> Gothic Campaign Week 7: Marines vs. Necrons « The Four Strands

The Four Strands Modeling, Painting, Gaming and Storytelling

11Jul/140

Gothic Campaign Week 7: Marines vs. Necrons

This was a light week, with several regulars taking a week off.  However, Matt showed up, eager to learn more about the Necron fleet he commands.  We played a 1000 point Fleet Engagement.  We both chose the Sphere deployment, so we set up on opposite sides of the board, neither having an advantage.

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Bozeman - Azure Flames Space Marines

-Battle Barge His Hammer, Flagship (Commander Piers, Ld 9, 3 re-rolls), Honour Guard, Terminator Boarding Party

-Strike Cruiser Vigilance, Extra Shield, Weapon Refit: Auto Loaders (+1 Ld for Reload Ordnance)

-Strike Cruiser Duty, Extra Shield, Crew Skill: Elite Command Crew (auto pass one Leadership check per game)

-Hunter Destroyer x5, Wrath Squadron

Matt - Necron Tomb Fleet

-Necron Tombship, Sepulchre

-Scythe class Cruiser

-Shroud class Light Cruiser

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Setup:

Turn 1 - Necrons

Necron Tombship goes on All Ahead Full, but only moves 30cm.  Other ships move up.

Turn 1 - Azure Flames

Hunters take a right turn, fire 10 Torpedoes at the Shroud but do nothing.  The squadron of two Strike Cruisers fire 12 boarding torpedoes and 4 Thunderhawks.  Battlebarge moves up.

Turn 2 - Necrons

Tombship gets only 30cm on All Ahead Full again.  The Shroud takes a left turn, away from the Hunters.  The Boarding Torpedoes fired by the Strike Cruisers hit the Shroud, causing a Drive Damaged result, preventing the Shroud from turning.  The Scythe moves up.  Thunderhawks launched by the Strike Cruisers hit the Tombship, but a fantastic turrets roll kills all four!  Turn not pictured.

Turn 2 - Azure Flames

Battlebarge moves up.  Strike Cruisers Reload Ordnance, but the Hunters fail to Reload.  The surviving Boarding Torpedoes that hit the Shroud turn to the right, and continue.

Turn 3 - Necrons

Because the Shroud can't turn, its minimum movement takes it off the board, forcing it to disengage.  The Scythe goes on All Ahead Full.  The Tombship moves up.  Lance fire from the Tombship takes down one shield on the Battlebarge.

Turn 3 - Azure Flames

Strike Cruisers move up.  They launch Torpedoes and Thunderhawks at the Tombship, causing a Power Flow Disruption that prevents Necron lances and batteries from firing in any arc!  Both the Tombship and the Scythe Brace for Impact as the Strike Cruisers also fire on the Scythe, causing one damage. The Battlebarge adds its fire to little effect, and the Hunters fail to reload again.

Turn 4 - Necrons

A foolish decision on my part not to Brace for Impact, along with fantastic firing from both Necron ships causes three damage to the Vigilance, crippling it.

Turn 4 - Azure Flames

The Vigilance tries to disengage, but due to a Bridge Smashed result, it fails.  The Duty moves behind the Tombship, and fires.  The Hunters Reload, and fire Boarding Torpedoes at the Tombship, which cause a whole mess of critical effects.  The Battlebarge Locks On, and fires.  In total, 3 damage and 5 critical effects from torpedoes and Bombardment Cannons make the Tombship hurt.  Traveling for six player turns, the Boarding Torpedoes fired by the Hunters on turn 1 start to catch up behind the Necrons.

Turn 5 - Necrons

Plagued by effects, the Tombship disenages.  The Scythe locks on, and its weapons take down the Battlebarge's shields and do one damage.  The Battlebarge braces.

Turn 5 - Azure Flames

The Vigilance successfully disengages.  The Duty, Hunters, and Battlebarge open fire on the Scythe, which takes one damage despite a Brace.

Turn 6 - Necrons

Scythe disengages.

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Great game!  The campaign is going along nicely.  Next: more Tau painted ships and more batreps!

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