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6th Ed Battle Report: Eldar vs Necron Air Force

 

Hey guys it’s finally here.  Check out this latest report between the invisi-council and the cron air force.  I don’t have Jessie’s list anymore so I used an approximate one until I can get another copy.

Here they are:

Eldar list:
HQ: Farseer on Jetbike with Stones, Runes of Wit, Runes of Ward, Fortune, Doom.
HQ: 10 Warlocks on Jetbikes with 8 destructors, 1 enhance, 1 embolden
HQ: Farseer on Jetbike with Stones, Runes of Wit, ES, MW, Doom, Guide
Troops: 10 Pathfinders
Troops: 10 Pathfinders
Troops: 10 Pathfinders
Troops: 3 Guardian Jetbikes
Troops: 3 Guardian Jetbikes
F.A.: 5 Swooping Hawks with Exarch and skyleap
Fort: Aegis w/Comm-link

Necron List (I lost the copy that Jesse gave me so this is approximate until I can get another one)
HQ: Anarkyr
HQ: Overloard with Mindashackle, Res Orb, Phylacktery, 2+, 3+, warscythe
Chrono-tek, haywaire-tek x3
Troops: 5 Warriors in a night scythe
Troops: 5 Warriors in a night scythe
Troops: 5 Warriors in a night scythe
Troops: 10 Immortals
Troops: 10 Immortals
HS: Doom Scythe
HS: Doom Scythe
HS: Doom Scythe
HQ: Rune Priest
Troops: 5 Grey Hunters w/plasma

 

Enjoy.  Let us know if there are any things that we should do differently.  By the way we left out music this time because there was the smallest favor for leaving it out, if you want it back or are glad its gone, please leave a comment so that we know whether to change it back or leave it.  Thanks all.

-Peace

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Tournament Review: NOVA 40k GT 9.12 Part 1

Hey all Son of Adam back again after a long weekend in Virginia at the NOVA open 40k GT, and I am wiped out.  A bunch of the fellas and I drove down there and put up in the Hyatt hotel in Crystal City.  We arrived Thursday night and checked out the scene.

            There were a bunch of vendors that came out.  The War Store was there, Grex Airbrushes, I was lucky enough to get a conversation in with Rob from Spiky Bits, among others.  There was a huge room setup with tables and terrain for 40k.  Warmahordes had its own room, as did Warhammer Fantasy.  All in all it was very well done and had a lot of work put in.

            I feel totally wiped out as I was sick most of the weekend, and have been trying to recover since then, but I wanted to get at least a preliminary report of the weekend out there for you all.  If any of you have any specific questions about the event or any of the games leave a comment and I will get back to you.

There was a huge hall dedicated to 40k. There were more tables in another room beyond this one and about double this size behind me.

            I brought my Eldar with me.  Here it is, just so that you have a straightforward copy of it (note: this is not the end all be all of the Eldar in 6th it is what I could get together in a month and a half and still enjoy the game):

HQ: Farseer with Jetbike, Stones, Fortune, Doom, Runes of wit and ward.  10 Warlocks on bikes with 8 destructors, 1 enhance, 1 embolden, and 2 spears.

HQ: Farseer with Jetbike, Stones, Guide, Mind War, Doom, Eldrich Storm, Runes of wit, and a spear.

Troops: 10 Rangers

Troops: 10 Rangers

Troops: 3 Guardian Jetbikes

Troops: 3 Guardian Jetbikes

F.A.: 5 Swooping Hawks, with an exarch skyleap, and Hawks Talon

Fort: Aegis

HQ: The Duke (Dark Eldar Allies)

Troops: 20 Kabalite Warriors with 2 Splinter Cannons

This was the army that I brought on its display.

            Round 1 played against a nice fella that brought a Blood angel with Imperial Guard list.  His rough list was the following:

HQ: Librarian

Troops: Tactical squad with melta, multi-melta, power weapon in a pod.

Troops: Tactical squad with plasma, and lascannon.

Troops: Assault squad with Power Weapon

Troops: Assault squad with Power Weapon

HS: Vindicator

HS: Vindicator

HS: Vindicator

Fort: Aegis with a quad-gun

HQ: Company Command with 4 melta guns (IG Allies)

Troops: Infantry Platoon with 4 flamer command, and two flamer auto-cannon squads.

FA: Vendetta Gunship

HS: Manticore

My round one opponent’s BA with IG.

            The mission was P: Kill Points, S: Quarters, and T: Objectives with a Dawn of War deployment.  I won the roll to go first and took it.  I deployed all of my snipers on different objectives and dropped the Deldar in the aegis on my own objective.  He threw his tanks to my right flank, and all of his troops to my left.  In the first turn the council boosted up to surround all of the armor and the rest of my army took some shots with little effect.  In his first turn, the manticore dropped a bunch of Deldar and the rest of his vidi’s tank shocked my council.  His drop pod came down on my left flank and got in place to remove those snipers. 

            In my turn two, I used puppet master to fire his manticore at his blob squad and then multi-assaulted it with the rest of the vindis.  My other squads fired and didn’t do much else.  In his turn two, the assault marines deep-struck and shot without doing damage, and the drop pod squad came in and destroyed the snipers on my left objective.

            For my turn three, the council flat out over to the blob, and all of the snipers and Deldar dropped the assault marines.  For his turn three the vendetta came in and the squad inside flamed the council and everything else shot at them.

            In my turn four, the council moved up and declared against the blob, but got shots on the command squad and tac squad as well.  With the fire power I dropped the command and most of the blob as well as a few marines.  The rest of the army shot at the tacs sitting on my left objective.  Then I charged the rest of the blog with the Librarian and the tac squad.  I killed all but a few and he took some down as well.  In his turn four the platoon command moved out of the way, and in combat his librarian went down, but took down one of my farseers, and all but one of the tactical marines was left.

            In my turn five the council moped up the last marine and the hawks came down to contest the tacs on my objective.  The rest of the fire power dropped the flamer squad and my guardians jumped onto different objectives.  He didn’t have much else to do with his turn and the game ended.  The result was P: 13/2, S: 4/0, and T: 4/0.

 

            In game two I played another gentleman who was 1/0 and was playing Necrons.  His general list was:

HQ: Overlord with the works

HQ: Overlord in Barge

Troops: 18 warriors with 2 Voltaic-teks

Troops: 9 Immortals with a Lance-tek and lord with a Scythe

Troops: 9 Immortals with a Lance-tek and lord with a Scythe

Troops: 5 Warriors in a Ghost Ark with Tremor-Tek

FA: 6 Scarabs

HS: 1 Spyder

HS: Annihilation Barge

HS: Annihilation Barge

My round two opponent’s Necron army.

            The mission was P: Quarters, S: Objectives, T: KPs with a Hammer and Anvil Deployment.  He made me go first and I setup the Deldar in the aegis again with it being strung out between the two objectives on my side, and I infiltrated the snipers on one of my objectives and on the center objective.  He dropped the big squad with overlord in a ruin with an objective.  The scarabs were on the far side of his deployment and the barges and ark were deployed centrally.

            In the first turn I knocked off a couple of models and flat out the council towards the scarabs and away from a lot of his fire power to try and bait the swarms in.  In his side of turn one he moved everything up and took the bait on the council.  I used all 8 Destructors in overwatch and killed off all of the scarabs before they even got in for combat.

            In turn two, I jumped the council up and multi-assaulted the big squad, the middle squad and the spyder.  (This was my mistake at NOVA, luckily it wasn’t too important).  In the combat I killed a bunch of stuff and the middle and far squads broke, but the spyder had one wound left on him and kept me tied up so that I couldn’t cut the others down.  On his side of the turn, both squads regrouped and the command barge charged the council.  Everything else moved up and one of the scythes came in and did some ineffectual shooting.  In combat I did some damage to the barge and killed the lord and the spyder.

            In turn three, I threw the council into the ghost ark and the two re-grouped squads and killed most of them and cut down the rest.  Because our time was running out, I flat out the jetbikes onto the objectives.  On his side of the turn the squad inside the ghost ark was surrounded and what was left advanced to try and contest objectives.  The game ended there from time constraints and the result was P: 4/0, S: 5/0, and T: 9/0.

 

            For the third round I played a game that was essentially played in the head of my opponent and me.  Not much happened on the table, death-wise, but we both danced for position all game.  This was a fantastic game against a great opponent.  I apologize that I forgot your name friend, but if you see this go ahead and send me a message.  He took the following Draigo-Cron List:

HQ: Draigo

HQ: Coteaz

Troops: 10 man paladin squad with the fixins

Troops: 3 Acolytes

FA: Interceptor Squad

HQ: Destroyer Lord (Cron Allies)

Troops: 5 Warriors in a Scythe

Troops: 5 Warriors in a Scythe

FA: 6 Wraiths

HS: Doom Scythe

            The third mission was P: Objectives, S: KP, T: Quarters with a vanguard deployment.  He won the roll for first and passed it to me.  I setup the Deldar in their Aegis around my back objective, and infiltrated the snipers onto the two corner objectives.  He deployed Draigo and boys behind the center piece of terrain, and the wraiths defensively behind his back objective.  In turn one I put some wounds on the pali’s and moved my council all the way to my left side (I knew that if I got tied up with the Pali’s that the wraiths had the movement to come in and together beat the council).  He replied to this bait by moving Draigo and boy to the opposite side towards my snipers, but still in range of the wraiths. 

            For my turn two I had to redploy the council in a defensive position guarding the Deldar and the snipers who were getting in range of a Pali charge now, and both of my guardians came on.  In his turn two all of his sythes came on as did his interceptor squad.  The scythes targeted the guardians and got all but one.  He backed off with Draigo and pushed back into his deployment zone.

            In my turn three I baited with the guardian that was left, and moved the council back to the middle, but close enough to kill whatever went after the guardians and close enough to bait the paladins into combat, but far enough that it would be a long charge.  I threw down Hallucination on the paladins and it made them attack themselves, but with the stave he saved all 12 of his wounds (I had a bit of bad luck all weekend except the last game, which you will see).  He replied by backing up further with Draigo and shooting down the guardian with a scythe.  His acolytes came on and tried to hide.

            In my turn four the swooping hawks killed a few of the interceptors and they broke off the table.  The seer council came by to support the corner objective and leave themselves in range of Draigo’s squad.  The snipers hid and shot down the acolytes.  In his side of the turn he took all of his scythes off the table, moved Draigo backwards again, and brought the wraiths forward to threaten the near corner snipers.

            For my turn five, I jumped the council in front of the wraiths in order to fill their space for a charge towards that objective.  I dropped the swooping hawks back onto his home objective that was now abandoned by his wraiths.  In his turn five all of his scythes came back on.  The two night scythes dropped of their cargo and killed what was left of the snipers on the far corner objective.  He broke off his destroyer Lord and just managed to be able to jump him over the council and contest the center objective.  The paladins were remarkably able to kill 4 of the council and the Wraiths managed to get the charge range they needed to assault the swooping hawks, wiping them out.

            We had plenty of time, but we rolled and the game ended.  The result was P: 2/2. S: 2/4, T: 2/2.  We tied on all of the victory conditions (KPs needed to be by three), so it came down to victory points, and he had 30 more than me and won the game.  I needed another turn to finish off the killing blow, but didn’t get it. 

Another shot of the hall.

            For the fourth round I played against David Jensen, one of the guys that work for Stiff Neck Studios.  He brought the following Necron Air force list:

HQ: Obyron

HQ: Destroyer Lord

Elite: Lychguard in a Night Scythe

Elite: Deathmarks in a Night Scythe

Troops: Warriors in a Night Scythe

Troops: Warriors in a Night Scythe

Troops: Warriors in a Night Scythe

HS: Doom Scythe

HS: Doom Scythe

HS: Doom Scythe

            This mission was P: Quarters, S: Objectives, T: KP with a Dawn of War deployment.  My opponent again won first turn, and again passed it to me.  For deployment I dropped my Deldar in the aegis next to my right objective and infiltrated the snipers on the middle and his left objective.  He placed Obyron out of line of sight in a building.  For my first turn I flat out the council surrounding Obyron, and on his side he waited.

            For the top of two, I shot at and charge Obyron with the entire council.  I rolled terribly and only got 30+ wounds on him, all of which he passed (told you I had some bad luck).  In return he killed one of the council (That is 950 pts with a full volley and charge, which resulted in not a single failed wound and a lost combat against the one model).  In his turn a bunch of his fliers came on and shot a lot into the Deldar and snipers taking a few casualties as I went to ground.  The lychguard came in and he placed them in a position to charge the council in the following turn.  Again in combat, the entire council fought against Obyron and dealt 12 wounds (compared to the 24 by math) and again Obyron didn’t fail any while still taking another councilman down.

            For my turn three, the guardians came on and I wasn’t able to do anything against the fliers, so the snipers shot at them to no avail.  In combat the same thing continued to happen, half as many wounds caused and way too many saves made.  On his side of the turn all of his scythes shot down my guardians and the lychguard charged in and did average damage, and again I couldn’t kill enough to make it matter.

            For turn four, the council finally did what it was supposed to and dropped a bunch of the guard and Obyron in a single round of combat and cut down the leftovers.  All the while, the rest of my army sat tight and waited for the end of the game.  For his turn four a bunch of the scythes went to work on the now free council, while the rest whittled down one of the sniper teams to a few members.

            For my turn five, I preemptively covered up all of the angles for the scythes while denying and claiming all potential quarters and objectives.  In his turn he realized that if the game were to end there was no chance for him, so he flew everything off the table that could fly off except the deathmarks with the destroyer lord who came down and tried to put enough wounds on the warriors to break them.  My bad luck continued and unlike the previous game, the game continued when I needed it to end. 

            In my turn six I was in a pretty bad spot, nothing of his was on the table, but it was all coming from a place that I couldn’t stop.  I moved out my guys into places that were the best I could manage to try and win by quarters.  I dropped his destroyer lord and some of the deathmarks but they held and I failed the charge on them with the swooping hawks even with the fleet roll.  In his turn six I was pretty exposed.  He dropped the hawks, the remaining snipers on his objective and was able to get the deathmarks in to contest the center objective.  Now when I needed the game to continue it didn’t.  It ended up being P: 2/2, S: 2/1, T: 3/3.  Dave ended up winning on the secondary.

A shot of the top tables being played on during the invitational.

 

            I ended up placing in the lowest 3/1 bracket going into the finals with two high winning scores and two very closely scored losses.  If you guys want to hear how the last matches went post it below.  If this is too long and you only want to hear the abbreviated version just post it below and I will be quicker about it. 

            I will say that I made it to the finals for my bracket and did get to play against some pretty good opponents, but you will have to wait for next time, I don’t want to ruin the surprise.

Road to NOVA: Necron Air Force

The Necron Air Force is a powerhouse in the 6th edition.

Hey guys Son of Adam here with a NOVA prep discussion about the Necron Air Force list.  As you guys know from the teaser below I recently had a chance to play against the dreaded Necron Air Force in a NOVA primer mission. 

            Some quick updates on my progress before we begin: with 7 days left, most of the army is built, most of the basing is done, the army list is getting near finalized, and the display board needs a bunch of work.  Tonight some of the fellas are coming over and we are going to paint all night.  Even though my stuff isn’t done yet, I’m still going to try and produce some content for the site and so here we go.

 

            The Necron Air Force is a very potent list that has most NOVA attendees frightened.  That is one of the reasons I wanted to get a battle report in here about them.  This list is generally based off of having maxed out, or nearly maxed out flyers.  It also tends to add one of the Necron characters (typically the Traveler or the Stormlord) with a large and tough enough squad not to get wiped on the first turn.  Then the question has been what travels in the night scythes.  Some swear to the survivability of the immortals, some the fire power/tricks of crypteks, and other the points effectiveness of the 5 man warrior squad.  In the end you are generally left with 8+ scythes (3 of which are doom scythes), a beefy/deathstar unit, and massed mobile scoring units.

            Some of the guys at my FLGS were talking about how to challenge this list and flyer lists in general.  Each time an idea came up; there would only need to be a slight change to the Air Force list that would knock it down again.  We even ran the IG air force against it, but the Doom Scythe is just too strong for aerial combat.  In the end it kept looking like nothing could shoot down enough of those flying croissants without being wiped off the table.  This may change with new updates and war gear, but for now the biggest threat to flyers is other flyers and even then, cron flyers are the best of the lot at this point.

            One problem that developed was a mirror match.  In the competitive scene, you have to expect that whatever is being considered one of the most powerful lists is going to be there in numbers.  If that’s the case, everyone who is bringing this list must consider this possibility and prepare accordingly.  This is where the special characters come in.  The stormlord allows for some extra defense, while providing unreliable support at bringing flyers down.  On the other hand the Traveler allows you to potentially get control of 4 Doom Scythes a turn with his mind in the machine. 

Necron’s firepower destroys units.

            As far as a response to flyers goes, some armies have a few options to bring them down, others must rely on allies.  Presently flyers are the best way to fight flyers, but this inherently has the problem of escalation.  If I bring three flyers then my opponent will bring four.  And, in the flyer vs. flyer games, first turn tends to loose as they will alpha strike an empty table and then get alpha’d in return.  On the other hand you can bring AA defense guns on the Aegis or the Bastion.  However, the Aegis gun tends to get dropped rather quickly and the Bastion is expensive and disallows scoring.

            There is only one real weakness that I can find for the flyers in this pre-AA adolescence of 6th edition in regards to NOVA style tournaments.  However, this weakness is not one that is exclusively held by flyers.  Tanks and flyers don’t count for scoring in table quarters missions.  If you start the game with 8+ flyers, or >1000 pts for crons, you will be at an initial disadvantage against armies like nids that are all scoring.

            All in all the air force lists are very strong until 6th gets more AA rules and there isn’t much that can compete with them.  However, with the prevalence of table quarter missions, some inexperienced cron players may be eliminated during these rounds.  I won’t go into what happened in my last match, but you can watch some of the other air force games on different sites and check back here by the end of the week to see how this one went.  I will be a little more thorough in how I tried to defend against the crons in the strategy follow-up that comes out after the report.

 

Thanks for reading.  Check back soon for some of the content that will be coming out.  Make sure to follow our website, like our facebook, and subscribe to the YouTube channel. 

-Peace.

Battle Report Teaser: Eldar vs Necron Air Force

Hey all, themightysquig here with another Battle Report Teaser. This week, Son of Adam’s Eldar took on Jesse’s Necron Flyer list. Flyers have become a dominant force in the 6th Edition and are expected to be a popular choice at NOVA.  However, SoA thinks that his Eldar army is built to withstand even the toughest flyer list.  With the tournament  just a week away, they decided to put this theory to the test in a NOVA primer match. Can Jesse’s Necrons crush SoA’s Eldar? Can SoA’s list really handle that much firepower? You’ll have to wait for the next battle report to find out! Until then, enjoy these photos from the battle!

Necron Immortals take position near an objective.

Eldar Pathfinder finds a good vantage point in the center ruin.

A squad of Pathfinders infiltrates on an objective.

Snipers fill the middle ruin, giving them sight and range to the whole table.

Council flies over the crest to pursue the Space Wolf allies.

Necron Doom Scythe takes aim at the Pathfinders

Necron Air force covers the table with little fear of return fire.

Death Rays tear through the council every turn.

The Doom Scythe snipes out some jetbikes with its Death Ray.

Tournament Review: Outside the Box Games 8.12

Hey all Son of Adam here again with another tournament review.  This last weekend Vanguard and I drove out to Jersey and played in Outside the Box Games’ tournament.  This tournament was a 1999 tournament with 20 players.

I’m sorry that I haven’t put out too many strategy articles recently, but I have been busy playing in these tournaments and painting for NOVA.  Good news is that we should be having some graphics for the articles soon to help clearly display the techniques.

This weekend I brought an Eldar with Dark Eldar allies list.  It had the same council as before, two squads of three jetbikes, 3 squads of snipers, a squad of swooping hawks, an aegis, the duke, and a 20 man warrior squad.

My first match was against Damian and his Necrons.  It was a fun game against a good opponent, and it was good prep for us both as we are both planning on attending NOVA.  You all asked for a more in depth report and so this is my effort to accommodate that; if you are uninterested just take a look at the pictures and scroll down to the bottom.

 

Damian’s (sorry bro, I have no idea how to spell this.  feel free to post a revision and I will throw it in here) list had an overlord with two 10 man immortal squads, a destroyer lord with two 6 man wraith squads, 3 night scythes with 5 man warriors onboard, two annihilation barges, and a doom scythe.  The mission was dawn of war deployment and the victory conditions were Kill points with the BRB secondary for battle points.

 

Damian won the roll for first and passed it to me.  There was already a sky-shield platform in my deployment so I didn’t need the aegis.  I castled up and dumped all of the foot troops in it except for the hawks who skylept at the beginning of the turn.  Then I placed the council on the far side of the middle to try and get Damian to split his forces.  He then deployed all of his wraiths with the destroyer lord across from my castle, and setup everything else across from the council.

In first turn I turned on the fortune and flat out the council to my left flank just in front of the platform to cover up the firebase from assault.  Then everything shot at the one squad with the destroyer lord.  Damian was running him in the front in order to pass off all of the wounds.  However, I was able to get a few sniper shots in on him and reduced him to one wound, and knock off two wraiths.

In his turn he charged all of the wraiths forward and left the destroyer lord to the back.  Everything else changed direction and took its time getting in range of the castle.  One squad of wraiths was 11 inches away from the council but didn’t want to chance the overwatch for nothing and decided to run instead. 

For the start of my turn two I moved up the council and prepared for a multi-charge.  The fire base split its shots between the two squads, reducing the lord’s squad to a man, and the other to four wraiths.  Then the council charged in and knocked some more down. 

Damian’s turn two started with all of his fliers coming in trying to get shots on the castle, because the council was still engaged.  The rest of the army continued to adjust to being out of range.  All of the fliers opened fire on the castle, forcing them to go to ground and only managed to kill a few models.  In combat more of the wraiths dropped, but one survived and tied up the council for my turn.

 In my turn three, everything had gone to ground and the council was still engaged, but the jetbikes came on and hid on the now vacant part of the table.  In combat the last wraith went down and the council consolidated the best it could for the oncoming fire.

 The crons turn three had all of the night scythes continue to move forward, as the council was out of position for them to turn and fire on them, but the doom scythe moved into position to engage them.  The command barges now changed direction and went back to their original side of the table trying to chase down the guardian jetbikes.  All of the night scythes fired on the castle and it went to ground again, only loosing a few models.  The barges were out of range, and the doom scythe shot on the council, but couldn’t do enough damage.  Between all of the tesela’s arcs the doom ended up being hit and loosing a hull point.

 For the top of turn four the council charged over towards the first immortals squad and eliminated them between shooting and combat.  The castle snap fired into the same immortals squad to help reduce its numbers, and the guardians went flat out across the table to eliminate one of the barges range.

 In his turn four the night/doom scythes all flew off the table, the barges continued their pursuit and the immortals climbed a mountain hoping that the dangerous terrain would kill some of the council.  They fired on them and didn’t do much damage, but the barges were able to take out two from one of the guardian’s squad.

 For the top of my five the council moved into the mountain, shot, and charged the immortals killing all of them.  The guardian’s squad split up and flat out to the safest places they could find.

 In his turn five, all of the scythes came back and finally hunted down the remaining guardians.  The game ended, and Damian ended up getting three KP’s; two for the guardians and one for the Swooping Hawks that scattered off the table (sorry I forgot to mention that, they didn’t do anything but jump all game anyway).

 

 

My second match was against Mike Ludwig and his ork horde army.  Mike is the president of the Big Gunz gaming club and was a real fun guy to play against.  The table looked like a wave of green orks all game.  He had six 30 man ork boy squads with nob/claw/pole, three squads of 10 lootas, and a KFF big mek.  The match that we played was dawn of war deployment with four objectives across the middle.  There were special rules that said that the objectives could disappear if a six was rolled at the beginning of the turn.

 Mike got first turn and deployed everything in the only way he could manage, which was filling the board, throwing the mek as centrally that he could, and spreading out the lootas evenly.  I responded by putting the council out of range of all but one loota squad, throwing all the rest of the snipers in buildings, putting the warriors in the aegis, and reserving the hawks and one five man sniper team.

 Mike rolled for night fight first turn, which saved me from a lot of dakka.  He ran all of the boyz forward and shot what he could, but didn’t kill anything.

 In my turn the council moved up, but stayed in range of only one squad for charging.  All of the fire base fired on one unit and removed a chunk of it.

 For Mike’s turn two, he again advanced and fired on the council.  The one squad that was reduced and close enough to charge decided to not take the bait and instead backed up and covered the lootas.  Not much damage was done from his shooting.

 In my turn two the scouts came in and outflanked on the wrong side.  The council charged forward and with the fire base laid into the squad that had a chance to counter charge, reducing its effectiveness, and pinned another.

 For Mike’s turn three he wiped out my snipers easily, as they were out of cover.  Then he shot everything into the council and charge them with two squads.  I over-watched and hurt one and then the other came in without being hit.  I ended up kill the first squad and knocked out a lot of the other one as well.

 In my turn three the council finished up the rest of that squad in combat, and I fired into the pinned squad and the lootas.  The pinned squad got knocked down a few and the lootas had one member left.

 In Mike’s turn four we lost two of our objectives but evenly.  He moved everything up to hit the council at once.  The rest of the army shot into the council.  Then the one squad that was pinned, charged in and did a little bit of damage before being wiped.

 In my turn four the council charged one squad on his remaining objective and the firebase was generally getting out of range to do much else, but knock off the remaining loota and weaken the squad the council was charging.  The guardians came on and hid out of range of the remaining lootas.

 In Mike’s turn five, everything counter-charged the tied up council, and did a bunch of damage.  The lootas fired ineffectually into the snipers.  In the end he had three squads that remained in combat and the councils numbers began to get thin.

 For my turn five I boosted the bikes onto an objective, dropped the hawks on his in case the council didn’t make it, and shot the lootas off the table.  In combat the council killed off one of the squads but took a bunch of damage in return.

 The game ended here, but Mike wanted to see how it would go so we played it out.  He ended up killing all but one wound on each of the farseers, but they won combat and stuck around giving me the win on objectives.  Mike got first blood with the snipers that I shouldn’t have outflanked with, and I was able to pick up line breaker and kill the warlord.

 

 

For the final match I played an old friend of mine named Steve.  Steve brought a very nice, non-net-list, Necron army.  He had a destroyer lord with 6 wraiths, a night scythe with 15 warriors, two arks with 10 warriors, a 14 man warrior squad on foot, a squad of scarabs, a triach stalker, a doomsday ark, and two barges. 

 The mission this time was “The Relic” and the deployment was again dawn of war.  Steve got first turn and setup his stalker and ark on my right and spread everything else around from there to the left.  For my deployment I setup the council in the middle with the warriors in the aegis, and the snipers infiltrated onto my left.

 In Steve’s first turn it was night fighting, which ended up not mattering too much.  Almost everything advanced forward and shot off the one squad of guardians that I put on the table and killed a few warriors.  The ark shot my council and knocked off one guy.

 In my turn, I moved up the council to cover the snipers from the advancing wraiths, and my shooting didn’t do anything.

 Steve responded by moving everything into position to fire on the council and the snipers.  His night scythe came on the far left and contributed to the fire.  The Lord detached and went after the snipers and the scarabs and wraiths charged into the council.  I over-watched the scarabs nearly to death and killed the rest in combat, and the wraiths and I traded damage.  His Lord ended up rolling double ones and didn’t make it into combat.

 In my turn two, one squad of guardians came on and everything that was in range/free to shoot, shot at the lord reducing him to one wound.  The combat with the wraiths reduced them to a few members.

 Steve brought all of his guns to bear on my warriors in turn three, and nearly wiped them out, and then he killed off my guardians with his warriors.  Another squad of warriors dropped out of the ghost ark and picked up the relic.  The lord charged my snipers and lost his last wound to overwatch.  In combat my council removed the last three wounds in the wraith squad and consolidated towards the middle of the table.

 For my turn three, I charged the council forward and shot down the whole warriors squad with the relic and then consolidated on top of it. 

 The game ended there, because we ran out of time.  The game ended in a tie, but the tiebreaker was kill points which gave me the win.  Steve again got first blood and I was able to pickup kill the warlord on an overwatch.

  

All in all it was a fun day.  I ended up getting top spot and Vanguard tied the hard fought fight for the smoking boots award.  The store was great.  It is a bit newer but has great tables, terrain, and community.  Many thanks to the owner, Mike, for putting on such a great event.

 

Thanks all for reading.  This is a long post, but it is also the more detailed report that you guys were asking for.  I hope that is what you were looking for.  Please note that the pictures are all from my punny camera as the Mighty Squig was not able to attend, and should be looked at graciously.  On a side note, would you rather the perspective shots from the first matchup or just the turn overview from the second two?  Should we continue this longer, more detailed version, or just do the smaller one?

 

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