My army list:
Guard: 900
HQ
Company Command Squad: autocannon 60
Chimera with multilaser, heavy flamer, dozer blade 65
Elites
Sly Marbo the One Man Army 65
Troops
Platoon:
Platoon Command Squad: missile launcher 45
Infantry Platoon with flamer, missile launcher 70
Infantry Platoon with flamer, missile launcher 70
Infantry Platoon with flamer, missile launcher 70
Heavy Weapon Platoon with 3 autocannons 75
Veterans: 3 plasma guns,
shotguns 115
Chimera with multilaser, heavy flamer, dozer blade 65
Heavy Support
Basilisk 125
Gyphon 75
Marines: 600
HQ
Master of the Forge: servo
harness, bolt pistol 100
Troops
Tactical Squad: 10 with combi
melta, melta, and multi melta 185
Drop Pod 35
Elites
Dread (multi melta, power fist,
storm bolter) 105
Drop Pod 35
Heavy Support
Dread (multi melta, power fist,
storm bolter) 105
Drop Pod 35
Opponents List:
Tau:
3 squads of 12 fire warriors
2 squads of two broadsides
2 squads of two or three crisis suits with two shield drones, one of which was the hq. All had plasma and those strength seven missiles
Marines:
Librarian with biomancy
5 assault terminators (2 claws, 3 hammers)
5 bolter scouts
As this game was full of proxied miniatures I didn't get any pictures. We set up the table using the weird new terrain density rules after rolling the short table edge deployment style, resulting in an oddly lop sided battlefield. The mission was The Relic.
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| Artist's impression of the battlefield. The central ruin in my deployment zone is fortified. |
I got to go first and deployed on the left. My mobile artillery hid behind the ruins with the master of the forge and my infantry grouped up in cover. The veterans were lined up to get a bead on the objective and camp out there with the plasma guns. My warlord trait allowed me to redeploy a unit 3d6 inches or three units d6 inches each, but I didn't really need to use this. My opponent placed his large fire warrior squads in the open along with the terminators, apparently unafraid of my artillery. The crisis suits were also in the midfield area, and the scouts decided to outflank. He failed to seize the initiative, and the game started without night fight being in effect.
My plan was to shoot his guys for a while and have both dreads drop in first turn to keep him occupied. My veterans and the space marine squad would then grab the objective and win me the game.
Highlights:
Artillery for the win! On the first turn my Basilisk vapourized his Crisis Suit commander and my Gryphon scattered onto his terminators and managed to take out the Librarian. Sniping important models with artillery is a weird quirk of the rules that I intend to exploit fully. The Gryphon killed about 20 more fire warriors through the rest of the game, making me thankfull of AP4 for once in my life.
The lack of no retreat wounds for fearless models saved Marbo's life after an unlucky round of combat. He proceeded to slice the suit up in my turn before being gunned down by a pair of fleeing fire warriors. Ca-razy!
My Catachan Colonel really stepped up his game. Forgetting the new wound allocation rules, I foolishly left him in the enemies field of fire for two different rounds of shooting. He managed to pass three of the four saves he was called to make thanks to his refractor field.
Apparently, tau anti tank weapons are entirely ineffective against infantry. Marbo was hit by three different weapons that would have caused instant death and failed to be wounded by any of them, and my brave Colonel also survived a missile in the same fashion.
Final thoughts:
I ended up winning the game on secondary objectives as I just couldn't move the terminators off of the central objective. I also managed to kill off all of his scoring units and crisis suits, so at the end all he had were the three terminators and three broadsides. I'm not sure how I feel about the secondary objectives at this point. The fact that I got the first turn was probably the only reason I got the 'first blood' point, and I have a feeling that this inequality is going to be the deciding factor in quite a few games. That being said, starting the game a point behind might force a player to commit to a more aggressive strategy and lead to more interesting games in general. Also, I much prefer the traditional method of setting up terrain to the new way suggested in the rulebook.
Bonus: The Future
I now have a free week between the end of my summer employment and the start of university. I'm hoping to find some hobby time in there, so if we are lucky there might be some pictures of newly painted Dark Eldar or Retribution of Scyrah up soon.

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