welcome ladies and gentleman to another glacial deep cool to your battle reports I am Phil the glacial geek coming to hear from some online games in Pooler Georgia where I'll be fighting a 200 point battle commander kill team battle with elites between my jeans the other Colt and Neal's thousand suns the story that we've got going on here is that the thousand suns were establishing a a base that was operating out of this planet here and everything seemed to be going well until suddenly they found that the populace was rising up against them which angered angered them immensely that how dare they rise up against the thousand suns but when they started to get into the thick of things trying to shut it down quickly they soon realized that they were in fact being having to deal with a gene stealer cult uprising so that's the story that we got going on we're going to be playing one of the missions from the elites book which is going to be smash they're champions or crush their champions so essentially we deployments are squares that are kind of in the middle over here so way from the edges they are also going to be that at the end of the game if someone's broken if one only one team's broken then the one who's unbroken wins otherwise it comes down to a you get three points for taking out the enemy commander and you get one point for taking out enemy specialists in addition to all of that if your commander is lost you automatically break the next time you have to test for breaking to see if you break and if your commander takes out an enemy model all friendly models within six inches of them that are shaken are no longer shaken so pretty cool pretty cool addition there with the commanders so before we go any further though let's show you the to kill teams are going to be facing off so for the Jean stealer cult my kill team will consist of from left to right here my commander who is a Sanctus we then have my leader who is a neophyte leader we then have a zealot specialist who is an aberrant with a power pick we have a heavy specialist who is a neophyte gunner with a mining laser and we have a combat specialist who is an acolyte fighter with a hand flamer and a heavy rock saw then for the rest of the crew here we have two more a birds with power picks we have an acolyte leader with a hand flamer we have an acolyte with a hand flamer we have an acolyte fighter with a heavy rock saw we have a neophyte gunner with a mining laser and for gene stealers and for the thousand suns his kill team will consist of from left to right his commander who is a Zheng gor shaman on a disk with a staff we then have his leader who is a scarab occult aspiring sorcerer with a staff and a combi bolter we then have to scare of occult Gunners with Soul Reaper cannons and power swords one will be a demolitions expert one will be a heavy expert we then have a aspiring sorcerer with a staff and Inferno bolter bolter with who is going to be his combat specialist and to round it all off we have a scarab occult Terminator here with a combi bolter and a power sword alright so those are the two kill teams going over to flame here I've got my heavy specialist I'm here I've got my other gunner on the other side over there I've got a pure strain I've got my acolyte fighter are they my acolyte regular acolyte with the hand flame er there I've got one of my aberrant here I've got the fighter with the rock saw there I've got the acolyte leader with a hand flamer and another pure string behind him I've got a pure strain down in the corner over there over on this side I've got my combat specialist and I've got my I've got my other aberrant with a pick regular pick and I have another pure strain I've got my Sanctus up on top of here back over here I've got my leader and then back over here I've got my eyes l at specialist who is my aberrant with the pick there so that is deployment for the GCL occult going of a deployment for the thousand suns we've got his two Gunners up on top over here both of them just set up over here we've got his commander back over here we've got his aspiring sorcerer combat specialist over here and in reserves he's going to place his leader and his other regular terminated but because he has his leader out there what happens is at the beginning of this first turn here I will get to command points but my opponent will only get one because it has to be on the table at the beginning of the term so that's the deployment we will now roll off to see who will have initiative going into turn one my opponent gets the seven I get an eight so we'll come back to you that all right so my my cult ambush ability I rolled all three of these guys so my aberrant my fighter and my regular acolyte there with the hand flavor all were able to move up he was not able to move up that's my acolyte leader this guy my combat specialist was able to move moved up over this way and I think that was it that was all the ones that were able to move so now at the beginning of the first battle round I am going to use the Sanctus tactic which is to CPS is pretty pretty hefty but it allows him to now shoot as those the shooting face so he's gonna take a shot into his shaman over there so it's gonna be one DC I shoot this one shot with his with his sniper rifle they're hitting on a Tuesday rifle doesn't suffer the penalties for being at long distance and because he has his familiar there he doesn't suffer the penalty for being obscure so she's gonna be hitting on a two that is a hit strength for toughness for so looking for a four to wound that's not a hit I am don't have anything to reroll that so that is going to be it alright movement phase for the gene stealer cults here on turn one I am cult of the doing the twisted helix which used to be +1 strength and Plus 2 inches to advances everybody advanced except for my heavy specialist my other gunner my Sanctus and then my leader down over here they all are going to ready themselves I don't think I leader can see anyone but these guys already themselves everybody else advanced and got the plus 2 inches except for the pure strains those guys don't get the benefit of that which is poopy but you know it is what it is so that is going to be it for movement phase for the GCL occult here we'll come back to you after movement phase for the thousand signs all right so movement face for the thousand sons his sorcerer moved up over this way looking down over here these two guys readied themselves and he moved up over this way then look down over that way his reserves are going to stay in reserves for now they just have come in before turn three so that's gonna be it for the move phase we'll come back to you with the psychic phase alright so starting off the psychic phase my opponent is going to start with him is his source were there is going to site is going to sigh bolt into my averin over here so looking for a five that goes off on eleven which is actually d3 mortal wounds on to him so d3 mortal wounds doing two mortal wounds which takes him down to zero so here we go let's see if he's out of action no he takes a flesh wound my opponent actually gonna spend his one command point to try to reroll that injury roll into a2 so still a flesh wound alright so he's actually a psycho specialist for the commander there so that actually was +1 there so he got a 12 but it still doesn't make a difference if still did the same thing 11 plus and they get d3 mortal wounds also for everyone say and a burns get the feel of pain non kill team that's only in regular ones so it reduces damage by one but those are three separate or those are two separate mortal wounds that were put onto him so that's how that worked out all right that's the sun's chapter tactic is they get to you two guys have to be elected to psyche here so this guy is now going to put site side bolt on to my acolyte down over there with the hand flamer so here we go looking for looking for a 5 to go off getting it with an 8 so that's going to be one mortal wound on to him which is gonna be enough to get him out there and a 3 he takes a flesh wound alright so we start off the shooting phase here now with my Sanctus he's gonna fire into his demolitions expert over here so it's going to be one shot hitting on a two that is a hit wounding on a four that is not alright so now his demolitions expert is going to fire into my Sanctus he is more than half range so as minus one to his hit role there he's also got obscured which is minus one and he has a camo cloak which gives if he's obscured it gives them an additional minus one to the hit so he will be hitting on sixes getting no hiss all right so now my heavy specialist here is going to fire into his Dubrow Here I am going to be hitting on a six because he's at more than half range and obscured over here so hitting on a six show an iPhone first new and now his heavy specialist is gonna fire into my heavy specialist so he's gonna be four shots hitting on five because of range and of obscure meant getting one hits strength five so looking for a three to wound that is a wound AP minus three so this is gonna go straight through so now injury test here takes a flesh wound and that my other minded lazer guys gonna shoot into him hitting on six is because of range and obscure meant no no hit alright so now his Dubrow here is going to be firing into my into my acolyte down there so he's gonna have one shot it's at long range with this pistol but it's not obscured so we hitting on a for no no hit alright so that is the end of turn one there there are no fights to be had here there's no morale test to be taken so we're now going to roll for initiative to see who has it going into turn two I rolled a 9 my opponent rolled an eight so we'll come back to after movement phase for the GCL occult alright moving phase for the GC that called here I'm gonna have a few that I have to do after it but I'll go over what I've got so far because I'm gonna wanted to show you some charges they're gonna clear some guys out of the way so first we have my heavy specialist moved up over this way looking on these guys he readied himself he readied himself this pure strain I'm here advanced up over this way and everyone else is going to well this guy at my zealous specialist actually advanced himself up to the top over here cuz he was all the way at the bottom so now we're gonna have some charges hopefully clear the way for some other guys who were probably gonna advance into position so the first one we're going to do is the guy down here is going to charge into his heavy specialist up here cannot see him because he's down below over there so he's going to need a a for what was it I think was a seven inch charge seven inch charge for him to get in over there he's not gonna make it with that I'm gonna spend a CP to reroll that and he doesn't go to the 10r so my other aberrant here is also going to charge into him looking for a 1/8 inch charge for him no don't make with a seven all right so now my fighter here is going to charge into this guy here we need a 10 inch charge to make it into this one well so three even if the other one that fell off the table is the six would not make it and then my other acolyte there's gonna charge in again 10 inches we'll get him in not on a four alright so the rest of the movements that happen over here everyone just kind of ended up over on this side and these guys ended up over on this side he moved down to there after his failed charge so there's gonna be it for the movement phase 4gc like oh but come back to after movement phase four the thousand suns alright so that is going to be the movement phase now for the thousand suns this guy is locked in combat he is going to ready himself he's gonna charge cannot fail that charge we're just gonna let him in there and then he is going to charge into my averin over here so he needs anything but a double one that was close but that's what he needed to get in alright so into the psyche phase now we're gonna start with his shaman into my dude bro of here looking for a 5 or a 4 on the dice because he gets plus 1 that is going to be good so that's gonna be one mortal wound on to him and a sorcerer here it's going to do it into my zealot gets it on a 7 so he's gonna take a mortal wound as well alright so I sake this is going to start us off in the shooting face into his demolitions expert so hitting on a 2 that is a hit wounding on a 4 hey with a 6 that is a mortal wound in addition plus it's a wound so it's gonna be a P minus 1 so he's going to have a 3 up save because he's 2 plus armor so anything last one Oh all this dust so it's actually to be a 2 plus because it ignores that ap minus 1 and he's good all right ahem Aleutians expert is going to shoot into my heavy expert over here so he's gonna have four shots hitting on force because of being obscured that is going to be three hits these are going to be strength five which would be wounding him on threes but because he's a demolition expert and he's obscured it will be wounding on twos that is going to be three wounds ap minus three so those are just gonna go straight through what's the damage on that one one so you have one injury role to take over here plus one because he's already got a wound there Oh takes another flesh wound yeah bones gonna spend a Sukkah 0.2 reroll that into a six he is out of action so my my name dude bro is gonna fire into him range and obscure meant means that he is hitting on a six no no hit all right so now my my dude bro over here is gonna start us off by attacking into his his guy over here so it's going to be two attacks hitting on threes with his power pick so that's gonna be two hits strength six because of being twisted helix wounding on Three's that is gonna be one wound ap minus two so he's looking for a four up save it is d3 damage so here we go six he's good to go alright so now his dude row here is going to attack into my zealot specialist he's got three attacks because he's the combat specialist C's are gonna be hitting on threes getting one hit this is now going to be strength plus two so cuz he's got the staff wounding on a three that is a wound AP minus one so it's going to be looking for a six up save showing I feel first new it goes through so d3 wounds three damage so that's gonna take him down to zero so now he rolls three injury rolls here maybe that arrived he's gonna be dead alright so now his shaman is going to attack into my a Burin over here so the yellow orange dye is gonna be the disk and the others are going to be his attacks these are gonna be hitting on threes so that's all but one hit there these are gonna be strengths for right or those are straight six this is strength four so that's going to be wounding on a four that's gonna be a wound and then these are going to be strength six of wounding on Three's all right so it's gonna be one wound from there too so that's a PE minus one and – nothing so the minus one is gonna be six no that's gonna go through so he will do an injury role for that one and I sixties out all right so that is going to be itch we do have some nerve test to take here my guy down here is has a flesh wound so he has to take a test there's three guys out so three plus two is five he's good to go and same thing with my dude bro over there three plus four is seven he's also good to go so that is going to be it for round two here so now we're gonna go into the third round we will roll to see who has the initiative going into three I roll the floor my opponent rolled in nine so we'll come back together movement phase four the thousand suns alright moon phase four thousand suns his two Gunners readied themselves as did his aspiring sorcerer over here and is Zhuang Goron a Dhingra shaman on a disk moved up over this way trying to get some line-of-sight down over here for his psychic abilities that's gonna be it for the moon phase these guys gonna come at the end of the movement phases I have to do my movie before they can come in so we'll come back to you with the gene sealer called movement alright so starting out the movie phase everyone's charging the police guys are gonna charging these guys are going to ready so we're starting to hear this guy down here he's going to charge into his demolitions expert up over there cannot see him so so nation we'll get him in alright my acolyte down there is gonna charge into his aspiring sorcerer so he does have a pistol overwatch here looking for a six no does not hit him as distance seven inches boom aight let's find out my pierced right over here needs an eight-inch charge to get into his terminated uber over there i does with a tone and then this guy needs a nine in charge to get in he's in with a turn my aberrant done here's going to charge into his heavy specialist cannot see him and a 7-inch he'll get in here straight here is gonna charge into his shaman up there and nine inches will get them in my combat specialist is going to do the same thing eight inches it will get him in a peer strain here is going to nine inch charge to get into that Terminator oh he's in with an 11 and now my leaders gonna charge into his Terminator back over there eight inches I don't think that's gonna get him in all right he needs a 9 inch charge but I'm gonna spend the CP to reroll that no he's not in all right so at the end of the movement phase my opponent brought in his reserves so his leader dropped it over here five inches away from my commander his other Dubrow did over here five inches away from my leader who is right back over there so that is going to be it for the movie phase we'll come back to you with the psychic phase income sorry start of the psyche phase with this guy giving using side bolt against him so looking for a 5 goes off with a 9 so he will take a mortal wound which he's already had a flesh wound so +1 to this role on a 5 he's out and then his leader is going to side bolt into by commander over here so he again he's looking for a 5 to go off and on 7 he takes a mortal wound all right so we're now doesn't start the shooting phase with my commander my Sanctus shooting into his leader of here so looking for a 2 to hit that is a hit looking for a 4 to wound that's a 4 to wound to AP minus 1 so he's got a 3 up save oh but he's good alright so my mind laser guy's gonna shoot into his aspiring sorcerer over here just see him gonna be hitting on a 6 because he's obscured him more than 12 inches away no no hit all right so my leader is going to fire into his dudebro down over here two shots with his auto gun that is going to be one hit that is gonna be a wound so he's got a to up-armored save yes yeah he's good all right so now his Dubrow here he's gonna firing him a liter four shots cause he's in rapid-fire range hitting on threes that it's gonna be one hit strength for so looking for a 3-2 wound that is a wound ap minus two is gonna go straight through so let's see if he's out of action on a two he takes a flesh wound all right so we started the fighting phase with my with my combat specialist here into his shaman over there so that's gonna be three attacks you guys he's the combat specialist hitting on threes there's gonna be three hits strengths effective strength 5 times 2 so it's rank 10 into his dubrow there so wounding on twos that is gonna be three wounds ap minus four so he's got to involve five up saves failed all of them so that's gonna be six damage he is definitely dead so to injury roles here too or he's got all his moves are down to zero so we're gonna have to injury roles here because the damage of that weapon is two and on a four he is out of action all right so now my pure strain here is gonna attack into his Terminator he's gonna have three attacks hitting on threes that is all hits strength for toughness for wounding on wounding on fours that it's gonna be one wound at ap minus one so this is going to be looking for a three up save he's good it's not my average gonna attack into him two attacks hitting on fours because he's wounded that's gonna be two hits strength six because of being twisted helix wounding on threes that is going to be two wounds ap minus two on the pic here so this is going to be looking for four up saves under dude bros there make some bows all right another pure strain that here is going to attack three taxon threes that's going to be two hits wounding on fours that's gonna be one wound eighty minus one so three up save no he takes a wound he was actually already wounded so let's see what happens on a three he takes a flesh wound and now this guy is going to attack into him to my other to my other pure strain that's gonna be two hits that's gonna be no wounds and I like rocks all guys gonna attack into him that's going to hits strength ten so wounded on twos that is two wounds ap minus four so he's got what a five up in ville save it's a two five ups who fails them both so he's going he's already down to zero so that's gonna be two injury role test here because of it being damaged – that's gonna be a four plus one so he is out of action all right so now my opponent will attack back over here with his Terminator into my aberrant so it's gonna be two attacks here hitting on threes getting one hit strength for toughness for so looking for a four to wound that is a wound that's gonna go straight through so now we have an injury test here ap minus three yeah that's gonna go straight through there's armor there so now we have the injury role here on a three plus one because he's already got a flesh wound he is out of action so after that Abra was taken out of action over there I spent three command points for the tactic called the colt innumerable which allows me to set up my dudebro back in my deployment zone more than nine inches away from his model over here and he just comes back he still counts as a casualty at the end of the game but uh yeah I've now have an aberrant back here in my back zone that was already hurt that was suffering from all these guys doing their fun stuff so that's gonna be it for the fight phase so we'll come back to you at the end for the morale phase all right so that morale phase now because I killed his commander my opponent's army is now broken and they will be for the rest of the game here but he doesn't have to take any nerve tests because none of them have flesh wounds on them right now and because there's only two guys out they can't actually fail since the lowest leadership be has before the two terminators is eight the other guys are nine so I still gotta kill some guys before he can start taking some nerve test but still I'll take it that's pretty good so that's gonna be it for the the turn here on turn three so now we will roll to see who has the initiative going into turn four I roll the seven my opponent will attend so I'll come back to you after movement phase for the thousand sons alright so into the movement phase this guy's gonna stay in combat over there and then we're going to have some salt assaults now so this guy over here is gonna charge into my Sanctus I'm gonna fire overwatch here looking for a six show when I fell first knew no hit there so he needs a 5-inch charge to get in because he had to be outside of five inches when he dropped in over there so he's got to command points now we both have to command points I could both our leaders are alive so he needs a five inch charge over here makes it with a six this guy down here is gonna charge it in my leader over watching not getting any hits there so now here comes his charge needs five in charge makes it with an eight and then this guy's gonna charge him over here will roll I don't think it makes difference here I think he's gonna be pretty much in definitely with seven all right so my movement phase would start with my pure strain here charging into his dudebro over there the six inches will get him in combat specialist is going to charge into him he'll be in with a tone up here strain here is going to charge into him three inches will not make it in I'm gonna spend a command point two reroll that that will get in underneath and this fighter here is gonna charge in he's in with a seven and my ever in here is gonna charge into his dubrow over there three inches will might get him in we'll see and this guy here is bored so he's gonna charge into his do grow up here he's the natives charge to get in and he's into the 10 and then but leave it on here's gonna charge up in here nine inches he will be in alright so into the second phase this dude bro is going to use side bolt into my rack saw bro see we got looking for a five gets it on a ten so he is going to have one mortal wound which goes straight through so now his injury test before he's out and then his leader here is gonna say psych into my Sanctus here we go so here comes his uh looking for a five to go off it does on the nine so you'll take another wound all right so my opponent he's going to spend two cp4 decisive strike here to attack at the beginning of the fight face here he's gonna attack with his dubrow here into my combat specialist so here he goes with two attacks here hitting on threes that's gonna be two hits these are strengths for so wounding on threes so both gonna go through so here we have an injury test now so here we go one died because there's only one there's and he's out of action alright so after this I strike you then go into the initiative my opponent has the initiative so he's going to start with this guy attacking into my Sanctus I am going to spend one CP on blinding acid spit which I roll a dice on a four plus I subtract one from all of his attacks into me over here so on a four plus no waste of CP all right so here we go here come these tacks hitting on threes okay what if it hits anyway so that's two hits these are strengths six so wounding on to Z is two three those are both wounds ap minus one so it's going to be looking for six up saves show me those Phil first new I make neither of them so it's gonna be d3 damage so the first one is two damage which is enough to take him out so to injury rolls here once again alright so here we go because that one the tude the the d30 of the d3 gave him two wounds took him down to zero he will now roll to damn injury rolls here and on a six he is out of action inside all right so I'm gonna activate my apperent down here that charge so he's gonna have two attacks hitting on threes there's going to be two hits wounding on Three's because it's strength six with twisted helix that's going to be two wounds ap minus two so these are going to be ap minus two so looking for what's my call it looking for for ups yes d3 makes one fails one d3 damage here come on on to damage that's gonna go that's gonna go through so here we go to injury rolls because it's to damage and on a four he's out of action alright so now his guy who charged into him oh no well no because he was try so you gonna Tek into so he's gonna attack into him here comes his attacks here he's the combat specialist he's gonna have three attacks hitting on threes that is three hits these are strength six so looking for 3s to wound there's gonna be two wounds five up saves because there's their G sealers feel both of them so that's gonna be d3 damage to the well the yeah well doesn't make a difference it'll do the two so now to injury rolls on him yeah oh yeah all right so now the rest of my guys are going to get to attack back so we're gonna go over here with or no I guess he didn't charge so we'll go pin blast will go to my my guy over here that attacked into him that's gonna be two hits that's gonna be one wound ap minus one so three up save he's good and then my leader here is going to attack that's gonna be two hits that is gonna be two wounds wounde not looking for a P minus one so three up saves what's up once again Woo's got two up states because of all is dust because there's only one damage he's good alright so now this guy over here is going to attack into him that is a hit that is a wound to up save into your leader of a year to up save one wound so it so he can't get better than to a now this pure strain is gonna tack into him so that's gonna be one hit that is not a wound and then my other pure strand into him that's going to be two hits that's gonna be no wounds again all right so that's the end of turn four there we've got a morale test to take now because we're both broken because I also lost my commander that turn so now I got to roll to see who is shaken I need to roll a one for everyone because I've got eight guys out of action so they're gonna all need ones to auto pass on this so we're gonna start with my leader down there on a five he's shaken the aberrant right next to him is shaken this dude bro up here is shake it oh boy pure strain over here is shaken the leader guy here is okay pure strain over here is two eight nine ten is shaken and this pure strain over here is shaken everybody shakin except for this guy not great so my opponent also has to make some leadership test here because he lost three guys so this guy technically on a six would fail his leadership says so let's see on a six no he's good so his guys are all good so that's gonna be rough but now we will roll to see if it even goes on to a turn five here do you want to roll to see if it goes on looking for a three up it does it'll come now we will roll to see who has initiative I rolled it 11 as did my opponent so I rolled a 9 as did my opponent weird I rolled it okay that's there we go and I take a seven so there we go I will see what I could do all right movies the only thing I can do is he's gonna stay in combat so we'll come back to you with the movie face for the thousand suns alright thousand suns are gonna stay in combat because why not so we'll come back to you at the psychic phase all right this guy's gonna start us off by psyching into my dude bro of here my my hero of the day who put that one wound onto him looking for a five oh he gets it with a nine is the out of action injury role no he takes the flesh gonna spend a command point to reroll this because he really wants him dead he didn't like getting wounded by a little nobody over there oh he's out and then he is also going to psych intima Dubrow of here on a nine that will give him a mortal wound so here we go on a one he takes a flesh wound all right so shooting face my one guy you can do anything is going to use his hand flame or to fire into his dude bro there so d6 Auto hips it's looking for fives to wound get in one two three four wounds got a hope for those ones here because it's though ap nothing so to up armor saves oh he takes a wound he's gonna spend his last command point to make it a save and he's got an Infernus bolter inferno tin furnace furnace pistol he's gonna shoot into him here so it's gonna be hitting on a three that's a hit wounding on a five will definitely wound him – – but he's got eight not five up in bowls a because he is a pure strain yeah with the filters alright so into the fight phase my guy who gets to go first three attacks hitting on threes oh that's gonna be two hits went on for sorry yes four so that's gonna be two hits there wounding on fours oh no wounding on threes because he's a Colt twisted helix so he strength 5 that's gonna be one wound to AP minus one but he's got a +1 because of the day at all his dust so to up save oh he's good alright and this guy now is going to attack into my pure strain over there so it's gonna be two attacks hitting on threes wounding on fours no no wound and then his aspiring sorcerers gonna attack over here three attacks use a combat specialist hitting on threes wounding on four threes that's two wounds – five up in bowl serves make one failed one so that's gonna be d3 damage one damage one injury test plus one he is out alright so that's the end of the turn here we do have morale just to take see if my guys are so I'm gonna start with my leader on a two he's still shaken the aberrant next to him I don't what is good to go pure straight up here on a six is shaken the leader shaken the pure straight next to him it is good to go I'll take that so now your guys this guy one guy does have to take a leadership test over here on who close five he's good to go because he's leadership eight so that is the morale test so now we will roll to see if we go into a turn six the final deciding turn here oh we do so we come let's roll now for initiative on turn six on a five my opponent rolled a seven so he will go first all right so now this guy is going to multi charge into my two guys here he's shaken so he cannot fire overwash so here comes his charge oh he's in alright move in phase everyone is shaking except for this one guy but he's gonna stay in combat over there and then I I'm gonna move my aberrant the one guy passed over here he's an eleven in charge to run straight up that ladder there to get into combat with him I need an 11 let's do this show me that 11 no but I'm gonna spend a command point to roll it because this is my last chance to try to do something alright so into the psychic face he is going to cast side bolt into my a Burin over here so – it's to d6 looking for a 5 gets that off takes a wound and then his aspiring sorcerer here is going to side bolt into my one gene stealer who can actually act who looks like he's got some sense to him over there looking for a 5 it does go off so now the injury test that is super important here flesh wound command point obviously oh these out of action all right so no shooting face so into the fight phase here my dude bro charge is gonna attack into him here two attacks hitting on threes that's gonna be one hit wounding on a three no I'm gonna come and point do we roll that all right so he's combat specialist is not gonna attack into my acolyte leader over here so using a three attacks non threes that's all hits wounding on to strength six toughness three that is all wounds ap minus one so that's gonna be three six up saves show me three fill phasers or show me none so d3 it's gonna be just the first one here so that's gonna be two damage so to injury rolls but it takes a flesh wound alright alright so my produce actually gonna spend a CP to re-roll his injury earlier so we looked it up and what it is is you can reroll an injury roll with for the one CP tactical reroll and it says that for weapons that have more than one damage you roll multiple dice for the injury roll so you have two reroll the roll just like you would have charged you have two reroll all of the dice so here we go oh and that's five he's out alright so his Terminator here is gonna attack into my pure strain two attacks hitting on threes that's one hit wounding on a not on the two and then his leader over here will attack into me to tax that's two hits wounding on threes that is one wound AP minus one and he's good when I fell bears alright and that is the end of the round and the end of the game so at the end of the game I took out his commander and one of his specialists for a total of four points my opponent took out my specialist and three my commander and three of my specialists leaving him with seven points so a victory to the thousand suns although I imagine that my guys will now just slink back into the shadows under the behest of their leader back here who survives and they will regroup and suddenly find themselves charging back up through the sewers to fight them another day so this was a ton of fun I had a blast it was so crazy the shifts that kept happening like he had his like little fire base up here he fought off that first wave of guys that came in but the second wave just like overwhelmed him but then he survived and he fought it out to the last man over here and then over here dropping his guys in from reserves and my aberrant that came back from the dead over there rising up to to assist there came and started wailing into him and almost pulled off the the come-from-behind tie so what I was gunning for at the end here I had he connect and he could act with that long ball charge that he got up to the top over here that allowed him if I had managed to kill off his leader over here and if this guy had survived the psychic phase and had managed to kill off either either of these two guys who were specialists we would have tied and that would have been crazy funny at the last turn the but like at the very end of turn six to managed to pull off the tie there after the way that went that would've been crazy fun so a ton of fun I had a blast my opponent actually painted all of this scenery most of it I think I think all of it he's scratch-build except for like some of the scatter train but oh and some of the some of the stuff yet yeah the kick started that he got there but a lot of it he just he built he paired it together and painted it which is pretty awesome I mean I am never going to play it complain about getting to play on such beautiful terrain I love it it really adds a whole nother level to the to the kill team here literally and figuratively haha anyway I hope you guys have all enjoyed it I certainly have I have been fill the Glacial geek as always my opponent's been kneeling until next time have fun you