The 40k crowd at Redcap’s was again pretty big last night, there had to be at least 16 people hanging out (a few not playing). Lovell and I played another really good, super tight match last night. We basically wound up playing two games: One taking about 20 minutes to setup and 10 minutes to play, and another starting with a highly variant deployment setup…
Army
Slightly revising one of my two current 1850 standard lists, I basically swapped out a Predator for an ADL with Quad-gun:
- Capt Angholan—Vulkan
- Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
- Terminators x5 w/ Thunderhammers and Storm Shields
- Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
- Tacticals x5 w/ Razorback, Powerfist, Plasmagun, Melta Bombs
- Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
- Tacticals x10 w/ Missile Launcher, Flamer
- Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
- Landspeeders x3 w/ Multi-Melta, Heavy Flamer
- Predator w/ Autocannon, Heavy Bolter sponsons
- Aegis Defense Line w/ Quad-gun
For his core Lovell brought something like his usual HQ court, blob of Warriors, two Night Scythes carrying blobs of Immortals. Spicing it up though he brought a unit of six Canoptek Acanthrites and a Tesseract Ark. As a side note, like nearly all of the recent GW and ForgeWorld Necron designs, the Ark is a beautiful model. I don’t care if it makes sense or not for Necron vehicles to have humanoid pilots, they look awesome.
Battle
For a change in Lovell’s Relic-stealing trend, we rolled for Purge the Alien (Annihilation) and whatever deployment puts you on the short edges crossing the longer length of the table. I haven’t played the latter recently and it was interested how it definitely compressed the sides and made a huge mid-field. On the other hand, it would probably be a more telling different with either army putting more focus on long range artillery.
Lovell took first turn and put down just the Ark and Warriors. I put down everybody except my Drop Pod of Sternguard and Librarian. We had a ton of terrain on the board plus a bunch of my foot soldiers were tucked behind the ADL, so his shooting was limited in options and didn’t go well anyway. The return attack was lethal. Sternguard and Landspeeders took out the Ark pretty handily with massed Melta, Vulkan and a Combat Squad took down the Royal Court in flames, and everybody else poured high caliber weapons and Bolters into the Warriors. By the end Lovell had literally a single Warrior left on the table. Unfortunately there was absolutely nothing more I could do to take that guy and win the game outright in Turn 1.
Pretty awesomely, from that near-tabling Lovell and his Necrons then fought all the way back to a pretty evenly matched game. I was definitely ahead in both Kill Points and momentum from there, but it wasn’t a set thing. A bunch of the Warriors stood back up under that one guy’s direction, the HQ had Everliving and resurrected, and the cavalry arrived in the zooming Night Scythes.
The battle basically broke down into three components: Warriors, Immortals, and a supporting Scythe exchanging fire with my defensive line, comprised of Devastators and a unit on the ADL Quad-gun, on my left flank; Captain Angholan, Terminators, and friends battling the HQ and Acanthrites with support from the Predator in the center of the table; and the Landspeeders and a Tactical Squad going after the other group of Immortals on the right flank.
Of course being new and freshly painted, the ADL Quad-gun managed precisely nothing before being destroyed by a lot of concentrated fire. Devastators were also subsequently immediately devastated, but not before crippling the opposing infantry on their flank, to be eventually cleaned up by Angholan and friends. The other components evolved as the Marines managing to encircle and cut off each group of Necrons, pouring fire in and then charging in joint assaults.
Outcome
Kingbreakers carry the day with 6 Kill Points plus First Blood, Warlord, and Linebreaker, against Necrons 5 Kill Points. Somewhat notably, without even thinking about it we counted the ADL Quad-gun as a Kill Point. A discussion among the PAGE crew has me thinking that’s probably not correct, but terribly under-specified by the rules either way.
Analysis
On the one hand the ADL didn’t actually do anything before being destroyed. On the other hand it scared Lovell enough that he put a lot of fire to the Quad-gun instead of my actual dudes, so that is valuable in and of itself. We had a ton of terrain on the table so the actual barricade wasn’t as useful as it might have been, but I could definitely see the use. I do need to keep in mind though to not let that be a trap and keep my guys hanging back too far. In this match I was trying to be conscious of “Well, the gun’s destroyed, and the Devastators gone, lot’s abandon this position and go chop up some Necrons!”
As I’ve been doing lately I started my Terminators on the board in a defensive position. This has been working out much much better than Reserving them and Deep Striking. Who knows in the latter when they’ll come in and where they’ll land—even assuming no mishaps. Even if they arrive early and well they’ll stand there a turn getting shot at before assaulting, and probably not be able to catch up to anything anyway. Placed defensively on foot they’ll never get to an offensive position, but they’re guaranteed to be there protecting your home turf. In this case, they were an excellent hard buffer between the Anthracites and my Predator, which they were definitely looking to attack, as well as some Tacticals.
Sternguard for a recent change actually got to fill my traditional role for them: Wipe out something important, then do their best to poke at and assault whatever fills that void. The Librarian is really letting me down though, a huge bummer given his recent paintjob. Sixth edition’s random powers just make it much too hard to even learn how to use them well, let alone do so. Psychic Hoods also just aren’t as useful defensively as they used to be. So, disappointingly, I am thinking about dropping him in favor of another super secret supporting HQ.
Most of all though, I think this game really showed one of the key flavors of the Necrons. As an elite army they’re just not going to have a ton of units or even models on the table, so it can really feel like you’re losing, and in fact you could be coming perilously close to being utterly tabled. But there’s always a strong chance you can battle back from a complete hole, as happened here and in some recent previous games.