
This week’s Grown Men Playing With Toys’ Battle Report features the Ultramarines Librarius Conclave and Reclamation Force against the Necrons Starshatter Arsenal. As backdrop for the game….
Captain Titus does not fight for conquest. He fights to reclaim what was already won and then lost…..the Five Hundred Worlds of Ultramar, the honor of a Chapter that swore its oath to Guilliman, and the glory and power of the Sons of Macragge. Every objective he takes back is a debt repaid, not a prize seized, and that distinction matters to him even when it wouldn’t matter to anyone else on the field. The Reclamation Force does not simply hold ground. It reconquers it, methodically, oath by oath, until the darkness that crept into Ultramar’s borders has nowhere left to hide.
The Silent King does not recognize the word “reclaim” as anything but literal. Szarekh remembers when the galaxy belonged to the Necrons before it belonged to anyone else and sixty million years of slumber and slow, humiliating decline have done nothing to dull that memory. He did not return from the dark between the stars to negotiate. He returned to finish what his dynasty started before the newer races had even learned to walk upright. Every world the Necrons retake is not new territory, it is inheritance, restored to its rightful and only true owner.
So the battlefield becomes an argument between two kinds of ownership. One side believes the galaxy was earned through blood and oath and must be won back one objective at a time. The other believes it was never lost to begin with, only borrowed by lesser things for the span of an eyeblink in a much longer story. Both will call it reclamation. Only one dynasty or Chapter gets to be right.
They said we’re too old, but we said “hold our dice”…..as we find out whether an oath sworn yesterday can stand against a claim sixty million years in the making….
JUMP TO:
Ultramarines Specific Strategies
RULES / POINTS VERSION:
11th Edition, 2026-2027 Chapter Approved
August 2026 Balance and MFM Update
MATCHUP:
| Faction: | Detachment: | Force Disposition: |
| Necrons | Starshatter Arsenal | Priority Assets |
| VS | ||
| Faction: | Detachment: | Force Disposition: |
| Ultramarines | Librarius Conclave and Reclamation Force | Take and Hold |
MISSION:
| Category | Description |
| Ultramarines Primary | Inescapable Dominion |
| Necrons Primary | Secure Asset |
| Terrain Layout | Layout A |
| Deployed First | Ultramarines |
| First Turn | Necrons |
| Ultramarines Secondaries | Tactical |
| Necrons Secondaries | Tactical |
LISTS:
Necrons:
List
Necrons
Starshatter Arsenal (3 Detachment Points)
Priority Assets
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Technomancer (80 Points)
• Attached as: Support (Character)
• 1x Staff of light
Canoptek Wraiths (220 Points)
• Attached as: Bodyguard
• 6x Canoptek Wraith
◦ 6x Particle caster
◦ 6x Vicious claws
Attached unit 2
Technomancer (90 Points)
• Attached as: Support (Character)
• 1x Staff of light
Canoptek Wraiths (240 Points)
• Attached as: Bodyguard
• 6x Canoptek Wraith
◦ 6x Particle caster
◦ 6x Vicious claws
CHARACTERS
Catacomb Command Barge (150 Points)
• 1x Gauss cannon
• 1x Resurrection Orb
• 1x Staff of light
• Enhancements: Dread Majesty (Aura)
Hexmark Destroyer (100 Points)
• 1x Close combat weapon
• 1x Enmitic disintegrator pistols
• Enhancements: Chrono-impedance Fields
The Silent King (420 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
Doomsday Ark (210 Points)
• 1x Armoured bulk
• 1x Doomsday cannon
• 2x Gauss flayer array
Doomsday Ark (210 Points)
• 1x Armoured bulk
• 1x Doomsday cannon
• 2x Gauss flayer array
Lokhust Destroyers (40 Points)
• 1x Close combat weapon
• 1x Gauss cannon
Ophydian Destroyers (80 Points)
• 3x Ophydian Destroyer
◦ 3x Ophydian hyperphase weapons
Triarch Praetorians (80 Points)
• 5x Triarch Praetorian
◦ 5x Rod of covenant
Triarch Praetorians (80 Points)
• 5x Triarch Praetorian
◦ 5x Rod of covenant

Ultramarines:
List
Space Marines
Ultramarines
Librarius Conclave and Reclamation Force (3 Detachment Points)
Take and Hold
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Captain Titus (100 Points)
• Attached as: Leader (Character)
• Warlord
• 1x Bolt Pistol
• 1x Master-crafted bolter
• 1x Master-crafted chainsword
Wardens of Ultramar (120 Points)
• Attached as: Support
• 1x Ancient Gadriel
◦ 1x Bolt rifle
◦ 1x Close combat weapon
• 1x Veteran Sergeant Metaurus
◦ 1x Heavy bolt pistol
◦ 1x Master-crafted power weapon
◦ 1x Storm Shield
• 1x Gaius Silva
◦ 1x Archeotech laspistol
◦ 1x Power weapon
◦ 1x Refractor Field
• 1x Aemelia Minervas
◦ 1x Archeotech laspistol
◦ 1x Power weapon
• 1x Dainal Komelius
◦ 1x Astropathic Blast
◦ 1x Force stave
• 1x Lucia Vestha
◦ 1x Archeotech laspistol
◦ 1x Close combat weapon
Bladeguard Veteran Squad (160 Points)
• Attached as: Bodyguard
• 1x Bladeguard Veteran Sergeant
◦ 1x Heavy bolt pistol
◦ 1x Master-crafted power weapon
• 5x Bladeguard Veteran
◦ 5x Heavy bolt pistol
◦ 5x Master-crafted power weapon
Attached unit 2
Librarian (95 Points)
• Attached as: Leader (Character)
• 1x Bolt pistol
• 1x Force weapon
• 1x Smite
• Enhancements: Temporal Corridor
Sternguard Veteran Squad (200 Points)
• Attached as: Bodyguard
• 1x Sternguard Veteran Sergeant
◦ 1x Close combat weapon
◦ 1x Sternguard bolt pistol
◦ 1x Sternguard bolt rifle
• 9x Sternguard Veteran
◦ 9x Close combat weapon
◦ 9x Sternguard bolt pistol
◦ 7x Sternguard bolt rifle
◦ 2x Sternguard heavy bolter
Attached unit 3
Librarian in Terminator Armour (120 Points)
• Attached as: Leader (Character)
• 1x Combi-weapon
• 1x Force weapon
• 1x Smite
• Enhancements: Celerity
Terminator Assault Squad (360 Points)
• Attached as: Bodyguard
• 1x Assault Terminator Sergeant
◦ 1x Storm Shield
◦ 1x Thunder hammer
• 9x Assault Terminator
◦ 9x Storm Shield
◦ 9x Thunder hammer
CHARACTERS
Captain (105 Points)
• 1x Plasma pistol
• 1x Power fist
• Enhancements: Liberatum
OTHER DATASHEETS
Incursor Squad (85 Points)
• 1x Incursor Sergeant
◦ 1x Bolt pistol
◦ 1x Occulus bolt carbine
◦ 1x Paired combat blades
• 4x Incursor
◦ 4x Bolt pistol
◦ 1x Haywire Mine
◦ 4x Occulus bolt carbine
◦ 4x Paired combat blades
Land Raider Redeemer (260 Points)
• 1x Armoured tracks
• 2x Flamestorm cannon
• 1x Hunter-killer missile
• 1x Multi-melta
• 1x Storm bolter
• 1x Twin assault cannon
Repulsor Executioner (265 Points)
• 1x Armoured hull
• 1x Heavy laser destroyer
• 1x Heavy onslaught gatling cannon
• 1x Icarus rocket pod
• 1x Ironhail heavy stubber
• 1x Repulsor Executioner defensive array
• 1x Twin Icarus ironhail heavy stubber
• 1x Twin heavy bolter
Scout Squad (65 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 (65 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

FACTION SPECIFIC STRATEGIES:
Necrons:
This list is an old favorite of mine. I’ve played it on and off throughout 10th Edition and always enjoyed the power and speed that it provides. I’m looking forward to taking it for a spin in 11th Edition to see how it performs and to see how it aligns with the Priority Assets Force Disposition.
From a macro strategy perspective, this list is built around heavy, standoff firepower that is protected by a shield wall of fast and durable melee threats. It features two Wraith units that serve to gum up the midfield while the two Doomsday Arks and The Silent King’s considerable guns dominate ranged engagements, It then uses the detachment rule to buff up that shooting even more while also using the Assault ability for late game speed to go grab Objectives and score once the enemy is dead. Its very much a “stat check” type of list that can be unfun to play against and is designed to first brick wall the opponent, second to blast them off the board, and then third to score points after they are gone.
From a micro-strategy perspective, the list features units that fall into the following roles in support of that macro-strategy:
• Objective Holders: Canoptek Wraiths + Technomancers, The Silent King
• Damage Dealers: The Silent King, Doomsday Arks
• Buff Pieces: Catacomb Command Barge, Technomancer x2, Hexmark Destroyer, The Silent King
• Scoring Pieces: Ophydian Destroyers, Triarch Praetorians x2, Hexmark Destroyer
The idea for playing the list is to get the Canoptek Wraiths out early to gum up the midfield while protecting the Technomancers from Precision. Once that “shield wall” is established, the Necrons can then park the Doomsday Arks and The Silent King somewhere they can dominate firing lanes onto key objectives, letting Relentless Onslaught’s Assault ability and Hit bonus do the work without having to sacrifice positioning. The Catacomb Command Barge and The Silent King should each be near a Doomsday Ark to buff it with re-rolls, while the Hexmark Destroyer is there to buff The Silent King’s durability. Lastly, the Ophydian Destroyers and the Triarch Praetorians are there to Deep Strike around the board and do actions.
Win Condition: Generically, the Win Condition for the Necrons is to use the Wraiths to protect their guns and then to blast the opponent off of the board. It’s a list that doesn’t mind playing a slower game and would rather focus on killing in the early game and scoring in the later game. Its biggest worry is the opponent getting into its back lines or getting a clear shot on the Technomancers, so being strategic with board control and positioning is key.
Specific to this matchup, the Win Condition is all about board control and positioning. The Necrons and Ultramarines both know exactly where the other wants to be…..in the midfield on Objectives. The Necrons will need to weather what will most likely be an early storm from the Ultramarines before trying to score big late. To this end, they will need to be very strategic about target priority. Theoretically, the two DDA’s and Silent King can kill anything they set their minds on killing, so they will need to focus on what needs to be eliminated in what order.
What I Want to Work On This Game: Target priority and navigating the reduced shooting lanes on the 11th Edition boards. The lack of long range shooting lanes makes positioning and target prioritization that much more important for the Necrons in this game because there is a larger risk that the Ultramarines will find a gap in their lines and start tearing up their DDA’s. That should be avoided at all costs.
| Category | Description |
| Leader / Bodyguard Combos: | Technomancer with Canoptek Wraiths 1 |
| Technomancer with Canoptek Wraiths 2 | |
| Strategic Reserves: | Triarch Praetorians 1 |
| Triarch Praetorians 2 | |
| Key Stratagems: | Merciless Reclamation [2CP] Shooting/Fight – WHEN: Your Shooting phase or the Fight phase. TARGET: One NECRONS unit (excluding MONSTER and TITANIC units) from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of one or more objective markers, add 1 to the Wound roll. |
| Unyielding Forms [2CP] Opponent’s Shooting/Fight – WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. | |
| Chronoshift [1CP] Movement – WHEN: Your Movement phase. TARGET: One NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6″ to the Move characteristic of models in your unit. | |
| Dimensional Tunnel [1CP] Movement – WHEN: Your Movement phase. TARGET: One NECRONS VEHICLE or NECRONS MOUNTED unit (excluding TITANIC units) from your army. EFFECT: Until the end of the phase, models in your unit can move horizontally through models and terrain features. | |
| Reactive Reposition [1CP] Opponent’s Shooting – WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One NECRONS unit from your army (excluding MONSTER and TITANIC units) that was the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can make a Normal move of up to D6″. | |
| Key Combos: | The Silent King + Hexmark Destroyer + Reanimation Protocols army rule + Chrono-impedance Fields enhancement + Unyielding Forms stratagem This is one of the combos that this list is built around. It results in a Silent King that is exponentially tougher to kill unless you have access to mortal wounds as it gives him access to -1 D, which is brutal against Damage 2 units, and -1 to Wound. Both are in addition to the normal annoyance that is 4+ Invulnerable Saves and Reanimation that a lot of Necron Vehicles get. |
| The Silent King + Catacomb Command Barge + Doomsday Ark + Relentless Onslaught detachment rule + Dread Majesty (Aura) enhancement + The Silent King / Voice of the Triarch ability This is the second major combo that this list is built around. It results in 2 Doomsday Arks that have access to Heavy, +1 to Hit against targets on Objectives, and, if they are nearby the Catacomb Command Barge or Silent King, re-roll 1’s to Hit and Wound. It really buffs them up and can result in some brutal shooting. |
Ultramarines:
This will be my first time playing Reclamation Force and I’m interested in how it plays out. I’m playing it as a part of a concerted effort to improve my discipline and pregame planning when I play Take and Hold. The rationale is that Take and Hold sticks out among the Force Dispositions as one that the community has deemed as a stronger Force Disposition, but one that I have a less than ideal win rate with (I am much better at Recon and Priority). I therefore am using this game to work at playing Take and Hold with an army that I am very familiar with and with a list that should feel very similar to my last Blood Angels game.
From a macro strategy perspective, this list is built to operate very similar to the Blood Angels Liberator Assault Group list that I played 2 weeks back. It leans into Take and Hold by fielding two very durable, self-sufficient combat units that can each anchor an objective and punish anything that tries to dig them out. Those melee “Death Stars” are backed up by heavy armor that can can provide deliverability to the Death Stars, Damage via their own ranged shooting, and the ability to sit on a point and be Durable themselves. This could free the melee bricks up to be aggressive should the opportunity present itself. Lastly, it has several smaller scoring or buff pieces, a Sternguard ranged shooting Death Star that can uppy downy, and then a Smash Captain running solo. This isn’t a finesse list; it’s a list that wants to plant a flag and dare the opponent to do something about it.
From a micro strategy perspective, the list supports the larger strategy by breaking down into the following roles:
• Objective Holders: Land Raider Redeemer, Repulsor Executioner, Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad, Librarian in Terminator Armour + Terminator Assault Squad,
• Damage Dealers: Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad, Librarian in Terminator Armour + Terminator Assault Squad, Captain, Librarian + Sternguard Veteran Squad, Repulsor Executioner
• Buff Pieces: Both Librarians, Wardens of Ultramar, Incursor Squad
• Scoring Pieces: Scout Squads, Incursor Squads
The idea for playing the list is pick two objectives on the board and then park the vehicles on them and dare the opponent to come and get them off. Titus’s Death Star can then Charge out of the Land Raider and be used to attack the 3rd Objective or opponent’s Deployment Zone while the Terminators provide an Advance and Charge threat that should be used aggressively to pressure the opponent. All the while, the Librarian + Sternguard Veterans should be using “uppy downy” to bounce around the board to deliver damage via ranged shooting. Lastly, the Incursors are in the list to buff the Sternguard and RepEx with +1 to Hit in Shooting while also doing actions and the Scouts are there to do actions. Its a list that rewards fighting on objectives specifically, so Take and Hold should align well with how it wants to operate.
Win Condition: Generically, the win condition for this list is to control the midfield. It wants to sit on Objectives and dare you to do something about it. Then, once you commit to coming out to deal with the Objective holders, it wants to punish you with its Charging Bladeguard, Smash Captain, and Assault Terminators. It wins by bullying the opponent out of the midfield and is designed to potentially score big against the right opponents.
Specific to this matchup, the concern is twofold. First, the Necrons detachment gives their army bonuses when targeting enemies on Objectives, which is where the Ultramarines need to be to score well. Second, the Necron army is full of 4+ Invulnerable Saves, which negates a lot of the Ultramarines’ detachment rules. To counter this, the Ultramarines will have to get maximum value out of the Sternguard and Terminator Assault Squad. Mortal / Devastating Wounds are a great counter to Necrons and so the Ultramarines will have to use these two units to punish the Necrons when they come out to kill units on Objectives. It will require some lining up and losing those two units early could result in a really bad time for the Ultramarines.
What I Want to Work On This Game: I want to work on being strategic with the two units that I need to maximize in order to win this game – the Sternguard and Terminators. Leaving these units out of position or, even worse, on Objectives where the Necrons can light them up will be bad. The Ultramarines need to get several activations out of these units and so I want to play them with patience and discipline.
| Category | Description |
| Leader / Bodyguard Combos: | Captain Titus + Wardens of Ultramar with Bladeguard Veteran Squad |
| Librarian with Sternguard Veteran Squad | |
| Librarian in Terminator Armour with Terminator Assault Squad | |
| Transport / Infantry Combos: | Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad in Land Raider Redeemer |
| Captain in Repulsor Executioner | |
| Key Stratagems: | Furious Dedication [1CP] Charge/Fight – WHEN: Your Charge phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not declared a charge or been selected to fight this phase. EFFECT: Until the end of the turn, add 2 to Charge rolls made for your unit and add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. |
| Fight to the End [1CP] Fight – WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. | |
| Scions of Guilliman [1CP] Movement – WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army ends a Fall Back move. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. | |
| Ultramarian Destiny [1CP] Movement – WHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. | |
| Marching Ever On [1CP] Opponent’s Movement – WHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back. TARGET: One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: Your unit can make a Normal move of up to D6″+1. | |
| Key Combos: | Librarian in Terminator Armour + Terminator Assault Squad + Psychic Disciplines detachment rule + Oath of Reclamation detachment rule + Celerity enhancement + Furious Dedication stratagem This is the first combo in this list that I am excited for. If you pick the right Psychic Discipline (Biomancy), if results in a unit that has +2 to Move, +2 to Charge, with Advance and Charge into 30 attacks that get get +1 to Attack and +1 to AP (if the target is on an Objective). That is super fast and very scary as a Hammer Unit. |
| Librarian + Sternguard Veteran Squad + Oath of Moment army rule + Temporal Corridor enhancement + Sternguard Focus ability This is one is par for the course for most Librarius Conclave lists that I build. The result is a unit that gets full re-rolls to Hit and Wound if targeting the Oath of Moment target. It also has access to Devastating Wounds and a 4+ Invulnerable. Best of all, it can “uppy downy” to teleport around the board dealing ranged damage. Its not as scary as it used to be with Fusillade, but is still really good. | |
| Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad + Psychic Disciplines detachment rule + Oath of Reclamation detachment rule + Bladeguard ability + Fight to the End stratagem This is one that I am hoping helps give the Ultramarines some staying power once they get on Objectives. It gives this unit access to -1 to Hit in melee, -1 to the opponent’s BS (if in Cover), -1 to Wound, and a 4+ Invulnerable Save. Even better, it also has access to Fight on Death, which should be great if it engages a Wraith unit. | |
| Captain + Oath of Reclamation detachment rule + Liberatum enhancement + Rites of Battle ability + Finest Hour ability + Furious Dedication stratagem This is the obligatory “Smash Captain” and the result is a single model that gets access to +2 to Charge, +4 Attacks, Devastating Wounds, +1 AP, and then full re-rolls to Hit and Wound without having to target the Oath of Moment target (the only caveat is that the target must be on an Objective). I’m super excited to try it out to see how he does. |
ROUND-BY-ROUND RECAP:
The Ultramarines win the roll off and elect to deploy first. They deploy somewhat conservatively, with everything hiding. The goal seems to be to use the Terminator Assault Squad to attack the Necrons’ Expansion Objective while the other units are positioned to hold the Central and Ultramarines’ Expansion Objectives.
On the other side, the Necrons deploy in what looks to be two castles. The first is centered around the Central Objectives and features a DDA, unit of Wraits, and the CCB. The 2nd is positioned to attack the Ultramarines’s Expansion Objective and features the 2nd Wraith unit and 2nd DDA. The Silent King is positioned between the two castles to provide 1st turn Movement buffs, if needed.
Board state after Deployment is shown below.

Post Deployment
Necrons win the rolloff and will go first. After a lot of pre-measuring, the Ultramarines elect to not make any Scout Moves as they don’t want the Necrons to be able to pop The Silent King’s movement buff and then crack off 1 or 2 turn 1 Wraith Charges.
Board state at the start of the battle is shown below.

Start of the Battle
ROUND 1:
| Phase: | Go First: Necrons |
| Score at Start | 10 |
| CP at Start | 0 |
| Command | [Necrons] Gains 1 Core CP [Ultramarines] Gains 1 Core CP [Necrons] Draw Secondaries: Forward Position & Display of Might [Necrons] The Silent King uses Voice of the Triarch to select Phaeron of the Stars [Ultramarines] uses Psychic Disciplines to select Pyromancy Discipline |
| Movement | [Necrons] Lokhust Destroyers Makes a Normal Move onto Objective 6 to Perform an Action [Necrons] Technomancer + Canoptek Wraiths 1 Makes a Normal Move onto Objective 5 to Stage [Necrons] Technomancer + Canoptek Wraiths 2 Makes a Normal Move towards Objective 3 to Stage [Necrons] The Silent King Makes a Normal Move towards Objective 5 to Stage |
| Shooting | [Necrons] Lokhust Destroyers Performs Secure Assets |
| Charge | [Necrons] None |
| Fight | [Necrons] None |
| End of Turn | [Necrons] Scores Primary: Secure Asset — 4 VP [Ultramarines] Librarian + Sternguard Veteran Squad uses Temporal Corridor to enter Strategic Reserves |
| Score at End | 14 |
| CP at End | 1 |
Quiet first turn for the Necrons as they definitely feel the change to the board layouts in 11th. With no ways to get a good angle on any targets with their Doomsday Arks, they instead focus on positioning for a Round 2 push while scoring Secure Assets before the Ultramarines swamp Objective 6.
Board state in the middle of Round 1 is shown below.

Middle of Round 1
| Phase: | Go Second: Ultramarines |
| Score at Start | 10 |
| CP at Start | 1 |
| Command | [Ultramarines] Gains 1 Core CP [Necrons] Gains 1 Core CP [Ultramarines] Draw Secondaries: Outflank & Bring It Down [Ultramarines] Uses Oath of Moment on Lokhust Destroyers |
| Movement | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Advances towards Objective 6 to Stage [Ultramarines] Librarian + Sternguard Veteran Squad Ingress near Objective 6 to Shoot [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Disembark and Advances onto Objective 4 to Stage [Ultramarines] Scout Squad 1 Makes a Normal Move to Screen [Ultramarines] Scout Squad 2 Makes a Normal Move to Screen [Ultramarines] Incursor Squad Makes a Normal Move to Screen [Ultramarines] Repulsor Executioner Makes a Normal Move onto Objective 3 to Score |
| Shooting | [Ultramarines] Librarian + Sternguard Veteran Squad Shoots Lokhust Destroyers and Destroys the Unit |
| Charge | [Ultramarines] None |
| Fight | [Ultramarines] None |
| End of Turn | [Ultramarines] Scores Primary: Inescapable Dominion — 4 VP |
| Score at End | 14 |
| CP at End | 2 |
The Ultramarines respond with an almost equally quiet first turn. Upon seeing their Secondary draw, which was pretty much impossible to score, they decide to instead focus on staging and establishing a firm board position. The plan is to draw the Necrons closer by taking advantage of Hidden and the dense terrain to prevent the DDA’s from bulls-eying juicy targets. Instead, they want to draw the Wraiths out so they can kill them from safety of cover and then force the DDA’s to move up.
It’s a patient game plan. Let’s see how it works out.
Board state at the end of Round 1 is shown below.

End of Round 1
ROUND 2:
| Phase: | Go First: Necrons |
| Score at Start | 14 |
| CP at Start | 2 |
| Command | [Necrons] Gains 1 Core CP [Ultramarines] Gains 1 Core CP [Ultramarines] Uses Psychic Disciplines to select Biomancy Discipline [Necrons] Draw Secondaries: Defend Stronghold & Plunder [Necrons] The Silent King uses Voice of the Triarch to select Relentless March [Necrons] Scores Primary: Secure Asset — 4 VP |
| Movement | [Necrons] Technomancer + Canoptek Wraiths 1 Makes a Normal Move towards Objective 6 to Charge [Necrons] Technomancer + Canoptek Wraiths 2 Makes a Normal Move onto Objective 3 to Charge [Necrons] The Silent King Makes a Normal Move onto Objective 5 to Shoot [Necrons] Hexmark Destroyer Destroyers Makes a Normal Move onto Objective 5 to Perform an Action [Necrons] Doomsday Ark 2 Advances towards Objective 5 to Shoot [Necrons] Doomsday Ark 1 Advances towards Objective 6 to Shoot [Necrons] Catacomb Command Barge Advances onto Objective 6 to Shoot |
| Shooting | [Necrons] Hexmark Destroyer Performs Secure Assets [Necrons] Doomsday Ark 1 Shoots Librarian + Sternguard Veteran Squad and Kills 1 Model [Necrons] Catacomb Command Barge Shoots Librarian + Sternguard Veteran Squad and Kills 1 Model [Necrons] The Silent King Split Fires to Shoot Librarian + Sternguard Veteran Squad and Kills 1 Model and Shoots Repulsor Executioner and Deals 6 Damage [Necrons] Technomancer + Canoptek Wraiths 2 Shoots Repulsor Executioner and Deals 0 Damage |
| Charge | [Necrons] Technomancer + Canoptek Wraiths 2 Declares a Charge – Charge Succeeds [Necrons] Technomancer + Canoptek Wraiths 2 Charges into Repulsor Executioner [Necrons] Technomancer + Canoptek Wraiths 1 Declares a Charge – Charge Succeeds [Necrons] Technomancer + Canoptek Wraiths 1 Charges into Librarian + Sternguard Veteran Squad [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Heroic Intervention for 1 CP [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Declares a Charge – Charge Succeeds [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Charges into Technomancer + Canoptek Wraiths 1 |
| Fight | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Terminatus Assault [Necrons] Technomancer + Canoptek Wraiths 1 Fail Battle Shock [Necrons] Technomancer + Canoptek Wraiths 1 Fights Librarian in Terminator Armour + Terminator Assault Squad and Kills 2 Models [Necrons] Technomancer + Canoptek Wraiths 2 uses Merciless Reclamation for 2 CP [Necrons] Technomancer + Canoptek Wraiths 2 Fights Repulsor Executioner and Deals 6 Damage [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Fights Technomancer + Canoptek Wraiths 1 and Kills 2 Models [Ultramarines] Librarian + Sternguard Veteran Squad Fights Technomancer + Canoptek Wraiths 1 and Deals 3 Damage [Ultramarines] Repulsor Executioner Fights Technomancer + Canoptek Wraiths 2 and Deals 0 Damage |
| End of Turn | [Necrons] Scores Primary: Secure Asset — 4 VP [Ultramarines] Scout Squad 2 uses Guerrilla Tactics |
| Score at End | 22 |
| CP at End | 1 |
The Necrons 2nd turn is in the books and it ends with both sides feeling a bit uncomfortable with the results.
Coming into the turn, the Necrons realized that they could manipulate the Ultramarines into picking their Librarius Conclave ability first, since it was the Necrons turn so they got to choose the start of turn/round abilities. Based on this, they decided to make the Ultramarines pick their ability and then formulate their strategy based on that choice and the Secondaries that the Necrons drew. Once the Necrons saw that the Ultramarines picked Biomancy, it signaled that they intended to push next turn with the Assault Terminator and Titus’s Bladeguard units.
In response, the Necrons decided to play more aggressively to try to target or block a potential push turn before it started. To do this, they focused on getting both Wraith units “stuck in” on the Ultramarines side of the board and then getting The Silent King posted up on a Central Objective. They then used the detachment’s speed advantage to rotate both DDA’s away from the Repulsor Executioner and to a position where they could start blasting away at the two large Death Star units near Objective 6. The plan was then to do some serious damage into the Sternguard unit before Charging and tying them up in combat so that they couldn’t uppy downy next turn. At the same time, the second Wraith unit would then tie up the Repulsor Executioner to block the Ultramarines from maximizing VP next turn. The ultimate goal of the turn was to put the Ultramarines in a position where they need decide between moving their slower army to protect their flanks or continuing to press forward up the middle of the board and right into the waiting arms of The Silent King.
From an execution perspective, they mostly accomplished this. The Necrons are feeling uncomfortable because one of the DDA’s whiffed in shooting while the other was activated too late in the sequence, which resulted in it having no viable targets because the Sternguard had already killed themselves out of its Line of Sight. The Necrons still accomplished their goal, but that was a very annoying combination of player mistake and poor dice on the “casino cannon” DDA.
From an Ultramarines’ perspective, they are feeling uncomfortable because the Necrons managed to do 12 Damage into the RepEx without firing a single DDA at it. This flank is in danger of collapsing without the Necrons committing much effort to it, which puts Titus’s unit in a real decision bind for next turn. Let’s see how they handle it.
Board state in the middle of Round 2 is shown below.

Middle of Round 2
| Phase: | Go Second: Ultramarines |
| Score at Start | 14 |
| CP at Start | 2 |
| Command | [Ultramarines] Gains 1 Core CP [Necrons] Gains 1 Core CP [Ultramarines] Draw Secondaries: Display of Might & Engage on All Fronts [Ultramarines] Repulsor Executioner Passes Battle Shock [Ultramarines] Uses Oath of Moment on Technomancer + Canoptek Wraiths 2 [Ultramarines] Scores Primary: Inescapable Dominion — 5 VP |
| Movement | [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad uses Ultramarian Destiny for 1 CP to Secure Objective 4 [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Makes a Normal Move towards Objective 3 to Charge [Ultramarines] Captain Disembarks and Moves off Objective 3 to Charge [Ultramarines] Incursor Squad Makes a Normal Move to Screen [Ultramarines] Land Raider Redeemer Makes a Normal Move towards Objective 4 to Stage [Ultramarines] Scout Squad 2 Ingress near Objective 3 to Screen [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Falls Back onto Objective 6 [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Scions of Guilliman for 1 CP (hindsight 20/20, this was not needed as Celerity let them do this for free) [Necrons] Triarch Praetorians 1 uses Rapid Ingress for 1 CP [Necrons] Triarch Praetorians 1 Deep Strikes near Objective 2 |
| Shooting | [Ultramarines] Librarian + Sternguard Veteran Squad Shoots Technomancer + Canoptek Wraiths 1 and Deals 0 Damage [Ultramarines] Repulsor Executioner Split Fires to Shoot The Silent King and Deals 0 Damage and Shoots Technomancer + Canoptek Wraiths 2 and Kills 1 Model |
| Charge | [Ultramarines] Captain Declares a Charge – Charge Fails [Ultramarines] Captain uses Rites of Battle on Command Re-roll [Ultramarines] Captain uses Command Re-roll for 0 CP [Ultramarines] Captain Declares a Charge – Charge Succeeds [Ultramarines] Captain Charges into Technomancer + Canoptek Wraiths 2 [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Declares a Charge – Charge Succeeds [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Charges into Technomancer + Canoptek Wraiths 2 [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Furious Dedication for 1 CP [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Declares a Charge – Charge Succeeds [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Charges into Technomancer + Canoptek Wraiths 1 and Catacomb Command Barge |
| Fight | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Terminatus Assault [Necrons] Catacomb Command Barge Passes Battle Shock [Ultramarines] Captain uses Finest Hour [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad uses Bladeguard for -1 to Hit for Enemy Unit in Melee [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Fights Technomancer + Canoptek Wraiths 2 and Kills 4 Models [Ultramarines] Captain Fights Technomancer + Canoptek Wraiths 2 and Destroys the Unit [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Split Fires to Fight Catacomb Command Barge and Destroys the Unit and Fights Technomancer + Canoptek Wraiths 1 and Kills 1 Model [Ultramarines] Librarian + Sternguard Veteran Squad Fights Technomancer + Canoptek Wraiths 1 and Deals 3 Damage [Necrons] Technomancer + Canoptek Wraiths 1 Fights Librarian + Sternguard Veteran Squad and Kills 6 Models [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Consolidates onto Objective 3 [Ultramarines] Captain Consolidates onto Objective 3 |
| End of Turn | [Ultramarines] Scores Secondary: Bring it Down — 5 VP [Ultramarines] Scores Primary: Inescapable Dominion — 4 VP [Necrons] Scores Secondary: Defend Stronghold — 5 VP |
| Score at End | 28 |
| CP at End | 0 |
The Ultramarines’ 2nd turn wraps up similar to the Necrons’ 2nd turn……with both players feeling a bit unhappy and uncomfortable.
Coming into the turn, the Ultramarines had a decision to make. They needed to commit Titu’s unit to either pushing up the middle and into the arms of The Silent King or use his unit to go rescue the collapsing flank around Objective 3. They opted for the latter, along with Falling Back the Terminator Assault Squad onto Objective 6 and then using a stratagem to allow them to Charge (hindsight 20/20…this wasn’t needed as the Celerity Enhancement already gave them this ability). The idea was to pressure the Necrons’ on both flanks in order to start making the Necrons panic a bit. They then would cover Objective 4 and their Home Objective with the threat of a Land Raider Redeemer Overwatch.
From an execution perspective, everything was going great until the Charge Phase. The Captain started it off by rolling Snake Eyes, which forced the Ultramarines to use Rites of Battle and CP Re-roll. With CP Re-roll burned for the phase, they then chose to use Furious Dedication in order to guarantee the Assault Terminator Charge…..and good thing too because they rolled Snake Eyes as well.
This series of unfortunate events in the Charge Phase (plus not catching the Celerity mistake until a round later) meant that the Ultramarines didn’t have any CP left to use Epic Challenge to Precision out Technomancer 1. As a result, that unit stayed up and then rolled hot to kill all of the Sternguard Veterans. Losing that unit so early was a big blow for the Ultramarines and it’s why they end the turn feeling meh despite the rest of it going according to plan.
From a Necrons’ perspective, they are reeling a bit from losing the Catacomb Command Barge and Objective 6. They knew that the 2nd Wraith unit was on a “one way trip” to Objective 3 and they did their part by dealing so much Damage to the RepEx that it forced Titus to vacate the midboard. The Necrons are also VERY happy to see the Sternguard unit neutered. Their issue is just that the surprisingly fast Assault Terminator unit is uncomfortably close to their Deployment Zone, Home Objective, and Doomsday Arks.
This is a neck and neck game right now and it looks like the next round will be interesting for both players. Board state at the end of Round 2 is shown below.

End of Round 2
ROUND 3:
| Phase: | Go First: Necrons |
| Score at Start | 27 |
| CP at Start | 1 |
| Command | [Necrons] Gains 1 Core CP [Ultramarines] Gains 1 Core CP [Ultramarines] Uses Psychic Disciplines to select Biomancy Discipline [Necrons] Draw Secondaries: Secure No Man’s Land & Behind Enemy Lines [Necrons] The Silent King uses Voice of the Triarch to select Phaeron of the Stars [Necrons] Technomancer + Canoptek Wraiths 1 Passes Battle Shock [Necrons] Technomancer + Canoptek Wraiths 1 uses Reanimation Protocols and heals 1 Wound [Necrons] Scores Primary: Secure Asset — 4 VP |
| Movement | [Necrons] Technomancer + Canoptek Wraiths 1 declares to Take to the Skies [Necrons] Technomancer + Canoptek Wraiths 1 Falls Back onto Objective 6 [Necrons] Triarch Praetorians 1 Advances towards Objective 2 to Score [Necrons] Triarch Praetorians 2 Deep Strikes in Ultramarines Deployment Zone to Score |
| Shooting | [Necrons] Triarch Praetorians 2 Shoots Librarian + Sternguard Veteran Squad and Deals 2 Damage [Necrons] Doomsday Ark 1 uses Command Re-roll for 1 CP on the Number of Shots [Necrons] Doomsday Ark 1 Shoots Librarian in Terminator Armour + Terminator Assault Squad and Kills 3 Models [Necrons] Doomsday Ark 2 Shoots Librarian in Terminator Armour + Terminator Assault Squad and Kills 1 Model [Necrons] Doomsday Ark 2 Shoots Librarian in Terminator Armour + Terminator Assault Squad and Kills 1 Model [Necrons] Hexmark Destroyer Performs Secure Asset on Objective 5 [Ultramarines] Repulsor Executioner Explodes [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad takes 6 Mortal Wounds [Ultramarines] Captain takes 4 Mortal Wounds |
| Charge | [Necrons] None |
| Fight | [Necrons] None |
| End of Turn | [Necrons] Scores Secondary: Behind Enemy Lines — 5 VP [Necrons] Scores Secondary: Secure No Man’s Land — 5 VP [Necrons] Scores Primary: Secure Asset — 4 VP [Ultramarines] Scores Secondary: Display of Might — 5 VP [Ultramarines] Scout Squad 2 uses Guerrilla Tactics |
| Score at End | 45 |
| CP at End | 2 |
Necrons turn 3 is in the books and it continues what feels like it will be the theme of the game…..neither player being happy at the end of turns.
In this case, its because the Necrons came into the turn focused on alleviating the pressure from the Assault Terminators, starting to ramp up their secondary scoring, and starting to pressure the Ultramarines’ Deployment Zone in an effort to get them having to choose between moving in 2 directions. To accomplish this, they wanted to Fall Back the Wraiths, strategically move the Triarch Praetorians around the Land Raider Redeemer Overwatch, and then light up the Assault Terminators in Shooting.
From an execution perspective, they mostly accomplished this (again). They executed all of their moves well, set up their Primary and Secondary scoring nicely, and then only partially executed on damaging the Assault Terminators as the 2nd DDA rolled well but then saw the Terminators make almost all Invulnerable Saves. This leaves the Necrons feeling a bit sour about what would otherwise have been a great turn since they know another brutal Terminator Charge is incoming.
From an Ultramarines’ perspective, they are feeling torn as well. On a positive note, the Assault Terminators surviving with 5 models still alive is way better than they expected and sets up a lot of options for next turn. On a less positive note, the RepEx dying and then Exploding was bad but the Triarch Praetorians pressuring their Home Objective is worse. Its going to force the Ultramarines to once again have to decide between the direction they want to be moving in (towards the Necrons DZ) and the direction they may be forced to move in (back towards their own DZ).
All of this consternation is the sign of a really back and forth game and it will be exciting to see how this one ends.
Board state in the middle of Round 3 is shown below.

Middle of Round 3
| Phase: | Go Second: Ultramarines |
| Score at Start | 28 |
| CP at Start | 1 |
| Command | [Ultramarines] Gains 1 Core CP [Necrons] Gains 1 Core CP [Ultramarines] Draw Secondaries: Centre Ground & Overwhelming Force [Ultramarines] Uses Oath of Moment on Technomancer + Canoptek Wraiths 1 [Ultramarines] Librarian + Sternguard Veteran Squad Passes Battle Shock [Ultramarines] Captain Fails Battle Shock [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Passes Battle Shock [Ultramarines] Scores Primary: Inescapable Dominion — 5 VP |
| Movement | [Ultramarines] Incursor Squad Advances onto Objective 3 [Ultramarines] Captain Makes a Normal Move towards Objective 4 [Ultramarines] Scout Squad 2 Ingress in Necrons Deployment Zone to Score [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Advances onto Objective 4 to Score [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Makes a Normal Move towards Technomancer + Canoptek Wraiths 1 to Charge [Ultramarines] Land Raider Redeemer Makes a Normal Move towards Triarch Praetorians 1 to Shoot |
| Shooting | [Ultramarines] Land Raider Redeemer Split Fires to Shoot Triarch Praetorians 1 and Destroys the Unit and Shoots Triarch Praetorians 2 and Kills 1 Model [Ultramarines] Librarian + Sternguard Veteran Squad Shoots Technomancer + Canoptek Wraiths 1 and Deals 0 Damage [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Shoots Technomancer + Canoptek Wraiths 1 and Kills 1 Model |
| Charge | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Furious Dedication for 1 CP [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Declares a Charge – Charge Succeeds [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Charges into Technomancer + Canoptek Wraiths 1 [Ultramarines] Librarian + Sternguard Veteran Squad Declares a Charge – Charge Succeeds [Ultramarines] Librarian + Sternguard Veteran Squad Charges into Technomancer + Canoptek Wraiths 1 |
| Fight | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Terminatus Assault on Technomancer + Canoptek Wraiths 1 [Necrons] Technomancer + Canoptek Wraiths 1 Passes Battle Shock [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Fights Technomancer + Canoptek Wraiths 1 and Destroys the Unit [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Consolidates into Doomsday Ark 1 [Ultramarines] Librarian + Sternguard Veteran Squad Consolidates onto Objective 6 [Necrons] Doomsday Ark 1 Fights Librarian in Terminator Armour + Terminator Assault Squad and Deals 0 Damage |
| End of Turn | [Ultramarines] Scores Secondary: Centre Ground — 3 VP [Ultramarines] Scores Secondary: Overwhelming Force — 3 VP [Ultramarines] Scores Secondary: Outflank — 5 VP [Ultramarines] Scores Primary: Inescapable Dominion — 4 VP |
| Score at End | 52 |
| CP at End | 1 |
The Ultramarines close out Round 3 with a great scoring turn and by finally taking down the last of the Wraiths. Coming into the turn, they wanted to start ramping up the Secondary scoring while also starting to limit the Necrons’ ability to score Secondaries. They’ve basically made peace with the fact that they won’t be able to take down The Silent King and so wanted to focus on pressuring the rest of the army.
From an execution perspective, one of the players finally had a turn where things went according to plan. The Ultramarines took down the units that they needed to kill and got to the places on the board that they needed to get to in order to score. The only complaint is not doing more damage to Triach Praetorians 2, but that is admittedly very minor.
From a Necrons’ perspective, losing the last of the Wraiths and then having a DDA get consolidated into is not good. That said, the center of the board is now wide open for The Silent King and other DDA to start pressing. Let’s see if they keep playing conservatively or start ramping up the aggression a bit.
Board state at the end of Round 3 is shown below.

End of Round 3
ROUND 4:
| Phase: | Go First: Necrons |
| Score at Start | 45 |
| CP at Start | 2 |
| Command | [Necrons] Gains 1 Core CP [Ultramarines] Gains 1 Core CP [Ultramarines] Uses Psychic Disciplines to select Biomancy Discipline [Necrons] Draw Secondaries: Bring it Down & Outflank [Necrons] uses New Orders for 1 CP to drop Bring it Down [Necrons] Draws Secondary: Assassination [Necrons] The Silent King uses Voice of the Triarch to select Phaeron of the Stars [Necrons] Scores Primary: Secure Asset — 4 VP [Necrons] Triarch Praetorians 2 uses Reanimation Protocols and heals 2 Wounds |
| Movement | [Necrons] Triarch Praetorians 2 Makes a Normal Move towards Objective 6 to Perform an Action [Necrons] The Silent King uses Dimensional Tunnel for 1 CP [Necrons] The Silent King Makes a Normal Move towards Objective 4 to Shoot and Charge [Necrons] Doomsday Ark 2 Makes a Normal Move onto Objective 5 to Shoot [Necrons] Hexmark Destroyer Makes a Normal Move onto Objective 5 to Perform an Action [Necrons] Ophydian Destroyers Makes a Normal Move towards Scout Squad 2 to Charge |
| Shooting | [Necrons] Doomsday Ark 1 Shoots Librarian + Sternguard Veteran Squad and Destroys the Unit [Necrons] Doomsday Ark 2 Shoots Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad and Kills 4 Models [Necrons] The Silent King Shoots Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad and Kills 2 Models [Necrons] Triarch Praetorians 2 Performs Plunder |
| Charge | [Necrons] The Silent King Declares a Charge – Charge Succeeds [Necrons] The Silent King Charges into Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad [Necrons] Ophydian Destroyers Declares a Charge – Charge Succeeds [Necrons] Ophydian Destroyers Charges into Scout Squad 2 |
| Fight | [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad uses Bladeguard for +1 to Hit [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Terminatus Assault [Necrons] Doomsday Ark 1 Fails Battle Shock [Necrons] The Silent King Fights Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad and Kills 3 Models [Necrons] Ophydian Destroyers uses Plasmacyte [Necrons] Ophydian Destroyers Fights Scout Squad 2 and Kills 4 Models [Necrons] Doomsday Ark 1 Fights Librarian in Terminator Armour + Terminator Assault Squad and Deals 0 Damage [Ultramarines] Scout Squad 2 Fights Ophydian Destroyers and Deals 0 Damage [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Fights The Silent King and Deals 4 Damage [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Fights Doomsday Ark 1 and Deals 8 Damage |
| End of Turn | [Necrons] Scores Secondary: Plunder — 5 VP [Necrons] Scores Secondary: Assassination — 5 VP [Necrons] Scores Secondary: Outflank — 5 VP [Necrons] Scores Primary: Secure Asset — 4 VP |
| Score at End | 68 |
| CP at End | 1 |
The Necrons decide to push and it turns into a good turn for them.
The Necrons started the turn by looking at the board and deciding that there was nothing left that significantly threatened The Silent King. Based on this, the plan for the turn then became to maximize Secondaries while ramming The Silent King down the Ultramarines’ throats. The goal was to break the back of their last big unit, Captain Titus’ Bladeguard, and then to establish a dominant mid board presence going into Round 5.
From an execution perspective, the Necrons accomplished exactly what they were looking for. Even better, the DDA near Objective 6 tanked more attacks from the Assault Terminators than expected and so stayed healthier than expected going into the next turn.
Board state in the middle of Round 4 is shown below.

Middle of Round 4
| Phase: | Go Second: Ultramarines |
| Score at Start | 52 |
| CP at Start | 2 |
| Command | [Ultramarines] Gains 1 Core CP [Necrons] Gains 1 Core CP [Ultramarines] Draw Secondaries: Behind Enemy Lines & Cleanse [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Passes Battle Shock [Ultramarines] Scout Squad 2 Passes Battle Shock [Ultramarines] Captain Passes Battle Shock [Ultramarines] Uses Oath of Moment on Doomsday Ark 1 [Ultramarines] Scores Primary: Inescapable Dominion — 9 VP |
| Movement | [Ultramarines] Scout Squad 2 Falls Back [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad Falls Back [Ultramarines] Incursor Squad Makes a Normal Move onto Objective 3 to Perform an Action [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Falls Back and uses Celerity [Ultramarines] Captain Makes a Normal Move onto Objective 4 to Perform an Action [Ultramarines] Land Raider Redeemer Makes a Normal Move towards Triarch Praetorians 2 to Shoot |
| Shooting | [Ultramarines] Captain Performs Cleanse on Objective 4 [Ultramarines] Incursor Squad Performs Cleanse on Objective 3 [Ultramarines] Land Raider Redeemer Shoots Triarch Praetorians 2 and Destroys the Unit |
| Charge | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Furious Dedication for 1 CP [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Declares a Charge – Charge Succeeds [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Charges into Doomsday Ark 1 [Necrons] Ophydian Destroyers uses Heroic Intervention for 2 CP [Necrons] Ophydian Destroyers Declares a Charge – Charge Succeeds [Necrons] Ophydian Destroyers Charges into Scout Squad 2 |
| Fight | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Terminatus Assault [Necrons] Doomsday Ark 1 Fails Battle Shock [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Fights Doomsday Ark 1 and Destroys the Unit [Ultramarines] Scout Squad 2 Fights Ophydian Destroyers and Deals 0 Damage [Necrons] Ophydian Destroyers Fights Scout Squad 2 and Destroys the Unit |
| End of Turn | [Ultramarines] Scores Secondary: Cleanse — 5 VP [Ultramarines] Scores Secondary: Engage on All Fronts — 3 VP [Ultramarines] Scores Primary: Inescapable Dominion — 4 VP |
| Score at End | 73 |
| CP at End | 2 |
The Ultramarines keep grinding through their turn. It wasn’t pretty or flashy, but it was effective as they focused on scoring and controlling Objectives with just enough killing of enemy units.
Both sides are now setup for a critical Round 5 as the Necrons need to make up ground on the scoreboard while the Ultramarines want to keep hanging on.
Board state at the end of Round 4 is shown below.

End of Round 4
ROUND 5:
| Phase: | Go First: Necrons |
| Score at Start | 68 |
| CP at Start | 0 |
| Command | [Necrons] Gains 1 Core CP [Ultramarines] Gains 1 Core CP [Ultramarines] Uses Psychic Disciplines to select Biomancy Discipline [Necrons] Draw Secondaries: Centre Ground & No Prisoners [Necrons] The Silent King uses Voice of the Triarch to select Relentless March [Necrons] The Silent King uses Reanimation Protocols to heal 2 Wounds |
| Movement | [Necrons] Doomsday Ark 2 Advances onto Objective 6 to Shoot [Necrons] The Silent King uses Dimensional Tunnel for 1 CP [Necrons] The Silent King Makes a Normal Move onto Objective 5 to Shoot and Charge [Necrons] Ophydian Destroyers Deep Strikes onto Objective 1 to Screen |
| Shooting | [Necrons] Hexmark Destroyer Performs Secure Assets on Objective 5 [Necrons] Doomsday Ark 2 Shoots Librarian in Terminator Armour + Terminator Assault Squad and Kills 2 Models [Necrons] The Silent King Split Fires to Shoot Captain and Destroys the Unit and Shoots Incursor Squad and Kills 1 Model |
| Charge | [Necrons] The Silent King Declares a Charge – Charge Fails |
| Fight | [Necrons] None |
| End of Turn | [Necrons] Scores Secondary: No Prisoners — 2 VP [Necrons] Scores Secondary: Centre Ground — 5 VP [Necrons] Scores Primary: Secure Asset — 14 VP [Necrons] drops Forward Position for 1 CP [Ultramarines] Scout Squad 1 uses Guerrilla Tactics |
| Score at End | 89 |
| CP at End | 1 |
The Necrons close out their turn 5 and its a big, albeit slightly disappointing turn.
Coming into the turn, the plan was to keep pressing the attack and to try to blow the Ultramarines completely out of the midfield. This plan solidified when the Secondary draw lined up perfectly with what the Necrons wanted to do……control the midfield, control the center, and kill things.
From an execution standpoint, the turn went very well with 1 major exception. The exception was that the Necrons were short on CP and had to burn their last one on Dimensional Tunnel to setup The Silent King on Objective 4. This was all according to plan, until The Silent King rolled snake eyes and failed a 3 inch Charge. The result of this was Titus’ unit surviving and the Necrons’ missing out on 2 VP on No Prisoners and potentially risking an end of game Display of Might for 5 VP. It’s not crippling, but in a game this close 7 VP could be the difference between slamming the door on the Ultras and a close loss.
Let’s see if the Ultramarines can take advantage of this bad fortune. Board state in the middle of Round 5 is shown below.

Middle of Round 5
| Phase: | Go Second: Ultramarines |
| Score at Start | 73 |
| CP at Start | 3 |
| Command | [Ultramarines] Gains 1 Core CP [Necrons] Gains 1 Core CP [Ultramarines] Draw Secondaries: Burden of Trust & Defend Stronghold [Ultramarines] Land Raider Redeemer Guards Objective 4 [Ultramarines] Incursor Squad Guards Objective 3 [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad uses Insane Bravery for 1 CP [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Fails Battle Shock [Ultramarines] Uses Oath of Moment on The Silent King [Ultramarines] uses New Orders for 1 CP to drop Behind Enemy Lines [Ultramarines] Draws Secondary: Assassination |
| Movement | [Ultramarines] Land Raider Redeemer Makes a Normal Move towards Objective 4 to Shoot and Charge [Ultramarines] Scout Squad 1 Ingress onto Objective 2 to Score [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Makes a Normal Move onto Objective 6 to Charge |
| Shooting | [Ultramarines] Captain Titus + Wardens of Ultramar + Bladeguard Veteran Squad uses Explosives for 1 CP to Deal 2 Mortal Wounds to The Silent King [Ultramarines] Land Raider Redeemer Shoots The Silent King and Kills 2 Models |
| Charge | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Declares a Charge – Charge Succeeds [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Charges into Doomsday Ark 2 [Ultramarines] Land Raider Redeemer Declares a Charge – Charge Succeeds [Ultramarines] Land Raider Redeemer Charges into The Silent King |
| Fight | [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad uses Terminatus Assault [Necrons] Doomsday Ark 2 Passes Battle Shock [Ultramarines] Land Raider Redeemer Fights The Silent King and Deals 0 Damage [Ultramarines] Librarian in Terminator Armour + Terminator Assault Squad Fights Doomsday Ark 2 and Deals 2 Damage [Necrons] Doomsday Ark 2 Fights Librarian in Terminator Armour + Terminator Assault Squad and Deals 0 Damage [Necrons] The Silent King uses Merciless Reclamation for 2 CP [Necrons] The Silent King Fights Land Raider Redeemer and Deals 8 Damage |
| End of Turn | [Ultramarines] Scores Secondary: Defend Stronghold — 5 VP [Ultramarines] Scores Secondary: Burden of Trust — 4 VP [Ultramarines] Scores Primary: Inescapable Dominion — 9 VP |
| Score at End | 91 |
| CP at End | 1 |
And thats the end of the game with the Ultramarines barely squeaking out a win. They had to work hard and fight for every point in the last turn, but got there in the end.
From a Necrons. perspective, the game comes down to The Silent King’s failed Round 5 Charge. If that had gone through, this game probably finishes with the Necrons winning by 10ish point on route to scoring in the mid to high 90’s. Instead, they barely lose. Tough draw given how well they played.
Board state at the end of the game is shown below.

End of Round 5
RESULT:
Singles Format: 91 – 89 Ultramarines WIN
WTC Teams Format: 10 – 10 DRAW
GAME REVIEW:
This game was a grind, and honestly a refreshing change of pace from the race-to-100 games I’ve been playing lately in 11th. Both sides spent as much time denying points as scoring them and neither army ever built up enough CP to really open things up. This was a game decided on the margins instead of by either side having clear advantages.
From the Ultramarines’ perspective, this was my first time running Reclamation Force and the list felt genuinely powerful. It built its biggest lead by Round 3 on the back of Captain Titus’s unit and the Terminator hammer doing work early. The problem was I still don’t have a great feel for the list’s rhythm yet, which led to the list losing momentum late. I also forgot about the Celerity Fall Back and Charge fine print early before correcting it later in the game, which was annoying. The win is real, but there’s clearly refinement still to find here.
From the Necrons’ perspective, I actually think this was the better-played side of the game, even in the loss. The Silent King had an absurd individual game between solo’ing both the RepEx and most of Titus’ unit and then dominating the middle of the board by himself. The Necrons clawed back into the game on the back of his dominance and, if the dice had gone even slightly differently in Round 5, this easily could have flipped the other way.
Either way, it was a close, tense game that came down to variance more than a strategic gap and I’m looking forward to running Reclamation Force again now that I’ve got a first game’s worth of reps under my belt.
POST-GAME EVALUATION:
Necrons
| Category | Rating | Notes |
| Strategic – List Development | 5 — Worked Great | Starshatter Arsenal delivered on its identity and desired play style, especially anchored by a dominant Silent King performance, which is key given that he was the focus of the list. |
| Strategic – Force Disposition / Detachment | 5 — Worked Great | Never felt like fighting the mission; Priority Assets matched the list’s identity cleanly. |
| Strategic – Win Condition | 5 — Worked Great | Win condition was accurate, which is no surprise given that I have a lot of experience with this detachment/list. |
| Strategic – Game Focus Area | 5 — Worked Great | Best game played with The Silent King to date. It was a disciplined game focused on board spacing and target prioritization that worked really well. |
| Strategic – Deployment | 5 — Worked Great | No glaring changes needed. |
| Tactical – Movement / Positioning | 5 — Worked Great | No glaring changes needed. They even had a few late-game Advances where they chose not to move as far as they could have, specifically to avoid setting up Heroic Interventions for the Ultramarines. |
| Tactical – Target Priority / Sequencing | 5 — Worked Great | No obvious issues, a strength this game. |
| Tactical – CP Usage | 3 — Mixed | Lost the game because they were at 0 CP when they desperately needed a CP Re-roll. |
| Tactical – Primary Scoring | 5 — Worked Great | Came close to maximizing primary scoring. |
| Tactical – Secondary Scoring | 4 — Mostly Worked | Came up just a bit short. Ultramarines were able to deny occasionally. |
Ultramarines
| Category | Rating | Notes |
| Strategic – List Development | 5 — Worked Great | First outing with Reclamation Force and the list did exactly what it was built to do. |
| Strategic – Force Disposition / Detachment | 5 — Worked Great | Never felt like fighting the mission; Take and Hold matched the list’s identity cleanly. |
| Strategic – Win Condition | 3 — Mixed | Original win condition banked on the Librarian + Sternguard Veteran Squad as a key differentiator, but that unit never really delivered. The real win condition that emerged mid-game was eliminating the Necrons’ scoring units instead. |
| Strategic – Game Focus Area | 3 — Mixed | Ties back to the Win Condition miss. The Assault Terminators were managed well and stayed a constant problem for the Necrons, but the Sternguard were a flop and didn’t really matter in the game. |
| Strategic – Deployment | 5 — Worked Great | No glaring changes needed. |
| Tactical – Movement / Positioning | 4 — Mostly Worked | Necrons made them react instead of dictate more than they would have preferred, but that was more tied to how the game went than any player issues. The biggest misplay was the Sternguard being used too aggressively. It would be a 3, except that their Round 5 “grind for every point” plays were enough to bail them out of what should have been a loss. |
| Tactical – Target Priority / Sequencing | 5 — Worked Great | No obvious issues, a strength this game. |
| Tactical – CP Usage | 4 — Mostly Worked | Early game Celerity issue, otherwise just more refinement needed as the list gets played more. |
| Tactical – Primary Scoring | 5 — Worked Great | Came close to maximizing primary scoring. |
| Tactical – Secondary Scoring | 4 — Mostly Worked | Came up just a bit short. Necrons were able to deny occasionally. |
EARNED THEMSELF A NAME:
The Silent King. He dominated this game from both sides of the table. He single-handedly destroyed the Repulsor Executioner before it could threaten him and then became the backbone to the Necrons’ comeback attempt thanks to his buffs and ability to score Primary and Secondary points while also dominating the center of the board. The Necrons’ patient, disciplined handling of him turned him into something close to unkillable by the late game and it’s not a coincidence that Necrons nearly stole this game on the back of his performance.
MAGNUS OF THE GAME:
Repulsor Executioner. It had one job in this game….to threaten The Silent King and the Doomsday Arks to buy the rest of the Ultramarines’ forces breathing room. Instead, it got locked in combat early by the Wraiths, which neutered its shooting output before it was eventually taken down by the very unit it was supposed to be hunting: The Silent King. This is what started the Ultramarines losing control of the game’s momentum and it would have been remembered as the turning point of the game had the Necrons completed their comeback.






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