Lord w/Res Orb and Veil
Necron Deployment: With my Necrons I like to spread out in my deployment as the list I'm using lets me re-act to whatever my opponent does. So I put the two Monoliths front and center to draw attention, though my opponent, being a veteran, knows to ignore them. I have the lord in the center waiting to veil away. I left the warriors on the flanks because in the center they can too quickly hinder movement and when on the outsides they make the largest difference when pulled through. The destroyers in back as I know they're a target, they always are, to move freely and put their long range weapons to use.
SM Imperial Fists (Al - NJFED):
5 Assault Terminators 1 w/lightning claws 4/Thunderhammers
10 Tactical Squad – Power fist/Flamer/Missile Launcher
10 Tactical Squad – Meltagun/Lascannon
5 Scouts – Camo Cloaks/Missile Launcher/Snipers
6 Assault Marines – Power Fist/Storm Shield/Flamer
Attack Bike w/Multi Melta
Attack Bike w/Multi Melta
Ironclad Dreadnough w Hvy Fflamer/Meltagun/Hunter Killer Missile/Drop Pod
Predator w/TL Lascannon/Hv Bolters
Land Raider Redeemer w/TL Assault Cannon/Multi Melta/Flamestorm Cannon
SM Deployment: It really did not matter where the Necrons set up. I knew exactly what to expect. The LR Redeemer with the Assault Terminators would make a dash across the map to the left and try to engage the Necrons in close quarters. The Assault squad would do the same on the right. The biggest problem for me is going to be the three squads of destroyers. They move fast, can pump out lots of shots and can glance my vehicles all day long. I knew I needed to focus on them early. I did not want the main Necron force moving across the short board edge toward my long table edge. I wanted to force him to slide along his table edge. This would bring him into range of my stationary force in my deployment zone. With this in mind, I placed my razorback with the power fist sergeant on the left of the Redeemer. Tigurius was on that side too. Once the drop pod landed I would have the left side stacked.
Necron Turn One: Like I said in my deployment I spread out further so I can react to whatever he does. I knew what targets were immensely important so away I shot. I needed to get rid of the weapons that could pop a Monolith, so I attempted to get rid of the lascannons. Though what happened was unexpected as it seemed everything I shot at I could kill it turn one. The Redeemer being stunned was a saving grace or they would have been in my lines so fast the game would have practically been over, also lucky for me to take off the multi-melta. One monolith explosion took out all the men in Tigusius' squad so I thought best left to ignore him from now on, he's only one guy, that would come back to haunt me. The other Monolith scattered off into nowhere but I think I did well enough already.
SM Turn One: Ouch, what a way to start. I lost two lascannon, two whole squads and the Redeemer can’t move. My saves for the two squads were beyond bad. I think I just insulted the laws of probability. The drop pod landed right on target. I wish I could have gotten it close enough to the objective to be contesting it, but the Necron warriors were in the way. The Ironclad emerged from the pod and blasted the four destroyers next to him off the table. Tigurius’ cover is blown, best to be aggressive. I tried to teleport him next to the Necron Lord and the three destroyers, but he scattered away from them. He used his template and cooked three warriors. I was hoping that my concentrated fire on the destroyer squad to the right would bring them down, but I was only able to drop three of the four. The Terminators had no choice but to break cover and run for the Necron battle line. The Assault squad jumped to the next line of cover closer to the Necron line.
Necron Turn Two: I hate Dreadnoughts, It doesn't help that this one is now 3 inches away from me. So I do what you were always taught to do, run away. I jump to the far extreme to get away from the dread and worry about it later. If I target others things over things I don't need to I will. So I take out, or attempt to take out, the assault marines, which worked out well. He lost one terminator to the Gauss Flux Arc, yay for random probability. Also if I could just shake and stun the Predator all day I will.
SM Turn Two: Well, I wanted the Necrons to go to my right, but I did not expect such an aggressive move. Suddenly my Ironclad had no targets. What really surprised me was Tigurius was still alive! The sole surviving assault marine rallied and moved into cover. The attack bike on the right moved into charge range of the warrior squad. The Redeemer actually got to move and crossed a barricade. Ignoring Tigurius was a big mistake. He teleported spot on next to the Necron Lord and the Immortals that were all bunched up from their jump. Between the template of Tigurius’ wrath and my two main vehicles, the Immotals were wiped off the map. Everyone else concentrated fire on the warrior squad. A few warriors fell. I charged with the assault bike in hopes that the Necrons would have to use the Monolith’s portal and I would have one less Particle Whip to worry about next turn. The assault bike failed to wound any warriors and took a wound in return. He then failed his morale test and then failed his armor save! The Necrons were out of combat and consolidated away from my Terminators. Blast my luck! The Terminators charged a monolith in hopes of bringing one down, but only managed to shake it.
Necron Turn Three: TIGURIUS MUST DIIIIEEEE!!!! All joking aside I learned never to put him down again, wow that hurt. But feeling safe or safer than anywhere else I stayed relatively where I was and just fired out. Warriors/Destroyers shook the Predator. Monolith flux arced everything near it. Took out the final assault marine and warriors shot through the wall in between the monoliths to take out one Terminator, success. Downside the other monolith missed.
SM Turn Three: Drat, both heavy vehicles shaken again. I hate gauss weapons. Tigurius is gone, but he earned his points in dead Necrons and as a distraction. I wanted to move the Predator to block the warriors’ path to the objective, but I immobilized myself! Oh the humanity. The Redeemer circled the tower to pick up the missile squad so I could claim that objective. My razorback blocked the portal of one of the Monoliths and the Terminators immobilized it. WOOT! Scouts are worthless. They never hit anything and I have never pinned a unit with their sniper rifles. I finally wounded a warrior with the scout. So what… big deal.
Necron Turn Four: My warriors were now lined up in a conga line at the window time to fire away at the Terminators, bringing them down to one. Just keep shaking and stunning the predator with warriors and destroyers. My particle whip misses the LR but my destroyers and Flux Arc backed him up.
SM Turn Four: Both my heavy vehicles are shaken and I’m down to my last Terminator. I moved the razorback with the squad inside over to the other objective. The Terminator moved to block the portal. The Ironclad ran to support the Terminator. I was indecisive on where to move the attack bike. I was hoping to use it to contest as I would get the last move. Squad TS2 climbs into the Redeemer for a break. My scouts knock down another warrior and I remember to have the Predator pop smoke!
Necron Turn Five: Time to start going for the objective so I jumped the lord and squad of warriors through the monolith near the center and they also finished off the Terminators. The particle whip destroys the Iron Clad, thank the C'tan. Solo warriors shake the Predator and now my destroyers can just fire freely as what needed to be done, was done this turn.
SM Turn Five: Boy, things went really bad for me. The last Terminator died. The Ironclad took a glancing hit from the Particle Whip, he needed a 6 to destroy the IC because the PW is AP1 and he got it! My Redeemer is immobilized and the Predator was shake on some very lucky shooting. All is not lost…I’m going for the win! Squad TS2 jumps out of the Redeemer and assaults the Necron Lord and Warriors. This pulls them off the objective. One marine survives the combat. Squad TS1 jumps out of the razorback onto the objective. The razorback guns its engines and blocks the portal to the monolith…again. I have one objective and he has none. Roll the die and let’s end this game. But it is not to be. I roll a four and the game continues to its forgone conclusion.
Necron Turn Six: Well now it was time to start to close things out, I put my warriors on the objective and shoot the last marine that dared to assault me. The Lord, Monolith, and Destroyers can't kill a razorback but it is immobilized from all the shooting. But the best thing this phase would be the particle whip shot from the other monolith at the tactical squad in cover on the objective killing all but one, so my second squad of destroyers finished him off. Finally, I had expected to do this if I couldn't kill the razorback with shooting I separated the Lord from the Warriors, so something you don't normally see, a charging Necron and he kills it.
SM Turn Six: For the third time this game a squad of marines is wiped from the board due to some of the worst save rolls in the history of Warhammer. The Particle Whip hit the squad square and I went to ground. The 3+ cover save meant nothing to the die gods and four of them died on five dice. The destroyers finished off the last man. I have only one last desperate hope to pull out a draw. The attack bike has to move through the building and survive a terrain check. Then he has to make a roll to charge the Necron Lord four inches away in terrain. Then he has to hope the Necron Lord fails to wound him with three power weapon attacks. I was fine up until the Lord’s attacks. One got through and my hope of contesting the middle objective was gone.
Necron After Action: I've played against Al for long enough to know he can use one squad to win or draw a game so I was never thinking I had this in hand. I'm lucky it didn't end on turn five but it on the same note it wouldn't have mattered if it went to turn seven. He is extremely intelligent but I did what I knew best and it seemed to have worked. I've played Necrons for five years, and being as I'm still in High School it lets me take in a lot, growing mind and all, ha. As for Necrons not being competitive, glancing made a drastic change for me going into fifth but they still play like they used to, I just can't kill things. I am happy with them, but if I could get any one reasonable thing it would be make my glance -1, so they are essentially what they used to be, but what can you do?
SM After Action: If you look at the number of kill points each side got, you would never guess that I came very close to pulling off a win or a draw in the last two turns. My first army was Necrons and I have played Brad enough times to know what to expect. Even when I thought I had him falling right into my trap he managed to counter my tactics. I can’t blame my loss on the dice, but when his rolls went bad it was on to hit rolls. When my rolls went bad it was on armor saves. Three whole five man squads wiped out on unbelievable rolls. Bother. It was a great battle and I look forward to more play testing in the near future. At least I have time to make some adjustment to my army before we head to Mechanicron in November. My plan is to drop the scouts and pick up another razorback or at least get a rhino.
I will gladly laugh in the face of anyone who claims that Necrons need a new codex to make them competitive. Are they a bit boring? Yes. Are they competitive? Absolutely…especially in the hands of a good general like Brad. In July, I took first place in the local ‘Ard Boys over 20 armies playing my Necrons.
(EDIT: Fixed link)