RockieBoy brings us a guest Bat Rep from Spain, Carcharodons vs. Space Wolves!
Carcharodon list:
Tyberos the Red Wake (Warlord trait: P.E. Infantry)
5x Assault terminators with 5x lightning claws in Land Raider Redeemer
10x Tactical marines, meltagun, combi-melta, melta bombs in Drop pod
8x Tactical marines, meltagun, combi-melta, melta bombs in Drop pod
5x Tactical marines meltagun, combi-melta, melta bombs in Rhino
5x Tactical marines flamer, combi-flamer, melta bombs in Rhino
5x Scouts, 4x shotguns, melta bombs in LS Storm, heavy flamer
5x Assault Marines, 2x Flamers, melta bombs in Drop Pod
Space wolves list:
Wolf Lord as WARLORD (using Canis as proxy) black axe of death, storm shield, thunder wolf, wulfenstone.
Warlord trait: Saga of the warrior (Number 1)
Rune Priest lvl 2, Helm of Durfast, bike, Biomancy powers (Smite, Life Leech, Warp Speed),
Iron Priest, thunderwolf, 3x Cybervolves
3x Blood Claws, Wolf Guard, 3x Bikes, and attack bike with multi-melta
5x Grey Hunters, meltagun, Terminator armor Wolf Guard, power axe, combi-melta in Drop Pod
5x Grey Hunters, meltagun, Terminator armor Wolf Guard, power axe, combi-melta in Drop Pod
4x Thunder Wolf Cavalry, one stormshield
4x Thunder Wolf Cavalry, one stormshield
Murderfang in Drop Pod
ETC MISSION 2:
PRIMARY: CRUSADE (4 OBJECTIVES)
SECONDARY: CLEANSE AND CONTROL (1st MAELSTROM MISSION)
TERTIARY: PURGE THE ALIEN
BONUS POINTS: FIRST BLOOD, WARLORD, LINE BREAKER
DEPLOYMENT: VANGUARD STRIKE
INITIATIVE: CARCHARODONS
Photo of the awesome mat: (there was nothing deployed yet, just standing there)
Objective 1: Pretty much centered, inside the central ruin that is further from the statue.
Objective 2: In the left road (from the view of the 1st pic), just before reaching the first crossroad.
Objective 3: Next to the imperial bunker
Objective 4: In the same road as Objective 2, in the 2nd crossroad
Carcharodon deployment:
I chose sides first, so I chose the one that had Objective 2inside, and was pretty close to Objective 4. As I was going first, I could easily grab Objective 4.
I placed the Land Raider, with Tyberos and the terminators inside, in the Objective 2,with 4+ cover from the big ruin. The Rhino with the meltagun to my right, out of LOS. The flamer Rhino ready to grab the Objective 4.
The Speeder with the Scouts was going to infiltrate, but I completely forgot about it, so by the end of the Space Wolves turn 1 I remembered, and so we decided to place it in reserves, arriving from my board edge. The 3 Drop Pods were also in reserves, of course, and the 10 man squad combat squadded.
Space Wolves deployment:
Rune priest joined the blood claws. The Iron priest joined the Thunderwolf Cavalry in the center. Wolf Lord joined the upper Thunderwolf Cavalry.
My opponent then realised he hadn´t rolled for his psychic powers, so after he did so, decided to take the Rune Priest out of the blood claws’ unit, and have him join the Wolf Lord.
So the Blood Claws were left alone…
The Thunderwolf Cavalry with the Iron Priest (proxied with the raider-less wolf)
The 2 grey hunter units and the Murderfang stayed in reserves.
He tries to steal the initiative and…
What can I say? We’re playing at his house, he’s offered me a beer, and I’m the guest here… Hehe
SPACE WOLVES TURN 1:
Objectives:
– Secure Objective 2
– Ascendency: Score 2 Victory Points if you control any three objective markers at the end of your turn.
– No Prisoners: Score 2 Victory Points if you completely destroyed 3 or more enemy units during your turn.
Reserves and Movement phase:
His 2 units of Grey Hunters come in. He sends one Drop Pod next to the Land Raider, but scatters a bit, and ends up next to the ruin.
His Grey Hunters get inside the ruin, and the 2 meltaguns get closet o the windows for a clear shot.
The other Drop Pod goes for the objective 4, to try to claim predominio??
It also scatters, but this time some more, and ends up next to the statue. Anyway, the Grey Hunters are able to control the objective.
The blood claws advance, hiding behind the concrete wall.
The Iron Priest’s unit advances through the middle, taking objective 1.
The Wolf Lord and his unit claims objective number 3.
Psychic phase: He decides no to do anything, because he’s so far from my units..
Shooting:
The Grey Hunters on the Objective 4 fire at the Rhino, getting a penetrating hit, but roll poorly, and only shake it, but also shaking the unit inside.
The other Grey Hunters blast the Land Raider, but orly one hits. And rolls poorly for penetrating…
“Snake eyes”!
Assault: Nothing
He discards the Secure Objective 2 card.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 2 (Ascendency (2))
CARCHARODONS: 0
KILL POINTS:
SPACE WOLVES: 0
CARCHARODONS: 0
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 0
CARCHARODONS TURN 1:
Objectives:
– Ascendency: Score 2 Victory Points if you control any three objective markers at the end of your turn.
– Hungry for glory: Issue a Challenge in the Assault Phase or Win an ongoing challenge
– Blood and guts: Score 2 Victory Points if you completely destroyed 2 units or more in the Assault Phase.
Reserves and movement:
I go big for the “Ascendency”, and as I already have objective 2, and can easily get objective 4 by moving the rhino, and wiping the Grey Hunters, decide to Drop the 8 man tactical squad next to the objective 3, to steal it from the thunderwolves, thanks to Objective Secured.
The gamble doesn’t pay off as planned, as my Drop Pod scatters 11 inches backwards!
I’ll then have to run 4 inch minimum to get there…
The 5x man assault squad goes for the blood claws, as they’re very mobile, and not too hard to kill.
The Land Raider pivots in the spot, to fire the template and try to burn the Grey Hunters.
Tyberos and the terminators disembark, and I put Tyberos the last, to try to multi-assault the Grey Hunters and the Drop Pod. If my terminator sergeant challenges his Wolf Guard, I might get 3 Vp for that combat! And if I also roll well for the run move on my 8 man squad, y might get 2 Vp more, making it 6 with first blood!
With the rhino on my left, I advance and take the objective 4.
Psychic phase: Dont have any psykers. We’ll skip it in my turns
Shooting:
The Land Raider fires at the Grey Hunters. As I don’t want the Wolf Guard to soak the flamestorm wounds with his 2+ armour, I shoot the multi-melta, and the assault cannon first. I kill him with a rending shot, and after all of the Land Raider’s shooting, only one Grey hunter remains.
With the assault squad’s flamers, I fail misserably, doing nothing. Thanks to a lucky shot from the Drop Pod, I’m able to make a wound to the Attack Bike.
With the 8 man squad, I only get a 2 for my run move… So they’re doomed! The lonely Grey Hunter mails morale and runs. (We somehow messed up and the Grey Hunter runs to his right flank, not his border edge… no big deal though)
With the melta and combi-melta firing from the hatch I fire at the Grey Hunters in the ruin, and kill his meltagun.
Assault:
Terminators assault the grey hunters. I take a wound in overwatch, and roll a magnificent 1. My sergeant, being the closest one then fails his LOS roll, and dies! That changes everything, as now Tyberos has to challenge the Wolf Guard, and I won’t be able to go for the Dop Pod. I also have to try to kill the Wolf Guard with my claws, as he has an axe, and I don’t want to take any wounds on Tyberos. I charge through terrain, so I need 3’ to be able to assault. Luckily, I get a 1 and a 2… Phew! My dice are way too cold!
Tyberos fails like a newbie, and only wounds twice, but my opponents dice betray him, rolling a 1 and a 2, in that exact order, so the Wolf Guard and a grey hunter die. The terminators then proceed to finish up the rest of the squad, without suffering any casualties. They get the job done, and I get Firs Blood.
I gain Rage and +1 Strength with both Tyberos and the terminators. I get 2Vp this turn.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 2 (Ascendency (2), and Blood and guts (2))
CARCHARODONS: 1 (Hungry for glory)
KILL POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st Blood)
SPACE WOLVES TURN 2:
Objectives:
– No prisoners: Score 2 Victory Points if you completely destroyed 3 or more enemy units during your turn.
– Assassinate: Score 1 Victory Point at the end of your turn if at least one enemy character was removed as a casualty during your turn.
– Blood and guts: Score 2 Victory Points if you completely destroyed 2 units or more in the Assault Phase.
Reserves and movement:
The Murderfang doesn’t show up. He gets in position to achieve “Blood and guts”, and “No prisoners”. He splits the Iron Priest from the thunderwolves to go for the Land Raider with his S10 attacks, while the thunderwolves go for the shaken Rhino
The Wolf Lord’s unit goes for the 8 man squad. He splits the Rune Priest from the unit to prevent damaging them with perils
The blood claws go alter the assault marines. The lonely Grey hunter joins the party as well.
Psychic phase: My opponent rolls a 2
His Rune Priest spends 2 dice on Smite, succeeding with both. I fail to deny it, and I learn how the Helm of Durfast works…the hard way… He gets 4 hits, and 4 wounds! 4 Marines die.
Shooting:
The blood claws kill my 2 flamers from the assault squad. The rest of the shooting, if any, is uneventful.
Assault:
The Wolf Lord and his unit assault the 4 marines. Overwatch does nothing.
The Iron Priest charges the land Raider.
The blood claws assault the 3 assault marines. A lucky krak grenade fired in the overwatch finishes off the attack bike. His wolf guard and my sergeant fight in a Challenge.
The thunderwolves assault the rhino sitting on the objective 4.
They wreck it, but the marines are ok.
In the combat between the blood claws and the assault marines none of us kill any model, so we tie.
My sergeant Challenges his Wolf Lord, just because he can!
The 4 marines die, but they manage to take 1 wound from a thunderwolf.
They consolidate in a line, next to the Rune Priest.
The Iron Priest only penetrates once, and it’s a shaken result
Since he didn’t kill the assault marines, he doesn´t get the “No prisoners” objective, but he does get “Blood and guts”. He discards the “No prisoners”, as he doesn’t think he’ll get another chance at it.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 4 (Ascendency (2), and Blood and guts (2))
CARCHARODONS: 1 (Hungry for glory)
KILL POINTS:
SPACE WOLVES: 2
CARCHARODONS: 1
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st blood)
CARCHARODONS TURN 2:
Objectives:
– Ascendency: Score 2 Victory Points if you control any three objective markers at the end of your turn.
– Blood and guts: Score 2 Victory Points if you completely destroyed 2 units or more in the Assault Phase
– Secure Objective 2
Reserves and movement:
The Speeder and the 10 man squad Drop Pod arrive. I decide to move the speeder to steal Objective 4 from the thunderwolves thanks to Objective Secured, and let the Drop Pod and the tacticals get Objective 1. Adding objective 2, which I already hold, would give me “Ascendency”.
Drop Pod arrives in the middle of the board, and I get Objective 1.
The speeder gets objective 4, (which is under the Thunderwolve with the finished base), but, as it happens to me lately, it immobilises in terrain.
The 5 man squad with flamer that escaped from the rhino’s wreckage get close to the Iron Priest. Tyberos and the terminators move through the ruins to get close to the Thunderwolves in Objective 4.
The 5 man squad with meltagun in rhino gets closet o the Drop Pod, in melta range.
Shooting:
I shoot everything I have into the Iron Priest and his little wolves. They die earlier than I thought, so I fire the rest of my shooting at the thunderwolves, killing one, and wounding another. I also finish the lonely Grey Hunter.
Assault:
Tyberos and the terminators make it into assault, but as they don’t have grenades, they’ll attack with initiative 1.
Due to counter attack, and a few good dice rolls by my opponent, the thunderwolves wound 5 times, 2 of them being rending! I start to tank wounds with Tyberos, but roll poorly, and take 3 wounds!
Then, Tyberos attacks. With 7 attacks on the charge hitting on 3s, I FAIL 5 of them! I only make 2 wounds, and he saves 1 with the storm shield. With the terminators I kill a wounded Thunderwolf, and put 1 wound on the storm shield. I lose combat by 1! Luckily, I pass the Ld test, which will keep us locked in combat during his turn.
Blood claws kill 2 assault marines to my none! I failed both saves…
I fail the Ld test and he doesn’t attempt to catch me, so I run away. He consolidates towards me.
I discard the “Blood and guts” objective.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 4 (Ascendency (2), Blood and guts (2))
CARCHARODONS: 4 (Hungry for glory, Ascendency (2) and secure objective 2)
KILL POINTS:
SPACE WOLVES: 2
CARCHARODONS: 3
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st blood)
SPACE WOLVES TURN 3:
Objectives:
– No prisoners: Score 2 Victory Points if you completely destroyed 3 or more enemy units during your turn.
– Assassinate: Score 1 Victory Point at the end of your turn if at least one enemy character was removed as a casualty during your turn.
– Secure objective 1
Reserves and movement:
The Murderfang doesn’t show up yet. His Wolf Lord splits from the Thunderwolves to destroy the nearby Drop Pod.
The rest of the Thunderwolves move to the middle of the board, and the Rune priest joins them.
Psychic phase: He rolls a 5, so he’ll have 7 dice.
His Rune priest casts smite on the 5 man squad with the meltagun in the centre. I deny it, but he then casts life leech and kills 2, gaining one wound back to the wounded thunderwolf.
Shooting:
The blood claws go alter the Land Speeder, looking to destroy it with shooting as it cannot jink, and assault the scouts later. They explode it, and the scouts escape unscathed, passing the pinning test.
Assault:
The Wolf Lord assaults the Drop Pod…
And explodes it, easily, without suffering any wound.
To make sure he gets the “No prisoners” objective, the thunderwolves with the Rune priest attached assault the middle Drop Pod, as they don´t want to risk a longer charge on the tacticals.
They easily destroy it, though it doesn’t explode. The blood claws try to assault the scouts, buf fail an easy charge.
In the combat with Tyberos and the thunderwolves, the Carcharodons’ Chapter Master wounds 3 times with his lightning claws, and the storm Shield only saves 1 of them, so he dies, and the other wolf is wounded.
Then, the terminators finish them off, suffering no rounds in return. I consolidate towards objective 4.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 6 (Ascendency (2), and Blood and guts (2), no prisoners (2)
CARCHARODONS: 4 (Hungry for glory, Ascendency (2) and secure objective 2)
KILL POINTS:
SPACE WOLVES: 5
CARCHARODONS: 4
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st blood)
CARCHARODONS TURN 3:
Objectives:
– Witch hunter: Score 1 Victory Point at the end of your turn if at least one enemy unit with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rule wascompletely destroyed during your turn.
– Secure Objective 3
– Assassinate: Score 1 Victory Point at the end of your turn if at least one enemy character was removed as a casualty during your turn.
Movement:
I surround the blood claws so I can kill them and get the “Assassinate” objective, by killing his wolf guard. Terminators then hide a bit out of LOS, behind the rhino’s wreckage, because Tyberos is badly wounded.
The 5 man squad with flamer hops in the Land Raider, which advances towards the centre.
The Rhino advances and gets objective 4, as the Land Raider left its position.
Shooting:
The meltagun fires from the hatch, but I fail to hit for the 2nd time. I finish the blood claws with my shooting, so Tyberos won’t have to charge in.
He decides to drop the orbital Bombardment on the Rune priest’s head, getting him and the 4 Thunderwolves under the template. Luckily for my opponent, it scatters way too much.
I discard the “Witch hunter” objective.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 6 (Ascendency (2), Blood and guts (2), no prisoners (2))
CARCHARODONS: 5 (Hungry for glory, Ascendency (2), secure objective 2, assassinate)
KILL POINTS:
SPACE WOLVES: 5
CARCHARODONS: 5
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st blood)
SPACE WOLVES TURN 4:
Objectives:
– Supremacy: Score 2 Victory Points if you control at least two Objective Markers and at least twice as many Objective Markers as your opponent controls at the end of your turn.
– Assassinate: Score 1 Victory Point at the end of your turn if at least one enemy character was removed as a casualty during your turn.
– Secure Objective 1
Reserves and movement:
Finally, the Murderfang shows up. (Using a GK dreadnought, as the Murderfang was still in the box). He drops him near Objective 1. It scatters a bit, but not too much. His plan is to control number 3 with his Wolf Lord, Lumber 1 with the Rune priest, and Kick me off objective 4, so he can have 2, to my 1.
He splits the Rune Priest from the thunderwolves, so he can get objective 1, though he’ll have to kill my marines controlling it. The Thunderwolves prepare for a multi-assault, to kill both combat squads. If the sergeant dies, he’ll get “Assasinate”.
His Wolf Lord takes Objective 3.
Psychic phase:
I don’t remember what he rolled for the warp charge, but I remember, very well indeed, that he tried to cast Smite into the terminators, getting perils. He then proceeded to roll a 1 on the table, and an 11 for his Ld test, blowing up his own head… It was epic!
Nevertheless, smite went through, and he made 2 wounds. I passed 1 of them on a 5++, and one terminator died, enough to take me off the objective. Only the scouts remained there controlling it.
Shooting:
Between the heavy flamer, and the boltgun from the Murderfang, he kills the 5 scouts, keeping me off Objective 4.
Murderfang’s Drop Pod kills the lonely assault marine.
Assault:
The Thunderwolves multi-assault the 2 combat squads, taking no damage in overwatch. If they kill them, they´ll be able to consolidate into objective 1.
I lose combat by 4, but my sergeant lives. The bad thing though is that he drags me off Objective 1, getting “Supremacy”.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 9 (Ascendency (2), and Blood and guts (2), no prisoners (2), supremacy (2), secure objective 1).
CARCHARODONS: 5 (Hungry for glory, Ascendency (2), secure objective 2, assassinate).
KILL POINTS:
SPACE WOLVES: 7
CARCHARODONS: 5
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st blood)
CARCHARODON TURN 4:
Objectives:
– Behind enemy lines: Score 1 VP if one of your scoring units is within 12″ of your opponent’s table edge at the end of your turn.
– Secure Objective 3
– Secure Objective 1
Movement:
Aaargh this is becoming an uphill battle… The 5 tacticals hop off the Land Raider to help their brothers in the assault. Tyberos and the terminators, far from te action, can only hop in the Land Raider.
Shooting:
The Land raider shoots Murderfang. I’m a bit lucky, and my 2 penetrating hits become 2 weapon destroyed, so he loses both arms.
The meltagun finally hits the Drop Pod, and gets a penetrating hit! Sadly, due to my bad positioning, I grant him some 4+ ruin cover, which he passes…
Assault:
In the combat with the thunderwolves I lose again, but this time I’m able to wound a wolf once. Also, as we’re in my turn, I decide to sacrifice both of my sergeants, so that he may not get “Assassinate” in his turn. I fail my moral test and he chooses not to catch me so I fall back.
He consolidates into Objective 1
I discard objective “Behind enemy lines”, because I can’t find a way to get there.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 9 (Ascendency (2), and Blood and guts (2), no prisoners (2), supremacy (2), secure objective 1).
CARCHARODONS: 5 (Hungry for glory, Ascendency (2), secure objective 2, assassinate)
KILL POINTS:
SPACE WOLVES: 8
CARCHARODONS: 5
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st blood)
SPACE WOLVES TURN 5 (Last turn due to time issues):
Objectives:
– Big game hunter: Score 1 Victory Point at the end of your turn if at least one enemy Vehicle or Monstrous Creature was destroyed during your turn.
– Assassinate: Score 1 Victory Point at the end of your turn if at least one enemy character was removed as a casualty during your turn.
– Secure objective 3.
Movement:
He moves the Thunderwolves to assault the 2 marines that are falling back, so he may claim an easy Kp, and consolidate into Objective 1 again.
The arm-less Murderfang tries to destroy a Drop Pod, for another Kp.
His Wolf Lord claims Objective 3.
Shooting:
Nothing important.
Assault:
The Murderfang only strips 1 hull point off the Drop Pod, as he’s now S6, S7 on the charge, and has lost some attacks.
The Thunderwolves finish off the 2 marines, and consolidate into Objective 1.
SCORE (NOT COUNTING CRUSADE YET):
MAELSTROM:
SPACE WOLVES: 10 (Ascendency (2), and Blood and guts (2), no prisoners (2), supremacy (2), secure objective 1, secure objective 3).
CARCHARODONS: 5 (Hungry for glory, Ascendency (2), secure objective 2, assassinate)
KILL POINTS:
SPACE WOLVES: 9
CARCHARODONS: 5
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st blood)
CARCHARODONS TURN 5 (Last turn due to time issues):
Objectives:
– Secure objective 3
– Secure objective 1
– No prisoners: Score 2 Victory Points if you completely destroyed 3 or more enemy units during your turn.
Movement:
I move the Land Raider through difficult terrain, and download the terminators into Objective 1, taking it from the Thunderwolves due to Objective Secured. Tyberos splits off, and goes for a Drop Pod, for an easy Kp. The 5 man tacticals with meltagun hop off the Rhino to try to destroy the Drop Pod, this time granting it no cover.
Shooting:
The Meltagun hits and pens, but I only roll a 1, so it’s shaken.
The Land Raider shoots at the back of the Murderfand, stripping the last hull-point, with the last failed cover save!
Tyberos explodes the Drop Pod, and gets wounded, but I luckily pass the 2+ save.
FINAL MISSION POINTS:
CRUSADE:
SPACE WOLVES: 3 Vp (Objective 3)
CARCHARODONS: 9 Vp (Objectives 1, 2 and 4)
MAELSTROM:
SPACE WOLVES: 10 (Ascendency (2), and Blood and guts (2), no prisoners (2), supremacy (2), secure objective 1, secure objective 3).
CARCHARODONS: 6 (Hungry for glory, Ascendency (2), secure objective 2, assassinate)
KILL POINTS:
SPACE WOLVES: +2 (9 Total kill points)
CARCHARODONS: 0 (7 total kill points)
BONUS POINTS:
SPACE WOLVES: 0
CARCHARODONS: 1 (1st blood)
TOTAL:
SPACE WOLVES: 15
CARCHARODONS: 16
CARCHARODON VICTORY 11-9!!!
Wow! Awesome! Thanks a lot guys for posting it!
Spectacular report. Glad to see shark marines getting some love. I like their concept but the tactics just fall flat for me
Thanks bigpig! It´s the F.A.T. MAT that makes it spectacular! It’s so amazing!
I really like playing with the Carcharodons, but I rarely can, outside os friendly games, as FW is almost never accepted here…
They´re not very competitive, as any xenos’ assault oriented unit will beat your marines, but they´re fun to play. In this game, for example, I couldn´t really use my warlord trait, as I was almost all the time fighting cavalry, and not infantry. Winning, even if by such a short margin was a blast, considering I got seized on.
a small thing, you always have to try and catch a running enemy in combat…pretty sure abut that.
lovely bat rep.. long…. but lovely:)
Hi Pascal! I guess you´re right! I just checked it, and it sais so in page 55. I never played it like this, or faced anyone doing it as you said. Was it like this in 6th as well? I always thought you could choose, which made letting run a squad of marines near their border edge after winning combat a no-brainer, as they´d run off the board.
Sorry if the bat rep was too long to read, blame the great JY2, “The Emperor” of written batreps hehe.
Yeah this way in sixth, I played shooty Marines and always made my opponents that could stop attempt it to stay stuck in.