How to find your way through the wreckage

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Friday, 21 December 2012

Battle Report: Warhammer 40k 1750 points Imperial Fists Vs Necrons / Chaos Space Marines (Round 2)

1750 Point Warhammer 40K Battle Report

(Round 2)

Imperial Fists



A rematch against the army that defeated me previously. This should be very interesting this time round as now we have an idea of each others army and a lot will rest on the scenario and deployment that gets rolled up. Once more Chazz is facing off with his Necron/Chaos combo, whilst I have given a slight tweak to my list to include a few more good Marines to put onto the table.

Forces on parade are:

The Good Guys (Garrison drawn from Imperial Fists 4th Company)
Captain (Artificer Armour, Relic Blade, Jump Pack)
10 x Tactical Marines (Flamer, Plasma Cannon, Melta Bombs)
10 x Tactical Marines (Flamer, Plasma Cannon)
10 x Tactical Marines (Flamer, Plasma Cannon)
10 x Assault Marines (Sgt w/Power Sword, Melta Bombs)
2 x Storm Talon (Twin-Linked Assault Cannon, Typhoon Missile Launchers)
Predator (Lascannon sponsons, Twin-linked Lascannon turret)
Predator (Lascannon sponsons, Twin-linked Lascannon turret)
Thunderfire Cannon
Aegis Defence Line (Quad Gun)

The Bad Guys (Guys who steal Relics....)

(may be errors in the list details) - same list as last time
Necron Lord (Catacomb Command Barge, Warscythe, Mindshackle Scarabs)
1x Annihilation Barge
11 Necron Warriors
5 x Canoptek Wraiths (2x Whip Coils)
5 x Immortals (Night Scythe, Crytpek w/Abyssal Staff, Tesla Carbines)
5 x Immortals (Night Scythe, Cryptek w/Abyssal Staff, Gauss Blasters)

Chaos Lord (Power Weapons, Jump Pack, Mark of Slaanesh)
8 x Raptors (Aspiring Champion w/Lightning Claws, Mark of Slaanesh, Veterans of the Long War, Meltagun)
10 x Chaos Marines (Aspiring Champion w/Lightning Claw, Mark of Slaanesh, Veterans of the Long War, Plasma Gun)
10 x Cultists (Champion, Mark of Slaanesh, Autoguns)
2 x Obiliterators

So keen for a second crack at the champion we got underway with a pre-ruling of discarding any Relic scenario result.


Scenario: Emperors Will ( single objective each...)
Deployment Type: Dawn of War (long edges)
Had a good spread of terrain with a ruined fort blocking the central lines of fire. The Objectives were slightly offset, so potential was there to play alternate flank-pinwheel type game. I got to pick the table edge and picked the side with the smaller distance to the fort, this would allow my long range weapons to deploy on flanks and have reasonable arcs onto the enemies forces. With only one objective each we would be forced to cross the battlefield to deny/seize the opponent objective, hold our own, and try and pick up the bonus VPs if we could. Chazz won the roll to deploy/first turn and choose to deploy and take that first turn. Every turn would get him closer to me and commence the assault. Once he had deployed I was struck by one of the sudden pre-game problems, a brain freeze on what to do to respond to him. Not a good thing as it means you are responding to your opponents plan, not generating your own. Ah well, these things happen.

So with all forces deployed here is where we are:

Deployment - The Objectives are the small blue round things.
Description for the Necrons - From the left is the Raptors and Chaos Lord. To the rear is the CSM squad with Wraiths in front. The Necron Lord on his Command Barge is central with a squad of Necron Warriors behind him. To the right is the two Obliterators and the Annihilation Barges. The Chaos Cultists were in reserve, along with the two Night Scythes and their Immortal Squads.

Description for the Imperial Fists - From the left is a full Tactical Squad followed by a Predator. Behind the Aegis Defence Line is two Combat Squads and the Quad Gun. A Fire Supprt Squad is to their right along with the second Predator. On the hill is another Fire Support Squad. On the far right is the Thunderfire Cannon. The Assault Marines and Captain are in Deepstrike Reserve, The two Storm Talons are in reserve as well.

I stole the initiative (thanks to superior Imperial Tacticians not getting bogged down in paperwork) and we got started.

TURN 1 - (no night fighting)

Imperial Fists Turn 1
IF Turn 1

After stealing the initiative the Imperial Fists opened up their gun line and began throwing out deadly fire across the battlefield. One of the Predators punched through the shielding of the Annihilation Barge immobilising and destroying one of its weapons. It still had a 24" reach but could no longer move to bring its guns to fire and would take no further part in the battle. The second Predator was only able to glance the Necron Lord. Wounds were placed on both Obliterators by Plasma Cannons and the Thunderfire Cannon almost completely decimated the Necron Warrior squad, killing six once a few of the mechanical warriors stood back up. An accurate Plasma Cannon shot vaporised three of the deadly Raptors. Despite its accurate firing system, the Quad Gun couldn't cause extra glances onto the Necron Lord.

Necron Turn 1
Necron Turn 1

Eager to avoid further casualties from their foes the Necrons and their Chaos allies swarmed rapidly across the battlefield. Unable to close into combat they postured themselves to land within the Imperial Fist lines and commence their slaughter.The two Obliterators were the only things to fire however were only able to kill a two marines their morphing Plasma Cannons.


Imperial Fists Turn 2
IF Turn 2

Only one Storm Talon arrived and quickly made its way forward to target the now dangerously advanced Necron Lord. The subsequent strafing run destroyed the Command Barge forcing the Necron Lord to continue the battle on foot. Concentrated fire destroyed the Obliterators and shot down one of the Wraiths leaving a wound on another. (This would be the start of the Wraiths surviving immense firepower with their invulnerable saves). The Thunderfire Cannon finished its work and wiped the Necron Warrior squad off the battlefield.

Necron Turn 2
Necron Turn 2

Both Night Scythes arrive and charge across separate flanks. The right flank Night Scythe deployed its Immortals and Cryptek to clear out the Imperial Fist right flank. The Quad Gun was able to slew around and track onto the flyer destroying its acceleration controls but unable to bring it out of the sky. After trying to destroy the Fire Support Squad with their firepower the Necron Immortals assault into combat however are unable to achieve swift victory and commence a melee of attrition. The Wraiths phase themselves right next to the left flank Predator and easily shred its armour and occupants causing a sizable explosion claiming a nearby marine. The Raptors assault the Tactical Squad and butcher seven of the marines who resolve to sacrifice themselves as best possible.


Imperial Fists Turn 3
IF Turn 3

The Assault Marines arrive from Deepstrike however once again drift off target and away from the enemy assault forces. The second Storm Talon still doesn't find its way to the battle, however the first performs admirably veering into a dogfight with the left flank Night Scythe, downing it with explosive missile strikes forcing its planned Immortal Squad to return to reserves. The Fire Support Squad on the right flank digs in and conduct its running skirmish through the hills. The Chaos Lord finished his butchering session and left the broken bodies of the Tactical Squad in his wake as he advance on the Imperial Fist battleline. Despite nailing three Lascannon strikes on the Wraiths they pass all their invulnerable saves and are now positioned to assist with the destruction of the Imperial forces.

Necron Turn 3
Necron Turn 3

The Immortals that were now stuck in reserve failed to coordinate their new deployment plan and did not arrive on the battlefield. However their Chaos Cultist brethren did manage to scamper onto the field however warned about the terrible destructive power of the Thunderfire Cannon hid on the far side of a hill, unwilling to be cheap sacrifices (for now). The remaining Night Scythe powered down the table inflicting a monstrous amount of hits on the Storm Talon causing it to explode in an immense blast. The Chaos Marines occupying the ruins tried to fire into the Imperial Fist battle line however an over-charged plasma gun exploded, killing its owner and killing a single Imperial fist marine in the process. The Wraiths butcher their way through the Combat Squad manning the Quad Gun, causing them to withdraw off the table. The Raptors wipe out the Combat Squad standing right next to them and the Chaos Lord once again approaches the Quad Gun with a grin on his face. The Necron Lord charged the Assault Marines and despite Mindshackle Scarabs, the Captain held his nerve and cut the Necron Lord down in a single stroke. However some manner of force of will remained in the broken skeletal body which stood back up again.


Imperial Fists Turn 4
IF Turn 4

The second Storm Talon finally arrives and despite taking a glancing hit from the Chaos Lord is able to kill three of the Raptors in return. All other guns aim at the Wraiths who once again, are able to shrug off an immense amount of wounds. The Assault Marines fly into the Chaos Marine Squad, culling the traitors swiftly before striding on towards the cultists. The Fire Support Squad continues to hold up however only one marine is left standing surrounded by the undying Immortals.

Necron Turn 4
Necron Turn 4

The second Immortal Squad finally marches onto the battle, defaulting to line abreast and striding directly down the middle of the table. The Night Scythe flies off the table unable to identify any targets. The Chaos Cultists are able to bring a single Assault Marine down with their fusillade of autogun fire. Once more the Chaos Lord rampages through the remaining Imperial Fist Marines killing them all. The Wraiths find the second Predator and once again cause it to explode, losing one of their own in the process. The combat on the right flank finally comes to an end as the last marine in the Fire Support Squad succumbs to the mountain of Necron Immortals scrambling around him. The Necron Lord charges into the Assault Marines, trying to prevent them from killing the Immortals and contesting the Necron objective. However whether by sixth sense, or battle hardened experience, the Assault Marines pivot and unload as a firing squad on the approaching Necron Lord. The Necron Lord collapses again. But once more, he drags himself back onto his feet, refusing to leave the battle. (This was getting ridiculous at this point and I basically gave up trying to kill him as it was a waste of time!)

TURN 5 - (no night fighting)

Imperial Fists Turn 5
IF Turn 5

The Storm talon continues its assault run and kills six of the Cultists harassing the Assault Marines below. Despite having the enemy Immortal squad in front of him, the Techmarine is only able to kill one of the Immortals with his Thunderfire Cannon. (I needed this to kill the Immortals, denying Chazz a troop choice to seize my Objective). The Assault Marines charges the Immortals who had just arrived. A flurry of chainswords, pistol shots, and the humming arc of power weapons left none of the Immortals alive to contest the Necron objective.

Necron Turn 5
Necron Turn 5

The Night Scythe returns to the battlefield and outflanks the Storm Talon, causing to crash to the ground. The Chaos Lord jumps back on the Quad Gun, eager to shoot enemies. The Wraiths charge the Techmarine however neither side is able to cause any damage. The Chaos Cultists seized in a moment of zealous frenzy, charge the Assault Marines. Recalling their days on the firing range, the Marines cut all of the remaining cultists apart, leaving only the Cultist Champion to foolishly charge forward to be decapitated by the Captain in a precise swing, slice, and recover. Assessing the battle the Assault Marines abandon the Necron lines and attempt to rush back and clear the Imperial Fist battlelines.

TURN 6 (game continues)

Imperial Fists Turn 6
IF Turn 6

With only a single opportunity to attempt to seize victory, the Assault Marines ignore the stubborn and ever-living Necron Lord and try to close the distance towards the Imperial Fist objective. The Techmarine continues to hold out against the wraiths, even managing to cause a wound on the beasts.

Necron Turn 6
Necron Turn 6

Realising the danger the remaining Necron and Chaos elements move to try and slow the advancing Assault Marines from reaching their objective. A lucky rending strike by one of the Wraiths sees the Techmarine collapse. The Immortals take up positions on the Imperial Fist objective, ready to claim victory

TURN 7 (we rolled, and then decided to play it anyway to see if victory could be snatched by a desperate sprint)

Imperial Fists Turn 7
IF Turn 7

With only a single moment to potentially claim victory in the jaws of defeat the Assault Marines launch themselves at the at Immortals. I roll a six for my charge distance, which is the exact distance from the nearest marines. Overwatch fire manages to cause a single hit. It causes a single wound. If I do not save it, my Assault Marines will be out of range, I will be unable to complete the charge, unable to contest my Objective, and subsequently lose the battle. I roll a two. The Assault Marine collapses and the Necrons use the precious last moments to seize the objective and teleporting from the battlefield, victory assured.



Post Game

An awesome game that really swung back and forth! There were a lot of points where we were both crunching VPs to determine what we needed to do to claim a win/draw. In the end it came down to a few key moments in the very last moments of the game. Congrats to Chazz he played a really good game and constantly kept his goals in mind and didn't get too distracted with side problems. Some of the big changes I saw in his army was the effect of letting his Chaos Lord and Raptors get into assault with a 'critical mass' which resulted in them simply butchering half the army themselves. Last game a scout squad and single combat squad tied them up, but that was only because I had got them down to three models before assault to limit their attacks - lesson for next time! The other one was the Wraiths which previously I have been able to whittle down and reduce their impact in assault. This time, their super-charged invulnerable saves soaked up an amazing amount of firepower and really helped Chazz run the table. Last but not least, the Necron Lord....after he got up the third time, I simply didn't have the time or firepower to keep knocking him down and try and grab the victory...sooo frustrating, but sometimes that is how things happens.

All in all a really good game that provided lots of challenges and provided a few good learning points for both of us.

Thanks for reading and I hope you enjoyed it.


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