I am pleased to report that I have had some 40k success, at last! I played my Necrons against JP and his Imperial Fists, using the list that I mentioned in this blog, and despite again not getting the first turn, I was able to survive long enough to deal out a lot of damage across the three rounds that the game lasted. Reanimation Protocols are quite hilarious, aren’t they?
For the first round, my Necrons proved to be remarkably resilient in the face of the Primaris firepower coming my way, and early on JP seemed to realise that he wasn’t going to be able to get away with simply wiping units from the board. I had one unit of Immortals that he must have effectively killed at least twice, but because he wasn’t able to clear the unit each time he shot at them, they just kept coming back. In the first round, I had only lost four models – even by the end of the battle, I think I had only lost one full unit.
In my first turn, I was shockingly able to just obliterate his warlord with my Tomb Blades, which was slightly upsetting because it meant I had jumped my warlord plus 5 Lychguard into his backline for no reason. However, being able to turn off some of the many, many buffs the army was receiving as a result of that was very useful. The Canoptek Wraiths were a good unit for close combat, but I was very impressed with the sword-and-board Lychguard in that they were able to clean up both the Aggressors and the ten-man Intercessors. The actual amount of damage coming from the big blobs of troops wasn’t as impressive as perhaps it could have been, but I think part of that may have been the fact I was losing track of some rules that would have allowed for additional AP and the like.
Having the card deck for Necrons was definitely a help for me, as it meant I was able to just go through and lay out each one that I thought I could use next to the units as my turn went on, making sure I didn’t forget my stratagems (which is often a sticking point). I think I actually ran through pretty much all of my command points during the game, which is definitely new! However, I forgot to prepare my turn like that on the second and third rounds, so there were definitely some things I could have done, but forgot. I think I might make a list next time, and try to organise the key stratagems I know I will use by phase or something.
All in all, I think we ended at round three with the score a firm 39-10 to me, so that was very good. I never like to be smug with friends, or anything, but I think my Reanimation Protocols were really offending JP and causing him to mis-play at times, but using the Veil of Darkness to jump my Catacomb Command Barge to the opposite side of the board to his Redemptor Dreadnought, perhaps the only model that has the massive gun that could deal it some crippling damage, really helped me. As it turned out, he was having to fire that ridiculous plasma thing at my Immortals, which is an incredible waste of such firepower, but on my part it becomes a very useful strategy to place units like that. Frustrate the enemy, and so on!
I wouldn’t say that my list interlocked perfectly the way the Imperial Fists does, but there are some very definite good effects taking place where I was able to feel quite pleased with how things were going!
For our next game, I’m planning to swap out the sword-and-board Lychguard in exchange for making one big ten-man warscythe unit. Those Lychguard didn’t do anything during the battle, unfortunately, and I just know they are able to do well (at least, on paper they are!) so I’m hoping to see what they can do! Having used the Veil this time, I think I might change things up a little, because he might be expecting that again. I could either keep it, but not use it on my first turn, or else go for something else. The Voltaic Staff has a nice tesla-like ability, and I have actually been considering using a Resurrection Orb for the first time ever – one-use things like that, especially for the points, have never really appealed to me, but given how Reanimation Protocols work now, it could prove to be really powerful where there is only one model left. Especially if I’m keeping the Lychguard close to the Command Barge – granted, they are 2-wound models, so not necessarily the best targets, but being able to try to bring back the entire squad rather than just the one or two who had been destroyed that round would potentially make the points back no problem.
I’m still kinda fighting the fact that there are new models from the updated range, which I’m just not that interested in using for the time being. I have plenty of stuff from my army that needs some attention, though, so don’t want to start going too crazy just yet and adding to my painting load.
However, speaking of adding to the painting load, I have started to paint some of the massive amounts of terrain that I’ve had hanging about in that box forever! Realising that I still have some primer sprays from GW, I’ve primed the munitorum armoured containers, and the Haemotrope Reactors, one of which I then painted up over the course of my children’s naptime yesterday afternoon! I’m actually really pleased with how it has come out, and I’m planning to get the other one painted up as soon as possible, as well. Of course, I am mindful that I should be painting models for my armies, but I suppose it makes sense to strike while the inspiration is there!
Hopefully the containers will be a quick case of drybrushing the whole thing, then picking out some skulls, and leave it at that. I don’t really want to go to town on them, as terrain should blend into the background of course. The Reactors are a bit different, as I’d like them to stand out on a game board and look pretty impressive!