Posts Tagged ‘Consecrators’

It occurs to me that writing in detail about my successes and (mostly) failures on the wargames table is neither especially useful or interesting. I play equally tactically sophisticated and challenging board and card games, not to mention computer games, after all, and don’t inflict a turn-by-turn account every time I play Qin or Battle Line or Total War. But I do think 40K is different – you invest a lot more time and money preparing for a game, after all, to say nothing of the whole interface between the creative, narrative, strategic and tactical elements of the game is not really comparable to anything else.

On the other hand, it’s that same unique interface which has been causing me so much grief with respect to 40K – as far as the current edition is concerned, I just feel as if I’m being very unsubtly pushed towards buying certain big and expensive models simply in order for my armies to remain competitive. Bearing this in mind, I was only mildly hopeful of victory when turning up to play the other day because I was playing a relative newcomer to the game, who would not be packing the giant monsters and attack fliers that everyone seems to be building their armies around currently.

I had my Consecrators army, built under the 4th ed rules and never previously used in 6th. At 1500 I could fit in the Master of the 1st Company, three units of Terminators, a Land Raider Crusader, a firestorm Dreadnought and a unit of Scouts. I expect I could have mustered 1750 but, to be honest, I was half-thinking about pick-up games and didn’t think I’d face too many fliers and whatnot at the smaller game size.


Heh and indeed heh. While waiting for my intended opponent I did indeed get mixed up in a pick-up at 1500, with an Eagle Warriors army… containing two Storm Talon attack fliers and a Thunderfire Cannon. Yaroo. Those really grabbed my attention, but also in the list were two mechanised Tactical Squads, an Assault Squad led by an uber-tooled-up combat character, a Stalker, and three Centurions.

Well, the game fell into three stages. I won the initiative and teleported the Master and his squad in, and rather jammily panicked the Eagles’ commander and his squad off the board on turn one. Then I found out, quite painfully, what the grav-cannons on the Centurions could do as my Terminators were slaughtered. More good luck ensued as the Master took refuge in combat by assaulting the closest Tactical marines, supported by Terminators from the Crusader, and miraculously avoided killing them all, thus keeping me safe from the Centurions in the next Eagle Warrior turn.

By this point the Dreadnought had killed the Thunderfire Cannon but was itself destroyed when both Storm Talons arrived and targeted it. The second Terminator squad assaulted the Centurions and crushed them fairly rapidly, though not before they had inflicted heavy damage on my third and final Terminator squad and killed the Master with overwatch.

The climax of the game came as the surviving Terminators beat up the last Eagle Warrior infantry and rhinos – this may have been a mistake as the exploding vehicles took a tally on my very limited forces. The Crusader managed to wreck a Storm Talon that had switched to hover mode, but the other one shot down my last Terminator in the final moments of the game. I had an unscathed Land Raider and a lone Scout left on the table; the Eagle Warriors had their Stalker and the Storm Talon. Neither of us held the main objective, and with both warlords dead, my having killed a unit on the first turn and his having a Storm Talon on my board edge it was a 2-2 draw. Frankly, I was lucky, and in killing the Storm Talon and Thunderfire Cannon I felt I’d exorcised a few demons too.

Following a quick break and a heartfelt plea from the owners of the venue for the assembled gamers to deodorise more thoroughly in future (always a sign of a classy, mainstream spot if you ask me), it was time for my game against the Ultramarines. This game was to be settled solely in terms of units wiped out and this rather dictated my strategy. The Ultramarines were led by Marneus Calgar in a Crusader, and I was pretty sure I would be in for an exceptionally tough fight if I went up against him directly. So I didn’t and just concentrated on wiping out the smaller, weaker units making up most of the Ultramarine army: five-man squads of various types.

This worked rather well, with my Terminators assaulting the Ultramarine flanks under covering fire from the Scouts, Dreadnought and my own Crusader (the Scouts went to ground whenever anyone looked in their direction to get the 2+ save for being in cover). I managed to rack up plenty of early points and it did seem that Calgar didn’t know which way to jump – it wasn’t until turn five that he finally disembarked, by which point the Master had wiped out two squads and was making a tactical retreat to avoid giving up two VPs should Calgar manage to kill him. All my other Terminators got wiped out again, but by this point the army had accounted for two Tactical Squads, a Sternguard Squad, some Terminators, some Devastators, three Centurions, and Chief Librarian Tigurius (who spent the game locked in an interminable ding-dong battle between the Centurions and a mostly-lightning claw armed Terminator unit, and never cast a single power). With first blood taken into account it all added up to an 8-3 win for the Consecrators, but I was fully aware that the inexperience of my opponent was one of my biggest assets.

So a win and a draw, both lucky. I’m still not sold on the viability of a pure Deathwing army under the new rules, but then this wasn’t really a pure Deathwing list (and I’m not seriously considering tinkering with it). Time to work on something new and – hopefully – solidly competitive, while still being aesthetically satisfying.

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What a complex, intricate and eternally surprising thing life is shown to be by the unexpected questions of correct behaviour thrown up even by a fairly routine wargame. This is of course another way of saying I was the recipient of yet another grand spanking in the traditional style.

Interestingly, though, it seems like my first mistake occurred days before the game even started. I arranged this via the club website, at which juncture I casually mentioned not just the points value of the game but also the army I’d be taking (the Deathwing, again).

I was a little crestfallen when I turned up for the game and found my opponent cheerfully unpacking squad after squad of Pathfinders and Fire Dragons, along with an Avatar and a Wraithlord – lots and lots of low AP guns and close-combat attacks: basically this was a list custom-built to pop Terminators. ‘Well, you told me you were bringing Deathwing,’ he explained cheerfully.

Hmmm. I must confess I haven’t been above doing vaguely similar things in the past – most notably, I suppose, buying a Whirlwind and some assault marines to take on an all-scout Marine army that had given me some trouble – but I still wonder about the sportsmanship of this kind of thing. Obviously you’re going to play to win and take advantage of every edge that you have, but it seems to me that custom-building to take on a specific opponent is only really justifiable if both sides have the chance to do it. Did I know I’d be facing Eldar? No. I had been promised ‘Eldar, or possibly Space Wolves, or possibly both’, which gave me considerably less to work with than my opponent had. Hum.

Anyway, we proceeded to the game, which involved an attempt to grab a portable objective and hang onto it until the game’s end (the objective is one of those mystical game-balancey items that can survive a battle cannon going off on it without a scratch but irretrievably shatters if you load it into a transport plane), played along the length of the table.

I can’t ever recall going into a game with such a conviction I was going to get crushed, but going second against such an imposing Eldar gunline, that was how I felt. Vague thoughts along the lines of ‘why are we even bothering?’ flitted through my brain. I was so rattled I forgot my usual ‘never Deep Strike the Deathwing’ mantra and put three squads into reserve, planning to drop the Master and the Librarian on the objective and try to cheekily zap the Eldar Avatar with Psychic Shriek and two assault cannons, hopefully allowing me to get stuck into the Eldar up close on the following turn.

(I expect this was a mistake and I should have deployed all five squads  at the front of my zone, waddled them all foward and tried to assault the nearest target no matter what. I suspect this may have meant the game lasted three turns rather than five, but I think I would have taken more of a chunk out of the Eldar. We shall never know.)

Anyway, the massed Eldar fire killed six of the ten Consecrators on the table, then I got my first turn. The Librarian’s squad teleported in on top of the objective, passed their terrain test for partly being in a crater and I breathed a sigh of relief. I popped the Master down a little way away and my relief dissipated rapidly as they scattered on top of the Librarian’s squad. They were not atomised, which I suppose is something to be grateful for, but they ended up back on my table edge facing a long slog up to the bloodbath which was shaping up in the centre.

The attempt to Psychic Shriek the Avatar backfired and took a wound off the Librarian, the sole assault cannon in range missed all its shots, and that was it from me. What followed was essentially a game of whack-a-mole for the Eldar, with Consecrator units either lumbering or teleporting into view only to be gunned down by snipers and melta-guns or flattened by monstrous creatures. At point I managed to smash a Wave Serpent in an assault, but then the surviving passengers clambered out and slagged the Terminators responsible. I was able to assault the other Fire Dragon squad, but only after they’d fried the Master, and it took three Terminators three turns to kill three Fire Dragons, which is hardly an optimal performance. I was wiped out in five turns, accounting for six Fire Dragons, one Guardian, and a Wave Serpent in the process.

So I knew I was onto a loser from very early on: this was basically just dice-rolling practice for my opponent, who still appeared to be enjoying it to a degree I found slightly baffling. I mean, I like the occasional big win as much as anyone, but this was in a very real sense not an actual contest. And so I found myself wondering at what point it would be acceptable to concede – if ‘the moment at which I realised I couldn’t win’ qualified, I would have conceded at the point I failed to seize the initiative, but this could be seen as unsporting, I suspect. I suppose there was a point at which it became mathematically impossible for me to win, which would have the logical time, but the nature of the scenario made this very fiddly to keep track of.

And long-term readers may recall my concern about poor behaviour when being handed a spanking: it’s just a game, after all, and there’s no call for being snide and grumpy (especially when losing is nearly always at least partly your own fault). So I abandoned the challenge of trying to win the game almost at once and reluctantly accepted the challenge of being wiped out with good grace. This was such a one-sided encounter it was difficult to summon up the enthusiasm to even attempt to play competitively, but I did my best in this department rather than start walking Terminators off the board or hiding them in corners. There wasn’t really a competitive option available, so I just concentrated on looking cheerful and not sounding too pissed off.

In the end I think I just about managed to pull off a draw in this social meta-game (the game that no-one ever wants to play, let’s face it), and quite possibly the moral victory when it came to being up-front with my opponent. To be fair to him the Eldar guy, noting we had rattled through five turns of 40K in not much more than an hour (my goes had been pretty short, obviously) offered me another game – but I had to get away, and couldn’t really forsee a different result between these two armies. Hey ho. There was another Deathwing army getting panelled on the next table by Orks (a less purist Deathwing army, too), which was some consolation, and the guy playing that one offered me a game in a fortnight’s time, which I happily accepted.

Naturally, I did not tell him what army I’ll be bringing.

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This may come as a shock to anyone who’s started reading recently, and there’s no easy way to put it, but: I play wargames. I haven’t played much recently due to other commitments, but these finally seem to have concluded and I’ve actually been able to get a game in. When I write about films or TV or most other things, it’s ultimately meant for public consumption. Writing about wargaming is much more of an aide memoire and way of organising my thoughts – though there’s always the possibility someone may find it interesting or engaging, which is why it’s here rather than confined to my hard drive. In other words, I quite understand if you find the following unintelligible/utterly boring. Sorry about that.

Anyway, first game in a new club and with the new edition of 40K, and wanting something speedy and straightforward I pitched up with 1500 points of 1st Company Consecrators, which I play using the Deathwing rules. I have not had the best of success with this army in the past, but was curious to see how the new rules would affect them. The army was basically 25 Terminators with the Company Master and a Librarian with Telepathic powers (which seemed fluffy).

I found myself up against an Ork army which at least appeared a bit less of an unstoppable bulldozer than my old opponent Twiggy’s regular build (which I’ve never come close to beating with any army): a big footmob with shooters, a smallish mob of looters, a slugger mob in a truck, the warboss and his bodyguards in another truck, and a battlewagon occupied solely by a big mek. Oh, and a rather wobbly scratch-built Ork jet fighter which I was duly wary of, not having any ack-ack in the army.

So we ended up playing a game over objectives where killing Heavy Support earned bonus VPs (which suited my all-Troops-and-HQ force quite nicely).  I deployed first and had the option of just camping the whole army on three objectives and forcing him to assault, but being so defensive didn’t appeal. In the end I opted to hold two with three Terminator squads and send the other two squads on a push across the table towards another two.

Well, it was an ominous start as one of the squads on my right flank got a proper pummelling from the looters and started falling over, while the mechanised Orks trundled forward towards what was intended to be the firebase units. The Terminators I’d intended to advance ended up hiding behind a hill waiting for the footmob to trot into assault range.

Then the shoddiness of Ork vehicles was exposed as the sluggers’ truck was immobilised by assault cannons and the boys disembarked, failed their charge range roll due to difficult terrain and were left in the open. The following turn a heavy flamer killed two, the Librarian’s Psychic Shriek killed five more, and the remaining three skedaddled and never regrouped.  This left the Librarian and his squad exposed to a charge from the warboss and his bodyguard, which one Terminator actually survived, drawing the combat.

This gave the last more-or-less intact squad on that side of the table the opportunity to assault the battlewagon, which had been cheerfully running over Terminators all evening. Powerfists and chainfists thumped home and the battlewagon went bang, earning me an extra VP to make up for the one I’d lost when my first squad was wiped out. The warboss’s truck had also been wrecked by assault cannon shooting.

The right flank was looking dodgy but the Orks appeared to be running out of Troops to contest objectives with.  The footmob were closing in and so I marched the Master and his squads up onto the hill, shot them a lot, and then assaulted. Both squad sergeants died, but so did twenty Orks in total and the unit broke and fled.

I was worried about the warboss and his unit finishing off the Librarian’s squad and then heading for the objective the Master and his men were holding, as I wasn’t sure I could take out that many power claws and big choppers in a fair fight – but in a possibly decisive move, the Orks headed for another objective instead (at this point I learned the warboss and his bodyguard counted as Troops and could contest).

So we were robbed of the Master taking on the warboss, and the closing turn of the game featured some inconclusive Ork shooting and the massed firepower of the remaining Consecrators mowing down the footmob survivors when they rallied. The game finished with the Terminators just able to contest two objectives to the Orks’ one; the Orks had first blood but I’d killed the battlewagon, making the final VP tally 3-2 to me.

Well, it was a fun game, though this wasn’t the toughest Ork list I’ve ever seen. The warboss and his guard were a horrible unit and I was glad the looters were off in one corner, too. The plane, when it turned up, did not really do very much and I was able to ignore it – though if my army hadn’t had a universal 2+ save this might have been a different story.

The new rules did not feel that different – I suppose vehicles are a bit easier to kill (not sure about that) and psychic powers are stronger (this I did like). It feels a bit odd that movement affects firing model-by-model, but terrain effects on movement are applied to the whole squad – something not quite connecting up there. On the whole, broadly positive about the whole thing.

As far as the Consecrators go – as I’ve said in the past, short of re-buying the whole army I’m a bit limited in terms of adding cyclones etc., and I do want to stay pure Deathwing as far as possible. To be honest, this is just a slightly dull army to play; all infantry, with most squads having virtually the same weapons. I suspect I will be dusting off and adding to the Blood Angels in the not too distant future.

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I think I am going to make a special poster and nail it into the angle of the ceiling above my bed (if you could see the somewhat peculiar architecture of my attic you would understand what I mean), and leave it there for as long as I stick with my current army. Written on the poster will be ‘Never ever even contemplate teleporting onto the table with a Deathwing army – nay, even with a single squad.’



Following last week’s drawn game between my 1st Company Consecrators and Twiggy’s Orks (name changed to protect the innocent. My opponent’s name, not the name of the Orks, obviously) we decided to play a straightforward conventional game in the hope of resolving the situation. Battle Missions indicated we should play a mission entitled All-Round Defence, in which my army would hold the table centre and Twiggy’s Orks would attack from all sides.

I decided to deploy cautiously (or so it seemed at the time), putting the Dreadnought and a squad in the objective (some ruins, another squad to their north, and the Grand Master and his retinue in a Land Raider Crusader (making its first appearance on the table). I left the other two squads in reserve.

The game started well with the Orks not present in numbers: a medium-sized boyz mob to the north and a super-elite Meganob mob approaching from the south. Their fire pattered off the armour of the Consecrators, while in return storm bolters and assault cannon scythed down many of the regular boys. The Land Raider moved to screen the objective from the Meganobs and opened up on them with everything it was carrying. One of them was wounded by the assault cannon, another was vaporised by the multi-melta, their nerve broke and they fled off the table.

As the Orks started turning up in force the Consecrators became increasingly hard-pressed. With this army you live and die with every save you roll and to begin with I was very lucky, taking very light casualties. On the other hand, I wasn’t able to inflict much damage on the massed Orks (what price a Land Raider Helios? Oh, hang on, about fifty quid) and the Dreadnought was only able to kill one of the six Kans lumbering in from the north (the vast majority of the Orks moved in from the same direction, which I initially thought was a possible error). It was stunned on the turn prior to its assault on a stormboy mob, which prevented me from shooting the heavy flamer at them – this might have made a big difference.

Eventually a tidal wave of green warriors crashed into the thin black line of Consecrator terminators. I’d forgotten just how many dice Orks roll in an assault and sure enough my defence started to crumble. At this point I still had a squad in reserve and decided to teleport them on close enough to hopefully distract and divert part of the Ork advance. Needless to say, they scattered into an Ork biker and were never seen again. This was a (fairly) bitter blow, but you get used to these things with the Deathwing.

By the end of turn five all the Consecrator infantry had been hacked down, mostly by the power claws of Ork bosses, and the Crusader was executing a strategic withdrawal. (If nothing else I had escaped the New Model Blues as it had only been hit once all game, and that had bounced off.) Battling in magnificent isolation was the damaged Dreadnought, which was still contesting the objective and keeping me in the game. One more turn would almost certainly see it destroyed by the three Kans manoeuvering to assault it… but the dice came up a 2 and the game ended at the earliest possible moment – in another draw, with the Ork forces much more in evidence. So very much like the previous week, except with fewer Blood Swords and Grey Knights for target practice.

As we were packing up Twiggy and I agreed that the mishap with the teleporter had definitely influenced the game – but on reflection, I don’t think it would have made much difference. There was no way I was voluntarily going near the Kans with my terminators, and once the Dreadnought was stuck in combat with stormboys I had nothing to threaten them with. I think the Dreadnought being stunned was every bit as important. Throwing five more terminators into the grinder probably wouldn’t have made much difference.

And there was no real benefit to teleporting them on anyway: they were coming on somewhere they could initially have deployed in anyway. If I’d started with all five squads, and the Dreadnought, and the Land Raider on the table, it wouldn’t have made a great deal of difference to my tactical play, and in addition I’d have got many more shots off from the two additional assault cannons. So the conclusion I draw is one I’ve drawn repeatedly in the past, but subsequently forgotten every time: don’t teleport with Deathwing! Quite beyond the risk, it splits and weakens the army. Hopefully this will eventually sink in. But until it does, it’s time to start making a poster.

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The usual table shortage at GW Oxford resulted in suggestions of a team game, which mutated (oh, all right, it was my idea) into a four-way exercise in Carnage: four armies striking out for the table centre, each one out for itself. I had my Consecrators, while also flying the flag for variant Space Marine Chapters were a Blood Swords force and some Grey Knights. What would otherwise have been an Imperium-only barney was disrupted by the arrival of a Kan-heavy Ork warband.



The game got off to a cheerful start as the Orks shot down and destroyed the Blood Swords’ Stormraven before it got the chance to do anything, while pressing forward along the table edges towards the vampire marines and the Grey Knights. The Grey Knights started to redeploy towards my own territory, though cautiously (which was understandable given they were heading for 26 models in Terminator armour and a Dreadnought). Caution did not work as the Consecrator Dreadnought blew up their Land Raider, which disgorged seven of their own Terminators and their Grand Master.

On their first turn the Blood Swords mostly advanced on the Orks, except for their version of Mephiston who zipped into combat with a Consecrator unit. The Consecrators looked hard pressed as the Grey Knights were also assaulting from the opposite direction, but the Lord of Death was squished for the loss of only five men, while extremely jammy dice (and the GK player not playing the right statline) meant that the Knight Terminators assault was held up long enough for a supporting squad to counter-attack and destroy the unit.

This left me in good shape and with a clear path to the objective in the centre. The Grey Knights were taking a beating from the Ork Kans, however, and rapidly running out of men. Meanwhile a Blood Sword Dreadnought launched a savage assault on the Orks, while a Land Raider was air-dropped close to the centre of the action. The Dreadnought killed nineteen models on the charge, until we realised the Blood Sword player was using the wrong rules, which halved the damage. Nevertheless Ork powerklaws ripped it and the Land Raider to pieces quite rapidly.

Mopping-up fire from my Terminators and Dreadnought had wiped out the last Grey Knights by this point and I moved on the objective in force. My confidence took a knock when the Blood Sword Death Company attacked and slaughtered practically a full squad of Terminators for no loss. I had to pull back and shoot them a lot, whittling them down and finishing them off with an assault from the Grand Master and his squad.

The Blood Swords were running out of troops fast, and I hadn’t had many to begin with, while the Orks were still present in force. Both Space Marine armies were contesting the objective while the Orks slowly rumbled into assault range. The Blood Sword player opted to vacate the building temporarily on the (entirely spurious) understanding that the Orks would wipe out the Consecrators and then the two of them would fight it out for the prize.

Needless to say the Ork bikes and kopters pounced on the last Blood Sword survivors as they vacated the objective. ‘You git,’ said the Blood Sword Commander as his army was wiped out, vowing (rather melodramatically I thought) that he would never forgive the pair of us for this. My amusement was shortlived as the Grand Master of the Consecrator 1st Company put rather too much faith in his two-up save and was gunned down by the Ork kopters (and snake eyes on the dice). Hmph.

So it was down to a clash between six surviving Consecrator Terminators and their Dreadnought, and an alarming number of Orks with a pair of Kans. The Consecrator Dreadnought smashed into the two Ork machines and flattened them both, while combat around the objective resulted in a tie. With time running out (this game lasted about three hours), we called it a draw – but favouring the Orks, given the sheer number of them swarming over the objective.

Well, a lesson there for the Imperium of Man not to muck about with internecine squabbles when there are xenos on the prowl, I suppose. As usual Carnage created a great game which no-one took too seriously even if the turns were rather long. The early and spectacular demises that every piece of heavy equipment on the table met were particularly amusing (especially to me as commander of a virtually all-infantry army). It certainly made me reconsider my thoughts of focussing on WFB for a while, and I met a couple of guys I’m looking forward to playing in a rather more conventional context. We all appeared to have a good time, even the two guys who got wiped out early, so I’d call the evening a success, even if I didn’t (quite) win.

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Well, finally the stars were right (or wrong, or whatever) and off I trundled to GW Oxford for my first game of the year. No-one plays WOTR on a Thursday and WFB is back to being a minority pursuit (not that I have an army for it at present, of course) so I was packing my Consecrators army.


The current configuration of the shop on games night is 4 x (6 by 4 gaming tables) and 1 x (4 x 4 gaming table) and regular readers will already have guessed which one I ended up on. My opponent was – and once again, regular readers will not be surprised – on the young side, and I believe he has already graced this page, albeit a while back. Valdemar the Vague brought to this game the same lack of familiarity with his army I have come to expect, and no Codex. Hey ho.

He only had 1000 points of Orks, too: a Warboss and an extremely tooled up assault unit in a truck, an artillery piece and a vehicle-mounted cannon, three bikes and a large-ish mob of ‘Ard Boys. The small size of the game obliged me not to play pure 1st Company Consecrators, so my army consisted of three Terminator squads, the Master of the 1st Company, and a squad of scouts with sniper rifles and a missile launcher (the presence of the scouts was nearly responsible for a major boo-boo on my part).

We used the optional missions book and ended up playing something fairly routine called Waaaaarrrghhh – an objective-grabbing exercise distinguished by some special rules for an endless Ork waaaarrrghhh, which Valdemar promptly forgot all about. He loaded practically his entire army into the far left corner with the excpetion of the artillery piece which was on the right. I popped the scouts into a bunker on my right and stuck all three Terminator squads down on the left ready to receive the inevitable Ork charge.

Well. The truck with the Warboss in it barrelled diagonally across the table towards the scouts in their bunker, while the bikes zipped forward towards my left flank. The footmob started towards the Terminators as as the cannon rumbled up behinds them. The Ork shooting was desultory (this would be true for most of the game) and killed only one Terminator (though as I only had 21 models in the entire army this was still a fairly significant loss).

On my first turn the assault cannon in left-hand-side Terminator squad mowed down all three Ork warbikes while the one on the right blew up the Ork truck, the remains landing gratifyingly close to the Terminators on that side. The Scout missile launcher did nothing (this was to become another theme of the game). Not realising quite how hard the Warboss’s retinue was I charged in with the Terminators. 20 big choppas battered at them but for once I passed all my saves, and the massed powerfists of my boys killed six Orks. I didn’t realise there were still a ridiculous number of power claws still to go, but good luck and a storm shield meant I only (‘only’ – ha) lost three Terminators and won the combat. The Warboss quailed and started back for his own table edge while the Terminators consolidated into cover from the Ork artillery.

And that was really the key moment of the battle – the Warboss never rallied and ended up fleeing off the table, helped on his way by sniper fire from the scouts. The footmob opted to sit on an objective on their side of the table rather than assault the two Terminator squads guarding the ones I held. Even though it was behind a building the mob couldn’t quite get into cover from the advancing Terminator squad I sent at them, which gradually nibbled away at their numbers. For some reason Valdemar decided to keep advancing with his cannon, to the point where its shots were actually scattering behind it, and it was eventually finished off by a chainfist rammed into a tender spot. (The Ork artillery, having killed but a single Terminator all game, was taken out by a sniper rifle shot. Boy, artillery can be fragile if you leave it in the open.)

The game lasted the full seven turns, which was how long it took me to wipe Valdemar’s army out. I was very relaxed for the last couple of turns, thinking that I had two objectives under control and he only had one scoring unit left: the game was thus in the bag. Friends, I was in error: the Scouts I was using to hold one objective were an Elite unit and thus not eligible to do this. Had the game finished earlier I would have blundered my way to another draw, as we would have one objective each.

Anyway, not the most thrilling game of 40K ever – there’s something amiss when you’re playing Orks and your opponent never even attempts to assault you – but I’m pretty sure it’s my first win with the Consecrators since late 2007, so I can’t really complain.

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