Warhammer 40,000 Battle Report #49 – Astra Militarum vs Necrons
The
4th of July holiday is over, which means it is time for more 40k!
Today the traitorous Guardsmen of Griff’s Imperial Guard square off against the
Necrons of the Dagon Dynasty. Who will emerge victorious?
The Armies
The
IX
Astra
Militarum – 1,500
Combined
Arms Detachment
HQ
Knight
Commander Pask: WARLORD (Old Grudges); Leman Russ Punisher with Punisher Gatling Cannon and Heavy Bolter sponsons;
Leman Russ Exterminator with Heavy Bolter
sponsons
Company
Command Squad: Autocannon
Munitorum
Priest
TROOPS
Infantry
Platoon
-
Platoon
Command: four Grenade Launchers
-
Infantry
Squad: Meltagun
-
Infantry
Squad: Meltagun
-
Infantry
Squad: Meltagun
-
Infantry
Squad: Meltagun
Veteran
Squad: 2x Plasma Gun, Chimera transport with Multi-laser and Heavy Bolter; Grenadiers
Veteran
Squad: 2x Plasma Gun, Chimera transport with Multi-laser and Heavy Bolter; Grenadiers
Veteran
Squad: Plasma Gun, Autocannon; Forward Sentries
HEAVY
SUPPORT
Leman
Russ Demolisher
Wyverns:
one additional Wyvern
Dagon
Dynasty
Necrons
– 1,500
Decurion
Detachment
Reclamation Legion
Overlord:
WARLORD (Immortal Hubris); Warscythe
Immortals:
five additional Immortals; Gauss Blasters
Immortals:
five additional Immortals; Gauss Blasters
Necron
Warriors
Necron
Warriors
Tomb
Blades: one additional Tomb Blade; Nebuloscopes, Shieldvanes
Tomb
Blades: one additional Tomb Blade; Nebuloscopes, Shieldvanes
Star-God
C’tan
Shard of the Nightbringer
Canoptek Harvest
Canoptek
Spyder
Canoptek
Wraiths: Whip Coils
Canoptek
Scarabs: seven additional bases
After Action
Review
The
early turns of shooting were intimidating before I went through them. I’ve seen
what the Wyverns can do, and I’ve experienced the damage of the Astra Militarum
in the past. I was especially afraid of what the Leman Russ Demolisher was
going to do, since it was one of the only weapons he had that cut through that
Reanimation Protocol.
When
all was said and done, the Guard just didn’t have the shooting they needed to
get the job done. This added with a trickle effect of bad luck on many of the
ballistic weapons, leading to nearly no damage in the opening volley. Since the
foot sloggers broke from cover and advanced on my position, they were left
against an insurmountable wall of gauss that tore them to pieces in turn two.
I
really think the Guard would have been better served spending another turn in
the depth of their deployment zone, waiting for night fighting to end and their
shooting to make a bigger dent in the numbers. As it was, their shooting was
just too scattered to get the job done, leading to an incredible amount of
casualties by the time the game rolled to an end.
The
C’tan was an interesting diversion; I still hold that they are far too
expensive for what they do, but I didn’t mind seeing him show off with the
fireworks. I think I will start taking him more often, more for the
entertainment aspect than the force multiplication that he doesn’t seem to offer.
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