We planned this as more of a shack down game in order to start working out the rules. I had a Termy Sorcerer with Lash and a Rhino, two squads with Melta. The Space Marines had a Chaplin and squad and two other squads with Heavy Weapons. The Black Templars had two squads both with heavy weapons and a Dreadnought, not sure who his HQ was (doesn't matter hid the hole time and saw no action.)
Anyway the highlight for me was deep striking three Terminators, one with Lightning claws and one with a heavy flamer, right into the Space Marine Heavy Weapons units dropped two with the heavy flamer, then was assaulted the next turn to try and cut down my advantage. They were assaulted buy two squads so it was 8 on 2 (I had lost on Termy on a bad save in the shooting phase) What I learned here is that when the terminators are fighting anything without power weapons they are out of control. The cut up the SM with out an issue. It was to late in the game to make a difference for me but it did keep kept the SM from winning too.
The Lowlights list is longer.
1. I had two squads of CSM and my Termy Sorcerer in close combat with the chaplain and his squad and all three of my units, both CSM units and the Sorcerer failed there Moral checks and fell back on my turn leaving all open to the shooting phase of both the SM and the BT.
2. My Rhino was destroyed on the first turning pinning me on the side of the board.
3. I had some of the worst rolls, like 3 hits with lighting claws needing nothing to wound and not wounding anything
Other noteworthy events, the SM Las shook the Dreadnought on the first turn and destroyed it on the third. Very funny.
All in all it was very informative.