Grown Men Playing With Toys

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Join us as two best friends, strategic / stoic “Erik” and observant / energetic “Steve”, as they embark on this passion project to discuss topics and experiences that surround their world of Warhammer gaming.

CSM Creations of Bile vs Ironstorm Space Marines

JUMP TO:

Matchup

Mission

Lists

Space Marines Specific Strategies

CSM Specific Strategies

Round by Round Recap

Result

Game Overview

What I Would Change Next Time

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

10th Edition, 2025 – 2026 Chapter Approved

September 2025 Balanced Dataslate and MFM Points Update

MATCHUP:

Faction:Detachment:
Space Marines (Ultramarines)Ironstorm Spearhead
VS
Faction:Detachment:
Chaos Space MarinesCreations of Bile

MISSION:

GW MissionG
PrimaryPurge the Foe
Terrain LayoutGW Terrain Layout 7
DeploymentHammer & Anvil

LISTS:

Space Marines:

List

Space Marines

Ultramarines

Ironstorm Spearhead

Strike Force (2,000 Points)

CHARACTERS

Marneus Calgar (200 Points)

  • 1x Marneus Calgar

     ◦ 1x Gauntlets of Ultramar

  • 2x Victrix Honour Guard

     ◦ 2x Victrix power sword

Roboute Guilliman (340 Points)

  • Warlord

  • 1x Emperor’s Sword

  • 1x Hand of Dominion

Techmarine (85 Points)

  • 1x Forge bolter

  • 1x Grav-pistol

  • 1x Omnissian power axe

  • 1x Servo-arm

  • Enhancements: Target Augury Web

BATTLELINE

Intercessor Squad (80 Points)

  • 1x Intercessor Sergeant

     ◦ 1x Astartes grenade launcher

     ◦ 1x Bolt pistol

     ◦ 1x Bolt rifle

     ◦ 1x Power fist

  • 4x Intercessor

     ◦ 4x Bolt pistol

     ◦ 4x Bolt rifle

     ◦ 4x Close combat weapon

OTHER DATASHEETS

Ballistus Dreadnought (150 Points)

  • 1x Armoured feet

  • 1x Ballistus lascannon

  • 1x Ballistus missile launcher

  • 1x Twin storm bolter

Company Heroes (105 Points)

  • 1x Ancient

     ◦ 1x Bolt pistol

     ◦ 1x Bolt rifle

     ◦ 1x Close combat weapon

  • 1x Company Champion

     ◦ 1x Bolt pistol

     ◦ 1x Master-crafted power weapon

  • 2x Company Veteran

     ◦ 2x Bolt pistol

     ◦ 2x Close combat weapon

     ◦ 1x Master-crafted bolt rifle

     ◦ 1x Master-crafted heavy bolter

Gladiator Lancer (160 Points)

  • 1x Armoured hull

  • 1x Icarus rocket pod

  • 1x Ironhail heavy stubber

  • 1x Lancer laser destroyer

  • 2x Storm bolter

Gladiator Reaper (160 Points)

  • 1x Armoured hull

  • 1x Icarus rocket pod

  • 1x Ironhail heavy stubber

  • 2x Tempest bolter

  • 1x Twin heavy onslaught gatling cannon

Redemptor Dreadnought (195 Points)

  • 1x Icarus rocket pod

  • 1x Macro plasma incinerator

  • 1x Onslaught gatling cannon

  • 1x Redemptor fist

  • 1x Twin storm bolter

Repulsor Executioner (220 Points)

  • 1x Armoured hull

  • 1x Heavy laser destroyer

  • 1x Heavy onslaught gatling cannon

  • 1x Icarus rocket pod

  • 1x Ironhail heavy stubber

  • 1x Repulsor Executioner defensive array

  • 1x Twin Icarus ironhail heavy stubber

  • 1x Twin heavy bolter

Scout Squad (70 Points)

  • 1x Scout Sergeant

     ◦ 1x Bolt pistol

     ◦ 1x Boltgun

     ◦ 1x Close combat weapon

  • 4x Scout

     ◦ 4x Bolt pistol

     ◦ 4x Boltgun

     ◦ 4x Close combat weapon

Storm Speeder Hammerstrike (125 Points)

  • 1x Close combat weapon

  • 1x Hammerstrike missile launcher

  • 2x Krakstorm grenade launcher

  • 1x Melta destroyer

ALLIED UNITS

Callidus Assassin (100 Points)

  • 1x Neural shredder

  • 1x Phase sword and poison blades

CSM:

List

Chaos Space Marines

Creations of Bile

Strike Force (2,000 Points)

CHARACTERS

Chaos Lord (125 Points)

  • 1x Daemon hammer

  • 1x Power fist

  • Enhancements: Prime Test Subject

Chaos Lord in Terminator Armour (110 Points)

  • 1x Combi-weapon

  • 1x Power fist

  • Enhancements: Living Carapace

Cypher (90 Points)

  • 1x Cypher’s bolt pistol

  • 1x Cypher’s plasma pistol

Fabius Bile (85 Points)

  • 1x Fabius Bile

     • Warlord

     ◦ 1x Chirurgeon

     ◦ 1x Rod of Torment

     ◦ 1x Xyclos Needler

  • 1x Surgeon Acolyte

     ◦ 1x Surgeon Acolyte’s tools

BATTLELINE

Cultist Mob (50 Points)

  • 1x Cultist Champion

     ◦ 1x Autopistol

     ◦ 1x Brutal assault weapon

  • 9x Chaos Cultist

     ◦ 9x Autopistol

     ◦ 9x Brutal assault weapon

Cultist Mob (50 Points)

  • 1x Cultist Champion

     ◦ 1x Autopistol

     ◦ 1x Brutal assault weapon

  • 9x Chaos Cultist

     ◦ 9x Autopistol

     ◦ 9x Brutal assault weapon

Legionaries (90 Points)

  • 1x Aspiring Champion

     ◦ 1x Chaos Icon

     ◦ 1x Close combat weapon

     ◦ 1x Heavy melee weapon

     ◦ 1x Plasma pistol

  • 4x Legionary

     ◦ 2x Astartes chainsword

     ◦ 4x Bolt pistol

     ◦ 4x Close combat weapon

     ◦ 1x Heavy melee weapon

     ◦ 1x Lascannon

DEDICATED TRANSPORTS

Chaos Rhino (75 Points)

  • 1x Armoured tracks

  • 1x Combi-bolter

  • 1x Combi-bolter

  • 1x Havoc launcher

Chaos Rhino (75 Points)

  • 1x Armoured tracks

  • 1x Combi-bolter

  • 1x Combi-bolter

  • 1x Havoc launcher

OTHER DATASHEETS

Chosen (250 Points)

  • 1x Chosen Champion

     ◦ 1x Boltgun

     ◦ 1x Chaos Icon

     ◦ 1x Plasma pistol

     ◦ 1x Power fist

  • 9x Chosen

     ◦ 6x Accursed weapon

     ◦ 6x Bolt pistol

     ◦ 3x Boltgun

     ◦ 4x Combi-weapon

     ◦ 2x Paired accursed weapons

     ◦ 3x Plasma pistol

     ◦ 1x Power fist

Chosen (125 Points)

  • 1x Chosen Champion

     ◦ 1x Boltgun

     ◦ 1x Chaos Icon

     ◦ 1x Plasma pistol

     ◦ 1x Power fist

  • 4x Chosen

     ◦ 3x Accursed weapon

     ◦ 3x Bolt pistol

     ◦ 1x Boltgun

     ◦ 2x Combi-weapon

     ◦ 1x Paired accursed weapons

     ◦ 1x Plasma pistol

Nemesis Claw (110 Points)

  • 1x Visionary

     ◦ 1x Plasma pistol

     ◦ 1x Power fist

  • 4x Legionary

     ◦ 1x Accursed weapon

     ◦ 1x Astartes chainsword

     ◦ 4x Bolt pistol

     ◦ 4x Close combat weapon

     ◦ 1x Nostraman chainglaive

     ◦ 1x Paired accursed weapons

     ◦ 1x Voice Eater

Possessed (240 Points)

  • 1x Possessed Champion

     ◦ 1x Hideous mutations

  • 9x Possessed

     ◦ 1x Chaos Icon

     ◦ 9x Hideous mutations

Possessed (240 Points)

  • 1x Possessed Champion

     ◦ 1x Hideous mutations

  • 9x Possessed

     ◦ 1x Chaos Icon

     ◦ 9x Hideous mutations

Warp Talons (270 Points)

  • 1x Warp Talon Champion

     ◦ 1x Warp claws

  • 9x Warp Talon

     ◦ 9x Warp claws

FACTION SPECIFIC STRATEGIES:

Space Marines

This list asks your opponent the question “what if…..I just killed all of your models?”. It’s not optimized and there are probably better versions of it using Gladius or the new Blade of Ultramar. Also, with the exception of Redemptor Dreadnoughts, I don’t have more than copy of any Space Marine vehicle. This means that I can’t double up on specific vehicles like has been typical in the meta for the past year or so.

That said, there is a lot of really good units in this list. Its got Calgar + Company Heroes to be a “do everything” infantry unit, big guns to threaten vehicles and infantry, Guilliman for an additional Oath of Moment and 1 free stratagem per round, plus some good tech and support pieces in the Storm Speeder Hammerstrike, Intercessors, the Callidus, and Scouts.

For this particular matchup, I liked my odds into a CSM army that really wants to rush and jail you, especially if Space Marines get to go first. The Big Guns Never Tire rule is going to do a lot of work in this matchup and I wanted to start picking off CSM transports as early as possible to make the CSM infantry foot slog up the board. On this board and mission, I had this game as a slight to moderate win for the Space Marines (around a 12-8) and my biggest worries are the size of the CSM units in Purge and the number of staging points on this board. 

CategoryDescription
Leader / Bodyguard Combos:Marneus Calgar and 2 Victrix Honour Guard with Company Heroes
Transport / Infantry Combos:None
Key Strategems:Mercy is Weakness – In your Shooting or Fight phases if you target a unit below Starting Strength, your unit gets Sustained Hits 1 and, if it is a vehicle, Critical Hits on 5+. This is the reason to play this detachment.

Vengeful Animus – Used in any phase to automatically trigger a units Deadly Demise ability.
Ancient Fury – Used in your Command Phase to increase the following attributes on a Walker model until your next Command Phase…….+1 to Move, Toughness, Leadership, and Objective Control. Also add 1 to the Hit Roll for that model.
Armour of Contempt – Used in your Opponent’s Shooting or Fight phase to worsen the AP on their attacks by 1.
Key Combos:
Mercy is Weakness stratagem + Oath of Moment + Guilliman Supreme Strategist Ability + nearby Techmarine with Target Augury Web Enhancement & Blessing of the Omnissiah Ability.

This is THE COMBO for this detachment. Pick your favorite vehicle (mine goes on the RepEx) and give it Sustained and Lethal Hits with 5+ Critical Hits with full rerolls, +1 to Wound, and hitting on 2’s.

Oath of Moment + Gladiator Reaper + shooting an infantry target

Gladiator Repair go brrrrrrrrr. This combo gives you 12 shots on your Twin heavy Onslaught Gatling Cannon with Sustained Hits 2 with full rerolls to hit (thanks to OoM) and wound (thanks to twin linked) with Devastating Wounds. Even better if you combo this with Mercy is Weakness.
Ancient Fury Stratagem + Redemptor Dreadnought + Armour of Contempt Stratagem + Duty Eternal Ability

This is the ultimate “Distraction Carnifex” in that you get a model that is T11, 12 Wounds with a 2+ Save that reduces incoming Damage by 1 while getting +1 to Movement, OC, hit rolls, and Leadership. Even better if you can stack Benefit of Cover with Armour of Contempt to massively negate incoming fire’s AP. The cherry on top is if you can force the opponent to throw a lot of melee at the Dreadnought to tarpit it so that you can use Vengeful Animus to activate Deadly Demise when they finally kill it, which is the ultimate spiteful move.

CSM:

This is my absolute favorite way to play CSM. It’s not my strongest list (that would be Renegade Raiders or Chaos Cults), but it is easily the one that I have played the most and that I have the most fun with. Something about loading up on Infantry units to run at the opponent just tickles my fancy, especially when the detachment gives me a very legit incentive to run Fabius Bile, who is one of my favorite Chaos characters.

The strategy with this list is to hit the opponent with several waves of charging Infantry that is buffed up by the detachment rules. Ideally, the Warp Talons go out first to eat up the opponent’s screens and then disappear into Deep Strike. Then the Possessed move into the midfield to force the opponent to come out to play. Ideally, the Possessed can survive until Round 3, which allows me to then bring out the Chosen and Deep Strike the Warp Talons back in to finish off the opponent. Meanwhile the Rhinos and Cultists are doing actions and positioning for late game OC rushes. It doesn’t always work, especially the Warp Talons, but when it does it feels great.

Assuming I can hide my units well enough in deployment, and the Rhinos are usually the wildcard, this list is pretty “go first/go last” agnostic and plays well in the late game. My biggest worry is getting stat checked by super high toughness opponent’s or getting shot off the board before I can get into melee range. I’m not super confident that it will work against a pretty tough and shooty SM Ironstorm list. I especially worry about getting shot off the board by the Gladiator Reaper and Repulsor Executor or getting stone walled by the Redemptor Dreadnought. This wasn’t a matchup that I wanted for CSM and I have it as around a 8-12 loss on this board.

CategoryDescription
Leader / Bodyguard Combos:Fabius Bile with 10 Chosen
Chaos Lord with Prime Test Subject with 5 Chosen
Transport / Infantry Combos:Fabius Bile + 10 Chosen in Rhino #1
Chaos Lord + 5 Chosen in Rhino #2
Nemesis Claw in Rhino #2
Key Strategems:Monstrous Visages – Used in your Opponent’s Shooting or Fight Phase to give the opponent -1 to Hit against 1 unit

Autostimulants – Used in your Charge Phase to give one unit Advance & Charge.

Specimens For The Spider – Used in the Fight Phase if you are targeting a Character unit to give that unit reroll for the Wound roll.
Masters Are Watching – Used in the Fight Phase to give 1 unit 4+ Fight on Death
Key Combos:Chaos Lord + Prime Test Subject Enhancement + Chosen For Glory Ability + Lord of Chaos Ability + Specimens For The Spider Stratagem + Chosen Marauders Ability

This combo is the reason why I play this detachment as it is the ultimate “Smash Captain”. My favorite thing to do is to Advance his unit out of a Rhino so that they can go between 10-15 inches, then use the Chosen’s Advance & Charge ability to charge into a key enemy unit and then pop all of the above abilities and stratagems (for free thanks to the Lord of Chaos). The result is a Chaos Lord with 6 attacks that gets Sustained Hits, full hit and wound rerolls, Devastating Wounds, and Damage 4.
Chaos Lord in Terminator Armour + Living Carapace + Lord of Chaos Ability + Monstrous Viasages Stratagem + Formidably Resilient Ability

This guy isn’t great but it makes him sooooooo annoying to deal with. Just Deep Strike him into a corner of the Opponent’s DZ or onto an objective that they have a hard time reaching and he will be very tough to kill thanks to -1 to Hit, T5, 6 Wounds, 4+ Invulnerable Save, half all damage, and 5+ Feel No Pain.

ROUND-BY-ROUND RECAP:

The game starts with the Space Marines winning the roll off and choosing to place the first model in order to Infiltrate their Scouts. Both sides deploy as shown below and then the Space Marines win the second roll off to get first turn. CSM then rolls for their detachment abilities and ends up with +1 A and +1 Strength to all melee weapons, which is really good in this matchup because it pushes them to 5+’s to Wound into a lot of the SM vehicles.

Board State: Start of the Battle

ROUND 1:

Phase: Go First: Space Marines
Score at Start10
Command-Draw Engage On All Fronts and Area Denial for Secondaries
-Intercessors sticky Objective 1
-Oath of Moment 1 on Rhino 2
-Oath of Moment 2 on Warp Talons
-Techmarine gives Blessings of the Omnissiah (+1 to hit) and Target Augury Web (Lethal Hits) to Gladiator Reaper
Movement-Intercessors to Objective 4 for Area Denial for 5 VP
-Redemptor Dreadnought to Objective 3
-Scouts to the Objective 5
-All others stage
Shooting-Gladiator Lancer takes Rhino 2 to 1 wound
-Redemptor Dreadnought kills 4 models in Possessed 2
-Repulsor Executioner kills Rhino 2 for 4 VP and 3 models in Possessed 1
-Ballistus Dreadnought kills 2 models from Chosen 2
-Gladiator Reaper kills 4 Warp Talons
Charge-None
Fight-None
End of Turn-Score 6 on Secondaries
-Score 4 on Primary
Score at End20
Phase:Go Second: CSM
Score at Start10
Command-Draw Overwhelming Force and A Tempting Target for Secondaries
-SM choose Objective 4 as A Tempting Target
-Cultists sticky Objective 2
Movement-Warp Talons advance to Objective 5 and stay out of Gladiator Reaper Line of Sight
-Guilliman gives the Repulsor Executioner a free Overwatch and it kills all of the Warp Talons (ugh)
-Possessed 1 to Objective 4
-Possessed 2 to Objective 3
-Rhino 1 hides and all others stage
Shooting-Legionaries pop the Ballistus for 5 Damage
Charge-Possessed 1 into Intercessors on Objective 4
-Possessed 2 into Redemptor Dreadnought
-Calgar uses Heroic Intervention to get into combat with Possessed 2
Fight-Possessed 2 kills 1 Victrix Honour Guard, 3 Company Heroes, and do 1 damage to the Redemptor
-Possessed 1 kill the Intercessors for 12 VP
-Calgar’s unit and the Redemptor kill Possessed 2 thru Monstrous Visages (ugh)
End of Turn-Score 8 on secondaries
-Score 4 on Primary
-SM pick up the Callidus Assassin
Score at End22

Well that went horribly for CSM. Losing Possessed 2 to get the Redemptor and Calgar’s unit is a worthwhile trade, especially because the Prime Test Subject Lord now has Calgar in his cross hairs. But losing the Warp Talons to an Overwatch after working so hard to avoid the Gladiator Reaper is BRUTAL. CSM is definitely not feeling great now and will have some work to do to avoid a blow out. Board state after Round 1 is below.

Board State: End of Round 1

ROUND 2:

Phase: Go First: Space Marines
Score at Start20
Command-Draw Overwhelming Force and Assassination for secondaries
-Oath of Moment 1 on Possessed 1
-Oath of Moment 2 on Chosen 2
-Use Blessings of the Omnissiah & Target Augry Web on Repulsor Executioner
-Score 8 on Primary for “hold one” and “hold more” objectives
Movement-Calgar to Charge Range of Chosen 2
-Redemptor Dreadnought, Roboute Guilliman, and Gladiator Reaper towards Possessed 1 and Objective 4
-Callidus near Calgar to Vect
-Hammerstrike Deep Strikes into the CSM DZ
-CSM Rapid Ingresses Chaos Terminator Lord
Shooting-Ballistus Dreadnought, Gladiator Reaper, and Mercy is Weakness used on the Repulsor Executioner kill Possessed 1 for 7 VP
-Gladiator Lancer and Hammerstrike kill Rhino 2
Charge-Calgar into Chosen 2
Fight-Calgar and Victrix/Company Heroes kill Chosen 2 and the Chaos Lord
End of Turn-Score 8 on Secondaries
-Score 4 on Primary for “kill one”
Score at End40
Phase:Go Second: CSM
Score at Start22
Command-Draw Extend Battle Lines and Cleanse for secondaries
-Drop Cleanse for Marked For Death
-SM mark Redemptor Dreadnought, Repulsor Executioner, and Gladiator Lancer
-CSM marks Scouts
-Score 4 on Primary for “hold one” objective
Movement-Chosen 1 and Bile to Objective 5 and avoid Gladiator Reaper Line of Sight
-Nemesis Claw towards Calgar
-Legionaries move into Charge range of the Hammerstrike
-all others hide
Shooting-None
Charge-Chosen 1 into Scouts
-Legionaries into Hammerstrike
-Nemesis Claw into Calgar
Fight-Nemesis Claw kills Company Heroes and does 2 damage into Calgar (Calgar pops 4+ Feel No Pains)
-Legionaries bring Hammerstrike to 3 wounds
-Chosen 1 Pile In to the Gladiator Reaper, kill the Scouts, and do 3 damage to Gladiator Reaper for 8 VP
-Calgar kills the Nemesis Claw
End of Turn-Score 6 on Secondaries
-SM score 4 on Primary for “kill more”
-CSM score 4 on primary for “kill one”
-SM pick up the Callidus
Score at End36

Well this is going badly for CSM. At this point most of their major damage dealers are gone and this may be the worst first 2 turns of 40K that I have played in a while. Its not looking good and this one could end up being way worse for CSM than originally forecasted.

Board State: End of Round 2

ROUND 3:

Phase:Go First: Space Marines
Score at Start44
Command-Draw Display of Might and Defend Stronghold for secondaries
-Oath of Moment 1 Chosen 1, Oath of Moment 2 on Legionaries
-Score 8 on Primary for “hold one” and “hold more”
Movement-Redemptor Dreadnought to Objective 4
-Guilliman towards the Chosen 1
-Calgar towards Cultists 2
-Repulsor Executioner moves to Objective 1
-Callidus into the CSM DZ
Shooting-Gladiator Reaper uses Mercy is Weakness to kill 5 models in Chosen 1
-CSM removes Chosen models in a way to make it impossible for Guilliman to charge the unit
-Hammerstrike kills 1 Legionarie
Charge-Calgar charges Cultists 2
-Techmarine Charges Chosen 1
Fight-Techmarine kills 2 Chosen models
-Calgar + Victrix kills the Cultists 2 for 4 VP
-Chosen 2 kill the Techmarine for 4 VP
End of Turn-Score 7 on Secondaries
-Score 4 on Primary for “kill one”
Score at End63
Phase:Go Second: CSM
Score at Start36
Command-Draw Engage On All Fronts and Storm Hostile Objective for secondaries
-Drop Storm Hostile Objective for Defend Stronghold
-Score 4 on Primary for “hold one” 
Movement-Cultists 1 move to Grenade Calgar
Shooting-Cultists 1 Grenade Calgar, who proceeds to FNP 4 Wounds down 1 (I hate that guy!)
Charge-None
Fight-Chosen 1 + Bile take Gladiator Reaper down to 4 Wounds
-Legionaries kill the Hammerstrike for 4 VP
End of Turn-Score 1 on Secondaries
-Score 8 on Primary for “kill one” and “kill more”
-Drop Defend Stronghold for 1 CP
-SM pick up Callidus
Score at End49

After Round 3, CSM is running on fumes while the Space Marines have a dominant board position. At this point, CSM is down to essentially 4 viable units with only one of them having any real chance to kill anything (Cypher) and is hoping to eek out a 2-18 or 3-17. Space Marines, meanwhile, are sitting pretty with most of their army left on the board and 4 CP in the bank. The board position at the end of Round 3 is below.

Board State: End of Round 3

ROUND 4:

Phase:Go First: Space Marines
Score at Start63
Command-Draw Marked For Death and Cleanse for Secondaries
-CSM marks the Terminator Lord, Chosen with Bile, and Legionaries
-SM mark the Cultists
-Oath of Moment 1 on Chosen 1
-Oath of Moment 2 on Cultists
-Score 8 on Primary for “hold one” and “hold more”
Movement-Calgar towards the Cultists
-Gladiator Reaper falls back from the Chosen 1
-Guilliman moves into Charge range of Chosen 1
-Ballistus Dreadnought moves into shooting Line of Sight of Chosen 1
-Callidus Deep Strikes onto Objective 3
Shooting-Calgar kills a few Cultists
-Ballistus, Guilliman, and the Repulsor Executioner kill Chosen 1 and Bile
-Bile stands back up
-Redemptor Dreadnought and Callidus Cleanse for 9 VP
-Gladiator Lancer kills the Terminator Lord for 5 VP
Charge-Calgar into the Cultists
-Guilliman into Bile
Fight-Cultists and Bile die
End of Turn-Score 10 on secondaries
-Score 4 on Primary for “kill one”
Score at End85
Phase:Go Second: CSM
Score at Start49
Command-Draw Behind Enemy Lines and Bring It Down for secondaries
-Drop Behind Enemy Lines for Establish Locus
-Score 0 on Primary for “hold none” – ugh
Movement-Cypher and Legionaries move into Charge range of Calgar
Shooting-Cypher kills Calgar for 4 VP
Charge-Cypher and Legionaries make charges into the lone Victrix Guard
Fight-Victrix Guard dies
End of Turn-Score 0 on secondaries and 4 on primary for “kill one”
-Drop both for 1 CP
-SM score 4 on Primary for “kill more”
-SM pickup the Callidus
Score at End53

This is officially ugly for CSM. They have successfully avoided a 0-20 loss but will need to hang on to see if they can claw up to a 2-18. Meanwhile, the SM are feeling great and cruising to a perfect 100 VP.

Board State: End of Round 4

ROUND 5:

Phase:Go First: Space Marines
Score at Start89
Command-Draw Recover Assets and Secure No Man’s Land for secondaries
-Score 2 on Primary for “hold one” and “hold more” to max primary
-SM realize they have a perfect 100 locked in and decide to hold put to avoid CSM getting lucky and popping off on a Cypher Overwatch or Legionaries fight phase
Movement-Callidus Deep Strikes into CSM DZ
Shooting-Callidus, Repulsor Executioner, and Redemptor Dreadnought all Recover Assets for 5 VP
Charge-None
Fight-None
End of Turn-Score 9 on secondaries to max secondaries
Score at End100
Phase:Go Second: CSM
Score at Start53
Command-Draw Recover Assets and Display of Might for secondaries
Movement-Move Cypher out of CSM DZ
Shooting-Recover Assets with Cypher and Legionaries
Charge-None
Fight-None
End of Turn-Score 3 on Secondaries
-Score 4 on Primary for “hold one”
Score at End60

17 – 3 for the Space Marines. This could have been so much worse given how the first two turns went, but it still doesn’t feel great for one of my favorite detachments to get crushed like this. Final board state is below – note: I was so burnt out and frustrated by my CSM performance that I didn’t bother moving Cypher in Round 5. I just measured that he could do it, declared the action, and then left to go cool off.

Board State: End of Round 5

RESULT:

Singles Format: 100 – 60 Win for Space Marines  

WTC Teams Format: 17 – 3 WIN

GAME REVIEW:

This was probably simultaneously one of the worst games of 40K that I have ever played with a faction while also being one of the best games that I have ever played with the other faction. For folks who have read my prior battle reports, they will know that I rather famously struggle with Space Marine Ironstorm (outside of a single game early in 10th that has scarred Steve for life).

With that context, there is a LOT to like about how I played this game from a Space Marine perspective. They played a patient game that focused on getting their shooting angles and CP management right while also killing CSM at just the right pace to keep them from being a real threat while also allowing Space Marines to keep racking up primary VP. I am quite pleased with the SM list and game play.

Meanwhile from a CSM perspective, this is a game that I want to forget. I’ll cover the specifics in what I would do different, but I screwed this one up pretty thoroughly and this was definitely a “the problem is the pilot, not the list” issue.

WHAT I WOULD CHANGE NEXT TIME:

  • Space Marines
    • Nothing major. If anything, I probably could have been a bit more aggressive, especially with my CP usage as I ended the game with 5 CP.
  • CSM
    • Where to start? I messed up deployment and should have started way more in Strategic Reserves. I’m thinking at least one of the Possessed and probably the Warp Talons too. Secondly, I played like this was singles and tried to win instead accepting that I was probably looking at a 15-5ish score and holding back to guarantee that floor. Lesson learned for me about what happens when “Always Be Hitting” goes wrong, but still….ugh.

EARNED THEMSELF A NAME:

Marneus Calgar. I’m changing his name to “Bob Barker” cuz Happy Gilmore fans will know that you “hate that Bob Barker”. Not only did he pop off and kill my favorite CSM model (the Prime Test Subject Lord), but he then went on the tank attacks for the next 2 rounds on his 4+ FNP while ruining several more units’ day.

MAGNUS OF THE GAME:

Me. I let Bile down. I repent and will do better next time. The problem was the pilot, not the list or the faction.

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