Turn 3.I needed to make the result stick, and Nat needed to contest as much as possible with his remaining activations to reduce the deficit.
The storm troopers were Nat's 'ace in the hole' as they have the manoeuvrability to threaten most objectives, so I sent some fightas after them and managed to bring down two of the Valkyries to hamper their speed.
Nat strung his Mech Coy out between one of his objectives and one of mine, contesting both.
I tried to use my stompamob to fire on Nats’ rough riders, who at this stage were the only formation remaining who could threaten my hold on his blitz. Failing the 2+ initiative test wasn’t part of the plan though.
Supreme commander reroll? Another fail... AGAIN. Grrrrgh!
Nats Tbolts came in and fired on the grounded Landa. Four shots…. Three hits…. I had to make two of the three 5+ RA saves for the can to remain on the ground. Three fails first time round….. followed by three fails the second time round! Boom, no more Landa…
All of a sudden, 3-0 became 1-0. Something had to be done!
I ran (well, marched…) a warband up to recontest the blitz.
The Storm troopers made the most of their scout ability to march and, despite have the formation being on foot, they were able to reach far enough to contest my blitz. Drat.
Nat was closing the gap rapidly, I was now 3-2 up. (blitz, BTS, T&H vs T&H and blitz)
I interposed a KoS between the blitz and the lurking rough riders, ready for the inevitable ‘charge of the light brigade’…
It came, and the rough riders gave the KoS a good shoeing (hoofing?), and in the process contested their own blitz – turning 3-2 into 2-1 in Nats favour. Double Drat.

By this point we were down to the last activation of the game. The guy running the store was chivvying us along with regular time updates and gathered for the finale. It all came down to a single roll. If I could activate my last mech warband and march them back to my own blitz, I could contest it and deny Nat two objectives.
The die was cast……
And failed!
The guard had stolen the day!
Full credit to Nat who played an extremely good final turn, making each of his activations really count.
I was pleased with the extra threat posed by the faster formations, although having a lack of natural blitz guard is something that I’ll need to address.