Friday, May 29, 2015

Feudal Forces and Gothic Crypts

 got together with my friend Craig for a game of 40k between my Necrons and his Imperial Guard. Yes, I am aware that Games Workshop changed the name to Astra Militarium. I'm also aware it was for lame copyright reasons, and I'll be referring to them as Imperial Guard still. We played the game at Phantom of the Attic Games (the Oakland location), and had a great time! But first, the painting progress update:

 The Center of the Tesseract Vault

I like big models and epic games, and thus I wanted to add a large-scale model to my force early on. Given the current rules and Force Organization Chart(s) choices, it's straightforward to add a single Lord of War to any given force. So it was time for the Tesseract Vault (also knowing that Craig has about six Superheavy Vehicles in his massive Imperial Guard army to choose from). I'm pleased with the paint job thus far--still need to do some green touch-ups and lining on the armor sections, and some highlights to the orange eye of the crypt-spyder-minder robot on the top. But it's good progress. Painting the rest of the sections will be some work, but I'm up to the task (I think...).

 Two Canoptek Scarab Swarms

I also completed two more Scarab swarms for my force. I can't help it, I love these models. They're so cute. They're not particularly effective in the game, as even a strong breeze can kill them with ease. But still, I dig them enough to add two more to my force. 

That's it for painting progress. Now on to the battle report. 2,200 points of Necrons against 2,200 points of Craig's Imperial Guard. 

The Necrons awoke to the sound of tromping boots and steel treads. What brought the interlopers to this world was unknown--the Overlord marshaled his forces together regardless of reason. Living creatures were anathema, and their death was certain. Unfortunately for the creatures, this world was a repository of the star-shards: the Overlord brought forth a captive C'tan in a Tesseract Vault, as well as a Transcendant C'tan to do his bidding. His other forces were units of Immortals and Warriors, Canoptek Scarabs, a small group of Lychguard, and a mighty Monolith. Emerging from their crypts, the forces surged out and began leveling their weaponry at the invading living creatures.  

 The Imperial Guard had arrived on the planet as a part of a detachment designed to quell local unrest against the rule of the planetary governor. They had easily subjugated the local tribes, but did not pay attention to their superstitions: stories of the great plains that should not be disturbed were ignored or thought to be diversion. The commanders instructed a battlegroup to explore the area and report back. Given the unknown, the Imperial commander took a mixed force: an Infantry Platoon with supporting heavy weapons and two veteran squads, an Armored Sentinel, and a unit of Stormtroopers. They also brought armor support, in the form of a Baneblade, a Leman Russ Vanquisher, a Leman Russ Executioner, and a Hydra Flakk Tank. 

 The Imperial Guard force sent to the world was from a feudal levee, their forces being composed of peasantry raised up and trained at arms commanded by the nobles of the society. While their uniforms were not as regulation as many other divisions, the force had been very successful at weaponry--being located very close to a Forge World. Their tanks and heavy weapons were in pristine condition, and the troops marched proudly alongside their mighty metal gods of death: especially the company Baneblade. 

 The company's Knight commander, who drove the vehicle-busting Leman Russ Vanquisher, called a halt in the battle line--the sensors in his tank were displaying an odd variation of signals coming from the plains ahead. The troops were quickly ordered to assemble entrenchments, and the Knight commander took cover anticipating attack--his radioed message to the rest of the force was "heads up, something is coming."

 The other units in the force stopped and took cover where they could--strange abandoned remnants of structures were scattered on the plains, as if the culture of savages on this planet had once been more industrial. The buildings were clearly built by long-lost Imperial settlers, but why they were abandoned no one knew. Foot soldiers and armored support alike paused and waited. 

 Suddenly, the ground ahead shifted and things began to rise. A set of glowing eyes emerged first, as a huge swarm of tiny beetles seemed to be flowing in the direction of the Imperial Forces. The forward troops consulted their Imperial Primers for an understanding of the foe: the fabled Necrons had scarabs such as these. With a shout, fire from the Imperial side began to decimate the assaulting robots. 

 Self-deploying metal barricades appeared, emitting waves of light energy that protected those behind from attacks. The cracks of laser light energy, in all its varied forms, issued from the Necron forces and their emplacements. More worrisome, perhaps, was that a being that glowed as bright as a sun seemed to be walking alongside the enemy forces. The Imperial Commanders poured their firing into the great beast, hoping that it led the Necrons (they were mistaken on that count--it was merely a slave of the robotic Overlord). Between the hot shot lasguns of the Stormtroopers, the Leman Russ Executioner, and orders to "Bring it Down" from the command to the Heavy Weapons Teams that bore Lascannons, the great burning beast fell before reaching the Imperial lines. 

 The enemy Necrons seemed content to move within range and then exchange fire with the Imperial Guard. While the Imperial plasma shots seemed to penetrate the robots' armor, a surprising number of them simply stood back up and self-repaired as they continued to fire. The answering blasts of Gauss weaponry from the Necrons tore through the Imperial armor and forced them to cling to what little protection they could find in the grooves of the pockmarked battlefield. 

 While many of the Scarabs had been shot down, there were still ample numbers left. They rushed right up to the Leman Russ Executioner and tore it to bits in an instant. Thousands of tiny micro-lasers rendered the armor broken, the weapons inoperable, and the machine wrecked. A nearby unit of Guardsmen and the two Stormtroopers who had survived the withering fire from the Necron lines led a charge against the Scarabs. Their attack was extremely successful, cutting down every single remaining Scarab in a frenzy of bayonet strikes. A cheer went up from the Imperial lines at seeing their fellows successful. 

 The success there prompted other units to advance forward--there was some abandoned debris in no-man's land that formed a critical objective for the Imperials, and their troops rushed to secure it. Taking cover in the treeline and behind the ruins, the Guardsmen proved to be harder for the Necron weapons to strike down. 

 At the same time, the Necrons were suffering a punishing amount of fire. Between all the plasma gun shots and the devastating cannon of the Baneblade, more and more units were falling unable to repair. Even the defense grids were not enough to prevent casualties against the sheer weight of fire being directed at the Warriors. 

 In particular, the Imperial Guard Master of Ordinance was giving them fits. He hid behind the great bulk of the Baneblade with what remained of the Command Squad, and called in coordinates for artillery support. Massed Basilisk units fired from far off, their shots ranging in on the Necron Warriors and rendering their defense lines null thanks to barrage artillery. 

 As the Necron forces thinned, the Imperials continued to advance to their lines in hopes of breaking through. The Necron Overlord and his squad of Immortals were rushing to try and grab an objective in a central ruin, hoping that the Baneblade was otherwise occupied by their Tesseract Vault. However, the tank turned its mighty turret and leveled a massive shell into them--killing every one of the remaining Immortals serving as the Overlord's bodyguard. 

The Imperial vox-casters started broadcasting for the forces to continue the push: "Breakthrough, breakthrough, draw them out of position for support elements to finish them" came the order. The Hydra Flakk Tank responded, hitting the engines as fast as it could and tank-shocking through the Necron lines. In a short time, thanks to flat-out speed, it was in the Necron backfield and leaving them behind. It weathered their return fire--the Gauss bolts warping the weaponry with their energy (as good a reason as any to deal with the fact that the Forge World resin for the Flakk Tank pieces was warped... time to grab a hair-dryer and straighten them). Yet the tank held together enough to drive, and disappeared in the distance with the Baneblade and the advancing troops units following the assault against the scattered Necrons. 

It was a great game, but another loss for my Necrons. Objectives were close, but I trailed early in the game. While I managed to tie it at 4 in my fourth turn, the Imperials managed to pick up two late objectives by destroying units and getting the Hydra Flakk Tank into my deployment zone on the bottom of turn five. I've got to work on the flexibility of my forces, as I'm finding that I'm not able to respond to changes in the battlefield as quickly as I should. Time to think about a way to get more maneuverability into the force. The Monolith alone as a mode of repositioning units isn't going to cut it--especially because everyone seems to direct all their fire into the Monolith from the start. I had a lot of fun, though, and there were some really epic moments: the five Lychguard shrugging off a Baneblade Cannon shot with zero casualties was my favorite... not pictured above because the Lychguard are sadly still in a state of being under-painted... I need to change that!

Battles (40k):
Total 2015: 4 (Win/Loss/Tie: 0/4/0)

Necrons:
0 Wins
4 Losses (Imperial Guard 1, Nurgle Chaos 1, Grey Knights 1, Chaos and Ultramarines team 1)
0 Ties

Tuesday, May 26, 2015

Toughness Test: Rotted Flesh versus Living Metal

Time for some more Warhammer 40k action! A tiny painting update (one whole model finished) and then on to the battle report between my growing Necron army and the crude and pestilence-filled servants of Nurgle (painted and played by my friend Dan). We played the game at Drawbridge Games, a new game store that a friend is opening in Pittsburgh, PA.

 Necron Immortal with Tesla Carbine

I wanted to get a second squad of Necron Immortals going to help flesh out my troops choices--at lower points it's tough to run the Necron detachment effectively, so I'm finding that so far getting objective secured and lots of sturdy troops makes sense with the basic detachment from the main rulebook. This guy was the first test paint of the unit with Tesla Carbines--guns that can pump out some hideous firepower on a turn if I'm really lucky (for each roll of a "6" to hit, they generate two additional hits). I'm enjoying this color scheme, and I think the gun turned out nicely--looks different enough from the Gauss Blasters that the other Immortals carry.

The game was 1,250 points per side, which we fit fairly well onto a 4" by 4" table. With the objective markers placed and forces set up, onward to the battle! Which was more resilient? The rotted flesh of the near-dead superhumans, or the living metal of death itself?

 As always with Necron awakenings, the forces took time to reach their pre-set positions from ages long since past. Shield generators flickered to life, and the great Monolith rose from the dirt where it lay long dormant. The Immortals and Warriors arose from their tombs and formed a solid battle line across the field, while a Necron Lord--the one who had awakened first--brought his captive Transcendent C'tan to slay his foes with the power of a living, walking sun. 

 The forces of Nurgle had arrived on the planet to finish their nefarious dealings with the Ultramarine converts from the prior battle. One such marine had proven to be a most glorious host for the rots of Nurgle, and transformed before the rest of the Chaos Marines' eyes. They had seen transformations into Daemon Princes before, but the process still shocked them at its rapidity. With a gurgling boil, the body expanded and burst--leaving all the garb of Ultramar behind. Instead, there stood a massive, bloated fiend, the last vestiges of his Space Marine training simply the tactical and strategic acumen that made Space Marines such vicious foes. With a roiling belch and a burst of noxious chemicals from the spigots that sprouted from his arm as the flesh grew around his power armor's tubing, the great beast urged his forces into battle against the Necrons. 

 The cloven and split warriors of Nurgle mounted their transports, their eyes brimming with lust for battle and destruction. The Necron foes were a particular annoyance to them: no flesh to corrupt, no organs to disease, no skin to pox. Hails of boltgun and plasma gun fire rang out from their side--yet few Necrons fell to the onslaught as their self-repair protocol engaged. 

 The Necrons answered back, their gauss weaponry shredding a Rhino's external armor. The squad of Plaguemarines piled out of their wrecked vehicle and hunkered down, preferring to exchange ranged bolter fire against their foes. 

 The Daemon Prince surged forward, his massive bulk miraculously suspended in the air from accumulation of toxic gasses inside. The Necrons adjusted their lines, summoning a unit of Immortals from one side of the board to the other with the Eternity Gate of the Monolith. Their fire combined with that of the other Immortals to savagely wound the Daemonic leader of the Chaos forces. 

 The Transcendent C'tan doggedly moved forward, summoning terrible upheavals of earth and sky to demolish his foes. Yet the attacks did little, slaying only a couple of the Plaguemarines with their fury. 

 Meanwhile another unit of Plaguemarines leaped out of their Rhino to join the fray. As with the other squads, a hail of Plasma Gun and Boltgun fire took a slow toll on the Necrons facing them. Yet the toll was starting to add up as the ranks of Immortals were thinning. 

 The great Daemon Prince reached the lines of the Necrons and burst forth with a torrent of corrosive acid. It burned the metal of the Immortals, leaving a number of them dead and the rest burning from the corrosive chemicals that remained upon them. 

 The battle bean to turn when the Obliterators joined the fray by teleporting into the battle. They landed in the back of the Necron lines, and immediately turned their sights to the Monolith. Producing strange heat-weapons from their ever-shifting arms, the bolts struck the Monolith true and blew it up in a heartbeat. 

 The Plaguemarines managed to catch the unit of Warriors containing the Necron Lord in a combat, and because of the size of the unit and his location within his force, the Lord was unable to wade into the fight himself. With only a few casualties, the Necrons nonetheless fell back in the face of the Plaguemarine assault and the full 20 of them and the Lord were wiped out in an instant. 

The Transcendent C'tan was the lone model left to survive. The Necrons had completed a great number more of their tactical objectives, and needed to merely have a single model survive the game. With time winding down, that meant the C'tan had to live--yet it only had a single wound remaining. While it had survived small arms fire from numerous angles, it was unable to survive the Obliterators. With a rush of energy, three shots--equivalent in strength to Lascannons--struck the towering C'tan. With a flash of energy the creature was extinguished, its fire gone out. As its ashes crumbled to the ground, the forces of Nurgle had won the day. 

It was a fun game, even if another loss for my Necrons. I had out-scored my opponent on objectives handily (8 to 5), but the casualties had mounted too quickly for the Necrons. Losing a huge unit and my Warlord to a silly combat was a bad blow, but otherwise it was acceptable. Necrons are sturdy, but they're hard pressed to break enough Rhinos early on to survive a Rhino-rush style Space Marine force. I'll have to think about how to add in ways to slow foes, as well as melee combat capable units to get in the way and buy my ranged forces time to shoot and re-position. 

We had drawn names from a hat for who would face who, as a fair number of folks showed up at Drawbridge Games with 1,250 point lists. I took two other highlight shots from other tables, as there were some great paint jobs to be seen. A good day of gaming was had by all (as far as I could see).

 An army composed of a single Knight Household. Three great-looking Knight Titans, with a variety of weapon options. 

Another Knight Titan, from a different Household, supporting Ultramarines--and their Whirlwinds of death!

Battles (40k):
Total 2015: 3 (Win/Loss/Tie: 0/3/0)

Necrons:
0 Wins
3 Losses (Nurgle Chaos 1, Grey Knights 1, Chaos and Ultramarines team 1)
0 Ties

Friday, May 22, 2015

Metal Men and Mixed War

Time for some reflection on my latest 40k game. I managed to get a whole bunch of painting finished for my Necrons force since the last game I played, so I'm going to show that stuff off first. Then I'll do a brief report on the game I played--it will be mainly a recap of the forces involved, as it was just a "picked from a hat" five-player game without a lot of narrative sense (especially my side). Still a great game, however, and worth showing off the great painting from!

Scarab Swarms and Condensed Star Fragment Crystals

So Scarab Swarms are easy to paint, so they're done first. Don't blame me on that. I also think they look great--they're one of my favorite parts of the Necron army. They're not particularly great in the game, as they're barely durable. But they move fast, and they can do some decent damage against vehicles with a bit of luck--the fact that they get automatic glancing hits on penetration rolls of a 6 combines with lots of attacks per base. 

The Crystal is nominally an objective marker--I've got six of them, which fits with the current tactical objectives system of Warhammer 40k. They'll be in the colors of the army--the bright orange-to-yellow--with a small number on all sides of the base to tell which objective number they are. 

Aegis Defense Line

Part of the fun of 40k lately is the addition of Fortifications: you can pay some of your points for defensive structures, weapons, and battlefield resources or traps. The problem is that Games Workshop makes only one version of the Aegis Defence Line: a thoroughly Imperial one. While that works fine for all the Imperial armies, and well enough with some conversion for Chaos Space Marines and even Orks, it leaves some of the other "alien" races wanting. 

However, I found a great company, Brush 4 Hire, that does some amazing terrain options--including these neat hex laser grid defense lines. They came in all different colors, and the orange one looked perfect. Super quick review: the company shipped fast, the product was great and easy to assemble, and the terrain is glorious. I will definitely be buying some more of their stuff, as they've got some really cool terrain kits (I actually just purchased another addition, given how great this product was). 

Necron Lord

Have I griped about Games Workshop's Finecast line of resin yet? I forget. Well, I'll save my own rant and just direct readers to the amazing Finecast summary and review here. This is a finecast special character, Vargard Obyron, that I converted with bits from the Lychguard/Praetorians box to represent a Lord with Warscythe and Gauntlet of Fire. While I like how the paint turned out, particularly the Warscythe, the rough quality of the finecast resin really disappointed me (visible in the white streamers on the two sides of his chest most prominently. I'm not the greatest painter in the world, so when the model has failings it accentuates the fact that I'm not perfect. I still like the look of the model, but expect a new Lord or Overlord sooner rather than later--as Games Workshop released a perfectly wonderful plastic kit for the Overlord. 

Anyhow, that's enough painting stuff. Now on to the game!

There were five of us playing, and three of us (Cemllyn, Lilithe, and myself) are in the process of building and painting new armies. So we divided the groups not by what made sense in a narrative battle, but rather into the two players with more painted forces (Dan and Justin) versus the three of us who had less stuff painted. The points totals were 1,350 each for the team of two, and 900 each for the team of three for 2,700 on each side. Made for more painted models overall on the table, but a bit of an oddity in match-up and battle narrative. So rather than detail the battle report, I'm going to talk mostly about the forces involved, starting with the foes.

Justin's Ultramarines made one half of the duo. Justin has been bemoaning the fact that Space Marines don't fight like Space Marines do in the books: near immortal gods of war who can take on whole armies in a single squad. We realized that the new rules do potentially allow for them to fight more like that: simply use an unbound list where each Space Marine has the stats of a Chapter Master. He had eight Chapter Masters on the board, all with bolters and different close combat weapons. And honestly, they absolutely did function like Space Marines would--a unit of them was a very difficult thing to finish off. Certain lists would completely obliterate them, but on the whole it made for a different and characterful (literally) force to battle against. 

The other half of the foes were comprised of Dan's Nurgle Chaos Space Marines. Led by a Daemon prince, and staffed with Plague Marines and Chaos Cultists, they were a solid and nasty force to fight. Here one of the Ultramarines is manning a lascannon emplacement, and being lectured on the finer points of converting to Nurgle's majesty by some Chaos Cultists behind an Aegis Defense Line. 

One of Dan's great Nurgle Rhinos--the painting work on the Plaguebearer face on the top hatch is great, but even the basic lines and color combinations make this a beautiful piece on the tabletop. Not to mention effective, as it housed a unit of Plaguemarines loaded out with deadly Plasma Guns. 

Chaos Obliterators guard an objective with another Rhino in the background. 

The deadly Hell Drake, a flyer that not only spouts deadly torrents of flame on ground foes, but strikes with claws and bite against targets as it swoops over them. 

On my team, my squad of nearly-finished Immortals with Gauss Blasters take refuge behind the defense lines. 

My Necron forces were allied with some strange team-mates. One was Lilithe's Daemons of Chaos, which had a Slaanesh and Tzeentch combo list led by this epic Keeper of Secrets. 

Then of course, is Lilithe's special unit of Pink Horrors. She uses My Little Pony figures as her Pink Horrors, and while I normally don't care for stand-in miniatures, these somehow make me laugh with their sheer absurdity and charm. 

The other ally of the Necrons were Cemllyn's Grey Knights. Here they are being dropped out of a Stormraven gunship to engage the foul devotees of Nurgle.

The game ended with the opponents scoring 9 victory points, and my side scoring 7 victory points. The game was stuck in a relatively dead heat from the beginning, until the Nurgle/Ultramarine force pulled off a considerable run of completing objectives. Our force closed the gap somewhat late in the game, but we couldn't quite get it done. We even had a round where we could have caught our foes--we got an objective that gave 1 victory point if one enemy unit was wiped out in hand-to-hand combat, and d3 if three or more were destroyed. And we absolutely had the combats to do so: a Keeper of Secrets attacking one Ultramarine, and a loaded squad of Grey Knights attacking another. But the defensive abilities of the Marine protected him from the Greater Daemon, while on the other side of the board the Grey Knights proved to suddenly be armed with Nerf weapons rather than Force Weapons. But it was still close-fought, and there were a lot of other points where my side failed to secure objectives that could have evened the score (my Immortals needed to run at least 2" to get to an objective to score it that turn... and they only managed to run a single inch). All in all a very fun game, even though we lost.

Battles (40k):
Total 2015: 2 (Win/Loss/Tie: 0/2/0)

Necrons:
0 Wins
2 Losses (Grey Knights 1, Nurgle Chaos Marines and Ultramarines team 1)
0 Ties

Tuesday, May 19, 2015

Necrons Color Scheme and First Battle

The big news of this post is that I'm starting a brand new army: Necrons. I'm doing so mainly because my Eldar are the perfect mix of not motivating me and not enjoyable to paint. I've come to realize in flirting around so many fantasy armies that what I want is models that are dull in most spots, with splashes of color to make them "pop" for the viewer on the tabletop. I'm hardly a master painter; so-called "tabletop quality" is my main goal. I want to make it look good when viewed for gaming. So I thought a lot about what I would enjoy playing plus what I would enjoy painting. And I realized that Necrons were both a force I've never done before as well as a fun painting challenge (that suited my sensibilities). And thus, I picked some up and started.

After looking through lots of examples of amazingly (and underwhelmingly) painted Necrons, I knew two things: One, I didn't want to do the translucent green "Necrons are the easiest to paint ever" army. And two, I didn't have the airbrush skills to do something glorious such as the great stuff being put out by Awaken Realms. What spoke to me as a good middle point was the neat look of the newest fluff Necrons to be explored: The Mephrit Dynasty with their contrasting Greens and Oranges with occasional splash of Off-Whites or Light Blues. The more I read about the "sun killer" Dynasty, the more I liked it. The name of their current fluff leader, Zarathusa the Ineffable, was itself laughably appealing--I love the haughty presumptiveness of calling oneself "Ineffable". So I broke out some paints, did some trials, and found what I think to be a great scheme.



I also recently had a chance to try them out on the tabletop--just a small game against my friend Cemllyn's Grey Knights. So the following is a quick after-action battle report of the clash between us. If my pictures focus too much on the burning Transcendant C'tan Shard, well... that's to hide the fact that all the rest was only had their metal portions and base painted.  The game was 1,000 points per side, battling using the amazing objectives system that 7th edition 40k utilizes, with deployment zones from side-to-side rather than across.

The Necron forces. No doubt the blaze from their enslaved shard of a C'tan burned off most of their decorative paint left from the ages, as it was merely metal husks that pulled themselves from out of the ground to war against the Imperium. I fielded a big squad of Warriors (top right), a center line of Lychguard and Scarabs with the C'tan, and a small group of Immortals to do objective duty (bottom left). 

The Grey Knights brought two Nemesis Dreadknights and two small Grey Knight Strike Squads in Razorback Transports. They were led by a Grey Knight Librarian in terminator armor (he's hiding down in that building... I mean "giving tactical commands from a central observational point). While the Grey Knights were nominally going to take the first turn, the Necron Overlord's warlord trait added just enough bonus to the roll to "seize the initiative" to let their forces go first. 

Quickly it became apparent that the mobility of the Dreadknights and the Grey Knights force in general was going to give them an advantage on objectives. They were able to adjust quickly, nabbing some early superiority objective control results to give them a healthy lead. While the Necrons started to pour on the attacks, they couldn't quite finish off either of them. 

The Grey Knights infantry disembarked, ready to contest a central objective in a building. While they were each sturdy warriors amongst the elite of the Imperium, they were not prepared for the assault of the Lychguard's powerful melee attacks. 

However, the relentless shooting of the Grey Knight Dreadknights and Razorbacks continued to take their toll. With most squads reduced to a few stragglers or wiped out completely, it was the C'tan that was still keeping hope alive. He turned his sights on the Librarian, and closed on him to destroy him in melee. However, it was the great unharnessed might of the C'tan that actually did the Librarian in: manifesting a hurtling antimatter meteor that crashed straight out of the sky and crushed the psyker. His terminator armor failed to protect him and he was slain instantly by the massive strength of the impact. 

The second Nemesis Dreadknight had made easy work of the Necron Overlord in combat, which finished off every Necron model. Now completely unbound, the C'tan shard continued its rampage--slamming into the massive walker and tearing it to shreds, while suffering only paltry damage itself. It then went on to wipe out the last of the Strike Squads However, too much time had elapsed. The game ended with only two models left on the table: a Nemesis Dreadknight with one wound left and the half-wounded Transcendent C'tan. However, the Necrons were too far behind in objectives (11 for them, while 14 for the Grey Knights at end total), so their first outing was a defeat. 

All told it was a great first game for my Necrons. I'm looking forward to the challenge of learning how to field them effectively, as well as the painting project lying ahead of me. I'm going to focus on finishing up some core troops choices first--to avoid the mistake I often make with Warhammer Fantasy (painting the command first then burning out on the rank-and-file).

Battles (40k):
Total 2015: 1 (Win/Loss/Tie: 0/1/0)

Necrons:
1 Loss (Grey Knights 1)