TeleportsPhalanx 5 and the Warbarque dropped in behind the central cluster of buildings to support the fight that was about to take place there. Phalanx 2 had only 2 obelisks remaining, so was kept offboard to protect it for use as a turn 3 objective grabber.
Action!The roll-off was a draw, handing the activation to the Necrons since they'd gone second in the first turn.
Realising the central cluster of buildings/objectives would be the key to the game, Phalanx 3 decided it was time to beal with the big scary russ formation. Since it was already in a crossfire position it sustained fire, but only managed to kill the hydra.
Phalanx 4 had more luck however, advancing into a crossfire position and dropping 4 russ, breaking the remainders, who fled back towards their board edge.
The mechanised guard company in the centre of the board then engaged Phalanx 6, killing 4 obelisks and losing only 2 guardmen in return. They convincingly won the combat, but the fearless survivors merely pulled back ready for a phase-out.
Emboldened by this success (and since its plasma blastgun needed recharging), the warhound engaged Phalanx 3, but fluffed its attack rolls and ended up losing the engagement and fleeing.
The necrons knew they needed to clear the mech company from the board centre, so advanced phalanx 7 into a supporting fire position, which was also a crossfire, taking down the hydra and 3 of the chimeras.
The warbarque then retained to engage, luckily shrugging off the 5 hits it recieved in the firefight and with the support of phalanx 7 was able to kill 7 guard bases and send them packing back to their own lines. The necrons were now undisputed in the central board area, having pushed the guard back into their own deployment area.
The basilisks continued their duel with Phalanx 1 by firing directly at them and taking one out.
The shadowsword once again failed its activation, and again managed to fail to hit phalanx 3 with the volcano cannon. By this point I imagine the onboard commisar was getting an itchy trigger finger!
The necrons' right flank guard, Phalanx 8, popped up and took out the last valkyrie, taking another couple of the broken storm troopers out with the blast markers.
On the left flank Phalanx 1 didn't fare as well, since they failed to hit the basilisks as they advanced towards them.
The Guard HQ Company then stepped forward and unloaded on the exposed Phalanx 3, killing 2 and breaking them.
The recently teleported Phalanx 5 failed to activate even with a reroll, so dropped BMs instead.
The Thunderbolts decided to brave the Pylon, but lost one to the AA beast. The remaining plane strafed the Pylon, laying a blast marker which was to prove crucial.
The pylon was the last necron activation, but it failed its attempt to reinstate its overwatch order, and broke itself!
Finally, the sentinels advanced taking a wild potshot at Phalanx 1, which predictably had no effect.
RallyingFor the guard, disaster struck as only the basilisks, shadowsword and russ rallied, leaving them going into turn 3 with the storm troopers, mech company and warhound all broken.
Phalanxes 3 and 6 phased out, and phalanx 6 failed to rally. The pylon also continued its traditional role of never rallying. All other formatons stripped BMs successfully.