Sunday, May 23, 2010

Hard Boyz: Round 1 - Game 2

Well this is much belated but here is a quick run down of my second game at the first round of Hard Boyz. With round 2 coming up this weekend and a few hours finally free from work I thought Id post up these pics of one of the least expected tournament armies: Horde Marines.



Man that is a lot of marines. 101 to be exact. 1 Librarian. 10 Assault terminators all with thunderhammers. 10 regular Terminators 2 with missile launchers. 60 Tactical Marines only 1 squad had a powerfist. And 20 devastator marines. As you can see his deployment picture above it was a spearhead game. And he filled out most of his quarter. He combat squaded everything other then the 2 terminator squads. The assault terminators were in the right of the picture behind a thin screen of regular marines. The devastators were on the upper floors of the building with the ranged terminators on the bottom floor.In what was probably a poor decision I decided to fight infantry with infantry. In hindsight he didnt have an overwhelming amount of quality anti-tank fire, I was more scared of his volume of missile fire and it may have cost me some points.

Well I landed both units of sternguard on the right facing off against his assault terminators. A tactical squad landed to their left and above that landed Vulkan and another tactical squad. And in perhaps a bit of beautiful foresight... but more than anything some lucky mistake I landed the master of the forge and the last tactical squad high up in his deployment area.

The sternguard unloaded everything including the kitchen sink on the assault terminators and killed 7 of them. Shooting from everyone else killed maybe 7-10 other scattered marines. He ended up having to take 5 morale checks and wouldnt you know it the only squad to fail was the terminators. And here is where the fortuitous placement of that last pod came into play, because the terminators fled directly toward it and therefore were not able to regroup their next turn and so eventually fled their way off of the board.

Nothing really moved from this point in the game. It just became a few rolling assaults with marines unable to kill each other. Eventually his other terminator squad made it out of the building and assaulted my sternguard and were also cut down.

On turn 3 my two venerable dreadnoughts came in and helped finish off the terminators giving me the bulk of my victory points 860 between those 2 squads. And between a few half points earned from several killed combat squads I was able to eek out a minor victory... and was a measly 30 points shy of the major victory.

Now if you have been paying attention you may have noticed that I only described up until the 3rd turn. Thats not a misprint, we only played 3 turns, I didnt even get all my reserves in. Now this is where my decision to drop the sternguard in on turn 1 may have been a mistake. Not only are they worth more victory points for my opponent to earn, but they also have more ability on the drop to shoot units down, while the dreadnoughts could have earned me more points in assault.

The decision didnt cost me too badly, I ended round 2 in second place and was only a few points out of first. And when I tabled a chaos marine player in round 3 the day was mine.

I have a few shots of some practice games with my friend that I will try to post up soon as well, and my friend eric is coming with me to round 2 this weekend and hopefully with his help I will have a lot more pictures of those games then I did in round 1.

Saturday, May 22, 2010

Hard Boyz: Round 1

So I already posted my list... now lets get to the much belated battle reports.

In game 1 I was matched up against the Imperial Guard. He had 2 20 man combined units with commissars. A few heavy weapons teams. A few groups of veterans in chimeras. 2 Demolishers with plasma sponsons and an an Executioner with extra plamsa as well. He also had Creed and a unit of deepstriking stormtroopers, and a hell hound.

Game was 5 loot counters and a modified diagonal deployment. Here in this first picture you can see his set up. He had first turn. I deployed nothing as everything was in drop pods. He chose to simply sit pat and wait for my arrival, and sadly for him forgot to pop smoke on his vehicles.


Here you can see my turn 1 drops. With 9 pods total I get 5 of them on turn 1. I placed both units of sternguard in the upper right middle, with an Ironclad Dreadnought in between them. My two Venerable Dreadnoughts dropped in on the left to deal with the two Demolisher tanks on that side.
Here is a side shot showing my turn 1 carnage. I blew up a chimera and my heavy flamers said goodbye to the veterans inside. I also vaporized an auto cannon heavy weapons team and the executioner. My Ironclad only managed to stun the hell hound and the venerables only immobilized one of the demolishers. With one of the Dreadnoughts failing to hit with a re-rollable 2+.
As is the theme with many of my games... and especially with the truncated time table of playing 2500 pt games in 2 and a half hours it was about here that I forgot about my camera.

During his turn 2 he killed off several sternguard. Shook my Ironclad, and shook one of the venerables.

On my turn 2 I got all of my tactical marines in from reserve as well as Vulkan and the master of the forge who were accompanying two of the squads. With a little help from nearby stormbolters Vulkan and his boys flamed down a 20 man squad of guard in the center of the board. The master of the forge and his dual flamer squad did in another heavy weapons team as well as a platoon command squad. The venerable dreadnoughts split up in the hopes of nabbing both demolisher tanks... however one got hung up on some terrain while the other finished the job. The melta tactical squad came roaring in, in front of the hell hound and chimera in the upper left of the table, and failed to finish off their target. However assaulting sternguard vets with fists and krak grenades removed both tanks and had the embarked veterans spilling out onto the battle field. The Ironclad rumbled into combat with a melta packing command squad and ran the poor fools down. It was about this time that my opponent started telling me that he was in trouble.

On his turn 3 his lone demolisher failed to chase off the dreadnoughts but did pull away to try and save itself from assault. His veteran squad shot down my Ironclad, putting another crater into the already littered field. His stormtroopers arrived and thankfully did not crash to their deaths because of their re-roll to scatter, and then dropped a venerable dreadnought.

On my half of the turn my remaining Ironclad landed next to the nice tight pile of stormtroopers and with a twin linked heavy flamer made quick work of the offending drop troops. Vulkan and his company burned away some more guardsmen, and the master of the forge worked his way into assault with Creed. My other tactical combat squads began fanning out closer to the objectives to ensure I had at least 4 before the game ended, by either wipeout or the end of turn 6. My remaining venerable dreadnought stunned the poor demolisher. The jaws of the assault were closing on the guard and they did not have very many units left.

On turn 4 the guard player had a lone squad hiding in the top of the building and his chimera with vets to the left of that same building. The vets got out to shoot down the master of the forge and his retinue. And the squad up above tried to drum up some victory points for the overall day bonus, by shooting down some expensive sternguard.

The master of the forge split off on his lonesome to flame the veterans. Vulkan also jumped off on his own to finish the men in the building. The venerable dreadnought dropped the demolisher at last.

Turn 5 saw his remaining chimera take the last wound from the master of the forge, which would cost me a bonus point in the end as we tied for number of Hq's killed due to my reckless endangerment of the poor chap.

In what would be the last phase of the game my venerable dreadnought assaulted and finished off the chimera sealing the wipeout and 2500 victory points. A full massacre as I held all of the objectives and all but one of the bonus points.

Looking around at the other tables before lunch there was only one army that I truly did not want to play at all that day, an all foot space marine horde, but as irony would have it that would be my next opponent. Oh well better to grab him in the victory points scenario then in the kill points one.

Ill try to get that report up tomorrow. Maybe Ill do up some box drawings to at least fill in the spaces where I have no pictures, If I make some for this battle Ill update this post as well.

Tuesday, May 18, 2010

Hard Boyz Tournament

In preparing for the Hard Boyz Tournament I had settled on using an upgraded version of Dreadnought Spam list and drop pod spam list that I had used at 1850pts a month or so ago.

Vulkan - 190

Master of the forge - powerweapon, - 115

Tactical Squad - Multimelta, meltagun, combi-melta, powerfist, drop pod - 245

Tactical Squad - Multimelta, meltagun, combi-melta, powerfist, drop pod - 245

Tactical Squad - Multimelta, flamer, combiflamer, powerfist, drop pod - 240

Dreadnought - Multimelta, drop pod - 140

Venerable Dreadnought - Multimelta, heavy flamer, extra armor, drop pod - 225

Venerable Dreadnought - Multimelta, heavy flamer, extra armor, drop pod - 225

Ironclad Dreadnought - heavy flamer, drop pod, locator beacon - 190

Ironclad Dreadnought - heavy flamer, drop pod, locator beacon - 190

Assault Squad - (7) flamer, thunder hammer, drop pod - 176

Vanguard Squad - (7) jump packs, relic blade w/ storm shield, thunder hammer, melta bomb, storm shield, 3 regular - 315

I tested the list against Lord Victor's Eldar list and it performed well enough. But then against my friend Alex's foot Imperial Guard list. In a few games using the newly released missions for the actual Hard Boyz event the list did not fare well. My infantry were overrun and though the Dreadnoughts proved hard for his guardsmen to deal with in combat the list was not particularly effective and I felt that it was also not necessarily meshing with my play style.

The vanguard had proven in tests that they were every bit as worthless as they had always looked to me. I thought about changing them to terminators. However this would only reinforce the idea that I was trying to play a drop pod assault army... which is precisely opposite the way I think of Marines, especially the
Drop pod variety.

So at midnight before the Hard Boys event I swapped my list.

Vulkan - 190

Master of the forge - 100

Tactical Squad - Multimelta, meltagun, combi-melta, powerfist, drop pod - 245

Tactical Squad - Multimelta, flamer, combiflamer, powerfist, drop pod - 240

Tactical Squad - Multimelta, flamer, combiflamer, powerfist, drop pod - 240

Dreadnought - Multimelta, drop pod - 140

Venerable Dreadnought - Multimelta, heavy flamer, extra armor, drop pod - 225

Venerable Dreadnought - Multimelta, heavy flamer, extra armor, drop pod - 225

Ironclad Dreadnought - heavy flamer, drop pod - 180

Ironclad Dreadnought - heavy flamer, drop pod - 180

Sternguard - 4 combimelta, 2 heavy flamer, powerfist, drop pod - 350

Sternguard - 1 combimelta, 2 melta guns, powerfist, drop pod - 325

The sternguard are far more effective as drop pod units than anything else in the marine codex, due to the sheer volume and power of their short range firepower. Which means they are effective on the turn they arrive and due to their veteran status still durable in the counter assault scenarios that will likely occur. This change also gave me more boots on the ground and a much more flexible core that would be able to deal with large hordes that bog down the dreadnoughts in combat.

In the three games the next day the change did wonders. I took the top spot out of the 10-12 players that were at the event. Ill try to post some of the few pictures I got and do up some battle reports for the three games soon.

Monday, April 26, 2010

Brothers Grim Tournament April 24th: List I Actually took

So the list I posted a few weeks ago wasn't the list I ended up using in the tournament that I posted the second game from already. I ended up using an expanded version of the list from the Battle Standard Tournament.

Vulkan - 190

Master of the Forge - 100

Dreadnought - Multimelta, heavy flamer, drop pod - 150

Dreadnought - Multimelta, heavy flamer, drop pod - 150

Dreadnought - Multimelta, drop pod - 140

Dreadnought - Multimelta, drop pod - 140

Dreadnought - Multimelta, drop pod - 140

Dreadnought - Multimelta, drop pod - 140

Tactical Squad - Multimelta, flamer, combi-flamer, powerfist, drop pod - 240

Tactical Squad - Multimelta, flamer, combi-flamer, powerfist, drop pod - 240

Tactical squad - Multimelta, melta, combi-melta, drop pod - 220


The list really blew a lot of people's minds. They were mind boggled by just how many drop pods it really is. The 9 pods make a real mess of the board and restrict movement in the areas where you drop them. Even if there is space to move between them it restricts enemy movement because they cant come within 1 inch of them during the movement phase.

Also in objective missions they can contest objectives like in the battle report I already posted. And strangely enough in the kill point mission that I will post later they weren't that much of a liability because my opponent was too busy trying to kill all of the dreadnoughts that he didn't even kill a single one of the pods... now I'm not sure that in particular will always happen but it was a very surprising thing.

Brothers Grim Tournament April 24th: Game 2


The second game at Brother's Grim was against a nice guy named Steve I believe. He was using the new blood angels codex, and in a differing style versus the last report was more mechanized Blood Angels. He had 2 Speeders, a squad of 3 Attack bikes with multimeltas, 1 Furioso Dreadnought with the new blood talons, and a regular Dreadnought with an assault cannon. He had a vindicator and a rhino, along with a Baal Predator with a flamestorm cannon. He had 2 priest one of whom was Corbulo, and 2 10 man squads. He also had the beast that is Mephiston.

The game was capture and control with the secondary objective as having more units in the enemy deployment zone then they have in yours. Deployment was a type of modified spearhead that cut the table in half like apocalypse and each player received a table corner with an 18" middle ground between the zones. Also the objectives had to be placed in one specific spot that was 18" from each edge and still in the deployment zone. That why they look so symmetrical in the renderings(They're the green flags in case you were wondering).

I forgot to take pictures, but did this up on vassal to be visual.

Steve deployed a 10 man squad with Corbulo back in the building up on the second floor. The other squad he split, and walked one half and put the other half in the rhino with his other priest. His attack bikes and Furioso are up at the top middle, while his vindicator and regular dreadnought are towards the lower middle of the board. Mephiston is also hiding out in the ruin with the large squad. His Baal Pred chose to outflank and his Land Speeders were deep-striking.

On turn one he turbo boosted the bikes toward my objective and rushed the vindicator forward as well. His dreads and small foot troops also moved forward. Only the vindicator popped smoke.
My Turn one the table starts to get really messy. 4 Dreadnoughts as well as my dual melta tactical squad land, with Vulkan and the master of the forge in tow. Between rear flamer shots and two meltas the vindicator is both immobilized and its main weapon is blown off. Three of the regular dreads line shots at the assault cannon dread in his army and immobilize it as well as blow off both its weapon arms. In hindsight I should have gone after the furioso. My 4th dread managed to meekly drop the storm bolter off of the rhino. The other half of my combat squaded tactical marines manages to surprisingly inflict some wounds on his walking unit and cause them to flee.
Turn 2 for the Blood Angels saw the arrival of his melta Land Speeders. His furioso crashed into my tactical marines and began to shred them with bloodtalons. It was about now I regretted dropping in the one squad that didnt have its own powerfist, the master of the forge luckily was ignored at first but managed nothing with his servo harness fists. The meltas in the rhino and building managed to blow up the dreadnought closest to them, and Mephiston began what can only be summed up as a killing spree by summarily decapitating another dreadnought. Luckily the Land Speeders missed fantastically with double 1's on their to hit rolls.
1 of my remaining dreadnoughts came in from reserve and along with the 5 free tactical marines made the small squad run away again to incoming fire. Instead of helping get my men out of combat I moved my dreadnought through the space between the drop pods to threaten the middle of the board... for what reason I do not know. My other dread focused its rage on the land speeders and felled one with its multimelta and the other in combat. I lost a few more marines in combat with the Furioso but Vulkan and the Master of the forge held.
On turn 3 Steve's bikes came turbo boosting back because he felt he was quickly running out of ways to kill the rain of dreadnoughts. Cover saves kept my dreads safe from shooting, and in a luck turn of events Mephiston failed to destroy his newest dreadnought target in combat. Vulkan however fled from the furioso after it ripped the master of the forge limb from limb.
All the reserves came crashing down in my half of turn 3. One tactical squad landed to secure the home objective, while the other dropped midfield, I would have dropped it closer, but I didnt want to go near Mephiston and the board had already become quite crowded. The last Dread landed near the rhino again. Here I think I messed up the pics(and am too lazy to change them.) Because the men were outside of their Rhino and both the Dread and small tactical squad shot at them killing nothing, and all the storm bolters shot at them killing nothing, 3+ saves and feel no pain are tough, actually to be fair the two melta shots did kill 1 each but thats to be expected. Vulkan rallied and foolishly assaulted Mephiston, should have waited and let him assault me next turn, and died, but it did let the dreadnought live another turn. I charged into the Furioso with my dreadnought and into the bikes with another. Killed all the bikes, did nothing to the Furioso.
The Baal Predator moved flat out at the start of turn 4 to get near my marines. Mephiston finished off the pesky dreadnought and moved towards the one that could not do much of anything to the Furioso. The one surviving member of his squad that had ran twice assaulted my dreadnought, and didnt die. His rhino also tank shocked my 5 man squad and they fled ( there were a lot of fleeing marines in this game). And his melta squad shot my dread near his troops blowing off its combat arm and then assaulted it.
Turn 4 for me saw the fleeing marines flee some more, though not much I rolled pretty low at this point. My other nearby marines immobilized the rhino with a multimelta shot and then the other combat squad dual assaulted it and the man tying up the dreadnought. My other two dreadnoughts were continuing their futility in combat.
Turn 5 the Baal pred fried all but one of the fleeing marines who then fled some more. THe boys in the building finally began to move down and toward the objective. Mephiston freed up the Furioso by once again besting my dreadnought in combat. While the powerfist in his 5 man squad had trouble touching the dreadnought it was locked with.
Turn 5 surprise my marines ran some more. The one free roaming dreadnought immobilized the Baal with its multimelta and then destroying it easily in assault, while the tactical marines followed in its wake. My multimelta squad managed to knock an arm of his Furioso, something the master of the forge and 2 rounds of combat with my dreadnought had not accomplished.
On turn six, with the threat of the game ending looming Steve found the time and the necessity of actually clearing some of the darn drop pods that were neatly contesting his objective. Mephiston added one to his trophy rack but the large tactical squad failed to do so.
My lone marine stopped fleeing and with a great run roll came roaring back towards the action. With a totally different and disappointing roar my dreadnought immobilized itself on the wreckage of the baal predator. My tacitcal marines moved their way though the tight spaces trying to make sure and threaten the objective should the game go to 7 turns. My other remaing dreadnought succumbed to the powerfist of his Blood Angels sergeant, dying the old fashioned way, weapon destroyed, weapon destroyed, immobilized, immobilized.
The game did go to turn 7. His Furioso halted the advance of my combat squad. Mephiston racked up the last threatening drop pod and his marines closed on the objective.
However one small problem remained. And on my 7th turn the forgotten, cowardly marine managed to run and contest the objective.
This left me with a 1 objective to 0 victory on the main mission. Also with nearly all of my army in his deployment zone, and none of his in mine I got the secondary objective as well. I didnt get the 3rd objective which was to select a unit and kill it. I choose Mephiston because he had chosen Vulkan and I thought it would be epic. Also I thought I would have to kill Mephiston to have a shot at winning. However after the game started and the prospect of actually killing him didnt seem possible I decided to try and handle as many threats as possible while completely ignoring mephiston, aside from the crazy stupid move of charging him with Vulkan. My goal became to feed him units and try and lead him away. Also the fact that 3 drop pods contested his objective meant that in the closing turns he had to really turn his attention on these and allowed my final marine to do the job.

The game was really fun, and things looked really good for me at the beginning, however the survivability of the blood angels combined with my stupid move to ignore the Furioso turn 1 caused it to get really tight... well that and the bat shit crazy Librarian from hell running around killing all my dreadnoughts.

Thursday, April 22, 2010

Battle Standard Tournament 1500pts: Game 3

My third opponent was a Blood Angels player, and the for the first time I would be fighting this new codex. He had Dante, along with 2 dreadnoughts in pods, an assault squad in a pod, an assault squad with jump packs, and a squad of sanguinary guard, with a priest giving them feel no pain. In the pregame he managed to roll blood rage for almost his entire army.

Game 3 was very interesting. It had 3 variable missions as the main objective, and each player had to secretly choose one, and then reveal it to their opponent before deployment. Also each mission had a different deployment associated with it. That meant that each player could be running the same mission and deployment, but they could also be running different deployments and totally different mission objectives.

Out of the 3 mission types I choose the one that had 3 objectives, and pitched battle deployment. I got to place all of the objectives with the only restrictions being that they had to be outside of my 12" deployment zone and no closer than 12" to each other. I was counting on my opponent choosing the mission that would lead him trying to infiltrate my deployment zone, so I set up my objectives just outside the 12" no fly zone, and close to central position on the board.

I lucked out and my opponent did choose that mission, and not the assassination mission. Things were interesting in deployment as both of us were playing all deepstriking armies. He won the roll to go first and passed it to me.

I landed 3 dreadnoughts and a tactical squad near my objectives, along with the master of the forge. In his turn 1 he landed a furioso dreadnought which scattered off to the left of the frame, and an assault squad in a drop pod. Nothing really occurred in turn 1 so we move to turn 2 with these edited photos.

I edited out his turn 2 additions. But anyway the master of the forge along with the flamer marine and combiflamer sergeant moved forward and torched the assault marines standing in front of their drop pod. Killed all but 4 of them including the sergeant with the powerfist so was pretty excited and still in assault range. However they failed their leadership check and fled robbing me of an assault. In retrospect this squad had blood rage and should have been fearless, its something to remember when facing Blood Angels, because the rule isnt standard, its random its harder to keep track of the penalties and advantages of blood rage.


Here in his turn 2 I highlighted where my objectives were for ease. Also in the now unblotched out sections you can see that all of his reserves came down on turn 2, when I hadn't gotten any of mine yet. Dante and the sanguinary guard used his ability to not scatter and blow up a dreadnought. The assault squad, landspeeders and dreadnought drop pod used the locator beacon on the forward pod to land close to my marines. They put a lot of fire into my combat squad and killed the sergeant and all but one marine, and wounded the master of the forge once. Then the previously fleeing assault marines used their furious charge and attacked the lonesome commander. Fighting was a wash, with artificier armor keeping the MOF alive and him whiffing with his powerfist attacks.
Here is another angle of that turn,so you can see the master of the forge fighting for his life.
Turn 3 I got another Dread, and Vulkan and his tactical squad in. They flamed the nicely bunched assault squad dealing 27 wounds, but only causing 6 deaths. The dreadnought also dropped one of the speeders. My two other dreadnoughts that were on the field attempted to get into grips with the sanguinary guard, to keep them from running through my troops. One managed to reach combat, while the other got hung up making bad difficult terrain rolls while trying to cross his dead friend wedged between the two drop pods. With only one powerfist my dreadnought was relatively safe, but didnt manage to kill off any of the guard wither.

During his turn 3 his dreadnoughts continued to plod forward doing nothing, they were really placed far too conservatively and never managed to get well into the fight. His remaining speeder jumped behind my freshly arrived dread at the top of the screen and missed its melta shot. His remaining assault marines used their meltas on the dread as well, and also missed, so they assaulted it. Again their lone powerfist proved insufficient and they were locked in combat. The sanguinary guard were likewise ineffective losing a member, and the master of the forge and his tactical squad companion dealt the final blows to the assault squad remnants they had been locked with.

During turn 4 I separated Vulkan from his tactical squad so the forgefather could help free the locked dreadnought. My last dreadnought landed and wiped off one of the Furiosos that was finally getting close to my tactical marine hiding in the building. The tactical marines along with the master of the forge and slow moving dreadnought all piled into the sanguinary guard and dante fight. Now it was probably foolish to rush all these fleshy bodies into a fight that the dreadnoughts could probably win by themselves and leave the marines to consolidate onto the objectives, but I tend to get impatient with the dreadnoughts and their limited attacks and sent a good number of marines to their deaths at Dante's hands.

The middle of his turn 4 is where this pic was taken. His black speeder has just blown up a drop pod that previously marked the middle gray area of the pic, likely in frustration of everything else being in combat. His off screen dreadnought killed my dreadnought with a melta shot. In the ensuing assault phase Vulkan and the dreadnought finally dealt with the assault marines and consolidated. The large mess of an assault continued to grind.


In the ensuing 5th turn Vulkan moved to join the combat. The dreadnought killed off the last speeder. And when Dante finally failed his invul save and came crashing down I consolidated nicely onto the objectives. We called the game then, as all he had left was a lone dreadnought and couldnt get through all my scoring units at that point, and also lacked the scoring unit necessary to win his own objective.

Sunday, April 18, 2010

Battle Standard Tournament 1500pts: Game 2

Game 2 saw me matched up against Bob and his Imperial Guard, note not my good friend Bob from the ork battle report.

The mission was spearhead deployment, with 4 objectives. You can see 3 of them in this picture. The small black beacon on the left below the tape measure, the small grey one next to the dreadnought in the direct middle and the small imperial guard commander alone on the bottom right. The fourth was off screen to the left.

I won the roll and chose to go second. Bob set up his Basalisk, demolisher, and a banewolf, as well as the leman russ varient with the auto cannon, towards the top of the screen all clustered together. Then upon the hill he placed his command squad and 3 veteran teams with a lascannon each. He also had a plasma veteran team in reserve and a melta veteran squad in a chimera in reserve. During his first turn he made the mistake of forgetting to pop smoke.

On my turn one I landed 4 Dreadnoughts just like last game. First shot wrecked the demolisher. Second blew up the banewolf. Stunned the sentinel, and flamed the company command squad killing a few.

This picture is was taken during his turn 2. His sentinel moved up and popped smoke. His veterans came on in their chimera navigating the difficult terrain that was the crater where the banewolf had been. His lascannons took downone of the dreadnoughts. The one at the top of the screen took the melta shots from the veterans as well as the autocannonleman russ, and managed to only be stunned and down its multimelta.
During my second turn the master of the forge and his tactical squad landed in the bottom right after a bad scater, and simply spread out in the cover of the trees there. One of my reamaing dreadnoughts assaulted the sentinel, while another assaulted one of his veteran squads in the mountains. I forgot to pop smoke with the stunned dreadnought that was still staring down the barrel of the chimera mounted vets with melta guns. While the sentinel was summarily destroyed, the veteran squad held in combat keeping my dread safe from shooting for the next turn.

Bob's walking veteran team moved on in the middle of the board from reserves. The rest of his army stayed mainly stationary to bring all the guns to bear. I lost another dread, this time the one that had slain the sentinel. However the dread at the top of the screen continued to shrug off hits left and right and though it lost its other arm it stayed alive. In his combat phase my dreadnought forced the veterans to flee off the board and consolidated towards the chimera.

During my half od turn 3 my last dreadnought made it in from reserves. It landed off screen to the left(a wide angle shot in a later pic shows its location during bob's 4th turn) and flamed the walking veterans. Half of a tactical squad moved into the hills and wiped out a veteran squad, the 3 remaining marines are shown below after their consolidation moves. The only mobile dreadnought shot andstunned the chimera, and then assaulted it causing no further damage.
Bob's 4th turn saw the end to the everlasting dreadnought, that without smoke had still taken most of his heavy shots for 3 turns now. The melta vets had to get out of their ride to fire now, and managed to immobilize the dread swining at their ride. Since it was still in base to base at the end of the assault phase however it killed the chimera.
The late arrival dreadnought popped smoke and then assaulted the remaing veterans in the left of this shot. The immobilized dread melta'd the basalisk away and the ensuing explosion took a few of the melta veterans with it.

During Bob's 5th turn he stunned the dread on the left with his leman russ, and killed the immobilized dread on the right with his last lascannon team.
My turn 5 Vulkan finnally arrived(because at that point its automatic). He and his boys flamed away the remaining melta vets and the command squad. The other 2 tactical squad halves moved to make sure they were on objectives.

Turn 6(the last turn) Bob killed the last of my dreadnoughts. And my fresh tactical marines killed off the last of his guardsmen at the top of the hill. Vulkan fell just short of getting me another of the mission's bonus points, but I still ended up with 28 out of the 30 available. I was in fourth place 1 point behind 3rd heading into round 3.