Category: Chaos Space Marines

We broke in the new table, got to see the new Dark Angels Codez in action, and managed to fit three games in for a great day of wargaming.

Game 1 – Chaos vs. Dark Angels, 1,700 points

Dark Angels ready for war

It was Matt’s Chaos force, led by the irascible Lord Commodious, versus Eric’s Dark Angels, command by none other than Azrael himself, for the first game. The mission was Crusade with “Hammer & Anvil” for deployment.

Chaos deployment

The Chaos force was spread from table edge to table edge with a large unit of Noise Marine, and a smaller unit of Havocs, covering the battlefield with their weapons. The Dark Angels struck early, landing a Drop Pod, filled with a squad of marines and Azrael, just behind enemy lines.

Azrael encouters Noise Marines

Later, in a bold move not uncommon for Lord Commodious, Matt used Deep Strike to bring in his Chaos Lord and Raptors while one of his units of Plague Marines burst from a Rhino in an effort to flank the Dark Angels.

Commodious descends

Despite this would be the guns of the Dark Angels that would win the day. At the end of 4 turns the Dark Angel army held 2 objectives and scored “Line Breaker” & “Slay the Warlord” leading them to a 8 – 4 victory.

Game 2- Grey Knights vs. Necrons, 1,400 points

The second game was Jen’s Grey Knights vs. my Necrons. The forces were 1400 points, with the mission and deployment being exactly the same as the earlier game…”Crusade” with “Hammer & Anvil” Deployment.


Necron Deployment

The Grey Knights, unafraid of the massed forces of Necrons pushed forward in an implacable march towards the objectives.

Necrons vs. Grey Knights

The Paladins, with added strength from a Grey Knight Librarian, proved too much for the two units of Necron Warriors guarding the flank.

While a unit of Grey Knight Terminators, weakened by a hail of gauss rifle fire, challenged Nemesor Zahndrek for the title “King of the Hill”.

Zahndrek King of the Hill

Despite massive Nercon losses this game ended up being very close. At the end of 5 turns it was a 4-3 Grey Knight Victory. The Knights held one objective and scored “First Blood” with the Necrons also holding one objective.

Game 3- Necrons vs. Dark Angels, 1,500 points

The final battle pitted Eric’s Dark Angels against my Necrons in a game of “The Relic”.

Necrons vs. Dark Angels

Both forces advanced on the objective and, despite getting there first, the Necrons were never able to take control of the objective.


Eric used his Librarian to cast “Prescience” on his Devastator Squad to good effect whittling down the Necrons warriors attempting to retrieve the objective.

Azreal faces down the Wraiths

Azrael proved his mettle for a second time during the day. The Dark Angels Chapter Master is not to be trifled with.

This game went by pretty quickly, and ended up being quite bloody. At the end of 5 turns neither side had captured the Relic but the Necrons eked out a 2-1 win by scoring both “Line Breaker” & “First Blood” with the Dark Angels also scoring Line Breaker.

Looking forward to the next set of games.

I won’t call this a battle report because we didn’t track things turn by turn, but we did play a couple of games and learn more about our armies.

Game 1 – Dark Angels vs. Necrons, 1,000 points

Necron force deployment

This was Waits’ first game with his new Necron army.  Both sides were very troop heavy, partly because we’re (re)building our armies and wanted to start with the basics, but also because we’re both mindful of fluff and feel that troops should always be the core of the army.  This is one of the things I like about the new rules, that troops are the only way to win (although with the large number of “taken as troops” abilities in each army, it’s not always the weakest guys).

There is a doubles tournament happening soon that we’ll be joining forces for, so this was also a trial run for those lists.

Dark Angel force deployment


  • The Dark Angel army was 3 10-man Tactical squads and a 10-man Devastator squad, led by a chaplain with a jump pack.
  • The Necron Army was 2 large Warrior squads, a squad of Immortals with Gauss Blasters, a squad of Scarabs, a Triarch Stalker, all led by a Lord.
  • Mission was The Scouring, which meant that the Scarabs were scoring.
  • Deployment was Hammer and Anvil, which favored the longer range weapons of the Dark Angels.
  • Dark Angels placed and went first, to no significant advantage or detriment.
  •  The objectives were even spread throughout the board, but the higher value ones were on the Dark Angel side, presenting a significant advantage to a shooty defensive army facing a slow foe.

Necron immortals preparing for battle

Notable Events

  • On the second turn, the Chaplain wiped out a 17-man squad of Warriors in one turn via a sweeping advance.  He fell a turn later.
  • A Tactical squad landed in the rear of the Necron’s deployment zone via Drop Pod, intending to contest an objective and draw the other Warrior squad back.  It did the latter, but was unable to wade through enough assault to contest the objective, especially after the Scarabs had been cut down quite a bit by enemy fire as it attempted to cross the center of the table.
  • The Triarch and Immortals wiped out the 5 ‘extra’ members of the Devastator squad in one turn.
  • The Devastor sqaud one-shot the Triarch with a Lascannon, penetrating and destroying it.
  • Roughly 75% of the Reanimation Protocols rolls were successful, making the Necron squads very difficult to eliminate.  The second warrior squad replaced a large number of its models at least once.
  • The inability of the Necrons to move fast enough down the board and survive heavy weapons meant that the Dark Angels won by a large margin.

Chaplain leading the way

Lessons Learned

  • Sweeping advance is a heck of a tool if you can use it.
  • The Triarch’s initial 13 armor value is a tough nut to crack, don’t underestimate it.
  • Scarabs are very tough to kill, and are an excellent screen.  Concentrated fire with heavy weapons and plasma guns is required to kill them before they can engage.
  • Landing a shooty squad in a Drop Pod, there’s no reason to jump out.  The chances of losing models are slim and while the Drop Pod is easy to kill, it will require a squad/turn to do so.
  • The Necron’s short range is a weakness to be exploited.

Drop pod attack

Game 2 – Necrons vs. Chaos Space Marines, 1,000 points

I did not play in this game, but was able to observe it.  The first game with the new CSM codex saw a streamlined, improved force.
Necron vs Chaos Faceoff


  • The Space Marine army was 2 squads of Plague Marines, 2 squads of Chaos Space Marines (one in a Rhino), a squad of Havocs, a Hellbrute, led by a Chaos Lord in Terminator Armor.
  • The Necron Army was the same list as the first game with 2 large Warrior squads, a squad of Immortals with Gauss Blasters, a squad of Scarabs, a Triarch Stalker, all led by a Lord.
  • Mission was The Relic.
  • Deployment was Hammer and Anvil, which allowed both sides to start fairly close to the objective.
  • Necrons placed and went first, to no significant advantage or detriment.

Scarabs swarm a rhino

Notable Events

  • A very large number of Gauss Rifle shots failed to stop the Rhino.  The scarabs, however, dispatched it easily with their Entropic Strikes.
  • The Necrons did not fare well against regular Chaos Marines who were equipped with close combat weapons.   The Necron Lord not being fearless, fled his challenge, and the other units in melee were eventually all destroyed.
  • Reanimation Protocols did not serve as well as in the previous game.
  • A squad of Plague Marines secured the objective and did not relinquish it.

Cowardly Necon Lord runs from combat

Lessons Learned

  • Gauss Rifles and Scarabs are scary against vehicles but less so against cheap ones.
  • Reanimation Protocols in melee does not hold up when at a disadvantage (unlike the previous game where it allowed the Necrons to outlast Marines in a more evenly matched fight).

Necron vs Chaos scrum

It was a good couple of games, and we all learned much more about our new armies.   The playtime was also significantly faster as we had to look up fewer rules than previous games.