Every December my partner and I make the drive down to the Warhammer Citadel in Grapevine, TX to play our end-of-year game. If you’re a fan of Warhammer but have never been to the Citadel, imagine a Games Workshop or Warhammer store that’s also a coffee shop. It’s the closest thing we have in North America to Warhammer World, but it’s closer to a normal Warhammer store than that statement might imply.
Still, as the North American headquarters for Games Workshop, it has the benefit of being fully stocked with even the rare and unusual games, lots of well-painted minis on display, and probably 20 open tables in the back. It’s worth a trip if you’re in town, but not a trip to town if that makes sense. But I digress.
At the start of 2024 we determined to play a full 2000 point game, my Tyranids vs his Death Guard. Then my year exploded. Suddenly it was September and I didn’t have a single painted model to show for it. What I did have, however, was almost all the Necrons I’d need for a Boarding Action. So we pivoted, and rather than try to rush 100+ unpainted models, I finished the roughly ~11 for our new goal.
The Necrons had been a previous year’s army of the year, so I have a decent set of them in various states of completion, and we were big fans of Boarding Actions which came out around the transition from 9th to 10th edition Warhammer, so this was a delightful return to form.
So, how did it go?
Before the Battle
In the current edition of Warhammer you determine who goes first by rolling a six-sided die (d6,) and whoever rolls higher goes first. That person also picks who is the “attacker” and who is the “defender.” The attacker and defender have different deployment zones, places where they can put their minis on the table at the start of the game, and the defender has to put their minis down first. It’s useful to be able to go second in the deployment phase, because where your opponent puts their minis tells you something about their strategy and can allow you to make last-minute strategic decisions about how to respond.
I won the roll-off, which meant that I would get to go first, and I chose to be the attacker, which meant that I got to deploy second.
We each held one unit in reserve to be deployed through strategic shenanigans later. He had a unit of Poxwalkers that he could deep strike (place anywhere on the table that was at least 9" away from one of my models,) through the usage of a limited resource called Command Points. I had a unit of Ophydian Destroyers that have deep strike as a natural ability.
A few more units were held in reserve to come in through the normal deployment mechanism, because Boarding Actions allows a limited number of units to be in the deployment zones each round.
Round 1

During my turn I advanced my unit of Flayed Ones, one unit of Warriors and my Royal Warden towards the central objective. The Royal Warden was my Warlord, which I think is sort of an unusual choice. He’s basically a slightly more powerful Warrior, and in the regular 40K rules he gives an attached unit of Warriors the ability to run away and shoot in the same turn. In Boarding Actions he shouldn’t be able to do that, but as a house rule we decided that he could because it’s flavorful, and we think in the spirit of what the rules intended.
In the Northwest corner I moved my unit of Scarabs to claim the objective. We wouldn’t figure out until round three that they had no objective control score, which meant they couldn’t actually claim that objective for me. One of my lessons learned!
Finally, I moved my unit of Triarch Praetorians to capture the objective in the Southwest corner.
On his turn Ash moved his unit of Chaos Spawn to claim the Northeast objective, then advanced his Poxwalkers and Typhus to open a hatchway into the southern corridor. This was his first major tactical mistake, as he forgot entirely to attempt to claim the Southeastern objective this round.
He repeated that strategy in the north with another unit of Poxwalkers and his Tallyman.
Round 2

Seeing that Ash intended to make use of Hatchways to get into the Northern and Southern hallways, I redirected units in both of those directions. To the North I ran my Flayed Ones into his unit of Poxwalkers. It was an immediate and decisive victory for the Flayed Ones, who eradicated the entire unit in one combat while taking no wounds.
I deployed a unit of Lychguard to the South to block another unit of Poxwalkers who were attempting to head for the Southwest objective. This was strategically one of Ash’s better trades. The Lychguard have a relatively small number of incredibly strong attacks. Overall they were probably the strongest units either of us had brought, and in a perfect world I would have run them directly into his warlord, Typhus. Because their attacks were so strong, any Poxwalker they hit was guaranteed to melt, but because they had so few attacks they could only take out a few each round.
Seeing his Chaos Spawn coming for the central objective, I deployed my Ophydian Destroyers via Deep Strike directly on to the central objective to both claim and protect it. It was clear to me that my relatively slow moving warriors weren’t going to get there in time, and if he claimed it I’d have trouble shifting him off.
During Ash’s turn he ran the Chaos Spawn directly into my Ophydians, dealing two wounds which wasn’t quite enough to take one down. In the trade, my Ophydians did six wounds back, fully 3/4 of the damage his unit could sustain, and removing one of the two Chaos Spawn models.
Using the stratagem “The Dead Rise” allowed him to deep strike his final unit of Poxwalkers into the far Northwest corner, aiming them for my poor solitary unit of Scarabs. However, they were unable to move on their first turn on the board.
A unit of cultists in each of the Northeast and Southeast corners claim both objectives for him, and spend the next term “securing” the objectives, which would allow them to remain under his control as the units continued to move away. I forgot this was something units could do, and that specifically only my Warriors could do it. I had built my list assuming I’d need to keep a unit on each objective I wanted to hold, which is why the Scarabs continued to sit in the Northwest corner. Since part of his strategy was to try to claim one of my back field objectives, this was probably the right idea regardless.
Round 3

In the Southwest I advance one of my units of Warriors towards the objective, freeing up my Praetorians to advance to the center of the board. I knew that Typhus was headed that direction, and that they had a decent melee profile, so I wanted all of my best bruisers ready to hold the contest for the central objective.
To the North I had my Flayed Ones open the hatchway towards the Northwest objective, positioning them to rescue my Scarabs on the following turn.
On Ash’s turn he managed to start making progress against a few of my units. One of his cultists got a lucky shot in the shooting phase and did the one wound needed to finish off one of my Ophydians. Poxwalkers continued to trade with my Lychguard in the south, taking one of them out as well. I also lost a Scarab to his risen Poxwalkers in the Northeast.
He sent Typhus directly into my unit of Warriors, hoping to take them out in a single round. Unfortunately, he only managed to kill two.
Round 4

If you’re not familiar with the Necrons, they’re basically ancient space-faring robotic Egyptians. Basically. And they have a couple interesting gimmicks, but probably the one they’re most well-known for is the ability to reanimate in the middle of combat. So sometimes you think you’ve killed them, and then they stand right back up, stick their thumb to their nose, and blow a raspberry. And by blow a raspberry I mean they shoot you dead with plasma weapons.
So that’s what I did.
Now would be a good time to thank the dice, who were exceptionally kind to me this day. More than half of the models that Ash had managed to kill stood back up, including both the Ophydian and Lychguard from the previous round. This was not a good outcome for him. It was a great outcome for me.
In my movement phase I carefully arranged as many units as possible to be able to shoot at Typhus. The mission we were playing scored an extra 10 victory points for murdering the enemy Warlord. I got close to putting a wound on him a couple of times, and then my own Warlord, the Royal Warden actually managed to hit with six wounds. Exactly enough to kill Typhus. Both of Ash’s saving throws failed, which should have killed Typhus, but he burned what remained of his precious command points to roll again and saved on the second attempt.
What the Royal Warden couldn’t do, the Ophydian Destroyers certainly could, and in the fighting phase they marched right in and turned Typhus into a fine plague-flavored sashimi.
In the Northwest, my Flayed Ones came to the rescue of my Scarabs, and eradicated the Poxwalkers that were harassing them.
At this point, with almost all of his Poxwalkers defeated, his Warlord dead, and me in control of more than half the board with strong units he would be unlikely to defeat, Ash conceded.
I won 55 to 30.

My Learnings
- Scarabs can’t claim objectives. They probably would have been most useful running ahead and opening a door for me. I have a bad habit of forgetting that the hatchways in Boarding Actions can open.
- Lychguard are strong bruisers, but without many attacks do their best work against a single beefy target. I really wanted to get them stuck in against Typhus, but Ash did the right thing gumming them up with Poxwalkers.
- Praetors didn’t get much of a chance to shine, and looking at their profile now I would probably be smart to trade them out for something with a more clearly defined role in the battle.
Ash’s Learnings
- He intended to use the cultists to “sticky things and then die,” and the Poxwalkers were meant to gum me up. In practice, the cultists mostly never arrived to the battle. Probably they should have come out first and ranged ahead, so that the Poxwalkers would have had an easier time getting into position.
- Typhus needs to be used more tactically, he’s not invincible. It came as a surprise when I killed him basically twice.
Final Thoughts
This was the only game of Warhammer we played in 2024, which is a real shame. We both love it. It’s arguably part of how we met. I like the structure of having a game at the end of the year to work towards, because if nothing else we know that one game will happen.
Next year we’re focusing on Necromunda as our game of choice, which has much smaller armies (called gangs) than even Boarding Actions. I hope that by having a smaller painting commitment we’ll be able to get into games sooner in the year, and our annual game next December will be the capstone of a campaign rather than the only game we play.
In closing, here is every one of his models my Necrons managed to take off the board. The real gift was the Poxwalkers we murdered along the way.
