Bull baiting: Tau vs Marines

Kor’Ui Kais watched in dismay as the sensor display of his Devilfish clearly showed that the hulking mass of the giant guer’la war machine that they called a Knight, lumbered forth at a surprising speed towards his position. To his flank a squad of armoured bikes was also advancing on him.

“Shas’O we need support. Someone has to stop this thing!”

“Negative Kor’Ui. The knight is not a priority. Sunforge team will take it out when they arrive. Just try to keep it occupied until then. For the Greater Good.”

That was it. No support was coming. The sensors also showed that none of the other Tau units were even bothering to target the bipedal behemoth. A stream of weapon fire blasted from the vast array of bristing weapons on the alien machine. Kais banked had left and activated countermeasures, hoping to avoid the worst of the weapon fire. If he was to  be a distraction, then he would at least try to keep it distracted for as long as he could.

“For the Greater Good.” he told himself, firm in his resolution to die hard and die well.

My third and final fight of the night was against Eric and his Space Marines. He was using the Ultramarines codex and had a small, elite force, with a major threat at the heart of it. A beautifully painted Imperial Knight.

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Again we had two objectives each to secure, but our main objective was to try to destroy more heavy support units. I only had one heavy support unit, while my opponent had two (his thunderfire cannons). If I could take both of those, I was sure to win the main objective. This was also the first of the battles with night fighting during the first round.

Turn 1: 

We were playing across board corners and I was lucky enough to be the one who picked sides. I selected the side with the launch pad and placed my Hammerhead on it, relatively out of harms way. There was an objective close to were I placed my Devilfish and I had placed an objective in a ruin, where I also placed my fire warriors.

img_3135My opponent placed snipers in a ruin, put his Deadnought in the center and the thunderfire cannons behind the defence lines. His marines were in two combat squads of five. One was in the transport. The other was behind the ruin, with his Librarian. The bike squad was on his right, closest to my vehicles. At the front of his troops was the Imperial Knight. Nearly everything was lined up on his right, ready to attack my left, where I was concentrated. I therefore infiltrated my stealth suits behind the ruin on his left, where he had placed one of his objectives.

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I went first. I decided to overcharge the hammerhead and try to put a large template over the end of the snipers, in order to hit both the snipers and the marines below. It scattered, still hitting two snipers, but they made their cover saves. The smart missiles also hit the snipers and killed one of them. My stealth suits jumped into the building and shot at one of the techmarines, killing him with a fusion blaster shot. My transport and fire warriors also shot at the scouts, but with no effect.

img_3138 The librarian buffed the Knight, to make it twin-linked and did the same to himself. The remaining tech priest tried to blast the stealth suits with the thunderfire cannon, but scattered wide with all the shots. Both teams of marines also shot at the scouts, with the ones in the rhino deploying near them, and hit with a missile, killing the squad leader, who had been put forward to get a clear shot, which unfortunately meant the squad no longer had a homing beacon. The snipers shot my fire warriors, as did one of the Knight’s weapons, killing a couple. Most of the knight’s shots were at the Devilfish, but my 2+ cover save protected me. The dreadnought also failed to shoot the Devilfish. Unfortunately both my fire warriors and stealth suits were routed, which moved them away from the objective I needed for one of my Maelstrom objectives.

Turn 2:

For once the dice gods were not against me and two of my three reserve units came on (a statistically average result). My commander’s squad of drones and my bomber. The Knight fired interceptor at the bomber, but did no damage. My commander had rolled the ability that stops himself scattering, so I brought his drones down quite close to the marine squad from the rhino and blasted them. The marines rolled well on armour rolls and made 14 out of 18 saves, but still lost 4 men. The bomber came on and blasted the dreadnought in the rear, destroying it. My stealth suits rallied and shot the surviving marine, but his armour soaked everything. On my left flank I moved the Devilfish, but staying close enough to claim the objective, and deployed the breacher team close to the marine bikers. They gunned down the biker squad, killing everyone. I also deployed the drones, who jumped into a nearby building, killing one of them. My fire warriors rallied and went back into the building, close to the objective. I was torn between shooting his snipers or the remaining thunderfire cannon with the hammerhead. I thought that the snipers would make easier targets and using the smart missiles I took out two, including the missile launcher and routed the squad.

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The thunderfire cannon scored a good volley of hits on my drones, inflicting 17 wounds that ignored cover. I allowed my commander to take most of them, but took 7 on the drones, losing 4 drones. The commander made all of his 2+ saves.

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Once again the librarian buffed the Knight, to make it twin-linked and did the same to himself. This was a strategy which he continued every turn. The Knight advanced on my Devilfish and the breacher team. He was in a perfect position to charge both. He fired his heavy flamer and his main gun at the breacher team, but didn’t bother to shoot the Devilfish, as none of his other weapons would harm it. The heavy flamer alone took out all the breacher team. He then wanted to charge the Devilfish, but as he had not shot at it and had wiped out the only squad he had shot at, he was unable to assault. I don’t recall who the remaining marines shot at, but their shooting had no effect.

Turn 3:

My crisis suits came in from reserve, but scattered onto the knight. The mishap sent them across the board, where they were placed out of the action by Eric. I was very disappointed, because they could have quite easily destroyed the Knight. Instead, they could contribute nothing at all to the battle. However, it didn’t have much impact on the outcome of the game.

My Hammerhead blasted at the thunderfire cannon, scoring 1 wound on it. My drones and the commander moved towards the tech priest manning the cannon and blasted him. He made all his 2+ armour saves. When my commander fired the tech-priest went to ground, to maximize his cover save against the fusion blasters and survived. My stealth suits just finished off the lone marine. My bomber tried to bomb the marines on his way into reserve, but scattered too far. The drones targeted the thunderfire cannon, with little effect. I moved my Devilfish away from the objective, to give the Knight a choice between pursuing it or taking the objective.

Although he had gone to ground the tech priest could still snap shot. He engulfed the drones with his flamer (are you allowed to use a template weapon when you snap shot) but missed with his other weapons. The Knight shot a load of weaponry at the Devilfish, with little effect. He then assaulted and destroyed it easily. Eric had carefully placed the Knight so that even after assaulting, its huge bade was just within 3″ of the objective. The marines in range fired at my commander and his drones, destroying a few more drones. The two remaining snipers took out one of the bomber’s drones.

Turn 4:

My Hammerhead shot the thunderfire cannon, destroying it. My commander moved to get a clear line to the tech priest and gunned him down too. There was very little else worth shooting at. The remaining marines were clustered around a ruin, posing very little threat and there wasn’t much I could do to kill the Knight just yet. The crisis suits ran and jumped towards the main conflict and the stealth suits failed to blow up the rhino. Down near the Knight, the lone drone that had detached from the Devilfish jumped out to land within 3″ of the same objective as the Knight. As it was part of a troop choice, it was securing the objective.

Eric didn’t need his objective 2 that turn. Instead the Knight turned away and fired everything it had at my commander, killing a few more drones and scoring 1 wound on the commander. The rhino tried to tank shock my drones, forcing them back a little. The other marines and the rhino also targeted my commander, killing one of the two remaining drones. Unfortunately for Eric he had failed to get any Maelstrom objectives, kill my commander or take out a squad. At this point we ran out of time and the game ended.

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I had won both the primary objective, more Maelstrom objectives and two out of 3 secondary objectives. Eric had scored nothing.

Final score: Tau 10, Marines 0

I definitely played better this time, but even so, in the last round I got complacent and didn’t remember to bring my bomber back from rolling reserve. I had concentrated on securing objectives, scoring Maelstrom points and trying to make it harder for my opponent to do the same. There were small things that I could have done better, such as not having my stealth suit squad leader at the front and maybe using my bomber and the drones more effectively, but I still feel that my gameplay has improved a lot over a short period of time. During the whole battle, the first round, when two units on objectives were routed, was the only round in which I failed to get both the Maelstrom objectives that I was going for. Having a fast, mobile army that could deep strike and infiltrate allowed me to fight on both sides of the board effectively and although my squads each served a specific function, they had not been overly specialized.

I don’t want to be too critical of my opponent, but his gameplay reminded me of my first game of the tournament. Like me, he took significant losses early on. As I had done in my battle against Bern, Eric concentrated on destroying the annoyingly evasive transport and threatening units (the commander drone blob), rather than going after objectives and victory points. He had two objectives in his deployment zone, but deployed his troops away from them, focusing on being close to my troops. The main objective was to destroy heavy support choices, but I do not recall him even once bothering to fire at my Hammerhead. He had some very effective units in his army, like the thunderfire cannons and the Knight, but once his bikes were taken out, the rest of his force was far too static. I hope that the tournament was a learning experience for Eric too.

The Marine list was not a bad one. It combined anti tank firepower from the dreadnought with the superb horde killing power of the thunderfire cannons. The Knight had decent firepower for taking out light vehicles and great close combat power. He could have done with some more troops and I really didn’t see any point in the librarian. The librarian concentrated on making the Knight and himself fire twin linked. The army already hits on 3s and could reroll 1s, so it was only a very small buff. The other marines with the librarian served as little more than a meat shield for a unit that seemed to be contributing so little, that I never felt a need to shoot at it.

Roadblock: Tau vs Orks

“Where the hell was the targeting beacon? Where the hell were those damned scouts?”

The battlefield was getting close enough for the Shas’vre to make out the conflict below. It looked like a wrecked Devilfish was blocking the pass. A cluster of ramshackled vehicles and smoking hulks were strewn across the valley. A cloud of smoke was spewing out of the Ork bikes racing towards the wreck and there, in the middle was the commander’s signal, surrounded by the greenskin warriors, with more bearing down on them. That had to be their target.

He adjusted his thrusters, trying to come down just to the east of the conflict. His squad were equipped for anti-tank combat, but the greenskins only had light transports, most of which were already wrecked. There was no way that they could cut down enough of the approaching horde to stem their advance, but they could at least buy time. Maybe it would be long enough for reinforcements to arrive. 

“For the greater good!” he cried out as he triggered the thrusters to slow his fall, bringing him down dangerously close to a vast horde of huge, heavily armoured hulking brutes.

The match up for the tournament was based on the results of the first game. I had assumed that this meant winners against winners and losers against losers, but with 5 games it also meant that someone who lost their first game would be playing someone who had won (a draw was possible but I didn’t hear of anybody having one). I was surprised to discover that my second opponent, Chris, came second overall in the tournament, so that person was clearly me. Not that I mind, as it was a great game.

My army was the same as before. My opponent’s army was completely different from my other games. He had five trukks filled with Boyz, as well as two trukks full of Meganobz (the loota wagon and battlewagon were proxying for trukks) and a large bike squad led by his warboss. It was a fast, mobile army, very capable of getting in close and overwhelming any enemy. Fortunately the board we were on had a lot of terrain.

The game we were playing was Relic, although there were also two objectives for the Maelstrom part of the game. One was in a bunker on my side, the other was in the open on my opponents end.

Turn 1:

I was able to choose sides and set up first, choosing the more open side, which made it harder for my opponent to bring in the reserves that he wanted. I deployed my transport and hammerhead as far forward as I could. My fire warriors were sitting in cover on one objective.

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My opponent deployed five trukks, holding the rest back, to avoid having his strongest units gunned down by heavy weapon fire. I then made the worst mistake of the game. I forgot to set up my infiltrators on the board.

I raced my transport forward towards the relic. I didn’t deploy troops, as I was sure that my opponent could reach me. My hammerhead destroyed one of the trukks, causing it to explode.

The Orks tried to advance. One trukk, on the far left, became immobilized on the rough terrain. Another trukk advanced and deployed his orcs, staying close to his objective. One raced towards the objective on my left flank. With little room to move the other trukk held back. The two squads of boyz ran forward and assaulted my devilfish, wrecking it and forcing the breacher team to disembark.

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Turn 2: I rolled badly on my reserve roll and only the bomber came on. No drones, no crisis suits and no stealth suits.

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My bomber targeted he trukk on my left, firing with the drones, missile pod and both seeker missiles in a determined effort to avoid allowing it to get close to my fire warriors. My breacher team advanced towards the Ork boyz and completely gunned down one squad. I was torn between trying to blast the other squad with a large template and risk scattering into the breachers or blast another trukk. I decided on the safer option but didn’t quite destroy it, only shaking and stunning the crew.

My opponent was a lot more lucky on his reserve rolls.

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The boyz from the wrecked trukk ran towards my fire warriors. The boyz from the immobilized trukk also disembarked and ran forward. Two trukks of meganobz appeared, as did the large bike squadron. I had expected the boys to slaughter my breacher team, but instead they ran forward to attack the hammerhead.

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The boyz reached my hammerhead and smashed it. Nearly everything else fired at the breacher team, killing all but one of them.

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Turn 3:

Again I was very unlucky with my reserve rolls. Only my commander with the drones appeared. The crisis suits and stealth suits were still nowhere to be seen.

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My bomber’s drones and the bomber blasted a transport, wrecking it. the commander’s drones shot at the warboss and his squad of bikes, scoring a lot of hits, but only killing a few of them. I then jumped back, to form a line in front of the relic. Across the battlefield my fire warriors shot at the approaching Orks, killing a few more.

Chris called a Waaargh! One of the surviving transports deployed a squad of meganobz near my drone squad. The boyz near the bomber blasted my two bomber drones, destroying them. The remaining 3 trukks all shot at my bomber, with no effect. The bikes raced forward and the boyz who had wrecked the hammerhead returned to attack my drones.  Three units of Orks were approaching my commander and even with augmented overwatch, I could not attack them all.

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The boyz attacked first and half the squad was wiped our, but then they and the Meganobz got into melee. My drones took out a couple of boys, but the Orks between them killed everyone except the commander. However, having lost combat by so much, he was routed and overrun by the Orks.

Across the battlefield the boys were racing towards my fire warriors, but even with rerolling one dice, the charge was 1″ short.

Turn 4:

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My crisis suits finally arrived, as did my stealth suits. Unfortunately my stealth suits scattered onto an enemy unit and the mishap scattered them to be placed by my opponent, far from any action. The crisis suits were more lucky. They were close enough to shoot the Orks, but to get to the relic I needed to target the boyz, rather than the Meganobz, who I really wanted to shoot. Had we not had a time limit, I would have shot the meganobs, but as the time limit was near and this was to be the last turn, I had to deny the boyz control of the objective and hope that I could survive 1 round when the meganob assault hit. My last breacher team member also came forward to secure the relic. I easily gunned down the boyz and had hoped to jump far enough to screen the breacher, but didn’t quite get far enough.

Across the board thing were better. My fire warriors moved to the edge of the bunker  gunned down the last of the boyz below, leaving 4 of them safely securing an objective. As my other Maelstrom objective was to wipe out a squad this served very well.

The Orks attacked. The trukks shot ineffectively at my bomber. Both the meganobz and the bikes got into the assault, easily wiping out my Tau with minimal casualties.  The time limit for the game had arrived and there was nothing else he could do that turn.

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The game ended. I was ahead on points for the Maelstrom objectives, but I thought that the Orks had won the main objective. They certainly had all 3 of the minor objectives, however the marshal pointed out that the wording of the Relic mission was that a unit ending it’s movement phase next to the relic could claim it. They couldn’t claim it at the end of the assault phase. Therefore in a surprising turn around, neither of us was able to claim the main objective and the game was awarded to me.

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Final score: Tau 4, Orks 3

This was a strange and crazy, but very fun game. My mistake of not setting up my infiltrators could have easily cost me the game. As it was, the battle was extremely close. Had my opponent started with more of his Orks on the board, I doubt it would have been so close. Having that squad in relative safety at the back and rolling 1s so often for the Maelstrom objectives was probably the only thing that won me the game. Had we gone to turn 5, Chris would have definitely won.

The Orks were a fun list to play against. They were fast and mobile and had a lot of relatively cheap and expendable units, but had enough heavy hitters to take down just about anything, if they could get close. It was just the restrictive terrain preventing them all from swarming over the relic that limited their power here. It didn’t stop them rampaging their way to victory in their other matches.

The key thing I needed to learn from this game was not to forget about any units. In this game I forgot to set up a unit. In the one before I had forgotten to bring one back from reserve. In most games I forget to shoot, move or jet pack move somebody.

The lesson seemed to have been learnt in my third and final battle of the tournament.

The undying: Tau vs Necrons

“Repeat. Proceed to …. 76.5… secure the….is a priority.” The signal was heavily distorted with static.

“Say again command. Proceed where? You are breaking up.” Shas’Vre Sa’Tan replied. He didn’t have time for this. The strange robotic aliens had ripped through their flank and overwhelmed it completely. He needed to prioritize his targets and form a sound tactical response, but field command were trying to give him other orders.

“Proceed to coordin… p0int 5….relay signal…confirm. Over.” Again, the signal was too broken to get through. 

“Sod it!” At least local comms were still working. He switched signal to the inter squad communications. 

“This is it. We are targeting those transports and the heavy weapon units. Follow my lead, split fire and follow my targeting signals.”

The crisis suits burst from cover, landing between two enemy units. Sa’Tan had never faced these aliens and they had very little intelligence on their capabilities, but the metal flying beetle things had taken out a Hammerhead in a single shot and the strange transport vessel was putting out a very heavy concentration of fire and now those two cresecent flyers were teleporting troops to the surface. His C&C node was drawing on the combined sensor suites of his unit. Combined with his improved multi-spectral sensor suite he was able to relay extremely accurate targeting information to the slaved targeting systems of his squad.

Superheated energy lances streaked from the fusion blasters, with enough power to melt through a starships hull. The targeting was good enough to get four strikes on a flyer, melting through it like a knife through butter and blowing it out of the air. The other transport vessel exploded in similarly dramatic plume of iridescent flame. However, even before the flames died down his augmented sensors could see the metal shapes pulling themselves from the wreckage. He just had time to shout a warning as the first shots were fired at his squad.

These things just wouldn’t die.

On Sunday February 26th Fatmantis games in Shenzhen held a Warhammer 40K mini tournament. It was a one day event of 1250 points per person. There were ten local members taking part. Each game had a time limit and was using a modified version of the Maelstrom cards. For me, it was my first tournament and my first time using Maelstrom objectives. It meant that as well as our main objectives, we had extra objectives to achieve every turn. In this game each of us had two objectives to secure, as well as secondary objectives and Maelstrom objectives each turn; such as hold either objective 1, hold either objective 2, completely destroy an enemy unit, have a unit in the enemy deployment zone, etc.

The first turn draw placed me against Bern and his Necrons. We were both using exactly the same lists as for our practice game the weekend before. The only difference was that my models were now more fully painted.

Turn 1

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As this was my first game, it it the one I remember least clearly. I also had no idea at first of how the game was being scored. My main mistake was to prioritize kills over objectives. My second mistake was from ignorance of how Necrons operated. I thought that passengers in a flying transport would take str 10, AP 2 hits when the transport was destroyed, which is why I concentrated on taking them down. However, for Necrons this was not the case. The transport isn’t really carrying them at all. It is more like a teleport relay. No matter how fast it moves, they can deploy safely, being beamed to the ground. If the transport was destroyed, they are unharmed and just walk on the next turn. This meant that they came in on my exposed side, gunning down my unit. Ignorance can definitely get you killed.

Bern set up first, deploying his destroyers, his Ark and his tomb blades. He then infiltrated his flayed ones onto an objective. I deployed my transport, tank and small fire warrior squad. My crisis suits infiltrated on his right flank. The Necron tomb blades raced forward and effortlessly wiped out my fire warriors, taking their objective.  The destroyers blasted my hammerhead, blowing it up with a single hit. The Ark shot my devilfish, causing 1 hull point of damage.

In order to get a point from a round 1 kill objective, I raced my breacher team forward and deployed them right in front of the Ark, in order to gun down the flayed ones. I took out the whole squad, but it was obvious that my breachers would not last turn 2. (I did score a few other objectives, but this was the only victory point that I got for the game)

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Turn 2: The Necrons deployed from the ark, to gun down my breacher team mercilessly, taking out most of them. A night scythe came in from reserve and attacked my stealth suits. The destroyers also targeted the stealth suits and some very bad cover rolls resulted in the loss of that unit.

My own reserve roll was pretty poor. The bomber came on and the crisis suits nearly did. I had tried to bring them in behind the night scythes, but they scattered to the edge of the board. I had just enough space to deploy them in a semi-circle, in base contact with the squad leader, but the marshal insisted that “start deploying in a concentric circle” means that they must be spread out to be in as much of a circle as possible. I don’t agree with that interpretation, but as it is their house rule I accepted the judgement. The result of the mishap was delayed arrival.  The bomber fired everything it had at the night scythe and scored two hull points. The surviving breachers boarded the Devilfish and along with the drones, I tried to blast the destroyers, to no effect. Away in the corner, away from the action the Tomb Blades were easily winning Maelstrom points, being on an objective and behind enemy lines.

Turn 3:

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The second night scythe came on and attacked my bomber. The destroyers and the Ark blasted my devilfish, wrecking it. One of the night scythes deployed a squad in cover, near an objective marker. Bern now had squads sitting on every objective.

Things were looking bad, but now my reserves came on. I really should have tried to take out the tomb blades, but I was convinced that taking out the flying transports would wipe out his reserve squad and his commander. I dropped both my commander’s drone squad and my crisis suit squad on the back of the table. My bomber flew into rolling reserve, but deployed the drones, to shoot one of the night scythes in the rear. The drones took out the damaged night scythe. My crisis suits split fire between the other night scythe and the Ark, causing them both to explode dramatically. My commander and his drones gunned down one of the destroyer squads from the rear. Suddenly things looked very different, but the Necrons still held all the objectives.

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Turn 4:

The trouble with blowing up the enemy transports was that the squad inside simply returned to rolling reserve and walked onto the board this turn. They blasted the drone squad, killing many of them. The other Necron squad blasted my drones, while the destroyers shot at my crisis suits, taking out 1 of them.

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I then did something both strange and probably stupid. I ran my breacher team to get to objective 2 and moved everyone else to attack the Necron squad. I blasted them with lots of melta fire and assaulted them. Unfortunately they rolled very well on their regeneration rolls and I was not able to take out the squad and my commander failed the charge.

Turn 5:

The Necrons gunned down what was left of my drone squad, killing all but my commander.  The destroyers blasted what was left of my breacher team and the struggle with my crisis suits continued. I was getting more hits, but they were making their saves or regenerating.

My commander fired off a few shots, but there was not really anything left for me to do. Incidentally, I completely forgot to bring my bomber back from rolling reserve.

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Final score: Necrons 10, Tau 1

Bern definitely deserved the victory. He kept his eye on the prize and secured every objective. He had his elite or heavy units sitting on objectives, cleared one flank and steered the combat over to the other flank, where his troops could be deployed to secure the objectives, so that my elite and fast attack units couldn’t contest them, unless we were to first wipe them out. My turn 3 may have hurt his firepower, but it did little to stop his strategy.

Whilst I suffered an overwhelming defeat, losing 10 points to 1, it was against the man who ultimately won the tournament and it was my only defeat of the tournament. It was an ignoble defeat, but I must have learnt something from it.

Mainly, I think I learnt to focus on objectives, rather than threats. Big, scary models and units can be avoided. Objectives can’t be ignored.

Thieving Necrons

It probably shows that I am not an experienced player, when I say that I had never played against Necrons before last Sunday. the experience was an ignoble one but still a good learning experience.

The game was intended as a practice for an upcoming mini tournament. I am not taking the tournament too seriously and was just using it as motivation to finish building and painting a few models and to try out some models that I had never fielded before (as well my favorite units). It was a 1250 point list. I had a small fire warrior squad, a breacher team in a transport, my commander had a drone controller and was leading a large squad of drones. I had crisis suits with fusion blasters and a buffmander squad leader. I also had stealth suits with a homing beacon, a hammerhead gunship and a bomber, that had all never seen action.

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My opponent had a Necron force with two night scythes full of troops, an Ark with upgraded armour (13 all around), flayed ones, a large squad of tomb blades with an improved jink and the ability to ignore cover along with two squads of destroyers with a lot of anti tank firepower.

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The game we rolled was relic.

Turn 1:

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I only had deployed first and infiltrated first. He had infiltrated his flayed ones close to the relic, forcing my stealth suits to come in further away. His forces shot at my transport, but due to night fighting and other upgrades, I was able to jink away from all the attacks. His command ability allowed him to cause my units to take pinning tests on turn 1 and they all failed. My tank shot at his heavy troops, but missed. The transport fired ineffectively too.

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Turn 2:

The two flyers came on. One zoomed forward and sat over the infiltrators, blocking my access to the relic. The other Ark moved up to also block my access. Both of them blasted my transport with everything they could. It was good tactics by him and showed that he had his eye on the prize. His infiltrators could relatively safely claim the relic. The other scythe hung back and shot at my tank, as did the tomb blades, who had moved into cover. He scored 1 glancing hit on the transport and the tank.

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Now my reserves came on, although unfortunately not the crisis suits.I should probably have concentrated on killing the flayed ones, but at the time I didn’t realise quite how important the race for the relic would be. Instead I brought the drones down near the destroyers. When they opened fire it pretty completely ineffective. I only inflicted 1 wound.

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My devilfish moved forward a bit, my stealth suits moved into the building for better cover and shot at the Arc, destroying 1 of the many weapons, and my fire-warriors fired ineffectively at the flayed ones. The bomber tried to bomb the flayed ones but missed. However the drones detached and shot one of the night scythes, scoring two hits. As the hammerhead had jinked I moved it at cruising speed and fired snap shots at the damaged night scythe, but it jinked out of the way.

Turn 3:

The damaged night scythe raced over to attack my drones and commander. He deployed his troops, who shot a lot of the drones. The destroyers lent their support, killing a few more and badly injuring the commander. The other night scythe took its place. The Arc and the troops inside shot at my devilfish and due to some poor jink rolls, managed to destroy it, scoring first blood.  The flayed ones ran for cover with the relic. I hadn’t realised that it could be moved and had nothing close enough to pursue them. The tomb blades shot ineffectively at the hammerhead, but did manage to force it to jink.

It was pretty clear that I was losing badly, despite the relatively low number of casualties. Fortunately the crisis suits came on, close enough to the stealth suits to use their teleport homer, and easily destroyed the Arc. The commander and his drones tried to finish off the damaged night scythe, but missed. My drones and hammerhead shot at the other night scythe, but it jinked out of the way. My bomber tried to bomb the destroyers, but did no damage. Most of the rest of the shooting was equally ineffective.

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Because we were practicing for a tournament we had given ourselves the same 1.5 hour time limit. We were virtually there and called the game. He had the relic and first blood. I only scored line breaker.

Necron victory: 4 : 1

There were a lot of things to learn from this. The main one was, go for the goal. I should have gone all out for the relic from the start. My commander could have done some damage there with his drones. When kill points don’t matter, I should not worry about conserving my troops. This is especially true in a timed game, where we will be stopped by the clock.

The drones from the bomber did quite well, but the bomber itself was not very effective. My hammerhead was jinking too often to shoot effectively. I need to think more about whether to bother jinking or not. I should also put more firepower against the night scythes as soon as they appear. Wrecking that and inflicting str 10, AP2 hits against all the troops inside would be the easiest way to take them out.

I also need to remember all my abilities. I didn’t remember the seeker missiles on my bomber or the upgrade to the commander, causing a unit’s weapons to get hot. There are too many things that I am forgetting.

It was a pretty strange game. Both armies proved very survivable. Only two transports were destroyed and a few drones smashed. My jinking and his armour combined with regeneration saved the rest.