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Spankings 2012: Monsters vs. the Machine II by Kenton Kilgore, with commentary by Patrick
April, my best friend Pat and I get together on or near his birthday for some
40K brutality. Recently, Pat’s Tyranids had been on the receiving end
of a whoopin’, courtesy of my Dark Eldar, and he wanted a chance for
some cruel revenge. I was itching to try
out the new-and-not-so-improved Necrons,
so I broke out the ‘bots and paid a
visit to my friend’s house.
Hive Fleet Ravana (1995
That’s a lot of changing going on, so I was eager to try some of the new toys out. I wanted to maximize the monstrous goodness and get up in the Necron’s grille (as it were), so I brought:
(1993 points) by
Set-Up by Kenton Kilgore
We played at Pat’s house, on a 4' x 8' table on which Pat had set up the scenery. I chose what side I wanted, and we rolled randomly to determine the mission (“Seize Ground”) and deployment (“Pitched Battle”). We rolled and learned that we would have four objectives, which we placed: one on my right, two in the middle (one on my side, one near Pat’s), and one on my left.
We rolled off to determine who would deploy first. I won the roll and nominated Pat to go first, so that I could set up to counter him and so his Bugs could run into range on Turn 1 (Necrons are known for having short-range weaponry). Pat set up his Nids in a nice clump (oh, what I would have given for some ordnance blast templates), with Termagants out front, the Tyrannofex in the back, and almost everything else clustered in the middle around the Swarmlord and the Tervigons.
I set up with Night Scythes (both carrying Warriors) on my left, then (from left to right), the Scarabs, the Tomb Blades and Heavy Destroyers, then the Immortals (one of them in cover), and my Warriors (with one squad in the center led by Phaeron Lucifer).
Pat set up his infiltrating Genestealers a bit ahead of his main force, behind a large rock, and I put each Flayed One unit on a flank, in cover. I successfully rolled to seize the initiative, so that I could shoot the Bugs right where they were and hopefully stop some of them before they could get going.
Necron Turn 1: Aside from the Scarabs and Night Scythes moving up, it looks a lot like the deployment photo....
The two Tervigons combined to make 13 baby Termagants, but both rolled doubles in doing so, so there would be no more reinforcements for them. The Tervigons granted Feel No Pain to the wounded Trygon and the stricken unit of Hive Guard to keep them safe.
The Swarmlord gave the Genestealers Furious Charge, but the latter didn’t make it into charge range even after running. One unit of Hive Guard fired on Warrior Squad 1, knocking down two of them (one would get back up at the start of Turn 2, thanks to Reanimation Protocols). The other Hive Guard fired at the Heavy Destroyers, to no avail. Termagants unleashed their fleshborers on the Scarabs (“Little guys on little guys,” Pat said), killing a base. More significantly, the Tyrannofex’s rupture cannon took out a Night Scythe, meaning that its squad of Warriors would have to come in from my table edge.In the Assault Phase, one of Pat’s Trygons (on my left) attacked a unit of my Flayed Ones, and though the Blood ‘Bots were in cover (and thus, went first), they whiffed on their attacks. Whereupon the Trygon effortlessly squished them. Effortlessly, I tell you.
The Scythe and the Warriors combined their fire to knock two Wounds off the Trygon: good, but not nearly good enough. Elsewhere, Toaster shooting (Immortals + Tomb Blades + Warriors + Heavy D’s) took out four Genestealers in cover, leaving one ordinary one and the Broodlord, who were uncomfortably close to my line.
In the Assault Phase, the Scarabs charged the Trygon, intent on causing at least one unsaved Wound, which, thanks to Entropic Strike, would strip the oversized space salamander of its armor save. Sadly for me, the Trygon is much, much faster than Scarabs, an important tidbit of knowledge that I had overlooked. Striking first, the Trygon mulched all of them, again effortlessly.
The Trygon slithered towards my Heavy Destroyers (ruh roh) as one Tervigon and its attendant Gaunts moved in towards the Warrior Squad that had just gotten out of the Scythe. The Swarmlord granted the two remaining Stealers Furious Charge.
Pat showed me how the Shooting Phase ought to be done, with both Hive Guard units dropping all five of the Tomb Blades. The Tyrannofex took out an Immortal, and the Tervicow + Termacalves shot dead two Warriors.
The Genestealers charged the unit of Immortals that were, sadly, not in cover, and butchered them. The Trygon assaulted the Heavy Destroyers, and—need I go on? I think not.
The Hive Guard and an oncoming brood of Termagants fired at the Immortals in cover, taking down three of them. The Tyrannofex’s rupture cannon missed the Night Scythe. The Tervigon and Termagants that had thus far been having a fire fight with the Warriors charged them, killing four Metal Men. Team Toaster killed two Termagants and stayed in the fight.
the Assault Phase, the Termagants and Tervigon struck down five Warriors, and
the resolve of the rest broke. As
expected, they were easily caught and trampled.
On Pat’s turn, the Swarmlord gave his Tyrant Guard Furious Charge as they waded closer to the Immortals. The Tyrannofex nailed the Night Scythe with
two penetrating hits, destroying it.
Hive Guard fired on the Flayed Ones, dropping three of them: the other
two broke and ran as nearby Termagants claimed the objective.
On my right, the Trygon killed five more ‘bots, but the Necrons stayed in the fight as I rolled a “5” on my Morale test. Nevertheless, it was all over but the shouting, and I conceded, with the Tyranids holding two objectives and one objective contested.
Winner: Hive Fleet Ravana
Post-Game Analysis by Patrick Eibel
“Don’t call it a comeback, I’ve been here for years…”
--LL Cool J
There are a lot of Tyranid lists that rely solely on Hive Guard to handle gun duties. With the Tyrannofex costing nearly 300 points, I can understand why it is not overly popular, but having a Strength 10 shot to take down vehicles is very useful. The Tervigons both crapped out (get it: craps, rolling dice,… oh, never mind) in Turn 1 by rolling doubles. Fortunately for me, Kenton had his hands full with all of the big bugs to worry about my little objective holders.
I made a concerted effort to remember all the fiddly rules for the army (particularly the psychic powers), and for the most part was successful. I look forward to the birthday game every year, win or lose. This game was a ton of fun, and not just because the bugs were chewing up the scenery (literally.)
Post-Game Analysis by Kenton
In this battle, I overestimated several of the Necrons’ abilities, notably their firepower (even in rapid-fire range). That led me to putting the two Night Scythes, their Warriors, the Scarabs, and a unit of Flayed Ones on my left flank, where they were all swiftly paved over. Instead, I should have kept them in the center, where they would have been much more useful. As I was deploying those units, I told myself that doing so might blow up in my face, but I thought they could handle themselves. Lesson learned.
Things I didn’t like: Scarabs and Flayed Ones getting trucked (although, in their defense, they got charged by a frickin’ frackin’ Trygon). Night Scythes crashing and burning like Dark Eldar Raiders. Warriors’ inability to drop high-priority targets within 12".
Things I liked: Phaeron Lucifer granting the Relentless rule to his unit. Tomb Blades with particle beamers. Crypteks with eldritch lances.
So next time, more guns, and better guns. I’ll count the Warriors as Immortals with tesla carbines to replicate being Relentless; I’ll bring more Tomb Blades; and I’ll re-proxy the models I was using for Scythes as Doom Arks. And I’ll be smarter in my deployment.
Posted May 2012
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