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Blood Angels Specific Strategies
RULES / POINTS VERSION:
10th Edition, 2025 – 2026 Chapter Approved
December 2025 Balanced Dataslate and MFM Points Update
MATCHUP:
| Faction: | Detachment: |
| Necrons | Starshatter Arsenal |
| VS | |
| Faction: | Detachment: |
| Blood Angels | Liberator Assault Group |
MISSION:
| GW Mission | I |
| Primary | Hidden Supplies |
| Terrain Layout | GW Terrain Layout 6 |
| Deployment | Search & 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.
| Category | Description |
| 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.
| Category | Description |
| Leader / Bodyguard Combos | Lemartes 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 Combos | Captain + 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 Start | 10 |
| 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 End | 10 |
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 Start | 10 |
| 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 End | 15 |
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 Start | 13 |
| 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 End | 27 |
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 Start | 15 |
| 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 End | 23 |
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 Start | 27 |
| 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 End | 37 |
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 Start | 23 |
| 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 End | 35 |
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 Start | 40 |
| 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 End | 55 |
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 Start | 35 |
| 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 End | 39 |
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 Start | 55 |
| 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 End | 78 |
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 Start | 39 |
| 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 End | 39 |
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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