I Want My C’Tan!


I’ve always been a fan of the C’Tan, who could resist playing a living god on the table. Even now with them bound and subjugated via fluff-nerf the call is strong…

Speaking of themed lists can we build a list using three C’Tan with a theory to make them work on the table?

Lots of problems with this list, and multiple C’Tan in general, but let’s give it a go- besides I’ve got three C’Tan hanging around anyway so it has to happen at some point anyway.

For ‘Crons of almost any list two things are mandatory- scarabs and the Stormlord- especially with the C’Tan. C’Tan are big targets that can’t get hidden so I’m going to need night fight to protect them from psybolt spam dreads and long fang spam in the back for as long as I can. With that I also want a chrono cryptek for stormlord.

I also need my opponent to be on foot so when my C’Tan assault they have something to actually assault- being sort of slow means I can’t waste their time demeching. Stormlord helps a bit with this randomly with the lightning strike, but as always it’s up to scarabs. Since I’m not spawning or farming them I need the full complement of 30 to start with, and even that has me holding my breath a bit.

So this is the buy in before we even get to the C’Tan themselves! Oh, and I should also say it gets even worse since I’m working at 1750 points and not 2000. Can you guess why? Events mid January…

C’Tan are both passive and active, and two can work well- one who is an assault beast- like the old Nightbringer, and one who is a trickster like the Deceiver- with worldscape and redeploy.

But what about the third? Since I can’t double up on powers the final C’Tan is really lackluster- and if you are plinking down 185 points base I want to at least get something out of him. What this means is that the gimped C’Tan is going to be bait for the other- throw him out first and forward to soak up shots for the other two.

And finally my troops…ugh, only points for small warrior groups who won’t be doing much other then objectives.

Tactical overview?

Keep night fight up as long as possible, send the scarabs first wave, gimped C’Tan next, then my two C’Tan backed by warriors who then scatter for objectives.

This is a list you play just because you can, not for any other reason.

Time for your thoughts- forget WAAC, “competitive”, etc…

You HAVE to take three C’Tan- what do you do, why, and how…


Battle For Skull Pass Painted

Ok, so I'm a few years and one edition late- but better late then never! BFSK is tabletop, done and ready for the club. Movement trays for them and IOB are from some scrap balsa wood. Of course the model sculpts are better in IOB, which is expected, but overall I think BFSK is a better "set" since you get some minimal terrain in the game- offering it is a complete demo set or club game. Not much of course, but at least you have the goblin camp, grudge pony with the dwarf gold, and the wall. I'm hoping the 6th edition 40K boxed set really combines the best of these two, and ironically the best of the 40K 4th and 5th editon sets- give us some cool models, exclusives to the box, and some starter terrain- truly make it a scenario in a box.

Warhammer 40K Tactics: Traps And Ambushes

Nothing beats setting up a good old fashioned ambush point and blasting your opponent on the tabletop- so let’s take a look today at the setup on the gaming table. Keep in mind this is just a starting point, and geared towards those of you new to the game…

First place to start of all places is the point level of the game- 1500 points or less is the optimal level for setting up an ambush on the table. Higher point games just throw down to much stuff, and at 2K+ the sea of models makes anything other than just lining up and gunning it possible.

The first ambush is a forced ambush- something your opponent has to walk into at some point. An example of this is putting an objective out in the open knowing that later in the game your opponent will go for it, and when they do, you wipe out that unit.

Let’s work on a basic setup with the forced ambush…

You put that objective outside of area terrain and out in the open- no cover saves to go around. You then park something like a vindicator 20” or so inches away and then, when your opponent goes for the objective, you smash him with the template out in the open.

Simple right? I don’t intend to point out the obvious, but we are building up to something here, so stick with me.

In out example, of course your opponent is going to see the obvious, so you look to harden your vindicator- get it in cover, maybe use a tech marine to fortify the ruins for a 3+ cover save, maybe add the Chronus dude, etc.

Ambushes that the opponent can “see”, only work when you force them to wade into the trap.

The next step is to set an obvious trap to bait out other units- any unit really, that you can gobble up and destroy for free.

Back to our vindicator example…

Objective out in the open, fortified vindicator, and nothing else directly in support. Your opponent sees this, and knows it is a direct trap firing on the objective, but they figure if they can take out the vindicator, then the objective is free for the taking.

Somewhere else on the table is another unit of yours with mobility and range just waiting. Waiting for your opponent to move out with something to take out the vindicator, and when they do, this mobile unit (usually a land speeder if you are playing Space Marines) then moves out and strikes- in this case the vindicator is bait.

This is an indirect ambush- something your opponent doesn’t see coming, and is what we want to work our way up to setting on the table.

So how can we do this?

Most player only see the table in clusters, usually a bubble around their units, figuring out what they can do and how they can react. As you move units closer to your opponent’s, they tend to focus on that unit since it is close- the longer the range, often the less focus.

From the Space Marine perspective, this is why devastators are so good and have a place in 1500 point less games where their firepower can really make a difference. Long range devs- missiles and las cannons can literally travel the length of the table to take out your opponent. In the right circumstances this could be deadly.

Put the devs in a good location depending on terrain, somewhere where they have multiple fire lanes, and send out your bait unit- a tactical squad or scout squad and see what comes into view for you to fire on.

Ready for another layer?


Of course there is a chance your opponent will see those devs up on the hill and try their best to avoid their lane of fire, or fire back on them with their own heavy support.

So what if you had something with mobility and long range fire?

Many players stop their tactical analysis in the shooting phase. As they move, they look at what will be shooting at them from what is currently on the table, often overlooking the fact that models can often move and shoot.

Hide a land speeder behind some terrain, with a good lane of fire, and often out of sight out of mind, send up the bait unit, and if taken, move out with the land speeder and open up. Eldar players- a fire prism can work in a similar role.

The other issue with setting up an ambush is opportunity.

You set the trap, and then wait for your opponent to walk into it- sometimes they do, sometimes they don’t. If your entire army is in ambush mode, then you aren’t moving out to accomplish the mission objective. Switching back and forth with a unit from ambush duty to mission objectives also isn’t efficient since their role are divided with what could present itself.

What I like to do, and recommend at 1500 point games is to assign one unit to ambush duty and one to bait duty. Usually a land speeder or dev unit, and a tactical or scout unit. Their job in the game is to just go fishing and see what they can catch- dedicated over 5-7 turns they will get something, and when the trap is sprung, the rest of the army can push forward with the gained momentum.

Unit Themed List

I think if we really look at why we all play the game it comes down to the models. Take a hard look at this- it can’t be for the rules- 40K rules are really quite buggy, and don’t lend themselves to anything other than beer and pretzel games no matter how hard we try and fit them into a tournament blueprint.

Something about the army you played captured your attention- be it heroic space marines, arrogant Eldar, or relentless Tyranids. Sometimes you like a mix of units, and other times just one unit inspires you to play the game or build an army.

Of course looks and tabletop appeal are all good, but we want to win a few games here and there at the same time- and that’s what we are going to take a look at in this post. You want the most of X unit on the table first, and then a plan to make it work.

Unit themed list usually reflect on the elite or heavy slots of an army since these units are usually really distinct and have some interesting rules, so the first step it to max out those units so you can enjoy them the most on the table. With your remaining points you fill out troops for scoring, and then units to make your themed units work.


Let’s say you like lictors since we have been talking about Tyranids lately on the blog. You like the theory of sneaky assassin bugs- first step is to max out three groups of three. On a side note if you have been thinking about this kind of list pic up three boxes of warriors and use them as the basis for your lictors- saves lots of $$$.

Next question is what does the theme do?

Lictors pop in and place, shoot a bit, benefit from cover saves, and are so-so in the assault. With a themed unit, anything they do out of the ordinary is where you want to start thinking about your tactics.

When the lictors arrive I get to place them where I want, which can be used two way right off the top of my head. Place them behind or to the side of tanks to open them up, or as an invisible wall. Either way you are creating an divider to catch your opponent in the middle. When the lictors arrive on turn two (some will) you want something already crashing into your opponent so they just don’t turn and gun the lictors. Fast moving units like gargoyles work as a wave crashing.

So now we have out lictors in reserve, a huge screen of gargoyles and maybe even a Tyrant behind them rushing forward- add some stealers as a follow up wave, and then maybe a lone tervigon as a troop choice.

Gargs rush and get stuck in, lictors pop in and create more havoc, stealers follow up and finish off the stragglers, while the tervigon just burbs out gaunts to sit on objectives as it also does as a monsterous MC.

Yes, I’m simplifying things here, and we would have to refine our tactics down to deal with all the “what-if” an opponent could bring or try and do, but can you see the thought process on how to make nine lictors work in the game?

I’ve done this with my Harlequin list- how could one not play a wargame were clowns are a legal army unit to play? If 40K 6th edition has it’s way and I can shift the FOC chart that means even MORE clowns, especially with a 40% price reduction in Eldar units- send in the clowns, muaahahaha! Getting off topic…

Examine the abilities of the themed units and magnify what that unit does through other models in your list.

Painted Dreadfleet Pics

A few more pics of my painted Dreadfleet for the club. I do have to say, rules aside, that there is such a huge difference in a painted vs. unpainted Dreadfleet, which I think has to do with the seascape map. Even a minimally painted/tabletop job like this pops and really looks great on the map, almost 3D like.

My Roman DBA Army

Having been awarded my laurels and appointed full command of the II Traiana legion, I Fritz Magnvs do swear eternal loyalty to the emperor, and to the majesty that is Rome…

My List Of Tyranid Lists

So let’s do a quick roundup of the various Tyranid lists that I have run with the current codex, and then you guys add your own lists and thoughts…

Null Deployment

The most common list that I run- a solid core black of units coming right at you to keep you in place, as my other elements outflank and enter via deepstrike pods or placement. The only list where Swarmlord really makes an appearance- he can last quite a bit with guard and a unit of rippers in front for cover saves. The ability to re-roll outflanks is a huge help since the list relies on the randomness of your arrival.

Spore Pods

The most fun to play of all my lists, but the least competitive since a lot of cost is going into pods which bleed kill points, and with everything in reserve who knows what will come in even with the bonus from hive commander. Everything deepstikes or outflanks! Tyrant has wings but no guard so he usually goes down pretty quick, two carnifexes in a pod with dakka and bio-plasma, lictors, stealers, and a pod or two of 20 gaunts just as fodder.

Super Rippers

Needed a use for the Parasite. Take him and three units of jacked sky slashers, 3-4 stealer units, and then regular rippers if you have the points. Was kind of fun to play, but to do it seriously I needed a ton of rippers, which just wasn’t going to happen. What I took away from the list in terms of gameplay was that the Parasite and a large jacked ripper group make a nice stealth deathstar unit- furious charge, poison, and shooty, topped off by the Parasite.


Up till this point all my Tyranid lists had lots of bugs, and in the tournaments that I played in, my back and arms were paralyzed the next day from leaning over and pushing around so many space buggies. I wanted something with minimal models, yet still fun, and maybe stood a chance of winning.

The first bigzilla list was three tyrannofexes and two hive tyrants with two guard, and then the rest fill out with small stealer groups who only go for objectives and go to ground in terrain. Your five MCs march forward and shoot, shoot, shoot, and then maybe assault and die along the way so stealers can accomplish objectives. Needed to keep in mind that the stealers in this list run as small commando groups and not as shock troops as they are normally run.


Bigzilla lead to my Fritzilla list- if three tervigons are good, five must be better along with some trygons mixed into the formula. Actually very effective and I did very well with the list, but the ultimate hurdle of it was A- having 150 gaunt models to potentially spawn, B- placing dozens of models down only to pull them off, and replace, etc. gets real tiring after a while. The gaunts were my “ammo” that I launched at my opponent each turn- when all five were spawning turn after turn it was quite the sight to behold on the table, with lots of evil mad scientist laughter around!

H-Gaunt Horde

A twist on the null deployment list we discussed a few days back- three groups of y-stealers backed by lots of jacked h-gaunts…

Ok, time for your lists…

Eldar Seer Council #'s

Dear Fritz,

I would like to thank you for the information on your blog and youtube. I started playing a year ago at the Dragons Den. I know Big Ed and little Ed Miller. I have purchased your Eldar pdf and love all the information you have in it. I am presently waiting for my Eldar army to be finished. I would like to ask you a question. Why is the size of your seer council 5 warlocks. Many lists have 8 to 10 warlocks. I have a friend who plays a autarch, and 8 warlocks with the farseer on jetbikes.Do you feel that these two lists cost to many points, etc. ?


Edward Coviello

Ed, thanks for emailing, and I’m glad my vids and stuff have helped.

How I arrived at the five warlocks in my seer council was really just a product of the times. Playing Saim-Hann, with an eye for fluff means vypers and jetbikes, which even when the Eldar codex came out were over priced compared to some of the other core units.

Games back then were also 1750 points max, no 2K+ which is the new normal, so I had to find that balance in my list- how many of each unit to both be effective as I take losses, yet not be overly saturated that it isn’t an efficient use of points.

While I’d like to say I have some sort of formula to use, it was more trial and error. Five warlocks plus the farseer was enough to spam destructor with doom, and still take 2-3 losses and be able to do something.

So if you are whipping up a seer council for your Eldar- which I would say is still very powerful in the game all these years later, what is the points you are playing at for most games, and what other units are in your list. If you aren’t jetbike heavy, and have some points to spare, bump it up to 8- although I still think ten is a bit overkill, but is very scary!

Autarch is another good combo for the reserve bonus so you can effectively reserve your list, provides some extra wargear options and more wounds to not put on the warlocks. Personally I’d lean towards another farseer- Eldrad at this point is what I usually go with.

I break my army into two groups- the seer council and jetbikes moving ahead- farseer casting fortune, doom, etc. As Eldrad hangs back and throws double guide on my vyper groups. Eldar can still throw out lots of shots, but more than every they really need to hit, so guide is a huge help- especially on vyper gunboats, etc.

Hope that helps with some insights into my though process.


Painted Models & A New Space Marine List

Battle for Skull Pass…Done. Painting night goblins was easy since 90% of them are already done if you prime them black. Dwarves took a bit longer and kind of pissed me off. I did the clothing a darker shade of leather, which when combined with the leather gloves just didn’t look right. I didn’t mean it this way, but it looked like I was taking a shortcut on them- so I had to go back over and do them with blue clothing like on the box, better, but that was an extra hour. Scenery bitz in the box were a nice touch also, I hope GW puts in some scenery in the upcoming 40K 6th edition set.

Dreadfleet was next, and after laying it all out, I was kind of hesitant- I’ve never painted any ships before, so no frame of reference. The models have already seen very heavy play at the club unpainted and I’m already down one of the flags on the mast, so these guys are going to be flash tabletop quality also…

Overall, they were quick and fun to paint, did them in one night, although the terrain was just drybrushed fortress grey and highlighted with some white. Done and done. Of course I ran out of wash and my black ink was low, so the BFSP and DF models are waiting till I can pick up some more tonight on my way home, then they will get inked, washed, and in the cast of the ships sealed and then off to the club.

Onto Space Marines…

So since I’ve been on a painting spree I’ve got some Space Marines I should do something with. Nothing cohesive, some Dark Angels, AOBR marines, some Hawk Lords that were Emperor’s Children, a Space Wolf or two, probably enough for 1500 points or so. What to do with them?

This could be a chance to do something fun as I don’t need another full Space Marine force. Something I can use for smaller games, kill teams, demos, and a travel army for events. Let’s cap it at 1000 points so it can play with everybody, work as a doubles tournament army, and break apart for smaller games. Let’s take a walk though my thought process and what/why I selected what I did.

First question is which codex to use? Let’s go with the generic codex since it’s points are pretty even and all of my models are just generic marines- no blood priests, wolf guard, etc.

At 1000 points or less this means lots of room to maneuver on the table and tactics, hiding, outflanking, etc.- actual tactics other than just lining up and rolling dice. Need to keep this in mind in building the list.

Two full tactical squads is the first place to start- giving me two solid scoring units or four if I combat squad down. Seargent has a power fist, yes pricey, but with a small model count every engagement HAS to be decisive- get attacked by a dread I don’t want to be tied up, go hand to hand, I need an almost guaranteed kill, etc.

Assault weapon choice? Flamers are way short ranged, so it is either melta or plasma. At 1K I’m going with the plasma for two reasons. What are two short ranged melta guns going to do against a land raider or AV 14 vehicle? Going to have to get way close and even if it goes BOOM the guys inside will be mixing it up with me. I don’t have the points for a suicide melta squad. Plasma on the other hand, taking the chance for the overheat allows me to engage multiple targets- light to medium vehicles, power armored targets, monstrous creatures, etc. PLUS, I need to keep 6th edition in mind for the army and the huge boost rapid fire weapons are going to be getting.

Ok, onto the heavy support weapon…

As tactical marines these guys are going to be on the move, using a layered approach on the table- which well get to a bit later, and I’m going to get my heavy support for the heavy slot. Let’s go with two heavy bolters since they are cheap, and will support the anti-infantry role of the tactical squads, giving them with the plasma and bolters a nice rate of anti-infantry fire.

Next question is what about transports? Are they needed? The mobility would be nice, but in smaller point games I tend to shy away from things that can be taken out in a single lucky shot, and then we also know vehicles will be taking a minor adjustment, possible a +1 to the damage chart if they get hit with a “heavy” weapon, so for this list they are out. I also have another vision for the army- the theme, which has to do with a club event starting up next month.

But we do need a way to engage vehicles at range, so let’s put in a squad of devastators. 100% true they are overpriced in the generic marine codex, but the range they offer and +1 to hit is nice. Plus they can shoot every turn, and can’t be taken out in a single shot.

We want these guys to be really long range to lessen the chance of getting shot, or I should say shot by anything other than other long range shots so that means either missile launchers or las cannons- multi-meltas are out and heavy bolters is not dedicated anti-tank. Let’s take three las cannons and a missile launcher since I have to watch the points. This gives a template if needed with three in theory auto-kills, and the +1 BS reduces the scatter even more. Range means they can hang back.

Points are starting to climb…

No we need a reactive unit and it has to be hard hitting, something to ram down the opponent’s throat and assault terminators are at the top of the list, maybe a venerable dread as a second, but I think the termies will buy me a bit more. Storm bolter/power fist would give me versatility and some more dakka shots, but a 5+ invul save, and the coming change to cover (nerf), means I really want that 3+ storm shield save, so it is TH/SS assault marines.

These guys have a lot of uses in 1K or less- march them up with the tactical so they take the fire. Deepstrike them in as a form of harassment, hang back as a speed bump/guard for the devs- plus as Space Marines how can you not play terminators.

So now with two full tactical units, a terminator group, and a heavy support we need to top this cake off with an HQ choice…

In smaller point games HQ’s can have a huge impact, and they should, as opposed to 2K+ games where the HQ is really just filler, the least amount of points so you can get more spam on the table. My first choice is a chapter master for the orbital bombardment, since a chance to really kill a unit, when my opponent will only have 4-5 of them is worth the odds of scattering, but is he the best choice?

Libby was second up, but in the generic marine codex the powers are so/so…

What about something a bit better, with a hidden bonus?

Drum roll….the winner is Cato Sicarius, yes the dude that nobody ever plays and 90% of the community has no idea who he is- but read up on what he can bring, and at higher point games it is meh, but lower point it has some real merits.

Tactical squads are going to be the bread and butter of the list- the workhorse so being able to hand out a USR on one, infiltrate one, etc. is good. Being able to seize the first turn twice another nice bonus. Then there is the model itself- instant death relic like weapon, plasma pistol, 2+ armor save with FNP means he can extend the reach and staying power of that tactical squad- taking the first bolter round, adding a punch to close combat, etc.

And with the devastators in tow, you make sure they have less of a chance of them breaking and running at losses since you can use Sicarius’ LD value.

That brings me to 1000 points on the dot.

Building smaller lists is a challenge since you don’t have enough points to spam, and really have to make actual choices in the FOC, plus with less models on the table tactical are important.

Final question is how to paint them…

Well, one of the events I’m running at the start of January is a pre-heresy campaign over four weeks. Each participant will be playing a bunch of missions with their pre-heresy Space Marine army 500-1000 points + Kill Teams as they compete for the honor of their primarchs and Horus subjugating xeno filth in the great crusade- the legion with the most “honor” at the end of the campaign get’s a crown of laurel from Horus himself.

Imagine that honor.

I’m painting my dudes pre-heresy Death Guard since I have a post heresy Death Guard army- and if I build the 1K out to 2K, when the new Chaos book comes out the pre-heresy option is also available- again thinking ahead to 6th edition.

So that is a little taste of what is coming on the blog, along with some more Space Marine hobby stuff- and of course anybody is welcome to play in the campaign.

Gaming @ Da Club

This week at the club the tables were full of Tyranids and Necrons, battling Space Marines on all fronts- for the first time in a long time xenos outnumbered Imperium and not a single guard army in sight.

Back in command of the purple space bugs Brother Captain James has been adding to the army with another tervigon built and one more in the works. Preparation for the force org switch in 6th edition? Imagine 6 or 7 tervigons on the table…

James’ custom built tervigon (yes he is lowered a bit for increased cover saves), and his chapter house studio kit- which I have to say is really nice and well put together- worth the hassle of not scratch building one.

On the table James faced a heavy gunline Space Marine build, with rifleman dreads and missile devs taking a fearsome toll on his genestealers- wiping them out before they could really hit, but he did manage to deliver his trygons into the mix- which is pretty much how Tyranids win- you win by losing guys to make contact with your opponent.

Honestly guys, I don’t know who set up the table with this perfect perch spot for the devs…

‘Lil Will has been working on his Necron army with some converted warriors using them as carbine immortals. Interesting to see a non-metallic paint theme on them, I chickened out on my new Necrons, going with metal- but at least it is “tin” and not silver!

Bishop & Bobby battled it out with Necrons and Ultramarines…

Warhammer Fantasy Battle Report: Arcane Shrine

Pressed up against the broken and ruined walls the filthy rat man known as Skaven hungrily eyed the prize just ahead of them- an arcane shine of awesome power dedicated to gods long past…

Fueled by warpstone magics the shrine could be used to create more twisted creatures for the clan, rat-ogres, filth-vermin, or even a screaming bell!

The only little problem for the Skaven was the fact that the shrine was currently guarded by a regiment of high elves…

This week’s battle report has myself and Naps taking up the banner of Skaven and High Elves to claim the arcane power of a mystical shrine. The scenario will be played over six turns, with the winner having an unbroken unit occupying the shrine at the end of the game. With the stage set, let’s talk tactics…

Fritz: Skaven- I’ve got the horde, backed by some wacky warpstone powered war machines, and a pack of rat ogres. I’ve also got the numbers, but my horde is cheap and easily broken. Tactically I plan to advance mid field with my regiments and wait as long as I can before pushing to take the shrine. My war machines will be busy trying to weaken the elven infantry and hopefully the rat-ogres can be unleashed on the griffon.

Naps: High Elves- Outnumbered by Skaven, the plan is to charge in with my prince on a griffon and scatter the horde followed up by my infantry regiments, while the cavalry attack from the sides! Scatter the Skaven first, then take the objective!

Advance my rat-man, advance! Fire that poison wind glob throw- a direct smashing hit on the cavalry! Huzzah!

Elven arrows let loose, the prince on the griffon swoops in crashing into my middle ranks, heroes battle it out, but I lose combat, fail LD and my unit with my commander gets cut down. Snickrat, my number 2 is now in command…

Time to put some distance between me and the griffon as the clanrats move to engage the greatsword elves, knowing that I don’t really have the numbers to take them on, as I divert my warp fire throw to harass the griffon- hopefully having Naps chose between him, the flamer rats or the clanrats- he can’t be everywhere! One last parting shot with the globe thrower impacts the elvens sword group wiping them out to the last elf, with both of us shaking our heads and asking- really? Well, wow!

Skaven weapon teams put of a fight and a few wounds, and then just die, as the remaining clan rats charge in as the ogres swing around- a tense round of combat but the clanrats loose, break, and run- eating hails of arrows from the elven archer/spearmen behind the wall who have been annoying me all game.

Final battle between the griffon and the rat-ogres, flesh rending flesh, but the creations of Clan Moulder fail, with the Skaven fully routing as the elves secure the mystical shrine from the machinations of the rat men!

After battle report:

For the Skaven the war machines were the highlight of the game- two direct hits with the globe thrower, no misfires, nothing- wiping out one unit, which would have charged and killed me, and taking the other out of function. Rat-ogres could have taken the griffon, but the dice are the dice…

My mistake?

I think my loss came down to my misuse of the war-fire thrower. I intended to advance it along with my second clanrat group, and you can see that in deployment- getting it up front, crisping some elves so when the rats charge my lack of quality troops could overcome the quantity of the elves.

Using it to hand back and distract the griffon didn’t make a difference, other than throwing on two wounds before dying. If I had broken those elves behind the wall with it, then in theory I could have thrown the rat-ogres and the clanrats on the griffon definitely taking it out.

What do you guys think?

How would you have played it out?