Grown Men Playing With Toys

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Join us as two best friends, strategic / stoic “Erik” and observant / energetic “Steve”, as they embark on this passion project to discuss topics and experiences that surround their world of Warhammer gaming.

Necrons Cryptek Conclave vs Adeptus Custodes Solar Spearhead

JUMP TO:

Matchup

Mission

Lists

Adeptus Custodes Specific Strategies

Necrons 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, with January 2026 500 Worlds Update

MATCHUP:

Faction:Detachment:
Adeptus CustodesSolar Spearhead
VS
Faction:Detachment:
NecronsCryptek Conclave

MISSION:

GW MissionC
PrimaryLinchpin
Terrain LayoutGW Terrain Layout 7
DeploymentTipping Point

LISTS:

Adeptus Custodes:

List

Custodes – Solar (2000 Points)

Adeptus Custodes

Solar Spearhead

Strike Force (2,000 Points)

CHARACTERS

Blade Champion (145 Points)

  • 1x Vaultswords

  • Enhancements: Adamantine Talisman

Telemon Heavy Dreadnought (225 Points)

  • Solar Spearhead Keywords: Character

  • 1x Arachnus storm cannon

  • 1x Armoured feet

  • 1x Spiculus bolt launcher

  • 1x Telemon caestus

  • 1x Twin plasma projector

Telemon Heavy Dreadnought (260 Points)

  • Warlord

  • Solar Spearhead Keywords: Character

  • 1x Arachnus storm cannon

  • 1x Armoured feet

  • 1x Spiculus bolt launcher

  • 1x Telemon caestus

  • 1x Twin plasma projector

  • Enhancements: Augury Uplink

OTHER DATASHEETS

Caladius Grav-tank (215 Points)

  • 1x Armoured hull

  • 1x Twin arachnus heavy blaze cannon

  • 1x Twin lastrum bolt cannon

Caladius Grav-tank (215 Points)

  • 1x Armoured hull

  • 1x Twin arachnus heavy blaze cannon

  • 1x Twin lastrum bolt cannon

Contemptor-Achillus Dreadnought (155 Points)

  • 1x Achillus dreadspear

  • 1x Lastrum storm bolter

  • 1x Twin adrathic destructor

Contemptor-Achillus Dreadnought (155 Points)

  • 1x Achillus dreadspear

  • 2x Lastrum storm bolter

Custodian Wardens (210 Points)

  • 4x Custodian Warden

     ◦ 4x Guardian spear

Prosecutors (40 Points)

  • 1x Prosecutor Sister Superior

     ◦ 1x Boltgun

     ◦ 1x Close combat weapon

  • 3x Prosecutor

     ◦ 3x Boltgun

     ◦ 3x Close combat weapon

Prosecutors (40 Points)

  • 1x Prosecutor Sister Superior

     ◦ 1x Boltgun

     ◦ 1x Close combat weapon

  • 3x Prosecutor

     ◦ 3x Boltgun

     ◦ 3x Close combat weapon

Venerable Contemptor Dreadnought (170 Points)

  • 1x Combi-bolter

  • 1x Contemptor combat weapon

  • 1x Multi-melta

Venerable Contemptor Dreadnought (170 Points)

  • 1x Combi-bolter

  • 1x Contemptor combat weapon

  • 1x Multi-melta

Necrons:

List

Necron – Cryptek Conclave (1995 Points)

Necrons

Cryptek Conclave

Strike Force (2,000 Points)

CHARACTERS

Chronomancer (80 Points)

  • 1x Chronomancer’s stave

  • Enhancements: Quantum Abacus

Illuminor Szeras (165 Points)

  • 1x Eldritch Lance

  • 1x Impaling legs

Orikan the Diviner (80 Points)

  • Warlord

  • 1x Staff of Tomorrow

Plasmancer (55 Points)

  • 1x Plasmic lance

Technomancer (80 Points)

  • 1x Staff of light

Transcendent C’tan (305 Points)

  • 1x Crackling tendrils

  • 1x Seismic assault

BATTLELINE

Immortals (150 Points)

  • 10x Immortal

     ◦ 10x Close combat weapon

     ◦ 10x Tesla carbine

Necron Warriors (200 Points)

  • 20x Necron Warrior

     ◦ 20x Close combat weapon

     ◦ 20x Gauss flayer

Necron Warriors (200 Points)

  • 20x Necron Warrior

     ◦ 20x Close combat weapon

     ◦ 20x Gauss flayer

DEDICATED TRANSPORTS

Ghost Ark (115 Points)

  • 1x Armoured bulk

  • 2x Gauss flayer array

OTHER DATASHEETS

Canoptek Reanimator (75 Points)

  • 2x Atomiser beam

  • 1x Reanimator’s claws

Canoptek Reanimator (75 Points)

  • 2x Atomiser beam

  • 1x Reanimator’s claws

Canoptek Wraiths (220 Points)

  • 6x Canoptek Wraith

     ◦ 6x Particle caster

     ◦ 6x Vicious claws

Deathmarks (60 Points)

  • 5x Deathmark

     ◦ 5x Close combat weapon

     ◦ 5x Synaptic disintegrator

Deathmarks (60 Points)

  • 5x Deathmark

     ◦ 5x Close combat weapon

     ◦ 5x Synaptic disintegrator

Tomb Blades (75 Points)

  • 3x Tomb Blade

     ◦ 3x Close combat weapon

     ◦ 3x Particle beamer

     ◦ 3x Shadowloom

FACTION SPECIFIC STRATEGIES:

Adeptus Custodes:

I really enjoy this detachment. It’s not the most powerful way to play Custodes and can be overly simplistic, but is so fun. Its detachment ability is basically a full suite of strategems that buff up your Dreadnoughts to be playable and it is really fun to see them on the table being powerful.

The idea behind the list is pretty straightforward. I run the obligatory Blade Champion + Wardens brick that every Custodes list has, plus 2 units of Prosecutors to hold points and do actions. From there, the list is “Oops, all Dreadnoughts and Calladius Grav-Tanks”. The 2 Telemon Heavy Dreadnoughts are turned into characters and one is given the enhancement to give it a 5+ Feel No Pain.

From a play style perspective, the idea of the list is to occupy to enemy with trying to kill all of your dreadnoughts while the others units score points. The Venerable Dreads go out first since they can stand back up on a 2+ with the Telemons and Contemptors serving as a second wave. The Warden brick is typically used to attack the enemy’s Natural Expansion Objective while the Calladius Tanks try to pick off the enemy’s damage dealers from afar.

Adeptus Custodes Win Condition: This game is going to be a weird matchup. Outside of the C’Tan, nothing in the Necron list really scares the Custodes. Pretty much all of their weapons will be wounding on 5+ and, outside of some Devastating Wound output from the Wraiths and Plasmancer, there’s not enough AP to do much damage into the Custodes. That said, there are an awful lot of bodies and Objective Control on the Necrons’ side of the board and I’m not sure the Custodes can counter that, as Dreadnought’s biggest weakness is the lack of attacks that they have once they “get stuck in”. I’m not sure how to predict the score other than to say that I anticipate that this game will be a bit of a “pillow fight” that results in a low scoring affair. The only advantage that I see is if the Custodes can time up their Wardens right and then use them to blow through a flank of the Necrons. If that happens, they could start running up a decent score. I’ll start with a 12-8 Custodes win, but my confidence in its accuracy is super low.

CategoryDescription
Leader / Bodyguard Combos:Blade Champion with Custodian Wardens
Transport / Infantry Combos:None
Strategic Reserves:1 unit of Prosecutors
1 Contemptor-Achillus Dreadnought
Key Strategems:Unstoppable – Used in the Movement or Charge Phase to allow a Vehicle or Mounted unit to move through terrain.

Relentless Persecution – Used in the Movement Phase after a vehicle Advances to give that unit, if it is a Walker, to Advance, Shoot, & Charge.
Punishment Inescapable – Used in your Shooting Phase to give one unit Ignores Cover on ranged attacks and ignores modifiers to Ballistic Skill or the Hit Roll.
Key Combos:
Unstoppable stratagem + Relentless Persecution stratagem + Moritoi Ancients detachment rule + Walker of your choice

This lets you Kool-Aid Man your favorite dreadnought, mine is the Telemon, through a wall to Advance, Shoot, and Charge at the opponent.

Necrons:

This is my first time trying this new detachment as it came out only a few weeks ago. It’s also garnering less “this looks potentially too good” hype than the other two recent additions to the Necron’s detachments, which is why I am starting with this one.

From a play style perspective, I tried to take some of the best parts from my Awakened Dynasty and Canoptek Court lists and combine them together into a very straightforward, Defensive Blocker army. The idea is to establish a high floor for points that is based on your ability to guarantee primary points in most missions through deploying 2 bricks of Necron Warriors and 1 of Wraiths that are all tremendously annoying to kill. These bricks are buffed by the Reanimators and Ghost Ark, while the Tomb Blades and Deathmarks are in the list for mobility and to do secondaries. Lastly, I chose the Transcendent C’Tan to provide additional mobility, as well as a scary damage dealer since this list lacks “punch” versus certain opponent’s that skew away from Infantry.

I’m not sure how good the list or detachment is, but the idea is to start with this list, decide if I like it enough to keep playing it, and then, if I like it, refine as I get more games in with it.

Necrons’ Win Condition: Good thing I didn’t just type that this list could have a hard time against non-Infantry skew lists, right? Oh….wait, I did type that. As stated above in the Custodes section, I anticipate this will be a weird game as I don’t think the Necrons have much of a chance to damage the Custodes, unless the C’Tan gets loose in their backfield. Instead, the Necrons hope is to form a brick wall of high OC bodies that keep reanimating and preventing the the Cusrtodes from scoring primary. The goal will be to use the detachment rule to pick Assault turn 1 to get out into the midfield quick and then just to exist there as long as possible. The goal is a 8-12, if not closer to a draw, but we’ll see how it goes.

CategoryDescription
Leader / Bodyguard CombosOrikan the Diviner with 20 Necron Warriors
Chronomancer with 20 Necron Warriors
Plasmancer with 10 Immortals
Technomancer with 6 Wraiths
Transport / Unit Combinations:Illuminor Szeras in the Ghost Ark
Strategic Reserves:2 units of Deathmarks
Key Stratagems:Potentiality Syphon – Used in your opponent’s Command Phase to activate Reanimation Protocols for 1 unit within range of one or more Objectives. Add an additional 1 wound if the unit is a Cryptek unit.
Animus Curse – Used in your opponent’s Shooting or Fight Phase after a Cryptek model from your army is killed. Your army re-rolls hit rolls when attacking that unit for the rest of the game.
Microscarab Swarm – Used in your opponent’s Shooting or Fight Phase to give a Necron Warriors unit a 5+ Invulnerable Save or an Immortals unit a 4+ Invulnerable Save.
Key CombosNecron Warriors + Their Number Is Legion Ability + Canoptek Reanimator + Nanoscarab Reanimation Beam aura ability + Ghost Ark + Repair Barge ability + Potentiality Syphon

This is not quite as good as the Awakened Dynasty version of this combo, but still looks to be quite good. The list is built around combining this with two potential Warrior units that can benefit from it while also getting the added buffs of being led by Orikan (4+ Invulnerable Save) or the Chronomancer (-1 to Hit).
Immortals + Inescapable Eradication ability + Plasmancer + Harbinger of Destruction ability + Animus Curse stratagem

The idea behind this one is to wait for one of your Cryptek’s to die and then to use this combo to absolutely annihilate whatever killed that Crytek by fishing for 5+ Critical Hits with Sustained 2 and re-rolls to hit and, if the target is on an Objective, wound. Ideally this is against something with moderate toughness or is a high model count unit.

ROUND-BY-ROUND RECAP:

The game starts with Necrons winning the roll off and choosing to have the Custodes deploy first as they have less total units and the Necrons really want to see where the Calladius Grav-Tanks are deployed..

Custodes deploy fairly balanced, with the Venerable Dreadnoughts out front, followed by the Telemons and Contemptor. The Wardens are staged behind terrain ready to Advance towards the Necrons Natural Expansion Objective, while the Prosecutors and Tanks are deployed back to ensure there are no holes in their DZ for a C’Tan to sneak into.

The Necrons deploy very aggressively, with most units going “on the line”. The idea is to get both Warrior units to the Objectives as soon as possible to start move blocking the Custodes. The Wraiths are then setup to attack the Custodes Natural Expansion Objective, while the Immortals hide behind terrain ready to counter attack and all of the other units position to buff the Warriors.

Custodes win the roll off to go first and Necrons make their Scout moves. The board state at the start of the game is shown below. Please note that I forgot to start Szeras in the Ghost Ark but, when I caught it after Round 1, I moved him back to where he would have been if I had started him there.

Board State: Start of the Battle

ROUND 1:

Phase: Go First: Custodes
Score at Start10
Command-Draw Cull the Horde and Marked For Death for Secondaries
-Necrons mark C’Tan and both Warrior bricks
-Custodes mark Tomb Blades
Movement-Venerable Dreadought 1 (Ven Dread 1) uses Unstoppable to Advance onto Objective 4
-Ven Dread 2 moves onto Objective 3
-Contemptor Dread 1 and Wardens stage behind terrain near Objective 5
-Telemon 2 moves into the midfield
-Calladius 1 and 2 move into shooting lanes while also screening the Custodes DZ from the C’Tan
-Prosecutors 1 move onto Objective 2
Shooting-Calladius 2 kills Tomb Blades for 2 VP
-Calladius 1 does 5 Damage to Ghost Ark
-Telemon 2 kills 6 models in Warriors 2
-Ghost Ark + Reanimator Reanimate all 6 Warriors back
-Ven Dread 1 kills 1 model in Warrior 1
Charge-None
Fight-None
End of Turn-Score 2 on Secondaries
-Drop Cull the Horde for 1 CP
Score at End12

So far, so good for the Custodes. Drawing Cull the Horde was super annoying against the Necrons, especially since Warriors 2 immediately Reanimated all of the models that the Telemon 2 killed. Other than that, Custodes are in a good position and ready to start pushing in Round 2. The board state in the middle of Round 1 is shown below.

Board State: Middle of Round 1

Phase: Go Second: Necrons
Score at Start10
Command-Draw Establish Locus and Recover Assets for Secondaries
-Warriors 1 Reanimate to full strength
-Ghost Ark Reanimates 3 wounds thanks to the Reanimator 2
Movement-Warriors 2 Advance to Objective 4
-Warriors 1 Advance to Objective 5
-Szeras moves alongside Warriors 2 (I fix his location after Round 1 when I realize he should have started in the Ghost Ark for the Ghost Ark to be legal)
-Reanimator 1 stages behind terrain and near Objective 5
-Ghost Ark and Reanimator 2 position to buff Warriors 2 and hold Objective 1
-all others stage
Shooting-Warriors 1 choose Assault and shoot Ven Dread 1 for 0 Damage then Move Shoot Move thanks to the Chronomancer to move block the Custodes off Objective 5
-Warriors 2 choose Assault and whiff into Ven Dread 1
-Szeras whiffs into Ven Dread 1
-Wraiths and Reanimator 2 Recover Assets for 3 VP
Charge-None
Fight-None
End of Turn-Score 3 on Secondaries
-Drop Establish Locus for 1 CP
Score at End13

Turn 1 went about as expected for the Necrons. It’s a shame the Tomb Blades died early as they would have been perfect to Establish Locus with, but the Warriors are both where they want to be, as are the Wraiths. I also fixed Szeras’s position at this point (although didn’t capture it in the picture) and moved him to the other side of Warriors 1, near the C’Tan. The only worry that I have is how I played the C’Tan. I debated using its Transdimensional Displacement ability to set it up in the midfield near Objective 4 alongside Warriors 2. The thought would be to then use it to do some damage into Ven Dread 1 while also using it as a pseudo Distraction Carnifex since it is the only thing in the Necrons list that can really damage the Cusrtodes, which would force them to react. I opted for the more conservative play to keep the C’Tan safe but am not sure it was the right play. We’ll see as the game goes on. The board state at the end of Round 1 is below.

Board State: End of Round 1

ROUND 2:

Phase: Go First: Custodes
Score at Start12
Command-Draw Secure No Man’s Land and A Tempting Target for Secondaries
-Necrons choose Objective 4
-Score 8 on Primary
Movement-Telemon 2 moves onto Objective 4
-Telemon 1 uses Unstoppable to move onto Objective 4
-Contemptor Dread 1 moves to Charge onto Objective 5
-Wardens setup an 2 inch Charge into Warriors 1
Shooting-Wardens split fire and kill 2 models in Warriors 1 and 1 model in Warriors 2
-Ven Dread 1 kills 4 models from Warriors 2
-Telemon 2 rolls hot and kills 13 models from Warriors 2
-Ghost Ark activates Repair Barge ability to bring back 5 models for Warriors 2
-Telemon 1 kills 5 more models in Warriors 2
-Calladius 2 kills 3 models in Warriors 2
-All others whiff
Charge-Wardens into Warriors 1
-Contemptor Dread 1 fails into Warriors 1
-Telemon 2 into Wraiths
-Telemon 1 and Ven Dread 1 can’t Charge as they killed too many models in Warriors 2
Fight-Telemon 2 does 2 Damage into Wraiths (dang 4+ Invulnerable Save and 5+ Feel No Pain)
-Wardens kill 8 models in Warriors 1 as Necrons use Nanoscarab Swarm to tank a surprising number of attacks
-Warriors 1 whiff and Telemon 2 tanks all Wraith attacks
End of Turn-Score 10 on Secondaries
Score at End30

Well that was interesting. On one hand, the Necrons were VERY nervous about the state of Warriors 2 during the Shooting Phase and were really missing a Resurrection Orb or the Awakened Dynasty Protocols of the Undying Legion stratagem. On the other hand, it kind of worked out for them as both Warrior units are still up and Warriors 1 successfully body blocked the Custodes off of Objective 5 while strategically choosing which models to remove in order to manufacture the failed Contemptor Dread Charge. Custodes are feeling good about the turn, but Necrons also have a lot to feel OK about. Board state in the middle of Round 2 is below. Szeras has been fixed in this picture and going forward.

Board State: Middle of Round 2

Phase: Go Second: Necrons
Score at Start13
Command-Draw A Tempting Target and Engage On All Fronts for Secondaries
-Custodes choose Objective 4
-Necrons pass all Battle Shock tests
-Score 8 on Primary
-Necrons Reanimate 6 models for Warriors 1, 6 models for Warriors 2, and Wraiths and Ghost Ark to full strength
Movement-Warriors 2 move towards Telemon 1
-Warriors 1 Fall Back 1 inch from Wardens
-Wraiths Fall Back onto Objective 3 to take it from the Custodes
-Reanimator 2 follows Warriors 2
-Szeras and C’Tan setup Charges into the Wardens
-Immortals move out to shoot into Wardens
-Deathmarks 1 find a gap near the Custodes DZ to Deep Strike in near Objective 2
Shooting-Deathmarks 1 whiffs into Prosecutors 1
-Szeras whiffs into the Wardens (stupid Szeras always seems to roll all 2’s to attack for me)
-Wardens activate 4+ Feel No Pain
-C’Tan does 1 Damage into the Wardens (4+ Feel No Pain doing work!)
-Immortals and Plasmancer kill 1 Warden
-All others whiff
Charge-C’Tan and Szeras into Wardens
-Warriors 2 into Telemon 1
-Ven Dread 1 uses Heroic Intervention
Fight-C’Tan kills 2 Wardens
-Wardens use Counter Offensive and do 3 Damage to Szeras
-Szeras does 1 Damage back to Wardens (stupid Szeras rolling 2’s again)
-Warriors 2 whiff into Telemon 2
-Telemon 2 and Ven Dread 1 kill 4 models in Warriors 2
-Ghost Ark activates Repair Barge and Reanimates 4 models back to Warriors 2
End of Turn-Score 9 on Secondaries
Score at End30

Now this is getting interesting as the game has devolved into a complete pillow fight. The Necrons took down 3 Wardens and have their C’Tan and Szeras (assuming he actually makes some rolls) well positioned to finish them off. They also have completely out-OC’d the Custodes on all midfield Objectives, which included deliberately Charging a Dreadnought in order to get more models on the Objective through movement and taking damage in order to Reanimate. The play pattern is weird but also oddly fun. Board state at the end of Round 2 is below.

Board State: End of Round 2

ROUND 3:

Phase: Go First: Custodes
Score at Start30
Command-Draw Extend Battle Lines and Cleanse for Secondaries
-Wardens fail Battle Shock
-Necrons use Potentiality Syphon on Warriors 2 and get 5 models back
-Score 3 on Primary
Movement-Telemon 2 sets up a Charge into the Ghost Ark
-Contemptor Dread 1 sets up a Charge into Reanimator 1
-Prosecutors 2 and Contemptor 2 deploy into the Necrons DZ near Objective 1
Shooting-Calladius 1 split fires to kill Reanimator 2 and 1 model in Deathmarks 1
-Calladius 2 kills 1 Wraith
-Ven Dread 1 whiffs into Warriors 2
-Ven Dread 2 does 1 Damage into Wraiths
-Contemptor Dread 1 whiffs into Reanimator 1
-Contemtpor Dread 2 kills 3 models in Immortals
-Telemon 1 kills 3 models in Deathmarks 1 and whiffs into Warriors 2
-Telemon 2 does 2 Damage into Ghost Ark
Charge-Ven Dread 2 into Wraiths
-Contemtpor Dread 1 into Reanimator 1 and Warriors 1
-Telemon 2 into Ghost Ark
-Telemon 2 Tank Shocks for 4 Damage
Fight-Telemon 2 barely kills Ghost Ark through a CP re-roll of a save
-Contemptor Dread 1 does 4 Damage to Reanimator 1 (it made a lot of Feel No Pains)
-Ven Dread 2 kills 1 Wraith
-C’Tan kills the Wardens
-Blade Champion does 1 Damage into Szeras (Szeras the Chad always makes his Feel No Pains for me)
-Wraiths do 6 Damage into Ven Dread 2
-Szeras whiffs into the Blade Champion (again)
-Telemon 1 and Ven Dread 1 kill 1 model in Warriors 2 (they made a lot of saves)
-Warriors all whiff
End of Turn-Score 0 on Secondaries
-Drop Cleanse for 1 CP
Score at End33

That turn was a bit of a mixed bag of a turn for the Custodes. On one hand, they did some significant work into the Necrons’ buffing units by killing the Ghost Ark and Reanimator 2. On the other hand, they didn’t score any points and continue to struggle with the Warrior bricks and getting out OC’d on primary. They should be able to start killing them at a better rate now that the buffing units are dead, but are running out of turns to score points. Board state in the middle of Round 3 is below.

Board State: Middle of Round 3

Phase: Go Second: Necrons
Score at Start30
Command-Draw Sabotage and Display of Might for Secondaries
-Drop Sabotage for No Prisoners
-Pass all Battle Shock tests
-Score 9 on Primary
-Reanimate 1 Wound for Reanimator 1, Warriors 1 to full, 2 models for Warriors 2, 2 models for Deathmarks 1, and 1 Wound for Wraiths
Movement-Deathmarks 1 move onto Objective 2
-Immortals Advance towards Objectives 4 and 5
-Deathmarks 2 Deep Strike to where Deathmarks 1 used to be
-Technomancer heals another 2 Wounds for Wraiths
Shooting-Wraiths do 3 Damage to Ven Dread 2
-C’Tan does 2 Damage to Blade Champion
-Plasmancer uses Living Lightning to do 1 Damage to Blade Champion
-Immortals and Plasmancer don’t shoot as they don’t want to give Telemon 1 or Ven Dread 1 access to rerolls by chipping them below Starting Strength
-Deathmarks 1 and 2 kill 3 models in Prosecutors 1
Charge-Deathmarks 1 into Prosecutors 1
Fight-Deathmarks 1 kill Prosecutors 1 for 2 VP
-Blade Champion does 1 Damage into Szeras (who makes a ton of Feel No Pains again)
-Wraiths kill Ven Dread 2, who stands back up on 1 Wound
-Telemon 1 and Ven Dread 1 kill 2 models in Warriors 2
-Contemptor Dread 1 kills Reanimator 1, who explodes and deals 1 Mortal Wound
-C’Tan kills Blade Champion for 2 VP
-All Warriors whiff
End of Turn-Score 8 on Secondaries
Score at End47

Necrons continue to put points on the board despite losing their home objective and all of their buffing units. They also continue to make a significant number of saves and Feel No Pains, which is slowly driving the Custodes crazy. At this point, the Custodes would sell their souls to Chaos for a “Fall Back and Do Stuff” stratagem. Board state at the end of Round 3 is below.

Board State: End of Round 3

ROUND 4:

Phase: Go First: Custodes
Score at Start33
Command-Draw Engage On All Fronts to go with Extend Battle Lines for Secondaries
-Drop Extend Battle Lines for Behind Enemy Lines
-Ven Dread 2 fails Battle Shock
-Necrons use Potentiality Syphon on Warriors 2 to bring back 3 models
-Score 3 on Primary
Movement-Telemon 2 uses Relentless Persecution to Advance 6 inches towards the Immortals and still maintain ability to Shoot and Charge
-Contemptor Dread 1 Falls Back onto Objective 5 so Warriors 1 can be shot
-Calladius 2 moves onto Objective 3
-Calladius 1 moves onto Objective 2
-Contemptor Dread 1 moves onto Objective 1
Shooting-Ven Dread 2 does 1 Damage into Wraiths
-Telemon 1 kills 2 models in Warriors 2 and 2 in Deathmarks 1
-Ven Dread 1 kills 1 model in Warriors 2
-Telemon 2 kills 3 models in Warriors 2 and 2 in Immortals
-Calladius 2 kills 1 Wraith
-Calladius 1 split fires and kills 3 Wraiths and 1 of Deathmarks 2
Charge-Calladius 1 into Deathmarks 1
-Ven Dread 2 into Wraiths
-Calladius 2 into Wraiths, but need a re-roll thanks to rolling Snake Eyes the first time
-Telemon 2 into Orikan and Warriors 2
Fight-Ven Dread 2 does 2 Damage to Wraiths, who are on their final model
-Telemon 2 kills 2 models in Warriors 2
-Calladius 1 and 2 both whiff
-Wraiths whiff
-Telemon 1 and Ven Dread 1 kill 5 models in Warriors 2, who break coherency from Orikan to keep a critical mass of models on Objective 4
-Orikan activates “Go Mode” and does 6 Damage into Telemon 2
-Warriors 2 whiff
End of Turn-Score 8 on Secondaries
-Orikan dies to lack of unit coherency
Score at End44

Custodes are finally making progress and landing some serious blows on the Necrons’ point control units. That said, it may be too little too late as they are behind on points and will still get mostly locked out of primary next turn. Board state in the middle of Round 4 is below.

Board State: Middle of Round 4

Phase: Go Second: Necrons
Score at Start47
Command-Draw Storm Hostile Objective and Extend Battle Lines for Secondaries
-Use Insane Bravery on Warriors 2
-Deathmarks 1 and Wraiths fail Battle Shock
-Score 6 on Primary
-Reanimate 2 models for Warriors 1, 2 for Warriors 2, 2 for Deathmarks 1, 3 for Immortals, Deathmarks 2 to full, and 1 Wound for Wraiths
Movement-Warriors 2 Fall Back from Telemon 1 and Ven Dread 1
-Deathmarks 2 Advance onto Objective 2 to out OC Calladius 1 and score Storm Hostile Objective for 4 VP
-C’Tan moves to Charge into Telemon 1
Shooting-C’Tan does 3 Damage into Telemon 1
-Szeras whiffs
-Plasmancer and Immortals do 1 Damage to Telemon 1
Charge-C’Tan into Telemon 1
Fight-C’Tan barely kills Telemon 1 thru a CP re-roll of a save and “just not enough” Feel No Pains
-Calladius 1 and 2 whiff
-Deathmarks and Wraiths whiff
-Ven Dread 2 whiffs
End of Turn-Score 6 on Secondaries
Score at End59

Necrons continue to run up the points despite not really doing much damage. Yes, the C’Tan killed the Telemon 1, but that was really all the Necrons did this turn. It’s definitely a weird, but oddly satisfying way to play the game. Board state at the end of Round 4 is below.

Board State: End of Round 4

ROUND 5:

Phase: Go First: Custodes
Score at Start44
Command-Draw Bring It Down and Overwhelming Force for Secondaries
-Drop Bring It Down for Sabotage
-Pass all Battle Shocks
-Necrons use Potentiality Syphon on Warriors 2 and bring back 2 models
-Score 6 for Primary
Movement-Telemon 2 uses Unstoppable to move towards Objective 4
Shooting-Ven Dread 2 and Calladius 2 kill Wraiths and Technomancer for 5 VP
-Telemon 2 and Ven Dread 1 kill most of the models in Warriors 2
-Contemptor Dread 2 Sabotages
-Contemptor 1 kills 1 model in Warriors 1
-Calladius 1 whiffs into Deathmarks 1 and 2 (bad time to roll a bunch of 2’s)
Charge-Telemon 2 into Warriors 2
-Ven Dread 1 into Warriors 2
-Contemtor 1 into Warriors 1
Fight-Telemon 2 kills Warriors 2
-Contemtpor 1 kills 3 in Warriors 1
End of Turn-Score 5 on Secondaries
Score at End55

Definitely too little, too late for the Custodes as they finally bring down the Warriors 2 unit, but at a point in the game where it doesn’t matter for primary. Board state in the middle of Round 5 is below.

Board State: Middle of Round 5

Phase: Go Second: Necrons
Score at Start59
Command-Draw Assassination and Bring It Down
-Pass all Battle Shocks
-Deathmarks 1 and 2 and Immortals all Reanimate to full, Warriors 1 get 3 back
Movement-Deathmarks 1 Fall Back 1 inch
-Warriors 1 Fall Back 1 inch
-C’Tan and Szeras setup Charge into Telemon 1
Shooting-Plasmancer + Immortals do 2 Damage to Telemon 1
-Szeras does 2 Damage to Telemon 1
-C’Tan whiffs
Charge-C’Tan and Szeras into Telemon 1
Fight-C’Tan kills Telemon 1 for 9 VP
End of Turn-Score 9 on Secondaries
-Score 9 on Primary
-Custodes scores 6 for Sabotage
Score at End77

The game ends with a score of 77-61, which is a 13-7 win for the Necrons using teams scoring. Board state in the end of Round 5 is below.

Board State: End of Round 5

RESULT:

Singles Format: 77 – 61 Necrons WIN  

WTC Teams Format: 13 – 7 Necrons WIN

GAME REVIEW:

This game was fascinating to play. Partly it was because it was such a pillow fight in the first 2-3 Rounds, partly it was because it was such a matchup of opposites, and partly it was because it featured a new Necrons’ detachment.

From a Custodes’ perspective, this highlighted why Solar Spearhead continues to be a super fun way to casually play Custodes, but not the best option for a competitive tournament. It is super cool and lets you run all of the Custodes’ dreadnoughts in a way that makes them way better than usual. It also has 2 very clear lose conditions. First, it lacks any sort of “fall back and do stuff” stratagem, which makes it easy to tag and tarpit the dreadnoughts. Second, it is very susceptible to whiffing as it doesn’t have a ton of chafe clearing ability. There are definitely things I could have done better as a Custodes general, more on that below, but part of the struggle was definitely the way the detachment and list are built. Its still worth playing, just be aware that it has that clear loss condition.

From a Necrons’ perspective, this new detachment is very fun to play. Similar to Custodes, I’m pretty sure that it’s not the best competitive option. In fact, I would venture to say that it is probably 5th best after Starshatter, Pantheon, Awakened, and Cursed. That said, it still was VERY fun to play and offered a very different way to play Necrons. In this case, the lose condition for the list was the lack of damage against high toughness opponents (good thing we aren’t transitioning into a “C’Tan and Monsters/Vehicles that kill C’Tans” meta, right?). It slightly offsets that with way more movement than is usual for a horde style Necrons list, a similar amount of durability to Awakened, and the most OC that I have been able to cram into a Necrons list. Its definitely worth playing again, I just worry how it will do against anything that has access to “fall back and do stuff” or enough lethality to kill the Warrior bricks in a single phase.

WHAT I WOULD CHANGE NEXT TIME:

  • Custodes
    • Hindsight 20/20, I think I messed up by trying to contest all 3 midfield objectives equally. I did a good job sneaking Telemon 2 around the Warriors 2 to takeaway the Necrons’ Home Objective and did a decent job challenging the Wraiths for Objective 3 (although I took too long to do this). Where I think I messed up was by Charging the Wardens into Objective 5 instead of throwing them into Objective 4 with Telemon 1 and Ven Dread 1. I wasn’t going to have the attacks to kill both Warrior bricks and would have been better off “all in’ing” one instead of trying to chip down both. Also, the Wardens would have brought the OC that I needed to shut down all of the Potentiality Syphon shenanigans.
  • Necrons
    • This one is tough because I think I played the Necrons really well this game. The only thing that I can come up with is protecting my Tomb Blades better and potentially deploying them closer to Objective 1 so that they could be used to move block the avenue that Telemon 2 used to get at the Necrons’ DZ and Ghost Ark.

EARNED THEMSELF A NAME:

Potentiality Syphon stratagem. This thing is SO GOOD. It does come with the risk that your unit needs to survive 1 round of taking damage before you use it, but once that occurs it comes with a level of “I will wait until I have full information on what you are trying to do this turn and then use this to perfectly counter one of those things” shenanigans that is usually reserved for Aeldari. This stratagem plus the Warrior bricks with a Cryptek leading them and/or Reanimators and a Ghost Ark nearby singlehandedly shut down most of the Custodes primary scoring.

MAGNUS OF THE GAME:

The Wardens. As mentioned above, I think I charged them into the wrong Objective, which walked them into a C’Tan Shoot and Charge. Not their fault as I didn’t set them up properly to “do their thing”.

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