
Bottom: Looking to contest, his Attack Bike moves toward the Warrior squad and he does his best to stretch the three bikes out. One Warrior falls to the Heavy Bolter. The score is 1-1. Does the game end? No!
Turn 7!
Top: The Warriors move up and claim the objective and the Destroyers stay put. Two more bikes from the troop squad die to the squadron of 2 Destroyers, leaving the Sergeant. I fire nine more Gauss Cannon shots at him, dealing 5 wounds.
The Warriors, all 10 of them, don't manage to harm the attack bike that will soon be contesting their objective.
Bottom: Seeing that the game is quickly coming down to a draw and that we have agreed to a Victory Point Tiebreaker in such an instance, he decides to charge the Warrior squad nearest his bike sergeant. The Heavy Bolter from the attack bike kills 2 Warriors on the way in, and then kills 2 more on the charge! I focus the attacks of most of the Warriors in the squad onto the Sergeant with the Power Fist, and deal one wound. He fails the save! That's the only wound I do, so I lose the combat by one and roll the nine (exactly) that I required to stay in close combat.
Necrons win!
The Living had been wiped out nearly to a man, and their doom would soon be complete. Tenebrous spared the materiel that they had been fighting over a cursory glance before lowering its staff of light and disintegrating the primitive Imperial machinery that had fallen from the sky from a burning Thunderhawk. Though they were weak and crude, the Necron Lord found itself envying the gusto with which the Living charged into battle. It barely remembered what it had felt like to not view existence through eyes jaded of aeons of ennui. Tenebrous also coveted their weakness; they were dead now, and free.
So that was a really good game! I went in with the plan of staying back and shooting and using the veil to get out of sticky situations and it seemed like it worked out pretty well, even though if the game had ended turn 5 I would have lost! Maybe I wasn't aggressive enough? Anyway, it was a fun game and I hope you all liked the report!