Showing posts with label Necrons. Show all posts
Showing posts with label Necrons. Show all posts

Wednesday, 22 February 2017

Pre-Tournament Update (The final last gasp)


Good Morning Ladies and Gents,

Apologies for the delay in getting something up but as always the joy of personal life impacts, such as work, and health have impacted myself in writing for the past 2 weeks. But we shan't dwell on such matters, let's get down to the nitty-gritty of why we are here - to see the shoddy state that is my army for the Birthday bash tournament!!!

This will be a short post as I'm pretty bushed even without painting a whole new army for the event (like some people Ian...), but see! I have actually been busy...

Night time painting without appropriate lighting... Excellent... 

There was a few painting aspects of my Necron models such as the carapaces that I wasn't very happy with, so in desperate mad dash, I've recoloured all of them in Caliban Green (this not a nice paint to work with,  it has a tendency to streak badly even after watering down). Not having as much time as I would like, I would edge highlight all of these areas for the event, but alas I had a lot of basing to complete as well.

I feel that the force looks much better than it was,  however the warriors definitely need stripping or replacing as they have been over painted several times in the last 8 years.

Right now I just have some minor repairs to do on the Canoptek Tomb Stalker as I managed to knock an arm off (would just happen wouldn't it...).

Otherwise have a wee look at the Force I'm taking to the Birthday Bash Tournament! Next time hopefully I'll have something up that is more up to my current standard of painting, and as always apologies for the shoddy camera work!











The event is this Saturday,  and I'll get as many photos of the armies attending and how I faired in the event (for good or for ill!). If you want to follow the post event run down from Dave Weston,  pop over to 40kaddict.uk
Also I have been working on St Celestine and the Geminae Superia, and I'll hopefully have these completed soon! 

Until next time, 
Jonathan 

Monday, 6 February 2017

Battle Report: Clash at the NWGC (Dragons Eye Vs. Krakaddict)


Good Evening Ladies and Gents,

Today we are going to have another stab at actually completing a battle report (fingers crossed this all goes well), this is a 1500pt battle between myself running the Maynarkh Dynasty, and Ian from krakaddict.blogspot.co.uk, running his new Space Wolves list. As you are aware,  we are both heading to the Birthday Bash, so getting some test games in is essential for Ian (as it is a completely new army for him), and for me to try out the changes to Imperial Armour 12.

The Armies

Necron Maynarkh Dynasty 
1500pts CAD, No Allies, No Lords of War. Total Army Cost:1500pts

HQ
Kutlakh the World Killer

Elites
X1 Canoptek Tomb Stalker
X5 Charnal Lychguard with flensing scarabs

Troops
X5 Maynarkh Immortals with flensing scarabs
X10 Maynarkh Warriors
X10 Maynarkh Warriors

Fast Attack
X2 Heavy Destroyers

Heavy Support
X1 Doom Scythe
X1 Doomsday Ark

Space Wolves 
Combined Arms Detachment Space Wolves: Codex (1500pts)

HQ
Iron Priest, Helfrost pistol, Tempest Hammer

Iron Priest, Helfrost pistol, Tempest Hammer

Elites
Dreadnought, Blizzard Shield, Fenrisian Great Axe, Smoke Launchers, Venerable Dreadnought

Wolf Guard Terminators
4x Wolf Guard Terminator, Assault Cannon, Chainfist, 3x Power Fist, 3x Storm Bolter
Wolf Guard Terminator Leader, Frost Sword, Storm Bolter

Troops
Blood Claws
15x Blood Claw, 15x Bolt Pistol, 15x Chainswords
Stormwolf, 2x Twin-linked Multi-Meltas

Grey Hunters
4x Grey Hunter, 4x Bolt Pistol, 4x Boltgun
Razorback, Twin-linked Heavy Bolter
Wolf Guard Pack Leader, Chainsword, Storm Bolter

Grey Hunters
5x Grey Hunter, 5x Bolt Pistol, 4x Boltgun, Meltagun
Razorback, Twin-linked Heavy Bolter

Fast Attack
Thunderwolf Cavalry
Thunderwolf Cavalry, Frost Axe, Storm Shield
Thunderwolf Cavalry, Frost Axe, Storm Shield
Thunderwolf Cavalry Pack Leader, Frost Axe, Storm Shield

Maelstrom Mission:
The mission was Cleanse and Control (rolling for deployment type).

Deployment 
Dawn of War, No Night Fighting in effect. Space Wolves to deploy first,  and take first turn. Necrons failed to size the initiative.

Turn 1 Space Wolves
Objectives: Secure objective 1, hunt for glory and secure objective 4


Having placed each of his rhinos at each of the space wolves board sides, the wolves looked ready to claim objective 1 with the first of his razorbacks, and to tie up objective 6 to start the game off. The Necrons had set up in a standard wall format against the wolves using the scenery to limit the firing arcs from the space wolves. The wolves turn ended with a smattering of heavy bolter shots from the razorback by objective one forcing a failed reanimation check on the Maynarkh Warriors by Kutlakh and his retinue, with one of the undead killing machines being sent back to the stasis crypts.


Ian Finished the Turn claiming secure objective 1.

Maynarkh Dynasty Turn 1

Objectives: Secure objective 1 secure objective 6, Scour the Skies

Having weathered the opening salvo from the space wolves, the Necron advance began. The Maynarkh Warriors began to stomp after the Thunderwolf Cavalry that were bearing down on them at speed, as Kutlakh and his Charnal Lychguard cohort swept round to follow the warriors.

The Immortals preceded to March off towards objective 4 held by one of the Razorback, whilst the second Maynarkh warrior squad held objective 6 in the bottom corner digging in.

The Necron shooting phase was much more devastating for the Space Wolves compared to their first turn. The Doomsday Ark drew a bead on the razorback by objective 1 and with a lucky scatter, scored hits on the razorback, and the Thunderwolf Cavalry, as the heavy destroyers poured sick green gauss fire into the razorback.

The conflagration vaporised 1 of the Thunderwolves, and the Iron Priest and his unit bailed out of the smoking wreckage of the razorback. With no units in range to charge the Necron first turn ended. Scour the Skies was discarded at this stage.


Turn 1 Result: Space Wolves 1/Necrons 1

Turn 2 Space Wolves

Objectives: Hungry for Glory,  Secure objective 4, The Heroes of Fenris

Having felt the initial wrath of the Doomsday Ark, the Space Wolves made strategic moves to start hugging the terrain. Unfortunately for Ian the Stormwolf had decided it wasn't ready to come on the field yet also.


The remaining razorback backed up whilst the Terminators proceeded to lope towards the immortals. The Thunderwolves now proceeded to get into charge range of the warriors beside them also. From behind the ruins where objective 1 hid, came the might of the Venerable Dreadnought, smashing through the wall. Clearly it wanted to get in on the bloody action as well.

Pot shots from the Thunderwolves,  the Iron priest and his unit, causing no wounds as the Necrons broken bodies wove back together. On the other side of the field, the rampant howls of the Terminators echoed across the battlefield as they poured shots of autocannon fire and stormbolter shots into the Immortals, their bolts backed up by the fire from the razorback, felling all but 2.

Finally the Space Wolves were now in range to assault the Warriors,  only for the unit to fail their charge, with the resulting overwatch taking down another of the Thunderwolves. Ian forgot that the Thunderwolves had the fleet special rule, which would have meant the unit getting into combat this turn.

More luckily for the Space Wolves,  the Venerable Dreadnought smashed into the Necron Destroyers wiping them out.

Maynarkh Dynasty Turn 2

Still having to secure objective 1 and 6, the Necrons pulled Big Game Hunter from the deck.

Unluckily for the Space Wolves, Necron reserves showed no hesitation in coming onto the board, with the Doom scythe coming on from the Necron board edge and the Tomb Stalker outflanking to objective 4 where the second razorback had remained under unmolested.

The Necron warriors proceeded to March towards the now fleeing (Ian disagreed that this was a tactical decision) Thunderwolf,  as Kutlakh and his retinue moved up ready to turn the Venerable Dreadnought into tiny pieces. Having forgotten about the Necron immortals,  they remained in position. Still holding down the objective in the back field the second unit of warriors continued to sit quietly.  The Tomb Stalker moved six inches to get close enough for rapid fire range with its gauss flayers.

The shooting phase began with the Doom Scythe deciding that the Terminator squad now had to go, firing its death Ray and twin linked destructors, felling all but one of the soon to be rampaging wolves. The Doomsday Ark fired once more only for the shot to scatter just out of range of Kutlakh and his unit (danger close indeed!). Further shots from the Necron warriors pattered off the Venerable Dreadnought,  it's frost shield turning away all of the incoming fire. The Tomb Stalker rapid fired into the back of the razorback glancing all but one Hull point off the vehicle ready to assault next turn.


Having only Kutlakh's unit in charge range they shambles forward ready strike at the Ancient war machine... This did not go well... Feeling confident going into the assault,  with a possible 20 warscythe attacks from the Charnal Lychguard,  they were promptly knocked down to only 2, with every swing of the deadly scythes and kutlakhs blade being turned aside by the frost shield,  this was going to be a make or break fight to take down the dreadnought!

Turn 2: Space Wolves 1/Necrons 1

Space Wolves Turn 3
Objectives: Secure Objective 4, Hungry for Glory, The Heroes of Fenris

The Space Wolves were now ready to start striking back at the Necrons in force, yet the stormwolf carrying the 15 blood claws was still nowhere to be seen.

The Iron priest and his unit currently hiding in the now badly damaged razorback hopped out ready to start firing on the mechanical monstrosity that was about to start tearing up their transport.  The remaining Terminator his pack now devastated,  began the March to sweep down the last of the immortals, whilst the last Thunderwolf moved to join the fight against Kutlakh.


Starting off the phase the now Lone wolf Terminator shot at the immortals,  leaving only one left to be assaulted.  The Iron Priest,  and his squad of Grey Hunters, fired non stop into the Tomb Stalker but only managed to take off a wound.

As the assault phase opened, the lone wolf charged with all the ferocity that he could muster,  only for the flickering fire of the immortals gauss blaster to kill him in overwatch, the Necron was soon to move on impassively at the passing of another hero of fenris.

In the prime ticket fight of the battle, Kutlakh and his unit were once again badly mauled as the Dreadnought swung his mighty frost axe, pushed around amusingly like a rag Doll,  the Lychguard placed themselves in front of the deadliest hits falling for their Overlord.  Incensed by this the Overlord retaliated, somewhat impotently as he only removed a single Hull point. It looked like the Overlord soon would fall to the fallen Space Wolf hero.

Maynarkh Dynasty Turn 3

Objectives: Big Game Hunter, Secure Objective 1, Secure Objective 6

Turn 3 for the Necrons was going to be make or break now with the death of the Lychguard, something had to turn quickly for the Necrons. The warriors began to move up to support their embattled Overlord,  whilst the remaining Immortal continued to shambles towards Objective 4.

In the shooting phase everything changed, with a bead on the Iron Priest and his unit the Doomsday Ark fired a blinding shot of light,  which promptly scattered over Kutlakh,  the venerable Dreadnought, and some of the Iron Priests unit. The Space marines with the Iron Priest were promptly vapourised, and the Dreadnought took a devastating hit,  unable to turn the shot away the Ancient was left standing immobilised, his servo motors damaged by burning green fire... Kutlakh seeing the advantage, ducked in behind the dreadnought in the assault phase stabbing the warrior to death,  finally retreating from the burning wreckage towards the warriors. Unscathed, his metal body black charred in several places, he had survived by the (not so much) skin of his teeth!


The Doom scythe preceded, to fly over head banking towards the second razorback.
The warriors fired again once more at the Thunderwolf, finally felling rider and mount.


The Tomb Stalker clicked its mandibles in anticipation, but something held it back (rolled snake eyes to charge the razorback and forgot the rerolling for fleet!) so the razorback would survive this turn. One IWND roll and the Tomb Stalker and it was back to full health.

Turn 3 Space Wolves 1/Necrons 2

Space Wolves Turn 4

Objectives: Secure Objective 4, The Heroes of Fenris, Hungry for Glory

To the sounds of whooping and the dolorous tunes of Ride of the Valkyries,  the Storm wolf with the Blood claws finally arrived on the field! Flying across the board to disgorge the yapping Blood Claws in the Necron back field within striking distance of Objective 4.

Having seen the beating that the dastardly Necron Overlord had taken, the Iron Priest made ready to assault him before he could join his warrior unit,  Helfrost pistol and bolt pistols failing to hit there mark, or failing to fell the xenos, the Iron Priest assaulted, declaring a challenge to the affront to the blessed machine that was the Necron.

The Stormwolf began its fusillade by crippling the Doomsday Ark, and removing 3 Hull points, and firing the twin linked frost cannon at the Necron Warriors, which also the blood Claws began firing into with bolt pistols, only by going to ground did the Maynarkh Warriors only manage to lose 4 of their number.


In the assault phase the Iron Priest challenged Kutlakh to an epic duel, in which kutlakh failed to reduce any if the iron priests attacks. However kutlakh promptly dispatched the Iron Priest over killing into the rest of the unit (however Ian had just scored 2 victory points for that challenge to take the lead!). Kutlakh consolidated towards objective 1 and would be there next turn.

Maynarkh Dynasty Turn 4

Objectives: Big Game Hunter, Secure Objective 1, Secure Objective 6

The Maynarkh Dynasty turn began with Kutlakh sweeping forwards to take Objective 1, with the Warrior squad beginning to sweep around towards the blood class assailing the second warrior squad. The singular immortal moved closer to objective 6 but stayed just out of range for the moment,  while the Tomb Stalker moved into range of the remaining razorback.

In the shooting phase the crippled Doomsday Ark fired a broadside at the Stormwolf but failed to hit with any shots. The warriors about to be attacked by the blood claws only could stand up for now.

The Tomb Stalker having failed to charge last turn rushed the razorback (I remembered fleet this time but didn't need it), and wrecked the vehicle. The Tomb Stalker would have to kill the Long fangs next turn to claim objective 6.

Turn 4: Space Wolves 3/Necrons 3

Space Wolves Turn 5

The Space Wolves were now slightly on the ropes but had a chance to claim objective 4 and position for line breaker.

The blood claws moved to charge range needing 7 to get into combat with the depleted Maynarkh Warriors,  while the Stormwolf entered hover mode and positioned to ensure line breaker if the game ended.


The Stormwolf blasted Las and Helfrost shots at both the Doomsday Ark finally destroyed the xenos construct, and the Warriors,  who cowardly went to ground once more to stay alive. The long fangs shot pummelling fire into the Tomb Stalker,  but only managed to cause a wound on the mechanical beast.

The blood claws moment to shine came and assault was called... But they rolled a failed charge and didn't move. The turn ending at this point.

Maynarkh Dynasty Turn 5

Objectives: Big Game Hunter, Secure Objective 1, Secure Objective 6

The Lone immortal began the Necron turn by sidling up closer to the long fangs whilst kutlakh made for the Space Wolves board edge in the movement phase, with the shooting phase being particularly non existent or useless (the Maynarkh warriors approaching the blood claws failed to hit in rapid fire range... Idiots...).

Assault was going to be key, with the Tomb Stalker crashing into the Long Fangs,  it's mandibles and claws ripping the space wolves to shreds, claiming objective 6 finally.

And with that the turn and the game ended!

Final Result: Space Wolves 4 / Necrons 5

Post Game Thoughts:

Wow! That game was great! Ian played the space wolves amazingly for his first time with the army, and I will admit I was lucky taking down the Venerable Dreadnought,  I honestly thought it would never die and kill my whole army!

The addition of the frost shield and all those attacks make space wolf dreads terrifying!
Overall I think both forces were evenly matched and the game could have gone either way.  The Maynarkh Dynasty list also didn't feel particularly over powered and worked well.

Element Games,  where the north west gaming centre is held looked amazing since its refurbishment (forgot to get a decent picture... Sorry!) it had great atmosphere, scenery and a very helpful tavern wench who supplied beer right to the table! Good times. Of everything at element I only had two minor gripes,  one was that the board we played on didn't have an available mat,  so the MDF board top did take a bit away from the game,  and that the store managed to lose 14 copies of Blood bowl which myself and Ian were going to pick up after having a game,  though I'm sure our wallets (and wives) were happy at this outcome.  Overall I had a great day,  and as always had a great game with Ian who is a pleasure to play against!

Pop by the Krakaddict.blogspot.co.uk to catch up on Ian's thoughts from the game, I'm sure he'll have something together soon!

So I hope you enjoyed my first battle report, I definitely have a new appreciation for other bloggers and Games workshop for putting their own together,  as this was a bit of a slog,  but well worth it! I doubt I will be getting battle reports done for the Birthday Bash event but I'll definitely get lots of photos!

Until next time
Jonathan

Monday, 23 January 2017

History of the Maynarkh Dynasty


Good Evening Ladies and Gentlemen,

Today we delve into the History of the Maynarkh Dynasty,  what many consider a return to the unknown eldritch horror that once defined the Necron race before the rise of the named Necron characters, specifically set down in the 3rd edition codex.

Renowned in the deep past of the Necron race, the Maynarkh Dynasty were abhorred and feared for their ruthless nature, particularly in the fight against the old ones during the War in Heaven against the Slann. The Maynarkh Dynasty were at the forefront of the battle against the C'tan at the closing of the War in Heaven when the Star God's were considered at their weakest by the Silent King.  For their part in the breaking of the C'tan and particularly Llandu'gor the Flayer, the Dynasty was cursed by the flesh hunger, with the first flayed ones arising within the ranks of the Maynarkh legions.

For there destructive nature's both in the War in Heaven,  and the the downfall of the C'tan,  many influential dynasties counselled the Silent King to damn the Maynarkh upon entering their stasis crypts, a quiet death for the horrific Dynasty. They had shamed all of the Necron race by they're actions... Yet the Silent King allowed them to endure,  they would be needed in times to come...

In the closing stages of the 41st Millennium the death of the Caracol Binary Star, erupting in a supernova would be the clarion call for the Dynasty to arise from their 60 million year slumber.  The Orphean Sector would soon bear the brunt of the horror of the Necrons. Only the forces of the Death Korps of Krieg,  and the Minotaurs Space Marine Chapter would be able to stand in there way.  Indeed at the end Lord Asterion Moloch would fight against Kutlakh the World Killer aboard the bridge of his Cairn-Class Battleship, and both would be blown out into the deep of space. But the Chapter Master of the Minotaurs has survived worse,  and Necrons are not known to die so easily....

*  *  *

So I hope you all enjoyed the above and are maybe considering picking up Imperial Armour 12. The book, though out of date is still an amazing piece of background, and the effort put into it really shows. I decided not to go too far in, as its perfectly paced and is a great read and I would suggest it on these alone. Other great things with the book, is that it includes Legendary Battles for you to play as the Necrons attack the Orphean Sector and are just like time of war missions,  perfect for the hobbyist who likes to try their hand at historical battles. I had originally expected these to be designed at Apocalypse scale,  but actually are designed from 1500pt battles up, which was great to see. Also for the narrative and campaign players,  we have the usual campaign system which also looks a lot of fun especially using the legendary missions. It's great to get into the events of the universe, a trend Age of Sigmar is really embracing,  and I hope 40k continues to do the same!

Until next time
Jonathan


Friday, 20 January 2017

Unit Perusal: Canoptek Tomb Sentinel


Welcomes Back Ladies and Gents,  we're today we continue our look at the new (the book and models have been out a while - Evil Daemon-Monkey on Shoulder) units for Necrons in Imperial Armour 12.

Today we look at the little brother of the Canoptek Tomb Stalker,  no not the Canoptek Spider,  this bad boy...


The Canoptek Tomb Sentinel, is a variation on the Tomb Stalker construct,  cited as one of the final war machines designed by Toholk the Blinded (maybe this means he is also responsible for designing the Stalker as well...). With a comparable statline and special rules to the Stalker, also being a monstrous creature, the Sentinel however forego's 2 attacks to gain the Exile Cannon.

The Exile Cannon is a 12in StrX, Ap- Heavy 1, small Blast, weapon with the exile blast rule. Now this does not look good until you look at the rules for exile blast,  which state that all models under the template equate to the number of hits resolved against the unit. Randomly determined models must then pass a strength test or be removed from play,  with units with no str value auto passing. Vehicles and buildings suffer an automatic penetrating hit with no saves possible.

This works beautifully with the Tomb Sentinel's Deep Strike, outflank and fleet special rules and could be considered to be a great way to deal with enemy armour and elite units. Twinning the Sentinel and the Stalker together as well, could make a great combo for hunting super heavy vehicles and Gargantuan creatures. And with non-vehicle Lords of War,  a great way to remove pesky units that could be a major hindrance. Chapter Master with Shield Eternal, no problem,  one failed straight check and buh-buy. At 39 melta bombs I feel this unit is an absolute steal. It might not have the close combat output of the Stalker,  but I feel keeping Rampage nicely offsets this downside. Overall I think this unit might actually be slightly better over all compared to its brother. Also always make sure to have the points to take sepulchral scarabs to increase its survivability.

Of all its rules,  only the ability to take a gloom prism needs amending for use with the current codex as the way the equipment works now is different to how it was in IA:12. Just use the current codex ruling and this will slot straight into any Necron list nicely in the heavy support slot. I feel it would also work brilliantly in a themed battle where you have another mecha-bug to defend your Tomb Complex (which funnily enough is what we will be looking at next time).

What do you think of the Tomb Sentinel,  good? Bad? Meh? Let us know in the comments.

Until next time,
Jonathan

Tuesday, 17 January 2017

Unit perusal: Canoptek Acanthrites


Good Evening Everyone!

Following on from me looking at some of the units from Imperial Armour 12, I have decided to look at the rest of the units presented for the Necrons as part of the Dark Harvest list for the Maynarkh Dynasty.

Today we will look at the Canoptek Acanthrites. A new addition to the mecha-bug aesthetic for Canoptek Constructs we have a locust-styled unit, comparable to a space marine captain statline, with standard power armour and an additional point of toughness, rounded out with the standard slow initiative that follows the fluff of the Necron race.

Starting as a unit of 3 at the cost of 30 melta bombs you gain a jump infantry unit,  with fearless, stealth, a void blade (this has the entropic strike special rule so follow the current codex ruling on this), and a cutting beam per model.  Cutting beams are s6 ap2 assault 1 and have the melta rule, so they do have a good chance to pop some vehicles, but your going to want to get up close and personal with max range the same as max charge range. You can also take a further 6 Acanthrites per fast attack slot past the first 3, though this would be an epic point sink for a single unit (almost a 3rd of your available points in a 1500pt game. Maybe a unit like this would definitely be suited more to either Unbound or Apocalypse. These units really want to be hugging the scenery,  running back field disruption.

As always with Canoptek Constructs they do not have re-an so their durability versus standard Necrons is slightly less. These units are fighting for the same slots as other strong units such as destroyers in the Necron Codex m,  where they can be taken,  and with the Maynarkh Dynasty. . I feel they would play great in a fluffy themed game for a Tomb raid,  where Scarabs,  Spiders,  Wraith, Stalkers and Sentinels are a protection force led by a Cryptek. Hmmm... I might just throw something like that together once I get a few of these in the future.

©Games Workshop 2017 

Model wise they look absolutely gorgeous,  as is the standard with Forgeworld, though I really hope the flying bases are pin mounted and not ball mounted as I have had some serious issues with these in the past,  otherwise there looks to be little fiddly bits past the levitation orbs and stalks on its back. You get a unit of 3 Canoptek Acanthrites for £42.00 plus shipping or your regional equivalent,  just stop by forgeworld.co.uk.

Next time we'll look at the brother of the Canoptek Tomb Stalker,  the Canoptek Tomb Sentinel!

Until next time
Jonathan

Monday, 16 January 2017

Update: Awaken The Dolmen Gates... We we make for Warhammer World!!!



Update: looks like Warhammer World won't be happening quite yet,  Ian called up for some tables and the events team had the gall to be running an event... How dare they do their jobs 😝

Anyways playtesting will still be completed just not in the hallowed halls of nerd heaven,  I'll update again once we know where we're headed. 

The Antechamber whistled with the cold brush of air on metal and stone. The occasional dripping of what could possibly be water punctuated the silence. This was a dead place.

No.  This was a place of the dead.

Soft, sickening lights shimmered from the recessed pillars on the floors, glyphs of magma-level complexity and mathematical impossibilities shone to life upon their surfaces. One by one, the procession of pillars lit up with the light of dying suns in the wake of a giant. The heavy clanking of footfalls echoed dolorously, as they lead up to a fresco at the back of the room.

Silvered motifs of the Dead Necrontyr race adornrd the fresco facing. Depictions of the triumphs of the Dynasty in its heyday of power. Framed in the centre, what could be considered to be a humanoid female, sat resplendent upon a throne of cold metal, the bodies of her enemies under her boot heels. Her face belied her inhuman nature, eyes dispassionate and dead, compared to the life in the imagery of the rest of the fresco.

As the giant approached the wall,  the soft hissing of mechanical limbs came from the deep corners hidden in shadow as the wall began to run like mercury.  Slowly but surely the females form pulsed outwards as the rest of the metal flowed with her, until a goddess of death was all that remained. Sitting upon her throne.

Like the chiming of soft bells, she said, "It is time,  summon Toholk to awaken the gates".

None would have thought the chiming of soft bells would herald the death of a world.

*  *  *

Good Evening (or Good Morning/Day depending on where you are in the world)!


So, the Legions of The Maynarkh Dynasty (along with me), are headed to Warhammer World in Nottingham on the 28th of this month! The plan for the visit for myself, is to get a game or two in with my current list for Dave Westons Birthday Bash 2.0 Tournament (it looks like I'll be good to bring this to the event! 😁 WOOOO!!!!!!). I'll be up with my friend Ian from Krakaddict.blogspot.co.uk,  so if you're there say Hi! Other items include having a refreshing tipple in Bugman's Bar, torturing myself in the forgeworld store, and the standard trip around the Hobby Museum.


I've been once before, just after the release of the Warlord Titan,  so I am looking forward to seeing what else in new in the exhibits whilst in there.  That should give me roughly 3 and a half weeks to post about the visit and how the list played (not that I will be changing it!).

There is a good amount of fixing up to complete for the army in relation to being table top ready but a week off prior to the tourney should be more than enough time (fingers crossed).

I'll update on the progress of each unit as the weeks progress,  and I hope you pop by to see!

Until next time
Jonathan

Thursday, 12 January 2017

40k Birthday Bash 2.0 Update: Faction Decision! (...Possibly...) Part 4 - The Finale


Hello Again Ladies and Gents!

Today we see the home stretch for me looking at the Maynarkh Dynasty and trying to see if anything needs amending for using the Force in 7th Ed,  and the current codex.  And to finish out this little exercise for now we will look at the MacDaddy of the Maynarkh Dynasty, Kutlakh the World Killer!

But before we get into the meat of Kutlakh's rules I think it would be good to have a wee look at this mechanical bad-ass.

Kutlakh to start is, not the leader of his Dynasty,  he is the highest ranking general of their armies,  and in his own right,  as powerful as some phaeron's of lesser dynasties. The leader of the Maynarkh Dynasty has only ever been referred to as the Mother of Oblivion,  and has been hinted to have been either romantically or physically connected with the Silent King.


Kutlakh has never been focused on the political trappings of the Dynasty structure,  preferring to put his efforts into his martial might. At the close of the war in heaven,  the Silent King ordered the most powerful of weapons to be turned on the C'tan after he realised their insipid betrayal. The Maynarkh Dynasty was at the front of unleashing these cosmically destructive weapons on the Star Vampires,  with many being shattered into the shards they are in the 41st Millennium. Of all the C'tan attacked and defeated by the Necrons,  none was so utterly obliterated as Llandu'gor the flayer,  personally falling to Kutlakhs hand. With this act all of the Necron race was doomed to the possibility of the flayer curse. None more so than the Maynarkh themselves. But of Kutlakh, devolution to a flayer has yet to happen, he still maintains the majority of his sanity... For now...

Ooooooohhh Drama!!! 😝
I hope that all got you tingling,  as now we move on to look at this bad-ass on the tabletop!

Statline wise the S, T, and WS all rock in at a Melta bomb with,  W3 standard Necron initiative,  and A of a melta bomb -1. He comes equipped with a staff of light and the Obsidax.  Special rules include, Independent Character,  Adamantium Will, Re-An,  Splinter of Madness, Phaeron,  and Ever-living; these last two in the vien of the articles so far will just be straight dropped. Kutlakh comes with the Death Incarnate Warlord trait as standard,  so refer to my thoughts on this from the first article in the series.  He also is rocking a 2+sv.

The staff of light does not have the specialist weapon rule,  which conflicts with the obsidax,  which does. I can't remember if the previous iteration of the staff had this rule, but currently it doesn't,  so we'll stick to the current profile.

The Obsidax is a beefed up Hyperphase blade. It's S user,  Ap2,  Melee,  Instant Death,  and as previously shown a specialist weapon.  Pretty tasty.

Coming back to the Splinter of Madness Rule,  this confers,  Fear and Fearless to Kutlakh and any unit he is attached to.

It also gives a little interesting aside as well...

First off Kutlakh must always fight in a challenge if possible both declaring and accepting.  Next at the start of the sub fight stage both Kutlakh and his opponent roll a d6 and add it to their ld value. If Kutlakhs total is greater,  the opponent has their WS reduced by the difference for that assault phase 😱! Such it Imhotekh and your hand removal fetish! 😝

Kutlakh is nothing short of a beast in combat. He wants to chase your chapter masters,  your chaos Lords,  your big hitters and mess up their day. I think he is a good character,  and is reasonably priced at 44 melta bombs. High shooting and blob squads may cause him lots of issues though.  Protecting him with the Charnal Lychguard is key.

What do you all think? Is Kutlakh worth it? Is he too OP? Would you change anything about him,  let me know in the comments!

Hopefully I will hear soon on whether I can run this list,  and I will follow up soon,  if not I'll be feverishly looking at something else soon...

Until next time
Jonathan

40k Birthday Bash 2.0 Update: Faction Decision! (...Possibly...) Part 3



Good Morning Ladies and Gents!
I hope you all got an excellent night sleep as we return to the horror of the Maynarkh Dynasty,  and the dread legions at they're disposal!

First things first,  Fast Attack and Heavy Support Choices. If you have read the previous posts we are looking at the choices as per my list for the Birthday Bash 2.0 Tournament, so once I've finished this set of rereviews I'll come back and visit the other units in these respective slots.

So I having selected to use X2 Heavy Necron Destroyers,  a Doom Scythe and a Doomsday Ark,  with the Imperial Armour book you are instructed to use the entry from Codex: Necrons,  so these will be the same as you all know and love.  Which leads us to...


The Elites
This is a fun section and presents units that may seem new to some:

Charnal Lychguard
Just like with the current codex,  Overlords can have their fluffy body guard unit.  A Maynarkh Overlord can take a single unit of these deadly close combat bots.  Rocking the same stat line as their codex counterparts,  Charnal Lychguard,  gain the rage and fear special rules.  Now I hear you cry out how can these be reasonable versus their counterparts? I'll tell you.  They cost an extra 22 melta bombs on top for basically rage and fear... In any other life I'd say drop that points value down to maybe another 5 melta bombs on top of the unit and you'd be grand,  but for now,  I think superceding the re-an special rule and leaving them as is,  is an excellent compromise for the tourney without being OP.


Canoptek Tomb Stalker
OMG A GIANT MECHA CENTIPEDE OF DOOM!!! 😝 The first ever Forgeworld model produced for the cash strapped customer (kudos if you have a Necron Pylon,  I secretly hate you lol) this is the beefed up cousin of the Canoptek Tomb Spider.  Rocking the Deep Strike,  Outflank,  Hit and Run,  Night Vision,  Rampage, Fearless,  Fleet,  Acute Senses, and War Construct special rules,  this beastie stat line comparable to a Carnifex,  hits just as hard,  but from many different directions. You can also purchase Sepulchral Scarabs for 4 melta bombs that give it IWND and it's a monstrous creature with X2 glass flayers.

So what is the War Construct Rule I hear you ask,  well it basically means any weapon that wounds on a flat value will only ever wound on a 6. This is a unit that can't be guaranteed to be poisoned to death. Now a lot of these rules really make it seem scary,  but like nid players know deep striking big gribblies into a tabletop can be very hazardous,  and as it draws a lot of fire,  getting isolated is a death sentence for the model with only the wounds of +1 over a base of Necron Scarabs. It's big it's scary,  but it can die very quickly and at the cost of 45 melta bombs.

I feel the unit is fine as it is.  Just like all Canoptek constructs this beastie does not have the re-an rule either so no need to worry about that here.

As I feel the unit is actually well balanced for its points,  and is more of a psychological terror unit for your opponent I don't think this needs amending and worst well within the bounds of the current codex,  but please,  please let me know if you think this unit is overpowered,  and if so what would you change? It's an amazingly sexy model and I think would be a great addition to the upcoming event.

Next time we will be looking at the final entry,  on Kutlakh the World Killer!

Until next time...  Game with the lights on...
Jonathan

Wednesday, 11 January 2017

40k Birthday Bash 2.0 Update: Faction Decision! (...Possibly...) Part 2



Welcomes Back Ladies and Gents to my random waffling on how to amend Imperial Armour 12, specifically in relation to the Necrons of the Maynarkh Dynasty,  for use with the current Necron Codex!

So today we are going first look at the list I am currently using,  the the following articles will look in depth at each section of the Force Org,  and what needs changing if necessary.

The List
1500pts CAD, No Allies, No Lords of War. Total Army Cist:1500pts

HQ
Kutlakh the World Killer

Elites
X1 Canoptek Tomb Stalker
X5 Charnal Lychguard with flensing scarabs

Troops
X5 Maynarkh Immortals with flensing scarabs
X10 Maynarkh Warriors
X10 Maynarkh Warriors

Fast Attack
X2 Heavy Destroyers

Heavy Support
X1 Doom Scythe
X1 Doomsday Ark

The List is quite elite and could be blown off the board by a lot of shooting.  The Maynarkh list really favours aggressive close combat armies, which isn't what you would normally expect from a Necron army! So with that out of the way,  let's start looking at these units,  first off today, the troops!

Maynarkh Warriors
Maynarkh Warriors are comparable to their Codex counterparts in every respect but one: they can take fencing scarabs. I won't be taking them as I do not have the points,  however as a unit they will be grand for tarpit purposes,  and hopefully some occasional tank hunting. The only amendment would be that the unit must use the re-an rule from the main codex.

Maynarkh Immortals
Again another unit which is comparable to its counterpart in the Necron Codex. The differences here is that you can only ever take one unit of Immortals (for fluff reasons) and the unit gains access to flensing scarabs.  I have taken the scarabs here as gaining shred for the first turn of combat should help improve the units killy ability. Again this only happens for the first combat phase not every combat phase. As with the Maynarkh Warriors the only amendment would be that the unit must use the re-an rule from the main codex.

Neither unit has access to any other rules, so not a lot to really reconsider here. Points wise there also is no difference between Imperial Armour 12 and the Necron Codex as it stands.

Otherwise the list can take Flayers as a troop choice, however they are distinctly inferior to their codex counterparts,  not having inherent shred,  less attacks and having to be taken in units of ten. For me I would have considered the Flaybers but I only have 5 so I'm happy to leave them for this time.

Let me know what you all think I the comments,  are these units reasonable? We'll next look at Fast Attack and Heavy Support,  and if there is time possibly the Elites as well,  before finishing up with MacDaddy cray-ray himself kutlakh the world killer!

Until next time
Jonathan

40k Birthday Bash 2.0 Update: Faction Decision! (...Possibly...) Part 1


Hello People's of the interwebz!!!

Today I come to you with some thoughts on what I may be taking to Dave Westons 40k Birthday Bash 2.0 Tournament! After much thought I have come to the conclusion that I would like to deviate a little from the standard armies that we are all familiar with to have a look at the Necrons of the Maynarkh Dynasty,  as presented in Imperial Armour 12.

The first thing to acknowledge is that using this list has not yet been checked or approved by Dave,  so I'll let him know then go from there (fingers crossed I'll hopefully be able to bring it for something a bit different). Secondly the army is, to say the least,  "bit " out of date. To this end I propose the following amendments and non-amendments (might not be correct grammar but let's roll with it) to the rules for the Maynarkh Dynasty, as found in Imperial Amour 12:


Warlord Traits:
1. Predictive Strategist
Reserve Manipulation +/-1 whilst Warlord is on the table. Many armies can use similar warlord traits,  so I don't think this needs amending for use at the event.

2. Dust and Ashes
Denying Slay the Warlord to your opponent nets you a victory point. Not too power inherently but can be a game changer.  I still think this is OK as is.

3. Blood of Ancients
Just like good old Chaos champion rule for challenges,  with the exception ICs killed in combat award victory points.  Really need Dave W to make a call on this one. Any suggestions for the communities opinion on whether this is too OP is also welcome (and if so suggestions to update).

4. Unbending Will
Reroll re-an's within 3in of an objective. . Not too shabby, I think this is grand as is.

5. Fire of the Heavens
During the shooting phase (every one!)  a unit which is a vehicle or artillery can resolve a single ranged attack at +1S! Doesn't exceed max S,  but is still a bit OP for a friendly tournament...  Maybe reduce this to one use a game.

6. Death Incarnate
Warlord and unit gain Crusader. Not too shabby,  so fine as is.

Army Special Rules


Reanimation Protocols
So IA:12 was originally written with the 5th edition codex (some call it the first 6th edition codex,  but that is neither here nor there) in mind.  To this end,  I would say all units with this rule,  must follow the rule as presented in the current codex: Necrons.

Flensing Scarabs 
Unit equipped with Flensing Scarabs has the shred rule for the first turn of assault in the game.  Doesn't seem to bad,  keep it as is.

Entropic Strike
Harks back to the previous codex where you could remove a models armour save or reduce the armour value for vehicles.  I suggest replacing this to the entry in the current codex,  as this rule specifically applies to scarabs (I haven't seen any other units that can make use of this rule in IA:12).

Living Metal
Wording same as in current codex. No need to dwell here.

Ever-living
The rule no longer exists in the current codex,  so for all intents and purposes this rule should be ignored for all units that have it in IA:12.

Mark of the Flayer
Roll a d6 if a Maynard overlord/or unit they have joined fails a moral check or wipes a unit in close combat. Immediately apply result from MoTF table:

Berserk
Basically what kharn does when he misses in close combat (at d3 auto hits). Hits himself if on his own for a wound.  Fluffy and not to powerful,  definitely a hazard to use Maynarkh HQs,  love it.

Remains in Control
No effect.

Transfiguration
Overlord gains fearless and rage. At end of the battle,  overlord counts as destroyed for the purposes of victory points and StW.
More of the same,  a hazard to take but love the fluffiness,  can stay as is currently.

Next time I'll post about the units I may take in the book ((depending on whether I can take this army) some units are massively over costed these days hahaha) and what it may look like for my list.

Please let me know what you think in the comments,  are the amendments reasonable? Have the things that stayed the same reasonable? Shout out and let me know!

Until next time
Jonathan

Sunday, 21 August 2016

Conversion: Kutlakh The World Killer


Good afternoon Everyone!

After a bit of a hiatus from travelling for work, and a few other things that have taken me out for a bit, I've finally had some time to get around to showing you my conversion of Kutlakh the World Killer.

If you have ever had a chance to read the fall of orpheus I highly suggest it.  The artwork is amazing, the storyline is gripping with a real return to the impending horror that the old necrons used to have.

The conversion utilities the overlord that accompanies the command barge a spare hyperphase blade and rod of covenant.  All the pieces fitted nicely, but converter beware; the weapons are all left handed... I had to cut off Kutlakh's thumb to make this conversion work.

Until next time.
Jonathan




Sunday, 31 January 2016

Necron Doom Scythe


Hi Again Everyone,

So first off we have the Necron Doom Scythe, of my personal Dynasty; The Sarybdal Dynasty, Client Dynasty to the Maynarkh.

Think I need to improve my photography haha

Hope you enjoy!
Jonathan