Turn 3WoE win the Initiative (on a ‘6’ gaining 2 extra daemons – Yay!)
- Daemon Engines Advance on Firewarriors killing 1 Firewarrior and a Devilfish
- Berserkers(2) retain and Charge Recon(1) who are next to the Blitz. A series of embarrassing attacks from the berserkers sees the combat go on for 3 rounds before they finally manage to win by 1 (note to self, sacrifice this formation as a lesson to all future formations that make it into my army lists).
- Broadsides Advance vs Berserkers(1) killing 1xLandraider, 1xRhino and 1xBerserker
- Barracudas retain and CAP
- Defilers march to LHS table and wave their guns at Recon(2) in a futile attempt that their plastic bullets may actually penetrate the impenetrable
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Can you tell by this time that I am over my dice rolls? 4 games in a row now of just totally dice rolls for combat situations
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- HH Fusions Advance on Berserkers(1) killing 1x Land Raider.
- Barracudas Fail and Stand Down
- Berserkers(1) do something totally different and Marshall to prevent becoming broken.
- Firewarriors Advance vs Berserkers(2) killing a bloodgor and breaking the unit
- Berserkers(3) Charge Firewarriors and lay a lazy smackdown winning by 2
- Recon(2), emboldened by the fact that Defilers do not shoot real bullets, Double towards them and cackle while another Defiler dies of shame and they run like the useless curs they are
- Hellblades GA the cackling Recon(2). Barracudas enact CAP for no hits. The sole Hellblade kills a tetra breaking the unit
- HH Railguns Double to own Blitz and shoot at Berserkers(2). No hits and Stubborn saves the extra hit from BM.
- Crisis(2) Advance on Berserkers(1) – here we go – and kill 2 Berserkers and 1x Land Raider.
Rally Phase
- Berserkers(1) Fail
- Bloodgors Fail
- Crisis(1) Fail
- HH Railguns Fail
End of Turn 3
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World Eaters: 0
Tau: 0
So the game continues…..
Teleports
- Tau Stealth units near Blitz in city. 2BM