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Sharpe's Rifles Bat Rep 2


Chefzilla

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Today was the second round of our 40k/Kill Team Hybrid campaign.

 

After last week's successful defense following the ambush. Sharpe's Rifles secures and begins to defend the city center. We consolidated and brought down elements of the 2nd Cavalry to beef up our offensive punch.

 

We made contact with Inquisitor Rostison and he informed us that the Archenemy had commandeered a manufactorum and they were converting it to a warp forge. We immeditaly moved what forces we had to destory the forge.

 

Game rules. 1000 points. Objective: Sharpe and a unit must get across the map to the manufactorum, breach the building and destory the forge.

 

Sharpe's Rifles:

HQ: Captain Sharpe, a squad of scions with tempestor and Inquisitor Rostison in a Chimera

 

1 infantry platoon with 3 squads and heavy weapons: 2 hvy bolters and 1 Autocannon

1 Lemam Russ Squadron: Pask in a Punisher and Nova Eradicator as wingman.

1 Wyvren

1 Basilisk

 

There's really not a lot to report here as the Archenemy really only fielded renegade guard and no armor except for one veteran squad in a chimera.

On turn 4 he got close enough to disembark that squad and his meltas killed Pask but they were quickly destroyed by the Eradicator. My big guns tore him up and Sharpe was able to breach the building by turn 5. Need to remember that transports can move 12".

 

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Huzzah! Looks like he was gunning for Pask but he won that battle to lose the war, well done on the last minute completion of the objective :D You're putting the pressure on the traitors so keep it up and victory will surely be yours! Flat Out moves are useful so don't forget them ;)

As much as I like the Eradicator and recommend using it, it can be a bit niche. If you're not up against a fair number of medium infantry (or worse) then you might be better off looking elsewhere - but if not then the ability to outright ignore all cover can be extremely useful :)

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