Battle Report (Thousand Sons vs Adeptus Mechanicus)

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Thundering engines roared as they trundled over the blasted, toxic landscape of Ankara Five. Rangers led the march of the Adeptus Mechanicus forces, scouting the territory ahead and relaying vital intelligence to the slower column behind. Huge Dune Crawlers, mighty Castellans, Destroyers on tank tracks, a powerful host led by Belisarius Cawl.

The ancient forces of the red planet, led by the most revered servant of the Omnisiah, had been quick to answer the distress hymnals sent out by the mighty forge world. But now, all was eerily quiet. In the distance, impossibly huge structures loomed, dark and dead. No fires burned within their bellies, no servo skulls zipped around nearby to greet the great master of machines as he approached. It was a ghost town.

But Belisarius knew, even ghosts presented a threat.

He ordered one of his Tech Priests to begin a Shroudpsalm. The toxic planet’s ashen ground seemed to lift in response, creating a thick, dark mist around the Mechanicus forces as they arrived at the outermost reaches of the industrial complex. Lightning whipped across the sky, igniting it in shades of green and yellow, but instead of thunder following that brilliant display of light—there were whispers.

Something emerged from the darkness ahead. A massive, hulking beast of ceramite armor running on four powerful arms. The beast roared, its throat issuing forth an unholy purple light. Gnashing tendrils whipped around it as it charged the column head on. One of the rangers dared to fire at the beast, but that only served to attract its attention. It barrelled toward them, eager to rip them to pieces.

Belisarius gave the order for the Dune Crawlers to fire, but no sooner had his command left his vox did he see the true enemy behind the beast. They marched slowly, dutifully, and in complete synchronicity. Rank and file, bolters raised, their eyes burning green, the Rubricii of the Thousand Sons made their advance upon the Mechanicus forces. Here, on this toxic battlefield, ancient foes would clash and only dust would remain.

Only dust.

Mission: The Relic
Deployment: Dawn of War
Points: 1750

++ Battalion Detachment +5CP (Imperium – Adeptus Mechanicus) ++

Forge World Choice: Forge World: Mars

Specialist Detachment: Servitor Maniple

+ HQ +

Belisarius Cawl

Tech-Priest Dominus: Eradication Ray, Phosphor Serpenta
. Warlord: Warlord Trait (Codex 1): Monitor Malevolus

Tech-Priest Enginseer

+ Troops +

Kataphron Destroyers
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin

Skitarii Rangers: Enhanced Data-Tether
. Ranger Alpha: Phosphor Blast Pistol, Taser Goad
. 7x Skitarii Ranger
. Skitarii Ranger (Plasma caliver): Plasma Caliver
. Skitarii Ranger (Transuranic Arquebus): Transuranic Arquebus

Skitarii Vanguards: Enhanced Data-Tether
. 7x Skitarii Vanguard
. 2x Skitarii Vanguard (Plasma Caliver): 2x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Power sword

+ Elites +

Cybernetica Datasmith: Gamma Pistol, Power fist, Relic: Raiment of the Technomartyr

+ Heavy Support +

Kastelan Robots
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

Onager Dunecrawler: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler: Broad Spectrum Data-tether
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Battalion Detachment +5CP (Chaos – Thousand Sons) ++

+ HQ +

Exalted Sorcerer: Dark Matter Crystal, Force stave, Inferno Bolt Pistol, Prescience, Weaver of Fates

Exalted Sorcerer on Disc of Tzeentch: 2. Undying Form, Death Hex, Force stave, Inferno Bolt Pistol, Warlord, Warptime

+ Troops +

Rubric Marines: Icon of Flame
. Aspiring Sorcerer: Force stave, Inferno Bolt Pistol, Tzeentch’s Firestorm
. 4x Rubric Marine w/ Inferno Boltgun: 4x Inferno boltgun
. Rubric Marine w/ Soulreaper cannon: Soulreaper cannon

Rubric Marines: Icon of Flame
. Aspiring Sorcerer: Force stave, Inferno Bolt Pistol, Tzeentch’s Firestorm
. 4x Rubric Marine w/ Inferno Boltgun: 4x Inferno boltgun
. Rubric Marine w/ Soulreaper cannon: Soulreaper cannon

Rubric Marines
. Aspiring Sorcerer: Doombolt, Force stave, Inferno Bolt Pistol
. 4x Rubric Marine w/ Inferno Boltgun: 4x Inferno boltgun

Tzaangors: Brayhorn, 29x Tzaangor w/ Tzaangor Blades
. Twistbray: Tzaangor blades

+ Elites +

Scarab Occult Terminators: Hellfyre Missile Rack
. Scarab Occult Sorcerer: Force stave, Glamour of Tzeentch, Inferno Combi-bolter
. 3x Terminator: 3x Inferno Combi-bolter, 3x Powersword
. Terminator w/ Heavy Weapon: Power sword, Soulreaper cannon

Scarab Occult Terminators: Hellfyre Missile Rack
. Scarab Occult Sorcerer: Doombolt, Force stave, Inferno Combi-bolter
. 3x Terminator: 3x Inferno Combi-bolter, 3x Powersword
. Terminator w/ Heavy Weapon: Heavy Warpflamer, Power sword

Scarab Occult Terminators: Hellfyre Missile Rack
. Scarab Occult Sorcerer: Force stave, Glamour of Tzeentch, Inferno Combi-bolter
. 3x Terminator: 3x Inferno Combi-bolter, 3x Powersword
. Terminator w/ Heavy Weapon: Power sword, Soulreaper cannon

+ Heavy Support +

Maulerfiend: 2x Magma cutter

Maulerfiend: Lasher tendrils

Greetings all, and welcome back once more to the SN Studio, home of SN Battle Reports. Today we bring you an epic battle between the Adeptus Mechanicus, who put up a very impressive showing in their last report against Necrons, as well as the Thousand Sons. Will the warriors of Tzeentch fare better against the terrifying Mechanicus army, or will they succumb to the same fate as the primordial robotic beings? Both players roll off, which sees Chris winning, as he opts to pick sides.
Beginning the deployment off, Steven places a mass of Tzaangors in the corner of the battlefield, safely out of range from most of Chris’ gunline. Steven wants to maximise the number of Tzaangors he can send into the frontlines, in hopes that he can tie them up in combat and deny the Mechanicus their shooting.
Next to deploy are two Rubric Squads, as the Chaos Marines position themselves further up the battlefield, looking to make use of their Bolters from the get-go. A third squadron of Thousand Sons Rubrics hold back slightly, leaving less units exposed to the Mechanicus.
Crawling up on all four appendages, the Maulerfiends take centre stage, as they place themselves in the middle of the Thousand Sons forces, looking to get straight into the action. Thrashing out at the nearby rock formations and knocking them over as they make their way to the frontline, causing the Thousand Sons around them to tread wearily due to the now loosened rock faces that could dislodge themselves at any given moment.
The sounds of gears cranking and metal clanging grows more and more audible, as the flock of metallic structures make their way to the battlefield. Noting the locations of the Thousand Sons, the Kastelan Robots set up directly opposite to the Maulerfiends, noticing that they are one of the biggest targets on the board. Backing them up with some supporting fire are the Onager Dunecrawlers directly behind the Kastelans. Flanking them are the terrifying Kataphron Destroyers, a devastating unit at the disposal of the Adeptus Mechanicus. Btw what a fantastic paint job by Avian_Villain (Instagram)
Behind the formidable Mechanicus forces stands a Datasmith, a Dominus and a Culexus Assassin, who has been specifically recruited to aid the Adeptus Mechanicus on disposing the malign forces of Chaos. Leading the entire army, as a conductor leads an orchestra is Belisarius Cawl, the mastermind tactician which employs the Mechanicus force.
With Steven deploying first, he gets a +1 to his starting roll. Both players grab a hold of their SN dice and roll off. Despite Steven’s +1 to his roll, Chris manages to grab the win. Steven then attempts to seize the initiative, but fails to do so. On we go to Mechanicus Turn 1, best of luck to both players!
Turn 1 (Adeptus Mechanicus)

Starting off the battle round, Chris rolls for the Canticles of the Omnissiah, ending up with Shroudpsalm, giving affected units the benefits of cover out in the open, as well as Benediction of the Omnissiah, which allows re-rolls to hit of 1’s in the Shooting Phase. The Culexus Assassin then moves up, as they scout out the oncoming enemy forces, relaying the information back to the Warlord. Against an army of Psykers, there is no better ally to bring than a Culexus Assassin, as they leave no signature in the Warp, making them untraceable for the Psychic users. The Datasmith then begins reprogramming the Battle Protocols of the Kastelan Robots to the Protector Protocols, which will come into effect as of battle round 2.

Turn 1 (Adeptus Mechanicus)

Chris uses the Elimination Volley stratagem, for +1 to hit rolls for both the Kataphron Destoyers and Kastelan Robots. Kastelan Robots open fire on one Maulerfiend, as their impressive fire output from their incredibly potent weapons lay the fell Daemon machine to rest in just one volley of fire. The Maulerfiend topples backwards as its hind legs cave in from the surplus of shooting, giving First Strike over to Chris. To add an extra layer of awesomeness to the reports, we will be incorporating 3D printed special effects throughout the battle, bringing the carnage that ensues on the battlefield to a whole new level of visual aesthetic. These were created by the very talented team over at Deadly Print Studio. Make sure to check out all of their amazing work!

Turn 1 (Adeptus Mechanicus)

Keeping up with the momentum of the Kastelan Robots, the combined fire of the Kataphron Destroyer unit and the Dunecrawlers then target the second Maulerfiend. Whilst their output is not as outrageous as that of the Robots, they are capable of inflicting serious damage to all unit types without an issue. In this case, the Plasma Culverins disintegrate the armoured plates on the Maulerfiend, exposing raw flesh to the Dunecrawlers, as they lay precise shots into the torso of the creature. Shots from their Neutron Laser pierce the flesh, scattering within the body of the Daemon, as it slumps to the floor in violent convulsions, before becoming a motionless heap on the ground. A second kill for the Mechanicus, and another very important one at that.

Turn 1 (Adeptus Mechanicus)

Next to fire are the Skitarii Rangers, who opt to use their Galvanic Rifles due to the range between them and the enemy. Aiming down the sights of their weapons, they begin to fire, the tough Power Armour of the Rubric Marines proving to be too much for the rifle’s weak comparatively weak ammunition. One lucky shot does however connect in the small gap between the chest and helmet of one Marine, the shot piercing cleanly through the thinner material and releasing a surge of electrical energy upon impact, causing temporary paralysis and excruciating pain, before finally slaying the Rubric. The one Ranger armed with the Transuranic Arquebus instead aims at the Exalted Sorcerer. The shot is fired at the same time as the rest of the Rangers fired, which alerts the Sorcerer to the incoming fire, allowing him to move away, causing the shot to miss.

Turn 1 (Thousand Sons)

After what has been a strong start for the Adeptus Mechanicus, the Thousand Sons now get a chance to retaliate and gain some ground back on the enemy. Steven starts by moving his forces up the battlefield, knowing that by closing the gap, he will be able to actively stop the Mechanicus from shooting, which is his best bet at winning this battle.

Turn 1 (Thousand Sons)

Seeking cover from the nearby rock formations, the Thousand Sons continue to inch their way along the battlefield, avoiding all incoming suppressive fire as much as possible. A few stray shots find their way at the Marines, nicking their armour in the process, however the unwavering Chaos force continue to press forward.

Turn 1 (Thousand Sons)

The Exalted Sorcerer reaches into a pocket, pulling out the infamous Dark Matter Crystal. Swirling warp energy begins to glow within the ancient Relic, as the Sorcerer points it towards the massive Tzaangor unit. In a split second, the raging energy within the Crystal manifests into a physical entity, a type of warp energy unknown to even the most skilled Psyker. The Crystal vacuums the Tzaangor unit into it, the giant gravitational pull of the energy tearing rock from the surrounding area and pulling it in with the Tzaangors. Once they are completely absorbed, the Exalted Sorcerer channels his own power into the Dark Matter Crystal, now pointing it towards the new location where the Tzaangors will re-emerge, the chosen location; directly in front of the Kastelan Robots, the front-lines of the Mechanicus.

Turn 1 (Thousand Sons)

With Psychic abilities being the focal point of the Thousand Sons army, Steven begins by casting Prescience on the Rubric Squad in front, allowing them to re-roll failed hits, as a fel green glow surrounding the weaponry of the Rubrics, as a hellish laugh emanates from the green energy, guiding their Inferno Boltguns at the enemy. Following on, Smite is then cast onto the Skitarii Rangers, slaying 2 of them with the use of pure psychic energy. The Rubrics then attempt to cast Tzeentch’s Firestorm, but fail to summon the awesome power of their God. Another unit of Rubrics continues to soften up the Rangers, Smiting them yet again and killing off another 2. To finish off the Psychic Phase, the third Rubric Squad Smite the Skitarii Vanguard on the other side, with Steven rolling and killing an impressive 3 Vanguard.

Turn 1 (Thousand Sons)

Moving onto the Shooting Phase after a very good Psychic Phase, the Rubrics that targeted the Vanguard opt to fire at them. Inferno Boltgun fire, assisted with shooting from a Soulreaper Cannon manage to kill yet another 3 Vanguard off, as their very life essence is stripped from their mortal shells by the malignant weaponry that the Rubrics are armed with. Over on the left side of the battlefield, one of the Rubric units manage to kill off another 4 Skitarii Rangers, as the infantry forces of the Mechanicus begin to dwindle.

Turn 1 (Thousand Sons)

The Tzaangors close the gap between the Culexus Assassin and the Dunecrawler, as they crash into the rigid front lines of the Adeptus Mechanicus. The Assassin steps backwards away from the horde of incoming lesser Daemons, reforming beside their temporary comrades. Thinking that they had successfully disengaged, the Assassin releases a sigh of relief, only to notice that the Tzaangors are still pressing forward relentlessly, as finally, they reach both the Assassin and Dunecrawler, before piling into the Kastelan Robots. A good play by Steven as it gets the Robots into combat without the added downside of being shot at during Overwatch. Steven then spends 2 Command Points for the Cycle of Slaughter Stratagem on the Tzaangors, allowing the already terrifying unit of Tzaangors to fight an additional time! Paired with this, he spends 1 Command Point for the Veterans of the Long War Stratagem, giving the Tzaangors a +1 to wound for both upcoming rounds of combat, which is absolutely brutal. What will happen to the Mechanicus forces now that these turbocharges Daemons are in their face?

Turn 1 (Thousand Sons)

The ravenous Tzaangors waste no time initiating combat, as they charge into the Culexus Assassin and Dunecrawler, whilst locking the Robots in combat too. The lone Assassin looks on at their allies, as even the skilled Culexus did not anticipate the use of such a foul Relic by the Thousand Sons. This surprise gives the Tzaangors the much needed opening in order to charge in, as they let out hoarse shrieks in primal tongues unknown to man. Flailing their arms wildly, the Tzaangors exchange blows with the nimble human, as the Assassin attempts to tumble and hurdle around the horde of blue flesh. However, the Assassin cannot keep up with the seemingly endless number of lesser Daemons, before falling victim to their own fatigue. This allows the Tzaangors to lay into the Culexus, taking the immediate opportunity presented to them to slash through the thin armour of the Assassin, as they slay it with ease. Immediately after, a group of Tzaangors turn their attention over to the Dunecrawler, hacking voraciously, caring not for the mechanical nature of the vehicle as they archaic weapons slam the armoured panels of the crawler. This however does come at a price. Just as the Assassin was singing their swan song, they jump towards the Tzaangors, latching onto the shoulders of one of them, before violently twisting the foul creature’s neck, it’s body dropping lifelessly to the ground. Quicker than the blink of an eye, the Assassin then launches themselves towards the next enemy. Facing off in front of three more Tzaangors, the large eye of the Assassin’s Animus Speculum opens widely, releasing terrifying harmonized shrieks that deeply penetrate the enemy psyche, as three more drop to the ground motionlessly. The Dunecrawler attempts to help as well, slaying 1 more Tzaangor too. Whilst 5 Tzaangors are not a lot, it is a good start at this point.

Turn 2 (Adeptus Mechanicus)

Starting up Turn 2 for the Mechanicus now, Chris rolls on the Canticles of the Omnissiah table, getting Litany of the Electromancer, allowing him to deal D3 Mortal Wounds to enemy units within 1″ of affected units on the roll of a 6, and Chant of the Remorseless Fist, allowing him to re-roll failed to hits of 1’s in the Fight Phase. Due to the Protector Protocols now being in effect, the Kastelan Robots are unable to move out of the combat, meaning that unfortunately for Chris, he cannot shoot at the Tzaangors. The Enginseer repairs 3 wounds from the fallen back Dunecrawler which was multi-charged by the Tzaangors. How will Chris get himself out of this mess?

Turn 2 (Adeptus Mechanicus)

Having moved away from the Robots in order to not be dragged into close combat, the Kataphron Destroyers skirt around the side of the battlefield, reappearing in a far more advantageous position, which still allows them to fire at the Thousand Sons Rubrics. Charging up their Plasma Culverins once more, they lay shots into the Power Armoured warriors, managing to slay just 2 of them with their shooting. Quite underwhelming considering the damage this unit can normally do.

Turn 2 (Adeptus Mechanicus)

With both Maulerfiends killed off in the first round of the game, the Dunecrawler fires at the Rubics, being that they are the only other unit that they can shoot at right now. However, some very unfortunate dice rolling sees Chris only killing off 1 of the Rubrics from the unit, something which is only going to make this game harder for him, as the Mechanicus solely rely on performing exceptionally well in the shooting phase.

Turn 2 (Adeptus Mechanicus)

Noticing that the Tzaangor horde must be thinned out somehow, the Tech-Priest Dominus and Skitarii Vanguard charge into the frontal lines of the Tzaangors. Noticing the large and hefty Dominus making its way towards them, they let out yet another battle cry, before turning to face them. Chris really needs to get rid of quite a few of them in combat, if not, they will eventually overrun his gunline force.

Turn 2 (Adeptus Mechanicus)

However, despite Chris’ best attempts to inflict casualties upon the Daemon unit, the Dominus does not claim a single life, as he now stands face to face with a horde of blood-curdling creatures from a realm beyond his comprehension. What fate will befall the Tech-Priest in the retaliatory strikes from the Tzaangor unit?

Turn 2 (Adeptus Mechanicus)

Directly after the attack made by the Dominus, Steven opts to spend 2 Command Points in order to interrupt the combat, a wise move made by him in order to get some attacks in before the Vanguard do, as he would not like to lose some of the unit, thus consequently losing out on potential attacks.

Turn 2 (Adeptus Mechanicus)

With the Tzaangors now poised to strike at multiple different targets, the large unit scatter to their enemy of preference. Starting with the Vanguard, the Skitarii infantry crumble under the sheer power of the Daemonic beings, as their frail bodies are crushed, stomped and slashed, reducing them to nothing more than a pile of corpses and limbs. On another front, some of the Tzaangors strike the Kastelan Robots, their rugged weaponry clanging off of the Robots’ integrated hulls for the most part, with a few glancing blows managing to actually pierce into the armour, dealing 2 wounds to one Robot. Finally, the Dominus becomes inundated by a flurry of blows, most of which he cannot defend himself against appropriately. Being knocked off balance, the Tzaangors revel in the small victory, as they hack at the limbs of the Tech-Priest, dealing 2 wounds, before he fends them off momentarily. In retaliation to the attacks made by the Tzaangors, the Kastelan Robots swing their giant gauntlets around, crushing the ribs and skulls of 3 Tzaangors in the process. Not a very successful round of combat for Chris.

Turn 2 (Thousand Sons)

Starting off Turn 2 for the Thousand Sons, Steven simply moves his forces forwards once more. With the large firing threat of the Kastelan Robots nulled momentarily, Steven has some much needed breathing room to close in on the Mechanicus, which in turn closes off more options from Chris. As mentioned before, this is one inevitable downside to playing a gunline force; if the enemy closes in, you are left with very few outs which you can deploy.

Turn 2 (Thousand Sons)

After having established a solid hold on the Adeptus Mechanicus, prime coordinates are relayed to the Terminator units, as they enter the battlefield in the blink of an eye via Teleport Strike. Three 5-man units of Scarab Occult Terminators now litter the battleground, giant threats which Chris severely needs to answer. Let us also take a moment to appreciate the incredible paint job on these miniatures. Although they have been featured in reports already, they look absolutely exquisite! Well Done Joe Jones!

Turn 2 (Thousand Sons)

The Exalted Sorcerer begins the Psychic Phase once more, as he casts Prescience in the same manner as before, onto the same unit. However this time, the caster cannot seem to do so, as there is some form of psychic interference, clouding the Psyker’s ability. Following the failed Prescience cast, the Sorcerer, along with the Rubrics nearby cast a total of 4 Smites onto the Kataphron Destroyers, seeing 3 Destroyers downed in one go. Very impressive stuff there Steven!

Turn 2 (Thousand Sons)

Having just arrived on the battlefield, the Scarab Occult Terminators waste no time in firing at the Dunecrawler, as the combined firepower of the units mixed artillery manage to take off a total of 5 wounds from the vehicle.

Turn 2 (Thousand Sons)

One unit of Rubric Marines and Terminators coordinate their shooting, creating overlapping arcs of fire as they target both the Skitarii Rangers and Kataphron Destroyers. Having now closed the distance, the Thousand Sons units are now within Rapid Fire range, allowing them to make full use of their ranged weapons. The -2 AP on the Inferno weaponry really makes a huge impact in a situation like this, as they are able to kill off what remains of the Ranger unit, as well as the final Kataphron Destroyers. Due to this, it opens up the Enginseer to be shot at, with the final unit of Terminators unleashing their shooting into him, slaying him alongside his allies. Brutal shooting thus far for the Thousand Sons.

Turn 2 (Thousand Sons)

With the Tzaangors now getting yet another round of combat in against the Mechanicus. This time, the Tzaangors narrow down their targets to just the Dominus, as they attempt to remove him from the battlefield. In similar fashion to that of the previous rounds of combat, they violently strike the Warlord, caring not for the safety of their Brethren, as some strikes and back-swings on their crude weaponry slash at their own kin. Irrespective of the technique used, they simply attempt to hack the Dominus until they move no more. They succeed in doing so, picking up Slay the Warlord, and keeping the Kastelans tied in combat.

Turn 2 (Thousand Sons)

After having fired and removed a solid number of wounds from the Dunecrawler, the Scarab Occult Terminators charge in. The turret on the vehicle attempts to fire off some shots in Overwatch, but are unsuccessful due to the crew having been shaken from the previous ranged attack. The Terminators close the gap almost instantly, a terrifying size considering the size and heft of the armoured soldiers. However, the close combat phase is incredibly lackluster, as not a single Terminator manages to deal a successful wound on the Dunecrawler.

Turn 2 (Thousand Sons)

Striking back at the Tzaangors, the Kastelan Robots make little progress, only killing 3 of them with their clubbing blows. This is not an ideal situation for Chris, as he has essentially missed out on literal hundreds of shots so far in this game, due to having changed to the Protector Protocols so early on in the battle.

Turn 3 (Adeptus Mechanics)

Coming into Turn 3 for the Adeptus Mechanicus, we get an overhead view of the board state at this current moment. Steven currently has a nice even spread along the battlefield, however his leftmost unit of Rubrics now do need to reposition in order pose a threat once more to Chris. The Mechanicus move whatever units they can out of combat, freeing up the Thousand Sons units to shooting, hoping to whittle the forces down in any manner possible.

Turn 3 (Adeptus Mechanics)

The Dunecrawler falls back away from the Tzaangors and far from the Terminators, looking to buy itself some time so that it can fire into the enemy forces. Since Steven has done such a good job at tying up the Adeptus Mechanicus up until this point, Chris has had a very hard time in getting any real shooting done, something which could very well cause Chris the match at this point, seeing as he has not really removed much more from the battlefield since getting off to a hot start with removing the two Maulerfiends. However, could you imagine how much worse this could have been for Chris had he not been able to kill those two behemoths that stood at the centre of the battlefield?

Turn 3 (Adeptus Mechanics)

Seeing very few outs in the battle, Chris fires with both Belisarius Cawl and the second Dunecrawler at the nearest unit of Terminators. As if the battle was not already going bad enough for the Mechanicus, the combined firepower of both units only manage to scratch a single wound off of one Terminator. Talk about adding insult to injury!

Turn 3 (Adeptus Mechanics)

After a weak show in the shooting phase, Cawl charges into the Tzaangors, hoping for a slightly better result there. Surprisingly, Chris manages to slay a total of 7 Tzaangors with Cawl, as his Mechadendrite Hive giving him a hefty 2d6 additional attacks. As we know, mass amounts of attacks are a sure way to whittle down a large unit such as the Tzaangors, so perhaps had Chris done this a little earlier, he would have hindered the ability of the unit. However, this is all part of the learning curve of the game, and I am sure Chris won’t doubt the combat capabilities of Cawl after this. The Tzaangors then get to attack back, opting to target the Kastelan Robots once more. Despite having lost a sizable amount from the unit, they still manage to inflict 1 wound onto the Robots.

Turn 3 (Thousand Sons)

Turn 3 begins for the Thousand Sons, seeing Steven move his forces forward yet again, looking to get the massive retinue of Terminators into combat once more, as they aid the Tzaangors in removing another key unit from Chris’ forces.

Turn 3 (Thousand Sons)

However, before the Terminators can even reach combat, the Psychic prowess of the Thousand Sons shines through once more. Multiple bolts of psychic energy fill the sky, as they hurtle towards the Kastelan Robots. In yet another impressive display of dice rolling, Steven manages to slay 2 of the hardy Robots, with a combined onslaught of Smites from various powers.

Turn 3 (Thousand Sons)

Seeing the perfect opportunity now that Chris is locked in combat and with very few units on the battlefield, he casts Warp Time on one unit of Rubrics, allowing them to make another movement, which they do to comfortably make it to the Relic, as they hold onto it now in the centre of the battlefield. Steven has totally disregarded it up until this point, as he wanted to ensure that he flooded Chris’ board side with units, making it impossible for him to contest it in any way.

Turn 3 (Thousand Sons)

Looking to follow up by charging into the Kastelan Robots, the Scarab Occult Terminators look to finish off the Dunecrawler in the shooting phase. A flash of bright green light emits from the unit’s Soulreaper Cannon as it starts off by firing a monstrous amount of shots at the vehicle. This is immediately followed by a flurry of Inferno Combi-Bolters and Hellfyre Missiles, all which leave the Dunecrawler on just 1 wound. Unfortunate for Steven that he hasn’t been able to finish it off in shooting, however being on just 1 wound ensures Steven an easy kill, unless he manages to mess up all of his rolls in combat.

Turn 3 (Thousand Sons)

However Steven then realises that he still has a unit of Rubrics left to shoot with. He directs them at the Dunecrawler, with a mass amount of Inferno Bolter shots being sufficient to finish it off. In dramatic style, the Dunecrawler then explodes, dealing Mortal Wounds to the nearby units, both friend and foe!

Turn 3 (Thousand Sons)

The Rubric Marines then join the fray, as they too charge into combat, along with the Terminators. With their backs against the wall, the Adeptus Mechanicus quickly attempt to gather themselves for one final fight. However, the Thousand Sons simply outnumber them, as well as being far better equipped for close quarters combat encounters. This thwarts any attempt at having a successful fight phase. Moreover Steven manages to inflict several wounds to the Dunecrawler, as well as to Belisarius Cawl and the Kastelan Robots, all the while Chris is unsuccessful with his retaliatory strikes.

With things going awry very quickly, both players decide to call the game, as all of the Adeptus Mechanicus units are now tied up in combat, giving them no hope of shooting for what would be left of the battle now. Falling back will do them no good, as that will open them up to a round of Psychic Powers and shooting, followed by another relentless charge. Unfortunate for Chris, but Pardo truly played this one out to perfection! Well done to both players, and thank you for reading this report. We at SN hope you enjoyed this one!
Chris: Oops! I made some major mistakes in that game which cost me dearly. Putting the Kastelan Robots so close to other units, allowing Steven to lock them up without suffering Overwatch shut down a large part of my army, as you saw in turn one when they killed a Maulerfiend by themselves, before having twice as many shots. Also, boxing myself in, so that I couldn’t move things where I needed them, such as getting Cawl into combat earlier with the Tzaangors. I thought the Assassin would be able to survive out by itself, needing 6’s to hit it, plus being immune to psychic powers, but sheer numbers of attacks soon dragged it down. Sorry to all the Adeptus Mechanicus fans out there, but I promise I am improving with them! Special thanks to Steven for the game as always!
Steven: Awesome to finally use a Thousand Sons army for the first time in 40k. It was tough to use to be honest, but a couple of days of homework and a couple of sit downs beside some other Thousand Sons games meant I did very well. My homework paid off! It was a very interesting match-up and to tell you the truth, I thought I was just going to be blown off the table in the first opening turns, but my tactics and game plan went superbly well and worked wonders! Getting so many brutal shooting units into combat in the opening turn gave me a great upper hand, which slowly but surely ate into Chris’ army and made me take the game in the end. A lot of respect to those Thousand Sons players as it’s a very hard and tricky army to use. See you soon! And make sure you check out SN Plus+ for three more epic Battle Reports a month!

 

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