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40K Doubles Battle Report


Nothing like a good doubles game for twice the 40K fun and once again I’ve teamed up with Brother Captain James…if we win it is due to my tactical genius, if we lose I blame James, a win, win, and a win!

I of course brought Necrons, and James got his Tyranids back, taking a much needed break from his Shrike infiltrating fleeting terminators list.



Our opponents Bobby and Bruce were playing Dark Eldar and Imperial Guard, and that was all we knew, so time to write the lists…

What do you bring at 1K for Necrons?

Right off the bat I was bringing 30 scarabs…yes I know, broken and lame, but in my defense they are a Ward approved unit, and I need to learn how to pilot these guys in my sleep so anytime I can play them, for now, I am.

Stormlord is next of course, I could perhaps say with confidence that he is also mandatory, but in a 1K point game that is debatable. BUT, playing DE and IG, we needed all the possible free “hits” we could, and night fight to get the buggies up there into assault range.

From there the goto was immortals with tesla since I am still on the fence with tesla vs. gauss.

Sadly no C’Tan, or two, and then two spiders to spit out scarabs.

On the space bug side James went with two mawlocs, a venomthrope blanket, and gaunts + tervigons- standard nids really. I would have like a small group of stealers to outflank, but 1K is 1K.



On the opposite side we had a few raisers, two colossus tanks, a hell hound, and chimeras with vets inside. DE and IG had us on mobility, guns, and numbers, so what was the plan?

Take first turn, deploy as far forward as we can. Rush the scarabs and first wave of expendable gaunts boosted by FNP. Bog things down…





Turn two pop in the mawlocs and sacrifice them, advance the gaunts and tervigons as a second punch, while the immortals provide some covering fire, and take objectives.

How would it play out?

We got passed first turn, which worried me a bit since they could go all reserve and dodge a turn of lightning, but they deployed and we went first.

I had big hopes for the lightning attack, I know, it’s random…

Took out a DE gunboat skimmer and immobilized a chimera. I was really hoping to knock out the hell hound and colossus tanks, but hey two vehicles down for “free” before the game even starts? I’ll take that with a minor amount of complaining.

First turn the hell hound moves up fried a scarab swarm making them go poof! Yes, just like that. We eat a few shots but nightfight protects.

Turn two has me fail the night fight stormlord roll with a “2” so no more free shots for us. Scarabs swarm the hell hound destroying it as we drop another raider and spill out a big group of wyches who eat through a scarabs swarm, and gaunt packs before the game ends- with them still alive. We just couldn’t bypass their 4+ invul and FNP rolls!



So there we are chugging forward, taking gaunts off, putting them back on- the life of a Tyranid player, and our first tervigon constipates out.

Mawlocs land dead on, clipping four vehicles, and only immobilizing one. One goes down next turn to melta gun vets, and the second gets locked in combat and can’t hit and run away.

Immortals keep shooting ,taking down raiders, and my one immortal group over to the right keeps eating colossus fire, going down, and then making my reanimation protocols for all of them each time!

Great fun screaming “Immortals” every time you roll and making it!

Mid game, mid table, our losses are mounting, and James, despite some good gaunt spawn rolls is coming up short just as his second tervigon constipates out.

I’m not so confident at this point that we can pull it off, and my first through to consolidate back onto the objectives we hold, go into cover, and hold as best we can…but on the other hand we have the initiative and are pushing into their deployment zone.

What the hack, continue the attack! Everybody forward!



Then Marbolo the one man Rambo pops in, and bomb an immortal group with Stormlord inflicting losses.



I send the immortals forward in support, while the Stormlord breaks off to punish Marlboro downing him in the assault delivering a “humiliating defeat”, GW and their crazy rules!

At that point our push just manages to break though and confine the DE and IG as our immortals and troop tervigon take objectives for the win.



One of the closest games that I have played in a long time, hard fought and worth the time playing. Amazing rolls on both sides when needed kept it close right up to the end.

Observations?

Stormlords lightning is a really good ability with good odds, just have a plan in place for then you don’t get that first and second turn of lightning on average.

Single tomb spyders as we know are just a waste of points- they can’t replace the loss mass of scarabs once you really start taking losses.

Scarabs going to ground out in the open for a 5+ cover save are surprisingly resilient, keeping them a threat for another turn or two, which can be used to great effect.

Venomspam is rough on Tyranids and Necrons!

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