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Me and two of my friends had a pretty interesting game played a few days back. Now, we all like the game, but everyone has always had a lot on their plates so unfortunately we don’t get to play very often. Maybe that’s the reason the game took more than seven friggin hours to play!

In advance, I would like to apologize for not being thorough and describing every detail that took place. I’m writing this from memory, so it will probably be a relatively brief overview biased from my point of view, with some highlights described in depth. This is also my first “published” battle report, so bear with me.

That said, this was a four race team battle at 1250p per race, with my friend playing together as Dark Eldar and Tau and me playing my Orks and Necrons (Chew on those alliances a bit from a fluff-perspective. :D ).

Armylists are as follow:

Necrons
Necron Lord with Resurrection Orb

12x Warriors
12x Warriors

3x Destroyers
3x Destroyers
7x Scarabs
Monolith

Tombspyder with two closecombat arms.

Orks
Big Mek with KFF and Bosspole.
Big Mek with KFF and 'Eavy Armor.

30x Shoota boyz with 3x Rokkit Launchas, Nob with PK and bosspole.
30x Shoota boyz with 3x Rokkit Launchas, Nob with PK and bosspole.
15x Gretchin with a Runtherd
15x Gretchin with a Runtherd

12x Lootas
12x Lootas

Deffdred with 2x Skorchas, Grot riggers and Armor plates.

Dark Eldar
Haemonculus with Vision Orb and Scissorhands.
Lelian

10x Warriors with Sybrite, 2x Splintercannons, 2x Blasters, Agoniser and Tormentor helmet.
10x Warriors with Sybrite, 2x Splintercannons, 2x Blasters, Agoniser and Tormentor helmet.
10x Warriors with Sybrite, Punisher and 2x Splintercannons.
10x Warriors with 2x Darklances.

20x Wyches with Succubus and powerweapon.
5x Warpbeasts with a Beastmaster.

3x Reaver Jetbikes with Succubus, powerweapon and Tormentor helmet.
Ravager with 3x Disintrigator

Tau
Commander, Shas'o with Airbursting Fragmentation Projector, Cycliclon Blaster, Shield Generator, Iridium Armor, Hard-wired drone controller, Hard-wired multi-tracker, Stimulant Injector and 2x Gun Drones.

11x Firewarriors with Pulse Carbines, EMP grenades, Shas'ui with Pulse carbine, Bonding knife, EMP grenades, Hard-wired drone controller, 2x Gun Drones.
11x Firewarriors with Pulse Carbines, Shas'ui with Pulse Carbine, Bonding knife, Hard-wired drone controller, 2x Gun Drones.
11x Firewarriors with Pulse rifles, Shas'ui with Pulse rifle, markerlight, hard-wired multi-tracker.
11x Firewarriors with Pulse rifles, Shas'ui with Pulse rifle, markerlight, hard-wired multi-tracker.

2x Shas'ui Crisis Battlesuits with Twin-linked Burst Cannons, Drone Controllers and 4x Gun Drones.

Piranha with Fusion blaster, Targeting array and Decoy Launchers.
Broadside battlesuit with Team leader, Advanced stabilization system, Hard-wired drone controller, Hard-wired multi-tracker, 2x Shield drones.
Broadside battlesuit with Team leader, Advanced stabilization system, Hard-wired drone controller, Hard-wired multi-tracker, 2x Shield drones.

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This is my story, and therefore will be more focused on the actions of my forces and my thoughts. My army list was written with the thought of mostly ranged opponents with some assault-elements. In a standard open field environment with normal deployment it was meant to move as a modified phalanx, with the monolith as the centerpiece together with the necron warriors and Lord, in order to protect them. I was afraid my opponents would screw the objectives and just focus to Phase Out half my army by just focusing on the warriors. And if something wasn’t done to prevent that, I’d doubt that less than 500p of Necrons in two units could stand up against the better part of 2500p. My plan was to keep the boyz infront of the monolith together with the Deffdread, scarabs in front of them all and the armored Big Mek there to provide coversaves to both vehicles and as many of the others in the front as possible.

Along the phalanx flanks I’d plan to stretch out gretchin units, to shield from flanking assaults. The Lootas with the second Big Mek I had thought would be placed somewhere with a good overview of the field in the back, along with the Tomb Spyder for protection. The Destroyers would roam to where they could get clear shots.


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So, with the board set up and terrain placed, we rolled 2D6 on the table in the beginning in Battlemissions. Result was ‘44’ Necron Ambush. Playing a “homegame” really relieved my concern of playing against two opponents.

If anyone is not familiar with this battlemission, it’s basically an Annihilation mission, but with the twist that the “awayteam” must deploy first and in the middle of the board from shortend to shortend, and they also can’t keep reserves voluntarily. The hometeam needs to deploy abit from the opponents, but otherwise have both longends of the table to deploy in.

Now, unfortunately I forgot to photograph the deployment before the game had begun, but suffice to say that all enemy forces deployed along the foot of the hill in the far corner aside from a few units, namely two warriorsquads, the reaverbikes, the wyches and the warpbeasts along with the crisis suits, commander and a broadside suit.

We’ve played several games against each other, me and my friends, and trust each other not to cheat and such. But for the sake of tactical analysis it needs to be said that I was the only one with a written army list with me. So I was effectively playing blind, even though I had a general idea of what they could field.

Myself, I felt forced due to lack of space to split up my forces, not my best choice during the game. With the thought that they could hold their ground if I flanked the enemy at the base of the hill, I deployed both Lootasquads on the top of the hill along with the Deffdread and the scarabs spread to cover the ramp up, and one Big Mek with a Lootasquad for forcefield-protection spread to all the units up there. The Monolith I deployed at the other long tableedge, behind the throng of infantry, Ravager and Piranha at the base of the hill. Closer to them, somewhere between the Monolith and moshpit of goats and evil space elves, I deployed a gretchinsquad and one of the Ork-mobs to rush forward and get stuck in as soon as possible. With the mob of Orks were the other Big Mek who provided a yummy coversave to orks, gretchin and Monolith.

Diagonally across the table from the Monolith where there were no enemies near, the Destroyers deployed behind the cover of a ruined building. On the opposite side of them, the Lord and both units of warriors deployed with the Tomb Spyder. My thoughts were that they were gonna have a good firefight with two DE warriorsquads and a broadside, and if things got too hairy or the wyches were to look at them the wrong way, ress-orb aside, I could always nudge my monolith a little closer and pull them out. A huge tactical error on my part: I somehow assumed the reaverbikes were ranged specialists and deployed way too close to them. Last, between the Monolith and warriorsquads mentioned, the second boyz mob deployed with the wych-squad in its scopes, and the second gretchinsquad in front of them as a meatshield.

With deployment done, I rolled a die to see who got the first turn, 4+ and it would be me. The DE player had a freaky Vision orb of sorts which would’ve let him reroll the die that decided who got first turn. He didn’t need to use the orb since I rolled in favor of them. Postgame, they told me that they’d gambled heavily on getting the first turn. I can’t say I was pleased at going second at the time with that nice gathering for my Particle whip and double skorchas, but I remember myself thinking “hey, atleast they’re down 25 pts for the orb now!”.
 

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Turn 1
Dark Taudar: The first turn took ages to play out, close to two hours in fact.
Basically I remember the crisis suits and commander shooting at my destroyers without casualties, one broadside took potshots at the monolith without causing any damage, along with the Piranha that tried to point-blank melta the deff dread in its side, thank Gork for KFF… or maybe Mork. A few wounds unsaved on the scarabs due to massive shooting and huge gouges taking out of the orkmob closest to the monolith caused by triple blasts from the Ravager along with a unit of firewarriors. The Tomb Spyder was shot at by the second broadside suit with both railgun and missiles, shaving off a wound. The reavers, remember what I said before about a tactical error, closed in on my warriorsquad furthest away from everyone else, shot them up a little before assaulting, killing three warriors, two of which were denied WBB because of powerweapon and not longer being within Ress-orb range. The reavers did however lose two of their own to über necron warrior melee prowess, and the necrons stood their ground. The other necron warriorsquad with the Lord also had some melee-goodness, with a DE warriorsquad fleeting closer to them to assault them. The robotic space skeletons lost this assault aswell, Necron Lord typically missed all of his attacks, losing a few but enjoying Ress-orb magic so none were removed from the table. This squad also stood their grond.

A small army of wyches moved in on and assaulted the 15 man strong gretchinsquad in front of the orkmob, heroically but not without soiling themselves, the gretchin were whipped into countercharging the rabid, spandexloving and narcotic addicted wyches, although not a greenskin lived long enough to even strike back.

On the hill the scarabs were assaulted by DE warriors, which was pretty much expected in order to clear a way, and deny the 4+ cover for later shooting at the Lootas. Not too much focus there, the scarabs took some wounds and gave some wounds, and then some more due to No Retreat! More of a surprise however, came when a Firewarrior squad apparently pushed survival-instincts aside and assaulted the Deff Dread. Thinking on my feet I decided it was probably in hope of having the dread in a tarpit during my turn, to avoid its double skorchas groping its way through several of their infantry units. A second surprise came when the suicidal firewarriors turned out to have EMP grenades – yikes! Lucky for me, it didn’t work out as the opponents had planned, with only seven of the firewarriors able to reach the vehicle, missing with most grenades and not having any effect with the ones who connected. Along with them taking a few casualties, losing the assault and morale breaking, they fled from the dread a few inches away, on a pretty neat line right in front of it, close to the Piranha which had landed on the edge of the hill and unloaded its two drones behind it, in the general escape path of the said firewarriors.

Somewhere in the middle of turn 1.


Necrorks: My first turn began with a not really satisfying, but I believe tactically sound move in which I moved the Monolith closer to the necron warriors and pulled the closest ones with the Lord into its matrix and spat them out through its gate. Both orkmobs and the surviving gretchinsquad moved closer to their closest enemy. The orkmob closest to the hill fired its weapons at the Ravager which I deemed was the most threatening, unfortunately all rokkits missed and the vehicle was left unharmed. The other orkmob unleashed –I imagine- a deafening hail of dakka at the wyches in front of them, mowing down close to a dozen of them.

The Destroyers exchanged shots with the crisis suits that had fired on them, failing to wound even a gundrone. The Deff dread, annoyed with the grotloving Taus futile attempts to challenge its invulnerability, span around and unleashed a storm of ignited squig-excrement stinking promethium at the Piranha, which for good measure took in chunks of the fleeing firewarriorsquad and the gundrones that just were released as well. The somewhat reinforced frontplates of the Piranha proved too much for the searing flame, but the gundrones were vaporized, and all but three of the fleeing squad were burnt to crisps. The Lootasquad closest to the fleeing Tau saw an opportunity for easy overviolent kills and turned all dozen deffguns at them, fireing. It is unclear as to how exactly, and the Lootas were indeed baffled, but not a shot connected… It is suspected that the Mek responsible for assigning ammunition had replaced the normal shells with blanks. The said Lootas must’ve been further humiliated when their rival Loota-mob swung their weapons around and ended the three remaining firewarriors.

Shooting done, I tried my luck at a multiple assault with the orkmob closest to the wyches. Having shot at them they had to try and assault them first and foremost, which most of them wouldn’t be able to unless a difficult terrain test was rolled, I rolled a ‘3’, which was enough to reach the wyches, but not to reach the warpbeasts about an inch more away in the other direction. I had to settle for the wyches (they had chosen the +1S on their drug table, btw), which was full mouth to chew as it was, with them striking first and a dozen orks fell before striking back and reducing the wyches to only three left. Wyches won, orks took a few more No Retreat! casualties.

The Tomb Spyder gave birth to a son, which unfortunately hurt so much that she had to take a wound, which she saved –phew-, it then assaulted the squad of DE warriors who stood dumbfounded after the necron warriors had been teleported out, not much happened. The remaining scarabs were squashed before getting to strike back, and the DE warriors consolidated towards the Lootas with the Big Mek. Now, the Deff Dread, having the Piranha in its sights, ran clumsily towards it and took several swings at the more than hard to hit vehicle, and wonderously enough, a hit connected, penetrated and the Deff Dread ripped out the Fusion Blaster, effectively neutering the Piranha. ‘Twas a good end to one lousy first turn.

Turn 2
Dark Taudar: Ravager again blew holes the size of small countries in the orkmob it fired at last turn. Crisis Suits and Commander killed two out of three destroyers in both squads. Piranha went flat out away from the dread, landing just past the infantryline towards the monolith. A broadside shot at and immobilized the dread, which unfortunately for me was just an inch away from the forcefield-goodness. The second broadside, not wanting to feel inferior to its brother, took its aim, fired at and immobilized the Monolith, which too was out of KFF range –stupid me, forgetting to compensate with the Big Mek for moving the monolith away last turn.

The Lootasquad without the Big Mek got shot down to a few orks, who promptly failed morale test and ran off the table. The other Lootasquad got assaulted by and killed by the DE warriors who had just enjoyed the scarabs for lunch. The solo Reaver cut down a few warriors with its powerweapon, and was joined by a DE warriorssquad who downed one or two warriors aswell, the few necrons still standing stood their ground after moraletest. Tombspyder-and-son took several attacks as well, some of them poisonous which inflicted two wounds, the Spyder failed armorsave and they were destroyed. Warpbeasts joined the fray with the orkmob and wyches, after everyone was finished hitting each other,
a few orks remained with the three wyches afterwards.

Somewhere in turn 2


Necrorks: The small orkmob by the ravager again decided to blow up the vehicle, I placed the Nob within assault distance should the rokkits fail and the PK would have to do the talking, with the rest scattered behind him, safer from potential explosions. One rokkit connected and wrecked the skimming vehicle. Seeing a small chance for mayhem, I used the Monoliths particle whip to place the pieplate as far back on the Piranhas hull as possible to hit as many infantries as possible and still hit the vehicle. Twas a hit! Rolled for penetration, only a glancing. Opentopped and a sweet sweet AP1 under the hole in the large blast compensated for the glancing hits negative two modifier. Rolled on the damage table, explodes! Roll for how far, 6”! Yes, at this time I was hysterical with excitement of the damagepotential. A lot of spacegoats did die during that explosion, and the necrorks cheered.

The Destroyers, of which all but one had come back to life, decided to take out the Crisis suits and fired everything they had at them, shaving off all four gun drones. The warriors with the Lord moved as far as they could into the ruins in the middle towards the hill, the surviving unit of gretchin had gone to ground in some random shooting during the opponents turn, so just laid there squirming. My thoughts were that they were still close to the enemy, and a threat for tarpitting a squad of firewarrior or the Broadsidesuit, so if they could stay there they would either draw fire or be up for said tarpit the next turn. The surviving Bik Mek made his way toward the Monolith in hopes of repairing it, but didnt make it all the way. And the Deffdread did manage a repair with its grot riggers, but since he couldnt move this turn he used one of his skorchas to cover as many tau behind a dark eldar warrior in front of him as possible, and the other laid fiery devastation to the said dark eldar warrior's teammates, drawing quite a few casualties.

Assault was brief and disappointing, last necron warrior in melee fell, and the last orks in combat with the wyches lost the assault, tried to flee but were cut down.

Bit too much focus on the opponents than I'd like, but it was a nice pic. Broadside taking aim at my Monolith which would a few rolls later cause a most troublesome immobilization. :cray:


Turn 3
Dark Taudar: Most infantry began to make their way down the hills slope, firing at the small number of orks now standing out of the field, barely covered by the wrecked Ravager. The orks all died, and with that distraction gone, the closest Broadside tried to finally destroy the Deff Dread, but missed. Making up for the slack of his counterpart, the other Broadside laid a wellplaced shot over the board and wrecked the Deff Dread, who had proven himself a hero.

Crisis suit and Commander again tried to down the Destroyers, without much luck. The warriorsquad who had defeated the necron warriors gathered up with the surviving three wyches and another warriorsquad and prepered to move out next turn.

Necrorks: Destroyers tries yet again to dispose of the Crisis suits, this time if they so have to bludgeon them to death. They move in at and delivers waves of gauss beams at point-blank, resulting in a whooping one failed armorsave. Geez, are these guys hard to kill or what? Time to go all orky on them, I assault them, and finally kill them by letting five Destroyers repeatedly hit them on their heads with their gauss cannons.

Back at the hill, the necron warriors crawl closer through the ruins and tries to rapid fire without being in range. Big mek reaches the Monolith, but fails the repair roll. Monolith turns its gaze toward the conglomeration of warriors and wyches in the other direction, its particlewhip kills off the wyches and takes a few casualties off the other two squads, whereof one of them fails morale and flees, under half strength and unable to regroup.

Turn 4
Dark Taudar: Infantry at the hill still climbs down towards the monolith and warriors. Monolith takes railgunshots from the Broadsides, one of which causes a weapon destroyed. Tau Commander shoots at and assaults the three man strong Destroyer-unit, managing altogether to incapacitate one of them – but binding them in a brawl with drones and a stupid HQ with 2+ save, FNP and 4 bloody wounds, no way they're getting out of that one alive for the remainder of the game, I thought.

Somewhere in the middle of turn 4. Look how few models are left in each infantry unit. :(


Necrorks: Necron warriors take their aim at the Broadside at the base of the hill, failing to do anything. The two destroyers not engaged in moves towards the hills, shooting at the same broadside, also failing to cause any unsaved wounds. The unit of gretchin shoots at and then assaults the same Broadside, taking out a shielddrone, I was told the Broadside suit had two attacks, so I moved my runtherd in basecontact with him to take away one of those attacks. Grots are left unharmed.

The fallen Destroyer in the group brawling with the Tau Commander comes back to life; blows are exchanged without any casualties inflicted on neither side.

Turn 5
Dark Taudar: The unit of two Destroyers gets shot down by the remaining DE warriors in the middle of the table. Broadside shoots Monolith without penetrating. Two infantry squads makes their way halfway around the ruins which the necron warriors are in. Gretchins get countercharged by a group of jolly DE warriors farther back, which only leaves the runtherd left, who actually manages to flee.

The Reaverbike succubus joins the Tau Commander in melee, cutting down a Destroyer with his powerweapon, and the Commander finishes the other two, preventing any WBB rolls.

Necrorks: Runtherd keeps fleeing but remains still on the table. Big Mek yet again fails to repair the Monolith.

Seeing a chance to wipeout two already damaged squads that are close, Necron warriors breaks cover and moves into rapid fire position. Monolith lines up a nice particle whip over an already damaged firewarriorsquad, with the blastmarker touching all the models, aswell as two out of three in an almost dead DE warriorsquad with the Haemonculus. Unfortunately, it scatters, only killing a firewarrior and leaving the Haemonculus as last surviving man in the DE unit. The Necron warriors who had been lining up for rapid fire, grimly does so into the lone Dark Eldar HQ, wiping him off the table.

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A die gets rolled to see if the game will continue to a turn 6, it does not. Game ends, with a tally of 8 killpoints for the Necrorks, and 13 killpoints for the Dark Taudar. I may have missed the death of a unit or two in my story.
 

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I like the double army idea, I might try a chaos space marine, assasinorium combo!:grin:
 

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Discussion Starter #5
@Tzeen: Many thanks, I try my best at writing in great detail, hopefully without adding too much nonsense. :) The terrain is all borrowed from a LGS, so credit to them for supplying it.

@Primarch: Like I mentioned in the report, we don't get to play very often, so we tend to make each match a little extra. Glad you liked the idea, I really enjoyed fielding portions of both my armies at once.
 

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THAT WAS PURE EPICNESS. Dark taudar forever! (I just like DE XD)
 

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the pictures may be a little bit bad quality but i can see that all four forces are very nicely painted and im loving the terrain! Great battle report as well :D
 
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