Another interesting game yesterday. A three way 1000pt maelstrom against GK and necrons. Grey knights brought some interceptors and a dread knight captain, while the necrons brought illuminator, some warriors, lychguard, a shard, a spider, and some deathmarks. I brought 2 flyrants, OOE, a prime, some warriors, 2 min units of gaunts and gants, and a ripper swarm. The board was 3x2 2' squares with tons of line of sight breaking cover and an objective in each. I was deployed in a corner square, the GK deployed in the middle square of the other side, and the necrons deployed with a square between us. GK went first, and drew a secure objective 2 card and secure and defend objective 1. Objective 2 was the corner beside me, and an interceptor squad drop in to seize it. The rest of the knights stayed hidden, waiting for the necrons to not all be sitting on objective 1, with one squad using their power to shoot through walls to snipe some gaunts. The squad that dropped in cast vortex of doom, which did 3 wounds each to my prime, a tyrant, gants, and a unit of gaunts. They also fired, but pretty ineffectively. Necrons went next, and drew some pretty useless cards. Can't even remember what they were, but he dropped all 3 at the end of the turn. They advanced towards me, at necron speed.
My turn 1 was pretty successful. I drew secure objective 2, meaning I was going to be rewarded for dealing with the grey knight squad. Both flyrants and 2 squads moved to deal with them, and between the smites, deathspitters, and rending claws they were dead by the end of the turn. First blood, and control of the objective. The rest of my forces moved up towards the necrons, save for a squad of gants sitting on my objective. I achieved another objective here too, but I can't remember what it was.
GK turn 2 they redeployed a unit behind the necrons, which was interrupted by the deathmarks who then got really lucky with their shooting and killed half the squad. They also disrupted the GK planed drops, by suddenly being within 9" of where they wanted to drop. Only one more squad could get in, and they dropped the deathmarks down to 1 cron in their turn. In retaliation the necrons unleashed the shard on the GKs, and they just sort of evaporated. The rest of the crons kept covering the ground towards me, aiming at the objective between us. Only the illuminator was in a position to fire, and took 5 wounds off OOE. The deathmarks got 1 cron back, and they hid to hope to get more next turn.
My turn 2 I drew a defend objective 5 card, which was in the GK deployment, and a master the warp. OOE, the gaunts, and the warriors moved up to take the objective between myself and the necrons, while hiding. The necrons would need to come into guaranteed CC range to shoot or take the objective, and next turn I would be able to get my tyrants into position to concentrate on them too. The plan was for the fight to be fast and bloody, to mitigate the reanimations. My non warlord tyrant took the objective in the now empty GK deployment, while the rest of the gants formed a thorough deep strike screen at my back. The rippers dropped in ~14" in front of that tyrant, which meant that between my forces 2/3s of the board was screened. My warlord cast catalyst for the victory point, despite being out of sight of anything. I opted not to charge with OOE, because I didn't think he would be able to kill a unit entirely, and there is no point in half measures against necrons. This proved a mistake.
GK turn 3 was about as effective as the rest of them. Their remaining dread knight and lord dropped in in the only place available, which was painfully close to the shard. They did some decent damage to it, but failed both charges. The shard eventually won out here, but not this turn. Meanwhile the rest of the necrons went on the offensive against my position, and while they could not get into position to fire, they were all able to charge OOE! Turns out that lychguard are serious about their CC, finishing off OOE handily, before piling into the gaunts. The rest of the warriors were able to make a mess of the gaunt squad, leaving 2. The deathmarks secured an objective they were near, putting them in the open.
Tyranid turn 3 I drew blood and guts and overwhelming firepower. My tyrants did a relay on objective 5, with my warlord holding it while the other went deathmark hunting. This proved unneccesary, as the rippers advanced far enough to do the job anyway (I should have moved them first). I had realised that I could not actually fight the necron death ball, but I hoped that my warriors would be able to kill the warrior unit in CC, which meant committing both the warrior brood and the prime. By leaving the gaunts in combat I was able to avoid the necron overwatch, but it meant that there was no way to keep the lychguard out of combat. My hunting tyrant opted not to smite, as there was far too much of a risk of killing the unit which would deny me a VP! He did manage to wipe the unit with his deathspitters, and the warriors almost were able to deal enough damage to be able to surround the necrons (at least denying them a reanimate). It was not to be though, and the lychguard killed the prime easily. The warriors survived for now, while the gaunts still kept everything in combat.
GK turn 4 had the dreadknight going after the shard, while his other master went after my hunting tyrant. He didn't get close enough to do anything other than smite though, which it managed to deny. Necron turn 4 consisted of the shard skirmishing with the dread knight, bringing it very low, while the rest of his forces dealt with the warriors. They were able to kill all but one, and the lychguard managed to get out of combat with the gaunts by smart casualties and pile ins. My turn the last warrior fell back, to try to draw some necrons the other direction, while my two tyrants linked up a 'safe distance' away from the lychguard, before smiting and shooting. Holding 3 objectives got me supremacy this turn. I had assassinate too, but decided that the GK with a hammer was too dangerous for the injured hunting tyrant, and the other was out of range this turn. I tried to horrify the Lychguard just to be safe, but the GK master decided to deny. Catalyst went off on my warlord though.
The GK grand master on foot found himself miles from anything, so didn't do anything, while the dread knight smited. Closest target proved to be my last warrior with 1 wound, so he died. It tried to charge the shard, but failed. The necron shard finished off the dread knight, while his warriors had gone to help if required (they proved not to be). The surprise that they pulled out this turn was that a lychguard reanimated 2" in front of the rest of them, shortening the charge by 4"! They were able to engage both my hive tyrants, and killed one, while doing 4 wounds to my warlord through tenacity and catalyst. My turn 4 consisted of full retreat. Everything that could hide was now hiding, with the 2 objectives on my side of the board secure, and a sacrificial ripper swarm keeping objective 5 secure in front of the lychguard for a VP.
GK turn 5 consisted of a single grand master on his own sitting on an objective he did not need.
The lychguard chewed through the rippers, but their objective control came too late. They now controlled 3 of the 6, but didn't have forces to control more. Very little happened from this point on, and tyranids won on points. GG.
So, comments. Rippers outdid themselves again. It might have been because of the sparce forces on the map, but when my tyrant needed to jump on a free objective they were able to prevent deep strikes within about 25" of him. They could have jumped on a secure themselves, but they actually were more useful guaranteeing a defend, while keeping a tyrant safe. On flyrants, they shone hard too. Between mobility and being able to kill stuff at range, with psykic, and melee, they are able to achieve almost all the objectives. This is huge if you draw priority orders. Priority orders master the warp is basically 4 free victory points. They are not worth their points in a straight up fight, but their mobility allows them to pick their fights effectively (except against basalisks). If the enemy is having to split up to get points, that can be used to punish. 10 gant units also did their job admirably, being able to sit on objectives and screen for each other. I made a serious mistake not simply running from the necrons when I decided I wasn't committing everything, and committing everything would probably have been a mistake too. I should have done my best to avoid them, and force them to split or only be on one objective at a time. Fighting a death ball seems a mistake for us, other than genestealer alpha strike lists. Necron infantry are seriously slow, but reanimations gives units an extra 3" move effectively. Fighting them actually speeds them up!
I'm not sure how much of these lessons will carry, as the lists my opponents took were slack for what they needed to do (move for the necrons, and survive for the GK), and having 3 players confused things. The main lesson I have learned is that killing stuff is actually not that important in maelstrom, and that backing away is sometimes the better option even with CC units. I am finding that the threat of CC is often what does the work, rather than actually getting into CC. The key seems to be avoiding taking too much damage while securing points, and not forcing engages that are unfavourable.