Wednesday 28 January 2015

Necrons vs Tyranids: 500pts Deathmatch

Date: 270115
Location: Titan Games
Pointage: 500 points
Mission: Deathmatch
Deployment: Dawn of War

Necrons

Destroyer Lord with Resurrection Orb, Sempiternal Weave & Tachyon Arrow- 200 points
5 Praetorians- 200 points
5 Deathmarks- 95 points

Total Points: 495

Tyranids

Tervigon. Weapon upgraded to Clusterspikes- 200 points
2 Hive Guard- 110 points
Broodlord attached to 5 Genestealers- 130 points
12 Hormagaunts- 60 points

Total Points: 500


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After introducing the armies and rolling for sides, Warlord Traits were rolled for.

Necrons rolled a 5, which gave Feel No Pain to the Warlord and his/her unit.

Tyranids rolled a 6, which also gave the Warlord and his unit Feel No Pain.

Tyranids then rolled for Psychic Abilities. The results were as follows:

Primaris: Domination (Gives an additional 6" to a unit's Synapse range.)
2: The Horror (Forces an enemy unit to take a pinning test at -2 Leadership. 24" range.)
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Tyranids won the roll and decided to deploy first.



The Tervigon was deployed behind cover in the middle of the table, with the 2 Hive Guard in the same ruins to protect it. The Hormagaunt brood was placed to the left of the aforementioned ruins. 















Necrons was next to deploy.


The Destroyer Lord was attached to the unit of 5 Praetorians and placed behind the ruins in the middle of the table. The unit of 5 Deathmarks was positioned in the same ruins, directly opposite the Hive Guard.














After both sides finished their deployment, the Genestealers were placed. (Infiltrate rule).


The Genestealers were placed to the left of the Necron force, hidden from their sight.
















Having finished deployment, the Necrons tried to Steal the Initiative but failed.
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Tyranids Turn 1


The Movement phase of turn 1 saw the Hormagaunt brood and the Genestealer brood move 6" towards the Necron force. At the end of the phase, the Tervigon rolled and spawned 8 Termagants. 

During the Psychic phase, the Broodlord casted The Horror on the unit of Deathmarks, forcing them to take a Leadership test at -2 Leadership. The Deathmarks failed the test and were pinned as a result. The Tervigon then successfully casted Domination, increasing its synapse range by another 6", allowing the Hormagaunts to be within range of its Leadership bubble. 

In the Shooting phase, the Hormagaunts ran 6", the Genestealers ran 5" and the newly spawned Termagants ran 1". The Hive Guard fired at the Praetorian squad but failed to hit anything.





Necrons Turn 1


The Destroyer Lord and his unit of Praetorians moved 6" out of cover, towards the Genestealer brood. 

The Praetorians proceeded to open fire at the Genestealers with their Rods of Covenant, but failed to wound any of them. The Deathmarks fired at the Tervigon and managed to roll 1 wound, which was successfully saved. 

In the Assault phase, the Praetorians declared a charge against the Genestealers, who have no overwatch rolls. The charge was successful and the Praetorians entered close combat. Before any blood was spilled, the Destroyer Lord issued a challenge to the Broodlord, who accepted. As the Destroyer Lord and his Praetorians are considered jump infantry, they were allowed to make Hammer of Wrath hits against the Broodlord and the Genestealers. The Hammer of Wrath from the Destroyer Lord dealt 1 wound to the Broodlord, while the Hammer of Wrath hits from the Praetorians successfully killed 2 Genestealers. During the challenge, the Broodlord dealt 1 wound to the
Destroyer Lord, but ended up getting killed. The Praetorians suffered 1 casualty due to the Rending Claws of the Genestealers, who were swiftly wiped out. The Praetorians consolidated 1".


Tyranids Turn 2


Due to difficult terrain, the Hormagaunts only managed to advance 4" and the Termagants advanced 5". The Tervigon rolled successfully and spawned 11 more Termagants (Referred to as "the second brood"). 

In the Psychic phase, the Tervigon attempted to cast Domination, but failed.

Using the Shooting phase to advance, the Hormagaunts ran 8", the first brood of Termagants ran 4" and the second brood ran 1". Once again, the Hive Guard fired into the Deathmarks, but failed to wound them.









Necrons Turn 2


The Necrons used the Movement phase to get 6" closer to the Hormagaunts. 

The Deathmarks fired all their shots at the Tervigon, which they could see through a window, managing to inflict 2 wounds. 

The Praetorians declared a charge against the Hormagaunts, who were not able to make overwatch shots as they had not ranged weapons. After a successful roll, the Praetorians were in battle once more. Having a higher initiative, the Hormagaunts struck first and managed to down 2 Praetorians. The Praetorians quickly fought back, killing 5 Hormagaunts. As the Hormagaunts were not within the Tervigon's Synapse range, they fled 9". After the battle, the Necrons attempted a Reanimation Protocol on the fallen Praetorians, but failed. They then consolidated 1".





Tyranids Turn 3

 

The Hormagaunts, who were in the Tervigon's Synapse range, rallied and consolidated 3". Once again, the Tervigon attempted to spawn Termagants and succeeded, spawning 9 (Referred to as "the third brood"). 

During the Psychic phase, the Tervigon successfully casted Domination.

The Hive Guard took the first shots at the Praetorians, but failed to wound them. The first brood of Termagants opened fire at the Praetorians as well but like the Hive Guard, failed to wound them. Hoping to deal at least 1 wound, the second brood of Termagants shot at the Praetorians. Amazingly, no wounds were dealt. Seeing all of the shots inspired the third brood of Termagants and made them run forward 4". 



Necrons Turn 3


The Praetorians moved 6" towards the Hormagaunt brood, seeking revenge for their fallen brethren. 

Before charging at them, the Praetorians fired their Rods of Covenant at the Hormagants but did not manage to kill any of them. The Deathmarks shot at the Hormagaunt brood in an attempt to help the Praetorians and managed to kill 2. 

The Praetorians charged the Hormagaunts and killed 3 of them with their Hammer of Wrath hits. As the Hormagaunts have a higher initiative, they struck first and killed 1 Praetorian. The Praetorians then struck back, finishing off the Hormagaunt brood. They consolidated 2". After consolidating, the Necrons attempted their Reanimation Protocol and succeeded, bringing back the Praetorian that had fallen in the last round of combat.



Tyranids Turn 4

In the Movement phase, all 3 Termagant brood moved 6" forward. The Tervigon spawned 14 more Termagants (Referred to as "the fourth brood") before running out of larvae, rendering it unable to spawn anymore Termagants for the remainder of the game. 

The Hive Guard, the first brood and the second brood of Termagants shot the Praetorians, but failed to deal any wounds. Being out of range, the third brood of Termagants ran 5" forwards. 

The first brood of Termagants charged at the Praetorians, who failed their overwatch. Seeing their kin rush into battle, the second brood charged into the Praetorians as well. Due to their overwhelming amount of attacks, the Praetorians and the Destroyer Lord were slain. However, the Destroyer Lord's Reanimation Protocol was successful and he got back up, next to the Termagants.

Necrons Turn 4


Afraid of being run down by the Termagants, the Destroyer Lord ran 12" away. 

To ensure the Destroyer Lord's escape, the Deathmarks fired at the Termagants and killed 2 of them.













Unfortunately, the players ran out of time, ending the battle at the end of Necrons turn 4. 


An Epic Handshake was made and the battle was over.
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Final Score

Necrons: 3
Tyranids: 1
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Eldar vs Dark Eldar: 500pts Deathmatch

Date: 270115
Location: Titan Games
Pointage: 500 points
Mission: Deathmatch
Deployment: Dawn of War

Eldar

Farseer on Jetbike- 120 points
5 Howling Banshees, 1 upgraded to an Exarch- 95 points
3 Dark Reapers, 1 upgraded to an Exarch. Weapons upgraded to Starshots- 130 Points
Falcon Grav Tank. Weapon upgraded to Eldar Missile Launcher- 150

Total Points: 495

Dark Eldar

Archon with *Webway Portal- 95 points
5 Grotesques- 175 points
5 Scourges,  2 weapons upgraded to Dark Lances- 120 points
Ravager- 110 points

Total Points: 500 

*Webway Portal: User & his unit does not need to roll for scatter when deep striking
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After introducing our armies and rolling for sides, we rolled for our Warlord Traits.

Eldar rolled a 2, which basically gave stealth to the Warlord and his/her unit.

Dark Eldar rolled a 4, which gave the warlord the Hatred special rule. Following that, another D6 was rolled for  Combat Drugs (a Dark Eldar army ability). The result was a 5, which gave the entire Dark Eldar force +1 to their Weapon Skill.

Elder then rolled for Psychic Abilities. The results were as follows:

Primaris: Conceal/Reveal (Gives/Removes Shrouded)
2: Embolden/Horrify (Psyker and unit have Fearless/Enemy unit within 18" has -3 LD)
3: Enhance/Drain (Psyker and unit have +1 WS and I/Enemy unit within 18" has -1 WS and I)
6: Empower/Enervate (Psyker and unit have +1 S/Enemy unit within 18" has -1 S)
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Eldar won the roll and decided to deploy first.


The Howling Banshees and the Falcon Grav Tank were placed on the right side of the table, positioned next to a wall.

















The Dark Reapers were placed in the middle of the table, placed on top of ruins, giving them a clear view of the battlefield.

















Dark Eldar was next to deploy.


The Scourges (using Wracks as proxy) were deployed behind ruins, hidden from sight of every single enemy unit.
















The rest of the Dark Eldar force was placed in Reserve.


The Archon with Webway Portal was attached to the unit of 5 Grotesques.

















Without upgrades, the Ravager had 3 Disintegrator Cannons, with 3 shots each.
















Having finished deployment, Dark Eldar tried to Steal the Initiative but failed.
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Elder Turn 1



The Farseer, attached to the unit of Howling Banshees, moved up 6" together with the unit. The Falcon Grav Tank followed close, trying to get vision of the Scourges. Unfortunately, the Scourges were still out of sight. The Dark Reapers stayed put. During the Psychic phase, the Farseer successfully casted Conceal on his unit of Banshees, as the Dark Eldar failed their Deny the Witch roll. With the Scourges still out of sight, the Shooting phase saw the Banshees move another 6" closer to the Scourges.










Dark Eldar Turn 1



Afraid of being seen by the Eldar, the Scourges moved 6" further into cover.
















Eldar Turn 2



Again, the Banshees advanced 6" with the Falcon Grav Tank following along side. During the Psychic phase, the Farseer rolled double 6's while casting Conceal on his unit of Banshees. The result of a 5 was rolled on the Perils of the Warp table. (Empyric Feedback: The Psyker takes a Leadership test. If failed, the Psyker suffers 1 wound/glancing hit. If passed, nothing happens). Fortunately, the Farseer passed his Leadership Test, avoiding 1 wound. Still unable to see the Scourges, the Banshees used the Shooting phase to advance another 6".










Dark Eldar Turn 2



Dark Eldar rolled for reserves successfully, allowing the Archon and his Grotesque squad to deep strike behind the Howling Banshee squad.  The Ravager was deployed close to the Falcon Grav tank, but scattered 9" towards the Eldar's table edge. With reinforcements on the table, the Scourges move up 2 floors within the ruins, giving them vision of the Dark Reapers.

In the Shooting phase, the Scourges attempted to fire their 2 Dark Lances into the Dark Reapers. Out of the 2 shots, 1 hit, but it failed to wound. The Ravager fired 9 Disintegrator Cannon shots into the Falcon Grav Tank and hit 7 of them. However, due to the low strength of the weapon, it would have been impossible to wound the Falcon, and so no wounding rolls were made.

The Assault phase saw the Grotesques declare a charge on the Banshees. The Banshees overwatched, but failed to hit any of their shots. After successfully rolling for their charge distance, the
 Grotesques entered melee combat. With the highest initiative, the Archon attacked first. However, he did not have a melee weapon as Edward had forgotten to purchase one for him. As a result, the Archon had to use his Splinter Pistol in close combat. The Archon attacked first, but failed to wound anything. Following him was the Farseer, who also did not do any wounds. With the third highest initiative, the Howling Banshees attacked the unit of Grotesques, successfully dealing 2 wounds to the unit, reducing 1 Grotesque to 1 wound. Finally, the Grotesques struck back. 3 attacked the Banshee squad and 2 attacked the Farseer. The 3 grotesques wounded 3 Banshees and caused an Instant Death to another Banshee. The other 2 Grotesques caused an Instant Death to the Farseer.







Elder Turn 3



There was no movement during the Movement phase, as the Banshee Exarch was engaged in combat and the Dark Reapers and Falcon Grav Tank were in good positions. During the Shooting Phase, the Falcon Grav Tank managed to penetrate the side of the Ravager, but only rolled a 2 on the Vehicle Damage table, causing -1 Hull Point and Crew Shaken (Snap shots next turn). The Dark Reapers fired into the scourges, killing 2 of them. Because 40% of the unit was killed, the Scourges took a Leadership test and passed it.

During the Assault phase, the Archon killed off the Howling Banshee Exarch. The unit then consolidated 6" towards the Falcon Grav Tank.


























Dark Eldar Turn 3

Afraid of the might of the Falcon Grav Tank, the Ravager fled and hid behind a wall, giving it clear sight of the Dark Reapers. Similarly, the Scourges moved back down into the ruins as they were afraid of the Dark Reapers. Wanting to make the charge, the Grotesques moved 6" closer to the Falcon Grav Tank.

The Grotesques declared a charge against the Falcon Grav Tank, which proceeded to make overwatch shots. The shots managed to kill off 1 Grotesque, increasing the charge range from 9" to 10". As a result, the Grotesques failed their charge with a roll of 9.

In the Shooting Phase, the Ravager fired snap shots into the Dark Reapers and managed to kill all 3 of them.





Elder Turn 4

The Falcon Grav Tank moved closer to the Ravager in order to escape the advancing Grotesque squad. It then proceeded to fire shots into the Ravager. Scoring a penetrating hit, and getting a result of 3, the Ravager lost another Hull Point and was immobilised, causing it to be unable to move or pivot.













Dark Eldar Turn 4

With the Dark Reapers gone, the Scourges moved out of cover, attempting to get their Dark Lances into range of the Falcon Grav Tank. The Grotesques declared a charge against the Falcon Grav Tank once again. This time round, no overwatch shots hit. The Grotesques efforts were in vain, however, as  they failed their charge by 1. Again.

Eldar Turn 5

With the Ravager immobilised, the Falcon Grav Tank moved right next to it and fired all it's guns, destroying the Ravager. 

Dark Eldar Turn 5

The Scourges, being Jump Infantry, advanced 12" closer to the Falcon Grav Tank, getting their Dark Lances into range. However, both shots failed to hit.

At the end of Turn 5, a die was rolled to see if the battle continued. The result was a 1, ending the battle. 


An Epic Handshake was made and the battle was over.















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Final Score

Dark Eldar: 4        
Eldar: 1
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