o/
If this doesn't qualify as a brawl, then I don't know what does.
I got to play another round of 40k this past weekend vs. my buddy Screech and his golden horde of Necrons. It was just the two of us in a 'standard' rather than multi-player game, and as such we upped the game size to 1500 points apiece.
Three central objectives were used, approached by many, and taken by none. However, we'll get to that here in a bit...
My 1318 points of Smurfs (their maximum at this point) accompanied by a small Mechanicum contingent lead by Techno-Archeologist
808-Linum and Ordo Mechanum Inquisitor MS-D05.
The golden Horde. Note: all of the warriors were being proxied as Immortals (gulp).
The Necron Deployment.
The Smurf Deployment with the Mechanicum off in the distance.
My first turn was disappointingly uneventful with the sole exception of my Firestrike Servo-turret removing a heavy destroyer from the other side of the table (it was perched atop the ork ruin in the distance).
Displeased with this, his war-of-the-worlds walkers opened up on the Firestrike. The transhuman physiology stratagem was the only thing to keep said turret from being blown off of the table itself, though it came perilously close with but 1 wound remaining.
I didn't get pics of the wraiths 1st turn charge, however my Smurfs were soon victorious and my close combat 'blob' advanced on the Necron line with another squad of Intercessors near by in support. The intercessors in back were meanwhile trading fire with that walker in the distance.
A better view of the close combat 'blob' consisting of assault intercessors, Reivers, a Chaplain and Lt. Horridus.
On the other side of the table, the combined fire of a third squad of intercessors and the Hellblasters dispatched a squad of Immortals who had done the same to my Skitarii the turn before. The Skitarii were arguably less of a target than the other two squads, however they out-shot all 16 marines combined, which slated them for immediate (and successful) removal.
After a short ranged fire fight, the Smurfs prepare to charge!
Or conversely, to take a charge on the other table end...
Overwatch got one!
And then the big 'crons killed two marines and wounded a third.
After 3+ games in which every anti-tank weapon I've had has harmlessly bounced off of Screech's War-of-the-worlds walkers, the stalker bolt rifle equipped Intercessors of all things (with the aid of a stratagem or two) actually managed to take one down, huzzah!
Retreating to shoot again (its a Smurf thing). All while cursing the useless Inquisitor and Techno Archeologist 808-Linum for failing to do anything useful to the monster in their midst.
Turn three, and practically everything I had left outside of the stalker equipped squad charged.
Well, and Lt. Horridus who felt it prudent to hang back and buff those in combat with his Tactical Precision following his charge roll of a 2...
Turns out that a flag pole makes for a halfway decent close combat weapon!
Thinning 'em down but then...
...Necron chicanery fills their ranks with the undead Immortals once more!
That has got to be one of the ugliest walkers in the whole 40k universe!
After the Inquisitor failed to psychically dominate the Necron Lord's already dead mind, the beast charged yet again, taking down another marine!
Not mentioned above but worth noting here: the Immortals toughness of 5, rerolls in addition to their we'll be back rolls and vast number of shots that they can dish out is down right frightening! Once again I had to question Rob's lack of wisdom in gifting this army to Screech when he arrived to play peanut gallery.
We had fun though, so all was good even if the game only ended in a draw.
3 comments:
Well, leave it to Screech to figure out how to break a second-hand army. Looks like a fun game regardless!
T5, Sv 3+, 5+ Reanimation Protocol (reroll 1 die if character nearby, 4+ for reanimator). Then there's the stuff the Technancer and Resurrection Orb can do.
@Neverness: lol, indeed!
@HappySpawn: You got enough cheese in there, so much so that I had to bring the whine!
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