60580850_1889370791168291_3018592475502608384_n

Toys of mass destruction

Looking for exciting battle reports and articles weekly? Join us, a fun group of Warhammer gamers and painters, for battles, paint schemes and first hand hobby info!

Tournament Report – LTTGC + TOMD RTT November

The Event

The LTTGC + TOMD 40k Singles the second one tournament we have hosted over in Luton UK. The Luton Table Top Gaming Club has been very gracious in letting us host and borrow their terrain, mats and tables. Having a venue that can help with this as tournament organisers is definitely something that is super helpful and that can't be stressed enough.


Otherwise, it's your straightforward RTT with 3 games played from the 2021 Grand Tournament Rules Pack rolled before hand and added to the rules pack (with a few re-roll exceptions.)



The Missions


Game 1 - Priority Target

Game 2 - Retrieval Mission

Game 3 - Take and Hold


Finally, we had agreed to use the new FAQ changes which cemented the faction I was going to play...


I've had a lot of fun running Necrons in the past and they've featured a lot in our battle reports. But I've always been tentative to take them to a tournament because I've never felt that they could properly hang with the top tables. (bar one specific list that has about every Necron model I DONT own.)


With the new changes with Core being given to a lot of characters I'm back on the Necron train and using this RTT as a trial for taking them to a GT.



THE LIST

Battalion - Novokh


HQ

Catacombe Command Barge - Gauss Cannon, Rarefied Nobility (Enduring Will), Voidreaper

Chronomancer - Veil of Darkness

Illuminor Szeras


TROOPS

5x Immortals - Gauss Blaster

5x Immortals - Tesla Carbines

20x Necron Warriors - Gauss Reaper


ELITES

2x Crypthothralls

Hexmark Destroyer - Gauntlet of the Conflagrator

6x Skorpekh Destroyers

20x Flayed Ones

Canoptek Plasmacyte


FAST ATTACK

3x Ophydian Destroyers



Supreme Command Detachment - Szarekhan


SUPER HEAVY

The Silent King - Warlord

6640C01C-FDBB-4B10-BB48-7BB0AF1B42B8

game One

Game 1 - Priority Target

Anthony's Thousand Son's

Battalion - Cult of Time


HQ

Ahriman - Disc of Tzeentch

Exalted Sorcerer - Umbralefic Crystal

Infernal Master - Helm of the Daemons Eye


TROOPS

5x Rubric Marines

5x Rubric Marines

5x Rubric Marines


ELITES

10x Scarab Occult Terminators - 2x Hellfyre Missile Racks, Rites of Coalescence

5x Scarab Occult Terminators - 1x Soul Reaper Cannon

5x Scarab Occult Terminators - 1x Soul Reaper Cannon



Supreme Command Detachment


SUPER-HEAVY

Magnus the Red - Warlord


THE GAME

Secondaries:

Thousand Sons

- Stranglehold

- Mutate Landscapes

- Priority Targets


Necrons

- Retrieve Octarius Data

- Priority Targets 

- Purge The Vermin



So knowing I really needed first turn in this match and watching Anthony get first was rough. I’d deployed my forces quite far back other than the 20 warriors. Under the assumption that if I got 2nd I’d probably loose most of them. I also daisy chained both my immortal units through the rocky “ruin” so if I started loosing models from one side I could pull from that side and hopefully still have an alive unit. I’d taken Purge the Vermin here rather than Code of Combat as if Anthony goes hard on the Silent King he could easily wipe him early if I’m carful. (Partly why I set him up so far back.) the thousand sons also aren’t that quick bare the Umbralefic Crystal so it should be easy to clear him off a quarter or two a turn. And R.O.D and Priority Targets let me score even when I’m behind without interacting with the wall of Scarabs that is this list.


The Thousand Sons were set up pretty central with Magnus on the far side and a Risen Rubricae unit of rubric marines sat on the other side near my immortals. I’m expecting the Scarabs to go pretty central so I’ve tried to deploy as far back as I can with m my key assets.

E488FFE4-F410-40EE-9827-5C4C93B316D7
Anthony went all in on the middle throwing all his Scarab Occult forward into the middle. Then came the Psychic phase, loosing 16 warriors was… honestly, expected Magnus kinda does that when he gets going. The only saving grace was that the Silent King did manage to dispel his Mutated Landscapes and stop the 3 points from that this turn. In the shooting phase I lost 4 Immortals in each squad who promptly reanimated all but one in each squad. The Rubrics then charged in and failed to kill any. At the end of the top of the round I burn 2CP and auto pass the Warriors, where Szeras brings back another 2 and boldly gives the Skorpekh +1 Toughness. They then whizz off with the Chronomancer just behind Anthony’s lines and near his priority objective.

I put both my Menhirs into Magnus but makes both saves unfortunately.
Howeve, my Skorpekh make it in and delete the Rubrics and most of a unit do 4 Scarab Occult. My Command Barge kills a single Rubric thanks to three 5++ saves leaving 4 left in the unit.
65BCDACB-9E85-4D01-B7BE-FA5C6BCA0E19

Sadly, they were not long for this world and in turn 2 four of them go down to mortal wounds as Magnus jumps back to deal with them. I loose both my Menhirs to the large unit of Scarabs and my Tesla Immortals equally get smited away. My Command Barge does manage to pick up the Rubrics who stayed in Combat though! It’s not all bad as I have denied a lot to points preventing 10 primary and stopping another Mutate Landscapes. Clearly the Silent King doesn’t want that objective to be tainted! My turn two kicks it up a notch however, the Silent King moves closer to the middle, Szeras bring back another few warriors and i bring in both the Ophydians and the Flayed Ones. Anthony goes to shoot then Ophydians and actually kills 2/3 of them with only 3 Terminators that can see them. My shooting is pretty ineffectual but my charge comes and everything goes to plan,’ the flayed ones make it into Magnus, the Command Barge into the remains Scarab Occult and the Ophydians into the Rubrics in the other corner. After Blood Rights and Storm of Flensing Blades, the Flayed Ones take down Magnus.

DF7092BD-6A1A-47C4-AC53-D832DBD6F7D5
With the Command Barge having killed the Rubrics I’ve started racking up points for Purge the Vermin. With such a big swing Anthony struggles to gain any momentum back in turn 3. He does clear out the Ophydians with a smite with some clever positioning and all the Flayed ones but by my Turn 3 the Silent Kings is finally in the mix with the 10 man Scarab Occult and by turn 4 there are only a few characters, a couple of Terminators in the backfield who killed Szeras and some Rubrics left remaining.
46E4D1DA-3B6E-4C8B-9243-69237BA398FB
Turn 5 comes around with the Silent King picking up all the Characters scoring the final points on Purge the Vermin and ending the game on 93:59 

GAme Two

Game 2 - Retrieval Mission

Joe's Deathwatch

Battalion


HQ

Captain on Bike - Dominus Ageis, Power Fist and Storm Shield

Librarian - Jump Pack, Paragon of their Chapter: Ultramarines (Adept of the Codex)

Primaris Chaplain - Master of Sanctity, The Beacon Angelis, Wise Orator (Walord)


TROOPS

Fortis Kill Team - Malleus, 5x Hellblasters, 5x Intercessors

Indomitor Kill Team - Dominatus, 3x Flamestorm Aggressors, 2x Inceptors w/ Plasma, 5x Heavy Intercessors

Proteus Kill Team - 2x Terminators w/ SS&TH, 5x Deathwatch Veterans 3x Veteran Bikers


ELITES

Primaris Apothecary - Selfess Healer, Chief Apothecary

Redemptor Dreadnought - Plasma Incinerator

Redemptor Dreadnought - Plasma Incinerator

5x Vanguard Vets - SS & Lightning Claw

The Game


This was an ironic match-up considering we had literally played this match up the Saturday before the tournament, with the same terrain, mat and lists. Joe knows how I play and vice-versa so its always interesting when we get matched up. I'm still waiting for revenge when he beat me to the top spot of another RTT! 


Secondaries 

Death Watch 

- Suffer Not The Alien

- Raise The Banners High

- Stranglehold


Necrons

- Stranglehold 

- Code of Combat

- Raise The Banners High



Having played a test match of this just a week ago and having played Joe's Deathwatch a fair amount anyway I know how his Kill Teams work and what they’re capable of within this list. He usually wins one side of the table early with one of them so I'm expecting that to happen again. I've opted for the same three as the other game Strangehold was again a tough one but it's going to be a scrappy game so it's likely I can push Joe off of one objective and take 3 of my own. Its hard going 2nd as it'll be difficult to drop him off one of them turn 1.


We both deploy pretty conservatively. I really debated on keeping the Ophydians on the table or not, they’d be useful for an early banner but would be likely to get wiped out easily. I decided to keep them down and start with an early banner, if they do die it’s not the end of the world and Joes definitely got better targets. Which he knows having played this last week… see where this game is going?

77CEAD56-16F7-43C9-BDEB-6C395E07AE6B

Joe gets the first turn but we both play it very conservatively. He moves out with the Proteus Kill Team, keeping his Terminators behind in cover for that tasty 0+ save, the Indomitor Kill Team flanks the other side. He fires a few round into my Warriors but doesn't achieve much. I respond in a similar way, pushing the Skorpekh out into the run and hiding the warriors behind the central "ruin." I raise 3 Banners on the 3 objectives my side of the table and fire the Silent Kings Menhirs, Illumior and the Command Barge into the Indomitor Kill team and take 3 of them down. They then fail their leadership and another 2 run away!

A74102B7-A80D-4EFE-BCCB-EED662F886AE

Turn 2 comes and Joe picks up the Ohydians and goes hard on the right side (as above) to try take out the Skorpekh and my Immortals. He downs 4 Skorpekh (one reanimates) and the unit of 5 Immortals. In hindsight I was definitely being greedy with the Skorpekh here and had things gone worse I could've lost a lot more than 3. Other than that I haven't given Joe a lot to go on. I push out with the Silent King so he's other weapons are in Range of the Fortis Kill Team. I bring the Warriors back and to the left (as above) to replace the fallen Ophydians. My Flayed ones drop right at the back to try get the Vanguard Vets off the back objective and take it for the Necrons.


I manage to take down Fortes Kill team, but miss getting it for Code of Combat as Illuminor has to finish them off. The Command Barge waits behind the ruin whilst the Skorpekh go for the charge, assisted by their handy Plasmacyte who charges in first to avoid the overwatch and they clean up the remains of the Indomitor Kill Team. Unfortunately the Flayed Ones fail their charge and will probably get picked up themselvs now


As turn 2 comes to an end the score is 21:19 to the Deathwatch and still very tight despite Joe's T1 Strangehold gain.



Turn 3 and joes Proteus Kill Team does what I expected and closes in on the Warriors, taking them out and clearing off that side of the board bar the Crypthothralls and Illuminor Szeras. On the other side, one of his Dreadnoughts Collapses on the Skorpekh and finally finishes them off. Joe picks up 18 of the Flayed Ones and 5 of them reanimate, I totally forgot about the Shadows of Drazahar stratagem for -1 to hit and had Joe rolled a bit better on his hits than I could've lost the whole unit.

D8D64B47-73AC-4ACF-BAA6-FE5915C13334

My turn 3 comes around and I fly forward with Command Barge, who disappointingly barely Scratches the Redemptor Dreadnought the Cryptothralls march towards their inevitable doom from the Proteus Kill Team. Otherwise not much happens, my Chronomancer Teleports himself and the last remaining Immortal squad in the L-Blocker in Joes deployment zone and they along with the Flayed ones bring the Vanguard Vets down to 1 remaining Marine.


The Scores all tied up  at 35:35 all

Turn 4 sees Joes try and capitalise with his Proteus Kill team knocking me off my home objective and dropping my banner and trying to respond to the backfield threats in his deployment zone. My Immortals thanks to the Chronometron ability of the Cryptek boldly pass 3/5  of the Redemptor Fists saves that go their way leaving a couple of them left to cause havoc. The Command Barge does finish the Dreadnought off but gets taken down in the explosion.


This turn however, is the time of our Lord Regent, First of His Name, True King of The Galaxy: Szerakh. All jokes aside he cleaned up as he left the Proteus KIll team on 1 model and killed the Captain.


Turn 4 swings in the Deathwatch favour at 46: 51


In turn 5 he finishes off the other Redemptor as an Annihilator Beam destroys the Librarian. With Joe rapidly running out of assets I raise a Bunch of banners and score up the game on 83:76.

GAME THree

Game 3 - Take and Hold

Mikey's Drukhari



Patrol - Kabal of Obsidian Rose

HQ

Archon - Overlord, Tolerated Ambition, Djin Blade, Ancient Evil


TROOPS

6x Trueborn - Dark Lance, x2 Blasters

5x Kabalite Warriors


ELITES

5x Incubi

5x Mandrakes


DEDICATED TRANPORT

4x Raiders - Darklances, Bladevanes, 1x Grisley Trophies, 1x Splinter Racks



Patrol - Cult of Strife

HQ

Succubs - Competetive Edge, Triptych Whip, Show Stealer


TROOPS

2x5 Wyches


FAST ATTACK

5x Hellions


Patrol - Artists of the Flesh


HQ

Drazhar


TROOPS

5x Wracks


ELITES

2x5 Incubi


HEAVY SUPPORT

2x3 Talos - Heat Lances and Talos Icho Injector.


Firstly, the terrain didn't look the best on this table so as per the TO's guidance we gave every obvious looking high rock/ruin the obscuring keyword.  What this meant was, there were few firing lines on this table. Which was nothing but good for the both of us. As we both had lots to hide from any potential Alpha Strike.


Secondaries


Drukhari

- Herd the Prey

- No Prisoners

- Raise the Banners


Necrons

- Code of Combat

- Behind Enemy Lines

- Retrieve Octarius Data.


I've opted for Code of Combat again, with all the MSU units and Dedicated Transports it shouldn't be difficult for the Silent King and my Command Barge to rack up those points. R.O.D I wasn't sure on but I get two easy ones in my deployment and with the Ophydians I should be able to get an easy 3rd (and 4th if I can Burrowing Nightmares them.) Finally Behind Enemy Lines... I've trialled this one a couple of times and had mixed success. With Veil of Darkness, the Hexmark who can deepstrike and the Ophydians who want to be in those table quarters anyway, it should be a safe 12 points. 14 if things go well.

The Game


Well, Mikey gets that First Turn (3rd time going second today!) Fortunately, he can only see my Skorpekh and Warriors. He takes down 3 Skorpekh (none reanimate) and 2 Warriors. One of which I reanimate to keep within 6" of Illuminor Szeras. Otherwise he pushes out hard with his small units to get 4 Banners Raised.

FEE70CD7-B818-4479-B100-F4A5D488646E
4C69472D-9A91-4FCB-86E4-9ABCE452A857

We start my command phase and resurrect a Warrior and  Skorpekh with Illuminors Rites of Reanimation. My Skorpekh move out as a 4 man strong unit to go tackle the Archon and Incubi. I'm not 100% sure here, I haven't played Drukhari as Necrons so its hard to say whether my Skorpekh have a remote chance of surviving this even with a 5++ and -1 to wound from Whirling Onslaught. The rest of my force is pretty cautious, moving up only slightly to get in range. The Silent King gets in sight of the Hellions and the Talos ready to start racking up Code of Combat points with the Command Barge in support.


I R.O.D with my Warriors as they're not in range and I don't want to Veil of Darkness them this turn anyway.


Quick summary of shooting, I down a Talos, all the Hellions and take one Raider down to 2 wounds. My Skorpekh manage the charge, and are made to fight last! I totally forgot about this and was majorly punished here as they all die without doing anything despite T6 and Whirling Onslaught.


That ends the turn 6:4 to the Necrons.

FCC15CA6-AEEB-4FD0-9B93-BA15F02680A3

Turn Two

Mikey puts on the pressure here, pushing both units of Talos forward, however, the right flank units aren’t quite in range of a charge so they hold steady on the objective with the Raider of Wyches and Succubus in defence too. Otherwise, I’ve kept a lot of my key assets hidden so he can only get two Raiders and the lone Talos in sight of the Silent King, and the other Raiders can only see a unit of 5 Immortals or 20 Warriors, thanks to the janky rule that bodyguard is that means Illuminor can stand out in the open but not be targeted…


The Archon charges into my Immortals, kills 3 of them, in where 2 reanimate and do 3 wounds in return! The Talos charges into the Tesla Immortals and knocks one down, staying outside of Heroic intervention with the Silent King who passed both the Dark Lance saves he had to make.

 

My Turn 2 and the Flayed ones come down in-front of Illuminor ready to rip down some Talos. My Warriors advance up to get ready to respond to the Drazhar/Incubi and Wyches Raider and the Silent King moves in range of the Wracks at the back and ready to deal with the lone Talos.


I bring the Hexmark and Ophydians in the back field to score my 4 points on Behind Enemy Lines and the Hexmark takes out the remaining 3 Incubi and only 2 of the Kabalites thanks to them being on a 3+ save.


Silent King gets another 3 Code of Combat points for shooting the Wracks, and another for the Talos in Close Combat despite using a Techno-Oracular Targeting and Command Re-Roll in the shooting phase to get two wounds from the Menhirs through. It’s not terrible though as it gave me more movement in the charge phase.


The Flayed ones make it into Combat and tail 2 Flayed ones back in range of Illuimor to give them the additional strength from the Hungry Void Protocol. I also use the Blood Rites and Disruption Fields stratagems. Bringing them to 4 attacks each at Strength 6 -2 AP (-3 on 6’s.) The put their 72 attacks into the Talos and manage, unfortunately due to some great rolling by Mikey I only kill one and leave the other on 2 wounds. 

9C0D40B0-CC46-4820-BB29-BE44B48E1AB3

  1. This really left me with a dilemma, Fight Twice with Storm of Flensing Blades or save the 2CP for an interrupt next turn... I decide I need the interrupt as Drazhar and his cronies are about to jump out on the other side of the board and I need an interrupt there if I can. As expected the Talos killed a couple of Flayed Ones but I still have a very large unit ready for next turn.


This leaves the score on 19:30 to the Necrons as I score a lot of secondary points here despite being behind on the Primary.


Turn 3

The Drukhari steam forward, all the Raiders unloading their remaining cargo. Drazhar, the other Incubi and Wyches come to take out the Command Barge, Warriors and Silent King. I've angled the Barge so he can only get two models in contact with the Warriors.


His shooting takes down the Ophydians with some Dark Lances and Blasters from the Trueborn Kabalite squad but fail to get any shots onto the Hexmark.


The other Wyches on the right side come out to get the Flayed Ones and charge into them and the Succubus advances and charges into Illuminor and deletes him effortlessly. However, on the other side after a smart charge into the Silent King with a Raider to stop the Herioc Intervention the Wyches and Incubi charge the Barge and Warriors and Drazhar charges the Barge.


He attacks with the Incubi first, taken out 5 Warriors and they all get pulled from the front meaning he can't attack them with his Wyches. I think interrupt with the Flayed Ones, kill the other unit of Wyches and the unbearable only put another wound on the Talos thanks to some great rolling again (and that I'm now wounding on 5's now.) However, Drazhar strikes the Command Barge and despite a Quantum Deflection one shots him in the first round of attacks. Still the Silent King kills the Raider and the Immortals in the middle finally down the Archon.


As my turn comes about I finally push the button on Veil of Darkness and teleport the Warriors and Chronomancer in the backfield where the Ophydians are. The King Clears up the Wyches and Incubi he's consolidate into one unit in shooting and one unit in combat. The Succubus stopped the Flayed Ones falling back, but they finished off the Talos and with the help of the Cryptothralls they take down the Succubus.


The end of Turn 3 settles the score out at 38:54 as I take the lead on the Primary with the Silent King picking another 6 up on Code of Combat, the Tesla Immortals having run into the back quarter and doing another R.O.D and the Warriors and Hexmark taking another 4 on Behind Enemy Lines.




5E1C458A-5FBC-45BB-9691-D9039FBA4241

Turns 4 and 5


With the Drukhari mostly on the rout, an exploding Raider takes out the lone Immortal who had slain the Archon and the Flayed Ones take a large dent from the Trueborn Squad who also snipe out the Chronomancer. The Silent King Advances up and clears out the remaining Drukhari on the left side of the board and blasts the last Raider on turn 5 with the Menhirs. The Hexmark picks up the trueborn as the Warriors R.O.D.


These last two turns were mostly about consolidating the lead and keeping Mikey off any Objectives as I drop all his earlier raised Banners. The score ends 96:61.

This was a tough one, and clearly being cautious with my Silent King, Veil of Darkness and Warriors proved to be pretty critical here. The Silent King was monsterous in this game, easily picking up 1/3 of the army on his own. I definitely wasted the Skorpekh, in hindsight they may been better going after the Talos, but the charge was an 10" and much  more risky than going into the Archon and Incubi, had I remembered to ask if the Archon could make them fight last I would've definitely held them back.

Post Tournament Thoughts

this went a lot better than I thought. Seeing Thousand Sons as my first much up I thought I'd barely manage 2:1 let alone 3:0, the Mortal wounds they can dish out is crazy, as we saw when 16 of my Warriors got picked up immediately.. But being careful with the King and holding him back seemed to be such a solid strategy in all three games.


Other Than the Silent King himself, my MVP for the tournament has to be the Flayed Ones. As Novokh they do a crazy amount of damage and fighting twice with Storm of Flensing Blades with Blood Rites (+1 Attack) gives them a staggering max of 160 attacks. Even if you do loose half of them its still 120 attacks, which if they're near the Silent King would be re-rolling everything.



State of Necrons in the Meta


Obviously, most people recognise that Necron's have not been in the best spot for a lot of 9th edition and having performed so well with them may be a fluke, but my instinct says its not. This is only one RTT but in the other games I've played since they've performed similarly well and they do feel pretty well costed now, if not a bit too cheap on some units.


I can definitely see Necrons rising up to be able to fight it out at the top, and I've got a few tweaks to my list before I take it to a GT, especially with the projected Secondary and Primary changes in Chapter Approved 2020. However, I do believe they aren't strong enough to deal with Grey Knights or a pure Covens list. Perhaps if they get some points drops on top of the Core changes they got in the Dataslate Change, it may be possibly.


New List


The Changes below are in Red. I've added a Resurrection Orb to the Command Barge, as bringing back any amount of Warriors, Flayed ones or Skorpekh makes the list even more cost efficient. The Blood Scythe gives him more attacks at less damage. I've often found the standard 4 attacks aren't quite enough to dent much and I'm looking to try the Blood Scythe out as opposed the the Void Reaper Relic (S7, -4 D3 Ignore Rules that Ignore Wounds). It may be that I settle on the Orb of Eternity for a better reanimation but that would need some playtesting.


I've swapped out the other unit of Immortals to have Tesla, mostly because I didn't have the 2nd unit painted up.


The Chronomancer has picked up Countertemporal Nanomines, to help slow down any units after a Veil of Darkness and as he is my Veil holder it makes it a lot easy to get in a position I need it.


The Ophydians I've swapped out for 1x6 Flayed ones with the new Retrieve Nachmund Data requiring a roll to achieve the Flayed Ones give me a bit more flexibility to dip into that Secondary.

Battalion - Novokh


HQ

Catacombe Command Barge - Gauss Cannon, Rarefied Nobility (Enduring Will), Blood Scythe, Resurrection Orb

Chronomancer - Veil of Darkness, Countertemporal Nanomines

Illuminor Szeras


TROOPS

5x Immortals - Tesla Carbines

5x Immortals - Tesla Carbines

20x Necron Warriors - Gauss Reaper


ELITES

Hexmark Destroyer - Gauntlet of the Conflagrator

6x Skorpekh Destroyers

20x Flayed Ones

6x Flayed Ones

Canoptek Plasmacyte



Supreme Command Detachment - Szarekhan


SUPER HEAVY

The Silent King - Warlord

If you got this far - thanks for the read and look forward to giving a break down of the first GT my Necrons go to!