Blue sticky tack works wonders if you don’t have magnets lying around!

On a distant planet in the Far Reaches…

Breaking out of the Warp, a splinter of the Blood Angels chapter of Adeptus Astartes orbited in their hulking carrier. Prometheum supplies were low, the time was ripe to “siphon some gas” as it were, and the planet far below them was almost devoid of life.

Unbeknownst to the upstart chapter, what garrison the vast Prometheum deposits did mount was an impressive loan from Knight House Terryn. Fearing the worst, after seeing a large form on the long range scanners (which subsequently deployed orbital drops!), the planetary guard sent a Seneschal and a small guard force with him.

In game terms…

We played using the Chapter Approved Eternal War mission 5: Ascension. This immediately put me at a disadvatage as I only had one character- my warlord. I was also on the backfoot as this would be the first test of this list, and my first time running Armiger Warglaives.

After we set up the objectives, chose sides, and deployed, the board looked like this:

I finished deploying first and had the first turn. My opponent never tailors his lists to mine, but he still had a decent task force for handling what I brought. My priority targets were the big guns of course, but being unable to take out the correct predator and later the deep striking Death Company would see my plans foiled- read on!

Intially I think people were hesitant to use Armiger Warglaives because of their high points cost and relative rarity to purchase. However, D3 melta shots from 36″ was nasty! I was able to remove the Baal predator, a devastator squad, and a tactical squad toting meltas on turn 1, without taking casualties. The army is very point-and-click during the beginning of the game, but because of my inability to rack up Victory Points from objectives, we both realized my only hope was to table my opponent. This changed his battle plans from that of a wrestling match to mere survival.

Knights are decent in close combat, but it became pretty obvious that dedicated melee units can remove them fairly easily after a turn or two. However, in a final act of valor, my warlord exploded into a fiery ruin when the end drew near, removing a legendary Blood Angel chaplain and the rest of the death company with him!

Clever positioning allowed my opponent to not only win on Victory Points, but to also keep a solitary tech marine alive, courageously cowaring behind a bunker. I assume he either called for reinforcements or suggested the fleet move somewhere else a little less hostile. In the end, I still have 2 Knights left above 20 wounds, just another sign of how resilient they are this edition.