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Adepta Sororitas Battle Reports


bkde

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Managed to get two more games in.  First against Astra Militarum with all the tanks.  Second against Chaos Space Marines (Word Bearers)

 

I ran my standard list of:

Outrider Detachment:

Celestine +2x Geminae

2x 5 Doms w/4x meltaguns

10 Seraphim w/4x inferno pistols

5 Seraphim

3x Immo w/flamers

Repressor w/stormbolter and heavy flamer

 

Spearhead Detachment:

Cannoness w/power sword

7 Retributors w/4x Heavy bolters

3x Exorcists

Eversor Assassin

 

Supreme Command Detachment:

Hereticus Inq w/inferno pistol and null rod

Xenos Inq w/inferno pistol and power sword

Malleus Inq w/stormbolter and chainsword

 

Imp Guard:

Tank Commander (plasma)

Pask (plasma)

3 Leman Russes (plasma)

Hellhound

2x scout Sentinals w/autocannons

4x 10 man guard squads

Greyfax

Commissar

Company Commander (warlord w/relic that gets command points back)

2x 10man vet squads w/melta

Manticore

Callidus Assassin

3x 1 Inq Henchmen

 

So many tanks...Game was ITC mission 1 Retrieval (4x objectives, two are labelled 1 and 2 for maelstrom, all four count for primary mission at end).  He won first turn despite me having the +1 to go first.  I scouted forward with the doms in an immolator and doms in repressor.

 

Turn 1

He advanced up with the rest of his infantry to screen his commander and tanks.  Hellhound advanced to try and get a shot on my other dom immolator.  He managed to focus fire on my Repressor to force the doms out, then shot up the rest of the squad with his infantry, dropping it to one lonely meltagun girl.  Manticore put some wounds on an Exorcist, dropping it to four wounds remaining.  Meltagun vets were relatively ineffective, doing only a few wounds to my other dom immolator.  Hellhound did do some damage to that immolator, dropping it to four wounds remaining as well.  Pask and other tank were out of range of the exorcists and shot up the dom immolator, disembarking the girls.

 

My turn I AoF'd Celestine to move then move again and get her within range to murder most of his vets and two platoons of guardsmen.  I also AoF'd the other dominon squad to get them within melta threat range of the hellhound and Pask+leman russ.  Disembarked the inquisitors to get within smite range of the guardsmen and moved their immolator forward to help out Celestine, rets moved out from the base level of a ruin to the upper floor.  Lonely dominion from the other dom squad advanced to try and get within melta range of the leman russ on the other side.  Mind bullets I launched into the guardsmen and killed most of the squad.  Shooting from Celestine, two immos and the rets managed to kill the meltavets and a few other guardsmen.  The wounded exorcist launched some shots at a leman russ, stripping a few wounds.  The other two exorcists shot at the hellhound.  Unfortunately the dominions had to finish it off, instead of shooting at the Pask Leman russes.  Charge phase I put Celestine into the guardsmen, and piled into the other squad.  Greyfax heroically intervened.  In combat Celestine butchered a squad of guard and the geminae killed a few others.

 

Turn 2

He fell back with the remaining squad of guardsmen and trained all guns on Celestine.  He also dropped in his Callidus.  Gave the scout walker on my left flank the strategem to advance a whole bunch to try and get it into my deployment zone.  Leman Russes stayed put.  Psyckicking he mind bulleted Celestine but I was able to stop it.  He then put all of the guns into her, killing her, and blowing up another exorcist.  Celestine resurrected on my left flank within range AoF striking range of the Manticore and Leman Russ commander.

 

AoF turn.  I double bounced Celestine to be within range of his manticore and tank commander to tie them up in combat.   Rets using the other AoF to kill some more guardsmen. Start of the move phase I resurrected a geminae.  Inquisitors moved up.  Exorcists shuffled slightly.  I dropped in the Eversor behind cover as well as the large squad of Seraphim.  I mind bulletted into the callidus, one failed to go off, one was denied and the other caused 1 mortal wound.  Shooting Rets took off a few wounds from a Leman Russ.  Exorcists managed to blow it up.  Eversor shot at some guardsmen in the far back right side of the table.  Seraphim shot up the rest of the squad.  Charge phase the Eversor charged into the Leman Russ and piled in to include Pask.  Celestine charged the manticore, then piled in to catch the Leman Russ Commander as well.  Overwatch killed the geminae.  Eversor caused some wounds to the tank with his gauntlet, taking none in return.  Celestine wiffed huge against the manticore.  Inquisitors charged the guard blob in the middle and killed more, taking a few wounds in return.

 

Turn three.  I checked the time and for us to play two turns + deploy took nearly 2.5hrs...I had another friend coming over in an hour, so I said we'd have another half hour to finish the next round.  

 

He fell back with his manticore and tank commander from Celestine.  Greyfax advanced to get into the Inquisitor combat.  Callidus advanced to get into the combat.  Shooting he killed Celestine, blew up another exorcist and I think killed some Rets.  Fighting with Pask and the tank he did some wounds to the Eversor and killed two inquisitors.

 

In my turn I double bounced the meltapistol seraphim to put them on the objective in his deployment.  Dropped the other seraphim on the other objective and held the one in my deployment zone.  Inferno pistols then nuked Pask.

 

Final scoring was Sisters won primary, I won maelstrom as well by one point, and we each scored two points on the tertiaries.

 

Had the game gone on any longer though I most certainly would have lost.  5 Leman Russes are punishing...especially with the double shots.  The only thing that saved me a few times was how he positioned his tanks and the T8 on the exorcists vs. T7... it makes a significant difference.  He had all of the rerolling and command point shenanigans.

Played a 1500pt game at the FLGS today.

 

List was (Vanguard Detachment):

Celestine +2xGeminae

2x 5Doms w/4 meltaguns, chainsword/boltpistol on the superior

2x Immos w/Immo Flamer

Eversor

5 Legion of the Damned, multimelta and stormbolter chainsword on sarg

5 Legion of the Damned, bolt pistol and chainsword on sarg

Eversor Assassin

Imperial Knight Paladin w/ battlecannon, 2xheavy stubbers and reaper chainsword

 

Opponents List:

2x Company Commanders

2x Manticores

Leman Russ Tank Commander w/Lascannon and battlecannon

3x 10man Guard squads w/lascannons

Command squad w/sniper rifles

2x Culuxes assassin

3x 5 man Tempestus Scions w/2x plasmaguns, plasma pistol on sarg

2x 5 man Tempestus Scions command squads w/4 plasma and PP on sarg

2x Tempestus Tempestors

Sanction psyker

 

Game was ITC mission 1 (Retrieval mission and modified maelstrom, dawn of war deployment).  Objectives were placed in a diamond pattern with maelstrom objectives on the left (obj 2) and right (obj 1) side of the diamond, retrieval mission objectives placed at the north/south of the diamond roughly in the middle of the board in each players deployment.  I won the roll to go first, putting the eversor and legion of the damned squads in deep strike.  Knight in the middle of my deployment, Celestine beside him, one dom squad in immos on the right flank, the other in the middle beside Celestine.  He had all the scions in the sky, culuxes hiding in the shadows.   One company commander and guard squad + command squad on my right flank at the far back in his deployment hiding in a crater.  Manticores/Leman Russ behind a ruin in the middle w/ other company commander, psyker and two squads of guardsmen in a ruin.

 

Beginning of game I scouted forward both dominion immolators.

 

Turn 1

AoF I moved Celestine and the geminae forward.  Movement I advanced both Immos forward, bringing the centre guard squads into range of the flamers and moving onto maelstrom objective #1.  Celestine advanced another 12" to get within flamer range of the other guard squad.  Knight moved up to hang out with Celestine.  I also dropped the first Legion of the Damned with the multimelta into a ruin within 12" of the Leman Russ.  The other LoTD dropped onto objective 2 on the left side of the board.  The eversor appeared behind his manticores/leman russ.  Shooting wiped out one imperial guard squad in the middle, killed some others on the far back corner of the board with the other immo.  LoTD with melta and the knight stripped 9 wounds of the Leman Russ.  Charge phase I assaulted his manticore with the eversor, he overmatched dropping him to 2 wounds.  The company commander intervened as well, prevent me from piling into the second manticore.  Celestine charged the remaining Imperial guard squad in the middle ruin, hoping to consolidate into the manticore.  Fighting saw the Eversor strip some wounds off the manticore, celestine butchered some guard then consolidated into the manticore.

 

His turn he dropped fell back with the manticore and his company commander.  Other movement saw him drop in 2 scions+ command squad and tempester + both celexus on the right flank to help shoot up celestine and the eversor.  The other 2x tempester squads + command squad + tempester dropped in to deal with both legion of the damned.  Shooting he killed the eversor, and celestine using the scions on the right flank.  Celestine resurrected on the other side of the main ruin in the middle of his deployment out of line of site.  He unloaded into the legion of the damned squads...while they cackled maniacally at the plasma crackling off their 3++.  When the dust settled 3 legionaries had fallen.  Charging he attempted to get a culuxes in with the Immo (the 12" flamers are amazing on overwatch) and failed twice.

 

Turn 2

AoF I disembark move the doms out of an immo to get shots on the manticore.  I also advance Celestine 12".  Moving, the other squad of doms disembark, Celestine moves to get both manticores and the leman russ as charge targets from behind the ruin wall.  Knight advances up.  Immo's shuffle.  LoTD advance out from their ruin to get within range of the tempestus squads.  Shooting both LoTD shoot into the scion command squad, killing them down to one model.  Celestine cooks more guardsmen.  Doms squad 1 pastes a manticore.  Dom squad 2 brings the other manticore down to 1 wound.  Both immolators cook a culexus.  Knight strips last wound from the other manticore and stubbers down some stormtroopers on the right flank.  Charges, doms charge his psyker, he intervenes with the company commander, celestine charges the company commander, other doms charge the psyker.  LoTD squad one charges on squad of storm troopers, piling in to catch the remaining trooper from the neutered command squad.  LoTD squad 2 charge the other squad of scions.  Combat sees me Celestine the company commander to death, then club the psyker with my dominions.  LoTD squad 1 kills all the scions from the squad they charged.  Squad 2 kills most of the other squad.

 

His movement he falls back with the leman russ, falls back with the scions (issuing order so they can still shoot). Falls back with the other guard squad that was down to one lascannon.  Shooting he kills a squad of doms with the scions, kills a few more LoTD with the scions on the left flank.  Kills a geminae and puts some wounds on celestine.  He also charges with the Culuxes into the immolator and eats some wounds on overwatch.  The other infantry squad/company command squad and company commander take a few more wounds off an immolator.

 

Turn 3

I AoF to heal Celestine to 6 wounds remaining.  I also AoF with the doms to shoot at the Leman russ, but he CP's it to give a cover save and makes all his saves.  I retreat with Celestine and her resurrected geminae behind the wall but still in range to flame the remaining lascannon from the squad in the middle.  Doms advance out of LOS behind a wall. Knight positions to get closer to the leman russ in case he needs to charge.  I fall back with the immo that the culuxus engaged and reposition the other one to load up the doms next turn.  Shooting sees celestine torch the final lascannon from the guard squad in the middle, knight blows up the leman russ, immo kills the culuxus, LoTD (2 left in each squad by this point) shoot up then beat down the remaining tempests, leaving only the tempester prime on the left flank.

 

His turn he advances the remaining scions no the right and his tempester on the left.  Shooting he blows up one immolator (the one my girls were about to embark in...).  He also manages to finally land a lascannon shot on my other immolator.  He charges the tempester into the LoTD #1 squad, killing a legionnaire and taking two wounds in return.

 

Turn 4

I AoF celestine back to full health and AoF the doms to get within shooting range of the scions that pulped their ride.  Celestine advances to within flame range of the same scion squad.  I back up with the knight.  Shooting sees me kill the scions with the immo flamers and celestine and the doms (two separate squads + the tempester prime).  

 

We call it at this point as he had one squad of guard left and the company command squad + company commander vs. a nearly full health immo, a very angry celestine, a knight and a squad of doms.

 

Fun game though, big mistake my opponent made was dropping the scions in to shoot the LoTD.  They do not care and just ate all the plasma shots.  Was really enjoyable using some different units though.

  • 1 month later...

Had a game of SoB vs Niddies today.

 

1000pts

Game: Eternal War

Mission: Capture and Control

Setup: Search and Destroy.

 

Sisters:

 

 

++ Battalion Detachment +3CP (Imperium - Adeptus Ministorum) [52 PL, 999pts] ++

 

+ HQ +

 

Canoness [4 PL, 58pts]: 1. Legendary Fighter, Blade of Admonition, Inferno pistol, Power sword, Warlord

 

Celestine [8 PL, 200pts]: Celestine

 

+ Troops +

 

Battle Sister Squad [4 PL, 86pts]

. 2x Battle Sister

. Battle Sister w/ Special or Heavy Weapon: Heavy flamer

. Battle Sister w/ Special Weapon: Meltagun

. Sister Superior: Chainsword, Plasma pistol

 

Battle Sister Squad [4 PL, 86pts]

. 2x Battle Sister

. Battle Sister w/ Special or Heavy Weapon: Heavy flamer

. Battle Sister w/ Special Weapon: Meltagun

. Sister Superior: Chainsword, Plasma pistol

 

Battle Sister Squad [8 PL, 91pts]

. 5x Battle Sister

. Battle Sister w/ Special or Heavy Weapon: Heavy bolter

. Battle Sister w/ Special Weapon: Storm bolter

. Sister Superior: Chainsword, Plasma pistol

 

+ Elites +

 

Imagifier [2 PL, 40pts]

 

+ Fast Attack +

 

Seraphim Squad [4 PL, 91pts]

. 2x Seraphim

. Seraphim Superior: Bolt pistol, Bolt pistol

. Seraphim w/ Special Weapons: 2x Inferno Pistols

. Seraphim w/ Special Weapons: 2x Inferno Pistols

 

+ Heavy Support +

 

Exorcist [8 PL, 141pts]: Hunter-killer missile

 

+ Dedicated Transport +

 

Immolator [5 PL, 103pts]: Immolation Flamer

 

Immolator [5 PL, 103pts]: Immolation Flamer

 

++ Total: [52 PL, 999pts] ++

 

................

 

Tyranids (close approximation):

 

Hive Tyrant w/venom cannon and tail and some special talons.

 

Tyranid prime w/heavy bolter like weapon (i think) bonesword and lash.

 

5x warriors. 4 w/HB like weapons. 1x venom cannon. All with lashes.

 

1 brood of 3 zoanthropes.

 

2x30 gaunts (stabby stabby kind)

 

Hive Fleet Behemoth.

 

...................

 

I set up defensively to try to cover myself from the deep striking tyrant, fully expecting to go second.

8 girl bss deployed on my objective atop a building along with the Imagifier. These girls twiddled their thumbs the whole game so i wont mention them to save time except that the imagifier actually passed 3 faith rolls in a row.

Exorcist deployed up back and was forgotten about after the second turn so it shall not be mentioned again.

 

To my surprise, my opponent elected to let me go first...

 

Sisters Turn 1:

 

Celestine faith jumped towards right side gaunt blob.

 

Celestine closed gap on gaunt blob.

Right side Immolator advanced on the right gaunt blob but fell half an inch shy of flamer range.

Left Immolator moved to RIs former position to fill deep strike buffer gap.

 

Celestine fluffs her flame attack.

 

Celestine charged the blob and took out 4 gaunts.

Gaunt inflict 9 wounds in return and Celestine fails 3 saves.

 

The combat drew the gaunts out of synapse range of the zoanthropes, but a 1 one the morale dice saves their skin.

 

 

Niddy Turn 1:

 

Zoanthropes move to synapse cover the right gaunt blob.

Left gaunt blob advance up their side.

Hive Tyrant doesnt try to penetrate my lines and instead drops near the RI.

 

Zoanthropes smite Celestine down to 1 wound and fail to cast catalyst on gaunts

HT smites a wound off the RI and fails to cast catalyst.

 

HT venom cannon takes a couple more wounds off the RI.

 

HT charges RI.

RI overwatches well and HT takes 3 unsaved wounds.

HT swings and reduces RI to 5 wounds.

Gaunts swing at Celestine who passes her saves. Niddies stratagem Caustic Blood...cheeky.

Celestine takes out another 4 gaunts. 2 mortal wounds on Celestine. She reappears in niddy deployment zone near the zoanthropes.

 

 

Sisters Turn 2:

 

Celestine faith jumps next to the thropes.

Seraphim no longer needed as DS buffers and counters, faith jump towards the warriors on left side in ruins.

 

Seraphim move to melta range of warriors.

Cannoness and BSS jump out of RI. RI falls back from combat.

LI advances towards left gaunt blob, just reaching flamer range.

 

LI takes down 4 gaunts.

Seraphim whiff their shots in a big way. Dealing only 3 damage from an inferno pistol.

Cannones waves her inferno pistol at the HT showing how pretty it is.

Heavy flamer in BSS is only thing to cause a few unsaved wounds on the HT.

Celestine flames a wound off a thrope.

 

Celestine charges the thropes and takes one out.

BSS charge HT, 2 die to overwatching venom cannon. Cannoness charges in too.

Cannoness waves her Blade about showing how pretty it is.

BSS glare at the HT.

HT eats BSS. First Blood.

Seraphim charge warriors. One dies to overwatch.

Seraphim flail about.

Warriors take down another seraphim.

 

 

Niddy Turn 2:

 

Left gaunt blob move well within charge range of seraphim.

Right gaunt blob advance on Celestine position.

Thropes fall back from combat.

 

HT fails Catalyst

Thropes smite 3 wounds of Celestine. Thropes cast Onslaught on the advanced gaunts. Sisters "get that psychic crap outta here" stratagem succeeds and denies Onslaught.

 

Left gaunts charge the seraphim. When the dust settles, theres a single seraphim left.

Cannoness interrupts to show off her blade some more

HT sneezes causing 1 damage to Cannoness.

 

Seraphim passes morale.

 

 

Sisters Turn 3:

 

Celestine faith flames the guant blob thats been after her and knocks out 5.

Cannoness really loves to show how pretty the blade is.

 

Celestine moves closer to thropes.

Seraphim jump out and over combat to land in melta range behind the Prime.

LI moves to flamer range of now unengaged gaunt blob.

RI advances on the gaunt blob pursuing Celestine.

 

Seraphim fires infernos at the Prime, dealing 5 damage. 1 short of a kill.

RI and LI open up on their respective gaunt squads, both roasting around 4 gaunts each.

Celestine flames her gaunt squad again taking out another 3.

Cannoness tickles HT with her inferno.

 

Seraphim charges the Prime. (Illegal in hindsight but we got excited. This resulted in her death in the ensuing combat)

Celestine charges and takes down another thrope.

Cannoness just loves to show off how pretty that blade is...HT gets bored and stomps her.

Cannoness stylishly Martyred, Sisters Martyrdom stratagem, Celestine faithfully slays the last thrope.

 

Celestines gaunt squad scatters and eats itself as the only source of nearby synapse falls. Celestine holds the niddy objective.

 

 

Niddy Turn 3:

 

Warriors, gaunts and Prime all turn tail and head straight for Celestine and their objective, allowing the RI and 8 girl BSS to breath a sigh of relief as the pressure is taken off at the sight of some 30 models falling back.

HT moves in front of LI.

 

HT casts catylist. Succeeds but perils in the process and loses 2 wounds.

Fails to smite.

 

Only Prime can see Celestine through a window in her ruin. It fires and Celestine takes 1 damage.

HT fluffs the venom cannon.

 

HT tries to charge RI but is roasted to amazing overwatch.

 

 

Sisters Turn 4:

 

Celestine heals herself back 3 wounds.

 

Capitalising on the faltered niddy line, BSS inside LI aggressively disembark toward the gaunt blob.

LI and RI both advance towards the niddy objective. RI manages to make flame range.

Celestine hides deeper into ruin cover to avoid LoS and stay on objective.

 

BSS, RI and LI unleash hell upon the gaunt blob. When the flames die down, theres a single gaunt left.

 

LI multicharges the remaining gaunt and nearby warriors. Takes a few damage from overwatch. Sucessfully ties both units in combat. Fails to hit.

Warriors smash it big time causing it to explode!

Explosion takes out the last gaunt and the Prime and a wound off a warrior.

 

 

Niddy Turn 4:

 

Warriors move closer to their objective.

 

Fire at Celestine cause 2 damage.

 

 

Sisters Turn 5:

 

BSS faithfully move towards warriors.

Forgot to do Celestine faith.

 

RI moves to 3" of niddy objective.

BSS move nice and close to warriors.

Celestine jumps out to join the bbq.

 

All unleash on the warriors. Dropping a few models.

 

Celestine finishes off the last warrior in combat.

 

 

Game end:

 

Sisters 2 objective, slay warlord and line breaker. Total 8

 

Niddies slay warlord and first blood. Total 2.

  • 1 month later...

In a tournament in two weeks from now using the ITC Champions Mission rules, played a practice game against another player who is attending.

 

Game was ITC Champions Mission #6: Precious Cargo. Deployment was Hammer and Anvil.

 

My list:

Adepta Sororitas Battalion

Celestine w/2x Geminae

Cannoness w/bolt pistol and chainsword

3x 5 Battle Sister Squad with boltguns

 

Imperium Vanguard Detachment

Shield Captain on Dawneagle Jetbike, hurricane bolters, misercordia, 3++ reroll charges relic, 5+ ignore wounds Warlord Trait

Eversor Assassin

2x 5 Doms w/4x meltaguns

2x 5 Seraphim w/4x inferno pistols, chainsword on superior

5 Seraphim w/bolt pistols

2x Immolator w/immo flamer

Repressor w/2x Stormbolter, Heavy Flamer

 

Imperium Spearhead

Hereticus Inquisitor w/bolt pistol and chainsword

5 Retributors w/4 Heavy bolters

3x Exorcist with exorcist launcher

 

Opponents List:

3 Infantry Squads

3 Heavy Flamer Scout Sentinals

2 Special weapons squads w/plasma

2 Company commanders (1 w/5+ get back CP relic)

2 Heavy Weapons squads w/mortars

2 Sniper teams

2 Vultures w/punisher cannons

Manticore

2 Leman Russ Conquerors w/battle cannons

Shadowsword

2 Psykers

Cyclops demoliton vehicle

 

Most of the infantry in his list was Elysian, with the vehicles being Tallarn.

 

For secondaries I took Recon (score 1pt if I have a model in each table quarter at end of turn), Big Game Hunter (score 1 pts for each model over 10 wounds) and Old School (First Strike, Kingslayer, Linebreaker, Last Strike). He had Big Game Hunter, Kingslayer (on Celestine) and Recon.

 

Deployment:

He won the roll off for deployment sides, I had to make the first drop.

 

I put the Exorcists in the middle of the board behind some terrain with the Cannoness, close enough to my backline to prevent drops behind me. BSS filled the table edges to screen drops. One squad of Seraphim with Celestine int he middle behind terrain, Doms on either flank, Retributors behind some cover on the right flank, with good view of the midfield, Custodes near Celestine. Eversor and one squad of inferno pistol seraphim, and bolt pistol seraphim in reserve.

 

He deployed a leman russ on each flank, manticore on his backline, both mortar teams in his backline behind a ruin near the company commander warlord, psykers hiding behind the same ruin. Two infantry squads strung out across his deployment and all three scout sentinals equidistant across the board. Everything else in reserve.

 

I won the roll to go first with the +1 from having fewer drops and scouted first, Repressor w/doms scout moved forwards on the left flank, Immo w/doms scout moved forwards on the right flank, both about 8" from the long table edge. He advanced one scout sentinal forwards on the left flank, one forwards on the right flank.

 

The name of the game was screen out my deployment and stay 8" from each board edge, try to maintain 18" between units.

 

Turn 1: Girls

 

Celestine AoF'd herself to move forwards on the left flank behind some ruins within charge range of the left flank scout sentinal. Inferno pistol seraphim AoF'd double bounce on the right flank into another ruin, within range of the right flank scout sentinal. Custodes moved up to support the seraphim on the right flank/charge the scout sentinal if required. Doms on the right moved to get within range of the IG squad on the right flank, Doms in the Repressor on the left moved up to be between the scout sentinal and the IG squad on the left flank. Immo w/ the inquisitor moved up on the left flank. BSS/exorcists adjusted to screen out my deployment and screen out the long board edges.

 

Shooting saw the doms in repressor kill the scout sentinal on the left flank, repressor flamed/storm boltered the IG squad, dropping it to 6 models. Exorcist fire killed the Scout Sentinal in the middle of his deployment and stripped some wounds off a sniper team. Seraphim on the right killed the scout sentinal on the right, Immolator full of doms on the right killed 3 guardsmen from the infantry squad.

 

Charging I assaulted his remaining infantry on the left with the repressor, killing one more. Morale caused only one infantry man to remain.

 

Scored 1 for killing a unit, 1 for holding and objective, 1 for recon, 1 for first strike, for 4 total.

 

Turn 1: Astra Militarum

 

He repositioned his Leman Russes slightly to give better firing lines. I had him screened out in my deployment zone, most of the middle, and along both board edges. He dropped one vulture in on his board edge in the middle, and brought the shadowsword in far back on the right flank. He dropped in the Cyclops on the left flank, 9" from my inquisitor immolator/Celestine.

 

Psychicing he put the -1 to hit on his Shadowsword and smited a Repressor, dropping some wounds.

 

Shooting he popped both the Immolator and the Repressor. Killed the squad of doms inside the Repressor. Killed the other squad of doms down to three girls and killed two seraphim from the inferno pistol squad. He also stripped the remaining immolator on the left flank down 7 wounds.

 

Charge phase he charged my weakend squad of three dominions on the left flank, killing one in the melee, while I did no wounds back.

 

He scored 1 for and objective, 1 for killing a unit, 2 for Big Game Hunter.

 

End of round scoring, we each scored 0, as we held same # of objectives and had killed same # of units.

 

Turn 2: Sisters

 

AoF phase I double bounced Celestine, putting her into his deployment zone and within charge range of his Company Commander Warlord. I double bounced the Seraphim on the right flank, getting them within 3" of his Leman Russ Conqueror. I disembarked the Inquisitor to get her within smite distance of the Cyclops or his Leman Russ, advanced the damaged immolator forward to flame his Cyclops. Advanced the Retributors to give better firing range on the midfield/front of his deployment zone. Shuffled up an Exorcist so all three were within range of his Vulture. Moved the Custodes forward on the right to threaten his guard infantry and possibly do a long charge on the right flank leman russ. Readjusted the BSS to maintain coverage on my deployment backline/table edges. Fell back with the Doms engaged with the infantry platoon on the right flank. Dropped in the second inferno pistol squad behind a ruin on the right flank (where the old inferno seraphim were), and dropped the bolt pistol seraphim into the ruin Celestine previously occupied.

 

Psychic phase I cast smite on the cyclops that he easily dispelled.

 

Shooting saw me strip some wounds off the Cyclops (but not enough to kill it!) with the Immolator, Celestine flamed and took one wound off a mortar team, Geminae shooting failed to kill the sole remaining guardsmen from the previous squad. Exorcist fire stripped 7 wounds from the Vulture in his deployment. Seraphim shooting on the right against his Leman Russ completely whiffed.

 

Charge phase I multiassaulted with Celestine, Geminae into the lone guardsmen, Geminae into the Mortar Team and Celestine into his Company Commander. Custodes assaulted into his infantry squad on the right flank, hoping to kill them and consolidate onto the objective. Seraphim on the right flank into his leman russ and piled into his sniper team. One Geminae took one wound on the way in, Celestine pulped his company comander, one geminae whiffed against the lone guardsmen, other geminae stripped a wound from a mortar team. Lone guardsman stuck back and killed a geminae. Custodes slaughtered the guardsmen infatry squad, consolidated onto the objective. Seraphim did nothing to his Leman russ, Leman russ and sniper team did nothing to the Seraphim.

 

Scored 1 for objective, 1 for killing a unit, 1 for recon, 1 for kingslayer.

 

Turn 2: Astra Militarum

 

He fell back with the mortars from Celestine, fell back with the Leman russ and snipers from the Seraphim. Moved forwards with his Cyclops to catch the damaged immolator, the Inquisitor and my bolt pistol seraphim. He dropped in his special weapons squads midfield and the infantry squad. Second vulture came on in the far back left flank. Damaged vulture flew allt he way to my far back left flank to chew up a BSS squad.

 

Psychicing he tried to psychic maelstrom Celestine, I denied using the Sisters strategem. He then tried to smite, my Inq denied it with a CP reroll.

 

Shooting he detonated the cyclops, killing my inq, three bolt pistol seraphim and the damaged immo. Shooting, Celestine tanked mortar shots, vulture gunship, Leman Russ shooting and a Manticore, losing only her other Geminae (Celestine and Geminae in a ruin, good deal). Damaged vulture shot up a squad of BSS, killing them. Due to the location of my Seraphim, they were closer to the Shadowsword than Celestine or the Custodes. He opted to fire his plasma special weapons squad at the seraphim, killing one. He then shot the other plasma squad at them, finally killing the squad and freeing the Shadowsword to shoot Celestine. Remaining infantry squad shot up my inferno pistol seraphim, dropping them to one model. Shadowsword dialed up to shoot Celestine, rolled poorly for it's 3d3 main gun, hit and wounded with two of them, and I passed the CP re-rolled one save, taking it all on Celestines invul. HB's and Lascannons failed to hit or wound her as well.

 

Scoring 1 for killing a unit, 1 for holding an objective, 1 for Big Game Hunter

 

End of Round Scoring: Sisters scored bonus 1 pt for holding more objectives, Astra Militarum scored bonus 1 point for killing more units.

 

We decided to call it at this point due to time. I think had we played it out he would have pulled ahead as I was worried about how to deal with both the Shadowsword and his Vultures. He was very concerned about both the custodes and unkilled Celestine being deep in his deployment.

 

Final score was: 9-8 for the Sisters

  • 2 months later...

I came across this old battle report from a 6th ed slow grow campaign a friend and i statted doing some years back. Sharing because of fon memories even though i didnt win a single game and we never finished the campaign.

 

For this one, as i recall, my list was something like:

 

1xArch Confessor w/eviscerator

2x priests w/stuff

1x 10 BSS w/meltagun

1x 7 bss w/meltagun

2x Rhino

 

Opponents list went something along the lines of:

 

1x farseer

2x wave serpents

1x5 rangers...snipers

1x 5-10 banshees

1x5 dire avengers (or whatever the melta toting eldar are called)

 

We made this narrative inspired and each determined to write a fluffy report after each game. The following is mine (i did end up posting this on fanfiction.net but only got 2 chapters/games done):

 

 

**From the Ecclesiarchy Sealed Archives of Gwelyn's Stand. A controversial account of one of the Imperiums heroes, and Emperor's faithful.**

 

This being the final confession of Cannoness Lyria Suvan. Dated this day of 230.991.M40. In the presence of his holiness, Arch-Confessor Konstanse Lightbrey and witnessed by this humble hand, Airn Rhey.

 

I hear you chose to omit the title many in our order have begun to cry out for me. That is well. I do not seek such extravagancies- nor am I worthy of such a thing. I am the Emperors servant, nothing more.

 

In my years, I have served faithfully and am humbled the Emperor would shine his light on me to serve as long as I have. However, I feel it necessary to confess certain events of my life. Parts that, for various reasons, had been edited by history.

 

You might recall some two-hundred years ago on Adjutant's Grace, I willingly took the Oath of the Penitent after a valiant but ultimate defeat in battle. That is true, however the events surrounding that defeat were...artistically edited.

 

I was newly advanced to Superior at that time; my squad transferred to our Order of the Penitent Spirit's Mission there. It was two months after our transfer that Confessor Lightbrey discovered a festering wound of secular belief within a particular district. Forces of the Adeptus Arbites had gathered and violently squashed and apprehended the followers of this taint; however they had been overzealous in their duty- perhaps in attempt to show their fervour and save face in front of the Confessor for having not caught this obscenity earlier. Regardless, their actions along with the sects own violent response resulted in the destruction of one of our Emperor's temples.

 

Lightbrey forbade the Arbites from re-entering the area, shaming the Judge for this that travesty. He took it upon himself to search for and retrieve the artefacts the temple had contained and set about re-consecrating the ground. Along with two priests and bodyguards, Sister Farrier along with her squad and my own were chosen to accompany his eminence in this sacred task.

 

We arrived at the site around mid-morning; Sister Farrier and her squad had begun their search of the area while my squad readied in our transport to scout our quadrant. Sister Farrier's voice soon reported the discovery of an artefact. It did our hearts well to hear this good news; however it quickly turned sour as she voxed in only moments later with report of xeno sighting.

 

I rushed forward of our transport and saw as we rounded one of the few intact buildings, Eldar craft. I had faced these xenos in my early days as an initiate and no encounter with them was ever pleasant. They were so horrendously alien. Fast, lethal and cowardly. Striking unexpectedly from all angles and vanishing just as quickly. For some reason, they were there now.

 

Our transports moved to try to both protects the artefacts and engage the Eldar and the early moments of the battle was peppered with missile explosions around us and hits that did nothing more than deafen our ears as they detonated off the hull. Over the vox, I heard Sister Farrier order her squad out of their transport to secure one of the artefacts while her Rhino attempted to engage Eldar foot units in the rubble.

 

We resorted to field hand signals for communication; the rest of my squad was not fortunate to have helmets such as I and despite the com-beads in their ears, could not hear verbals commands over the missiles glancing off our hull. That didn't stop their prayers though. Even as I ordered Sister Katran on the squads Meltagun to bring an end to the xenos vehicle harassing our position; she dutifully took aim through the fireport, the prayer of guidance on her lips, she struck true, but she might as well have spat at the vehicle as the melta shot seemed to reflect harmlessly off its targets hull. Sister Farrier reported similar occurrences in her own squad...I hesitated.

 

The shot had been point blank, I had never even heard of such things happening, but somehow with some sick xenos trickery, the Eldar laughed at our weapons. Sister Farrier ordered a charge upon the vehicle on her position and I soon heard victorious cries in the background as the Eldar vehicle was destroyed.

 

Bolstered with this fact that these aliens were not indestructible, I ordered Sister Farrier to have at them again, joining her this time, lobbing a Krak grenade- such is how close we were to the Emperor's enemies. Amidst the crack of sniper fire and explosions, our efforts were shrugged off as they were before. I felt a righteous fire of hatred rise within me at our foe, but it turned to ice as I heard Sister Farriers death scream and the screams of her squad. Again, I hesitated, heartbroken at the deaths of my fellow sisters. My hesitation cost us.

 

Our transport rocked as sniper fire struck precisely, crunching the Rhino to a halt. I ordered my squad out of the death trap, straight into the sights of the waiting Eldar. We moved forward, prayers on our lips, defiant of our foe. I ordered a charge on the vehicle, inspired by Sister Farrier's valiance, but it jetted off before our grenades could strike a telling blow.

 

Everything next happened so fast; one moment Sister Kendra was standing beside me, and the next she had been rendered to ash, the heat wave of the Eldar weapon that had done this blistering my skin even beneath my battle armour. The next moment, I saw Confessor Lightbrey and the Priests charge into the Eldar squad's flanks, proclaiming the Emperor's might and fighting with a fervour I had seen in few at that point. The alien fell quickly to their blades and Lightbrey moved to cover us from an approaching squad of masked warriors that came from the direction of Sister Farriers ill fated squad...it was a task that I should have fulfilled.

 

He ordered us back, to recover the nearby artefact and get aboard his Rhino; but as I turned to look, I saw it crashed amongst rubble. More of my sisters fell beside me to sniper fire and when I went to look back at Lightbrey, he was already locked in a fierce combat with the Eldar, the men he had with him were cut down.

 

Our forces decimated, my faith in both my abilities and the Emperor's will for my position wavering, my fears of past encounters plaguing me; the Confessor locked in what I saw to be a doomed fight...I fled. Oh I can justify by saying that our losses were too great, our martyrdom would have availed nothing that day; all true. But the truth of the matter is I fled.

 

I returned and reported to the Prioress everything. Everything. My conscience assailing me, I wasted no time in offering myself for the Oath. The Prioress accepted- after a public flogging of course.

 

In hindsight; it was the best thing that could have happened to me.

 

Our Mission returned to the battlefield but found no trace of the alien. All but one of the artefacts were recovered and our Sisters were laid to rest. There was no sign of Confessor Lightbrey. Sister Farrier and her squad were noted for their courage and unwavering faith under fire. To this day, I hold her as one of the bravest and worthy of the Emperors servants I have ever met.

  • 3 months later...

Played at the TSHFT ITC tournament this past weekend, my list can be found here:

 

http://www.bolterandchainsword.com/topic/348534-2000pts-for-itc/?do=findComment&comment=5114980

 

All games were played using the ITc Cjampions mission pack.

 

Game 1 – ITC Mission Seize Ground

 

Tyranids

Battalion (Kraken)

Swarmlord

Hive tyrant w/wings 4 devourers w/brainleach worms and relic

19 genestealers with reding claws/scything talons

19 genestealers with reding claws/scything talons

30 hormagaunts

6 Hiveguard w/ Impaler Cannons

3 Venomthropes

 

Battalion (Kraken)

Hive Tyrant w/wings 4 Devourers w/brainleach worms

Neurothrope (warlord w/ synaptic lynchpin trait)

28 hormagaunts

3 ripper swarms

3 ripper swarms

 

Deployment was hammer and anvil

I made the mistake this turn by coming to him, when I should have just given up the early points, kept back and allowed his gaunts to come to me. Shooting from the knight is dangerous. Also through a combination of the swarmlord, hive fleet trait and genestealers innate abilities, he could sling the genestealers 8”+3d6 pick highest advance + 8”+3d6 pick the highest advance (swarmlord) + 2d6 charge. They can also pop a stratagem to fight again. It’s a trick I wasn’t aware of and unfortunately I played right into it. The better thig would have been to move back, try to lure out his hiveguard into the 36” danger zone of the knight, allow him to come to me and keep shooting with the knight. The sisters are great at dealing with hordes, but I need to keep all the tools alive to be able to do so.

 

Loss for the girls 13 to 33

Game 2 – ITC Mission Cut to the Heart

 

Chaos Daemons

Daemon Prince of Nurgle

Fluxmaster (warlord)

Poxbringer

30 Plaguebearers

30 Horrors

29 Bloodletters

3 Nurglings

3 Nurglings

3 Nurglings

3 Flamers of Tzeentch

3 Flamers of Tzeentch

3 Flamers of Tzeentch

3 Screamers

5 Flesh Hounds

5 Flesh Hounds

Skull Cannon

Skull Cannon

Skull Cannon

Deployment was Dawn of War

I went first this game, he deployed his nurglings to block my scout moves. Knight gunned down a unit of dogs right off the bat, girls flamed a bunch of nurgling and I castled up in the middle. He kept his bloodletters and horrors off the board, I just castled and waited for them to drop. Horrors he brought in turn one in his deployment. Shield Captains fought with the flamers and screamers on a building rooftop, one shield cap going down in the process. Eventually I whittled him down and was able to deal with his big squads piece by piece. Bloodletters, then everything into the plaguebearers and whittle a few off of the horrors. Celestine managed to neutralize his skull cannons.

Win for the girls 25 to 18

Game 3 – ITC Mission Nexus Control

 

Harlequins

Troupe Master w/fusion pistol

Troup master w/fusion pistol

Solitaire

5x 5 man Harlequin troops, all with fusion pistols and caresses

5x Starweavers with 2x Shruiken Cannon

2x 5 bike Skyweavers with Haywire Cannons

Deployment was Search and destroy, I won the roll off and gave him first turn. There was a large ruin in the center, I castled up with the knight in my back corner. He made a big mistake of splitting his forces. Both starweaver squads popped around one side of the ruin, while he sent one starweaver with the solitaire around the other side. He haywired into the knight, I popped the strat to ignore mortal wounds on a 5+, when the dust settled he’d stripped the knight down to 13 wounds remaining. He then popped a stratagem to retreat on bike squad behind the ruin and put prismatic blur (3++) on his other skyweaver squad. I managed to down one squad of skyweavers with the knight then used the seraphim and dominions and biker captains to kill the starweaver/solitaire/troupe that he let run in alone.

 

He shot down the knight the following turn, but after that I disembarked all the stormbolter girls and took apart his remaining units piece by piece. Melta the vehicles down and just shield captain/immo flamer/stormbolter the harlequins inside. Tabled him on turn 4

 

Win for the girls 34 to 13

 

Game 4 – ITC Mission What's Your's is Mine

 

Grey Knights/Adepta Sororitas/Blood Angels

Grey Knight Outrider

Grandmaster w/Cuirass of Sacrifice and psycannon/halberd

10 Interceptors w/2x psilencer

10 Interceptors w/2x psilencer

8 Interceptors w/psilencer

Blood Angels Battalion

Captain w/jump pack, stormshield and thunder hammer

Captain w/jump pack, stormshield and thunder hammer and ignore overwatch/reroll charge relic

Sororitas battalion

Celsetine w/1x Geminae

Cannoness w/stormbolter

2x 5 girls w/stormbolter

5 girls w/boltguns

2x 8 Seraphim w/4x meltapistols

7 Seraphim w/4x meltapistols

 

Deployment was Dawn of War. This was the most enjoyable game of the tournament. Really interesting list as everything is capable of moving 12” or more. Start of the turn my opponent death companied the two smash captains. I castled up on my objective, kept the knight back. The scouts were deployed to interrupt my dominion scout moves, which was fine, I was not going anywhere. I rolled hot on my freeblade qualities, getting +1 ballistic skill and 1 free re-roll, while the burden was BS changed to 6+ and can’t fall back.

I took first turn and promptly failed my freeblade check…meaning I hit on 6’s. No big deal as most of my opponent’s troops were hidden in ruins. Managed to kill one squad of scouts. Their turn two of the seraphim bounced forward and managed to do some damage to my vehicles, smash captain popped a strat to be setup within 9” and promptly smashed my immolator. Three of the grey knights shunted and shot at some girls.

The next turn I failed my freeblade check again…rolling boxcars, so spending a command reroll I would have needed to roll a 2 or less…

Shooting could have been better, managed to clear out some seraphim, kill a few grey knights. The next turn smash captain rolled into my knight but the knight managed to stay alive. My celestine died and resurrected on the far side of the table near my opponent’s battle sister castle. Things went bad on my objective with most of my army being wiped out but the knight, one shield captain, cannoness and some doms/ BSS still fighting.

 

Turn 3 I deep struck in my biker cap and Seraphim and proceeded to start clearing out my opponent’s castle, killing another squad of scouts and killing a squad of BSS/tying up both other BSS squads and the traitor cannoness. Knight managed to stick alive for one more round, do some shooting and kill a grey knights. I was starting to pull ahead on kill more units, simply because everything I had left was tough or out of reach of my opponent. When my cannoness died I martyred her and fought again with Celestine, killing the remaining traitor BSS. Shield captain finally went down, I shouldered the mantle to my remaining shield captain kicking in my opponents castle.

 

Turn 4 I killed the traitor cannoness and consolidated onto the objective. Knight managed to shoot more grey knights and tap dance my opponent’s warlord to death. Knight finally went down to smash captains and bullets.

 

Turn 5 I held onto the objective. My opponent advanced everything back over to the home objective while keeping control of mine.

 

Turn 6 I double hopped the Seraphim, killing my opponent’s Celestine. Traitor Celestine resurrected ready to charge my Celestine. Opponent killed my seraphim with grey knight shooting, then charged traitor Celestine and smash captain into my Celestine, killing her and having more units within range of the objective to hold it.

 

Loss for the girls 29 to 24

 

Game 5 – ITC Mission Crucible of Champions

 

Necrons

Tessaract Vault

Orikan the Diviner

C’Tan Shard of the Deciever

3x 4 Canoptek Scarabs

6 Destroyers

Destroyer Lord

3x Doomsday Arks

 

Deployment was Dawn of War. I castled in the corner and kept the Seraphim off the board (big mistake). He relocated the Tessaract Vault, I won the roll to go first. Shooting stripped a load of wounds off the Tessaract, however I failed to kill it. Shooting killed one squad of scarabs. Celestine charged the destroyers from behind a wall, only killing two of them. His turn he mortal wounded a bunch of things, reducing my Seraphim down to 2 models, killing one disembarked squad of dominions. Eliminator protocols managed to kill Celestine, Deciever chucked out some mortal wounds. Shooting with the Doomsday Arks managed to strip the knight down to 5 wounds.

 

Next turn I blew up the tesseract vault, I tap danced his destroyer lord with my warlord shield cap and put the other two shield captains and Celestine into his destroyers. He managed to resurrect the destroyer lord and I rolled garbage for my D3 damaged on the shield caps, again only killing two or three destoyers. He managed to bring back a few more with reanimiation protocols.

 

Following turn he killed the knight, elimination protocolled a shield captain and killed Celestine, after that his doomsday arks just cleaned up my characters and sisters.

 

Loss for the girls 35 to 13

 

In summary, I’m pretty happy with the list I ran. I finished 28/50. I feel I could have done better but I did make some sloppy mistakes and it was good to be punished for them. At no time did I ever feel the list was outclassed, the list seemed to have all the tools for the job. Taking freeblade was a mistake, so I may switch to House Raven. The games that were lost all seemed to be due to poor target priority or measuring and staying out of threat ranges. Was a great time though and fun to play some really different but interesting armies. Looking forward to getting more tournament games in.

A slight musing- if it's possible to get the house benefits, going house Raven gets you no -1 on assault weapons and heavy weapons become assault. That with the the longstrider wl trait gives you unparalleled positioning power for your daka (and I believe first turn charge potential with the Sally forth strategem) pair that with your favorite knight relic for best results (or until sisters get their codex)

A slight musing- if it's possible to get the house benefits, going house Raven gets you no -1 on assault weapons and heavy weapons become assault. That with the the longstrider wl trait gives you unparalleled positioning power for your daka (and I believe first turn charge potential with the Sally forth strategem) pair that with your favorite knight relic for best results (or until sisters get their codex)

Sadly the House Benefits do not apply for a Super Heavy Aux detachment. Longstrider is good, but that knight really wants to be shooting for the first few turns and in combination of Rotate Ion Shields does a good job of allowing him to survive, the 4++ to 3++ ion shield is often too good to pass up. Also need to remember Sally Forth is only for Questor Imperialis knights, House Raven is Questor Mechanicus. I found the Mechanicus Strategems (5+ ignore mortal wounds, Machine Spirit Resurgent -> act as though undamaged for one round) to be more useful than the Imperialis ones. They saved me in a few games.

Fair points, I run the Errant (something about melta+chainsword that feels thematic running with sisters) so I don't think about the dakka as much. Also thanks on the strategem info, I couldn't remember off hand.

Truth! There is something bout charging forward that feels very thematic.

 

What is interesting to note and one key conclusion I did make from many of the games played is...sometimes it helps to stay back. I think charging forward is a trap that the girls fall into. The games I did win is due to the fact I did stay back (Harlequins, Daemons). Whereas the game I tried to play aggressively (Tyranids) was a loss because I gave up some easy points right off the bat. Necrons I didn't play aggressively enough. I guess the point I'm trying to make is to stop and think before charging things forward. Is it really necessary? Will it score points. Or is it possible to wait and play for the end game/get in a position to counter punch.

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