Copyright © 2011-2024, Paul Scrivens-Smith

Copyright © 2011-2024, Paul Scrivens-Smith

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Tuesday 29 March 2022

Waaagh Scrivs and the Metal Men

 
Thursday evening was another bash at Warhammer 40K again, this time Sam would be using his Necrons, I would be using the Orks. Sam has at least three armies that I know of, previously I faced his Death Watch, maybe next time it will be Genestealer Cults.

Sam's 750pt list was (if my memory serves) a Necron Lord and a Technomancer leading two units of 15 Necrons with Gauss Flayers, a trio of scarab swarms and a Doomstalker. I'm not entirely sure of the culture used, but it gave them S5 on the Gauss Flayers within 12".

My Orks were led by a Warboss in Mega Armour and a Weirdboy, the units were two units of 10 Boyz, a unit of 10 Beast Snaggas, a unit of three Deffkopters and a Deff Dread. The Weirdboy had Da Krunch and Da Jump


We would be playing the No Mans Land scenario and for the first time for me, we would be using Secondary Objectives. I chose Investigate Sites, Mental Interrogation and Green Tide.

The Orks were the defenders so I set up a unit first, concerned about the early turns survivability of the Deffkopters in previous games I decided that they could be Swoopin'Down. I eventually deployed everything else on my right hand side.

The Orks started with a general dash forwards, with the Phychic phase seeing the first Necron falling and as I started surrounded by Boyz was able to also manifest Da Jump and launch the Beast Snagga's deep into the Necron deployment zone behind some cover, with the initial intent of scragging the Doomstalker. 

But, the Necron Lord had a trick of his own up his sleeve, gathering up a unit of Necrons in his cloak he redeployed them to flay the Beast Snagga's until only the Boss remained, I used the Insane Courage at this opportunity to keep the Boss in play and that would be decisive later on.


Sam had also rushed forwards the Scarabs to grab one of the central objectives. The Doom Slayer flayed the Deff Dredd, but, it remained in the game with three wounds.

Turn two and I declared a Waaagh, as is my way! The Necrons that had been swooped up by their Lord were charged front and rear by the remaining Beast Snagga and a unit of Boyz, Deffkopters swooped in mashing up the Scarabs who were then flamed then charged by the Deff Dredd


Beside the too far away Deffkopters, the only unit not to get into combat was the Warlord, who rolled, and rerolled, terribly for his charge moves.

In the ensuing combat many Necrons were mashed, but only the Scarabs completely destroyed.


Despite heavy losses in combat the Necrons were staying in the game well, especially with the constant resurrection of wounds on the Lord and the Technomancer, The Beast Snagga Boss was mashing up the Technomancer, but despite using the the Snagga Grapple stratgem the Technomancer slipped away towards the Lord and put three wounds back on him!

I now got too focussed on mashing up the Lord and instead of bagging easy objective points I instead charged the Deffkopters and Deff Dread in to finish of the combat, rookie move!


The Necrons finished the game with only their Lord and the Doom Slayer, totting up the points though, I had scored 25 points from objectives and only 12 points from secondaries, with the bonus making 47 my Weirdboy grabbing them all with Mental Interrogation. Sam had bagged 20 from objectives, but also 20 from his much better selected secondaries, adding the bonus for 50 points. 

The depleted Necrons were victorious.

Great game again, and I need to concentrate on picking better secondary objectives at the start, Green Tide I ask you in an army that only has 36 models! Paying more attention to securing objectives rather than mashing up the enemy would also help!

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