Game 1Our starting game was against a Necron army, which was the first time either of us had played against the Codex. My knowledge of the codex is a little hazy, so forgive me if I identify units incorrectly or simply describe what they do.
Destroyer Lord (warlord)
Anrakyr the Traveller (the guy with the magic arrow) in a Command Barge
6x Wraiths
10x Immortals w/ Gauss and Cryptec (with teleport-thing and Haywire-stick)
9x Immortals w/ Tesla
8x Immortals w/ Tesla
10-12x Warriors in Ghost Ark
5x Warriors w/ Cryptec (with flamer-thing) in a Night Scythes
Annihilation Barge
Annihilation Barge
The game was Crusade (2+D3 objectives) on a Hammer and Anvil deployment (short board edges). Night fighting was mandatory on turn 1 and secondary objectives were in play. We rolled three objectives and since our opponents rolled higher two were placed in their deployment zone and one in ours. The Crons deployed hard along their deployment line to advance on first turn. A squad of Tesla Immortals and an Annihilation Barge were on each flank, with the wraiths in the middle. The Ghost Ark was the left flank (from our perspective) and the Command Barge on the right, with the Gauss Immortals tucked away deep in the deployment zone.
We deployed our army with the intention of taking the left objective and holding our own. I had one Vet squad, the CCS and Manticore at the centre of our board edge, the Colossus off to the left and the other vets sitting in the middle to each. The Spartans deployed in a solid phalanx to charge straight down the left flank.
Turn 1After failing to steal the initiative our opponent advanced most of his forces. The Command and Annihilation Barges flew fast down the right flank, whilst in the centre and on the left flank the Wraiths and Ghost Ark advanced to just out of 36 inches of all our firepower (this involved creative measuring with dual tape measures, which was only possible with two players).
In response we advanced the left hand veterans a little bit forward, whilst the phalanx of Spartans advanced 12 inches down the left flank, again maintaining 24 inch distance from the Wraiths (more creative dual tape-measuring). The CCS ordering the Vets to shoot the Command Barge with its Autocannon, knocking off a hull point. They then ordered themselves, allowing the Master of Ordnance blow the Barge clean out of the sky (scoring First Blood). Anrakyr was now on foot, but he was not wounded or pinned. The two artillery pieces failed to achieve anything of note.
Turn 2The Night Scyth failed to arrive this turn, the Immortals on the right flank moved forward to join with Anrakyr, whilst the Annihilation Barge lined up the Manticore. The Wraiths advanced in the centre, keeping their distance from the Spartans, whilst the units and vehicles on the left also stood them off at 24 inches. The teleporting Immortals tried to land near the Colossus, but landed on something bad (a tank, some infantry, etc) and rolled “Misplaced” on the mishap table. As they could simple teleport again we just put them back in their deployment zone on some difficult terrain to induce dangerous terrain tests (our cunning ploy failed, as done died). On the left flank combined fire whittled down some Marines from the advancing Spartans, whilst the misplaced Immortals ran 1 inch to get out of the ringed deep strike formation. The Annihilation Barge on the right blew up the Manticore (taking down a Vet in the explosion), and after losing his ride Anrakyr launched his magic arrow at the Colossus, blowing it up.
The Vendetta/Blimp arrived and came tearing down the left flank to support the Spartans, meanwhile the Sang Guard landed behind the Ghost Ark, but scattered out of Inferno Pistol range. The Spartan phalanx advanced further down the flank and prepared to weather another turn of firepower. My left hand Veteran squad also moved to fire on the central Wraith squad whilst everything else held position. After rolling double 6 for my orders, the CCS fired on the Wraiths however the Master of Ordnance scattered 13 inches off target and landed perfectly on top of the misplaced Immortal Squad, killing two of them. The combined fire of the CCS Lascannon and the two Veteran Squads managed to knock a single wound off the front Wraith. The Vendetta Lascannons and the Spartan melta weaponry failed to achieve anything on the left flank.
Turn 3The Night Scyth arrived and flew forward directly in front of the Vendetta (meaning that if it survived it would be forced to either fly past or revert to hover mode. The Gauss Immortals again deep struck, however this time they landed safely, and in the centre of the board the Wraiths and Destroyer Lord moved to intercept the Spartans. The left hand Tesla Immortals and Annihilation Barge fired on the Sang Guard, whilst the Ghost Ark swung around to broadside both the Sang Guard and the remaining Spartans. A flurry of ones marked the demise of the Sang Guard. The Annihilation Barge on the right flank fired on the CCS, causing five wounds; the Lascannon was insta-gibbed, a grunt died, and then my Master of Ordnance passed three consecutive 5+ saves (after which I may have “whooped”, since he is my favourite conversion in the army). My elation was short-lived as the deep striking Immortals fired on and killed the CCS survivors. The Night Scythe also knocked a hull point off the Vendetta. The Wraiths then charged into the Spartans, and in short order utterly destroyed the remnants of one of the Assault Squads.
Time was getting a little bit tight at this point so we agreed to finish the game at the end of the next (fourth) turn. My friend and opponents split into pairs to speed up the game. At my end the Vendetta/Blimp flew flat out into the far right corner past the objective. Back in our deployment zone the two Vet squads unleashed on the deep striking Immortals, killing five and causing them to flee out of our deployment zone. I missed the action with my friend’s Spartans, but my understanding is that the remaining Assault Squad, with attached Sang Priest and Librarian, melta-ed the Ghost Ark, then charged and killed the Warrior Squad which spilled out after it was destroyed.
Turn 4Time was really running out now so we really had to speed things up. In our deployment zone the Cryptec and the three Immortals regrouped and fired on the left hand Vet squad killing one. The Night Scythe flew to our objective and then
INVAAASSSSION BEAAAAMMMMEEEDDDD the five man squad in to take our objective. The flyer and Annihilation Barge fired on the rear Vet squad, killing then off, whilst the invasion squad killed another two Vets in the left squad (who saved their morale check). Simultaneously in the Spartan’s corner they were shot at by the Tesla Immortals and then charged by the Wraiths. In the ensuing combat the “standard” Assault Marines were all killed, except for the Sergeant (the last scoring model there), the Librarian (the warlord) and the Sang Priest (dishing out Feel No Pain). These three models passed a ridiculous amount of armour/Feel No Pain saves, before fleeing out of combat.
It turned out fleeing from the combat was incredibly lucky, because these three models (being Space Marines) regrouped, jumped over the nearby bunker and charged into the scoring Immortals on the nearby objective. The Immortals were wiped out with no losses, meaning the Spartans had taken the objective. On the other side of the Necron deployment zone the Engineer Veterans disembarked from the Vendetta/Blimp, which had swung around to face the Tesla Immortals which had run the previous turn to claim the objective. After launching flamers, shotguns, a demo charge and the Lascannons at the Immortals, six were knocked down allowing the Engineers to claim the objective. Back in our own deployment zone four surviving Veterans ran around the Necron Warriors and over the wrecked Manticore to contest our own objective.
Much to our surprise we managed to secure a victory in the first round. Moral victory goes to our opponents as we were being thrashed around pretty heavily by their army. If the game had continued we most likely would have lost the four Veterans contesting our objective and the last three Spartans. Regardless it was nice for our first game with our new armies to be a win, and it was an enjoyable game.
Whilst our opponents list was certainly not over the top, both of us felt that it was a much harder list than our own, so we were rather happy with the end result. Also it really felt as though the list was just an 1800 point army split in two (aside from the fact it was from one army collection), which I think was kind of against the whole point of a doubles tournament. That said they were very nicely painted and it was good to play against a new Codex.
Something really stood out to me in this game. Our opponents were intent on keeping their distance from our army and pre-measured everything to ensure their units were at risk from either shooting or charging. Pre-measuring is great, but I would argue that it lost our opponents the game. They were so intent of ensuring that it would be us and not them that moved into the “kill zone” that the momentum of their assault faultered. If they had been more aggressive (maybe sacrificing a unit or two - particularly as our ranged firepower wasn’t that harsh), then they would have easily been able to knock us out completely by the end of turn four. Granted they would have managed it by turn five, but I think by clinging too resolutely to maintaining control, and not taking risks (such as risking an unlikely 9-12 inch charge from the Blood Angles), we were able to snatch victory from their otherwise impressive game play.