Soundtrack: 4:15
It would appear the previous strike team has been cut off from the Craftworld and lost somewhere on the surface of the planet, so another one was sent after it, following a short briefing from Farseer Badass, when he heard what happened to the last expedition.
Quit your jibby-jabba, You ain't hurt, yo pathetic! If I ever catch you acting like a crazy fool again, you're gonna meet my friend pain!
Let us start then!
Here's how we split forces:
A balanced detachment of moderately mobile troops will go north. Scorpions for melee, avengers for ranged, fire dragons for support, Jewyadin for scouting and hawks for air superiority.
While the rest will keep advancing east.
It begins much like the last time, with hawks doing skirmishes with jump marines.
Enemies are sighted at the river bank.
Hawks keep pestering the marines.
Some action about to come down on the eastern front.
Faggets bumrushing my harlequins.
But then I bumrush them right back.
Next turn, we have them surrounded and nearly crushed.
One jump marine squad flees from the hawks, but a new one appears. It's like those faggots refuse to end.
Autocannon opens fire on the fresh dire avengers, inflicting many wounds.
MEANWHILE...
Instead of trying to run, the dumb jump marines launch a suicide attack.
Here's the current situation in the north. In case you can't see, there are the two fleeing jump marines, a scout, an autocannon and guardsmen.
We launch an attack against one of the jump marines.
While vypers show the other ones that they have nowhere to run.
Scorpions and fire dragons smack down the autocannon.
Jump marines try to harm our avengers, suffer heavy losses and flee north.
Vypers keep shoopin' the other spacebros and spot a leman russ.
Yet another jump marine squad appears in the north. This is getting old.
Devastators appear and attack dire avengers with minor success.
The fleeing jump marines come back and launch a suicide attack. It was probably supposed to serve some purpose, but don't ask me what.
The other jump marines whack our fire dragons.
Meanwhile, the devastators are crushed beneath our
iron wraithbone bootheels.
And the hawks finally get rid of one of the jumpers.
After that, we slaughter some lone guardsmen.
And spot more enemy troops.
The Spehs Marines attempt to push our steamroller-force back.
They aren't particularly successful.
Meanwhile, hawks are stuck in another dogfight.
I launch a counterattack with extreme prejudice, opening with harlequins driving back the whirlwind.
Dire avengers aided by laser cannon finish the jump marines. This opens the way for scorpions to smack the whirlwind again.
Meanwhile, the northern troops finally encounter land infantry.
The whirlwind hauls its broken arse to a nearby fortress and a guardsmen assault squad appears out of nowhere.
Avengers, dragons and scorpions eliminate the scout squad.
Here we crush the spacebros and guardsmen.
While some dumb jump marines think they are clever and try attack our vypers.
Others, in the meantime, attempt to assault our northern dire avengers.
And are taken down in the next turn by hawks.
The eastern jump marines don't live too long.
The whirlwind that ran away earlier is back in full strength and unleashes a salvo against the fire dragons (whirlwinds really seem to hate fire dragons).
In the north we crush sum guardsmen.
And keep steamrolling the autocannon for good measure.
After a quick assault, the whirlwind explodes, taking its foolish crew with it.
And we investigate the fortress.
Weeeeeeee.
OH FOR FUCK'S SAKE, WHAT IS THIS, JUMP MARINE COUNTRY?
Time to fumigate.
Sayonara.
Also, we send the scorpions to investigate the farmhouse.
Osnap!
ITZ A TRAP
The scorpions are hit by a booby trap and lose 4 bros. But that is still enough to get rid of the 2-strength autocannon.
Guardsmen almost suicide.
Jump marines get raepd.
Then same with the assault squad.
Same old, same old.
Hawks explore the fortress but find nothing worth mentioning.
Our forces are rejoined, and can prepare to assault the librarian defending the webway gate.
Harlequin moves ahead and finds the spehs marine remnants, including the leman russ we've seen all the way before.
Tanks hate fire dragons.
And fire dragons hate tanks, melting them into a nice pile of smoldering ruin.
It seems the space marines' magnificent tactic is to send single bros against us and let them die.
OSNAP.
Sitting around will accomplish nothing, so we begin the final assault.
Scorpions shred the devastators to pieces, leaving barely two bros alive.
While vypers, 2x avengers, harlequins and laser try to keal the librarian.
The librarian drops another nuke on our arses.
The dumb devastators fire upon avengers instead of resting.
Harlequins turn 'em into a twisted mass of burnt decay in their next turn.
After that, we try to attack the librarian, who is a pretty tough bastard. The attack can be quickly summarised by this:
But finally, the psyker is put down, and the webway gate is ours for the taking.
Weeeeeee.
Here's the artifact. It's pretty useless, but I guess we can leave it with the scouts.
Also, Jewyadin and his squad are promoted to harlequins.
While our warlock advances into a warlock champion
This means, our borderline useless warlock has now become an unstoppable killing machine. Thanks to this:
This abillity has a range of... 4, I think and doesn't provoke any retaliation. If lucky, two uses of executioner can rip a leman russ to shreds.
We shall make sure to abuse this ability as much as possible
And that would be all for today. Stay tuned, for the next mission should be p. tough, if I remember correctly. And even if it's not, the one following it is, I think, one of the best in-game