Know No Fear

know-no-fear-coverLast night and this morning I read the nineteenth book in the Horus Heresy seriesKnow No Fear by Dan Abnett.  The book records the first Battle of Calth, in which the Word Bearers attack the Ultramarines, the latter’s first intimation of the recently begun Horus Heresy.  There are no real spoilers among the thoughts below.

Battle

I was prompted to pick up this book by the recent limited release of the twenty-sixth novel in the series, Unremembered Empire, also by Abnett.  Previously I had only read up through the 4th book of the series.  Each of those four is solid to very good, and Unremembered Empires has been getting great comments, so I was intrigued to get back into the series.  That said, 40k books are highly variable in quality.  Some of the overriding themes and writing are great.  Many of the books though are poorly written battle reports of childishly imagined characters.  So, despite my love of the setting, I have no interest in reading all twenty-two of the other novels to get completely filled in before Empires comes out in paperback six months from now.

Looking to cherrypick the series, I read Know No Fear because it’s by Abnett, one of the stronger 40k writers, and it appeared on a few recommendations of must-read books in the series.  I can’t say I was disappointed.  It’s definitely among the stronger 40k books and a good, solid read.  The battle that occupies probably two-thirds of the novel is well done and moves along, never becoming the sort of tedious recounting better left to action movies from which many of the novels suffer.

That said, the battle does occupy two-thirds of the novel, and it’s definitely not the most interesting part.  Solid as the book is, it highlights some of the basic self-imposed limitations of the 40k writers.  The universe has the depth and breadth to incorporate some really great themes, and the novels often touch on these, but they never quite let go to really explore those.  Many, especially Abnett’s, start off with really interesting world and character building, and then devolve into a protracted fight sequence.  Know No Fear falls precisely into this fate.

World

That battle stuff is ok and entertaining, but what I really like is the first part of this book.

I think the Heresy series has a number of strategic factors driving its immense success.  One of these is the large, protracted, epic story arc.  It takes a really solid fabric and epic space opera universe to soak up 26 novels, bunches of short stories, and still have basically no end in sight for the inevitable conclusion everyone knows must come.  Another is that people enjoy reading history, which all of this is for players of the game.  There’s a pleasure to be had in knowing the basic outline but getting filled in on all the details.

A perhaps less obvious factor is that the series proceeds from a point in time before the 40k grimdark sets in.  At this time humanity is still making progress, there is both a hope and a reasonable expectation of a brighter future, the Imperium is not thoroughly downtrodden and oppressive, and not everything is war.  Ultimately people can only read so much misery and darkness before they tire of it.  The Heresy books, probably especially ones like this set around the prospering and civilized Ultramar, don’t have that same crushing bleakness to their background.

That brightness and engagement with the larger civic enterprise of building the Imperium also brings a lot of variety and texture to the story.  Among the current-timeline 40k novels, it’s no accident that the most popular books and series are based around the Inquisition and the Imperial Guard, like the Eisenhorn and Gaunt’s Ghosts books.  Those settings and characters offer a rich world with many different types of people and places.  In contrast, despite being the most popular faction in the 40k universe, Space Marines often make boring novels.  They kill stuff and hang out on their battle barge, and repeat.  They’re also all pretty much conditioned clones of each other, with comparatively limited variances.

The Heresy books step around that limitation.  The novels feature a lot more world building, characters outside the chapters, and the rebellion itself induces such a large fault line as to create differences among the characters.  I actually really enjoyed the “boring” stuff opening Know No Fear, like Space Marine Captain Ventanus and Sgt Selaton zipping about in a Landspeeder, getting stuck in traffic on their way to argue with the local dockworkers, or discussing the Imperial project with Tetrarch Lamiad in a futuristic, optimistic, empty museum.

Ventanus isn't sure what's going on, but he's sure he's not going to like it.

Ventanus isn’t sure what’s going on, but he’s sure he’s not going to like it.

Trans-Human

The other thing I really like about Know No Fear is that the opening portions really focus on the idea of the Space Marines as trans-human, and what that means.  To me this is one of the most interesting themes in 40k, and a major part of my love with the Space Marines.  In fact, this book repeatedly and often uses that specific term trans-human, which sticks out for me as a modern, civilized, scientific term.  Not that many people in the 21st century world would be familiar with this word, or are thinking about what it means, even though we really are approaching having to deal with such entities.  Similar holds for the 40k universe, where the word is rarely used, the Marines are much more frequently cast as super-soldiers, and people are pretty much concerned with not dying, as opposed to what living means.  In M30 however, this is a real, high level concept that occupies the more intellectual and world-cognizant of the Marines, this is a world thinking about the future and lofty ideas like what it means to be human.

Specifically, the term’s use highlights a key premise at the start of the book, that the Great Crusade is wrapping up, and now humanity needs to figure out how to go from there.  As the Space Marines perhaps most engaged with the world outside combat, many of the Ultramarines in Know No Fear have many discussions in the opening sections beginning to probe their thoughts about their place in a universe consisting of more than war.  What does it mean to be a defender of humanity that is not truly human?  Further, what happens if such a defender is no longer needed for defense?

Ultimately these are the kinds of questions the Heresy as a whole really gets to at its best points.  If there are men that truly know no fear, then there are also men that know only fear.  To me that is the central driver of the Heresy, those are the traitors.  Most simply fear death or pain, though they would never say it, and will make the most unholy bargains to avoid it.  Others fear powerlessness, and what could be more powerless than the universe’s greatest warrior in a time that knows no war?  Many fear being deemed inadequate by those they venerate most, as is clearly how the Word Bearers feel after their multiple rebukes by the Emperor.

Know No Fear gets at many of these points, and it’s the true strength of the book.  The opening sections feature not just a literature discussion of those topics, but the ultimate philosopher warriors of the 30th century, the Ultramarines, explicitly discussing them.  There’s a lot of talk about their Primarch’s attempts to prepare them to be useful for running governments rather than crusades.  In a great, telling display of the Ultramarines as intellectuals all, even the sergeants discuss how comparatively simple, bloody-minded Legions like the Word Bearers and World Eaters will fit into a peaceful age.

All of this stuff is great.  It’s what made Flight of the Eisenstein my favorite 40k novel, and it was really good to read in this novel.  It’s just a shame it’s all mostly dumped for a 200 page battle.

Style

A small thing I also really liked about this novel is that it opens with a crazy style, interspersing cold historical record in a very analytical framework of timestamps and notes with Primarch Guilliman’s much more poetical, abstract thoughts.  It’s a little tough to follow so I’m glad it phases out after the first chapter or so in favor of a more straightforward style of novel, but it’s really good.

Similarly, the internal looks at the Primarch are really enjoyable.  A good example is an early sequence of him working on what the reader will recognize as notes for the Codex Astartes, still far in the future, while he also thinks about his chapter masters and how even after all they’ve done they still don’t fully understand his powers.  Pretty awesomely and quite appropriately, Guilliman is actually one of the softer voices in the novel, and brings a fair bit of the humanity and even humor.  It’s small, but there’s a really nice point of comedic relief where he walks into a sanctum of his, finds an Ultramarine waiting there for a meeting with him that he had forgotten about for hours and hours, has a brief, unrelated discussion with him, and walks back out with the Marine left still waiting for the meeting.

Abnett also does a really good job here of making the Ultramarines stand out with their own unique character.  It’s definitely the most appealing I’ve ever found the poster boys of the 41st millenium, and they’ve always appealed to me a little for maintaining Ultramar as the bright point of the stagnant Imperium.  The constant scholarly discussions and Socratic teachings among themselves in all the small moments stand them apart, and the constant refrain of “Theoretical?” and “Practical?” in analyzing every problem gives them a voice and tone unique among the Legions.

Summary

All in all, I’m glad I read Know No Fear, and it meets my expectations of Abnett’s better 40k novels:  The inevitable extended battle sequence is good for what it is, but the opening part delivers the goods on world building and exploring the deeper, more interesting themes of the 40k universe.

I will say, the Heresy covers are getting harder and harder to tell exactly what the hell is going on.

I will say, the Heresy covers are getting harder and harder to tell exactly what the hell is going on.

Redcap’s 40k 1750pt January Tournament

kingbreakers-iconRedcap’s January 40k tournament seemed a resounding success!  Benn and Adam have been refining the store’s standard tournament procedures and writeups, making the whole thing much more predictable and streamlined to go along with their great pile of terrain.  Fourteen people showed up for it yesterday!  Final results:

Redcap's Corner

  • Jonathan (Eldar) 19
  • Steve Smith (Traitor Wolves w/ IG) 18
  • Owen (?) 16
  • Jason Woolf (DA) 13
  • James (IG) 13
  • Colin Kielick (Chaos w/ Daemons) 12
  • Joe Kopena (Kingbreakers) 12
  • Aaron (Death Guard) 9
  • Andrew (Wolves) 8
  • Harrison (Tau) 7
  • Walter (DE) 5
  • Joel (Necron) 3
  • Lorenzo (GK) 4
  • Buford (Wolves) 3

Missions were pretty straight-up, as usual (which is good):

  • Crusade/Vanguard, 1BP for all secondaries, 1BP if opponent has no heavies on table.
  • Purge/Dawn, 1BP if all HQs survive, 1BP if all troops above half strength.
  • Big Guns/Hammer, 1BP for double linebreaker, 1BP for destroyed opponent HQs.
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The watcher at the gates.

Army

I screwed up, previously misread both the time and points value for the tournament, and had to furiously revise and hustle over when I went to double check both and realized I should be at the store already…  I wound up with exactly 1750 points of:

  • Capt Angholan (Vulkan)
  • Librarian Rorschach (Librarian) w/ Terminator Armor, Storm Shield, Null Zone, Vortex of Doom
  • Dreadnought w/ MM, CCW/HF, Drop Pod
  • Sternguard x10 w/ Combi-Melta x6, Powersword, Drop Pod
  • Tactical x10 w/ Powerfist, Meltagun, Plasmacannon, Razorback w/ HK
  • Tactical x10 w/ Meltagun, Missile Launcher, Rhino w/ HK
  • Tactical x10 w/ Flamer, Missile Launcher
  • Landspeeder w/ Multi-Melta, Heavy Flamer
  • Landspeeder w/ Multi-Melta, Heavy Flamer
  • Landspeeder w/ Multi-Melta, Heavy Flamer
  • Predator w/ Autocannon, Heavy Bolter sponsons

The Librarian I find useful and not particularly over costed when you pack him into Terminator Armor with a Storm Shield.  The 3++ is a big buff to his baseline survivability, and being Relentless makes it much more likely he’ll be able to throw some vortexes around.  A lot of people worry about the latter (hell, I worry about casting it…) and will focus a fair amount of concern on him.  Null Zone will also really wreck some armies’ day.

The Plasmacannon is actually super cheap (5pts) riding with a Tactical Squad and at various points I’ve used them a lot.  I threw one in here because of the increased 6th ed focus on foot troops and the generally power armor heavy environment at Redcap’s.  In general I’d love to bring a unit of Devastators with them, but they’re just a bit point costly for 1750 pts and below.

Landspeeders are a tough call, but at this point they’re part of my thing.  At smaller games they’re super versatile.  At this many points though there’s just so many things on the table that can kill them and have nothing better to do, sitting in the backfield.  Still, the combo of being able to focus on either troops or vehicles/big guys is pretty useful to me.

Round 1

After the Kingbreakers finished purging some Chaos infestation, Lorenzo’s Grey Knights showed up to wipe their minds and claim the credit.  We would have none of that!

Coteaz directs his men into the temple of doom!

Coteaz directs his men into the temple of doom!

This wound up a massacre in favor of the Kingbreakers, but was actually a fairly close drawn thing. In the last two turns there were two critical outcomes.  One was the Sternguard, who’d managed to survive largely intact all game, sacrificing themselves to stick up Coteaz and friends in an assault.  This held the GK up just long enough that they didn’t have a chance to wipe out nearby Squad Titus and thus could only contest rather than hold the latter’s objective deep in GK territory.  The other was a standard Tactical Squad wiping out the remnants of a Terminator Squad in assault after the latter has been decimated by repeated volleys of fire, preserving a Kingbreakers’ objective.  Morale played an important part several times, which is always good to see as in some editions I’ve felt it somewhat meaningless.

I think Lorenzo’s Grey Knights here were hobbled by a lack of mobility.  They all managed to Deep Strike pretty well to shoot away at stuff and get onto one objective, but then they had to slog toward the others while getting shot up.  In contrast, while the GK were still arriving the Kingbreakers managed to get troops onto all five objectives, spread all across the board.  That gave them the momentum and the defensive stance, requiring they be pushed off rather than having to fight on.

Beyond that, I was fairly happy with the Marines’ ability to steadily whittle away at the GK through sheer volume of fire.  The changes to Rapid Fire in this edition were a huge improvement to mobility and shooting, and I think made the game much better and balanced out a lot of issues.  Without the ability to shoot at range on the move, the Marines were much much more crippled in producing a meaningful volume of fire.

The forty-yard stare.

The forty-yard stare.

Round 2

Next some Dark Angels jerks showed up all upset because the Kingbreakers were rockin’ the Gryphon Sepia first.  I guess the KB will be changing their paint scheme, because they got hammered here in a crushing loss.

The basic challenge here is that Jason’s Deathwing drop something like 5 kill points.  Kingbreakers bring like 16.  That’s a hard ratio to have to keep in check in an annihilation round.  Especially when those damn Drop Pods are so tall they can be seen over basically anything.  I’m sawing them in half right after I finish this report.

I thought pretty hard about not deploying anything in order to minimize exposure and help mitigate that imbalance.  However, my biggest concern there was the likelihood of my guys getting chewed up piecemeal as they entered.  A single Tac Squad isn’t going to do much against Belial’s mob of doom.  Hell, my entire army shooting at them barely dealt with it in a timely fashion.  So, I deployed mostly as usual in hopes of being able to concentrate fire and limit my exposure.  In the end though there were just too many kill points on offer.

By the time Belial and goons were down the numbers were not looking good.  At that point I could almost have fully retreated and maybe held to a minor loss.  However, I wasn’t going to be able to do anything about the Drop Pods now on the table and it was looking like that would tip him to a major anyway, so I felt I had to try and rush some of his oncoming guys, take out a small unit of Terminators, and hope for a Turn 5 end to stick for a minor.  That didn’t really work out.  I’ll have to think a lot more about this army as I’m sure I’ll be seeing it around a lot, from Jason and others.  Otherwise, this mission never happened…

Round 3

Finally we dispensed with the internecine internal jealousies of the Kingbreakers’ awesomeness to slaughter some xenos: Walter’s Dark Eldar leapt into the opening on our dance card.  This wound up a massacre in favor of the Kingbreakers.  The emperor’s men basically formed a wedge pushing down the center of the table onto the objectives as the fallen ones tried to flank along both sides.

The fallen lay in wait.

The fallen lay in wait.

I’m still not too sure what to make of the Dark Eldar.  I feel like I should be really scared of them, with some strong assault units and tons of crazy powers and rules going on.  I haven’t played against a DE army composition though that really made me worry.  Ultimately they’re just not super survivable compared to Marines, especially when the latter have a couple highly mobile flame templates whizzing around.  They just don’t seem to have really tough nuts to crack in the same way that loyalist and traitor Marines both do, Tyranid are great at, and even IG can field with some of their very destructive and well armored vehicles.  However, Walter says he’s bringing his flyers next time, so we’ll see how that goes.  There’s not a ton of air action at Redcap’s yet, so I’m definitely behind the curve on preparing to defend against it.

Kingbreakers stare down the horror.

Kingbreakers stare down the horror.

General Analysis

Two things I really need to brush up on and ready for: Psychers and flyers.  Neither are very present at Redcap’s right now, but I’m just walking on ice by not having a great plan for either.  It is definitely unfortunate for me how seriously psychic hoods got debuffed this edition.

I might also think about a Predator-heavy force like I’ve used a few times, possibly with a couple Dreadnoughts for assault and forward action.  They’re both fairly tough to crack, and in our current scene it seems like people may not be really bringing much to go against AV 12 or 13.  In contrast, Jason’s Belial-ball-of-doom notwithstanding, people do seem to have diffused their armies.  There aren’t as many high value attractive targets just asking to be alpha striked by the Kingbreakers’ Sternguard.  A couple times now I’ve had no great options on juicy targets worth dropping on.

There are more photos in the day’s photo gallery.  Notably, a fairly high percentage of the armies in play had a good amount of painting and customization going on, which is great.

Grrr, leave me be, unpainted wretches!

Grrr, leave me be, unpainted wretches!

40k 1850pts: Chaos Marines vs Kingbreakers

kingbreakers-iconSteve and I got in a tight game of 40k atPAGE the other night, pitting his Emperor’s Children against my Kingbreakers.

Lists

I fielded something pretty close to my usual setup, but mixed in some Devastators instead of Predators in expanding from 1750 to 1850 points:

  • Capt Angholan (as Vulkan)
  • Librarian Rorschach w/ Vortex of Doom, Null Zone
  • Sternguard x8 w/ 5xCombi-Meltas, Drop Pod
  • Dreadnought w/ Assault Cannon, Close Combat Weapon, Heavy Flamer, Drop Pod
  • Dreadnought w/ Multi-Melta, Close Combat Weapon, Heavy Flamer, Drop Pod
  • Tactical Squad w/ Powerfist, Flamer, Lascannon, Razorback w/ Heavy Bolters
  • Tactical Squad w/ Meltagun, Missile Launcher, Rhino
  • Tactical Squad w/ Flamer, Lascannon
  • Landspeeder w/ Multi-Melta, Heavy Flamer
  • Landspeeder w/ Multi-Melta, Heavy Flamer
  • Devastator Squad x8 w/ 2xHeavy Bolter, 2xPlasma Cannon
Steve brought something like:
  • Sorcerer w/ Lash
  • Sorcerer w/ Lash
  • Noise Marines x5 w/ Champion, Rhino w/ Havoc Launcher
  • Noise Marines x7 w/ Champion, Rhino w/ Combi-Melta
  • Noise Marines x7 w/ Champion, Rhino w/ Combi-Melta
  • Daemonettes x10
  • Obliterators x3
  • Obliterators x3
  • Terminators x5
  • Defiler
I thought Steve did a nice job with a cohesive, effective but thematic Slaneesh themed force, complementing his extremely well modeled and painted army.

Emperor's Children spoiling for a fight!
Emperor’s Children spoiling for a fight!

Battle

The game wound up being Capture and Control in a Spearhead deployment, with Steve going first. In a defensive position around his objective Steve put down a set of Oblits, the Defiler, and a Rhino of Noise Marines. The other Noise Marines he placed somewhat farther forward, looking to flank along his long edge toward my objective on the extreme opposite short edge. My forces spread out a bit. A Combat Squad with a Lascannon camped out on my objective, with Angholan and the rest of Tactical 1 in the Razorback nearby, supported by a Rhino with Tactical 2. Both were ready to either move forward and block an advance, or hang back and camp on the home objective. The Devastators and Librarian Rorschach took up a position on rocks in the opposite corner of my deployment zone, offered fire lanes on most of the table. Tactical 3 strung out between those two encampments. My Landspeeders went into Reserve with the Drop Pods, but I elected to have them fly on directly rather than Deep Strike.
Quick notes on the rest of the game:
  • Turn 1 featured some heavy losses to marquee units, with Steve shredding my Devastators and my Sternguard dropping onto and eliminating the Defiler.
    Sternguard fight the Emperor's Children home guard.
    Sternguard fight the Emperor’s Children home guard as they work to reclaim an abandoned Kingbreakers’ outpost.
  • Worried about the remaining Devastator Plasma Cannons, Steve’s other Oblits came down on top of them, eventually tying both units up in close combat for the bulk of the game.
    Oblits drop on top of the Devastators.
    Oblits drop on top of the Devastators.
  • Steve’s advancing Noise Marines were slowed considerably by my Lascannons and the Multi-Melta Dreadnought, eventually having to get out and advance on foot, significantly diluting their forward thrust.
  • The Sternguard held their own, taking on the nearby Noise Marines and Oblits, but were eventually wiped out. The Assault Cannon Dreadnought dropped directly onto Steve’s objective though to mop up his remaining Oblits and Noise Marines, completely clearing him off his base with nothing in position to reclaim it.
  • Steve’s Terminators dropped very close to my home objective, but concentrated fire from all my nearby units and an assault from Angholan took care of them pretty quickly.
    Once great warriors of the Emperor descend in all their twisted, mutated horror.
    Once great warriors of the Emperor descend in all their twisted, mutated horror.
  • One of Steve’s Sorcerers managed to decisively Lash my objective camping Combat Squad irretrievably out of position before being taken down by Tactical 3’s Lascannon.
    One of the Emperor's many sorcerous foes!
    One of the Emperor’s many sorcerous foes!
  • Tactical 2, having jumped out of its Rhino to pour fire onto the Terminators, was lashed into an assault with a group of Noise Marines and was eventually eliminated.
    Kingbreakers and Emperor's Children brawl in the dead woods.
    Kingbreakers and Emperor’s Children brawl in the dead woods.
  • Spawning near my home objective, the Daemonettes got tied up by Angholan for several turns, though their numbers eventually overcame him.
    Daemonettes surround Captain Angholan!
    Daemonettes surround Captain Angholan!
  • Tactical 3 was able to jump into Rhino emptied by Tactical 2 and move onto my objective, tank shocking the remaining Daemonettes off the objective and then eliminating them with support from the remaining Landspeeder.
    Tactical 3 drives their mobile bunker directly on top of the home objective, resecuring it for the glory of the chapter.
    Tactical 3 drives their mobile bunker directly on top of the home objective, resecuring it for the glory of the chapter.
With few options remaining for peeling Tactical 3 out of its Rhino, the game ended with the Kingbreakers safely holding their home objective and the Emperor’s Children cleared off their own.

Result

Kingbreakers win, one objective to none.

Notes

Steve focused a lot on my Devastators, crippling them early on. In part this was fueled by serious damage they did to his home Oblits despite serious losses in the first turn. I had returned to the Devastators because of trouble I had with Jason’s Terminators a few weeks ago, and was more or less pleased at the effect their Plasma Cannons had. Icontinue to stand by the idea that the unit is maybe a little overpriced, but definitely viable and often very effective. In this case they nearly recouped their cost in points directly, and definitely did so in locking up the second set of Oblits for much of the game.
I gained a pretty significant psychological boost, let alone the tactical benefit, when my Sternguard were able to take out the Defiler in Turn 1. This was a predictable result, made in trade for a significant points commitment to throwing the Sternguard in harm’s way. It was probably worth it though as they definitely did their part in clearing Steve’s home objective; wrecking the Defiler alone was probably worth it. It would have been perhaps useful though to have a full squad and a few more Combi-Meltas so that they could split up, one Combat Squad taking the Defiler and the other the nearby bunker Rhino. On the other hand, that would have perhaps made them even more vulnerable to the follow up assault.
In Turn 5 I had a choice: Run Tactical 3 over to my objective and hope the game would end then, or jump them into the empty Rhino and hope it went one more turn. In the former case, I would most likely lose or at best draw if the game went another turn as Steve would be able to Lash them off and bring on his Daemonettes, which I may or may not have been able to clear at that point. In the latter case, the game would be a draw if it ended on Turn 5 but a near definite win otherwise as my Rhino was looking pretty secure. I decided to play for the win rather than the draw, taking in account the odds of going another turn, and it worked out for the best.
Despite being a pretty heavy points cost, Vulkan remains an excellent unit. Beyond leveraging the Meltas I have, I find he makes Flamers much more useful against armored opponents. This increases their value and utility a good bit, as previously I’d felt they were important to have for countering hordes, but were suboptimal against MEQs. With the re-roll, that tradeoff is greatly alleviated.
Really I think the two biggest mistakes were made in deployment. If Steve had placed his Defiler farther away from his home objective, I would have faced a tougher decision about what Drop Pods to bring down and where. As it was, that juicy target, the Sternguard well equipped to take it out, and worthwhile follow up targets immediately nearby made it a no-brainer. Conversely, if it was farther away the Sternguard would have been stranded and vulnerable to much shooting with little effective actions after taking out the Defiler. Similarly, without the Sternguard going after the Defiler, it could have otherwise likely stood on its own for a good while and done a lot of damage—they’ve got solid armor, and pretty fearsome shooting capabilities. Normally I’m all about castling up and having multiple units in nearby support, but in this case I think it backfired. Something to think about in countering similar Deep Striking alpha strikers, setting up targets so that the attacking units are subject to their biggest weakness: Subsequent limited mobility.
On my end, I put my Librarian out of place. In putting him with the Devastators I was hoping to put his Psychic Hood bubble over a good portion of the table and protect the center of the table. What I really needed to protect though was my home objective, particularly as the Combat Squad hanging out there on foot was completely vulnerable to being Lashed out of place. This was a large mistake, and it’s only by bringing about significant other forces around the objective that I was able to cover for it.
Sgt Jericho keeps the plasma firing until the bitter end.
Sgt Jericho keeps the plasma firing until the bitter end.
All in all, another great and close game against a worthy opponent. A few more pics are available in thegallery.