Phase 1 - Game 3
Solbond Gardhird versus Necrons
Mission - Retrieval (Nachmund modified)
Votann win the battle, 9-6 (Votann were Attacker, went 1st). Complete Search Drop Site Agenda x 3, did not complete Prospecting Agenda. Gain 2 SAp, 1 for Victory, 1 for 3 Search Drop Site actions.
Gain the following Resources - 40 Biomatter from battle
Spend 1RP for Red-Handed Harvest, (5+ on 4 unit kills- 6,6,6,4) gain 30 Energy Sources
Spend 1RP for Increase Supply Limit (up to 1600)
- Units incoming -
Arkanyst Evaluator Echo-Delvr Karvyr
Hearthkyn Warrior Squad Star-Wards
Sondur-Oath Wardens suffers a Battle Scar, removed for 1 RP
Farstryde Riders suffers a Battle Scar, Scorned - Cannot Fall Back
Units upgraded
Sondur-Oath Wardens (Marked for Greatness) gain Raiders (Re-roll to Hit rolls of 1 if target is on an objective)
The Sturm-bon (Victory bonus 5XP) gain Adaptive Camouflage (Unit gains Stealth and if placed in Reserves counts the round as one higher for when and where it can deploy.)
Seykyr' Hird gain Footsloggers (Add 1" to Movement.)
Overall-
Victory - Votann
Resources - 60 Biomatter, 20 Raw Minerals, 80 Galactic Intel, 30 Energy Sources
RP - gain 1, spend 3. Total is 0 (2 + 1 - 3)
Supply limit - 1600 (using 1540)
Crusade points - Goes from 2 to 4 (2 + 3 -1)
Battle Report
Mission - Retrieval (Nachmund, modified)
Scoring - Beginning in the 2nd round, can search one of the six objectives for a courier. On a 6+ the courier is located (+1 if Defender, +1 for each other objective searched). Gain 1VP for searching an objective, gain 1VP for finding the courier, gain 3VP during the command phase if you control the objective with the courier (player going 2nd scores this at the end of the battle instead of command phase on the 5th round)
Agendas - Prospecting, Search Drop Site
Enemy Army - 2x Plasmancers (one is a Crucible Champion that gives his unit a 5+FNP), 2 10man Immortal Bricks (one tesla, one gauss), 2 3man Skorpekh squads, 1 3man Ophidian squad, 1 6man Wraith squad, 1 3man Lohkust Destroyer squad, 2 1man Heavy Destroyer squad, 1 5man Flayed Ones squad
Deployment - Kinda weird, all six objectives are in the Attacker's deployment (full half of the board), while the Defender has a deployment 12" away from the middle of the board
Round 1
Votann turn 1 - Good deployment for Votann as the Attacker. Both Hearthkyn squads jump out to try to sticky their objectives (bad idea?). Hearthkyn squad on the upper left objective jumps out and Searches Drop Site. Minor shooting from Sagituars and Steeljacks kill 4 of the 6 Wraiths, but nothing goes down entirely.
Necrons turn 1 - Wraiths and a Skorpekh squad charge the Steeljacks in the center, the melee lasts for 3 rounds before the Steeljacks die (Wraiths die this turn but Skorpekh eventually wear down the Steeljacks). Heavy Destroyers nail both Sagitaurs, leaving them on 1 Wound each. Skorpekh charge the left Sagitaur, Ophidians/Flayed Ones charge Trokk's squad and his wounded Sagitaur. Left Sagitaur and Trokk and his squad die but the right Sagitaur lives, Left Skorpekh squad ties up the Hearthkyn squad on the upper left objective.
Round 2
Votann turn 2 - Einhyr Hearthguard teleport behind the Pioneers on the bottom right objective. Kapricus on the bottom left object does mission action, while Thunderkyn squad does Search Drop Site on the lower middle objective (no real good shots for them). Hearthguard blast the Ophidians off the table and make a 12" charge to get tangled into the Flayed Ones but fail to kill them off.
Necrons turn 2 - Shooting/Plasmancer mortal spam from the gauss Immortal squad kills off both the Sagitaur and severely wounds the Pioneers, a Heavy Destroy finishes off the Pioneers. Melee continues, with the left Skorpekh killing the last of the Hearthkyn and the right side Skorpekh/Flayed ones battering at the Hearthguard but failing to kill them. Hearthguard again fail to kill the Flayed Ones (second melee turn in a row that the Flayed Ones live with one model!).
Round 3
Votann turn 3 - Melee Steeljacks Deepstrike near the lower middle objective, trying to reinforce the Votann line.Thunderkyn mission action and find the courier on the lower middle objective (all other objectives are then removed, but due to models on them some take longer to physically remove). Kapricus moves over closer to lower middle. Hearthguard finally kill the Flayed Ones.
Necrons turn 3 - Shooting/melee finally knocks out the Steeljacks in the center of the board. Hearthguard get taken down by all the various Necrons now swarming them. A Reserve unit of Immortals shows up near what was the former lower right objective to shoot at the melee Steeljacks.
Round 4
Votann turn 4 - Kapricus Searches Drop Site on the last objective, Steeljacks shoot/stretch out to melee the Immortals to their right. Return melee from the Immortals does little.
Necrons turn 4 - Shooting from Heavy Destroyer/gauss Immortal squad kill off the Kapricus, charges from both Skorpekh squads into the Steeljacks leaves only the Theyn and Elder left (pic).
Round 5
Votann turn 5 - Steeljack Theyn/Elder manage to kill off all the Immortals and bring the Plasmancer down to one wound.
Necrons turn 5 - Twin Plasmancer Mortal Wound spam kills off the Theyn and the Elder is alone to face the wrath of six Skorpekh Destroyers. Votann are tabled, but due to both doing the mission actions, finding the courier, and holding on to it for two rounds beat out the Necrons who only held on to the objective for two of their Command/End phases.
Thoughts
Super fun battle that I barely squeaked out a win from. I did have a few mistakes that I think cost me, the first being that I disembarked both Hearthkyn squads at the beginning of the battle. It didn't do anything to have Trokk's squad out as they couldn't mission action until turn 2 and their shooting didn't do enough to warrant them being able to be charged by Flayed Ones/Ophidians and taken off the board pretty much instantly. Second mistake was charging in the Hearthguard, because they aren't great in melee due to their low volume of attacks (even with the Sustained 1 upgrade they have) and so the power of their shooting was wasted. Third was not picking up the Pioneers at the end of the Necron's first turn- I could have kept them in Reserve and completed my Prospecting Agenda at the end of the game instead of whiffing on it.
Mainly, I was lucky that I found the courier and that I had my melee Steekjacks still in Reserve to keep that objective held long enough to win the game. I'm having a rough go of the Votann, being so used to having severe melee threats in my armies (Skorpekh/C'tan in Necrons, Bladeguard/Victrix in my SM), that I deploy much more aggressively than I think I should. Both the melee Steeljacks and Hearthguard can do some work in close combat, but have limitations. The Steeljacks don't have damage to kill off big multi-wound units and the Hearthguard don't have the volume of attacks to really impact the game. I need to use them a little differently than I'm used to- Steeljacks are either a tarpit squad or a horde blender and the Hearthguard need to use their plasma shooting as their main damage dealer and then charge to mop up.
Kind of annoyed that I can't yet get a Kindred Asset- need 30 Raw Materials to get it. Also, the dang shooting Steeljacks have managed to take a Battle Scar every single battle, which is really, really worrisome and kinda limits my RP allotment (down to 0 and need at least two in the next four games to increase my supply limit up to the full 2k). I really don't want to keep spending RP to heal them. I've finally got some upgrades that will help out, with Stealth on the Thunderkyn and the shooty Steeljacks re-rolling 1s to Hit vs stuff on objectives. I'm hoping that will balance out some of the downsides that I've got with Battle Scars.
Anyway, I'm probably going to finish my infantry painting before my next battle, so there is something to look forward to. Thanks for looking!
Edited by Lord_Ikka
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