Post by akaiyou on Feb 18, 2009 3:49:03 GMT -5
Game played at the local GW store. I completely forgot my heavy support stuff at home, so I had ripper bases 'stand in' for them during the game until my friend brought them over. So unfortunately the pics won't be as cool looking as my previous battle report. This was quite a big battle so without further ado, here's the army lists for both sides.
TYRANIDS
HQ
1 Hive Tyrant
Toxin Sacs +1 St; Winged; Scything Talons (x2); Warp Blast
1 Hive Tyrant
Enhanced Senses +1 BS; Toxin Sacs +1 St; Winged; Twin-linked Devourer (x2)
1 Hive Tyrant
Enhanced Senses +1 BS; Toxin Sacs +1 St; Scything Talons (x1); Venom Cannon; Warp Blast
Elites
3 Carnifex
Enhanced Senses +1 BS; Twin-linked Devourer (x2)
2 Lictor
Troops
44 Gaunt Brood
Spinefists
96 Gaunt Brood
Fleshborer
Fast Attack
3 Ravener
Rending Claws; Scything Talons (x1)
4 Spore Mine Cluster
3 Bio-acid Spore Mines
Heavy Support
6 Zoanthrope
Toxic Miasma; Synapse Creature; Warp Blast; Warp Field
1 Carnifex
Adrenal Glands +1 In; Adrenal Glands +1 WS; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Scythe; Toxic Miasma; Toxin Sacs +1 St; Scything Talons (x1); Venom Cannon
2 Carnifex
Enhanced Senses +1 BS; Extended Carapace +1 Save; Barbed Strangler; Venom Cannon
Total Roster Cost: 2999
Model Count: 176
NECRONS
HQ
1 Lord
Staff of Light; Destroyer Body; Resurrection Orb
1 Lord
WarScythe; Resurrection Orb; Veil of Darkness
Elite
10 Immortals
Gauss Blaster
Troops
10 Warriors
Gauss Flayer
10 Warriors
Gauss Flayer
10 Warriors
Gauss Flayer
10 Warriors
Gauss Flayer
Fast Attack
4 Scarab Swarms
3 Destroyers
Gauss Cannon
3 Destroyers
Gauss Cannon
4 Destroyers
Gauss Cannon
Heavy Support
3 Tomb Spyder
3 Heavy Destroyers
Heavy Gauss Cannon
1 Monolith
Gauss Flux Arc; Particle Whip; Power Matrix
1 Power Matrix @ [0] Pts
1 Monolith
Gauss Flux Arc; Particle Whip; Power Matrix
1 Power Matrix @ [0] Pts
1 Monolith
Gauss Flux Arc; Particle Whip; Power Matrix
1 Power Matrix @ [0] Pts
Total Roster Cost: 2993
Total Models: 75
Total Necrons: 65
Phase Out: 16
STARTING THE GAME
After setting up the terrain, we rolled for mission and deployment. Getting Capture & Control and Dawn of War rules. My opponent won the roll off for first turn and set up his objective right in the middle of the board, and I set up mine in the woods closest to my deployment zone.
DEPLOYMENT
He deployed at the 24" mark in order to push me back. He deployed his VOD Lord together with 2 units of Warriors, one of which his lord was attached to.
I deployed my tyrant to my right just outside the 18" range according to mission rules. And I deployed 2 units of 22 Spinegaunts all the way on the left by the trees synapse-less because I relied on the night fighting rules for 1st turn cover.
TURN 1 - NECRONS
MOVEMENT PHASE
Since my opponent had first turn, he deployed all his stuff that was coming in leaving out only 1 monolith which would enter the game via deep strike later on.
SHOOTING & ASSAULT PHASE
My opponent used his shooting phase to run his many units forward and he shot at my winged tyrant with his destroyers and heavy destroyers. He managed to wound the tyrant.
TURN 1 - TYRANIDS
I moved my winged tyrant forward and ran everything in my army forward since I had no shot at anything. I tried to hide the tyrant from the destroyers by huggin the mountain wall, so I would at least get cover saves.
SHOOTING & ASSAULT PHASE
I had no assault so I shot my winged tyrant's warp blast and downed 3 necrons.
TURN 2 - NECRONS
MOVEMENT PHASE
The last monolith made it into the game landing right on my back lines pushing everything out of the way as it landed. I used the opportunity to move some units forward a couple inches since the monolith entry says that it'll deep strike pushing things out of it's way the minimum distance to make room for the monolith it doesn't say that this can't be used to move forward. So I pushed up and to the sides as much as possible to make a big empty block for the pyramid. My opponent then moved the rest of his stuff forward specially the destroyers and heavy destroyers to target my hidden tyrant. His warriors, immortals and tomb spyders turned to their right to fire their guns at the 40+ gaunts coming from their right flank led by another winged devourer tyrant. One of the monolith's teleported the necron unit I hit with the warp blast and only lost 1 casualty.
SHOOTING & ASSAULT PHASE
The monolith deep striking shot it's flux arc at the 60+ gaunts surrounding it but surprisingly only killed off about 10 gaunts. All the zoanthropes and carnifexes hit made their saves and my opponent just really had some bad rolls that turn. It used it's power matrix to wound the winged tyrant and shot destroyers and heavy destroyers at him as well leaving him with 1 wound left. Lastly it was a rapid fire volley from 3 warriors that were barely in range that managed to peel off the last wound from the winged CC tyrant. The Necrons rejoiced as they thwarted possible annihilation from a turn 2 Tyrant assault.
The rest of the necron army concentrated on crushing the spinegaunt unit that was in range and managed to kill off about 17 of them.
TURN 2 - TYRANIDS
MOVEMENT PHASE
I rolled for lictors, and only 1 made it in. I also rolled for the spore mine clusters and managed to get 2 of them into play and bombarded the necron warrior units at the back, missing one of my shots but hitting with the other, damaging a couple warriors.
The Lictor deployed in the woods closest to my opponent right at the edge getting a hit on the scatter. My spinegaunts rushed forward running with all their might to be in full assault range with the support of the lictor. Almost everything moved up specially the gaunts elite fexes and zoanthropes, leaving only the sniper fexes and mixed cc fex behind to deal with the monolith in my back lines.
SHOOTING PHASE
I Shot EVERYTHING i could at the monolith. 6 venom cannon shots s10, 5 concentrated warp blast shots s10, 3 venom cannon shots s8 but only managed to get armament destroyed and shaken results. It's resilience to damage was beyond me.
My winged devourer tyrant pumped 12 shots at the tomb spyder unit and killed off a bunch of it's ripper bases as well as causing 1 wound on the tomb spyder itself.
ASSAULT PHASE
I assaulted the lictor at the tomb spyder, the spinegaunts at the warrior + lord unit and the other spinegaunts at some ripper swarm bases that were near the lictor. My mixed fex assaulted the monolith in an attempt to be done with it.
4 s10 attacks later the monolith was only immobilized darn...
The unit of 22 spinegaunts assaulting the warriors + lord unit managed to get 20 gaunts in combat dishing out 40 attacks with re-rolls to hit due to preferred enemy from the Lictor. 35 of those attacks hit, and 15 wounded. Amazingly enough my opponented rolled 12 saves! 3 downed necrons. On the return the gaunts took 4 casualties and lost the combat taking another casualty. The lictor got one wound but it was allocated on the scarab swarm in the tomb spyder's unit, Lictor won combat and the scarab took another wound. The other unit of scarabs next to the lictor fighting against my spinegaunts took a couple wounds and lost combat as well taking a couple more wounds leaving just 2 bases.
TURN 3 - NECRONS
Movement Phase
He moved all his warriors together to focus fire and clear the assault lane I had created with the Lictor and Spinegaunts. His Destroyers and Heavy Destroyers spread out to cover the left flank, the monoliths remain in their positions as they had good enough range to support the rest of the army.
Shooting & Assault Phase
The monolith that was in my back lines was shaken so it used it's power matrix to use it's particle whip placed over one of my elite fexes that was surrounded by zoanthropes and gaunts. Effectively causing a wound on the fex and killing a couple of gaunts as well.
My opponent's strategy became focused on taking out my synapse by focusing fire on the zoanthropes which he shot with everything he could using heavy gauss cannons, particle whips and gauss cannons. However the zoanthropes proved to be extremely resilient.
He managed to easily wipe out the unit of spinegaunts that assaulted his warriors. During the ongoing assaults my lictor managed to wound and eliminate another ripper swarm that was in the tomb spyder unit. The spinegaunts vs rippers was a one-sided fight as the spinegaunts kept tearing into the ripper swarms with very little return attacks.
End of Necrons Turn
---------- Post added at 03:32 ---------- Previous post was at 03:31 ----------
TURN 3 - TYRANIDS
Movement Phase
My 2nd lictor made it into the game as well as the 2 remaining bio acid mines that landed right on top of the great pack of necron warriors that had bunched up to protect their objective. I managed to take down about 10 warriors with 2 clusters of bio acid mines. As usual I rushed forward with everything, running most of my units towards assault range, the sniper fexes and mixed fex gathering around the monolith in the back lines. I directed a unit of fleshborer gaunts towards the Destroyers to give them something to worry about while everything else was focused on taking the center objective and claim it or contest it to assure my victory in turn 5. Welcome to the Slaughter house.
Shooting Phase & Assault Phase
Things were looking good, I unleashed wave after wave of warp blasts onto the groups of warrior units taking down legions of necron warriors with each blast. My winged devourer tyrant preyed on the Necron Lord's unit that was infront of the right side monolith and shot about 3 warriors down. My elite fexes shot down more warriors and my sniper fexes and mix fex as well as the mixed tyrant focused fire on the monolith not doing much against it yet again except a couple armament destroyed results.
During the Assault phase my mixed carnifex and one of the sniper fexes assaulted the Monolith again and this time made it go BOOM! It exploded and the debris failed to wound anything around it. 1 down, 2 more monolith's to go.
The winged devourer tyrant assaulted the necron lord's unit and won the combat. They failed their morale check and were caught running in the sweeping advance completely being annihilated.
The Lictor finally conquered the Tomb Spyder in CC getting rid of it and consolidating behind the winged tyrant for cover.
TURN 4 - NECRONS
Necrons rolled their WBB and failed many many of them due to over a dozen casualties suffered during the warp blast storm of the previous turn.
Even the heavy destroyers that suffered a warp blast hit lost one on a failed WBB roll.
It was a dark turn of events but the necrons would live to fight yet another turn.
MOVEMENT PHASE
The necrons started to move towards the weak left flank, this included most destroyers and heavy destroyers as well as a tomb spyder.
Shooting Phase
The first order of business was taking out the Winged Devourer Tyrant that was awfully close to the necron's board edge and threatening to destroy everything in his path. Gauss weapons opened wave after wave of fire at him chipping away at his carapace until finally it was the Tomb Spyder who took the glory with it's 3 ap 3 shots that removed the threat.
Necrons carried on their strategy to eliminate the synapse in my army and break down the cohesion of my forces. They manage to wipe out 2 zoanthropes effectively collapsing the synapse control on the left flank preventing a termagant assault on his destroyers.
TURN 4 - TYRANIDS
Movement Phase
The tyranids would start their advance the store owner was rushing us to finish the game so this would be the deciding last turn. The tyranids ran in full force forgoing shooting with most units and just rushing in to assault and consume.
Shooting & Assault Phase
After shooting destroyers, heavy destroyers and many warriors down via elite fexes, zoanthropes and the remaining tyrant it was time to get into combat and raise hell.
Starting from the right side, the raveners wiped out the destroyers in the back line. The Lictors took care of the Immortals that survived elite fex shooting. A swift victory and sweeping advance aided by the Lictor amazing feeder tendrils that provided the key to the necron's ultimate destruction.
Next the gaunts assaulted the tomb spyder and scarabs and fought a fierce battle that would end in a draw.
The Destroyers that had turbo boosted in an attempt to contest the Tyranid objective were shot and forced to retreat after failing their morale test.
The battle was epic and finally the Tyranids had made their way into Necron territory full force it was now just a matter of time before the Necrons would be over run completely by the advance of the Monstrous Creatures.
END OF TURN 4
GAME RESULT
We counted the remaining necrons left on the board of which only 21 survived the fierceness of turn 4. With a phase out of 16, we agreed that within turn 5 the necrons would've been forced to phase out and thus declared it a bloody victory for
THE TYRANID ARMY
Hive Fleet Luna!
Unfortunately we could not dine on these metallic creatures or absorb them to improve our evolution. However their planet was quite the parting gift.
TYRANIDS
HQ
1 Hive Tyrant
Toxin Sacs +1 St; Winged; Scything Talons (x2); Warp Blast
1 Hive Tyrant
Enhanced Senses +1 BS; Toxin Sacs +1 St; Winged; Twin-linked Devourer (x2)
1 Hive Tyrant
Enhanced Senses +1 BS; Toxin Sacs +1 St; Scything Talons (x1); Venom Cannon; Warp Blast
Elites
3 Carnifex
Enhanced Senses +1 BS; Twin-linked Devourer (x2)
2 Lictor
Troops
44 Gaunt Brood
Spinefists
96 Gaunt Brood
Fleshborer
Fast Attack
3 Ravener
Rending Claws; Scything Talons (x1)
4 Spore Mine Cluster
3 Bio-acid Spore Mines
Heavy Support
6 Zoanthrope
Toxic Miasma; Synapse Creature; Warp Blast; Warp Field
1 Carnifex
Adrenal Glands +1 In; Adrenal Glands +1 WS; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Scythe; Toxic Miasma; Toxin Sacs +1 St; Scything Talons (x1); Venom Cannon
2 Carnifex
Enhanced Senses +1 BS; Extended Carapace +1 Save; Barbed Strangler; Venom Cannon
Total Roster Cost: 2999
Model Count: 176
NECRONS
HQ
1 Lord
Staff of Light; Destroyer Body; Resurrection Orb
1 Lord
WarScythe; Resurrection Orb; Veil of Darkness
Elite
10 Immortals
Gauss Blaster
Troops
10 Warriors
Gauss Flayer
10 Warriors
Gauss Flayer
10 Warriors
Gauss Flayer
10 Warriors
Gauss Flayer
Fast Attack
4 Scarab Swarms
3 Destroyers
Gauss Cannon
3 Destroyers
Gauss Cannon
4 Destroyers
Gauss Cannon
Heavy Support
3 Tomb Spyder
3 Heavy Destroyers
Heavy Gauss Cannon
1 Monolith
Gauss Flux Arc; Particle Whip; Power Matrix
1 Power Matrix @ [0] Pts
1 Monolith
Gauss Flux Arc; Particle Whip; Power Matrix
1 Power Matrix @ [0] Pts
1 Monolith
Gauss Flux Arc; Particle Whip; Power Matrix
1 Power Matrix @ [0] Pts
Total Roster Cost: 2993
Total Models: 75
Total Necrons: 65
Phase Out: 16
STARTING THE GAME
After setting up the terrain, we rolled for mission and deployment. Getting Capture & Control and Dawn of War rules. My opponent won the roll off for first turn and set up his objective right in the middle of the board, and I set up mine in the woods closest to my deployment zone.
DEPLOYMENT
He deployed at the 24" mark in order to push me back. He deployed his VOD Lord together with 2 units of Warriors, one of which his lord was attached to.
I deployed my tyrant to my right just outside the 18" range according to mission rules. And I deployed 2 units of 22 Spinegaunts all the way on the left by the trees synapse-less because I relied on the night fighting rules for 1st turn cover.
TURN 1 - NECRONS
MOVEMENT PHASE
Since my opponent had first turn, he deployed all his stuff that was coming in leaving out only 1 monolith which would enter the game via deep strike later on.
SHOOTING & ASSAULT PHASE
My opponent used his shooting phase to run his many units forward and he shot at my winged tyrant with his destroyers and heavy destroyers. He managed to wound the tyrant.
TURN 1 - TYRANIDS
I moved my winged tyrant forward and ran everything in my army forward since I had no shot at anything. I tried to hide the tyrant from the destroyers by huggin the mountain wall, so I would at least get cover saves.
SHOOTING & ASSAULT PHASE
I had no assault so I shot my winged tyrant's warp blast and downed 3 necrons.
TURN 2 - NECRONS
MOVEMENT PHASE
The last monolith made it into the game landing right on my back lines pushing everything out of the way as it landed. I used the opportunity to move some units forward a couple inches since the monolith entry says that it'll deep strike pushing things out of it's way the minimum distance to make room for the monolith it doesn't say that this can't be used to move forward. So I pushed up and to the sides as much as possible to make a big empty block for the pyramid. My opponent then moved the rest of his stuff forward specially the destroyers and heavy destroyers to target my hidden tyrant. His warriors, immortals and tomb spyders turned to their right to fire their guns at the 40+ gaunts coming from their right flank led by another winged devourer tyrant. One of the monolith's teleported the necron unit I hit with the warp blast and only lost 1 casualty.
SHOOTING & ASSAULT PHASE
The monolith deep striking shot it's flux arc at the 60+ gaunts surrounding it but surprisingly only killed off about 10 gaunts. All the zoanthropes and carnifexes hit made their saves and my opponent just really had some bad rolls that turn. It used it's power matrix to wound the winged tyrant and shot destroyers and heavy destroyers at him as well leaving him with 1 wound left. Lastly it was a rapid fire volley from 3 warriors that were barely in range that managed to peel off the last wound from the winged CC tyrant. The Necrons rejoiced as they thwarted possible annihilation from a turn 2 Tyrant assault.
The rest of the necron army concentrated on crushing the spinegaunt unit that was in range and managed to kill off about 17 of them.
TURN 2 - TYRANIDS
MOVEMENT PHASE
I rolled for lictors, and only 1 made it in. I also rolled for the spore mine clusters and managed to get 2 of them into play and bombarded the necron warrior units at the back, missing one of my shots but hitting with the other, damaging a couple warriors.
The Lictor deployed in the woods closest to my opponent right at the edge getting a hit on the scatter. My spinegaunts rushed forward running with all their might to be in full assault range with the support of the lictor. Almost everything moved up specially the gaunts elite fexes and zoanthropes, leaving only the sniper fexes and mixed cc fex behind to deal with the monolith in my back lines.
SHOOTING PHASE
I Shot EVERYTHING i could at the monolith. 6 venom cannon shots s10, 5 concentrated warp blast shots s10, 3 venom cannon shots s8 but only managed to get armament destroyed and shaken results. It's resilience to damage was beyond me.
My winged devourer tyrant pumped 12 shots at the tomb spyder unit and killed off a bunch of it's ripper bases as well as causing 1 wound on the tomb spyder itself.
ASSAULT PHASE
I assaulted the lictor at the tomb spyder, the spinegaunts at the warrior + lord unit and the other spinegaunts at some ripper swarm bases that were near the lictor. My mixed fex assaulted the monolith in an attempt to be done with it.
4 s10 attacks later the monolith was only immobilized darn...
The unit of 22 spinegaunts assaulting the warriors + lord unit managed to get 20 gaunts in combat dishing out 40 attacks with re-rolls to hit due to preferred enemy from the Lictor. 35 of those attacks hit, and 15 wounded. Amazingly enough my opponented rolled 12 saves! 3 downed necrons. On the return the gaunts took 4 casualties and lost the combat taking another casualty. The lictor got one wound but it was allocated on the scarab swarm in the tomb spyder's unit, Lictor won combat and the scarab took another wound. The other unit of scarabs next to the lictor fighting against my spinegaunts took a couple wounds and lost combat as well taking a couple more wounds leaving just 2 bases.
TURN 3 - NECRONS
Movement Phase
He moved all his warriors together to focus fire and clear the assault lane I had created with the Lictor and Spinegaunts. His Destroyers and Heavy Destroyers spread out to cover the left flank, the monoliths remain in their positions as they had good enough range to support the rest of the army.
Shooting & Assault Phase
The monolith that was in my back lines was shaken so it used it's power matrix to use it's particle whip placed over one of my elite fexes that was surrounded by zoanthropes and gaunts. Effectively causing a wound on the fex and killing a couple of gaunts as well.
My opponent's strategy became focused on taking out my synapse by focusing fire on the zoanthropes which he shot with everything he could using heavy gauss cannons, particle whips and gauss cannons. However the zoanthropes proved to be extremely resilient.
He managed to easily wipe out the unit of spinegaunts that assaulted his warriors. During the ongoing assaults my lictor managed to wound and eliminate another ripper swarm that was in the tomb spyder unit. The spinegaunts vs rippers was a one-sided fight as the spinegaunts kept tearing into the ripper swarms with very little return attacks.
End of Necrons Turn
---------- Post added at 03:32 ---------- Previous post was at 03:31 ----------
TURN 3 - TYRANIDS
Movement Phase
My 2nd lictor made it into the game as well as the 2 remaining bio acid mines that landed right on top of the great pack of necron warriors that had bunched up to protect their objective. I managed to take down about 10 warriors with 2 clusters of bio acid mines. As usual I rushed forward with everything, running most of my units towards assault range, the sniper fexes and mixed fex gathering around the monolith in the back lines. I directed a unit of fleshborer gaunts towards the Destroyers to give them something to worry about while everything else was focused on taking the center objective and claim it or contest it to assure my victory in turn 5. Welcome to the Slaughter house.
Shooting Phase & Assault Phase
Things were looking good, I unleashed wave after wave of warp blasts onto the groups of warrior units taking down legions of necron warriors with each blast. My winged devourer tyrant preyed on the Necron Lord's unit that was infront of the right side monolith and shot about 3 warriors down. My elite fexes shot down more warriors and my sniper fexes and mix fex as well as the mixed tyrant focused fire on the monolith not doing much against it yet again except a couple armament destroyed results.
During the Assault phase my mixed carnifex and one of the sniper fexes assaulted the Monolith again and this time made it go BOOM! It exploded and the debris failed to wound anything around it. 1 down, 2 more monolith's to go.
The winged devourer tyrant assaulted the necron lord's unit and won the combat. They failed their morale check and were caught running in the sweeping advance completely being annihilated.
The Lictor finally conquered the Tomb Spyder in CC getting rid of it and consolidating behind the winged tyrant for cover.
TURN 4 - NECRONS
Necrons rolled their WBB and failed many many of them due to over a dozen casualties suffered during the warp blast storm of the previous turn.
Even the heavy destroyers that suffered a warp blast hit lost one on a failed WBB roll.
It was a dark turn of events but the necrons would live to fight yet another turn.
MOVEMENT PHASE
The necrons started to move towards the weak left flank, this included most destroyers and heavy destroyers as well as a tomb spyder.
Shooting Phase
The first order of business was taking out the Winged Devourer Tyrant that was awfully close to the necron's board edge and threatening to destroy everything in his path. Gauss weapons opened wave after wave of fire at him chipping away at his carapace until finally it was the Tomb Spyder who took the glory with it's 3 ap 3 shots that removed the threat.
Necrons carried on their strategy to eliminate the synapse in my army and break down the cohesion of my forces. They manage to wipe out 2 zoanthropes effectively collapsing the synapse control on the left flank preventing a termagant assault on his destroyers.
TURN 4 - TYRANIDS
Movement Phase
The tyranids would start their advance the store owner was rushing us to finish the game so this would be the deciding last turn. The tyranids ran in full force forgoing shooting with most units and just rushing in to assault and consume.
Shooting & Assault Phase
After shooting destroyers, heavy destroyers and many warriors down via elite fexes, zoanthropes and the remaining tyrant it was time to get into combat and raise hell.
Starting from the right side, the raveners wiped out the destroyers in the back line. The Lictors took care of the Immortals that survived elite fex shooting. A swift victory and sweeping advance aided by the Lictor amazing feeder tendrils that provided the key to the necron's ultimate destruction.
Next the gaunts assaulted the tomb spyder and scarabs and fought a fierce battle that would end in a draw.
The Destroyers that had turbo boosted in an attempt to contest the Tyranid objective were shot and forced to retreat after failing their morale test.
The battle was epic and finally the Tyranids had made their way into Necron territory full force it was now just a matter of time before the Necrons would be over run completely by the advance of the Monstrous Creatures.
END OF TURN 4
GAME RESULT
We counted the remaining necrons left on the board of which only 21 survived the fierceness of turn 4. With a phase out of 16, we agreed that within turn 5 the necrons would've been forced to phase out and thus declared it a bloody victory for
THE TYRANID ARMY
Hive Fleet Luna!
Unfortunately we could not dine on these metallic creatures or absorb them to improve our evolution. However their planet was quite the parting gift.