Battle Report Blood Angels vs Necrons.
The Points: 1750
The lists -
(if for some reason you dont like buttons and friendly popups or they arent supported in your browser, they can also be found below but I felt this was wall of text enough without adding more.)
Necrons List
Blood Angels List
Pre Match thoughts
So this week I had a game against my mate O'Shashar from http://cupboardofnurgle.blogspot.co.uk/, Sorry there are no pics for this one, will have to remember my camera next time.
Second
game I have had in a long time so still a bit rusty and have not played my
jumper hybrid list for a while now however my mate is quite new to Necrons so
experience wise it was about 50/50.
My devs
will likely be useless in this game as av13 is a pain to crack with s8 I find. Melta however will utterly slaughter vehicles
though they aren’t the main threat to me in this game, what I actually need to
kill isn’t the thing I’m best at killing.
The Board Layout
Standard
6’ by 4’ board, we had a fair bit of terrain, fortress of redemption in the
middle, skyshield on the bottom left to me and a large ruin on the top right,
some other random small bits of terrain scattered around.
The Mission
Spearhead/Seize
ground
3 Objectives
on offer, one placed on the left, one on the right and one in the middle, about
as far apart as they could possible have been.
The Deployment
Blood
Angles win the roll and opt to go second, Necrons deploy everything on the
board, generally right in the middle of the board and Blood Angels deploy just
1 priest and both dev squads in the skyshield to the left.
Notes: They
are going to take 2 rounds of fire here but have FNP and a cover save so
hopefully should last at the very least long enough for the jumpers to
arrive. Necrons have a fair walk to get
even into shooting range for most of their army and won’t be assaulting them
anytime soon.
Necrons Turn 1
Immortals
with their teleporting cryptek deep strike right in front of my devs, a small
scatter but remain in rapid fire range.
The rest of the army moves around to try and get into range the next
turn.
Shooting
the immortals unload on the first dev squad and get a fair few wounds however
armour save then feel no pain kick in and keep them alive.
Blood Angels Turn 1
Necrons implement
night fighting rules with a solar pulse.
Devs
shoot at the immortals since they will likely be the only thing in range. I opt to go for frag since they are clustered
after deep striking and it’s fairly effective, landing quite a few wound, after
the dust settles there are 5 down total including the cryptek. The other squads missiles are less effective,
landing fewer hits and causing no unsaved wounds.
Crpytec doesn’t
get back up which is nice so no more teleporting form them, along with 3
immortals.
Turn 1 Notes
Went
better than expected, the danger of hybrid if you do go DOA route is they are
extremely vulnerable to an entre army’s worth of shooting for a good 2 turns, the devastators are meant to pop tanks ready
for the marines arrival however most are out of range or a struggle to hurt
anyway with missile launchers.
The
first squad did make their points back with a bit of luck here though which was
nice.
Necrons Turn 2
Crons
continue to move around the board to close in on the devastator squads.
Immortals
shoot them again, this time however killing a couple from squad 1, annihilation
barges shoot them also, further thinning the unit however after all shooting is
done, 1 from squad 1 and most of squad 2 still remain there.
Blood Angels Turn 2
Second
solar pulse comes into effect.
I roll
for reserves and every single thing comes in.
Scouts arrive on my left side, moving in towards the left side objective,
assault flamer squad arrives near the top right objective and both assault
melta squads plus the honor guard appear near my board edge, close to a command
barge.
Shooting
I blow up the command barge leaving the lord out in the open, I fire the honor
guard at him as well but only take a wound off.
Devastators
in the depleted squad 1 fail to wound and further immortals, which the other
squads missiles bounce off the shielding on an annihilation barge.
Turn 2 Notes
Scouts
came in too early which was annoying, especially as they came in at the wrong
side. Feel no pain is being a hero here,
between that and armour saves is has kept my devs alive like a boss. I didn’t deploy as aggressively as I usually
do simply because the threat as I see it wasn’t the vehicles so meltaing them
down just doesn’t seem necessary.
Necrons Turn 3
Crons
continue to move around the huge fortress of redemption in the middle, a large
warrior squad moves up onto it, losing a couple of crons in the process from
its dangerous terrain. Wraiths abandon
their pursuit of the devs for more juicy prey, jumping down towards the closest
melta dev squad. Scarabs and 1 barge move
away from the rest of the army and towards my flamer assault squad on the right
side objective. Ghost ark immobilises itself
trying to rez some fallen warriors.
Shooting
the devastator squad at nearly full strength takes a further hammering from 2
of the annihilation barges causing a fair few wound, 2 more go down. Immortals kill off 3 of the scouts that just
came on. Couple of casualties from assault
marine here and there by random shooting of crypteks and warriors. Scarabs pull out an amazing 6” fleet move
meaning they will get into assault this turn with my flamer squad.
Into
Assault the wraiths and the overlord charge my melta marine squad and the
scarabs charge the flamer assault marines.
Whip
coils do their job and drop my marines down to I1, librarian gets preferred enemy
(rage) off and wraiths begin their attack, a few marines drop but my mate epic
fails on his rending rolls, feel no pain wraps up the rest of the wounds that
got through. Lord kills one of his own. His back manage to kill the lord and take
enough wounds from the wraiths to make combat a draw.
Scarabs
take a fair beating in their first round of combat, taking about 10 wounds and
in retaliation cause barely any wounds, only 1 wound is failed as well which doesn’t
help their cause, losing a couple more bases from fearless wounds. They remain locked in combat.
Blood Angels turn 3
Remaining
devastator shoots but fails to wound anything.
Honor guard jumps over the fortress of redemption and blows up an annihilation
barge with its melta guns. Second melta
assault squad decides not to help their mates in combat and instead kills the
second command barge that has wandered over, leaving the second overlord out in
the open.
In
combat its still the same two fights as before, scarabs this time fare better
however as my attacks only manage to cause 2 wounds and both are saved! Their hits
back however killing a couple of marines this time and the combat is only saved
by the power fist killing 1 and causing a narrow win that the fearless save is
also saved for! My mates dice are on fire right now.
The
wraith combat this time goes much the same as before, couple of wounds to
either side and a draw.
Turn 3 Notes
That was
an extremely scary charge from those scarabs, 24” charge is deadly for sure
however it was more detrimental to them in the end as they took a good solid
beating from it. The other combat went
ok for me, better than expected as I took the charge head on and came out of it
with a draw, can’t complain at that at all.
Necrons Turn 4
Not much
movement from the crons, barges stand sill to fire and finish off the
devastators from squad 1, reducing squad 2 to only 1 missile launcher left,
priest has also gone now. Warriors and
crypteks on the fortress kill a couple of the honor guard marines while
shooting at the long devastator is ineffective.
Immortals finish off the scouts at the top.
Assault
time and the scarabs time is up, marines basic hits wipe enough of them that
they will struggle to survive this time, hits back do no wounds and powerfist
kills all but the last wound on the final scarab, it fails the 1 fearless wound
out of about 7 rolls that I need and the remaining 5 marines consolidate onto
the objective.
The
wraith combat this time does not go as well for me as the overlord also charges
in, the librarian goes down as does the priest, marines hold steadfast however
with 2 remaining and pass their ld test, killing 1 wraith in reply that was
already on 1 wound.
Blood Angels Turn 4
Honor
guard look to a new target, the immobilised ghost ark, however the 1 remaining
melta gun fails to hit (curses!). Last
remaining devastator does nothing as his missile bounces off barge shields
again.
In the
final combat my second marine squad charges into the ongoing wraith combat,
positioning carefully so that none of my key units are in base to base with
whip coils. The charge is fairly
devastating and 4 wraiths are killed in the process as well as the lord however
he does manage to get his attacks in first and kills my priest. The final wraith goes down as well and the
combat there is over.
Turn 4 Notes
Back on
track to a certain extent though still loads of Necrons left, I have lost quite
a few points worth of units now but the shooting coming at me is quite
significant. I have 1 objective for
certain and my mate will get the other side one with his warrior squad out of
the ghost ark, the battle for the final middle objective begins…
Necrons turn 5
Movement
sees the Necrons forces getting closer to my marines to try and shoot them
down, immortals and barges unload on the marines killing a couple however even
though my mates dice are on fire and getting loads of wounds, my armour saves
are also being heroic and keeping my guys alive. Warriors on the wall shoot down the remaining
2 honor guard members with the help of the ark.
Blood Angels Turn 5
The last
2 marines in melta squad 1 and the remaining marines from melta squad 2 jump
forward into range of the objective in case the game ends, as its stands it
will be a draw. Their shooting only
kills 1 of the Necrons on the wall.
Roll is
done and game continues.
Turn 5 Notes
Ok well
would be happy for it to end there, I’m not doing too well at this point and
another round of shooting with no feel no pain is going to sting, just need to
hold on as long as possible
Necrons turn 6
Immortals
open fire on the marines, armour saves hold again though and they shrug it
off. Barges also fire at them, killing a
couple, its not going to be enough.
Necrons on the wall get an awesome 6 for moving through cover and get
all their squad in place to shoot me down, killing the 2 marines on their own,
leaving only 4 in the final squad, one of them a librarian.
Blood Angels turn 6
Nothing
to do but move forward, the last 4 marines bound to the objective and consider
a charge, shooting doesn’t do anything as cover ignores it, I roll for the
difficult terrain test needing a 3… I get a 1 and a 2. We roll for it and the game ends.
Final notes
Its an
epic charge fail so not a change of getting into combat and stealing the win by
wiping out the guys on the wall however I do manage to steal a draw, should it
have gone on to another turn I think I would have been slaughtered and lost
2-1.
Good game
though, the Necron list is solid and though the blood angel list isn’t bad, I’m
not so certain its exactly what I want it to be just yet, further tweaking is
needed.
Pictures next time I promise :)
TL : DR Version
Game was a draw, necrons dominated for most of it but feel no pain did well to keep blood angels in it and snatch the win out of their grasp at the end.
Pictures next time I promise :)
TL : DR Version
Game was a draw, necrons dominated for most of it but feel no pain did well to keep blood angels in it and snatch the win out of their grasp at the end.
Cant we all just get along in our hatred of Gaunts?