Could this be my last 8th Edition Warhammer 40,000 battle? I think it might just be.
I decided to go out of 8th Ed as I started, with my Necron force. Out of frustration with the Necron’s lack of long range firepower, my last few games were using my Imperial soup with greater success. This time though, I really wanted to give the Necron phalanxes one last hurrah!
The lists and pre-battle strategy
My Necron list was made up of 2 Battalions. This was largely owing to the 6 full size squads of Warriors and Immortals and I wanted to try Telsa with a Mephrit Dynasty rules for the additional 1 AP at half range. The other Battalion was my stock Sautekh Dynasty so the Warriors could advance and still fire. Ghost Arks would back the Warriors up for an additional Reanimation Protocols roll (or that was the intent). A Cloak Cryptek would stay close to the Command Barge to additional Wound healing and the other 2 Chronometron Crypteks would stay close to the Immortals and Warriors for an additional 5++ (invul. save) against shooting.
Necron Army (Warhammer 40,000 8th Edition) [115 PL, 13CP, 2,000pts]
Battalion Detachment [71 PL, 8CP, 1,207pts]
Dynasty: Sautekh, Battle-forged CP [3CP] ,
HQ : Catacomb Command Barge, Selections: Artefact: Lightning Field, Tesla Cannon, Warscythe
HQ: Cryptek, Selections: Chronometron, Staff of Light
HQ: Cryptek, Selections: Canoptek Cloak, Staff of Light
Troops: 20x Necron Warriors, Selections: 20x Gauss Flayer
Troops: 20x Necron Warriors, Selections: 20x Gauss Flayer
Troops: 20x Necron Warriors, Selections: 20x Gauss Flayer
Dedicated Transport: Ghost Ark, 2x Gauss Flayer Arrays
Dedicated Transport: Ghost Ark, 2x Gauss Flayer Arrays
Battalion Detachment [44 PL, 5CP, 793pts]
Dynasty: Mephrit
Relics: Dynastic Heirlooms* [-1CP]
HQ: Overlord, Selections: Artefact: *The Veil of Darkness, Resurrection Orb, Staff of Light, Warlord
HQ: Cryptek, Selections: Chronometron, Staff of Light
Troops: 10x Immortals, Tesla Carbine
Troops: 10x Immortals, Tesla Carbine
Troops: 10x Immortals, Tesla Carbine
Fast Attack: 3x Destroyers, Selections: 3x Gauss Cannon
My opponent, who I shall refer to as “Harly“, is a good mate of mine from many moons ago who hosted our game. He has been playing Astra Militarum (AM) for most of 8th Ed and has been working on a large vehicle contingent. He recently finished building models for a Wyvern and Basalisk for the game to add some indirect fire (out of Line of Sight aka LOS) to his other 2 mortar squads. The mainstay of the Army were the Leman Russ chassis’ including: , a Punisher Tank Ace, a Demolisher and 3 Battle Cannon Russes. Add a Hellhound, Hydra and 3 Armoured Sentinels and that rounds out the Armour side of things. The foot troops were 5 or so squads of Infantry with 2 Astropaths and 5 Infantry Characters to support the rank and file (Commissar, Co. Commander and Lieutenants). An infiltrating force of 3 Tempestus Scions with their Commander was included to drop behind my lines and cause havoc. I’ve fought a similar Army before and knew what to expect. With more Troops than previous games and not having played Necrons in a while, I think the match up was far than in my favour but I stuck to my plan and we started the battle.
AM/Scion 2000 [128 PL, 17CP, 2,000pts]
Brigade Detachment +12CP (Imperium – Astra Militarum) [55 PL, 11CP, 823pts]
Regimental Doctrine: Regiment: Cadian, Imperial Commander’s Armoury [-1CP]: 1 additional Heirloom of Conquest
HQ: Company Commander: Bolt pistol, Chainsword, Warlord, WT: Grand Strategist
HQ: Company Commander: Boltgun, Chainsword, Relic (Cadia): Relic of Lost Cadia
HQ: Company Commander: Boltgun, Chainsword
Troops: Infantry Squad 10x Guardsman: 8x Lasgun, Special Weapon: Meltagun, Sergeant: Boltgun, Chainsword
Troops: Infantry Squad 10x Guardsman: 8x Lasgun, Special Weapon: Meltagun, Sergeant: Boltgun, Chainsword
Troops: Infantry Squad 10x Guardsman: 8x Lasgun, Special Weapon: Grenade Launcher, Sergeant: Boltgun, Chainsword
Troops: Infantry Squad 10x Guardsman: 8x Lasgun, Special Weapon: Plasma gun, Sergeant: Boltgun, Chainsword
Troops: Infantry Squad 10x Guardsman: 8x Lasgun, Special Weapon: Plasma gun, Sergeant: Boltgun, Chainsword
Troops: Infantry Squad 10x Guardsman: 8x Lasgun, Special Weapon: Plasma gun, Sergeant: Boltgun, Chainsword
Elites: Astropath Laspistol, Nightshroud
Elites: Astropath Laspistol, Psychic Maelstrom
Elites: Platoon Commander Chainsword, Laspistol
Elites: Platoon Commander Chainsword, Laspistol
Fast Attack: Armoured Sentinels Missile Launcher
Fast Attack: Armoured Sentinels Missile Launcher
Fast Attack: Hellhound Heavy Flamer, Turret-mounted Inferno Cannon
Heavy Support: Heavy Weapons Squad 3 Heavy Weapon Team: Mortar
Heavy Support: Heavy Weapons Squad 3 Heavy Weapon Team: Mortar
Heavy Support: Hydra: Heavy Bolter, Hydra Autocannon
Spearhead Detachment +1CP (Imperium – Astra Militarum) [57 PL, -1CP, 924pts]
Regimental Doctrine: Gunnery Experts, Spotter Details, Specialist Detachment [-1CP]: Emperor’s Fist Tank Company, Tank Ace [-1CP]
HQ: Tank Commander Emperor’s Fist, Lascannon, Plasma Cannons, Turret-mounted Demolisher Siege Cannon
HQ: Tank Commander Emperor’s Fist, Heavy Bolter, Heavy Bolters, Turret-mounted Punisher Gatling Cannon, Weapon Expert
Heavy Support: Basilisk: Heavy Bolter, Basilisk Mortar
Heavy Support: Leman Russ Battle Tank Emperor’s Fist Battle Cannon, Heavy Bolter, Heavy Bolters, Heavy Stubber
Heavy Support: Leman Russ Battle Tank Emperor’s Fist Battle Cannon, Heavy Bolter, Heavy Bolters, Heavy Stubber
Heavy Support: Wyvern: Heavy Bolter, Wyvern Mortar
Battalion Detachment +5CP (Imperium – Astra Militarum) [16 PL, 7CP, 253pts]
Regimental Doctrine: 43rd Iotan Dragons
HQ: Lord Commissar Bolt pistol, Power sword
HQ: Tempestor Prime Chainsword, Progeny of Conflict, Relic: The Laurels of Command, Tempestus Command Rod, WT: Master of Command
Troops: Militarum Tempestus Scions 2x Scion: 2x Hot-shot Lasgun, 2x Special Weapon: Plasma gun, Tempestor: Chainsword, Plasma pistol
Troops: Militarum Tempestus Scions 2x Scion: 2x Hot-shot Lasgun, 2x Special Weapon: Plasma gun, Tempestor: Chainsword, Plasma pistol
Troops: Militarum Tempestus Scions 2x Scion: 2x Hot-shot Lasgun, 2x Special Weapon: Hot-shot Volley Gun, Tempestor: Chainsword, Plasma pistol
In Game Summary
Going into the game, we setup the Board with 5 sets of Citadel Ruins (Imperial City terrain) arranged equally around the board in a dense ITC style. It’s great playing on a mouse-mat type table surface for rolling dice and moving models and the plastic ruins sit nicely.
In pre-game, I won the roll off and chose to go first, which meant setting up first. I chose a wide deployment to that as many of my foot sloggers with their 24″ range weapons could be as close as possible. The support Crypteks all deployed in between squads to buff them and I had all of my remaining HQs and Destroyers on my left flank. Harly, deployed all his vehicles on the back line, all Infantry except the Scions (waiting to drop in on a later turn) in front of them up to the 12″ deployment line.
The Mission was Precious Cargo from the ITC 2020 pack and we chose Secondaries:

Next I have photos from Harly to talk through the Battle:

My Necron “blob” on the right… π




Necron Turn 1 Summary: With Warriors and Immortals Advancing to get into 24″ range, all shots into 2-3 AM Infantry Squads. AM popped a Strategem to give everyone cover so I just managed to knock out 1 AM Infantry squad and a handful of other wounds to 2 other squads.
AM Turn 1 Summary: I don’t have photos post Battle Round however the AM did really well in eliminating a whole Immortal Squad and a Ghost Ark. Harly is a canny opponent and well versed in anti-Necron tactics. He concentrated on the biggest threat being the Immortals and some of my mobility in the Ghost Ark. At one point, after my uncanny ability to roll 1’s proved useful for my Quantum Shielding saves, the Ghost Ark managed to absorb 20+ wounds before being destroyed. This would prove to be a theme in this Battle. Harly also managed to target the last hidden models for my Immortals with his indirect fire and thus finish them off, regardless of my care and attention having Crypteks nearby to help Reanimate them. A carrot in the form of a Hellhound was dangled in front of my Necrons but moving to the centre of the board… but would I take the bait?

Necron Turn 2 Summary: Of course I took the bait, PFFT! My Destroyers, seeing the Hellhound in front of them and remarkably unscathed from the first Turn, moved forward into Charge range and got ready to vent some of their anger (Hatred). More forward movement from the remaining Immortals and Warriors Advancing once more. All units would be in range of viable targets this Turn including the Ghost Ark and Command Barge. I also had a juicy Infantry unit close after last turn’s good Advance roll on my right flank… would I make the long bomm charge? YES! So between their fire and the Charge I managed to wipe the unit off the AM left flank objective and then bring the Sentinel lurking behind into the Combat. I therefore had more objectives in the first and now second Turn. Alas it’s not all silver lining as the Destroyers totally whiffed their 9x Gauss Blaster shots, with rerolls to Hit and Wound… in hindsight, I should have shot them all into squishy Infantry to knock them off the objective this turn. The Warriors holding onto the left AM objective stayed in Combat with the Sentinel. I forgot to move them to get more attacks on the walker so nothing happened there. The Destroyers, a Cryptek and several Warriors managed to charge the dangled Hellhound and to finish the Turn, the result was… nothing. Not one wound. Oh wells π
AM/Scion Turn 2 Summary: With a unit of Warriors on the left flank and Destroyers and Warriors close to the special objective, the AM force planted their feet (tracks?) firmly and got to work shooting the ever-living (pun intended) %*^# out of my Necrons. The second and final Ghost Ark fell, after absorbing yet another 30+ wounds with Quantum Shielding. The second unit of Immortals and a unit of 20x Warriors also were demolished (pun not intended) being within range of all of the Leman Russes and the indirect fire to finish off my hidden models. The Hellhound fell back from combat allowing a Destroyer to be taken down. This was a good Turn and Harly was looking forward to the next. The Sentinel stayed in Combat with the Warriors and nothing happened there again. I again didn’t think to move more of them into close range.
Necron Turn 3 Summary: With only one unit of Immortals left and being further from their preferred Infantry targets, they moved onto the middle objective with some Warrior backup. I again forgot to move more of the Warriors into contact with the Sentinel so that stalemate continued. I should have at least wrapped it to save their lives in a later Round. The Destroyers finally came to their senses (or their non-Necron commander did) and wiped out an Infantry unit up on the second floor of a ruin (over the special objective) and together with their newly Reanimated squad mate, then charged a Leman Russ and Mortar squad. The Cryptek close my followed on their tails but all viable charges were out of range to get him into range of the special objective for the Bonus point. Again I took out some other Infantry models and I think I may have inflicted a single wound on a Leman Russ this turn. The Warriors nearby the Hellhound charged again, no effect. Let’s hope the disruption from the Destroyers to a Leman Russ and the Mortar Squad would lessen the firepower coming my way.
AM Turn 3 Summary: Movement saw the Hellhound move out of Close Combat (CC). The Wyvern made room for the Leman Russ that reversed out of CC with the Destroyers as did the Mortar squad. Everything fired at the Destroyers, the remaining Immortal Unit and an as yet untouched Warrior squad. They all died from a combination of good D6 rolls for shots and wounds, add in rerolls for Cadian and other Traits and Strategems for good measure from Tank Aces and Commanders but the fun didn’t stop there. π It was their time. Time for the special forces (human, not super-human) to arrive and do their thing. And did they! The 3 Scion squads and Commander dropped in and surrounded my special objective. On it was my Warlord, the Overlord with the (so far unused) Resurrection Orb and a nasty 3 shot, Str 5, AP -3 Staff of Light and lots of CC attacks to back that up. That wasn’t enough though to face down 6 Plasma guns, and all the Hot Shot Lasguns with “Shoot better” and “wound betterer” (or equivalent) Order on them. So the Necron Overlord (Warlord) died leaving on a Cryptek on the special objective.

Necron Turn 4 Summary: With bonus points going to Harly for his Scions heroically taking the special objective. I had a choice to make: 1. Keep pushing for his special objective, or 2. Go back and take mine back off him. I couldn’t help but want revenge for my Warlord so I moved the Command Barge and Cloak Cryptek back to support the Cryptek left on the objective. Meanwhile I only had the Cryptek left in the area where the Destroyers fell and the Warriors behind were strung out between 2 objectives. I did what damage I could with them and the Command Barge with 2 Crypteks managed to kill 1 Scion squad and a few wounds on the other 2 by shooting then charging them. The Cryptek on the objective charged… and died to Overwatch but the Command Barge took the brunt of the Overwatch fire and then both he and the other Cryptek made it in. I focused all the Overlord Warscythe attacks on the Scion Commander and without an invul. save, he died. The other Warriors in CC with the Sentinel forgot to wrap or move closer again so stalemate again.
AM/Scion Turn 4 Summary: The Bonus point for the AM/Scions this turn! The Scions in CC moved onto the special objective in the terrain. The Hellhound moved out of CC and everything fired at whatever was in reach being the Warriors not in CC with the Sentinel and their Cryptek close by. The long range firepower took some wounds off the Command Barge and Cloak Cryptek but they survived to the last Turn.

Necrons Turn 5 Summary: With only a unit of Warriors in CC with the Sentinel and Command Barge with Cloak Cryptek left on the board, the Turn ended quickly. The Command Barge and Cryptek were trying to get rid of the Scions and did so this Turn, regaining most of their lost wounds from Living Metal and Cloak buff. The Warriors finally decided to move more models into combat but only managed one wound. I forgot to wrap them… again. The writing was on the wall at this point so it was time to just hunker down and survive to end of Turn 6.
AM Turn 5 Summary: It’s quite simple. The Sentinel backed away, the Hydra and Indirect fire then wiped out the Warriors. There were some pot shots at the Command Barge but to little effect. Many of the AM forced then pushed forward to take the majority of the objectives and get Line Breaker with the Hellhound. Bonus point to the AM/Scions for holding 3+ objectives.
Necron Turn 6 Summary: I heroically* hid my Command Barge and Cryptek in the Ruins on the objective and healed some more wounds. It wasn’t worth poking my head out to take some shots this Turn. Survive. Rebuild. Return another day (or Millennia :P)
AM Turn 6 Summary: With not much to shoot at the Command Barge and Cryptek, not much to report other than getting another Bonus point this turn.
*as heroic as hiding in a building can be for a Necron Overlord on a “chariot”
Final ITC Mission results
The final results were 31 – 20 going to Harly commanding the AM/Scions Army. I probably could have select slightly better Secondaries (instead of Old School) but for the most part the difference in points was well earned by Harly and his fast shooting, gun toting AM/Scions force and some gutsy moves on his part. A very much enjoyable game to see out 8th Edition and usher in a new Edition of a game I have loved playing for many years (yes, its a NEW game, don’t believe 9th Ed isn’t a different game to 8th Ed).
