I have always been a big fan of those old chess puzzles where you have a certain amount of moves to get checkmate and need to figure out how to do so. I have also seen this tried with 40k in some places with moderate success (at best), so I figured I would try my hand at the idea. The hard part with 40k is that unlike chess you can rarely force your opponent to move in a certain way, or take a certain action. In addition with dice involved things are rarely ever a given.
So here we go.
The set up: You are the Ultramarines, it is the bottom of turn 7 (you went second) of a 5 objective seize ground mission. Your opponent is currently winning 3 objectives to 0.
You have left:
A dual autocannon dreadnought
a typhoon speeder
a 4 man squad of bikes with 2 melta guns and an attackbike with Multimelta.
A captian on bike with Storm shield and relic blade currently attatched to.
one bike and a multimelta attackbike left from another bike squad
Your opponent has
A Nurgle Daemon prince with wings and warptime
7 Plague marines (2 plasma guns, Champ with fist)
5 Plague marines (2 melta guns, Champ with fist)
Here is the table
So how, if possible can you win this game, on your last turn? (As there are no guarantees choose the best move possible.)