TURN 2


Strategy: SM (EC player rolls a 1 and loses 3 daemons from the pool)
BTS advances and lays a BM on the knights

Devastators do the same

(I forgot to take a picture, but the knights double out of the SM fire sack to the other side of the ridge, near the T&H objective)
Retinue with the Champion summons daemons (due to not being able to summon a WE greater daemon into a building – does the GD have to go exactly where the champion’s unit was?), and engages the termies. I selected steeds because they were faster, forgot THEY couldn’t go into buildings either, so they ended up being meat shields. Apparently I needed every single one because I failed a lot of saves…)

The termies countercharge, mostly survive the first strike attacks, and lose after killing most of the daemons.


Land speeders ZoC the EC termies

T-bolts fail activation and stand down

Noise marines advance and lay a BM on the scouts

Tactical with dread doubles and lays some hurt on a retinue

Snowflake straffes the tactical, exacting revenge by killing a couple units

The hell talon stands down after failing on a retain

T-bolts also spend a turn flying in circles, contemplating life

Retinue sustains, taking out a rhino in the SM BTS

Another retinue doubles and takes out a pred.

The preds sustain and take out a stalker and a rhino

A retinue marshals

The thunderhawk returns, lays a BM on the termies, and picks up the devastators

The EC termies advance out of ZoC, and lay a BM on the landspeeders

Scouts kill the EC supreme commander and break his retinue
