Imperial Knights v Necrons Battle Report

Canis Rex wrecking some Warriors (until they get back up again)

Hello again! I’m back after a long hiatus with another 40k battle report, this time using the newly-released rules for 10th edition. I wrote a (comparatively) brief text post on Reddit for my first game, which you can find here, but unfortunately my Aeldari games haven’t really lasted long enough to make good battle reports. Turns out they’re pretty strong, who would have thought?

In any case, my first proper battle report sees me leading the Imperial Knights against Matt’s Necrons. Both of these armies have seen some hype in the initial weeks of the edition, and hopefully this game will showcase what they can do. 

One quick note before we start: it's the start of a new edition, so there will almost certainly be a number of rules errors in this game. In fact, just as I'm typing this I've discovered that we played Reanimation Protocols wrong in a significant way (see the Day 1 FAQ). So, please, be kind to all the content creators out there for the inevitable errors. But in any case, read on for an epic clash of robots and much larger robots!

 

Imperial Knights

Crusader with gatling, battle cannon, 2 stubbers, stormspear rockets and Mythic Hero   440

Canis Rex    405

4 Armiger Warglaives    560

3 Armiger Helverins       435

Vindicare Assassin     80

2*5 Exaction Squads    70

1990 points

 

Lots of big stompy boys and some supporting space-cops

This list is a classic 2/7 Knights list of old, now updated to take advantage of the ease with which Imperial Agents can be allied in (and the bargain prices on the big Knights to fit them!). I’ve been absolutely loving the Crusader since it was first revealed, and at 415 it puts out a frankly sickening amount of damage. It also buffs two of my Helverins to hit on 2s, which makes them extremely reliable at range. Canis Rex is in as well because he’s substantially cheaper than the Valiant I was trying out and he gives me some real combat punch to scare people out of the midboard. Plus, he gets free strats every turn (not battle round, interestingly) which is great for a CP-starved faction like Knights. The Exaction squads are for actions and holding points, while the Vindicare is there to threaten enemy characters and maybe sneak me into Honoured by killing the enemy leader.

 

Necrons

Overlord with reanimation orb    85

Technomancer with cloak    60

Chronomancer    50

Plasmancer   55

Reanimator    95

Lokhust Lord with Veil of Darkness   105

3*2 Cryptothralls   120

Hexmark Destroyer   70

10 Immortals with Tesla   140

6 Lokhust Destroyers   180

1 Lokhust Destroyer   30

2*3 Heavy Destroyers with gauss   270

1 Heavy Destroyer with gauss    45

2*20 Necron Warriors with reapers   480

Doom Scythe  225

2020 points (kind of…)

 

Some chunky blocks of robots for me to chew through

It was only after the game that we realised that Matt’s list was actually 20 points over. However, this was somewhat mitigated by the fact that we discovered at almost exactly the same moment when we realised that Matt had totally forgotten to bring the Doom Scythe in and had left it in reserve all game long! Clearly this was the Silent King punishing him for his dishonourable tallying of points! So in the end Matt played the game 195 points down and we didn’t get to see how the big death ray went against my Knights. 

 

Mission, Deployment and Secondaries

We drew Sweeping Engagement, Sweep and Clear and The Ritual for the scenario. Sweep and Clear would probably help me a little bit, but was largely irrelevant in the context of The Ritual and the heavy Primary focus of both of our armies. Needing to take actions to create objectives would force real choices for both of our lists, and certainly made me feel good about the choice to bring some Agents along.

I deployed quite aggressively, ready to rush forward and do some early damage. I figured that the Heavy Destroyers would likely get one big turn of shooting at me regardless, so I may as well just wear it on the chin for the sake of better positioning. 

Knights deployed on the line, ready to stomp some robots

Matt did his best to hide his shooting pieces from my shooting, with the Warriors out in the open in order to flex their near-invulnerability to chip damage. The Hexmark, one Lokhust Destroyer and one unit of Cryptothralls went into reserve (alongside the Doom Scythe, rip).

Necrons hugging what cover they can

For Secondaries, we both picked Tactical objectives. Matt contemplated taking Fixed objectives to take advantage of Bring it Down, but ultimately couldn’t make any of the second options work. Something like Behind Enemy Lines or Teleport Homers was likely to force commitments every turn that the Necrons wouldn’t necessarily want to make.

One note on FAQs here: we decided to play with the ‘reroll all 1’s to hit and wound’ interpretation of the Lay Low the Tyrants. I don’t think that’s the effect of the current English rules as written, but given that all the non-English translations of this rule state that all 1’s can be rerolled, we think it’s just a typo from GW. Isn’t the start of a new edition fun?

The offending bit of text

Both of us wanted to go first here, as an Imperial first turn would probably allow me to get at least some guns onto the critical Heavy Destroyers.

 

Imperial Knights Turn 1


A fairly solid starting pair of Secondaries

Drawing Area Denial and Investigate Signals, I had a pretty clear plan for the first turn: send some Armigers into my corners and run everything else forward while creating my first objective in a safe spot. Canis, two Warglaives and the Crusader pushed forward into the centre, while Helverins went up both flanks to start harassing the Necrons at range. An Exaction squad placed my first objective, while one Armiger on each flank Investigated Signals for 4VPs.

My Helverins scoot up to Investigate Sites and (unsuccessfully) blast some Destroyers
Knights push up, place an objective and Investigate another site

In the shooting phase, my Helverins largely bounced, with two Immortals dying on the left and the Heavy Destroyers laughing off the hail of auto fire they faced. The big Knights, however, did much better. Canis rolled a mere 1 shot with his big gun, but got to spend a CP for free to reroll the shot count. After Sustained Hits he ended up with 6 hits and massacred 5 Lokhust Destroyers, gutting one of Matt’s key shooting units before it got to move. 

Canis being sneaky with his free strat to do some devastating early damage

The Crusader briefly contemplated splitting its shots, before deciding to fire everything into the unit of Heavy Destroyers it could see and absolutely evaporating them. Those big guns hurt!

Now this shot was made a lot easier to line up with Towering

With some good damage done and both Secondaries accomplished, it was a solid first turn.

 

Necrons Turn 1

A lot of Necron Warriors ready to threaten my Primary score

Matt drew No Prisoners and Behind Enemy Lines, the latter of which was nearly impossible for him to complete. The models I’d spread out to Investigate Signals last turn meant that there weren’t even any good gaps in my backfield for a suicide Veil from the Lokhusts.

In any case, the Necron turn was relatively simple. The Lokusts chipped a couple of damage onto Canis through his free Rotate Ion Shields, while the Heavy Destroyers failed to bring down either of the Helverins on my right flank. 

This shooting would have been a lot scarier if I hadn't killed 5 of their buddies last turn

In the centre, the Technomancer Warriors placed the first Necron objective, while the Chronomancer Warriors chipped 4 wounds off the central Warglaive before using their free 5” move to swarm onto the objective and flip it. This was going to be a slog.

Matt also popped reroll wounds with his big squad, but it turns out T10 doesn't care very much about S5 shooting

At the end of his turn, Matt discarded Behind Enemy Lines, but held onto No Prisoners in the hope that he could pick up a couple of Armigers next turn.

The silver tide moves forward inexorably

Imperial Knights Turn 2


A fairly solid draw to go with my 5 on Primary. The Ritual is predictable like that

My cards this turn were very mixed, with Extend Battle Lines being an automatic success but Assassination being a challenge. I’d probably need to clear whole squad of Warriors in order to achieve it, which would probably be quite a challenge.

That more or less dictated my plan for the turn: the right Helverins were going to target the Heavy Destroyers, while basically everything else was going to go into the central Warriors.

Knights surge forward, ready to hammer this big Warrior brick with everything

First, the boring stuff: the second Exactor squad placed another objective on my side of the midboard, while the Vindicare ruthlessly overkilled a random Necron Warrior after deciding he couldn’t get an angle on any of the characters. Canis fired back at the two Lokhust Destroyers who had targeted him last turn and massacred them to leave the Destroyer Lord alone and out of LoS, and the two Helverins cleared out the large squad of Heavy Destroyers. That BS2+ from the Crusader was already showing its value!


Canis repeats last turn's feats against the impudent Destroyers

In the middle here, Matt also used Rapid Ingress to drop his Hexmark down near the back end of the Warriors. This meant that he could shoot back at me every time I targeted that unit! His S6 Ap-1 D1 shots wouldn’t do a heap to my Knights, but it was an annoying clip of damage to be facing on my own turn.

Finally, an absolute torrent of firepower flew at the central warriors from the Crusader, 1 Helverin and all 4 Warglaives. After all the guns had ceased the Warrior blob was down to 7 Warriors and no Cryptothralls and I was feeling pretty good about the kill, only for Matt to play Protocol of the Undying Legions and restore 7 of them to (un-)life. We misplayed this somewhat and allowed the Cryptothralls to be brought back for only a single wound each, but in any case it was a nearly backbreaking amount of model recovery. 

A screenshot taken moments after my dreams were shattered by Reanimation Protocols

So it was down to combat and Canis Rex to finish the job. Charging forward, he used Tank Shock to get 6 mortals and down one Cryptothrall, before using Thunderstomp to gain Devastating Wounds on all his attacks. Scoring a whopping 14 hits off 10 attacks, I managed to get 3 sixes to wound and wipe the unit almost exactly with the resulting mortals. It was a near thing, but the destruction of one of Matt’s two big bricks let me reclaim the centre objective and scored me Assassinate.

Canis Rex gets me out of trouble and redeems my turn

Nearby, one of my other Armiger killed a single Cryptothrall in combat, which would instantly come back to life at the start of the next command phase. Ah well.

 

Necron Turn 2

A good pairing for the Necrons this turn

With No Prisoners left over from last turn, Matt drew Investigate Signals. This was quite a solid draw, as by bringing in his reserves in the corners and Veiling his Lokhust Lord into my back corner, he could pick up an easy 6 points. 

Edit: I’ve just realised that the new wording on Veil actually wouldn’t allow this. Matt would have had to declare that he was using the Veil at the end of my turn (i.e. before he knew what his Secondaries were, and thus before he knew that he would want to Veil that turn). Ah well, you live and you learn.

One Destroyer in each corner to Investigate some Sites

In the centre, the surviving Warrior blob stayed locked in combat with the the Warglaives it was ineffectually swatting at, using Consolidation moves and Reanimation to box in Canis and prevent him getting to the new Necron objective (handily placed by the Hexmark a moment before).

Necrons beginning to Reanimate and be extremely annoying

The only other excitement for the turn were the Tesla Immortals with the Plasmancer, who stepped out with their double-exploding 5’s and 6’s and targeted an Armiger, doing a mere 4 wounds after FNP saves. Turns out this edition is really harsh for small arms fire against vehicles, no matter how many shots it has.

At the end of his turn, Matt scored 6 points for Investigate Signals, but finally gave up on No Prisoners and traded it in. With all his antitank guns dead, actually killing anything would be extremely challenging. However, the slipperiness and resilience of the Necrons meant they couldn’t quite be counted out.

 

Imperial Knights Turn 3

Knights getting an early lead on both Primary and Secondaries

I drew Overwhelming Force and Cleanse, forcing me to kill units on objectives and complete actions on midfield objectives. Both quite doable for at least some points.

My left flank was fairly simple, with one Warglaive dropping back to shoot/charge the Lokhust Lord in my backfield, while the Helverin and another Warglaive moving to do the same to the Tesla Immortals and lone Destroyer. 

Armigers push up to hopefully clear this flank

The centre-right was a bit more complicated though. I could either throw everything into the Warriors and hope to repeat last turn’s success, or I could try and pick up the rest of Matt’s units to try and limit his ability to score Secondaries. In the end I opted for the latter, as the odds of a bounce on the Warrior unit were a bit too high to justify letting Matt’s squirrelly small units live.

The shooty Knights push up on the right to start picking off Necron supporting units

So the shooting began with Canis obliterating the Hexmark Destroyer (who had chipped wounds off several Knights though his sneaky return fire and free Overwatch), before the two Helverins gunned down the Reanimator and one Cryptothrall. In the end I had to devote the Crusader’s gatling cannon to finishing them off, although its slew of other weapons did manage to kill about 9 Warriors/Cryptothralls from the surviving blob. Naturally, almost all of them promptly stood back up again as Matt played Protocol of the Undying Legions. Urgh.

What a waste of a gatling cannon. These Cryptothralls are tough!

Over on the other flank, the Vindicare completely missed the Plasmancer in the Immortals unit, although the unit was otherwise taken down to only a single model by the Warglaive’s shooting and combat. Unfortunately, Protocol of the Undying Legions again came in clutch to allow 4 of them to come back, wrapping around my Warglaive to reach towards the central objectives. Oh no.

Looking like a great outcome here
I have a bad feeling about this

Similar frustrations occurred in my back-left corner, where the Warglaive badly wounded the Lokhust Lord before charging in and Tank Shocking him to death. Unfortunately, ‘death’ is a very temporary state for the Necrons, and the Protocol of the Eternal Guardian let the Lord stand back up, now outside my engagement range. This army is ridiculous. 

Yet again, the Necrons just stubbornly refuse to die

At least the Helverin succeeded in gunning down the lone Destroyer. They can’t get back up if you kill the whole unit!

Finally, Canis Rex went smashing into the Warrior blob, killing around a dozen between his free Tank Shock and sweep attacks (with Thunderstomp played for devastating wounds). Except because I’d activated the Warglaive first over on the left flank, Matt could now use Protocol of the Undying Guardian again on this unit to bring back another 5 models, snaking around Canis as he flailed ineffectually at them.

A lot of temporarily-dead Necrons, but I think things are about to go a little sideways

This turn was frustrating, but Matt was now down to just a couple of units and their attached leaders, plus the Lokhust Lord. I’d also managed to score another 9 on Secondaries and was wracking up Primary, so if I could keep playing whack-a-mole with his bricks then I should be able to edge him out.

 

Necrons Turn 3

A real 'pick your poison' set of Secondaries

Matt’s mixed luck with Secondaries continued, as he drew Assassination and Teleport Homers. Either could be possible here, but the Lokhust Lord was the only one in position to do either (either by killing my Vindicare or Deploying the Homer in my backfield) and would have to choose between them.

However, the sneakiness of his bricks continued to infuriate me, with the Immortals reanimating another two models before falling back onto one of the objectives I’d placed, held only lightly by an Exaction squad because I hadn’t though he was in position to threaten in. This was a noticeable error from me, as there was no reason not to have all 5 of them on the point. 

Immortals carefully conga-lining their way between my Knights to flip my objective

Similarly, in the centre the Warriors used reanimation and a fall-back move to reclaim one of their objectives from Canis, as well as to flip the centre objective back from me. These Warriors are nightmares!

Canis is feeling very confused right now

Finally, Matt made the call to charge my Vindicare with the Lokhust Lord, going for Assassinate. It was a big call to go for the 7” charge instead of the guaranteed points for Teleport Homers, but Matt reckoned that he needed the bigger swing that taking out one of my backfield pieces could give him. In any case, the Lord made his charge but flopped his attacks, and a lucky invulnerable save from the Assassin meant she could slink away to safety on the next turn and Matt scored neither of his Secondaries.

Literally the only thing of value the Assassin accomplished this game was not dying this turn 

Imperial Knights Turn 4

Literally all I had to do to score this was move a Knight onto one of the objectives Matt had snaked onto

My Secondaries this turn were excellent, with both completing almost automatically on the current board state. With that in mind, I went all in on damage this turn, throwing everything into finishing off Matt’s last few units.

Over on my backfield objective, the Vindicare fell back to allow the Warglaive another attack run. Thermal Spear blazing, it evaporated the Lokhust Lord.

The Lokhust Lord goes down (again)

Nearby, the Immortals were targeted by one Helverin, three Warglaives and one Exaction squad, and were finally whittled down to just two models remaining. One Warglaive went in to finish the job, killing both Immortals with Tank Shock and then chopping the Plasmancer down in combat. That flank was secure!

The Armiger finally clears the flank (while looking in the opposite direction for style)

Finally, an absolute hurricane of shots came at the last Warrior brick. Both Helverins, a Warglaive and both big Knights fired everything into it, and finally the damage began to stick. 

A lot of guns lined up here

This was cemented when Matt opted not to use Protocol of the Undying Legion after Canis shot. His logic was that he still had about 13 models remaining in the unit, and he’d rather use the strat after the Crusader fired to save me getting extra shots from Blast on my battlecannon. The logic made some amount of sense, but the Crusader (who had remained stationary to pick up Sustained Hits for the turn) promptly made him regret it by wiping the whole unit, including both characters! 

The Crusader finally does what the rest of my army couldn't

Annoyed, Matt stood his Overlord back up again with Protocol of the Eternal Guardian, but he was facing down two Helverins and was removed again immediately after.

The Necron Overlord is gunned down, alone at last

With that, the Necrons were out of models and it was an Imperial Knights win! Playing out the last turn of Secondaries, I would have drawn Behind Enemy Lines and Capture Enemy Outpost, for a final score of 95:26!

A scoreline that in no way reflects how much Matt made me work for this victory 

Post-Game Analysis

On paper, this game was a brutal, one-sided stomp. I rapidly destroyed Matt’s best anti-tank units (aside from the one that he left in reserve and we forgot about!), didn’t lose a single unit and tabled the Necrons while outscoring Matt by a lot. Ordinarily I wouldn’t bother to write up a game like this, because it’s not that interesting (see my note at the start about not bothering to do a battle report with my two Aeldari games so far).

However, the reason I wanted to write up this game was because I think it really highlights a few interesting things about the two factions involved.

First, and most obviously from the scoreline, Imperial Knights are pretty cranked. Being able to put down that many units that are nearly-invulnerable to small arms is a huge advantage, and means that an opponent needs to have specific anti-tank tools to threaten you at all. Couple that with the truly insane damage output of some of their units (particularly the Crusader, which was killing multiple units a turn even before I remembered it has a scary rocket pod on the top!), and you can often alpha-strike out the only units that can reliably hurt you back. There are ways to play around it (Matt should probably have put all his Destroyers in reserve and gone for a hard beta-strike, for example), but it’s an intimidating combination. Until it runs into Aeldari, of course, but that’s true for most everyone.

The Crusader surveys its targets moments before destroying around 1/3 of Matt's anti-tank

Interestingly, Towering wasn’t really an issue here in any huge way. It helped me get good shots into Matt’s castle on Turn 1, then did very little else for the rest of the game. I could have gotten those same shots from the Crusader by just deploying further to my right flank and then moving in to the centre on the next turn instead of starting centrally and moving right, so not a huge difference there. Same thing for Canis Rex shooting at the Destroyers on the first turn, where he could have actually lined up a shot without Towering anyway (they'd hidden from the Crusader).  At least on tables with some tall Ls , Towering has generally felt more ‘neat’ than ‘oppressive’ in my games of 10th so far. If anything, the things that have felt more oppressive have been the defensive statlines on the big Knights and Armigers, rather than precisely where they could shoot.

It's not really clear from the screenshot, but Canis could actually draw LoS here even without Towering

Less dramatically, the Necrons actually felt like they had a huge amount of potential here. Watching those Immortals and especially the Warriors just stand back up after I’d finished shooting them — before snaking all over the board to ruin my Primary — was pretty dispiriting. I could definitely see an army based around triple Warrior bricks being extremely scary. After all, I was going into this with the firepower of a Knight army, and that firepower stayed basically fully active all game. What would something like a Tyranid or Drukhari build do, especially once it started losing assets to the return fire? Our misplaying of the placement of the Reanimated models did make a noticeable difference for the Primary stealing, but even the raw durability was intense. 

This squad just had half a Knight army wailing on it and it's nearly back at full health and flipping two objectives back

As far as the specific lists run, I quite liked mine. Canis Wrecks, as ever, and the Crusader is easily my favourite of the big Knights. I’m not really enjoying the Vindicare so far, as that lone Warrior is literally the only thing he’s killed in three games. Still, he does force my opponents to keep characters behind walls, so he probably retains a place in the list for the moment. The Exaction squads are just amazing though, and I’ll keep running them forever. 35-point units with a 4+ save and a 5+ FNP, what a bargain! Don’t mention that if I’d had OC2 Voidsmen instead I would have held one extra objective on Turn 4.

There were other ways to stop this issue too though, like actually putting all my models on the objective

For the Necron list, the big bricks were insane, but the rest of the army only felt so-so. The Heavy Destroyers feel somewhat necessary to deal with big stuff, but they evaporate so quickly to return fire that it’s hard to be excited about them. The answer may be to run the Seraptek Heavy Construct and rely on it for anti-tank, but hopefully there are other options available. Finally, I thought the Immortals were a little unexciting. It was obviously a tricky matchup for them, but I’m just not sure AP0 D1 is a profile you want to be running much this edition, no matter how many Sustained Hits you get.

 

How am I liking 10th?

Honestly, I’m having a blast. The armies are as questionably-balanced as they were last time we had Index-hammer, but the changes to the core rules and mission packs feel amazing. I love that big stompy robots and tanks feel like you need specialised weaponry to deal with them, rather than just melting everything with a hail of efficient medium-strength weapons. And my initial misgivings about missions being Maelstrom of War have been well and truly dispelled. Needing to adapt each turn to deal with the sudden need to assassinate an enemy leader or get models into the corner is extremely fun, and makes missions feel a lot less predictable and same-y than in late 9th. Complexity is genuinely down, and even having a heap of generic strats that you turn to regularly is a nice change from the piles of faction-specific sneaky ploys we’re used to.

Tank Shock may have messed me over here, but it's a very cool and fun rule to use

Obviously, as mentioned, the faction balance is a lot less fine-tuned than it was this time 2 months ago. That is to be expected in any big shift of this magnitude, although I was perhaps expecting something Knight-level overtuned rather than Aeldari-level busted.

 I do have some confidence that James will fix some of the more egregious highs and lows in time, and at least we have the unpredictability of the new-edition meta to keep things interesting until then.

Thanks for reading, and I hope you enjoyed!

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