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.

Ultramarines Stormlance Task Force vs CSM Renegade Raiders

JUMP TO:

Matchup

Mission

Lists

Space Marines Specific Strategies

CSM Specific Strategies

Round by Round Recap

Result

Game Review

What I Would Change Next Time

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

10th Edition, 2025 – 2026 Chapter Approved

December 2025 Balanced Dataslate and MFM Points Update, with January 2026 500 Worlds Update

MATCHUP:

Faction:Detachment:
UltramarinesStormlance Task Force
VS
Faction:Detachment:
Chaos Space MarinesRenegade Raiders

MISSION:

GW MissionQ
PrimarySupply Drop
Terrain LayoutGW Terrain Layout 3
DeploymentSweeping Engagement

LISTS:

Ultramarines:

List

Space Marines

Ultramarines

Stormlance Task Force

Strike Force (2,000 Points)

CHARACTERS

Lieutenant with Combi-weapon (70 Points)

  • 1x Combi-weapon

  • 1x Paired combat blades

Roboute Guilliman (340 Points)

  • Warlord

  • 1x Emperor’s Sword

  • 1x Hand of Dominion

Uriel Ventris (95 Points)

  • 1x Bolt Pistol

  • 1x Invictus

  • 1x Sword of Idaeus

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

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

Assault Intercessors with Jump Packs (90 Points)

  • 1x Assault Intercessor Sergeant with Jump Pack

     ◦ 1x Plasma pistol

     ◦ 1x Power fist

  • 4x Assault Intercessors with Jump Packs

     ◦ 4x Astartes chainsword

     ◦ 3x Heavy bolt pistol

     ◦ 1x Plasma pistol

Incursor Squad (80 Points)

  • 1x Incursor Sergeant

     ◦ 1x Bolt pistol

     ◦ 1x Occulus bolt carbine

     ◦ 1x Paired combat blades

  • 4x Incursor

     ◦ 4x Bolt pistol

     ◦ 1x Haywire Mine

     ◦ 4x Occulus bolt carbine

     ◦ 4x Paired combat blades

Redemptor Dreadnought (195 Points)

  • 1x Icarus rocket pod

  • 1x Macro plasma incinerator

  • 1x Onslaught gatling cannon

  • 1x Redemptor fist

  • 1x Twin storm bolter

Redemptor Dreadnought (195 Points)

  • 1x Icarus rocket pod

  • 1x Macro plasma incinerator

  • 1x Onslaught gatling cannon

  • 1x Redemptor fist

  • 1x Twin storm bolter

Redemptor Dreadnought (195 Points)

  • 1x Icarus rocket pod

  • 1x Macro plasma incinerator

  • 1x Onslaught gatling cannon

  • 1x Redemptor fist

  • 1x Twin storm bolter

Scout Squad (70 Points)

  • 1x Scout Sergeant

     ◦ 1x Astartes chainsword

     ◦ 1x Bolt pistol

     ◦ 1x Close combat weapon

  • 4x Scout

     ◦ 4x Bolt pistol

     ◦ 4x Boltgun

     ◦ 4x Close combat weapon

Stormraven Gunship (280 Points)

  • 1x Armoured hull

  • 2x Hurricane bolter

  • 2x Stormstrike missile launcher

  • 1x Twin assault cannon

  • 1x Typhoon missile launcher

Victrix Honour Guard (220 Points)

  • 1x Chapter Ancient

     ◦ 1x Banner of Macragge

     ◦ 1x Master-crafted power weapon

  • 1x Chapter Champion

     ◦ 1x Blades of honour

  • 4x Victrix Honour Guard

     ◦ 4x Master-crafted bolt carbine

     ◦ 4x Master-crafted power weapon

NOTE: Since this was a practice game and I don’t have the official models (yet), I proxied 4 Bladeguard Veterans as Vitrix Honour Guard, a Bladeguard Ancient as a Victrix Chapter Ancient, and the Relic Shield Captain as Victrix Company Champion.

CSM:

List

Chaos Space Marines

Renegade Raiders

Strike Force (2,000 Points)

CHARACTERS

Abaddon the Despoiler (270 Points)

  • Warlord

  • 1x Drach’nyen

  • 1x Talon of Horus

Chaos Lord (90 Points)

  • 1x Daemon hammer

  • 1x Plasma pistol

Fabius Bile (100 Points)

  • 1x Fabius Bile

     ◦ 1x Chirurgeon

     ◦ 1x Rod of Torment

     ◦ 1x Xyclos Needler

  • 1x Surgeon Acolyte

     ◦ 1x Surgeon Acolyte’s tools

Lord Discordant on Helstalker (185 Points)

  • 1x Bladed limbs

  • 1x Bolt Pistol

  • 1x Helstalker autocannon

  • 1x Impaler chainglaive

  • 1x Techno-virus injector

  • Enhancements: Mark of the Hound

BATTLELINE

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

Chaos Bikers (70 Points)

  • 1x Biker Champion

     ◦ 1x Chaos Icon

     ◦ 1x Close combat weapon

     ◦ 1x Combi-bolter

     ◦ 1x Power fist

  • 2x Chaos Biker

     ◦ 2x Astartes chainsword

     ◦ 2x Close combat weapon

     ◦ 2x Combi-bolter

     ◦ 2x Meltagun

Chaos Vindicator (185 Points)

  • 1x Armoured tracks

  • 1x Combi-bolter

  • 1x Demolisher cannon

  • 1x Havoc launcher

Chaos Vindicator (185 Points)

  • 1x Armoured tracks

  • 1x Combi-bolter

  • 1x Demolisher cannon

  • 1x Havoc launcher

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

Chosen (250 Points)

  • 1x Chosen Champion

     ◦ 1x Boltgun

     ◦ 1x Chaos Icon

     ◦ 1x Plasma pistol

     ◦ 1x Power fist

  • 9x Chosen

     ◦ 6x Accursed weapon

     ◦ 8x Bolt pistol

     ◦ 3x Boltgun

     ◦ 4x Combi-weapon

     ◦ 2x Paired accursed weapons

     ◦ 1x 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

Warp Talons (125 Points)

  • 1x Warp Talon Champion

     ◦ 1x Warp claws

  • 4x Warp Talon

     ◦ 4x Warp claws

FACTION SPECIFIC STRATEGIES:

Ultramarines:

I’m not sure if this is the most optimized way to play this detachment, although I do think it is quite good, but I saw a variant of this list a while back and have been dying to try it. The idea behind it is to spam durable units that are very difficult to kill and that gain a lot from Guilliman’s double Oath of Moment. It is also very fast and it has elements of being “Reactive Move” the army as both the Combi-weapon Lieutenant and another squad of infantry can Reactive Move each turn. Also, Victrix Guard still have their Surge Move ability, so that is yet more movement.

It then combines that movement focus with access to multiple durability buffs via the -1 Damage abilities on the Redemptor Dreadnoughts and Stormraven Gunship, a plethora of 2+ base saves (Dreadnoughts, Victrix, and G-Man) with Armour of Contempt, and the Ride Hard, Ride Fast stratagem for -1 to Hit and -1 to Wound.

The weakness of the list is its low Objective Control, although I try to mitigate that with 2 units of Intercessors, and a low unit / model count. That said, I am still VERY excited to play it and can see it being absolutely overwhelming against the right opponent.

Ultramarines Win Condition: This matchup is tough because, in a lot of ways, both armies are trying to do similar things. Both are very lethal and both have access to a lot of movement buffs. In most matchups and on most boards, I would classify this as a potential 10-10 draw. For this mission, I think going last will be essential as the armies start so close to each other and the late game scoring is so potent. From a Ultramarines’ perspective, I think that CSM and Ultramarines probably trade equally, but that Ultramarines may have the advantage in staying power and so want to use that. That makes their win condition to play methodically and try to contest CSM all over the board while using their durability advantage to try to always control the middle, which probably means putting the Stormraven, Victrix Guard, and a Dreadnought within range of that Objective from Round 2 on. The goal is a 13-7 if the Ultramarines can go second and a 10-10 if they go first.

CategoryDescription
WarlordRoboute Guilliman (G-Man)
Leader / Bodyguard Combos:Uriel Ventriss with Victrix Honour Guard
Transport / Infantry Combos:Uriel Ventriss + Victrix Honour Guard in Stormraven
1 x Intercessors in Stormraven
Strategic Reserves:1 x Jump Pack Intersessors (JPI’s)
Key Strategems:Armour of Contempt – Used in your opponent’s Shooting or Fight Phase to worsen the Armour Penetration on incoming attacks against one unit.

Ride Hard, Ride Fast – Used in your opponent’s Shooting Phase after your opponent selects a target to give a Fly Vehicle or Mounted unit -1 to Hit and -1 to Wound.
Blitzing Fusillade – Used in your Shooting Phase to give one unit Assault on its ranged weapons. If the unit already has Assault, then it gains Sustained 1 on those weapons.
Wind-swift Evasion – Used in your opponent’s Movement Phase when an enemy unit ends a Normal, Advance, or Fall Back Move within 9 inches of an Infantry or Mounted unit to make a Normal Move of up to 6 inches.
Key Combos:
Stormraven Gunship + Armored Resilience ability + Ride Hard, Ride Fast stratagem + Benefit of Cover

This is used to give your Stormraven -1 to Hit, -1 to Wound, -1 to Damage, and -1 to AP against Ranged attacks.
Victrix Honour Guard + Glory of Ultramar ability + Wind-swift Evasion stratagem + Uriel Ventriss + Unorthodox Strategist ability

This is used to create a unit that can Reactive Move into a Surge Move or Reactive Move to get into range for Ventriss’s Vect aura (12 inches) to add an additional 1 CP to any enemy stratagem usage.

CSM:

This is another of my favorite detachments to play. If you haven’t figured out by now, I like to go fast and hit hard when I play 40K and that is exactly what this list does. It is built around moving the Vindicators around to spam out shooting in the early game, which is combined with waves of Chosen charging out of Rhinos and Warp Talons flying around the board to blow up enemy units that dare to stand on Objectives. The Legionaries are there as a potential third wave of charges or as a late game Objective Control piece, which is what the Cultists are as well. Lastly, the Bikers are there to hold down an Objective and do actions.

Most of all, I love this detachment’s movement abilities. I am always looking to use the detachments movement shenanigans to start cycling my Warp Talons in and out of Deep Strike or the Chosen units in and out of Transports via out of phase Movements or end of Fight Phase movements. I’ve had great luck with this list in the past and am very excited to play it again.

CSM’s Win Condition: This one is really tough to predict. It is also one of the games in my team’s tournament that I am running that I have been most looking forward to playing, as it is speed and lethality vs speed and lethality. Both lists have access to almost perfect counters to each other’s abilities (Armour of Contempt vs Raiders and Reavers, Ruinous Raid vs Ride Hard, Ride Fast or Victrix Honour Guard -1 to Wound). I think the outcome will come down to who goes second in this mission and how well the Ultramarines play Uriel Ventriss, as his Vect aura has the potential to ruin CSM’s plans. I also am a bit worried from a CSM perspective about getting drawn into making bad trades due to the Ultramarines’ durability advantage and am going to have to be aware so that I don’t run out of units before the last few rounds of the game.

CSM’s win condition is tougher than the Ultramarines’s one, as I think they will struggle to score high in the late rounds. Instead, I think their win condition needs to be to try to deny Ultramarines points early by swamping their Dreadnoughts with lots of Chosen bodies that out OC the Dreadnoughts and contest points. If they can do this while scoring secondaries and trading well, they can be in a good position to survive what I anticipate will be a 23 point primary comeback from the Ultramarines in the last 2 rounds, as I just don’t see how CSM removes the Ultramarines from the center if they go hard at it. I’m shooting for a 12-8 if CSM can go second and am hoping for a 10-10 if CSM goes first.

CategoryDescription
WarlordAbaddon the Despoiler
Leader / Bodyguard CombosFabius Bile with 10 Chosen
Chaos Lord with 5 Chosen
Abaddon with 5 Chosen
Transport / Unit Combinations:Fabius Bile + 10 Chosen in a Rhino 2
Chaos Lord + 5 Chosen in a Rhino 1
Legionaries in a Rhino 1 (with the Lord + Chosen)
Strategic Reserves:None
Key Stratagems:Opportunistic Raiders – Used at the end of the Fight Phase to allow one unit from your army that was eligible to Fight and is not in Engagement Range of an enemy unit to make a Normal Move of 6 inches (12 if it is Mounted). If the unit is in Engagement Range of an Enemy Unit, it can make a Fall Back Move instead.

Note: It cannot embark in a Transport if it disembarked from a Transport this turn.

2nd Note: I mistakenly used this wrong three times in this game by missing the fine print stipulating that the unit needed to be eligible to Fight.
Ruinous Raid – Used in your Shooting or Fight Phase to give one unit that disembarked from a Transport re-rolls to Hit and Wound as long as it is targeting an enemy unit on an Objective.
Unfailingly Obdurate – Used in your opponent’s Shooting or Fight Phase to worsen the Armour Penetration on incoming attacks against one unit.
Reaver’s Haste – Used in your Charge Phase to give an Infantry or Mounted unit Advance & Charge and, if the Charge target is on an Objective, +1 to Charge rolls.
Warpcharged Engines – Used in your Movement Phase to give one Transport or Mounted unit flat 6 to its Advance.
Key CombosLord Discordant on Helstalker + Mark of the Hound enhancement + Reaver’s Haste stratagem AND/OR Warpcharged Engines stratagem

It’s very niche, but this is used to give the Lord Disco a 6 inch Scout Move to go with its 14 inch Normal Move. Add in the potential for a flat 6 inch Advance and/or Advance & Charge with potential for +1 to Charge and this guy flies across the board. I used him last game for one heck of an Alpha Strike against Ironstorm Space Marines.
Chosen + Ruinous Raid stratagem

It’s not complex, but it does really amp up your Chosen and can be used to Advance out of a Rhino to blow up something on an Objective. This stacks really well with the Lord’s unit as it gives him the ability to fish for Devastating Wounds in melee, especially during his Chance For Glory “Go Mode”.

ROUND-BY-ROUND RECAP:

The game starts with Ultramarines winning the roll off and making CSM deploy first.

CSM deploys somewhat conservatively as they are very wary of the Redemptors’ Macroplasma guns and of how quickly the Ultramarines can get across the board. The thought is to try to deploy in a way that the Vindicators can castle up around Abaddon in Round 2 to start shooting at the Objectives and to position the Rhinos and Bikers to threaten the flanks. Lastly, they ran out of drops before the Ultramarines and so their Scout move on the Lord Disco was blocked by the Combi-weapon Lieutenant.

The Ultramarines deploy a bit more aggressively than the CSM. They use their Scouts and Combi-weapon Lieutenant to shut down any Scout Move potential and then position the Stormraven Gunship where it will have easy access to the center of the board. Lastly, they position 2 of the Redemptors to threaten the side objectives and bunch the infantry around G-Man as a giving him Lone Operative and providing potential additional OC reinforcement to the middle.

CSM wins the roll off to go first and has to Scout move laterally instead of forward like they wanted to. The Ultramarines then choose Objective 4 for the Combi-weapon Lieutenant’s re-roll Wound rolls of 1 ability. Board state at the start of the battle is shown below.

Board State: Start of the Battle

ROUND 1:

Phase: Go First: CSM
Score at Start10
Command-Draw Establish Locus and Marked For Death for Secondaries
-Ultramarines mark G-Man, Redemptor 1, and the Stormraven
-CSM marks the Combi-weapon Lieutenant
-Cultists sticky Objective 2
-Abaddon chooses 4+ Invulnerable Save aura ability
Movement-Lord Disco moves to Charge Combi-weapon Lieutenant
-Combi-weapon Lieutenant Reactive Moves 6 inches away and onto Objective 4
-Warp Talons move out Charge the Combi-weapon Lieutenant
-Bikers and Rhino 1 move to Objective 5
-Cultists hide behind terrain
Shooting-Lord Disco whiffs into Intercessors 1
Charge-Warp Talons use Reaver’s Haste to Charge into Combi-weapon Lieutenant
Fight-Warp Talons kill Combi-weapon Lieutenant for 2 VP
End of Turn-Warp Talons go into Reserves
-Score 2 on Secondaries
-Drop Establish Locus for 1 CP
Score at End12

Not a ton of action that turn but both sides kind of got what they wanted. CSM was able to pin the Combi-weapon Lieutenant between 2 units and kill him. Even better, they were able to activate the Warp Talons go back into reserves ability by doing so and score 2 points for it. Meanwhile, the Ultramarines got CSM to invest more resources than they wanted to in a “trade down”. CSM burned 1 CP and had to expose the Lord Disco in order to pin the Combi-weapon Lieutenant and all they got for it was a 70 point model kill, 2 points on secondaries, and putting the Warp Talons in reserves. They also only control one midfield Objective, which the Ultramarines like to see. The board state in the middle of Round 1 is shown below.

Board State: Middle of Round 1

Phase: Go Second: Ultramarines
Score at Start10
Command-Draw Secure No Man’s Land and Marked For Death for Secondaries
-CSM mark both Vindicators and Rhino 2
-Ultramarines mark Lord Disco
-Oath of Moment 1 on Lord Disco
-Oath of Moment 2 on Bikers
-Intercessors 1 sticky Objective 1
Movement-Scouts move onto Objective 3
-Redemptor 2 stages
-Stormraven moves onto Objective 4
-Incursors move close to G-Man
-Redemptor 1 Advances to Charge Lord Disco
-G-Man inches out to within 12 inches of Remdeptor 1
-Intercessors 1 hide behind terrain
Shooting-G-Man gives Redemptor 1 Blitzing Fusillade to enable it to shoot
-Redemptor 1 does 1 Damage into Lord Disco
Charge-Redemptor 1 into Lord Disco
Fight-Lord Disco uses Unfailingly Obdurate to tank all Redemptor 1 attacks
-Lord Disco does 3 Damage back
End of Turn-CSM uses Opportunistic Raiders on Lord Disco to Fall Back towards Objective 4
-Score 5 on Secondaries
-Drop Marked For Death for 1 CP
Score at End15

Well that didn’t go according to plan for the Ultramarines. Their board positioning is exactly how they want it, but Redemptor 1 hitting and bouncing off Lord Disco wasn’t good. It’s not the end of the world though, as they continue to bleed CSM of CP and are leading on the scoreboard. The trick now will be ensuring that they can survive the upcoming CSM attacks. The board state at the end of Round 1 is below.

Board State: End of Round 1

ROUND 2:

Phase: Go First: CSM
Score at Start12
Command-Draw Assassination and Behind Enemy Lines for Secondaries
-Abaddon picks hit re-roll aura ability
-Score 5 on Primary
Movement-Move Vindicators 1 and 2 to shoot at Stormraven
-Inch Abaddon to the side to ensure his aura buffs both Vindicators
-Lord Disco moves to Charge Stormraven
-Lord + Chosen disembark out of Rhino to Charge Redemptor 1
-Bikers use Warpcharged Engines to Advance into Ultramarines DZ
-Rhino 1 moves onto Objective 5
-Rhino 2 Advances onto Objective 3
-Warp Talons Deep Strike into Ultramarines DZ near Bikers
Shooting-Lord Disco uses Corrupt Machine Spirits to do 3 Mortal Wounds to Stormraven
-Lord Disco uses Spirit Thief to give CSM units re-roll 1’s to Wound vs Stormraven
-Rhino 1 whiffs into Redemptor 1
-Bikers do 5 Damage to Redemptor 1
-Lord Disco whiffs into Incursors
-Rhino 2 kills 3 models in Scouts thanks to Bile shooting out of the Firing Deck
-Vindicator 2 targets Stormraven
-G-Man gives Stormraven Ride Hard, Ride Fast for -1 to Hit and -1 to Wound
-Vindicator 2 does 6 Damage to Stormraven
-Vindicator 1 kills Stormraven through Armour of Contempt
-Victrix and Intercessors 2 each take 2 mortal wounds during disembark
Charge-Lord Disco into Victrix
-Lord + Chosen into Redemptor 1
Fight-Lord uses Lord of Chaos ability to give unit Ruinous Raid for 0 CP
-Lord uses Chance for Glory ability to solo kill Redemptor 1
-Redemptor 1 explodes and does 3 mortal wounds to Chosen
-Lord Disco kills 3 models in Victrix
-Victrix use Banner of Macragge ability to kill Lord Disco
End of Turn-Score 4 on Secondaries
-Drop Assassination for 1 CP
Score at End21

Positive view – CSM is killing the Ultramarines at a faster rate than anticipated and is trading really well. They are way up on unit count and have taken down 2 of the 5 Ultramarines’ Vehicles or Monsters.

Negative view – CSM is still not putting up a ton of points and is spending CP at a VERY concerning rate. They also aren’t super well positioned to hold much off what they just grabbed from the Ultramarines in terms of Objectives and primary points. Given that the Ultramarines go second, the lack of scoreboard differential is starting to become concerning if CSM can’t table the Ultramarines.

Board state in the middle of Round 2 is below.

Board State: Middle of Round 2

Phase: Go Second: Ultramarines
Score at Start15
Command-Draw Extend Battle Lines and Display of Might for Secondaries
-Scouts pass Battle Shock
-Oath of Moment 1 on Vindicator 1
-Oath of Moment 2 on Lord + Chosen
-Score 5 on Primary
Movement-G-Man Advances towards Objective 5
-Redemptor 3 moves to Shoot Vindicator 1
-Victrix stage behind terrain between Objectives
-Redemptor 2 moves onto Objective 3
-Incursors and Intercessors 1 Advance to Shoot Rhino 2
-Intercessors 2 move onto Objective 4
Shooting-Redemptor 3 kills Vindicator 1
-Redemptor 3 fails Hazardous and takes 3 mortal wounds
-Incursors mark Rhino 2 to give all other units +1 to hit against it
-Intercessors 1 do 1 Damage to Rhino 2
-Redemptor 2 kills Rhino 2
-Chosen take 2 mortal wounds disembarking
Charge-Redemptor 2 into Bile + Chosen
-G-Man into Lord + Chosen
Fight-G-Man kills Chosen but Lord tanks all attacks on Invulnerable Save
-Redemptor 2 whiffs into Bile + Chosen
-Bile + Chosen kill Redemptor 2 by rolling hot on their Dark Pact Lethal hits
-Lord whiffs into G-Man
End of Turn-CSM use Opportunistic Raiders on Bikers to move them onto Objective 1 and block Ultramarines from getting full Extend Battle Lines (NOTE – This was used in error and should not have been allowed. SM should have scored 8 points this turn)
-Score 6 on Secondaries
Score at End26

This game continues to be interesting as Ultramarines are doing what they need to on the scoreboard, in managing their CP while making CSM burn theirs, and in board position but continue to be behind on unit count thanks to some untimely whiffs by the Redemptors. Ultimately, I think this game is still leaning towards the Ultramarines, but CSM is making it interesting and is going down fighting…..literally. Board state at the end of Round 2 is below.

Board State: End of Round 2

ROUND 3:

Phase: Go First: CSM
Score at Start21
Command-Draw Cleanse and Engage On All Fronts for Secondaries
-Abaddon chooses hit re-roll ability
-Score 5 on Primary
Movement-Legionaries get out of Rhino 1 and move to Charge G-Man
-Warp Talons move to Charge G-Man
-Bile + Chosen Advance towards the Incursors and Victrix
-Victrix use Wind-swift Evasion to Reactive Move onto Objective 4
-Abaddon + Chosen Advance towards Redemptor 3 and Victrix
-Vindicator 2 moves to gain Line of Sight on Redemptor 3
-JPI’s Rapid Ingress into CSM DZ
Shooting-Rhino 1 and Bikers Cleanse
-Lord does 2 Damage to G-Man
-Bile + Chosen kill Scouts and do 1 Damage to Intercessors 1
-Vindicator 2 kills Redemptor 3 through Armour of Contempt with 24 Damage
-Abaddon + Chosen kill Intercessors 2
Charge-Legionaries into G-Man
-Warp Talons into G-Man
-Abaddon + Chosen into Victrix
-Bile + Chosen into Incursors
Fight-Abaddon + Chosen kill the Victrix and Ventriss
-G-Man uses Counter Offensive for 1 CP thanks to his ability
-G-Man kills Legionaries and 4 of 5 Warp Talons
-Warp Talon does 2 Damage to G-Man
-Bile + Chosen use Pile In to tag Intercessors 1
-Bile + Chosen split attacks and kill Intercessors 1 and 4 of 5 Incursors
-All others whiff
End of Turn-Rhino 1 Cleanse fails as G-Man controls Objective 5
-Score 6 on Secondaries
Score at End32

Ummmm….wow. That turn was pretty insane for CSM and just completely flipped the game. The goal going into the turn was to kill Redemptor 3, pick off a few more models in the Victrix, and start pressuring the Ultramarine scoring units. Instead, the Vindicator absolutely went off by rolling max hits, 4 Sustained hits, and then 3 6’s for Damage. This was followed by CSM making all of their Charges, most of which were 6 to 7 inches, and Abaddon going ham on the Victirx in the mid-board (which he tends to do if he gets into melee). G-Man was able to save the turn from being a total backbreaker by using Counter Offensive to wipe 2 units and block a 3 VP Cleanse, but still, this turn was ugly for the Ultramarines. Board state in the middle of Round 3 is below.

Board State: Middle of Round 3

Phase: Go Second: Ultramarines
Score at Start26
Command-Draw Assassination and Storm Hostile Objective for Secondaries
-G-Man picks added OC and Battle Shock Test re-rolls instead of 2nd Oath ability
-All units pass Battle Shock
-Oath of Moment on Vindicator 2
-Score 5 on Primary
Movement-Incursor Falls Back into Terrain
-JPI’s roll a 4 on Advance and setup a Charge into Vindicator 2
Shooting-Incursor uses Haywire Mine to do 2 Mortal Wounds to Bile + Chosen
-G-Man does 4 Damage to Lord
Charge-JPI’s into Vindicator 2 and do 2 Mortal Wounds on the Charge
Fight-JPI’s Pile In to get all models on Objective 2 to out OC Vindicator 2 and score Storm Hostile Objective
-Vindicator uses Unfailingly Obdurate to tank all but 1 Damage from JPI’s
-Lord does 2 Damage to G-Man
-G-Man kills Lord for 5 VP and last Warp Talon
-Vindicator 2 whiffs into JPI’s
End of Turn-CSM uses Opportunistic Raiders to move Abaddon + Chosen 6 inches closer to G-Man (NOTE – this was the last instance of using this Strat incorrectly as the unit was not eligible to Fight. No impact to points)
-Score 9 on Secondaries
Score at End40

Ultramarines did a good job scrambling to maximize Secondaries that turn but are woefully behind on units and killing power. It’s looking like they may get tabled shortly, which will allow CSM to run up a decent differential in the late game. Board state at the end of Round 3 is below.

Board State: End of Round 3

ROUND 4:

Phase: Go First: CSM
Score at Start32
Command-Draw Extend Battle Lines and Recover Assets for Secondaries
-Pass all Battle Shock
-Abaddon chooses hit re-roll aura ability
-Score 8 on Primary
Movement-Abaddon + Chosen Advance to Charge G-Man
-Bile + Chosen moves onto Objective 4
-Cultists retreat backwards into the CSM DZ
Shooting-Rhino 1, Cultists, and Bikers all Recover Assets for 5 VP
-Abaddon kills G-Man
-Vindicator 2 kills 4 of 5 JPI models to take back Objective 2
-G-Man stands back up
Charge-Abaddon + Chosen into G-Man
Fight-Abaddon GOES OFF and does 24 Damage into G-Man
-JPI does 2 Damage into Vindicator 2
End of Turn-Use Opportunistic Raiders to move Bile + Chosen fully onto Objective 4 (NOTE: the unit was not eligible to Fight and so should not have been able to do this. It was a mistake and, luckily, did not impact the score)
-Score 9 on Secondaries
Score at End49

And there is the final blow. With G-Man down, and pretty much punted into the next galaxy by Abaddon, Ultramarines don’t have enough resources to do much of anything for the rest of the game. Board state in the middle of Round 4 is below.

Board State: Middle of Round 4

Phase: Go Second: Ultramarines
Score at Start40
Command-Draw Establish Locus and Bring it Down for Secondaries
-Drop Establish Locus for Defend Stronghold
-Pass all Battle Shock tests
-Oath of Moment on Vindicator 2
-Score 0 on Primary
Movement-JPI Falls Back from Vindicator 2
-Incursor Advances towards Bikers
Shooting-Incursor whiffs
Charge-JPI into Vindicator 1 and does 1 Mortal Wound on the Charge
-Incursor uses a CP re-roll to get into Bikers
Fight-Incursor whiffs
-Vindicator 2 uses Unfailingly Obdurate to live on 1 Wound
-Bikers kill Incursor
End of Turn-Score 0 on Secondaries
Score at End40

And that’s the game. Ultramarines are about to be tabled and CSM will max primary in the final turn to run up a 15-5 or 16-4 differential for the game. Board state at the end of Round 4 is below.

Board State: End of Round 4

ROUND 5:

Phase: Go First: CSM
Score at Start49
Command-Draw Overwhelming Force and Sabotage for Secondaries
-Pass all Battle Shock tests
-Score 15 for Primary
Movement-Bikers move into terrain in Ultramarine’s DZ to Sabotage
Shooting-Vindicator 2 kills JPI for 3 VP, table’ing the Ultramarines
-Bikers Sabotage
Charge-None
Fight-None
End of Turn-Score 3 on Secondaries
Score at End67

That’s game. Ultramarines are tabled and CSM will finish at 73 total points, which will leave the game at 73-40 or a 16-4 win for CSM. Board state in the middle of Round 5 is below.

Board State: Middle of Round 5

Phase: Go Second: Ultramarines
Score at Start40
Command-None
Movement-None
Shooting-None
Charge-None
Fight-None
End of Turn-Score 0 on Secondaries
-CSM scores 6 for Secondaries
-Score 0 on Primary
Score at End40

Final score for the game is 73-40 or a 16-4 win for CSM. Board state in the end of Round 5 is below.

Board State: End of Round 5

RESULT:

Singles Format: 73 – 40 CSM WIN  (Note: should have 73-42 once CSM mistake in Round 2 is accounted for)

WTC Teams Format: 16 – 4 CSM WIN

GAME REVIEW:

Sigh. From an Ultramarines’ perspective, this is a classic example of me struggling with something that I discussed as a needed improvement goal for 2026. I got into the game and got so excited that I played the Ultramarines too aggressively and lost sight of the Win Condition that I had articulated at the start of the battle. I don’t think the issue was list or mission/terrain, although the deployment layouts definitely favored the Vindicators more than anticipated. I think the issue was a lack of patience and a little bit of “durability arrogance” on the part of Ultramarines. I was far too careless about leaving units on Objectives and then paid for it when CSM spiked dice and the added AP from their detachment rule punished me for it.

From a CSM perspective, this game turned into a pleasant surprise. CSM definitely played a more patient and disciplined game than the Ultramarines by sticking closer to their Win Condition. They also got a bit lucky by having some dice spike at the crucial times, but that happens in a dice game. The important part is that they capitalized on it when the game state called for it. They saw the right time to push and took it. Lastly, I think the thing that I am most excited about is how CSM played around all of the Reactive and Surge Moves that the Ultramarines had. They were able to effectively pin several units by giving them no “safe space” to Reactive Move to and I think that was a major part of why they won the game.

WHAT I WOULD CHANGE NEXT TIME:

  • CSM
    • Not much. I am very excited about how CSM played this game. The only nitpick would be not Charging the Legionaries into G-Man in Round 3 in as a way of protecting a Cleanse for 3 VP, but that was a minor mistake.
  • Ultramarines
    • Discipline and patience. I continue to see the Stormlance rules and 2+ saves and get too excited and aggressive. I need to keep remembering that outside of G-Man and the Victrix, Ultramarines is a shooting and not melee army. The Redemptors are great because of their guns, not because of the Redemptor Fist that consistently whiffs.

EARNED THEMSELF A NAME:

Vindicator 2 and Abaddon. Between the two of them, they broke the Ultramarines’ back in Rounds 3 and 4 by emphatically blowing the final Redemptor and G-Man off the table with massive damage spikes.

MAGNUS OF THE GAME:

The Ultramarines general…..me. I need to start telling myself at the start of every Space Marines’ game “remember, it’s not an all-in melee army no matter how much you want it to be one”.

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