I think i will actually finish it with this post
took me long enough..
round 3 movement phase:
the compulsory moves include only the right hand landraider that failed their moral check. it flees towards th table edge. coward.
the left flank of the imperials is quite battered by now but sits on first fire to kill the last of the pitiful few remains of the rushing chaos horde. some lonely fleshhound some juggers charge the IG tacticals and leftover dreads and finally the bloodletters make it into close combat with the sm tactical protecting the devastators in the fortress.
the lord of battle is still unscathed and lumbers on advance towards the beleaguered left flank to add some more bloodshed after having killed the warhound with one salvo in the previous round. the one lonely imperial knight lancer sneak back around the bunker to shield himself from pesky csm missile launcher shots in order to get a clear line of sight to the last remaining land raider (ex termie transport). the last death dealer lumbers forward to get his weapons into range. on the right hand side of the battlefield the knights paladin advance forward in order to get off some nice shots into the only lightly armoured back of the lord of battles. seen this danger the chaos cultists boldly charge the towering machines to bring them down in close combat before they can use their heavy battle cannons. to make sure chaos plays the bloodrage of khorne card on the csm on the bridge and maddened with bloodlust they join the fray to gang up on the paladins. the cultist riders charge some guardsmen in cover.
letting go of his objective on the bridge chaos follows up with his battered beastmen (church ruins crushing down on them last round, killing most) occupying the bridge saving the objective once more. this leaves the middle of the battlefield quite open and a lonely IG tacticals platoon gets the suicide order to charge past behind the lord of battles to capture the abandoned objective near the churchs ruins. this brings them deadly close to the lord of battles and within range of its hull firethrowers...
first fire phase:
the paladin HQ (always on charge and able to first fire still) in mêlée with the cultist and csm takes his last chance to shoot at the lord of battle but misses. his heavy bolters kill one of the charging cultist stands. the other knights in mêlée manage to hit not a single stand with their bolters (lucky me).
my remaining warhound loses a shield to las fire from the termies landraider. it returns fire at the lord of battle and scores a hit with his plasma blastgun to the engine of the demon engine. it is unable to save and sacrifices a chaos card to negate the damage (cheater).
enraged by the foul trickery the knight baron aims his mastercrafted battlecannon at the lord of battle and scores two clean hits on its head. unfortunately both are saved by the heavy armour.
the last punisher let rip with his assault cannon on one charging juggernaught scoring three killing hits. but the beast is so enraged that it still fights in close combat before succumbing to its wounds (juggers always complete a charge, no matter if they are killed by defensive fire). the rest of both sides scoring some more hits (the lord of battle taking some more and saves all). they bombards kill some csm in the bunker breaking the worl eaters century. all passing theit moral checks. the griffons roast some beastmen on the bridge (Mmmm, yummy..). the devastators degrade to advance fire to butcher the bloodletters after close combat. the deathdealer takes some hits but survives all.
close combat phase:
the sm tacticals get butchered by the bloodletters. no exception. the sm battle company breaks. all pass morale. in the middle all charging chaos units cause some casualties and a jugger kills the last contemptor dreadnought.
my knights paladin in close combat manage to kill nearly all stands of cultists but get finished off by the csm under the influence of the bloodrage. they household breaks and the remaining squad tests moral which it fails. but morale is restored quickly due to the inspiring presence of the knight baron and so they fight on. the cultist riders kill the IG guardsmen mercilessly and contest the objective.
the knight lancer discharges his power lance into the only lightly armoured back of the landraider reducing the vehicle to molten slag.
they Imperium suffered in this close combat phase.
advanced fire phase:
the lord of battles opens up with his deathstorm killing two griffons breaking the battery. it fails morale. the doomburner misses its intended target (bombard). the head cannon destroyes a punisher dreadnought (break, pass morale). the hull fire throwers open up on the suicidal IG tacticals right in its back and fry three stands to crispy snacks.
the tactical company (having suffered 19 losses in total) breaks. one platoon fails morale. the few survivors of the other two prove to have nerves of steel and pass.
the IG tacticals and venerable dreadnought kill the last juggers, cleaning the middle of chaos units. the deathdealer opens up killing two more stands of IG tacticals with his gatling and fails to penetrate the last punishers armour with his battlecannon.
the sm devastators kill nearly all bloodletters and the deathdealer (hah, thats where the name devastators comes from). the IG heavies and commissar take revenge for the paladins and massacre the csm and cultists. the renegade war band breaks. all fail morale.
all killed bloodletter fail to regenerate. the horde breaks. no morale though.
that round had seen some massive breaking of companies and units and so it is no wonder that massive victory points were awarded.
it was more easy to count the units that have not been broken than to count the ones shattered.
on the imperial side only the knight baron, one warhound, the venerable dread, commissar and the bombards remain unbroken. on the chaos side its only the androids, cultist riders and the lord of battle.
all else got either completely wiped out or broken. no company on either side survived unbroken. ouch..
objectives got lost during this turn and got recaptured and changed holder.
victory points final was:
with 45 points needed to win the battle was over. a DRAW! and had it not for the bold move of the IG tacticals to run past behind the lord of battle the objective at the church would still be in chaos hands resulting in a loss of 5 VP to the Imperium and a defeat with only 43vps.
so the match winner is once again the heroic imperial guardsman
all in all it was a damn bloody battle. the banelord did not kill a single stand before being brought low. the same goes for the unlucky chaos terminators which got killed by the crashing building. yeah, it was pretty much fucking luck. or the emperor guiding my fire,who knows.. the imperial side did not move that much, but in the face of a Khorne horde that simply would have been suicide.
chaos was capturing all vital objectives at once and holding most of it till the end and denied me the chance to retake them (until much later) by constantly charging into my lines with most of his units. with one more round to play i would have been able to retake the tomb (double VP) since it was only defended by one last stand of world eater marines and my lines were finally clear. chaos had nearly no units left on the table. would have been a decisive victory for the Imperium then. but so it ended with a draw. both sides were happy with that.
as a funny side note: the chaos androids were absolutely disobedient in this game. when trying to give orders to them both players roll a d6. the highest score decides orders (but the androids are still under control of the chaos player). i won every single roll placing them on first fire orders without any line of sight throughout the whole game
one last shot from the devastators holding the fortress:
finished. did it. wow.
cheers to all
sorry for any mistakes.