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Necrons Starshatter Arsenal vs Blood Angels Liberator Assault Group

JUMP TO:

Matchup

Mission

Lists

Necrons Specific Strategies

Blood Angels Specific Strategies

Round by Round Recap

Result

Game Review

What I Would Change Next Time

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

10th Edition, 2025 – 2026 Chapter Approved

December 2025 Balanced Dataslate and MFM Points Update

MATCHUP:

Faction:Detachment:
NecronsStarshatter Arsenal
VS
Faction:Detachment:
Blood AngelsLiberator Assault Group

MISSION:

GW MissionI
PrimaryHidden Supplies
Terrain LayoutGW Terrain Layout 6
DeploymentSearch & Destroy

LISTS:

Necrons:

List

Necrons

Starshatter Arsenal

Strike Force (2,000 Points)

CHARACTERS

Catacomb Command Barge (150 Points)

  • 1x Gauss cannon

  • 1x Staff of light

  • Enhancements: Dread Majesty (Aura)

Hexmark Destroyer (100 Points)

  • 1x Close combat weapon

  • 1x Enmitic disintegrator pistols

  • Enhancements: Chrono-impedance Fields

Technomancer (90 Points)

  • 1x Staff of light

  • Enhancements: Demanding Leader

Technomancer (80 Points)

  • 1x Staff of light

The Silent King (400 Points)

  • 1x Szarekh

     • Warlord

     ◦ 1x Sceptre of Eternal Glory

     ◦ 1x Staff of Stars

     ◦ 1x Weapons of the Final Triarch

  • 2x Triarchal Menhir

     ◦ 2x Annihilator beam

     ◦ 2x Armoured bulk

OTHER DATASHEETS

Canoptek Wraiths (220 Points)

  • 6x Canoptek Wraith

     ◦ 6x Particle caster

     ◦ 6x Vicious claws

Canoptek Wraiths (220 Points)

  • 6x Canoptek Wraith

     ◦ 6x Particle caster

     ◦ 6x Vicious claws

Doomsday Ark (200 Points)

  • 1x Armoured bulk

  • 1x Doomsday cannon

  • 2x Gauss flayer array

Doomsday Ark (200 Points)

  • 1x Armoured bulk

  • 1x Doomsday cannon

  • 2x Gauss flayer array

Flayed Ones (60 Points)

  • 5x Flayed One

     ◦ 5x Flayer claws

Flayed Ones (60 Points)

  • 5x Flayed One

     ◦ 5x Flayer claws

Flayed Ones (60 Points)

  • 5x Flayed One

     ◦ 5x Flayer claws

Ophydian Destroyers (80 Points)

  • 3x Ophydian Destroyer

     ◦ 3x Ophydian hyperphase weapons

Tomb Blades (75 Points)

  • 3x Tomb Blade

     ◦ 3x Close combat weapon

     ◦ 3x Shadowloom

     ◦ 3x Twin tesla carbine

Blood Angels:

List

Blood Angels
Liberator Assault Group
Strike Force (2,000 Points)

CHARACTERS

Astorath (95 Points)
• 1x The Executioner’s Axe

Blood Angels Captain (115 Points)
• Warlord
• 1x Inferno pistol
• 1x Power fist
• Enhancements: Rage-fuelled Warrior

Chaplain with Jump Pack (75 Points)
• 1x Crozius arcanum
• 1x Grav-pistol

Chief Librarian Mephiston (120 Points)
• 1x Fury of the Ancients
• 1x Plasma pistol
• 1x Vitarus

Commander Dante (120 Points)
• 1x Perdition Pistol
• 1x The Axe Mortalis

Lemartes (100 Points)
• 1x Absolvor bolt pistol
• 1x The Blood Crozius

DEDICATED TRANSPORTS

Impulsor (80 Points)
• 1x Armoured hull
• 1x Ironhail heavy stubber
• 1x Shield Dome
• 2x Storm bolter

OTHER DATASHEETS

Assault Intercessors with Jump Packs (90 Points)
• 1x Assault Intercessor Sergeant with Jump Pack
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Assault Intercessors with Jump Packs
◦ 4x Astartes chainsword
◦ 3x Heavy bolt pistol
◦ 1x Plasma pistol

Assault Intercessors with Jump Packs (90 Points)
• 1x Assault Intercessor Sergeant with Jump Pack
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Assault Intercessors with Jump Packs
◦ 4x Astartes chainsword
◦ 3x Heavy bolt pistol
◦ 1x Plasma pistol

Assault Intercessors with Jump Packs (90 Points)
• 1x Assault Intercessor Sergeant with Jump Pack
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Assault Intercessors with Jump Packs
◦ 4x Astartes chainsword
◦ 3x Heavy bolt pistol
◦ 1x Plasma pistol

Death Company Marines with Jump Packs (120 Points)
• 5x Death Company Marine with Jump Packs
◦ 2x Astartes chainsword
◦ 1x Eviscerator
◦ 3x Heavy bolt pistol
◦ 1x Inferno pistol
◦ 1x Plasma pistol
◦ 2x Power fist

Death Company Marines with Jump Packs (120 Points)
• 5x Death Company Marine with Jump Packs
◦ 2x Astartes chainsword
◦ 1x Eviscerator
◦ 3x Heavy bolt pistol
◦ 1x Inferno pistol
◦ 1x Plasma pistol
◦ 2x Power fist

Death Company Marines with Jump Packs (120 Points)
• 5x Death Company Marine with Jump Packs
◦ 2x Astartes chainsword
◦ 1x Eviscerator
◦ 3x Heavy bolt pistol
◦ 1x Inferno pistol
◦ 1x Plasma pistol
◦ 2x Power fist

Infiltrator Squad (100 Points)
• 1x Infiltrator Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Marksman bolt carbine
• 4x Infiltrator
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 1x Helix Gauntlet
◦ 1x Infiltrator Comms Array
◦ 4x Marksman bolt carbine

Sanguinary Guard (125 Points)
• 3x Sanguinary Guard
◦ 2x Angelus boltgun
◦ 3x Encarmine spear
◦ 1x Inferno pistol
◦ 1x Sanguinary Banner

Scout Squad (70 Points)
• 1x Scout Sergeant
◦ 1x Astartes chainsword
◦ 1x Bolt pistol
◦ 1x Close combat weapon
• 4x Scout
◦ 4x Bolt pistol
◦ 4x Boltgun
◦ 4x Close combat weapon

Scout Squad (70 Points)
• 1x Scout Sergeant
◦ 1x Astartes chainsword
◦ 1x Bolt pistol
◦ 1x Close combat weapon
• 4x Scout
◦ 4x Bolt pistol
◦ 4x Boltgun
◦ 4x Close combat weapon

Sternguard Veteran Squad (100 Points)
• 1x Sternguard Veteran Sergeant
◦ 1x Close combat weapon
◦ 1x Power fist
◦ 1x Sternguard bolt pistol
• 4x Sternguard Veteran
◦ 4x Close combat weapon
◦ 4x Sternguard bolt pistol
◦ 4x Sternguard bolt rifle

Vanguard Veteran Squad with Jump Packs (100 Points)
• 1x Vanguard Veteran Sergeant with Jump Pack
◦ 1x Storm Shield
◦ 1x Vanguard Veteran weapon
• 4x Vanguard Veteran with Jump Pack
◦ 4x Storm Shield
◦ 4x Vanguard Veteran weapon

Vanguard Veteran Squad with Jump Packs (100 Points)
• 1x Vanguard Veteran Sergeant with Jump Pack
◦ 1x Storm Shield
◦ 1x Vanguard Veteran weapon
• 4x Vanguard Veteran with Jump Pack
◦ 4x Storm Shield
◦ 4x Vanguard Veteran weapon

FACTION SPECIFIC STRATEGIES:

Necrons:

This list was built to be an Aggressive Blocker with upside to push for points if the opportunity presents itself. The list really wants to play with 2 big, damage dealing castles. The first is one Doomsday Ark with The Silent King and Hexmark Destroyer and the other is the second Doomsday Ark (DDA) paired with the Catacomb Command Barge (CCB). The list then seeks to control the midfield with 2 big tarpit units in the Wraith + Technomancer bricks that have access to +1 Hit if you come engage them on an Objective.

The idea behind the list is to dominate primary with the Wraiths and then to use the Doomsday Arks to punish the opponent if they sit back.  The Silent King can then serve as a late game piece, buff wagon, or Distraction Carnifex, depending on the matchup.

As for the matchup, the Necrons like the way their DDA’s gun profiles line up into the Blood Angels and the odds of The Silent King weathering most of what the Blood Angels can throw at him. They are worried about the speed of the Blood Angels and their ability to potentially reach around buildings to Precision out key characters like the Technomaners and Hexmark Destroyer. I’ve never played this specific matchup, so I don’t have a great reference. That said, the board layout, with its large lines of sight, definitely favors the Necrons. I also think the Mission slightly favors the Necrons as it really wants you to stand on as many midfield objectives as possible, which Necrons are very much OK with. I am therefore thinking this could be an opportunity for Necrons to steal one with a 15-5.

CategoryDescription
Leader / Bodyguard Combos:Technomancers with Wraiths
Transport / Infantry Combos:None
Strategic Reserves:1 unit of Flayed Ones
Key Strategems:Dimensional Tunnel – Used in your Movement Phase to move a Vehicle or Mounted unit through Terrain or models.

Unyielding Forms – Used in your Opponent’s Shooting or Fight Phase to apply -1 to Wound if the Strength of their Attacks is greater than your Toughness
Endless Servitude – Used at the end of your Fight Phase to activate Renaimation protocols for a unit.
Key Combos:
The Silent King + nearby Hexmark Destroyer + Chrono-impedance Fields enhancement + Unyielding Forms stratagem + Reanimation Protocols Army Rule

Still need to see it in action, but in theory this could make The Silent King very tough to bring down in this matchup, as the Blood Angels have minimal access to anything above 2 Damage weapons.
Wraiths + Technomancer + Rites of Reanimation ability + Technomancer ability + Reanimation Protocols Army Rule + Endless Servitude stratagem

Toughness 6, 4 Wound, 4+ Invulnerable Save Wraiths with access to a 5+ Feel No Pain and the ability to Reanimate wounds up to 3 times in their turn? Yes please.

Blood Angels:

This list is all gas, no brakes. I am spamming minimum sized units (MSU) with a focus on speed and deliverability. The goal is to always be on the charge and to create some Oath of Moment redundancy thanks to the Death Company re-rolls. Ideally, the list is constantly moving and can table the opponent by Round 3 or 4 on the way to a big victory.

This is a matchup of opposites, with Blood Angels wanting to always be on the charge and aiming to table their opponent while the Necrons seek to simply exist while spamming ranged fire at their opponents. I don’t have a great feel for the matchup, but can say that Blood Angels were not happy to get this one or this board. As stated above, the board and Mission seem Necron slanted, especially since there are so few hiding or staging points to protect the Blood Angels before they charge. The starting point here is a 5-15 loss but we’ll see how it goes.

CategoryDescription
Leader / Bodyguard CombosLemartes with Death Company with Jump Packs
Astorath with Death Company with Jump Packs
Chaplain with Jump Pack with Death Company with Jump Packs
Blood Angels Captain with Sternguard Veterans
Commander Dante with Sanguinary Guard
Transport / Unit Combinations:Blood Angels Captain with Sternguard in the Impulsor
Strategic Reserves:1 unit of JPI’s
Lemartes and 5 Death Company with Jump Packs
1 unit of Vanguard Veterans
Key Stratagems:Aggressive Onslaught – Used in your Movement Phase, after making an Advance to give a unit Advance and Charge. You can also Battle Shock the unit to give it Advance and Shoot as well, but I have never done that.
Relentless Assault – Used in your Movement Phase just after a unit Falls Back to give it Fall Back and Charge. You can also Battle Shock the unit to give it Fall Back and Shoot as well, but I have never done that.
Red Rampage – Used in the Fight Phase to give a unit Lance or Lethal, or both if the unit is willing to become Battle Shocked. This one I choose both on it a lot.
Key CombosCaptain + Rage Fueled Warrior enhancement + Finest Hour ability + Red Thirst detachment rule + Oath of Moment for hit rerolls + Sternguard Veterans + Sternguard Focus ability + Rites of Battle ability + Aggressive Onslaught stratagem
 
This is easily one of my favorite combos in the game. Use it to get a “Smash Captain” that Advance and Charges, while chipping the opponent on the way in with Devastating Wound fire thanks to the Sternguard before smashing them with a single melee activation of 9 Strength 10, AP -2, 2 Damage attacks with Sustained Hits 3, re-rolling the hit roll and wound roll, and then Devastating Wounds. Even better if you have enough CP to add Red Rampage for Lance (+1 to Wound).

Rage Fueled Captain (see above) + Grenade Stratagem + 2 units of Assault Intercessors with Jump Packs (JPI’s) + Hammer of Wrath ability

You have to sacrifice Advancing the Captain to pull this one off, but it does turn these units into a potential Mortal Wound squirt gun. Last time I played it, the 3 units did 14 mortal wounds to an Avatar of Khaine.

ROUND-BY-ROUND RECAP:

The game starts with the Blood Angels winning the roll off and choosing to deploy first since both sides have numerous Infiltrators. Somewhat counterintuitively, the Blood Angels deploy somewhat conservatively while the Necrons deploy very aggressively. Necrons then win the roll off for the start of the game and will go first. Both sides then make their Scout Moves and this is looking like it going to be a very lethal game. The board state at the start of the game is shown below.

Board State: Start of the Battle

ROUND 1:

Phase: Go First: Necrons
Score at Start10
Command-Draw Sabotage and Bring It Down for Secondaries
-The Silent King selects +2 to Movement aura
Movement-Wraiths 1 to Objective 6
-Wraiths 2 towards Objective 3 to setup a Charge on the Scouts
-The Silent King moves into the center of the board while his Hexmark buddy hides in the building behind him
-All others stage behind terrain
Shooting-DDA’s kill 2 models in JPI 1 and 3 in Chaplain + Death Company
-The Silent King split fires and kills 2 more models in JPI 1, 1 more model in Caplain + Death Company, and then hands Mephiston 6 Feel No Pains (which he makes all of)
-Flayed Ones 1 Sabotage
Charge-Wraiths 2 into Scouts 1
Fight-Wraiths 2 kill Scouts 1 and Consolidate onto the Objective 3
End of Turn-Drop Bring It Down for 1 CP
Score at End10

At this point, the Necrons have pushed out VERY aggressively with the Wraiths on two Objectives and The Silent King sitting in the center daring the Blood Angels to do something about it. The idea is to force the Blood Angels to the center of the board in order to force them into shooting lanes and to not allow them to play solely on the flanks. Its a bold strategy Cotton, let’s see if it works out for them. The board state in the middle of Round 1 is shown below.

Board State: Middle of Round 1

Phase: Go Second: Blood Angels
Score at Start10
Command-Draw Assassination and A Tempting Target for Secondaries
-Necrons choose Objective 6 for Tempting Target
-Oath of Moment on The Silent King (the cards want it!)
Movement-Captain + Sternguard Vets, JPI 1, Chaplain + Death Company, Mephiston, and JPI 2 all move towards The Silent King
-Dante + Sanguinary Guard and Vanguard Vets 1 move towards Wraiths 2 on Objective 3
-Implusor moves to the board edge and Scouts 1 retreat into terrain
Shooting-JPI 2 Grenades The Silent King for 4
-JPI 2, JPI 1, Mephiston, Captain + Sternguard Vets, and Chaplain + Death Company do 3 Damage into the Silent King (1 Menhir down)
-all others whiff
Charge-Dante + Sanguinary Guard and Vanguard Vets 1 into Wraiths on Objective 3 (Dante rolls high enough to get Line of Sight on the Technomancer)
-JPI 1, Mephiston, Captain + Sternguard, Mephiston, and JPI 2 into The Silent King
-JPI’s do 3 charge mortals (2nd Menhir down!)
Fight-The Silent King uses Unyielding Form
-JPI’s 1 and 2, Chaplain + Death Company, and Mephiston take The Silent King down to 6 Wounds
-Captain pops Rage Fueled enhancement, Finest Hour, and Red Rampage to take down The Silent King for 5 VP
-Dante uses Epic Challenge to kill the Technomancer
-Sanguinary Guard and Vanguard Vets 1 kill 3 Wraiths
-Wraiths kill 2 Vanguard Vet models in clap back
End of Turn-Score 5 on Secondaries
-Drop A Tempting Target for 1 CP
-Necrons score 3 on Secondaries
Score at End15

Good News: Blood Angels took the bait and went all in on The Silent King.

Bad News: He rolled pretty terribly on saves and went down easier than expected (the goal was for him to last until Round 2).

All that said, it’s not all bad news for the Necrons. They only lost The Silent King and a Technomancer and, in return, pretty much all of the Blood Angel army is wounded and/or exposed to shooting or charges from Flayed Ones or more Wraiths. Let’s see if the Necrons can clap them back hard enough to keep the game close. The board state at the end of Round 1 is below.

Board State: End of Round 1

ROUND 2:

Phase: Go First: Necrons
Score at Start13
Command-Draw Display of Might and Secure No Man’s Land for secondaries
-Score 5 on primary for “hold one”
Movement-Wraiths 1 + Flayed Ones 2 move towards Objective 5 to setup Charges
-Wraiths 2 use Fly to Fall Back through Sanguinary Guard and onto Objective 4
-Flayed Ones 1 move onto Objective 6 and screen corner of the board
-Tomb Blades move into shooting range of the center of the board
-Blood Angels Rapid Ingress the Vanguard Vets 2 between the Impulsor and Objective 6
Shooting-Tomb Blades and DDA 1 kill JPI’s 1 and 2
-Tomb Blades move back behind terrain and into the midfield
-DDA 2 kills the Sternguard Vets
-Wraiths, CCB, and Hexmark Destroyer take Mephiston to 3 Wounds
Charge-Wraiths 1 Multi-Charge into Mephiston and Chaplain + Death Company to shutdown a Heroic by Mephiston into the Flayed Ones 2
-Flayed Ones 2 into the Chaplain and Death Company
Fight-Mephiston kills 1 Wraith
-Flayed Ones kill the Chaplain + Death Company
-Wraiths kill Mephiston and Consolidate into the Captain
-Captain kills 1 Wraith
-Wraiths 2 use Endless Servitude
End of Turn-Score 9 on Secondaries
Score at End27

That crack back was almost everything that the Necrons wanted it to be. In one fell swoop, they removed a lot of the Blood Angels units and almost cleared the center of the board. They are a little exposed on the flanks and it looks like the Vanguard Vets 2 are perfectly positioned to take advantage of it, but the Wraiths are right where they want to be sitting on Objectives and clogging up the midfield. It was a heck of a turn for the Necrons. Board state in the middle of Round 2 is below.

Board State: Middle of Round 2

Phase: Go Second: Blood Angels
Score at Start15
Command-Draw Area Denial and Recover Assets for secondaries
-Oath of Moment on Wraiths 2
-Score 5 on Primary
Movement-Captain Falls Back and uses Relentless Assault to still be able to Charge
-Hexmark Overwatches the Captain down to 1 Wound
-Dante + Sanguinary Guard move to Charge Wraiths 2
-Astorath + Death Company come out of terrain to Charge Wraiths 1
-Vanguard Vets 1 move onto Objective 3
-Vanguard Vets 2 move to Charge onto Objective 6
-Scouts move into midfield terrain to Recover Assets
-Lemartes + Death Company Deep Strike into the only good staging terrain that Astorath just vacated
-Necrons Rapid Ingress Flayed Ones 3 near Objective 3
Shooting-Infiltrators and Scouts Recover Assets
-all others whiff
Charge-Astorath + Death Company into Wraiths 1
-Dante + Sanguinary Guard into Wraiths 2
-Captain into Flayed Ones 2
-Vanguard Vets 2 into Flayed Ones 1
Fight-Astorath only does 3 Damage to Technomancer, leaving it on 1 Wound
-Death Company kill 2 Wraiths
-Captain low rolls and only kills 4 Flayed Ones, leaving 1 model
-Vanguard Vets 2 kill Flayed Ones 1
-Dante + Sanguinary Guard kill Wraiths 2 completely
-Flayed Ones 2 kill the Captain
-Wraiths 1 kill 3 Death Company
End of Turn-Score 3 on Secondaries
-Drop Area Denial for 1 CP
Score at End23

Well that didn’t go great. Astorath and the Captain both whiffing and leaving models on 1 Wound could be a critical tipping point in the game as it leaves a unit of Flayed Ones alive and, more importantly, allows Wraiths 1 to still use their 5+ Feel No Pain. The rest of the turn went great, but Blood Angels aren’t feeling great right now. Board state at the end of Round 2 is below.

Board State: End of Round 2

ROUND 3:

Phase: Go First: Necrons
Score at Start27
Command-Draw Defend Stronghold and Assassination for secondaries
-Score 5 on Primary for “hold one”
Movement-Wraiths 1 use Fly to Fall Back through the Death Company to Objective 4
-Flayed Ones 2 move onto Objective 5
-Ophydian Destroyers move onto Objective 1 to Defend Stronghold
-Tomb Blades move towards Objective 6
-Flayed Ones 3 setup a Charge onto Objective 3
-Blood Angels Rapid Ingress JPI’s 3 near Objective 4
Shooting-DDA 2 pops off and kills Dante + Sanguinary Guard with 5 Critical Wound rolls for Devastating Wounds
-DDA 1 whiffs and only kills 1 model in Vanguard Vets 2
-Hexmark kills the Death Company and brings Astorath to 3 Wounds
-CCB pops Astorath for 5 VP
-All others whiff
Charge-Flayed Ones 3 into Vanguard Vets 1 on Objective 3
Fight-Flayed Ones 3 kill Vanguard Vets 1
-Wraiths 1 use Endless Servitude
End of Turn-Score 5 on Secondaries
Score at End37

Necrons are starting to take control of the game and have established firm footholds on 3 Objectives. Blood Angels still have one potential push with Lemartes’ unit and the JPI 3 unit, but things are looking dire as the Necrons are way up on unit count, board control, and CP despite the score being relatively close. In a back loaded scoring mission like Hidden Supplies, that doesn’t bode well for the Blood Angels. Board state in the middle of Round 3 is below.

Board State: Middle of Round 3

Phase: Go Second: Blood Angels
Score at Start23
Command-Draw Engage On All Fronts and Behind Enemy Lines for secondaries
-Drop Behind Enemy Lines for Overwhelming Force
-Oath of Moment on Flayed Ones 3
-Score 5 on Primary for “hold one”
Movement-Vanguard Vets 2 setup a Charge into Flayed Ones 2
-Lemartes + Death Company come out of terrain to setup a Charge into Wraiths 1
-JPI 3 sets up a charge into Flayed Ones 3
-Impulsor moves onto Objective 3
Shooting-JPI 3 chips 1 model out of Flayed Ones 3
-all others whiff
Charge-Vanguard Vets 2 into Flayed Ones 2
-JPI 3 into Flayed Ones 3 and do 3 Mortals on the Charge
-Lemartes + Death Company into Wraiths 1
-Hexmark Overwatches Death Company and does 1 Wound
Fight-Lemartes + Death Company kill Wraiths 1 and Technomancer for 5 VP
-Flayed Ones 2 uses Counter Offensive and high roll to kill Vanguard Vets 2
-JPI 3 kills Flayed Ones 3
End of Turn-Score 7 on Secondaries
-Necrons score 3 on Secondaries
Score at End35

Blood Angels continue to fight and the Wraiths are finally gone, but it may be too late. Both DDA’s have Lemartes’ unit in their crosshairs and the Flayed Ones 2 interrupt feels like a back breaker for the Blood Angels. The scoreboard doesn’t show it, but this game feels like it is about to turn into a runaway. Board state at the end of Round 3 is below.

Board State: End of Round 3

ROUND 4:

Phase: Go First: Necrons
Score at Start40
Command-Draw Area Denial and No Prisoners for secondaries
-Score 5 on Primary for “hold one” objective
Movement-Tomb Blades move onto Objective 6 to steal it through more OC
-Hexmark to Objective 5
-Flayed Ones 2 setup a Charge into the Death Company
-CCB Advances to Objective 4
-DDA 1 Advances towards the center of the board
-DDA2 Advances and uses Dimensional Tunnel to move through terrain to get Line of Sight on JPI 3
Shooting-DDA 1 kills Death Company and leaves Lemartes on 1 Wound for 2 VP
-DDA 2 kills JPI 3 for 2 VP
-Tomb Blades chip 2 Wounds off the Impulsor
Charge-Flayed Ones 2 into Lemartes
Fight-Flayed Ones 2 kill Lemartes for 6 VP
End of Turn-Score 10 on Secondaries
-Scouts go into Reserves
Score at End55

Thats check mate for the Necrons as the Blood Angels are down to 3 units, none of which have any real killing power. Their best bet now is to draw action based Secondaries and to hope for the best. Board state in the middle of Round 4 is below.

Board State: Middle of Round 4

Phase: Go Second: Blood Angels
Score at Start35
Command-Draw Establish Locus and No Prisoners for secondaries
-Drop No Prisoners for Secure No Man’s Land
-Oath of Moment on Tomb Blades
-Score 0 on Primary
Movement-Scouts deploy into Necrons DZ to Establish Locus
Shooting-Scouts Establish Locus for 4 VP
-Impulsor whiffs
Charge-Impulsor into the Tomb Blades and Tank Shock for 0 Mortal Wounds (ugh)
Fight-Implusor whiffs
End of Turn-Score 4 on secondaries
-Drop Secure No Man’s Land for 1 CP
-Necrons pick up Ophydians
Score at End39

When it rains, it pours. The initial secondary draw looked at least somewhat promising as I figured the Blood Angels might be able to pop the Tomb Blades in order to get a small Secure No Man’s Land. Dice Gods say….”NO!” The game is over now and the Necrons are going to get a full 15 on primary next turn. Board state at the end of Round 4 is below.

Board State: End of Round 4

ROUND 5:

Phase: Go First: Necrons
Score at Start55
Command-Draw Behind Enemy Lines and Engage On All Fronts for secondaries
-Score 15 on Primary
Movement-DDA 2 Advances and uses Dimensional Tunnel to get on Objective 3
-DDA 1 to Scouts
-CCB Advances into the Blood Angels’ DZ
-Ophydians Deep Strike into Blood Angel DZ
Shooting-DDA 1 kills the Scouts
Charge-None
Fight-None
End of Turn-Score 8 on Secondaries
Score at End78

Necrons finish off the game with a 78 and by killing the only Blood Angels unit that could score any points. The game is effectively over. Board state in the middle of Round 5 is below (I forgot to pick up the Scouts when they died).

Board State: Middle of Round 5

Phase: Go Second: Blood Angels
Score at Start39
Command-Draw Storm Hostile Objective and Sabotage for secondaries
-Oath of Moment Tomb Blades
Movement-None
Shooting-Impulsor whiffs into Tomb Blades
Charge-None
Fight-Impulsor Whiffs into Tomb Blades
End of Turn-Score 0 on Secondaries
-Score 0 on Primary
Score at End39

The game is over. Board state in the middle of Round 5 is below (I forgot to pick up the Scouts when they died).

Board State: End of Round 5

RESULT:

Singles Format: 78 – 39 Necrons WIN  

WTC Teams Format: 17 – 3 Necrons WIN

GAME REVIEW:

Lots to be excited about in this game from a Necrons perspective. I took a big chance by throwing The Silent King out as bait and, even though he died quicker than anticipated, the strategy worked really well. That strategy, plus some timely dice rolls swinging the Necrons way led to this being a pretty decisive win.

From the Blood Angels’ perspective, this was a game of small mistakes cascading into a much larger set of issues. The small mistakes included over investing in killing The Silent King, mis allocating an Oath of Moment and Fight Phase activation order, and then overcorrecting by not putting enough resources into kill confirming units like the Flayed Ones 2 and Wraiths 1 in later turns. I’m not saying they would have won the game by fixing these, but it could have been closer.

WHAT I WOULD CHANGE NEXT TIME:

  • Necrons
    • Not much. I think this is the best I have played Starshatter.
  • Blood Angels
    • See above. I both over estimated and then under estimated the amount of resources needed to kill certain key units and it cost me.

EARNED THEMSELF A NAME:

The Silent King. The DDA’s are the obvious answer, but The Silent King dying in Round 1 so that his dynasty could crack back hard against the Blood Angels was key. It took a lot of guts to hang him out to dry like that and it paid off in this matchup.

MAGNUS OF THE GAME:

Blood Angels’ Math Hammer calculator. I threw 1 too many units at The Silent King in Round 1, which resulted in me lacking that one extra unit later in the game. These kind of mistakes are tough against Necrons as their durability can really mess with your expected damage outputs.

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