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NECRONS vs. ELDAR 1250pts

March 14th 2007

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Eldar Turn 1

Adam: Moving - Ok.. don’t panic!! I thought I was going to get a pasting, but after the dust settled one Warp Spider was the only casualty, quite light damage considering…. To start with I used my Farseer to 'fortune' the Shining Spears he was leading but Doom was out of range.

Seeing my Harlequins disembarked and in the open was quite scary, but with a good Fleet of Foot roll I might be able to get them into close combat with the Wraiths and the Necron Lord, in the end I decided to mount them in the Falcon again and move 24" towards the right flank (as it could move but not shoot – Spirit Stones are worth the cost!). The Warp Spiders, surprised to be alive, had no real hiding place and so they dived headlong into the fray straight up towards the Destroyers and the Lord with his Wraith bodyguards. The Rangers stood fast and the weaponless War Walker boldly moved towards the Necron troops (only good for close combat now).

I paused for a moment and then decided to continue with my strategy of close assault, zooming the Wave Serpent 24" just to the left of the Necron Warriors, and followed closely behind by the turboboosting, lance-wielding, fortuned Shining Spears. Movement was done.

battle
Shining Spears led by a Farseer zoom in on the Necron flank (ordinary Jetbikes standing in as Shining Spears)

Shooting - I went from left to right with shooting. I focused the Warp Spiders on the Lord and the Wraiths causing 4 wounds, which were then all saved. Moving over to the Rangers I trusted their accuracy and skill and targeted the far off Immortals... 5 hit, 2 with AP1, now to wound… All failed to wound!! Argghh, the new dice I had just bought seemed to need warming up… I soldiered on, knowing that a lot would depend on next turn’s results.

Close combat - I didn’t fancy the Warp Spiders getting pounded by all the guns known to man, so I charged the Lord and his Wraith bodyguards. Although surprised I wasn’t instantly killed just for thinking of attacking, the Warp Spiders only suffered 2 casualties, the Necrons suffered 1 wound which was saved.

Necrons Turn 2

Mike: Movement - Hmm…Now this was the turn where I was looking to do some serious damage to the Eldar. This was my opportunity. Next turn they would be in close combat. First I rolled for Flayed Ones. Nothing! I maneuvered all my firing units into position and advanced my Tomb Spyder. The Tomb Spyder popped another swarm, but unfortunately I rolled a ‘1’ so it took a Wound.

battle
The Tomb Spyder closes in on the Rangers, but takes a Wound making Scarabs

Shooting - My vehicle hits again failed to destroy them, but caused multiple glancing hits. In addition I only managed to kill I think 1 jetbike with my Immortals. Something to do with those pesky Farseer re-rollable saves. Everything in the Eldar army seems to be re-rollable, or ignores Toughness or whatever. If I remember, I fired on the Wave Serpent with my Warriors, needing 6s with Gauss Flayers, but I did no damage.

Close Combat - In the cc phase, my Lord and Wraiths managed to finish off the Warp Spiders, taking no casualties themselves.

Overall, the firing in this turn was disappointing. I could only console myself with the fact that I still had taken no Necron casualties apart from a single Wound (self-inflicted!) on my Tomb Spyder, and the Eldar had lost a whole unit, had two vehicles disabled, and lost one of the jetbikes. Not bad.

battle
The Lord and his Wraiths move across to the other flank, after finishing off the Warp Spiders

I was still confident at this stage. It looked like the Shining Spears were going to crash into my Immortals, but if the Immortals held them up a bit and took a few casualties I would be happy. I wouldn’t care too much if the Harlequins assaulted the Tomb Spyder and Heavy Destroyer, as it looked like they could do. But I did really need to do some more damage with firing.

Eldar Turn 2

Adam: Movement - Again huge amounts of firepower were brought to bear against my vehicles, all still remained operational. One of the Shining Spears had been destroyed and the rest of the Warp Spiders. Again I started with the Farseer, 'fortuning' the Shining Spears and 'dooming' the Tomb Spyder, who by this time had spawned 2 Scarab bases that were heading straight for the Rangers. I moved the Shining Spears along with the Farseer within spitting distance of the Immortals.

The Harlequins disembarked from the Falcon and it seemed with an average dice roll would make combat with the Tomb Spyder. The Dire Avengers disembarked as well and then I moved the tanks - firstly I moved the Wave Serpent away to clear a path for the Dire Avengers to advance, secondly the Falcon moved to engage the Tomb Spyder and Scarabs. The Dire Avengers then proceeded to walk very slowly across difficult terrain and by that I mean I rolled '2' for the difficult terrain test…a 2!!! These dice are cursed.

battle
The Dire Avengers disembark from the Wave Serpent to face massed fire from the Necrons

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