The Death Company Dreadnought had in the Marine Turn Two Assault Phase spectacularly failed to kill any cultists at all in close combat after charging them, forcing the Terminators of Squad Colossus to get stuck in. My sorceror killed two of them with a sorcerous beam power slightly later (and he survived the game, possibly MVP for me).
Turn two. The Exterminator didn't survive the Sanguine shooting phase...
After the Marine Assault Phase, Turn Two. Turn Two. I did have a left flank. Now I have an endless plain of dead.
The valiant renegade militia command unit, which was the only unit on my left flank to inflict any casualties on the Jump Troop Company after it landed - two to meltas, one to the officer's plasma pistol, and one to a laspistol shot, plus one in close combat. Platoon strength: 50. Casualties caused: 5. Casualties taken: 50. Hey, that's about right! Space Marines are meant to be worth ten ordinary men, after all!
The Final Push during Marine Turn 4...
...and the 'Counter-Attack' - the Chosen were shot to death and butchered before doing anything, the Bezerkers hacked down without being able to respond, and the Chaos Marines on the walkway at least managed to last two rounds of combat and kill a Space Marine.
The Vindicare Assassin that missed two of four shots and only inflicted one wound,
Both my Defilers and a Blood Slaughterer being immobilised in Turn One before they'd even moved,
Abbadon hiding for the entire game (mwahahahaha),
Chaos Havocs failing to damage anything at all all game (12 shots over the course of the game - they either missed or failed to glance their targets),
the usual healthy interest from children younger than most of S's models,
and my personal favourite;
Chaos Sorceror stands 1" away from a Land Raider and rolls 13 on 8+2d6 for armour penetration.13!! ARRRGH! On the last turn of the game as well! Bah humbug. Oh well.
Sorry about the pics being all wonky, they shouldn't be. Blogspot is weird sometimes.