The attack had come so quickly. The small security detachment guarding the oil rig had been overwhelmed in seconds. Some quick minded person had hit the alarm chime and the village workers had gone to the church. Old Ned had come with his ancient Lasgun. The weapon had been "given" to him when he left the guard. He fired at the enemy as they came at the church door. He'd been quickly knocked down by some kind of heathen dart. Klya had dragged him in before the doors were baracaded. She had also grabbed the gun. Old Ned was still breathing when she had last seen him. It was very shallow and faint but he lived. The dart had:t killed him just knocked him out.
The minister had led the prayers to block out the screams of those who hadn't made it into the church or the sounds of something huge battering at the doors. The church was tiny and made from whatever materials the villagers could scrounge but it was as well made as they could make it and it held the beasts at bay.
Then there was bright green light. The xebos laughter stopped and their evil voices seemed unsure. The banging stopped and they moved away. The minister peeked between the boards hastrlynput against the windows and called to his flock that the Emperor had heard their pleas. His light had driven the dark ones away. They should rejoice.
The fool had gone outside to greet his saviour.
It was not the Emperor. Some sorcery had taken over the old pillars. The two ancient rocks that stood out side the village had begun to glow and fired green light into the sky. As the minister had walked towards them arms outstretched. Figures had begun materialise around the stones. They looked like skeletons but hunched over carrying something. There was no more than three or four at first but then more. They appeared like an image in a window reflected back at you. Not quite while until it got close.
The villagers had followed their shepherd including Klya. Then all of a sudden green bolts had blasted from the figures. Where they hit people that person just evaporated. For a brief moment it looked like they had turned to dust and then they just blew away.
Klya had ducked into the nearest building the tanner's. No one else had made it with her. Some people where still in the church but everyone else was just ..gone.
She had kept quiet nothing seemed to be moving outside. When she'd dared to peak out she saw the minister bowing on his knees as a creature with glowing lightning held his head down with a large spear in front of the pillars. The pillars were almost in recognisable. The rock and silt that they used to be seemed to have been removed leaving behind solid obsidian plates glowing with eldritch force. Between those black pillars a vortex of power grew until a tall machine monster store through carrying a spear like the first one had over the ministers neck only larger and more fearsome even though lightning did not lick from it's surface.
The creature surveyed the village before looking down at the bent man benenth him. It flicked it fingers as if dismissing it's lightning clad servant but instead of dragging the minister off the lightning blade fell.
Battle Report Drukhari Vs Necrons.
Quick open war battle between odd sized forces
The Archon and his Incubi friend use feined retreat to come in and out of combat to hit first again. Hopefully they can take down the Necron leader and spread the fear they do crave.


Necrons are running a high warrior force. Mainly because I don't have a lot of other necrons.
The Drukhari are my usual band of real space raiders. Not the whole force but the functional part of it.
The game rules are going to be a bit special.
First the necrons are on their home turf and are near some special pylons that allow them to regenerate even when the entire unit has been wiped. Old school rules. To take them down to need to kill them all and then do it some more.
The second rule to go with this is also old school Necron.
If the Necron force is reduced to 25% of its total model count (not points) it will simply phase out. They've got 61 models so when they get down to 15 left its game over.
Next is the point scoring. There are four primary objectives on the field. The Drukhari have one in the industrial building on the bottom right. The Necrons have one by their top left pylon. There are two in the centre. One by a fuel dump on the bottom by the sewer entrance and one by the top village building opposite the "church". 5 points for holding each one scored at the end of the turn. All objectives are sticky which means whoever touched them last holds them even if they move away. In addition a CORE unit can perform an action in its command phase completing at the start of its next turn. If completed that objective will not change hands until an enemy unit cleanses it with the same action which reverts it to normal.
All other actions only require a single model from a unit to complete. (House rule).
Aim modifiers stack. For example trying to hit a supersonic plane (-1 to hit) through dense cover (-1 to hit) stacks to a -2 modifier. Trying to hit something through lots of trees is hard. Trying to hit something you can barely see through those same trees is really hard. A 6 is always a hit and a 1 is always a miss.
All 9th ed Faction Secondaries can be scored. Drukhari therefore get " Take them Alive" 3 points for Character and Monsters 1 point for other Units destroyed in Melee, "Beasts for the Arenas" straight up 3 points for Monsters, Beasts and Cavalry unless they are titanic. "Fear and Terror" 1 point per model that flees. (Necrons going to be tough) and "Herd the Prey" 2 points per table quarter free from the enemy.
The Necrons get Code of Combat, 3 victory points for each enemy unit killed by a noble. Purge the vermin, 2 points per table quarter free of the enemy. Treasures of aeons, get extra points for controlling the other 3 objectives outside of the deployment zone (1=2pts, 2=3pts, 3=5pts) .Ancient machines. The three objectives not in the Necron deployment zone are actually command links to the ancient machinery and need an action to get 3 points each time. I propose you can only get this once per objective. The switch only needs flipping once after all.
Necron Forces
Going warrior heavy is really the only choice as the forces available are actually very basic coming from their original 3rd/4th ed army.
The army will have three units of 10 flayer armed warriors. Two units of 10 Gauss reaper armed warriors.
To get them to the battlefield there is a night Scythe flyer with a massive troop transport capacity and the ability to drop extra troops in from reserve I'd love to have three of them dropping 60+ Necrons in the backfield just for the alien invasion vibe.
The Ghost Ark is a good value add to a warrior heavy force able to transport and repair models back to units.
10 Immortals with Gauss blasters make up the final troop spot in a battalion.
The Warlord will be an overlord attended to by a Technomancer and a Plasmancer. The plasmancer is a free slot so I also get a Royal Warden complete the Overlords retinue. The Plasmancer also gets two cyptothralls.
The elites are a group of Deathmarks and a Reanimatior.
Of all the rotten luck. Vivithrax Ghorgast Archon of the Twilight Shadow was in a sullen and broodish mood. A sudden and dramatic change from the previous state where he had hunted the imperial workers through their industrial complex with Laughter and glee. He watched the Necron machinery arise from the outskirts of the human village and cursed his luck again. He had taken his pleasure with the workers and their supposed defenders happy in the knowledge that there was a bountiful remainder barricading themselves in a bolt hole where the Necrons had appeared.
Now he had the unenviable task of deciding whether to leave the Necrons to their own devices which meant returning to Commorragh empty handed or sweep in and try and force them back so he could take the slaves. Neither option aapealed.
Beside him stood Nathra Soriel. A succubus for the Red Grief. Her wytches had been brought along for some light exercise and the chance to hunt the jungle predators that lurked on this planet with aim of bringing a few back for the Areanas. The humnas seemed to have cleared this area of the intended beasts so she was also somewhat put out.
“No point hunting Necons” Vivithrax growled. “No souls to torment, no bodies to peel”.
“True but their canoptek creatures can be most useful” purred Nathra. “A Gladiator in the Arena becomes so disheartened when all their mighty efforts are repaired before their eyes.”
“These constructs are not easy to capture. Even if destroyed they simply vanish back to their nest.” Vivithrax countered.
“ The Red Grief have our ways.” Nathra smiled “Get us into contact with them and we can ensure the rest, the bounty on one is quite large” she oiled, knowing exactly what buttons to push on the vain Archon.
“ The Necrons are probably up to no good. If they scour this world before we can pluck the choicest morsels when the Devourer get here our Lord may have chink in his plan.” Vivithrax ruminated, examining the benefits from all angles. The remaining slaves back, the bounty from the Red Grief and intel for the Lord Archon. Yes this could still go in his favour.
Across the village a Necron Noble walked from a translocation portal that had arouse from underground. It surveyed the area and the trembling human priest their forces had captured. The Drukhari could smell his fear and had gathered at a safe distance to watch the show. With a wave the Noble indicated his displeasure of seeing the human and the Necron Plasmancer executed the priest.
“Oh Bravo” Vivithrax mocked and began a gentle but surprisingly loud clap as if appulding the Noble’s style. His Kabalites smiled and laughed and their leaders tone. If he had returned from his sullen state then soon they would be unleashed once more.
He turned to his Incubi retinue. “Well lets not just stand here all day. Those poor defenceless creatures down there need our help”. The Kabalites laughed even harder although the bodyguard remained silent.
As Vivithrax stalked back to his ride Nathra continued to watch the scene a moment longer with a little smile on her lips.
Looks like she got her way.
She turned on the spot, twirling her glaive to head towards her wytches and transport only to find an Incubi standing within striking distance, hand loosely on his sheathed blade. His mask told her nothing other than she was being watched and the Archon was no fool. She smirked at him and skipped past batting her eyelids at him.
The Drukhari are running a real space raid battalion. The Kabalites are a custom Kabal of dark mirth and mobile.raiders.
Archon
5x Incubi
Kabalites with darklance and 2x blasters
Kabalites with Shredders and splinter cannon
Radier with disrupter.
Venom with dual splinter cannon.
Succubus with the "Blood Glave"
5x Wytches - Hekatrix with Powersword, Wytch with Hydra Gauntlets
5x Wytches - Hekatrix with Glaive, , Wytch with shard net and impaler.
Venom with dual splinter rifles and splinter cannon
Venom with dual splinter rifles and splinter cannon
6x Reavers
Voidraven bomber
Razorwing Jet fighter
Darkcreed Haemonculus
5x Wracks with ossifier and Hexrifle
5x Wracks with ossifier and whip
Deployment.
The Necrons drop one of their 12" assault warriors into strategic reserves. There's a stratagem to drop them next to the Night scythe after turn 1. Just need to hope the flyer makes it as its carrying another 10 of those close ranged warriors to drop on the mid field.
The ghost ark holds another 10 flayer warriors. Depending where the Elves turn up the Ark can either drive forward or drop its cargo and get shooting.
The unit of Immortals with gauss blasters take the centre with the Overlord to their right with the Warden. A technomancer holds the left. Behind them trying hid behind one of the pylons is the reanimator. (It looks like a small child playing hide and seek behind a thin tree trunk). The final two units of guass flayer warriors are either side of the Immortals.
Plan is to walk forward and shoot. Warden will wander around and get any unit out of combat. The Night Sythe will punch forward and try and drop warriors in the centre and into the enemy table quarter. Like paratroopers. this will tie up the enemy force while the main army trudges forward.
The C'tan and the Deathmark Snipers are going to sit in reserve unit the Dukhari commit to an attack so the Deathmark Snipers can clear their characters while the super tough C'tan soaks up their damage and throws out some mortal wounds
The two Drukhari flyers hold off the board ready to fly in and drop the heavy ordinance. Primary target for the bomb will be the immortals and the bottom unit of warriors.
The Incubi, Wytches and their Archon and Succubus are in the Venoms and are to shift forwards to hit that same flank hopefully blowing up the Ghost Ark with some blaster fire and smashing through any warriors in close combat.
The raider is going to hold the centre and jump on anything that needs heavy firepower.
The jetbikes reavers are going to hold the top flank backed up by a squad of close ranged Drukhari Warriors.
The Coven forces are the tactical reserves. The Grotesques will be in the centre and will either push up the field as a distraction carnifex or jump on any deep strikers in my back field. The Wracks and Haemonculous will be in the Webway ready to jump out and bring some pain where needed.
Turn one Drukhari
CP=8+1
Venoms sweep out to the bottom half looking to drop a cc bomb into the necron line. Anti infantry guns slam into the necron squad on foot and reduce it's number.
The warriors reanimation allows them to redeploy their models towards the ghost ark to get the D3 back as they'd not deployed them close enough together initially.
See
Objectives= 2 10 points
Turn one Necrons
CP=11+1 VP 0
The great march forward. Pretty much everything walks up a bit to get in range. The ghost ark drops it's payload
The night scythe hurtles into the middle of the board to drop it's warriors in the centre ready to push the vermin out of their quarters or race on to objectives.
The night scythe plasmancer and warriors at the top of the board light up the jetfighter with the final blow being dealt by the technomancer's staff of light causing the plane to vanish from the sky.
At the bottom of the battlegrid everything fired into the venom holding the Succubus to spill her and her retinue out before they could hide in combat.
The venom jinked and weaved through the fire and prevented the killing blow to survive on one wound.
Objectives= 1, 5pts
Turn two Drukhari
CP=8+1
Objectives secured we move on to killing the Necrons.
That might scythe needs to go and the bikes and raider line it up. The raider dodged out of cover to get the line on it.
The wytches and the Archon with his retinue of Incubi jump out to charge into the Necron line
The bomber drops ff the table.to come back next turn. Putting the Razorwing Jetfighter too close to the Necrons massed fire power was a mistake.
The blasters dark lances, and disruptors fail to drop the Necron flyer but stick it on its bottom bracket.
The Immortals soak up the far side firepower with the reanimation beam keeping them in play.
The wytches bounce over the barricade and smash into the 10 warriors lurking there following their transports. The Archon managed on a re roll to hit the smaller group of 5 warriors that survived the turn one and two shooting. They can't manage to survive the forest of attacks from the Drukhari warlord and his mercenary bodyguard.
Previous=10
3 objectives = 15pts
Destroyed one unit in melee = 1 point
2 table quarters free of robots = 4 points
=30VP
Turn two Necrons.
CP=11+1
The royal warden orders the Immortals to fall back and shoot while the Overlord demands they do his will and shoot better.
The Night scythe drops it's initial cargo of ten blaster warriors right into the centre and then moves to the top left quarter. It's teleportation beam drops another ten out of strategic reserve in to range of the Kabalites hiding there.
The
The C'tan is unleashed from it's stasis pod to drive these vermin from the Necrons land. It drops in right on top of the bottom No man's land objective the Drukhari left open but still within charge range.
In the house rules this means the objective changes hands. The Necron unit has touched the objective last. I know it's not how the rules are played but I find this much more fun and means you don't have troops just standing in the open.
The Ctan send out his powers. The incubi are driven mad two of them hacking each other apart thinking they are the trying to kill the Archon. Balls of plasma descend on the venom Incubi and dthe wytches with the Succubus. The incubi are down to two the wytches stand at 3 and the venom is slightly dented.
Shooting
The green beams slam into the wytches and incubi hiding their leaders.
The incubi turn on their elvish speed to dodge the main fire and the venom is fired at if taken down to give line of sight to the Archon. When the dust settles there is just the Klavex and the Archon left
The backfield warriors pour their fire into the Kabalites in front of them with help from the nightflyer. The combined fire only claws 7 down.
Charge and Fight
Time for honourable combat.
The ctan makes a long charge into the undamaged venom. Hope is the Succubus will come in and get slapped instead but she declined.
The centre of the Necron line, the immortals and the dismounted warriors, charges at the incubi and Archon with the Overlord at their head.
The plasmancer with it's thralls heads into the remaining jetbikes with the reanimatior for extra punch.
The second blaster warriors in the back field look to finish off the Kabalites.
The ctan surprisingly bounced off the venom only doing three wounds
The Archon managed to tank all the damage on his magic cloak and chooses to kill some warriors to let him fallback next turn.
The warriors in the backfield also fail to kill the Kabalites. All in all a pretty shocking phase for the Necrons. The plasmancer and friends killed alll but one of the bikes who passed his attrition test.
The Kabalites in the backfield fail and lose another leaving them with two. The Incubi and wytches hold firm.
VP=5
Primary= 5
Honerable combat=0
Treasures of the Aeons=0
Purge the Vermin=0
10 Points
Not good.
Drukhari Turn 3
CP=7+1 VP=30
Grevyth Ulthurian looked up from from his task of pulling out the heart of the Mon keigh security officer. It's screams stopped for a moment as Grevyth paused.
A Kabal servant stood ready to relay a message.
"Oh dear, what has my friend Vivithrax got to say to me now, hmmm?" The Haemonculous asked. " I am a tad busy."
The messenger paused then said "Apologies my lord. Lord Ghorgast has found a Necrotyr artifact at the village and Necrons have emerged. He asks if you would be interested in joining him to capture some of the larger constructs?
" Well that does sound entertaining." Grevyth said. " Lets go have some fun."
Movement
The bomber shoots back into the battlegrid in further back and behind the night scythe it's long range guns looking to pick off vulnerable targets
The raider moves up behind the stalled main thrust on the bottom flank. This retakes the objective back from the C'tan.
The C'tan is a problem and also a opportunity. If the Wytch cult can take it down that's 3 points for beasts for the arenas. Issue is it can only take 3 wounds a phase and has nine.
Therefore we are going to try and hit it with up to two blast pistols, two blasters, a dark lance and a dis-integrator and it that doesn't do the three wounds allowed the bomber can throw in too.
The two units in the Drukhari back field need to go or I am not scoring herd the Prey.
The Succubus has got the hard job of hitting the C'tan in melee. With her trait Precision blows and the blood grave relic and in adrenaline for 8 attacks she should be able to score between 6 and 3 mortal wounds on the C'tan. To let her survive the plan was to spend another CP on aerobatic aerialist to let her "jump" back into the venom that had survived being punched past turn.
Her wytches would breakoff and go in against either the immortals or the warriors depending who is still standing. Ideally the warriors will get pasted letting me lock up the immortals so they can't help the Overlord out next turn.
Things needed to go just right for anything to survive till next turn but if they do the Necrons are going to be in a lot of trouble.
One unit wracks and Haemonculous come in to clear out the Deathmarks with the help of the one wound venom that moves off the objective. The Kabalites fall back from the warriors and move towards the home objective leaving the grotesques a clear shot.
The second unit of wracks come in mid board to shoot and charge at the reaper warriors on the back field. If they fail they can move towards the midfield objective. If they are still alive.
The final bike runs back and hides behind a building to hold the objective there. The plasmancer will probably easily kill it but at least it'll bring that unit closer to the wracks and grotesques.
Shooting
The raider and bomber hold their fire as the other units hit home.
The grotesques liquidate a warrior and the midfield wracks pick off another.
The second unit of The Wracks and haemonculus shoot at the Deathmarks hoping to take them out from. The boss managed to pick out one of the deathmarks with his pistol.
The Succubus hits her target and strips exactly 3 wounds off the C'tan as planned. Her Wytch friend fails with her blast pistol into the warriors but the hydragauntlet wielding gladiator lobs a plasma grenade that fells three.
The raider throws everything except the darklance at the Deathmarks taking down two. The dark lance takes two wounds off the Ghost Ark
The bomber goes for the Night flyer chucking everything at it and it fails only does a single wound.
Close combat
Everything makes it into combat bar the raider which fails to get over to help with the warriors.
The Succubus does her party trick without and trouble actually sorting three 6s which would have killed the darn Ctan of not for it's 3 damage a phase thing. And t was going to get through next turn of the blasters bounced again.
The Overlord took his opportunity to interrupt and finally managed to pop the Archons Shadow field and chopped him down by two wounds. The Archon and Incubi bounced off of him in return. Honestly screaming at the rolls.
The Grotesques should have stomped flat the Warriors in the backfield but they left one and three regenerated leaving it all up to the Wracks who'd made that Deep strike charge. They finished the Squad with Precision rolling and fortunately the house rule that let them regenerate didn't come up as they all failed. The Wracks hunkered into the church wall and hoped the guns would go for the beefier monsters next to them.
The second group of Wracks didn't do as well and only took out two of the Deathmarks. Fortunately the Haemonculous took care of the final Necrons sweeping our backfield clear
End of the turn score
Previous 30VP
take them alive 1+1 =2VP
Table quarters held 2x2=4VP
Primary objectives 3x5=15VP
=51VP
7CP
Necron Turn 3
CP=11+1
Things aren't going well and we need points on the board quick.
The Technomancer has the veil of darkness and can move a unit onto an objective.
The group with the most combat power is the immortals but I feel they should stay near the Overlord and deal with the main threats.
There is the final blob of gauss flayer warriors at almost full strength covering the home objective. With the Drukhari deepstrikers dropping we can move them off but I feel there is only one place they can go. The raider is in the way of the barricade objective. The plasmancer can get the "tanning shed" objective so dropping another unit would be overkill. That leaves the Drukhari home objective by the industrial towers.
Dropping the large group here would cause a speed bumb but the Coven forces are still in full strength here. The warriors dropped in here are dead next turn. It might need both units Wracks and the big boy grotesques to do it but they are going down.
That would leave the hard hitting elements completely out of the way till the last turn....
Third option is to use the four remaining warriors in close combat with the Wytches to backup with the help of the Warden and the Technomancer to meet up and veil over. They would also get squashed but their combat power has already been degraded.
The C'tan needs to finish that Succubus before it gets shot again and takes the blood grave to the face again. Looking through the strategems there is a likely looking one called Entropic strike 1CP that removes invulnerability saves in melee. Like the Succubus 4+ in combat. Should tip the odds in the Deciever's favour.
To get that to happen the Venom needs to pop. The immortals are out of combat and free to shoot. As is the Ghost Arc and whichever Warrior unit doesn't go for a trip across the battlegrid. The reanimatior might also be able to shoot too.
Relentless Onslaught 1CP is another good one 6s to hit give another hit. When mixed with Disintegration Capacitors 1CP means those 6s will also auto wound.
Ideally all the elves in this bottom left table quarter would just elaborate under fire (including the Succubus leaving the. C'tan free to charge and rip apart the raider and contest control of the objective.
Movement.
The warden gives the order protocols to the small warrior unit to fallback and shoot.
The Overlord places his will upon the immortals.
The reanimatior still has it's beam on them.
C'tan stays still
Immortals backup a bit as they can't get through without charging and I want them all in range. Overlord stays with the combat to try and get the honourable kills
Plasmancer and his thralls move up on the objective and one of his minions begins excavating the ancient machinery controls from the wreckage of the human building.
The warriors fallback from the wytches who try to force them to stay in combat but the relentless machines just back up.
The Technomancer moves forward to meet the retreating warriors and uses his veil to move them off to the objective the elves foolishly left open in their backfield.
A warrior begins the task of waking the ancient machines while the rest level their weapons at the remains of the Kabalites in front of them.
The large group of warriors walk forward to range on the wytches and the grotesques.
The ghost ark moves past the venom and places itself as a wall to the raider and the forces behind it with only the C'tan in front of it.
The Deceiver uses his C'tan powers on the venom hiding the Succubus. The copilot is driven mad and fires wildly before the succubus executes him causing two wounds.
The C'tan draws on Ancient echos 1CP to change his second power to thunderbolt and blasted the venom out of the sky.
The Succubus decides to take a risky manipver and emergency disembarks ( 1CP ) to jump 6 inches away from the C'tan into a patch of dense cover. Closer to the immortals gun line but out of charge range of the C'tan.
The Plasmancer's harbinger of destruction rule lashes out at the Reiver killing the little snot and giving the Necrons the objective as well as points for purge the Vermin.
This causes some decisions to be made. The Wytches still need to be dealt with the Raider could do with being popped and the Succubus and her remaining three wounds would die easier to being shot.
The large warriors unit, the immortals, the ghost Ark, the reanimatior and the warden can all shoot.
Four of the warriors shoot into the wytches felling one. The rest shoot the grotesques doing nothing.
The small unit of warriors minus the one doing the action shoot the two Kabalites and wipe them out.
All the shooting isn't going to pop the Raider. Unless we get lucky. The Deceiver can't pop it in combat on his own unless it gets lucky or has some wounds stripped off of it first.
The damage 2 Warden shots are best off going into the raider. The reanimatior could also shoot that way which would leave the Wytch alive for charging later. The Ghost Ark needs to go either into the Raider or the Wracks down town. The real question is what to do with the immortals 20 S5 -2AP 1D shots.
Pumping them into the Succubus seems a good plan. She would definitely go down which would remove a major threat. Hitting the raider would do maybe 4-5 wounds which is more likely than what the warden would do.
Nathra Soriel brought the blood glove in a rising arc slicing through the gap she'd made with her blast pistol. The creature's metal skin was punctured and the glaive opened the wound further. She rode the blows momentum and kicked off into a series of back flips to land on the wing of the Venom behind her.
The beast seemed to just smile and for a moment disappeared. The Venom's gunner screamed and started clawing at his armour unholsterimg his pistol he started shooting floor. Sparks came from the control surfaces as the rounds penetrated into the driving cockpit.
" Get them off, get them off" he yelled.
Nathra whipped the glaive around taking off his head and glared back at the spot the creature had disappeared from
It stood there again as if it hadn't moved smiled again and raised it's hand. A glowing ball of plasma grew between it's fingers.
Nathra knew when it was time to exit a fight. She leaped clear of the transport just as the lightning bolt of the plamsa's passage blinded any on lookers and she flipped once more landing in the dense foliage behind the ongoing combat with Vivithrax and the Necrons noble.
She crouched amongst the plants as a Necron transport hummed past her. To her left a block of Necrons in black armour were marching in formation. Green fire from behind them struck at the Wytches left in the open as their opponents suddenly disappeared.
3 immortals shoot the Succubus using Disintegration Capacitors (1CP) for auto wounding 6s. The Succubus uses lightning reactions to get another -1 to hit. and get two wounds in.
4 immortals warden reanimatior ghost ark and Technomancer kill the raider.
Charge phase
Warden goes for the incubi looking to take it out before it can kill the overlord.
The immortals go for the Wytch and surround her.
The C'tan charges over the barricade into the overwatch fire of the Kabalites. It should have been a long shot but it gets hit twice by splinter rifles and by a blaster and loses it three wounds for the phase placing it one wound short of death.
The charge from the warden was planned to kill the Klavex incubi who was more of a threat to the overlord than the Archon but with the C'tan down to one wound sequencing could be an issue.
It was at this time it was realised we'd got the rules wrong for athletic aerialists. It is only usable if the unit destroyed it's enemy and could make a consolidation move.
It was too late to reverse the decisions as the Succubus would have died going into the C'tan so would have gone into the warriors or the immortals instead and the whole story would be changed so it was kept the same and a lesson learned
Fight phase
This is where it went wrong for the Necrons.
The Overlord is not a charging model so has to wait. The Incubi could hurt him so the warden should take him out.
Unfortunately he only wounds twice and both bounce off the 3+ armour.
The Drukhari interrupted for 2CP so the Wytch could get some blows in. She claws an immortal down before the mass stamps her down.
The C'tan begins it's attack confident it should break the Kabalites morale.
Then it rolls two ones for hits and then managed to yartzee the wound rolls with 4 ones! The Kabalites weren't even scratched.
Drukhari go first for the existing combats and the Archon goes first. Wasn't expecting anything from the Kabal leader but he manages to get 4 wounds in and the Overlord fails all his saves.
He then fails the house rules regen too.
Fortunately the 1CP stratgem Resurrection Protocols does work on a 4+ and the Overlord stands back up behind his murderer.
The Incubi slashes at the Warden but only does 2 damage.
Decisions to be made with the Kabalites. They could take the C'tan down with shear volume of hits. Not to mention the agoniser. But only the Wytch cult units can score Beasts for the Arenas so it would reduce secondary scoring.
In the end it was better not to tempt fate and the Kabalites manage to swarm the monster. Capturing it for the Kabal.
Necron VPs
15 objectives
5 for treasures of the Aeons
6 for Ancient machines
2 for Purge the Vermin
Necron T3 = 38 VP
7CP
Drukhari Turn 4
51VP +1 for take them alive = 52VP.
4CP
The Drukhari are ahead and mean to stay that way. The Necrons warriors in their own backfield needs to go. The Haemonculous and the Wracks should be able to cope with that.
The Grotesques need to head up field and take on the plasmancer or preferably the Necron Warriors behind him.
The Bomber will need to move to get line of sight at the Necron army and can put shots into anything that needs to go away.
The Succubus can either go into the Overlord or the Reanimatior which is a monster and worth those VPs.
The Kabalites want to line up the Ghost Ark but it's a tough cookie.
Shooting
Everything fails to hit the warriors in the backfield
The bomber kills two warriors
The grotesques and wracks kill 1.5 thralls
Under blaster fire the ghost ark explodes! It kills the Succubus who'd snuck up behind it to get a charge into the immortals. It also takes out the Royal warden (who gets back up again) an immortal and a Kabalite. The Klavex loses a wound protecting the Archon.
The rest of the Kabalite fire does nothing to the immortals who sit in light cover thanks to the barricade.
The Archon escapes the explosion and levels his parasites kiss at the Overlord who was lurching back to it's feet on one wound. Even a CP re roll can't save the big man this time and his insistence on honourable combat results in his demise.
With a wound back from the relic the Archon eyes up his next target.
Charge Phase
The Kabalites charge the immortals followed by the Archon
The Klavex was forced out of combat with the Warden from his resurrection. This gives him the chance to charge and strike first.
The Grotesques get into the Cyptothrall and the Plasmancer. The Wracks have no space to wedge in there so sit back to watch the show.
The Venom goes first into the backfield warriors who try their luck with overwatch but completely fluff their shots.
The Haemonculous and his Wracks go into the Warriors next to provide the main punch. This leaves the Technomancer to heroically intervene into the Haemonculous.
Fight phase
The Klavex chops straight through the Royal Warden and consolidates towards the Archon.
The immortals drop two more command points to interrupt and try and stay the damage but only take down a single Kabalite.
The Archon in return picks off one Immortal but the other attacks and the those of the Kabalites just regenerate under the nano scarab beam.
The Grotesques lose one of Their number which was wounded to the living lightning effect of the plasmancer and then trample Cryptek and his thralls in short order.
The Haemonculous slashes down the Technomancer before he can do anything. The Wracks and the Venom with it's chain snares manage to defeat the unit of warriors in the backfield.
With just 8 warriors 4 immortals, 1 reanimatior and the Night Scythe off the field the Necrons are below 25% and phase out of existence.
The Field is left to the Drukhari.
52VP
take them alive 1 (Warden) +1 (Technomancer) + 1 (Warriors) + 1 (Cyptothralls) + 1 (Plasmancer)=5VP
Table quarters held 2x2=4VP We're saying the Necrons phased out in their command phase)
Primary objectives 3x5=15VP
=76 VP
Necrons finish on 43 VP assuming they hold their own objective at turn 5.
There was a lot of forgotten rules. The protocols other than eternal guardian never came up. Kept forgetting Enduring Will for the Overlord. Messing up the Red grief strat to get back in the transport could have been a game wreaker but fortunately looking back at the moves the Succubus didn't do anything before she got blown up other than waste 3CP trying to keep her alive . 1 on Aesthetic Aerialists 1 on emergency disembarkation 1 on lightning reactions.
If the C'tan might have put it's powers elsewhere had she died in combat with him rather than into the Venom. But his lack of combat power against the Kabalite showed she could have made it through.
Whatever the Necrons are up to this has been a set back only. They will return. Their Wrath endless.