This week my Necrons took the field vs. James’ Ultramarines as we played out the relic mission. James was running a fast assault based list including Shrike with vanguard vets, scouts, a jacked command squad on bikes, terminators in a land raider, tactical in rhinos for support and two groups of land speeders for some fire support.
My list had fifty warriors, some spyders + scarabs, deathmarks, destroyers, a destroyer lord and of course Stormlord.
Deployment was the short side table edges, which I’ve been playing a lot and of course I’m wondering about how this deployment will work logistically in tournament play- you know with a row of tables set up side to side with no end room. Till now all our 40K games were played across from the table, and now I’ll be bumping into guys playing a similar mission or worse having to run all the way around to the other side to access half my models, unless you have freakishly long arms and a back of iron. Trivial points perhaps?
So what’s the plan with the mission?
I’ve kind of been developing this plan as a starting template for this mission- take or steal first turn, run up with a warrior squad and grab the relic, and then swarm the other side in warriors, gauss, and scarabs as I run with the relic. Destroyers act as a reactionary unit as needed.
I won the roll for first turn, and deployed making a mistake. I put my warriors out in a line, but then destroyers on both the left and the right flanks. This allowed James to deploy castled up and half my destroyer group didn’t make it to him till turn two rather than blasting right away. Should have put them center and then they could have hit from anywhere.
I expected James to heroic intervention his vanguard vets, but instead he infiltrated them with Shrike to the front…in front of 50 warriors (soon to be 80) and ten destroyers. Needless to say with the new shooting rules they didn’t survive even with the 4+ cover save for the trench they were hiding behind. Stormlord lightning also got really lucky and took out two speeders….which brings me to how I’ve updated my thinking for 6th with him.
Previously I took Stormlord + chrono to give me the night fight to protect my advancing scarabs and units, but now that nightfight has changed do I still need him? Yes!
With the advent of bonus points err…secondary goals, first blood is a big deal, so not only do I want to go first if I can, but also I want first blood. Stormlord lets me do that- with the 4+ steal, and the lightning strikes (potentially) on vehicles, speeders, etc. Of course I’m still trying to get first blood with my shooting, but as much as I can stack in my favor I want to do. On the flip side I’m also in the process of streamlining my Necrons so nothing can be killed easily first turn thus denying my opponent the first kill bonus point.
Back to the game…
I know I need to slow down James’ bikes so I move up a destroyer group to blast them with the AP 3 and I kill one as James makes those 3+ SS saves. Bikes then of course assault the destroyers and I later on pile on the scarabs to keep them in place.
James then has the dice gods turn against him as his Land Raider get’s immobilized and now the terminators have to walk- well this changes everything since I grab the objective on turn two and start moving away from it- throwing warriors and destroyers at his marines gunning them and the rhinos down with gauss as the terminators get stuck with my second destroyer group and my lord who accepts the challenge from James’ librarian and cuts him down before the terminators beat face on my destroyers and the lord breaks (He’s out of my list now, for many reasons…) From there is piling on robots and rapid firing gauss weapons and by the end of the game I’ve got the relic, James has a single bike and terminator left and an immobilized land raider with two hull points left. The immobilization hurt big time, and of course I was rolling my reanimations like a champ and even some good robot punches in the assault.
Tactically where do we go from here?
Well clearly it is a race to the relic and then playing keep away.
How best to do this?
What can get you there turn one to pick it up so you can be moving away turn two?
At 4:50 in you get a taste of my awesomeness with reanimation and then at 7:00ish you can feel the agony of Brother Captain James. I should also say that James and I are good friends so I tend to talk a little more smack than usual, he deserves it for all the times he’s crushed my Eldar on the table…