My list was “Loki Wolves Revisited” which can be found here:
http://www.bolterand...topic=73236&hl= (whoops, had the wrong link here)
It’s the second list on that thread, and it’s very slightly revised from that list (some wargear moved around, I was just too lazy to type more).
My opponent had a fairly standard Necron list with:
10 Flayed ones
2 Tomb Spyders
He had 63 models, 2006 points, with a phase out at 13.
The mission was a Secure and Control, Alpha level.
So the stage was set, the “I ownz j00 n00b” shirt was set in a particularly threatening manner:
And forces were deployed:
I’m going to write a dramatic paragraph and break it down in game terms underneath. I won first turn, so here we go…
Turn 1 (Wolves):
Jorundr’s Grey Hunters rushed forward up the small hill to get a better firing position. With their blood thirst so fresh, they were hardly slowed by the difficult footing in front of them. In the distance, they could see the Necrons approach, but their weapons were ineffective at such an extreme range. Grimulf Spakr’s Rhino moved quickly forward to stand ready to reinforce the Grey Hunters in the forward position, as did Runolf Langbard’s Land Raider. Across the field, under the command of Asmundr Iron-Mask, the Attack Bikes and Razorback swept forward to fire on the Necrons. Asmundr Iron-Mask gave the signal to fire at will, which was gladly obeyed by the Attack Bikes and Razorback, the mighty Dreadnought felled one of the Necrons, as did the Heavy Bolter from the Attack Bikes. On the other end of the battlefield, the Storm Bolter on Grimulf’s felled another Necron.
Turn 1 (Rules):
Basically my army just advanced here, nothing major. The Grey Hunters got a 5 inch move into the cover in front of them which is about their normal position. I didn’t refuse either flank directly, but left enough mobility so that I could refuse one later with a quick move and the sacrifice of only one squad. The setup was made to react specifically to his possible movements. Necrons are ridiculously mobile with their deep striking, and teleporting all over the board, so I made sure I could react to that mobility by retreating if needed.
Some minor engagement, and my Nerfa-Melta true to form failed to wound a Necron, as did my less than trusty twin linked Lascannon on my Razorback. The Dreadnought rended one Necron and wounded two more, but my opponent made both of his saves for those. The Heavy Bolter wounded and took one out, and the Rhino wounded 2 with 1 failed save.
Turn 1 (Necrons):
The Necrons who were destroyed by the holy fire of the Emperor’s weapons vanished from the field. But with a minor victory stirring in the bellies of the Wolves came the sinking realization that a group of Pariahs, and a Lord of the Necrons appeared suddenly in front of Grimulf’s Rhino. The rest of the repulsive horde of walking dead came forward as the Pariahs opened fire on the Rhino. Though there was heavy fire, and the Storm Bolter was destroyed, the holy armor of Grimulf’s Rhino proved too thick for the heretic’s fire.
Turn 1 (Rules):
All of the “we’ll be back” rolls were failed. The Pariahs were teleported by the Lord to shoot at the front of the Rhino. Twenty shots yielded a total of 3 glancing hits (not bad at all for Gauss Blasters) and a destroyed armament, crew stunned, and crew shaken result. Everything else he had advanced slowly across the field and was not in range to do any shooting at all. All in all, it wasn’t such a hot turn for the Necrons.
Edited by Follow, 16 July 2005 - 12:52 AM.