Last Weekend I made a tournament preparation Game against a Necron Decurion Kontingent with three Canoptek Harvest. 18 Phantoms, 15 Scraps, 3 Spiders, minimal base contingent with Command Barge.
My list can be found hereviewtopic.php?f=48&t=24261
Well, practice time is over and at least I can say that I have learned my lesson. Necrons won after 5 rounds, 13 to 7.
I got the first round but necrons managed to seize the initiative thanks to a lucky warlord table role with a 5, horray.
My hardest decision was what would be my prime target. I choosed the command barke, marked it with four marker drones, fired two D missles and turned his warlord into dust. A spark of hoped enlighten me but just for a brief moment. After this small victory I made the wrong choice. What should I kill first? Spiders or phantoms? I choosed the phantoms, cause I wanted to slow them down with the heavy retribution special rule. Well, wrong decision. I killed 4 Phantoms. I expected that they will charge my Stormsurges in their second turn, but well, bubble wraping with marker drones, attack drones, kroot and Fire warrior went better than expected. Sadly I rolled a double one for my Riptide so he failed to jump away. Free food for Phantoms.
His Secound turn went better as expected. Necron warriors fired a hole in my Krootwall and four Phantoms charged into my Ghostkeel. Six Phantoms charged my Riptide and his third Unit of Shrimps failed their charge, thanks to halved charge range. Neither my Riptide nor my ghostkeel lost a single Wound, we both were really surprised.
My Second turn, revenge of the Surges! … just in my dreams.
With my double Surge firepower, 5 D Missles, 10 marker hits, I only managed to reduce the only Phantom Unit that was not bound in meele to one Phantom with one remaining Hitpoint. To Avoid a single phantom, that could taunt counterfire I charged it with my commander, six marker drones and four attack drones. And well, the phantom won, killed one marker drone and my two teams of each two attack drones ran away. Luckily my ghostkeel was still unharmed by the four phantoms. Not so lucky was my riptide. Unlinke the last round, his reactor failed to give him his 3++ save and the phantoms scratched him to death.
His Third turn.
Spiders and Scarabs got closer, but not close enough to charge my Surges, he also changed the canoptek special rule from reanimation protocol to shred. Sadly I made a small deployment mistake. His Phantoms found a small hole to charge one of my surges, so with a multi Charge, targeting my Surge, he could jump over my drones and managed to get base contact with the Surge. Ghostkeel got charged by Scarabs and got shred into pieces.
My third turn.
Piranhas stoped to bring more Drones into combat and were used to block more Enemies. My remaining not bound Surge tried to kill a spider, also with no success. The bound Surge retreated his anchors and stomped two shrimps surprisingly to death, commander managed to kill the phantom in close combat.
His forth Turn
Not much to tell about.
Commander got shred by scarabs. Second Surge charged by Spider and scarabs. First Surge stomped an additional shrimp in the ground.
The remaining Combat is easily to describe.
I lost everything exept my Surges, even shreading Phantoms and Scarabs had problems to bring them down. After my fifth round one Surge was still stomping on mecha bugs and two piranhas crashed on the ground due to failed terrain test. Thankfully the dice ended the game after that round.
What I have learned from this game.
- First Round is very important again a phantom wing.
- Always kill the Spiders first.
- Keep a better eye on small holes in your bubble wrap. These Phantoms can fill every hole!
- Even if the Ghostkeel doesn’t make much damage. His Sync bubble is very important!
- One can never have enough marker lights with this list.