Daemons v Necrons.
Points: 1500Mission: Purge the Alien
Deployment: Dawn of War
Night fighting: Turn 1
Great Unclean One:
Psychic powers: Warp Speed
Psychic powers: Enfeeble
Psychic powers: Endurance
Greater reward: feel no pain 4+
Exalted reward: Eternal Blade
Herald of Tzeentch:
Psychic powers: Prescience
Exalted reward: Grimorie
Herald of Nurgle:
Exalted Reward: Portaglyph
Army List
Can be found in an appendix at the end.
Battle Discussion
Can be found in an appendix at the end.
Terrain was pre-set to save time.
Daemons won the roll to choose sides.
Daemons won the roll and chose to go first.
The Battlefield.
Deployment.
Daemons Deployment.
Daemons reserves:
10 Plaguebearers
10 Seekers
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| Screamers prepare for battle. |
Necron Reserves:
Deathmarks with Cryptek
Daemons Top Turn 1.
Orikan calls forth temporal snares to make all normal terrain difficult and all difficult uses lower d6 rather than higher. In addition C’Tan Shard uses Writhing Worldscape to make all difficult terrain dangerous and dangerous terrain wound on a 2+. Any Daemon movement is now dangerous!
1 Soul Grinder moves into forest and avoids immobilisation.
2 Screamers move behind forest preparing for a flanking run. No wounds from dangerous terrain.
GUO advances. No wounds from dangerous terrain.
Plaguebearers remain still.
1 Soul Grinder shoots warriors in boulder field but they all make their cover due to night fighting.
Necrons Bottom Turn 1.
Necrons advance on main Daemon force to get into rapid fire range, Wraiths move in towards GUO in preparation of using Transdimensional Beamer on it.
1 Barge shoots 20 Plaguebearers and kills 1.
Warriors fail to glance Soul Grinder.
2 Warriors fail to wound GUO but the Cryptek’s weapon makes the GUO move on difficult terrain.
Scarabs charge Soul Grinder, fail but get re-roll due to fleet and make it!
Soul Grinder hits 3 times, but only 1 wound on a 2+! Scarabs strip 3 armour off the Soul Grinder.
Daemons Top Turn 2.
1 Seekers arrive from reserve, move in from the Daemon deployment edge.
2 Grimorie fails! Screamers are left vulnerable and stay put.
3 Portaglyph is dropped, 5 Bloodletters emerge.
4 GUO only rolls a 4’’ move due to Cryptec shooting and can’t do much, so it repositions.
Warp Storm: Dark Prince Thursts: 5 4 wounds on Immortals, 2 down, 2 dead.
6 Soul Grinder kills Scarabs. [1DVP, Daemon First Blood]
Necrons Bottom Turn 2.
Deathmarks arrive from reserve, SCATTER OFF THE TABLE BY 1’’, ROLL 1 ON MISSHAP AND THE UNIT IS DESTROYED!!!! [1DVP]
Necrons advance on GUO.
Barge shoots at Bloodletters and kills 4
Immortals shoot and kill remaining Bloodletters. [1NVP]
1 Warriors and Cryptek shoot and kill 6 Plaguebearers.
2 Warriors shoot Soul Grinder 12 hits, no hull points off!
3 C’Tan fails 6’’ charge against the GUO
End Turn 2.
Daemons: 3
Necrons: 1
Daemons Top Turn 3.
Grimorie passes, Screamers are released!
GUO casts Warp Time on self and Endurance on Seekers.
Plaguebearers deep strike from reserve behind the Barge and Immortals to draw fire.
The Necrons are now out of position overextending themselves into assault range of the Daemons, the wrath of Nurgle is now able to strike!
Screamers advance towards warriors in boulders. Soul Grinder also advances on Warriors.
1 Plaguebearers advance on Wraiths.
2 Seekers advance on Wraiths.
3 Plaguebearers advance C’Tan.
4 GUO ignores the Wraiths and C’Tan, casually walking past them towards the big blob of Warriors.
Warp Storm: Rot, Glorious Rot. No damage.
Soul Grinder shoots at Warriors in boulders knocking 8 down!
Screamers turbo boost over Warriors in boulders, 13 hits but ONLY 2 WOUNDS on a 4+!!!
5 Warriors in the boulders reanimate, 4 remain dead.
1 Plaguebearers assault Wraiths soaking up overwatch, 2 Seekers also assault the Wraiths. 41 attacks, 32 hits, 9 wounds (5+ to wound), only 3 unsaved! Wraiths kill Plaguebearers. [1NVP]
3 Plaguebearers assault C’Tan, 2 Plaguebearers are killed, C’Tan is killed by their poison attacks! [1DVP]
GUO assaults Warrior blob and makes the charge range by 1’’! 6 warriors are down for no damage back and they fall back losing the ability to reanimate.
Soul Grinder assaults Warriors in Boulders, 2 dead but they knock off 2HP from the Soul Grinder due to the Scarabs stripping off 3 armour earlier.
Necrons Bottom Turn 3.
Warriors regroup after falling back from GUO and snap shot at it, 4 hits, 1 wound, GUO makes save.
Orikan supercharges to epic power (so he thinks) and shoots his Transdimensional beamer at the GUO but fails to teleport it to before time.
Barge shoots Plaugebearers that arrive behind it killing 7, Immortals also shoot them and kill another 2. 1 remains!
1 Seekers continue to fight the Wraiths. 31A, 24 hits, 5 wounds, Wraiths make all saves. Wraiths kill 1 Seeker and another 2 die from instability.
Soul Grinder knocks down 3 warriors, they strip 1 HP, and 1 reanimates.
End Turn 3.
Daemons: 4
Necrons: 2
Daemons Top Turn 4.
Plaguebearers advance on Orikan.
Warp Storm: Rot, Glorious Rot. No damage.
GUO charges Warriors, with Warp Time and Eternal Blade he gets 11A! 8 hits, 8 down! Warriors return no damage and fall back. Now they are under 25% they are finished. [1DVP]
Screamers assault the Warriors in the Boulders. 32A, 17 hits, 9 wounds, 4 down, 3 reanimate.
Soul Grinder fails to hit. Warriors destroy the Soul Grinder. [1NVP]
2 Plaguebearer squads assault Orikan, Orikan kills 2 and they return 2 wounds. Combat is drawn.
Necrons Bottom Turn 4.
1 Immortals shoot and kill single remaining Plaguebearer [1NVP]
Barge shoots GUO, 8 hits, 4 wounds, GUO makes cover saves due to Barge shooting through units and shrouded.
2 Seekers kill of the remaining Wraith, FINALLY! [1DVP]
3 Orikan kills the remaining Plaguebearers from the smaller squad that assaulted him. [1NVP]
Screamers land 8w, knocking down 4 and take no damage back. Necrons Fall back and are under 25%. [1DVP]
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| Necron Lord draws lightning from his ancient staff in an attempt to hold back the Daemonic Horde. |
Time is running out and Necrons Concede.
Daemons: 7
Necrons: 5
DAEMON VICTORY.
APPENDIX.
Daemon Army List.
Warlord: Great Unclean One, Level 3 psycher, Exalted reward (Eternal Blade), Greater Reward (FnP 4+)
HQ 2a: Herald of Tzeentch on a Disk with Grimorie (joined Screamers)
HQ 2b: Herald of Nurgle, Portaglyph and Icon of Fecundity (FnP for unit) (Joined 20 Plaguebearers)
Troop 1: 20 Plaguebearers
Troop 2: 10 Plaguebearers
Troop 3: 10 Plaguebearers
Troop 4: 10 Plaguebearers
Fast 1: 9 Screamers
Fast 2: 10 Seekers, Heartseeker with AP2 weapon
Heavy 1: Soul Grinder of Nurgle with Phlegm.
Necron Army List (from memory and photos)
Warlord: Orikan the Diviner (Joined immortals)
Troop 1: 5 Immortals (Tesla carbines)
Troop 2: 15 Warriors with Cryptek
Troop 3: 15 Warriors with Lord (MSS and Gauntlet of Fire)
Elite 1: C’Tan Shard (Writhing Worldscape and Time’s Arrow)
Elite 2: Deathmarks with Cryptek
Fast 1: 3 Wraiths (Transdimensional Beamer)
Fast 2: 3 Scarabs
Heavy 1: Annihilation Barge
Comments by James and Mike.
James.
Pre-battle thoughts.
The idea of this army is to use the fast attack and GUO to tie up the enemy shooting early and allow the hordes of Plaguebearers to capture and hold objectives using their shrouded to survive.
Post-battle thoughts.
Rolling Purge the Alien screwed up my plans majorly, with 3 units of only 10 Plaguebearers each I was in for a difficult battle. The basic plan still held though, to try to engage shooting units in cc to allow my slow Plaguebearers to advance unmolested. In the end Mike made the critical error of advancing his units to try and get into rapid fire range. He was also focused on getting his Transdimensional beamers and Time’s Arrow onto my GUO to remove it from play. The combination brought his units into assault range of my slow Daemons and when he realised what was happening it was too late. My Daemons pounced and ripped him apart.
I was also happy with my assault choices, using the GUO against his warriors and my hordes of troops and Seekers against his Wraiths and C’Tan. The Soul Grinder assault was a risk, but it would have gone down to shooting most likely, possibly a better choice would have been to hold it back in cover and tie up the worriers with the Screamers, but then it would have been sitting there doing nothing as all its targets would be in CC.
Mike.
Pre comments.
I'm going to assume James will be bringing a lot of stuff that has to move. This will work with a little plan I have where I have a special character, Orikan the Diviner, who makes all open terrain difficult terrain on the first turn, coupled with C'tan that makes all difficult terrain dangerous. Therefore the entire board will be dangerous terrain for James in his first turn. Should prove amusing at least. Other than that I have a bit of wargear that can make things disappear based on attribute tests. The idea is to use these against massive daemons or things with rerolling invulnerable saves (Screamers!). Lets see how the Necrons stack up against the daemons.
Post comments.
Well, that was the 40k equivalent of poking a sleeping dog with a sharp stick. I was sitting pretty but had to move into range to try and use some of my toys. (This is why I like orks the best, if you can't win by headbutting stuff your tactics are wrong). The thought of banishing James' great unclean one with the wraith was too tempting and cost me greatly. But the immortals proved a great choice against light infantry such as the plague bearers. The difficult terrain trick was nothing like the game winner it has been described as where "1/6th of your enemies army dies guaranteed" That will teach me to read blogs written by idiots. It was a nice try though.
Once I made that fatal advance James entire army seemed to pounce and overwhelm me quickly and unexpectedly. Ooops. Oh well, die and learn.

















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