Teleports: No teleports
Turn 1Marines win the initiative
- Thunderbolts set up on CAP
- Bloodgors1 advance up a little towards objective in front of them
- Landspeeder1 Double down the left side flank
- World Eater Initiates1 go on Overwatch
- Tactical formation Double to left side ruins and shoot at Bloodgors1 killing 1 unit
- Bloodgors2 March to rock formation alongside Bloodgors1
- Bikes2 Double towards Bloodgors2
- Hell Talons GA Landspeeder1. Thunderbolts enact CAP destroying both Hell Talons (DAMN IT!)
The demise of the Hell Talons

- Bikes1 Double forward
- Initiates2 March towards Bikes and reinforce Bloodgors1&2
- Warlord Doubles behind Bikes2 and shoots at Bloodgors2 killing 1 stand
- Landspeeder2 Engage Bloodgors2 breaking the Bloodgors who run off with 3 stands left.
The last combat of Turn 1
Rally PhaseBloodgors1 remove BM
Bloodgors2 Rally
Teleports: World Eater Terminators teleport behind Tactical formation in ruins and receive 1 BM
Turn 2Marines win the initiative
- Landspeeder2 Advance on Terminators for no kills
- Bikes2 retain and Engage Terminators in a FF. Due to supporting fiore from 2 other units, Terminators lose two bases and become broken losing the combat
- Initiates2 Engage Bikes1. Although they manage to kill 3 bike stands, they lose 4 stands themselves and are wiped out in the combat resolution.
- Thunderbolts GA Initiates1 killing 1 Rhino and one Initiate stand
- World Eater Strike Cruiser activates. Pin-point attack strips 1 shield from the Warlord and the barrage strips off a 2nd shield. The Dreadclaws are then released.

- Berserkers2 fail a Charge move. Wanting to keep the SC reroll for the broken Terminators, they accept the BM and under the Blood Rage rule charge the tactical unit intermingling Bikes2. The combat is quite lackluster seeing both Bikes2 units dying and a single Rhino and Tactical unit stand. Berserkers2 win the combat by 2 and the Tactical unit retreats back to Blitz objective*.
*
(I was playing a friendly game and did not enforce that the vehicles would have to enter difficult terrain to grab their passengers and allowed the full 60cm move without rolls. In doing so however, it may have cost me the game in turn 3 as I did not have the troops in position to attain the Take and Hold objective. I think I will have to enforce this in future games as such sportsmanship is costing the potential game win or draw)- Landspeeder1 Double towards Bloodgors2 and shoot for no hits
- Warlord engages Bloodgors1 in difficult terrain intermingling Bloodgors1. Bloodgors2 are wiped out and Bloodgors1 retreat away to right side ruins
This combat is so wrong for so many reasons

- Berserkers1 call down 2 daemons and Engage Bikes2 whilst intermingling Landspeeder2 wiping out both units for no losses
- World Eater Initiates attempt to Marshall and fail. With no-one to charge or shoot at, they consolidate within the ruins.
Rally PhaseTactical formation Rallies
Terminators Rally
Warlord removes BM and repairs a shield
Bloodgors2 fail to rally
All other units remove BM
End of Turn 2

….and from the Space Marine side
