Turn OneSquats win initiative! Knowing that destroying the garrisons in the middle would mean a lot, I focused fire on them
S1: The Thudd Guns activate and blows away 4 Rough Riders, including the commissar*. They break and flee. Retain with the Mole Mortars (thanks Living Ancestor!) but their rolling is appalling and they do nothing but a single blast marker on the sentinels
*Note: loosing commissars due to chance would be a running theme in this game, lets see how many die.G1: A Warhound moves up on the right hand side
S2: The Goliaths fire at the large infantry block, killing two stands and a chimera.
G2: The 3 x BaneBlades move up on the right, as does a Warhound
S3: The Overlords move up and focus fire on the large baneblade unit, then call in a 4BP MW shot from the Land Train. 4DC is spread amongst the BaneBlades
G3: Rough Riders at the back reposition
S4: The BTS Warrior Squard doubles onto the landing pad ad takes a pot-shot at the single ShadowSword, doing nothing
G4: That ShadowSword fires back and takes out a Rhino in return
S5: The rightmost gyros shoot at the 3 x Baneblades, doing the single blast marker it needed to break the formation.
G5: On the left wing, 3 x ShadowSwords move under the monorail and fire at the Thudd Gunns, killing one. Moving under the monorail, one ShadowSword clips the terrain and is destroyed.*
*And you guessed it, it was the one with the commissar!
S6: Thunderfires fail to activate
G6: The Guard Infantry doubles toward the centre and takes out three Thudd Guns
S7: The 2nd Gyro group swoop in and shoot into the broken BaneBlades. Killing one *damaging another and killing an Ogryn!
(with the commissar!)G7: The Fighter Aircraft swoop in on the BTW warrior group, killing a Rhino

End of turn one. The Squats are barely scratched and I've taken a number of the formations out of the run already. If I can keep up this momentum I will do well.