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Thread: The Rise of Matrintis

  1. #1
    Chapter Master Kurisu313's Avatar
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    The Rise of Matrintis

    The Rise of Matrintis

    Phaeron Aurikal of the Gold advanced alone into the throne room of his hopeful ally. There was no telling what sort of dampening fields were present for such a powerful dynasties’ general. He doubted his phase shifter would work, and if they could block his phase out protocols…he might suffer true death. He felt fear like he had when his body was mere flesh and blood. But he had to proceed, for the goal was immense, and he would not allow such folly as fear to stop him now.

    The throne room was huge, the main thoroughfare lined by ornate pillars. Beyond those pillars the room faded into the gloom where dozens of low level Lords and Crypteks awaited their master’s orders. And at the end of the room, upon his throne, sat that master.

    Phaeron Ramaxis of the Gold, fairest of the Novokh Kai.

    There were rumours of him, rumours of a madness that ran in his lineage, causing him to be shunned and outcast. Aurikal did not know the veracity of those rumours, but that would explain why he had undertaken this quest; to restore his standing within the Novokh Dynasty.

    “You come with the offer of alliance, Honoured of the Senusnet Dynasty?” The voice reverberated loudly, and Aurikal realized that it had been conveyed by a multitude of speakers in the pillars. A nice touch, he thought.

    “Yes, my most auspicious host,” replied Aurikal, bowing. He was vaguely glad that his face could no longer betray his lies and deceipt with poorly concealed emotion.

    “And what do you know of our goal?”

    Aurikal chose his next words carefully. “I am aware of the legend of Matrintis.” Ramaxis did not respond immediately, but his head inclined, and Aurikal pressed on, “Towards the end of the Great War, the news travelled fast. Many heard of it. And you intend to find it, to curry favour with your masters in the Novokh Dynasty, may it last forever.”

    “May it last forever.” The ritual words came not just from the pillars, but the host of flunkies surrounding them, like the dutiful sheep they were. Ramaxis stood, unfurling to his full height. He advanced towards Aurikal.

    “And what do you seek from this? Do not take me for a fool, Aurikal.” His voice now only came directly from him.

    “Of course, we seek the furtherance of friendship between our two glorious dynasties,” he replied, “but as you say, we too have a goal that lies in the webway. We seek the return of something that belongs to us.”

    “And if you accomplish your goal?”

    “Then of course, we will maintain our assistance until you have found yours,” Aurikal lied through his synthesizers.

    “Very well. You will have your alliance. My diviners have informed me that there will be great strife in the search for Matrintis, and I believe your additional strength will be useful.” Aurikal did not like the sound of that, but when Ramaxis proffered his hand, he shook it. Dull, staccato applause came from the shadows.

    “You seek something in the webway,” said Ramaxis “and you come here.” He gestured and a view screen appeared in mid air, showing the planet that the allied Necron fleet now occupied.

    A maidenworld of the Eldar.


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    Ramaxis (left) and Aurikal (right)

  2. #2
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Game 1: Trespassers

    Overlord Agural of the Silver was bored. He commanded a column of Necron Warriors that wound its way through a vast forest, searching for one of these fabled gateways. In truth, he doubted that they existed, and that they were a figment in the imagination of an insane Necron. It wouldn’t be the first time that a Lord had awoken with degraded pathways and begun a war with enemies that weren’t there.

    He also disliked the allies he’d received from the Novokh Dynasty. They were commanded by a Bronze tier, so he theoretically had ultimate command of the force, but saw them as little more than watchdogs for Ramaxis and placed no trust in them.

    From his command dais, he had a commanding view of his force, and even now his mind appreciated the strength of his mechanical minions. They did not tire, and crossed the difficult terrain with nary a foot misplaced. At the very head of the column a single Triarch Stalker led the way, with its advanced sensor arrays and powerful locomotion.

    The next instant, his forehead caved in.


    From out of the shadows, Eldar snipers took aim, harrying the column, aiming for the Necron royalty where possible. Even without their commander’s the Necron response was swift and inevitable, and battlecode took over. Hundred of gauss rifles scoured the forests in return, but if they even managed to hit anything, it was impossible to tell.

    Eldar exodites had been expected. What came next was not, and the Necron column was suddenly hit in the flank by a warhost of Alaitoc. A blaze of vibrant colours, as Dragons advanced alongside Avengers. Banshees and Scorpions jumped from the shadows. Hawks soared overhead as Reapers shot from afar.

    For a moment, it seemed that the force would be instantly overrun, but then the Necron formation suddenly snapped to readiness as a proper command pathway was established. Aboard his dais, Agural’s head had reformed, and his eyes blazed with hate. Additional sniper shots found themselves fouled by quantum shielding.

    The forces clashed.


    Overview

    Hello, and welcome to our newest campaign, the Rise of Matrintis!

    For this first game, we are trying to show the Eldar arrival. The Necron forces are spread out, searching the planet surface for the Webway Gates. The Eldar mysteriously turn up to ambush them, supported by the native exodites.

    This game is 2500pts. The Necrons deploy in a line down the middle of the board, then the exodites deploy as they want, with no restrictions. The Alaitoc forces arrive on turn 1 from their board edge.

    The Necron Coalition Scout Force
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    Overlord Agural of the Silver – Warscythe, Sempiternal Weave, Res Orb, Tachyon Arrow
    Royal Court – 3 Harbingers of Destruction (Lords noted on squads)
    Triarch Stalker
    10 Senusnet Immortals
    10 Novohk Immortals – Lord
    10 Novohk Immortals – Tesla Carbines
    20 Senusnet Warriors - Lord w/ Warscythe, Res Orb
    20 Senusnet Warriors
    20 Novohk Warriors
    20 Novohk Warriors
    20 Novohk Warriors

    Alaitoc Vanguard and Exodites
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    Farseer Malar – Runes of Warding/Witnessing, Spirit stones, Doom, Fortune, Singing Spear
    Autarch Trathan – Banshee Mask, Scorpion Chainblade, Fusion Gun
    Autarch Repek – Banshee Mask, Power Weapon, Fusion Gun
    6 Pathfinders
    6 Pathfinders
    6 Pathfinders
    6 Pathfinders
    12 Dire Avengers – Exarch w/ Two Shuriken Catapults
    12 Dire Avengers – Exarch w/ Two Shuriken Catapults
    12 Dire Avengers – Exarch w/ Diresword and Shuriken Pistol
    5 Swooping Hawks – Exarch w/ Sunrifle, Intercept, Skyleap
    5 Warp Spiders – Exarch w/ Death Spinner, Power Blades, Withdraw
    5 Fire Dragons – Exarch w/ Firepike, Crackshot
    10 Howling Banshees – Exarch w/ Executioner, Warshout, Acrobatic
    10 Howling Banshees – Exarch w/ Executioner, Warshout, Acrobatic
    5 Dark Reapers – Exarch w/ Eldar Missile Launcher, Crackshot
    10 Striking Scorpions – Exarch w/ Scorpion’s Claw, Stalker

    Deployment
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    The allied Necron forces deploy in a line down the middle of the board, with the Triarch Stalker at the very front and Agural about halfway down that line.

    The four Pathfinder Squads deploy near the head of the column, on either side.

    Eldar Turn 1
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    With the exception of the Warp Spiders and Swooping Hawks, the entire Eldar army comes on, at the very front of the column.

    At the forefront, the Fire Dragons annihilate the Triarch Stalker with exactly applied shots. Snipers target the Novohk Immortals, and with precise shots slay the Lord leading them. Another six fall, but four survive the damage thanks to their protocols.

    A storm of shuriken rounds strike the leading Warrior unit, and eight Warriors of the Senusnet Dynasty fall, half not to return.

    Necron Turn 1
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    The Lead unit pulls back to deal with nearby Pathfinders, but fails to assault the four inches necessary. Immortals fill their place in line, slaying four of the Fire Dragons. The next Warrior and Immortal squads kill half of the Striking Scorpions, and a couple of Banshees, but the remainder of the line is out of range, and spends the turn advancing as swiftly as possible.

    Eldar Turn 2
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    As the Eldar advance, the Immortals are hammered by shuriken fire to little effect, but are suddenly obliterated as the Dark Reapers bring their heavy firepower to bear. Remaining fire hits the most forward pair of Warrior squads, and seven are put to permanent death as the Warp Spiders appear behind the line.

    Then, with a flawless charge, a Squad of fortuned Banshees with Autarch Repek slams into the Senusnet Immortals. Three die to pinpoint overwatch fire, but then the Immortals are simply gone, no match for the flashing blades of the warrior women.

    At the last moments, the Warp Spiders flash away.

    Necron Turn 2
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    Now isolated, the two advanced Warrior Squads continue to slay the advancing Eldar, further weakening the Scorpions and removing the front half of a Dire Avenger squad including the Exarch.

    The remaining units have only one target in range: the Banshees. Even with fortune and cover, the Banshees are nothing in front of the deluge. Autarch Repek, on the other hand is an impregnable fortress, shrugging off all the incoming damage, save for a single wound.

    Eldar Turn 3
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    While the Swooping Hawks come in way off target, their grenades land with pinpoint accuracy, sending the shattered forms of three Warriors reeling.

    The three Avenger Squads and Spiders slay all but one of the most advanced Warrior Squad, who then gets slain by a sniper round, wiping the squad and preventing any reanimation.

    The next squad loses members to the Dark Reapers and Pathfinders before being assaulted by a fresh Banshee Squad towing Farseer Malar and Autarch Trathan. The melee is short and one sided.

    The orphaned Fire Dragon Exarch strikes the Tesla Carbine from the Command Barge, dropping the quantum shielding. A sniper also manages to pick off the second Lord.

    Autarch Repek charges the Royal Court along with the remaining Scorpions, but they don’t reach and he must fight alone. The combat is a stalemate and no-one dies.

    Necron Turn 3
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    With the advance elements isolated and destroyed, the back squads now make up the entire force. One by one they shoot, killing the Warp Spiders and Striking Scorpions along with three Banshees.

    Repek slays one Cryptek in the centre of the field. Overlord Agural urges his Barge into the one Fire Dragon Exarch and easily slays him.

  3. #3
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Eldar Turn 4
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    The Dark Reapers target the Barge, but the only damage it suffers is shaken off by living metal.

    The last Senusnet Warrior squad loses several members to Pathfinders and Avengers, and becomes pinned. The Banshees dash past them and the stalemated Autarch into the next unit, which is almost a full 20 strong. Despite this, between fortune and doom, even with overwatch the unit is completely junked in one round of combat.

    Necron Turn 4
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    The ast unit of Immortals and unpinned Warriors surrounds the Banshees and slays them all, save the Exarch and attached characters. The Immortals charge in and though they suffer some losses, are able to smite the Exarch.

    Autarch Repek sees off the last Cryptek, but he resurrects nearby.

    Overlord Agural sweeps over the Pathfinders, killing one. He then charges the Dark Reapers, whose Exarch, with characteristic accuracy, explodes it with ovewatch! Their success is short lived as Agural continues the charge out of the burning vehicle and easily slays two of them.

    Eldar Turn 5
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    Without the Banshee’s killing power, the Autarch, Farseer and Immortals are stalemated by each other’s incredible resilience. One Immortal falls, but Farseer Malar is wounded.

    Autarch Repek tries to assault eighteen Warriors, but is predictably slain, despite the help of the newly returned Hawks.

    With a horizontal sweep, Agural lops the heads from all three remaining Reapers.

    Necron Turn 5
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    Noticing a huge energy build up, one Avenger turns just in time to receive a Tachyon Arrow to the knee. Which isn’t so much an injury that forces him into an NPC role as it is complete obliteration. The remainder flee for their lives before his flashing warscythe.

    As the Immortals get lucky and slay Farseer Malar, more and more Avengers fall to the last two Warrior squads.

    Eldar Turn 6
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    In the open, Agural is suddenly beset by sniper fire from all sides and falls. He is able to get back, though still gravely damaged.

    The Eldar are almost able to completely slay the Senusnet Warriors, but one remains, and two more rise to rejoin him.

    Necron Turn 6
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    The Swooping Hawks suddenly find themselves under the attentions of the last Novohk Warrior Squad and are obliterated by a hail of gauss fire.

    Agural sees off another Avenger squad without breaking a sweat, and Autarch Trathan falls after so long fighting the Immortals.

    Eldar Turn 7
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    Again, Agural falls to sniper fire, only to rise again.
    The remaining Avengers and one Pathfinder Squad finish off the last Senusnet Warriors.
    Another Pathfinder Squad finally kills the last Cryptek (think that was his third ‘death’!)
    The last Pathfinder Squad kills an Immortal.

    Necron Turn 7
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    Agural kills another Avenger and is locked.

    The Immortals and Warriors kill a Pathfinder.

    Turn 8 onwards
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    After Agural is slain by a lucky Exarch, and the Immortals and Avengers are finished off, the game devolves into the last Warrior Squad trying to kill the Pathfinders. With a bit of Yakkety Sax, they chase shadows, slaying one here and there as they are slowly picked away at. Only two Squads are left, when the last Warrior finally dies, a sniper round between his eyes.

    Results

    Due to poorly decided win conditions, we’ve decided that this game was a Draw. By the end of turn seven, the Necrons were winning on absolute Kill Points, but were literally equal with each army having lost 75%. We played on for fun, and the fact that it made sense that without a commander, the warriors would continue to fight until commanded to stop, and the Eldar were the last left, but utterly broken.

    DRAW!

    Thoughts

    That was really, really fun.

    The Necron force really gave the feel of a column made up of a horde of low-level grunts. The Eldar almost completely overwhelmed us with a pinpoint assault, but as the game drove on, my weight of number were brought to bear and we equalized quite nicely.

    I hope you enjoyed reading this, and hopefully we’ll see you in a fortnight!

    Aurikal stormed into the repair facility. There, a half constituted Agural was being worked upon by a Cryptek and reparation scarabs. The Cryptek immediately retreated as he approached.

    “Report now, you fool.”

    “We were taken by surprise by the Eldar, sire.” Agural’s voice was glitchy, constantly varying in pitch and volume. “But we destroyed their force, in your name.”

    “Don’t give me that,” roared Aurikal, slamming his staff on the ground for emphasis. “You were taken by surprise! How?! Where did that force possibly come from? The snipers were Exodites, we expected them, but how did a craftworld jump out of the shadows?” Agural did not reply. “Say something!”

    “I do not wish to point out the obvious to you, my Lord.” Furious, Aurikal almost smote him there, but the words penetrated deep, and he realized their meaning. They must have come through the Webway. And the flowing questions that entered his mind all had immediate, terrifying answers.

    How did they know that they were here? There were fighting a race of diviners. They might well be able to predict their every move. Why did they come? The Necrons were close to their goal. They were right to come here, because the Eldar clearly wanted them stopped.

    They were right to come here!

    This meant their goal WAS here. In the midst of his worry, victory shone. He must confer with Ramaxis immediately. Plans must be made.

    “Cryptek, delay his reparation for one cycle as punishment. Failure will not be tolerated Agural.”

    With that, he swept from the room.


    The exodites had withdrawn, and now surrounded a towering webway gate. From their point of view, the raid had been successful, as their cared nought for their craftworld cousins. The webway gate glowed briefly and a single figure stepped through.

    He was clad in black and bone armour, and moved with the awkward stiffness of his kind. In his hand he carried an ancient spear, and a cloak billowed behind him to a wind no one could see.

    Farseer Meldon of the Alaitoc craftworld.

    “You are late,” stated an exodite. “Your men went into battle without you and were wiped out.”

    “No, I am perfectly on time. It was Malar who was ahead of schedule. The fool would did not want my accompaniment and his own arrogance blinded his scrying. They will stay dead, but the the Necrons will not.”

    “Why would he not want to fight with you?” queried an Exodite.

    “I am considered cursed by my peers,” Meldon stated nonchalantly, as if the word were meaningless and pressed on. “However, you are blessed, for I am considered an expert on the Necrontyr. I will take command of the war here, and I will protect your home.”

    He removed his ghosthelm and long hair spilled over his shoulders.

    “I have forseen the Necrontyr’s goal, and I will not let them succeed. They will not have Matrintis."
    Last edited by Kurisu313; 29-07-2012 at 19:01.

  4. #4
    Chaplain
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    Re: The Rise of Matrintis

    An excellent write up to match the game!

    That was tough going; footslogging eldar find massed Necron warriors very hard.

    So our third Narrative campaign is under way; speculation welcomed!

  5. #5
    Commander Shadow Lord's Avatar
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    Re: The Rise of Matrintis

    Seemed like a very fun and intense battle! Good batrep and excellent fluff as always! I didn't expect the Eldar to last that long against the Necrons forces, but they did...impressive!
    Don't dismiss my anger as mindless fury.I assure you,it has a purpose!

  6. #6
    Chapter Master SevenSins's Avatar
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    Re: The Rise of Matrintis

    A real heap of bodies left after that match
    Happiness is having an alibi and a big backyard to bury the bodies

  7. #7

    Re: The Rise of Matrintis

    More, now!

  8. #8
    Librarian Desalbert's Avatar
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    Re: The Rise of Matrintis

    That was turbo awesome! Great fluff, great mission, great models, great game board. Loved the neat columns of fire!

    A+ boys, I'll be coming back for more, for sure!

  9. #9
    Chaplain Grimgork's Avatar
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    Re: The Rise of Matrintis

    Great as always :-)

  10. #10

    Re: The Rise of Matrintis

    I love these narrative campaigns . What you guys do so well is the storyline and twisty plots . The inquisitors’ story was great for that. The wonderful models and amazing terrain just adds an additional layer of awesomeness to the whole thing . Hmmm, Matrintis is also (entirely coincidentally I am sure ) a robot empire from Power Rangers (nice bit of intertextuality there) so it’s going to be some kind of super Necrony thingy innit. Uhh! Maybe a C’Tan (or atleast a shard). Can’t wait to see the next instalment...

  11. #11
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Quote Originally Posted by ClauseIV1918 View Post
    Hmmm, Matrintis is also (entirely coincidentally I am sure ) a robot empire from Power Rangers.
    I never thought anyone would realize...well played, Clause, well played.

  12. #12

    Re: The Rise of Matrintis

    Misspent youth. Looking forward to the rest of the campaign!

  13. #13
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    Re: The Rise of Matrintis

    Whoa, that was good. It must have been hard to take down over 140 Necrons that constantly got back up again. I love seeing mass Eldar/Necrons. Great batrep, I eagerly await the next game!
    Quote Originally Posted by Captain Hatl View Post
    ALL SHALL FALL BEFORE THE ENDLESS CRUSADE! HERESY IS WEAKNESS! HUMANITY SHALL PREVAIL, WITH THE EMPROR'S WILL AS ITS STANDARD AND WATCHWORD! ONWARD, MY BROTHERS!

    Seriously, if you're such a **** that you need a Chaos god to back you up in any fight you enter you deserve to get murdered. Real men do it by force of their own badass. And don't even get me started on those weak-ass mother **** psyker witch losers.

  14. #14
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Game 2: Doorway

    In the wake of the opening ambushes, Necron search parties had become much more reinforced. A wing of heavy Necron skimmers cruising one ofthe planet’s endless forests suddenly made a sharp turn. Overlord Tagak processed the incoming data on the fly. Hard lock, distance two kilometres. Multiple bio-signs.

    Tagak roared with laughter. “We’ve found one, my loyal soldiers!” In the Arks, the Warriors made no reply, though a Cryptek shook his head sadly at his leader’s delusion. “The first glory shall be ours!”

    “Roger, target acquired, commencing obliteration,” came a voice from beside him. He turned to see Kara’Lon, one of the Novohk Kai pull alongside his barge. The Destroyer Lord bothered him in a moral sense, but there was a more urgent problem.

    “We are to secure the objective, not destroy it.” The Destroyer turned his head to regard him coolly.

    “I promise to destroy it last,” he said, then accelerated ahead, leaving Tagak to rage impotently. He would not end up like Agural. He swept his scythe forward, and his force obeyed immediately, moving in to the attack.


    Meldon watched them come as he knew they would. Seeing them again in such a long time broke his mental defences. The scars on his head ached in sympathy. The warriors on either side backed away as an ethereal wind pushed them back. His teeth gritted as his face contorted into a grimace of rage.

    “Destroy them all.”


    Overview

    In this 2500pts game, the Necron forces must wrest control of the webway gate from the hands of the Eldar. A nice, simple, kick ass and take their stuff kinda mission.

    Please note that the two forests surrounding the Webway Gate are Exodite Aegis Defence Lines, each with an Eldar equivalent of an Icarus Lascannon. Also making his first Appearance is Farseer Meldon, one of the Four Warlords of this campaign. Along with Ramaxis of the Novohk Dynasty, Aurikal of the Senusnet Dynasty and of course ++censored++ of the ++censored++. Their rules will be published over the course of the campaign.

    Necron Skimmer Assault Force
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    Tagak, Necron Overlord – Warcythe, Res Orb, Sempiterna Weave, Catacomb Command Barge
    Kara’Lon Kai, Destroyer Lord – Res Orb, Sempiternal Weave
    9 Warriors – Harbinger of Destruction, Ghost Ark
    9 Warriors – Harbinger of Destruction, Ghost Ark
    9 Warriors – Harbinger of Destruction, Ghost Ark
    10 Immortals – Tesla Carbines, Lord (Staff of Light), Night Scythe
    10 Immortals – Gauss Blasters, Lord (Warscythe), Night Scythe
    5 Destroyers
    Annihilation Barge
    Annihilation Barge
    Doom Scythe

    Eldar Defense Force
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    Farseer Meldon
    Farseer Aldbar - runes of warding, Runes of witnessing, Spirit stones, Doom, Fortune, singing spear
    Farseer Kammar - runes of warding, Runes of witnessing, Spirit stones, Doom, Fortune, singing spear
    Autarch Repek - Banshee mask, Power weapon, Fusion Gun
    6 Pathfinders
    6 Pathfinders
    6 Pathfinders
    6 Pathfinders
    16 Fire Dragons - Exarch w/ firepike, Crackshot
    10 Howling Banshees - Exarch w/ Executioner, Warshout, Acrobatic
    10 Howling Banshees - Exarch w/ Executioner, Warshout, Acrobatic
    8 Striking Scorpions - Exarch w/scorpions claw, Stalker
    8 Striking Scorpions - Exarch w/scorpions claw, Stalker
    War walker – EML, bright lance, spirit stones
    War walker – EML, bright lance, spirit stones
    Falcon - bright lance, Spirit stones, Vectored engines
    2 Ironthawn Glades – Aegis Defense Lines with Icarus Lascannon

    Deployment
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    The Eldar deploy mostly within the confines of their Ironthan Glades, with a Banshee, Scorpion and Pathfinder Squad apiece. The Icarus Lascannons are controlled by the Farseers. On the outskirts, Pathfinders and War Walkers hold forests, and the Falcon with Fire Dragons brings up the rear.

    The Ghost Arks take pride of place in the centre of the line, with the left flank being dominated by the Destroyer Wing, and the Annihilation Barges on the right.

    Turn 1
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    For both sides turn 1 is uneventful. The Eldar shooting is fouled by Quantum Shielding and the quick advance of the Necrons mitigates their shooting power. However, each side makes one important kill. A Ghost Ark drops as a roiling ball of flame as a Bright Lance ignites its power core. Metal Warriors advance out of the flame unimpeded. In return, the Falcon is struck by an Eldritch Lance and also come apart, taking three Fire Dragons with it.

    Eldar Turn 2

    As the fortunes and dooms go down, the Eldar seek to stall the Necron advance. One Ghost Ark is struck twice, and there is a clap of thunder as its shielding drops. One of the Destroyers goes down to sniper fire, but reconstitutes before it even hits the ground. The Catacomb Command Barge suffers multiple hits from the Fire Dragons, and Tagak had to give up his own integrity to keep it running. The Dragons then launch an assault, destroying the Barge. Piling out of the wreckage, the Overlord scythes down the remaining Dragons.

    Necron Turn 2
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    The Doom Scythe roars on to the field, but is immediately met by the Icarus Lascannons, and before it can do anything it becomes a meteor crashing to the earth.

    A fusillade from the Destroyers forces the Pathfinders to duck and cover, but no one is killed. Huge amounts of firepower pour into one of the Banshee Squads, reducing it to two women, and taking out their combat effectiveness.

    Tagak charges a Scorpion Squad, but the flat-footed fighter is swiftly undone by the agile Scorpions, and a punch from the Exarch’s claw lops off his head.

    Eldar Turn 3

    One of the War Walkers snaps something important in the Senusnet Ghost Ark’s grav drive and the craft comes to a rest. Three holes appear in Kara’Lon’s chest as the Pathfinders hit him precisely. His Resurrection Orb glows and he carries on going.

    The Pathfinders carry on with their rampage, and the disembarked warrior squad is nearly obliterated. Even with reanimation protocols, only 6 remain, and the Cryptek stays down for the count.

    Necron Turn 3
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    The Icarus Lascannons fire, but the two incoming craft easily evade the shots. Warriors advance, traversing the lake with no need for air. Most of the remaining fire goes into obliterating the damaged Banshee Squad and damaging the other.

    The Destroyers crash into the Scorpions and Pathfinders evading the overwatch shots with impunity. Kara’Lon swings, but before it can connect a Scorpion drives their chainsword through his neck joint. Two more Destroyers go down, and bereft of the Lord, their combat punch is gone and they are stalemated.

    Eldar Turn 4
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    An Autarch and Farseer leave the Ironthawn Glade to deal with the pesky Annihilation Barges. The Autarch manages to miss, even with BS6, but a good cast from the Farseer’s singing spear wrecks the other’s main gun. He catches it on the return and jumps into assault, wrecking the infernal machine.

    The active Ghost Ark is struck amidships by a War Walker and breaks into two. As the Warriors try to disembark they are mown down by Scorpions and Pathfinders and the last two flee. We remove them from the game due to the fact they are unlikely to anything now.

    The Senusnet Warriors are Beset by Banshees and easily dispatched by the Warrior Women. The Scorpions finish off the Destroyers with ease as well.

    Necron Turn 4
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    As the Night Scythes advance, Immortals appear in flashes of light. In an instant, the Banshees are flayed apart by the Senusnet Immortal’s Gauss Blasters. The Novohk Tesla Immortals target the Farseer who had destroyed the Annihilation Barge and obliterate him. The remaining Barge kills the Autarch that had dared attack it.

    Eldar Turn 5

    As Meldon advances with the Scorpions, the Senusnet Immortals are beset from all angles by sniper and shuriken fire, till only one remains. He runs away, denying any chance of repair. Meldon is frustrated for his inability to kill any in personal combat.

    The Senusnet Night Scythe is struck by an Icarus Lascannon, locking its velocity, and the immobile Ghost Ark is finally put down by a War Walker. The Novohk Immortals are charged by the remaining Scorpions in a protracted melee with no clear victor.

    Necron Turn 5
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    The Scythes move on, the Novohk one leaving the board. Unable to turn, the other is nonetheless able to draw LOS to a War Walker and immediately destroys it. The remaining Warriors can’t kill anything, and the Immortals continue their melee indecisively.

    Eldar Turn 6

    Meldon and the Scorpions wade into the lake to dispatch the Warriors there, the fleet footed Eldar easily outmaneuvering the sluggish machines. The Scythe is stunned, and the Immortal/Scorpion Combat continues, with two Immortals dropping.

    Necron Turn 6
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    The Novohk Night Scythe flies straight down the board, killing some Scorpions, and Meldon falls back towards the Webway Gate. Clearly this is because he knows the battle has come to an end as the remaining Necrons phase away as it they’d never been there.

    Results

    The Eldar Win!

    Thoughts

    Certainly bloody, and for a minute there, I didn’t think the Eldar had a hope in hell. But one by one my vehicles died, and fortune allowed the Scorpions to punch well above their weight. It’s interesting how few low AP guns the Necrons have. It’s hard to penetrate a 3+ re-rollable save.

    One thing I didn’t really comment on was how poor the Eldar HQ’s performed. Almost all the singing spear and fusion gun shots were 1’s to hit, which is fairly amusing.

    It was certainly interesting playing against a dug-in Eldar with a relatively mobile Necron Army, I’ll say that!

    Farseers and Warlocks surrounded the Webway Gate, sealing it forever. The Exodites had been livid, but they came to realize that the Necrons must never have control of any gateway, no matter how meaningless the destination was.

    This planet was a hubworld. Eons ago, during the War in Heaven, Mighty Eldar fleets used this planet as a staging point to move troops across the galaxy. Now, it had fallen into disuse, and on one knew where all the pathways led anymore.

    There were a thousand possible destinations, and if even one led the Necrons to their goal…they had eternity to try every door possible.

    Again, the anger came in a flash, and Meldon’s knuckles went white as he grasped his spear, Na’Toalkh.

    “Unforgivable…,” he muttered to himself, trying to diffuse his rage. There would be time enough to vent it in the coming days.


    Ramaxis raged and raged. Aurikal watched his erstwhile ally with concern, and when he swung to face him, made sure his grip on his warscythe was good.

    “If that gateway was the one, this whole campaign is meaningless!” He roared. Aurikal held up a placating hand.

    “Mathematically unlikely. But please remember that the webway is labyrinthine. I doubt that there is only one path to either of our goals.”

    “And what exactly do you plan to do about our enemy?!”

    Aurikal bowed and turned to leave. “I will head down there personally. I will allow no more mistakes.”

    “You’d better not,” threatened Ramaxis.

  15. #15
    Chaplain
    Join Date
    Nov 2007
    Location
    Plymouth UK
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    165

    Re: The Rise of Matrintis

    As ever a great write up for a very entertaining game.

    The idea was the fortune boosted striking scorpians would take most of the incoming fire and to an extent it worked.

    The two A-barges did a number on my left flank and forced me to send HQ's to kill them.

    Intersting how two AA guns really reduced flyers effectivness despite some poor dice rolling. At the end the flyers could zoom around but not affect objectives and even with a deeper than standard board could not stay on the table.

    Overall I am pleased my force got the mission done. For my next trick I need to work out how to attack Necrons.

    And for eldar players looking at my list please consider that this is an important long range fight which is escalating but as of now no access to Phoienx Lords or Avatars.

    Suggestions for getting Striking Scorpians & Banshees in to melee with Necrons welcomed!

  16. #16
    Chaplain Grimgork's Avatar
    Join Date
    Jul 2009
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    Erlangen, Germany
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    244

    Re: The Rise of Matrintis

    Very nice battle. I liked reading it. It is always nice to see some characterful armies battling over something meaningful.

    For the next battle: what about including some warpspiders and swooping hawks to harass the necrons long enough for the banshees and scorpions to close the gap? Another possibility would be some DE allies and a Webway Protal. For the sake of the story they could be harlequins or exodites. Or bring harlequins in venoms for the fast closing CC killing. Just some random ideas. As a fellow eldar player I wish you good luck for the assault.

  17. #17
    Commander Cap'n Facebeard's Avatar
    Join Date
    Aug 2007
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    Upon the ocean wave
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    616

    Re: The Rise of Matrintis

    These are very good reports, thanks for sharing. I like your narrative approach, even if I have to skip the Necron bits of fluff - I'm one of those weirdos who just can't let go of the old Necron fluff.

  18. #18

    Re: The Rise of Matrintis

    I'm starting to feel bad for the necrons, they seem to get pathfinder'ed a lot!

  19. #19
    Chaplain
    Join Date
    Nov 2007
    Location
    Plymouth UK
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    165

    Re: The Rise of Matrintis

    Well the craftworld is Alaitoc so pathfinders are to be expected.

    In fact they are a really good counter to Necron units; take out the crypteks/lords and the units are a lot weaker.

  20. #20
    Chaplain
    Join Date
    Nov 2007
    Location
    Plymouth UK
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    165

    Re: The Rise of Matrintis

    Quote Originally Posted by Grimgork View Post
    Very nice battle. I liked reading it. It is always nice to see some characterful armies battling over something meaningful.

    For the next battle: what about including some warpspiders and swooping hawks to harass the necrons long enough for the banshees and scorpions to close the gap? Another possibility would be some DE allies and a Webway Protal. For the sake of the story they could be harlequins or exodites. Or bring harlequins in venoms for the fast closing CC killing. Just some random ideas. As a fellow eldar player I wish you good luck for the assault.
    Thanks for the advice. I will look at hawks & spiders. The problem is without assault ramps banshees/scorpians are going to have to eat one round of rapid fire gauess; my current plan is scorpians in front; banshees behind and fortune. Considered using vehicles for cover but they wil likley get wrecked. Charge distance through cover is not great and these units must arrive and hit hard.

    Regarding DE in the webway who knows?

    Eldar really need a codex update!

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