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After a lap around Ultima Segmentum, the raider fleet heads coreward. It touches down on an agri-world and begins harvesting life. It makes the great mistake of destroying a shrine of significance to the Black Templars. The Crusaders still smart from their last scrap with the ancients, and they will not allow this affrontery to stand. It's a grudge match in the ruins in
TRIP REPORT: NECRONS VS. BLACK TEMPLARS II
Cities of Death Edition
1500 points, gamma level. Gamma means 4-6 buildings on a 4x4 playing field. We decide to go all the way to six buildings, giggling like loons and larding the table with cover. We roll Maximum Attrition - the only basic Cities of Death mission that uses victory points. It's a hybrid between Cities of Death style play and standard 40k, which suits us just fine as this is our first go at the new rules.
We pick Stratagems. He chooses Sacred Ground and Combat Engineers. Sacred Ground appoints one building to give all friendlies inside the Stubborn rule. Combat Engineers give them a host of abilities to counteract several stratagems. I have no intention of taking anything he can defuse with Combat Engineers.
I pick Sewer Rats and Power Generator. Sewer Rats lets infantry units in reserve pop out of a manhole as though it were a table edge. Power Generator appoints one building to grant wound rerolls to a single unit stationed within.
We set up. My corner:
I am packing a Destroyer Lord with a Nightmare Shroud and scythe, 6 pariahs, 36 Warriors, 3 Wraiths, 3 Destroyers, 6 scarabs and 2 tomb spyders (Mr. Snips and Mr. Clamps). My opponent is fielding a reclusiarch chaplain joined to some assault terminators, a Crusader blob led by the Emperor's Champion John Cena, a second Crusader blob led by the 3-wound Marshal (who totes a holy orb of Antioch), an assault squad and an assault cannon dreadnought.
We couldn't find any suitable manholes so I used those little green plastic rod sprues to represent them. My Pariahs and one of my 12-man warrior bricks were held in reserve. My remaining warriors holed up in the Power Generator. The plan is to hole up there as a firebase. Every turn, one of these squads can choose to reroll wounds. Since I'm hitting on 3s and wounding on 4s, these Necrons can bring the pain. His Sacred Ground building is to the right of the Power Generator.
We dice for turns. He wins first, and advances his horde of angry men. No one can draw a bead to fire.
My turn. One Warrior brick repositions itself for better firing angles inside my key building. My Wraiths and Scarabs hold tight. The Spyders generate one swarm base each. The second Warrior squad and my Destroyers fire into the assault marines, who appear to be making a beeline to the Sacred Ground. I only kill three of them.
His turn. His Crusader horde plows forward. I brace myself for the warrior charge - my Destroyers are horribly exposed right now. But he hops his Assault squad into Sacred Ground. "You'll need to make a Dangerous Terrain check for your men, it's risky," I said. He says damn the torpedos and does it anyway - and rolls two 1s. Two Assault Marines fly into the side of the ruin and become red flapjacks, the rest have the sense to use the door. They fire bolt pistols to no great effect.
My turn. I move my Destroyers back to safety. My Necron Warrior reserves come up. Twelve Necrons pile out of an old storm drain into a ruined shack. Scarabs fly up to intercept the Champion's Crusaders, and to constructively redirect his Righteous Zeal rule. The warriors in the shack fire into the Crusaders along with another Warrior Squad from the Power Generator, inflicting a few casualties. My Destroyers take a few token shots at the Terminators in the back, but their armor protects them. Predictably, the Champ's men pass their Zeal roll and consolidate into my scarabs. It is my fervent hope that the scarabs tie up his Crusaders until the end of one of HIS turns, not mine. This will give me a free shooting phase against them.
The Crusaders hack through bugs, who pull down one of the Neophytes for their troubles.
GO AWAY WE DON'T WANT ANY
Meanwhile, the spyders make more scarabs. One Spyder charges into melee with the remaining Assault Marines, reducing him to two men. One swarm base is powerfisted into oblivion.
His turn. The Marshal's Crusaders move up on the other side of the big building in the middle, with the Chaplain's Terminators close at hand. They want to circle around and plow into my Warrior firebase, though this will take them quite a while. The Dreadnought spies some of my Necron Warriors in the second story of that little shack and opens up on them with an Assault cannon. One drops, but a Rending wound is stopped by a cover save.
The Champion's men kill bugs in earnest, at the cost of another Neophyte. I realize that I won't be able to drag this combat out to another one of his turns. He'll be able to kill the last of them on my next turn, consolidate, and then make a move into that house in the next turn. My only slim hope will be to get those Necron Warriors into the second and third stories.
Meanwhile, Brother Powerfist squares off with the Tomb Spyder by his lonesome, killing another swarm base. The spyder's Weapon Skill 2 is no match for Astartes reflexes and so the marine gets a reprieve.
"Why throw away your life so recklessly?" "That's a question you should ask yourself Mr. Clamps"
My turn. My dead Necron fails his self-repair check. Time for some damage control. The Necrons in the shack evacuate up to levels 2 and 3. My Destroyers turbo boost to his side of the board, right on the table corner, behind his advancing line. My Pariahs come up on the reserve roll, and pop out of a drain right beside his Sacred Ground on my side of the table. They move 6" back and tickle the Marshal's advancing Crusaders with Gauss Blasters, dropping a few of them.
Mr. Clamps looks like he's in trouble, so my three Wraiths tug on their NWO shirts and run in with folding chairs and send the last Assault Marine to hell.
But it's not all good news and sunshine: the last of my brave scarabs are smashed to bits by the Champion John Cena and his Chain Gang Soldiers and they get a pretty good massacre move close to that building. The Necron Warriors gulp and tug at their collar programs, preparing to sell their unlives dearly.
His turn. The Marshal lobs the Holy Orb of Antioch, his men fire their bolters and plasma, the dreadnought lets rip with his assault cannon, and where once there were 6 pariahs, now there are only 2. Hilariously they are still a scoring unit thanks to the Cities of Death rules.
The Champ's crusader blob gets a 6 on its difficult terrain move into the house, which lets it saturate the second and third floors. They open up a whole sledload of whoopass on the Necron Warriors inside, taking out a third of them and suffering no losses. The Necrons hang on to their nerve, but only just.
My turn. The Marshal and his men are out in the open and it's time to punish them. My Power Generator firebase pours gauss into their ranks, joined by the surviving pariahs and Mr. Clamps's comedy BS2 gun, which beats the odds and rolls all 5s to hit and kills two marines. By the time the enfilade abates, the Marshal and two of his men stand gawping at the red soup of constituents that used to be their battle-brothers. Wraiths and Pariahs loom in for the kill, but the Destroyer Lord pops his Nightmare Shroud fear fart. The Marshal is within 12" of the Pariahs and blows his Morale check, running away.
On the diagonally opposite corner of the field, the poor ignored Destroyers not only have a clear shot at the dreadnought, but at his back armor! He is blown to pieces.
Mr. Snips had done nothing this game but crap out scarab babies and hoard food stamps. The time had now come for him to prove his worth. My other Tomb Spyder, now with four swarm bases, charged into the small building, which now bulged at the seams from all the combatants within.
Arise robots of Theoden
The Crusaders continue to butcher Necron Warriors, ignoring the new foe at their peril. The Spyder and scarabs begin to kill with a will.
His turn. The Marshal and his fleeing men are still within 6" of my Wraiths, and so have to continue fleeing. His chaplain and Assault Terminators waddle toward the bitter fighting in the ruins, hoping to make a power armor S'mores. A bad terrain roll stops them just short of their assault charge and they remain out in the open.
The marines kill all but one of the Necron Warriors, and many of them are in turn butchered by the Tomb Spyder. Only the Champion and a few of his men remain to fight. The lone Necron's morale program crashes to desktop. He defenestrates and runs away.
My turn. I'll never have a better shot at those Terminators. The Destroyers and two Warrior Squads catch them in a crossfire. Only the Chaplain and two Terminators remain. On the other side of the board, the Wraiths move up and continue to escort the fleeing Marshal off the field.
Now my Spyder turns his attentions to the Emperor's Champion, putting one wound on him. The Champ and his men attack Mr. Snips with a will, beginning to cut through his ablative meat shield of scarabs.
His turn. The Marshal continues to flee. The Chaplain and the surviving two Terminators rush into the tiny building which has become a horrible grindery of flesh and circuitry.
oh for the love of mercy
The Tomb Spyder turns and rolls lucky with both of its attacks, juicing the pair of Terminators. The Champion, Chaplain and the few surviving Crusaders finally butcher the Tomb Spyder. Victory at last!
My turn. Little did they realize that everything in the building is within rapid fire range of 24 Necron Warriors and my Destroyers. After the first volley wounds the Chaplain 12 times and drops him like a poleaxed steer, we call game.
Y'all come back now
And what a game! We giggled like loons at the absurd fight in the shack. My opponent went around with the building in his hand showing off the melee survivors to everyone in the store. Our first ever Cities of Death game made a good impression and I think it'll be a mainstay with our group.
Last edited by Failure Necron; July 8th, 2006 at 00:57.
Ah, crap! This thread is experiencing technical difficulties. Give me a moment to rehost the images
edit: all fixed, enjoy!
Last edited by Failure Necron; July 8th, 2006 at 00:58.
Good fight, city of death rules looking pretty good.
Though unnumbered lurking perils await us, our blades will ever be ready.
FOR WE ARE THE EMPEROR'S VENGEANCE!
Great commentary, keep up the good work!
Originally Posted by Brett on Quidditch[ 1500pt. Chaos List, C&C! ]
-=W: 2 -D: 0- L: 3=-
It's the DEATH house!
Nice report. ^_^
Awesome report! Great commentary!:yes: As everyone else, loved the meatgrinder house of death, heh.
So there I was...
Buying things after alcohol consumption is a very interesting way to get into the hobby!
A fun read. Your humor reminds me of my brother and his Orks. Thanks for taking the time to share your game--with pics.
Great Report! btw, what kept the marshal and his men running that your wraiths had to be within 6"?
PM me about Aurora Prime Vassal fights! Willing and ready!
A unit can't regroup within 6" of an enemy unitOriginally Posted by AlbinoAlien
Great Report. I always love it when terminators get butchered by necrons.
... There's no place like 127.0.0.1