Brood Brother |
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Joined: Tue Sep 27, 2005 9:52 am Posts: 876 Location: Brest - France
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TURN 1
Teleportation phase
Using our experimental rules, Flogus let me choose first whether or not to teleport one of my formations. I had five teleporting formations to his three, so I designated a Monolith and said it wouldn't teleport this turn. It then went like this :
- Terminators with SC > pass - Monolith > passes - Terminators with Chaplain > pass - Monolith > teleports on Flogus' left flank, in a position to assault the "bait" (Tactical formation) (0 BM) - Terminators > teleport in front of the Tacticals (2 BM), screening them from the Monolith - Monolith > teleports on the other side of the Tacticals (0 BM) - Pylon > teleports behind the wood located between the two Marine objectives (no line of sight on anything, but in cover and positioned so as to deter Flogus from bringing his Thunderhawk in)

Strategy roll
Necrons won.
Action Phase
1. Phalanx 1 came out of a Monolith and declared an assault on the Terminators. I could have included the Tacticals in the assault, and almost did so, but I didn't want to give them the opportunity to leave their Rhinos and lend support to the Terminators. My Necron Warriors (supported by the Monolith) made short work of the Terminators, who died to the last man (killing 3 stands).

2. That same Monolith then assaulted the Tacticals (Tactical 1), who at last came out of their Rhinos. Due to the experimental rules, the Monolith only got 6 extra attacks instead of 9. 4 Tacticals and the Obelisk were destroyed, and the Monolith lost the assault. Having lent their support to the losing side, Phalanx 1 received another BM and broke. This actually was rather good, since it meant they would phase out at the end of the turn. Tactical 1 broke too.
3. Tactical 2 doubled and fired on the other Monolith, causing no damage but breaking it, which gave it the opportunity to move around Tactical 2 towards the Land Speeders. 4. The Land Speeders, determined to finish it off, moved and fired at the broken Monolith, but only managed to score 1 hit, which was promptly saved.
5. The Necrons' reply was devastating : Phalanx 2 came though the portal and assaulted the Land Speeders, killing all but one and losing only 2 Warriors.

6. The Whirlwinds then Sustained Fire on Phalanx 2 and the Monolith and managed to kill 2 Warriors and the Necron Lord, more than enough to break Phalanx 2.
I then made three consecutive mistakes. ?
7. Flogus having no activations left, I could move around as I pleased. Eques 2 (Heavy Destroyers) doubled and tried to screen the Pylon from the incoming Terminator assault next turn. Thinking for some reason that Destroyers were AV, I left them out of the woods to avoid a dangerous terrain test... Doing so meant my "screen" was no screen at all, since the Terminators could teleport in the woods next turn. 8. Eques 1 Marched along the edge of the table, towards the Marine blitz and the Whirlwind. Yes, they Marched... which is illegal for Necrons. I only realised this after the end of the game, but fortunately we both agreed this didn't have any effect on the game, since Eques 2 (who launched an assault but hardly moved at all in Turn 2) could have done the same thing had they only Doubled. 9. Finally, my Abattoir Marched too. Again, this didn't give any advantage to the Necrons, since the Abattoir moved back towards the Necrons' edge of the table in the following turns. Actually, it was even beneficial to the Marines, since my Abattoir ended up too far from the action in Turn 2. Serves me well... ?
End of turn 1
Broken Necrons phased out. The surviving Land Speeder failed to rally.

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