Hi everyone, Michael from St Andrews Wargaming here with a battle report from a recent tournament that I attended. In this game, my Deathwatch face off against the Necrons. For more reviews and analysis, check out the Tactics Corner.
Welcome to my first battle report from the recent Dark Artisan Open ITC tournament that I attended. This was a 5 game, two day event, to which I took my Deathwatch army.
The tournament had some strong restrictions for army selection. It was 1750 pts, mono-faction, so no soup or allies at this event. Detachments were also limited to a single Battalion or Brigade and up to two other of the smaller detachments.
I like this format, as I tend to run mono-faction armies myself, so was glad my Deathwatch would be on a level playing field at this event. I would have liked to have run a double Battalion for extra CP, but would need to make do with a reduced number of CP.
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The first mission of the day was Visions of Victory, facing off against Robert’s Necrons. This is the mission where you draw four cards per turn. For every card activate, you draw two and your opponent gets to decide which one you keep. This means that you will likely be getting a lot of tough to achieve objectives during the course of the game.
Note, this tournament was held before the release of the new Space Marine codex, so shock assault, drop pod rules, etc, were not in effect.
My army consisted of:
Battalion Detachment
- Watch Captain- Castellan of the Black Vault (warlord trait), Jump Pack, Storm Shield, Thunder Hammer
- Watch Master- Guardian Spear, the Tome of Ectoclades
- 5 Intercessors- Bolt Rifles, Bolt Pistols
- 5 Intercessors- Bolt Rifles, Bolt Pistols
- Kill Team 1- 7 Veterans- Storm Bolters, Chainswords, 2 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Storm Shield and Bolt Pistol, Terminator with Power Fist and Storm Bolter
- Kill Team 2- 7 Veterans- 3 Combi-Meltas, Meltagun, Chainswords, 3 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Chainsword and Bolt Pistol, Terminator with Power Fist and Storm Bolter
- 5 Veterans- 2 Missile Launchers, Storm Shield, 3 Stalker Bolters, Chainswords
- 5 Veterans- 2 Missile Launchers, Heavy Bolter, 2 Stalker Bolters, Chainswords
- 5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
- Razorback- Twin Lascannon, Storm Bolter
Outrider Detachment
- Librarian- Jump Pack, Force Sword, Bolt Pistol, Null Zone, Might of Heroes
- 4 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
- 3 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
- 3 Bikers- Twin Bolters, Chainswords, Teleport Homer
A fairly standard force for my Deathwatch. I decided to take two full Kill Teams, with a Terminator, Vanguard Veteran and Biker in each one to give me lots of options for falling back from combat and still staying active. I also added a couple of Veteran squads with Missile Launchers and Stalker Bolters for long range firepower, as well as a single Heavy Bolter to use the Hellfire Shells stratagem, and a Razorback for some anti-tank firepower.
I took the Outrider for the extra CP. I decided to try the Librarian, as his powers would be of use to the Watch Captain. I took three units of Bikers. These should be useful for going after objectives and adding some strong firepower to the army.
Robert’s army consisted of:
Battalion Detachment (Sautekh)
- Cryptek- The Abyssal Staff, Chronometron, Staff of Light, Immortal Pride
- Imotekh the Stormlord
- 10 Immortals- Tesla Carbine
- 10 Immortals- Tesla Carbine
- 17 Necron Warriors- Gauss Blasters
- Triarch Stalker- Twin Heavy Gauss Cannon
- 4 Scarab Swarms
- 4 Scarab Swarms
- Ghost Ark
Spearhead Detachment (Sautekh)
- Lord- Veil of Darkness, Warscythe
- Doomsday Ark
- Tesseract Ark- 2 Gauss Cannons, Tesseract Singularity Chamber
- Tesseract Ark- 2 Gauss Cannons, Tesseract Singularity Chamber
A decent sized Necron force with a lot of vehicles. The vehicles could be a tricky prospect thanks to their quantum shielding. Each time the vehicle is wounded, roll a D6. If the result is less than the damage rolled, you ignore the damage. This means that powerful weapons like my Lascannons and Missile Launchers can just bounce off the vehicles and do little to no damage each time.
I was hopeful I had enough firepower to target the army, as well as getting lucky with the objectives to be able to score them each turn.
Robert won the roll off for deploying first and chose to do so.
I deployed a unit of Intercessors on each flank near the objective. I had a firebase on the left flank, with the Razorback and Missile Launcher Veterans. I deployed them out of line of sight in case I didn’t get the first turn. One unit went in the Razroback, as there wasn’t room in the ruins. The three units of Bikers, Captain and Librarian went in the centre, behind some more Eldar-themed ruins. We were using the ITC ruins rules, so the bottom level of the ruins were line of sight blocking. I put the two Kill Team and Watch Master in reserves using my precious few command points.
In reply, Robert put a Tesseract Ark and Scarab unit on each flank. The Necron Warriors spread across the front line, with the Immortals and Necron Characters deployed behind them. The vehicles went towards the centre and his right flank, away from my firebase.
For the maelstrom cards, I removed Psychological Warfare, Big Game Hunter, Domination, Kingslayer, Advance and Witch Hunter. Robert removed Psychological Warfare, Assassinate, Domination, Priority Orders Received, Blood and Guts and Code of Conduct (a Necron specific card).
Robert then chose to let me go first and he then spent 2CP on Prepared Positions.
TURN 1- DEATHWATCH
In my first turn, I had Secure Objective 4, Secure Objective 5, Secure Objective 6 and Defend Objective 6. Robert had not been kind with his first selection, as only one of those was easily achievable in my turn. For my Mission Tactics, I chose troops.
The Bikers surged ahead of the army, followed by the Watch Captain and Librarian. One of the Bike squads moved to secure the objective. On the left flank, one Missile Launcher Veteran Squad moved up to the 2nd floor of the ruins, while the second squad and a unit of Intercessors moved behind the cover of the barricades.
In the psychic phase, the Librarian slew two of the Necron Warriors with a Smite, then cast Might of Heroes on the Captain.
On the right, the two units of Bikers opened fire on the Immortals, killing 6 of the squad. The Intercessors fired on them, but failed to do any damage. One of the Veteran squads fired at them, killing one with the Stalker Bolters, but both Missiles failed to hit. The Razorback added its firepower, hitting once, but failing to wound.
On the left flank, the Bikers fired at the second unit of Immortals, killing two of them, while the Intercessors were able to kill three more.
The last Veteran squad fired on a unit of Scarabs, killing one and wounding another base twice.
At the end of my turn, I scored Secure Objective 5, but failed to get First Strike. I discarded Secure Objective 5.
TURN 1- NECRONS
In his first turn, Robert had Slaughter the Living, Endless Legions, Defend Objective 6 and Secure Objective 3.
The metallic bodies of the Necrons knitted themselves back together, resurrecting 2 Warriors, 3 Immortals in one unit and one in another. The Necron Lord used Pharaoh’s Will to put My Will Be Done on three of the nearby units.
The Necron Warriors and Immortals moved up towards the Bikers. On each flank, the Tesseract Arks and Scarabs moved up, supported by the vehicles.
In the shooting phase, the Triarch Stalker fired on a unit of Bikers, killing one. The Warriors fired on the two units of Bikers. They wounded one unit five times and I failed four of my saves to have the unit wiped out for First Strike. They put one wound on a second unit, which I also failed my save on.
The Ghost Ark fired at the Biker unit, wounding them three times and I failed all three saves! This was not a good start for the Deathwatch, as I had failed a ton of saves. The Tessaract Ark fired at the Bikers, doing three wounds. I failed the first Storm Shield save, then another two to see the unit wiped out. The Immortals fired at another squad of Bikers, killing one.
The Tesseract Ark fired at the Intercessors on the right flank, killing four of the squad and leaving one remaining. The Doomsday Ark fired on the Razorback, hitting once but failing to wound.
At the end of the turn, Robert scored First Strike and Slaughter the Living. He discarded Secure Objective 3.
VICTORY POINTS:
- Deathwatch- 1
- Necrons- 2
A brutal first turn. I had done some damage to the Necrons, but had failed to wipe out any units, allowing them to come back. My saving throws on turn 1 had been abysmal, seeing all but one of the Biker squads wiped out and putting me in a precarious position.
TURN 2- DEATHWATCH
In my second turn, I had Secure Objective 1, Secure Objective 4, Mission Critical Objective 6 and Defend Objective 6.
On the left flank, the lone Intercessor advanced behind the structure, staying out of line of sight of the enemy firepower. The lone Biker moved up to secure the Objective, while the Watch Captain and Librarian moved up on the enemy lines.
At the end of the phase, I brought in my reserves. The Meltagun Kill Team arrived on the left flank to support the lone Biker, while the Watch Master and Storm Bolter Kill Team arrived on the centre.
In the psychic phase, the Librarian cast Null Zone. Robert used a stratagem to try and deny it, but failed, even with a CP re-roll. He then cast Might of Heroes on the Watch Captain.
The Storm Bolter Kill Team fired at the Necron Warriors with their Hellfire Bolts, causing 35 wounds and killing 15. The Librarian threw a Frag Grenade, wounding once but failing to get past their armour. The Watch Captain also threw a Grenade, killing one and leaving one remaining. Robert had the last Warrior out of line of sight, so I couldn’t target him with any more firepower.
The other Kill Team fired their Meltaguns at the nearby vehicle, while their Bolters targeted the Immortals. The Meltas did 2 wounds with 1CP re-roll, doing four wounds in total. The Bolters fired at the Immortals, killing five. The Biker added his firepower, killing two more.
The Watch Master fired at the Triarch Stalker, but failed to do any damage. The Intercessors on the right fired at the Scarabs, only doing 3 hits with their 10 shots, but managing to kill one of the squad. The Veterans fired their Missiles at the Tesseract Ark, failing to hit, but the Stalker Bolters managed to wipe out the Scarabs.
The second squad fired at the Immortals, killing two. One of the Missiles hit and wounded the Stalker, but I rolled a 6 for damage and the Quantum Shielding blocked it. The Razorback fired at the Stalker, doing a single wound on it.
In the charge phase, the Watch Captain charged the Immortals and Necron Warrior. The Librarian charged the Immortals, while the Watch Master made a 12″ charge on the Immortals.
In the Fight phase, the Watch Captain killed the Warriors and one Immortal. The Watch Master was able to wipe out the rest of the squad. The Librarian consolidated into the Triarch Stalker to stop it from firing next turn. The Stalker attacked the Librarian, wounding him twice, but he managed to make both Armour saves to stay alive.
At the end of my turn, I scored Mission Critical Objective and Secure Objective 1.
TURN 2- NECRONS
In his turn, Robert had Advance, Area Denial, Endless Legions and Defend Objective 6.
The Stalker fell back from combat, while the Immortals and Necron Characters moved up on the Meltagun Kill Team. The Scarabs advanced towards the Kill Team, joined by the vehicles. The Tesseract Ark moved up on the central Kill Team.
Robert spent a CP to re-roll 1’s on his reanimations, while I used the Deathwatch stratagem to give them -1 to reanimation on the Immortals. However, he managed to bring back four Immortals to score Endless Legions.
Immotekh used his Lord of Storm ability on the Meltagun Kill Team, doing five mortal wounds, killing the Biker and 3 Veterans. The Ghost Ark fired at the squad, wounding them 8 times and killing four. The Doomsday Ark fired at the Librarian, obliterating him in a hail of fire.
The Tesseract Ark fired at the lone Biker and Kill Team, killing one of the Kill Team. The Biker took three wounds, but I made all my saves with a CP re-roll. The other Ark fired at the Storm Bolter Kill Team, killing two in total. The Lord and Immortals fired at the lone Biker, finally taking him out.
The Watch Captain and Watch Master performed a heroic intervention on the Stalker. The Captain did two wounds, but the Quantum Shielding saved both wounds (as they were four damage each). The Watch Master manged to put 6 wounds on the vehicle, after a great roll.
At the end of his turn, Robert scored Endless Legions and I scored Defend Objective 6. He discarded Defend Objective 6.
VICTORY POINTS:
- Deathwatch- 5
- Necrons- 3
TURN 3- DEATHWATCH
In my third turn, I had Secure Objective 4, Defend Objective 4, Defend Objective 3 and Scour the Skies.
The Watch Master fell back towards the Storm Bolter Kill Team, who moved up on the objective. I used the Teleport Homer to bring the lone Terminator from the Melta Kill Team back onto the objective, the lone Intercessor advancing to join him. At the end of the turn, I brought the Vanguard Veterans down on the right flank on objective 4.
On the left flank, the Terminator fired at the Scarabs, killing one of the squad. I then used the Doctrine on the Storm Bolter Kill Team, giving them +1 to wound on the Tesseract Ark. They fired their Vengeance Bolts at the vehicle, doing 11 wounds and taking nine to leave it on a single wound. The Vanguard Veterans added their firepower, doing two wounds and exploding the Ark, killing one of the Kill Team.
The Veterans fired their Stalker Bolters at the Scarabs, killing two of the squad, while the Missiles put two wounds on the Doomsday Ark. The other squad of Veterans and the Intercessors fired at the Scarabs, wiping out the squad.
The Razorback fired at the Doomsday Ark, doing one wound on it.
In the fight phase, the Watch Captain was able to bring down the Stalker, consolidating towards the Immortals and into cover.
At the end of my turn, I scored Scour the Skies and Secure Objective 4. I discarded Defend Objective 4.
TURN 3- NECRONS
In his third turn, Robert had Advance, Area Denial, Master the Warp and Secure Objective 1.
The Necron vehicles moved up toward the Terminator and Intercessor, while the Immortals moved to target the Kill Team. The Doomsday Ark advanced to try and move out of the Necron deployment zone, but rolled a one. Robert used a CP re-roll to get a 2, just failing to get out of the zone. One Immortal was resurrected to fight once more.
In the shooting phase, the Ghost Ark fired at the Terminator and Intercessor, putting four wounds on the Terminator, which were all saved and one on the Intercessor, which was also saved. The Immortals fired at the Watch Master, wounding him 9 times. I failed three of my 2+ saves to make up for the great rolls on the Terminator.
The Doomsday Ark fired at the Watch Master and Kill Team, slaying the Watch Master and one of the Storm Shields in the Kill Team. The Tesseract Ark fired at the Kill Team, using the Methodical Destruction stratagem to get +1 to wound. The Arc did 5 wounds, but I was able to save all but one with a Storm Shield.
At the end of the turn, Robert scored Secure Objective 1 and 1 point for Area Denial. I also scored Defend Objective 3.
VICTORY POINTS:
- Deathwatch- 9
- Necrons- 5
A good set of cards and some poor luck on Robert’s side had seen the Deathwatch take a strong lead in the game.
TURN 4- DEATHWATCH
In my fourth turn, I had Master the Warp, Assassinate, Secure Objective 5 and Secure Objective 1.
The Watch Captain advanced onto the objective. The Intercessor moved into cover once more, while on the other flank, the Razorback moved around the ruins to target the enemy forces. The Kill Team moved towards the enemy characters. The Vanguard Veterans moved into cover behind the nearby pillar. At the end of the phase, the lone Terminator used a Teleport Homer once more to teleport to the ruins in the centre of the Deathwatch deployment zone.
In the shooting phase, The Razorback fired at the Doomsday Ark, but failed to hit. The Rest of the Deathwatch firepower went into the Doomsday ark, doing 7 wounds in total, with the Quantum Shielding blocking the two Missile Launcher wounds once again.
In the charge phase, the central Kill Team failed a charge on the Tesseract Ark thanks to its ability (roll 3D6 and discard the highest for charges).
At the end of my turn, I scored Secure Objective 5 and discarded Master the Warp.
TURN 4- NECRONS
In his fourth turn, Robert had Advance, Hold the Line, No Prisoners and Secure Objective 6.
The Doomsday Ark and Tesseract Ark moved up on the Kill Team, while the Cryptek and Stormlord advanced to get to the Watch Captain. At the end of the phase, the Necron Lord used the power of the Veil of Darkness to teleport himself and the Immortals to the enemy deployment zone, three Immortals returning to the battle once more thanks to his Reanimation rolls. The Ghost Ark moved up on the lone Intercessor.
In the shooting phase, the Ghost Ark killed the last Intercessor. The Tesseract and Doomsday Ark opened fire on the Storm Bolter Kill Team, wiping them out for his second kill of the turn.
The Immortals fired on the lone Terminator. If he killed him, he would get 3 kills for No Prisoners and D3 Victory points. The Immortals fired on the Terminator, doing 27 hits and 14 wounds. I then failed one armour save for the Terminator to live on a single wound!
At the end of his turn, Robert scored No Prisoners and Secure Objective 6. He had inadvertently moved his two characters into his deployment zone to try and target the Watch Captain, so failed to score Advance.
We then ran out of time to finish the game, so we both scored Linebreaker.
VICTORY POINTS:
- Deathwatch- 11
- Necrons- 8
A win for the Deathwatch.
AFTER-BATTLE THOUGHTS
Thanks to Robert for a fun and tactical game. He had some poor luck during the game that denied him a number of victory points. My own luck with armour saves started off terribly, but got much better as the game went on.
Turn 1 was pretty brutal. I was unable to do enough damage to the Necrons to wipe out an entire units, as Robert was able to hide the last members to stop me shooting at them. The Quantum Shielding on the vehicles was also very powerful, blocking a lot of damage against them during the course of the game. I should have gone after the Scarabs to get first blood on them.
My own saves on turn 1 were horrible, losing all but one of the Bikers to the enemy firepower.
Turn 2 turned it around. I was able to bring in my reserves and kill a unit of Immortals and the big squad of Necron Warriors to severely reduce the firepower of the Necrons. The Librarian surviving in combat against the Stalker was also great, stopping it from shooting in the next turn.
The Terminator tanking a ton of wounds to survive and deny the third kill for No Prisoners was also a great boost, as this could have given Robert a few more points to close the gap.
Had the game gone to completion, I’m not really sure who would have won. We both had few units left and it would really come down to which cards were selected for the remaining turns.
So, one game down and one win for the Deathwatch. My next game would see the Deathwatch take on an Astra Militarum force with three Superheavy Tanks, a tough proposition!
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
Correct me if I’m wrong, but don’t bikers have 2 wounds? They should have lived after turn 1.
Yes, the Bikers have two wounds each. Some of the weaponry firing at them was 2 damage though, so that accounted for the massed casualties.
A close game that never we will never know who won because it didn’t finish. This is why chess clocks are a must in competitive games both armies are low model count there is no excuse that that game timed out.
Also I cringe every time I hear a Necron player use the 2CP to reroll ones on Reanimation Protocols. It is hands down the worst Strat in the Necron codex. Necrons are CP starved army with about every 1 CP costing around 160 army points. To throw 2CP for an 8% chance of a positive outcome for it is just loony.
Yeah, it would have been nice to finish the game and see how it might have played out. We both got pretty even turn times, so don’t think there was any intentional slow playing on either side.
There were other issues outside of the game that slowed it down a bit, so can’t really complain too much about it.
I was not implying that ether of you were trying to cheat, just like Reece talked about when he went over time and lost it shocked him. He is not one to try for timing out and was not even thinking he was playing slow and if there was no clock he would have won and in his words would have cheated just opponent out of a fair game.
The clock does not care for you intent or style of play or ideas of who did what. It tells time and believe me, put yourself on a clock and be amazed on how much time you truly take to get through a turn.
Thankfully tables in competitive play without a clock are becoming a thing of the past.
Gotta say I love the overhead diagrams complete with explosions! Takes me back to old school white dwarf batreps.
Yeah, it totally does!
Cheers, glad you like them!
I 100% agree with this comment. I truly wish there were more battle reports like this because those overhead diagrams are soooooo much more valuable than a video batrep that just does a lap of the table. It makes it so much easier to analyse and discuss board states which lets us all improve as players.
Glad you are enjoying the reports. I find the written ones are much quicker to read as well, as opposed to a 2 hour battle report.
Unfortunately, video reports and Youtube are where most people go, and the written reports really don’t get that much attention.