I had a spare plastic Advanced Hero Quest wizard and as he was looking sort of like a suitable psyker he got drafted to the force. Actually I bought a batch of miniatures to get hold of an old metal cannoness and he came for free. As he looked the part and was from the right era, I figured he would work well. I added a little fur trim to his jacket just to sell the look and get him to match the force.
Tabletop Apocalypse
Wednesday, 8 April 2026
Valhallan Ice Warriors - 90s Imperial Guard Army
I had a spare plastic Advanced Hero Quest wizard and as he was looking sort of like a suitable psyker he got drafted to the force. Actually I bought a batch of miniatures to get hold of an old metal cannoness and he came for free. As he looked the part and was from the right era, I figured he would work well. I added a little fur trim to his jacket just to sell the look and get him to match the force.
Sunday, 5 April 2026
Warhammer 40k Second Edition Battle Report - Necron Raiders Vs Imperial Guard and Space Wolves
The Battle for Bunker 111
"I can feel them coming! Terrible alien bodies made of metal with hatred towards all life!!" Butch's eyes rolled backwards in their sockets as the company psyker staggered dramatically across the mess hall before his apparent premonition was cut tragically short when a particularly hard cob of Valhallan corn bread bounced off his head.
"Cram it Zandimuus!" Sergeant Cobra growled as he eyed the psyker furiously while reloading his best corn-throwing arm. "One more word and you'll be spending the night in the brig again"
"But...." Zandimuus started, veins still pulsing around his eyes, an edge of desperation to his voice.
"I don't want to hear it - the last time you had a vision of an imminent attack we ended up pulling an all-nighter just because you wanted to try and convince that attractive widow she should spend the night in your tent for safety reasons!"
A raucous outbreak of laughter broke out across the mess hall as the Valhallan 94th sat through another bout of amateur dramatics to accompany a bland meal.
"This time it's really happening... probably" Butch mumbled into his beard as he sat down again sullenly. He picked up a spoon to poke at a still too hot plate of algae protein gumbo.
Colnel Kurn's cybernetic eye clicked as she watched the exchange. Her enhanced senses detecting just the faintest elecromagnetic residual of psychic activity around Butch's pouting face.
"Double the watch" the almost silent command spoken into her vox bead was communicated instantly to the command center.
Scenario;
Bunker 111 - a remote research station housing a research team dedicated to investigating "the relic" an ancient data storage device said to contain knowledge of the Necron menace... data the Necrons were determined to destroy or even capture for themselves.
The goal of the game was simple - the Necrons were aiming to defeat the Imperial defenders who were trying to hold the installation - the Bunker entrance to be exact. It was the goal of the Necron force to capture it! It would be worth 6 victory points for the Necrons to capture the Bunker.
Army Selection:
The imperial forces were allied - split between what was painted of Valhallans and Space Wolves. I'd been working hard to get the Valhallans battle worthy and had around 750 points ready. 600 points of Space Wolves were backing them up. The Necron army was 1350 points in total.
The Necron Raiders:
Necron Lord - Staff of Light
1 Necron Destroyer
26 Necron Raiders
4 Scarabs
The Valhallan 94th (750pts)
1 Command HQ - Colnel Blazdemona Kurn - power fist, master crafted plasma pistol, bionic arm , conversion field
Comm-link, Flamer
Butch Zandimuus - Champion psyker, Force Rod, bolt pistol
Infantry squad - Mortar, Sergeant - Jim Cobra - chainsword and hand flamer, Meltagun
Infantry squad - Missile launcher, Bolt pistol and chainsword, Flamer
Leman Russ - storm bolter
Ragnar Blackmane's First Company
Ragnar Blackmane
5 Blood Claws - 2 power fists, 2 plasma pistols, 3 chainswords, 2 bolt pistols, hand flamer
5 Wolf Guard Terminators, 2 with Lightning Claws, 2 Storm Bolters, heavy flamer, 2 power fists, 1 chain fist.
A word on rules...
The game was second edition, which I'm still learning, so hopefully rules were followed correctly. It's also worth mentioning the rules for Necrons are very powerful in 2nd and the imperial side would have their work cut out. Every warrior is toughness 5 with a 2+ Save and regeneration (meaning if they are killed they are knocked down and each turn a dice is rolled and they either die permanently on a 1 or come back on a 6). The Necron scarabs are outrageously hard to kill at T8 with a 2+ Save- meaning they are immune to most ordinary guns entirely. Every Necron also gives off a field with a 6 inch radius that gives a -1 to hit for ranged attacks (this stacks!!) AND
.....
THEY ARE IMMUNE TO WEAPON STRNGTH BONUSES! - Meaning in hand to hand they get hit by a power fist like you're punching with a normal weapon...
Knowing all that... maybe Butch's premonition of doom would be all too accurate...
Deployment:
An elecrical disturbance lit the sky as Necrons phased into the forested area East of Bunker 111. Terminators and Blood Claws Deployed from the Bunker to accompany Ragnar (His banners can be seen flying just behind the Bunker entrance)
A unit of Valhallans manned the landing pad with missile launcher deployed up top with a good line of fire and in cover. The Russ, Blazdemona's command squad one the other Infantry squad deployed in cover further to the flank - hoping to hold the line against the terrifying alien menace.The psychic phase began and ended. Butch was out of 18 inches, but pocketed a force card into his rod for later use. With no psykers in attendance for the Necron side, their turn came to an end.
Imperial Turn 1:
The comm link fired up - and I rolled for EM interference... rolling a 6. This was the number that would have to be rolled each turn to pull supporting fire, and critically there would only be further bombardments on the roll of a 6. Not a great start, but fitting given the disruption fields in effect from the Necron Raiders. A jam symbol was used for the photo to represent just how bad the signal was - we can assume that rather than reaching fire support, he had a Pizza place on the line ...
The squad on the flank moved up - taking cover in the ruins and splitting from the mortar team. This squad contained the melta gun. It was getting g dangerously close to the scarabs already, which had flown in close on the Necron Turn, all too likely to disrupt vehicles and shooting soon.
The terminators advanced past the Bunker on the other flank and opened up with their heavy flamer towards the Destroyer. Despite a good set of hits, the weapon failed to wound the pilot and did not have the penetration to be able to damage the machine itself.
Dripping with burning promethium, the raider was lit up like a Christmas tree and ripe for rhe picking. Taking aim from the landing pad, a krak missile streaked out from the valhallan position and collided with the body of the machine. It easily penetrated the armour and the machine crashed to the ground and exploded. Despite the damage wrought to the machine, the Necron pilot strided from the flames unharmed.
In the psychic phase, Butch attempted machine curse on a group of Necrons, but it was dispelled, he attempted Carmine Assassin, but the power needed a 5+ to kill and the Necron he targeted passed his test.
Overall, it was a successful turn, but the scarabs were getting closer and would be hard to deal with once their negative shooting modifiers came into effect.
Necron Turn 2:
One warrior in the mid field stood up and advanced with the force. Scarabs descended on both the terminators and the Leman Russ with a further scarab appearing on the landing pad. It was enough that the Russ would have -2 to hit next turn and they were headed for the tank's armour to reduce its strength further.
The psychic phase passed without incident, much to the mechanical joy of the Necron Lord.
Imperial Turn 2:
"Flame units on the line!" The Colnel's order was clear. Only a fool - even a machine approached an entrenched Valhallan position. Ragnar howled with fury - trippling rhe charge range of the Space Wolves. Declaring a charge from the terminators, the Space Wolves bound forward just far enough to engage the Necrons peacemeal in front of the Bunker.
Ragnar charged a scarab - a more difficult situation than you might expect.as at S5 he would need 6s to wound...
Flamers surrounded the scarabs. Jim Cobra's hand flamer and a flamer from the command squad breathed promethium over the scarabs assaulting the Russ while a further flamer on the pad lit up the remaining scarab. Despite being unable to harm the steely bodies of the scarabs, all 3 were set ablaze and without help or a bit of luck, would lose control and move randomly the following turn!
The Necrons in the centre begin a run towards the Bunker, avoiding fire from the hiding squad on the landing pad and making straight for their objective. The scarab that was just killed by Blazdemona gets up again... but she kills it again in the combat phase. There is some solace for the imperial side when one of the burning scarabs flies off the field never to be seen again!


















































