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Adepta Sororitas Battle Reports


bkde

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Hey all,

 

Browsing the interwebs it seems there are a serious lack of Sisters battle reports (or those that do pop up in the google are fairly old).  We all play, so why not share what works, what was fun to play with and maybe, hopefully, share a few stories of the Sororitas squeaking out a win.

 

There were those great unit of the week articles which discussed the theory of the different units, now for some examples of how those units have worked on the tabletop.

 

Narrative style, turn by turn, with/without pictures or even just a brief synopsis, however you want to tell it.  Only request is to try and keep each battle report to a single post below.

 

Looking forward to hearing about some of your battles. Cheers!

 

p.s. Have a game against the filthy space clowns Saturday, will try and get a report and photos up for you guys!

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I'll edit this post when I have time to include my view of it , which is summarized in the Army lists section, but here is the latest report of my combat against Deathwatch, over a turf war between the suspicious psykers and my most holy of orders , as reported by the opponent (subject to censorship), with pictures :

 

https://kulsaq.wordpress.com/

 

It was his first ever 40k game, so we played a classic Annihilation. The opponent was Skorus from this very BnC :)

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Played two games this weekend using my blob list (army list link)

 

First game was against a friend's Harlequins:

 

Large Harlequin Troupe w/Death Jester, Shadowseer and smattering of Harlequin Caresses

Large Harlequin Troupe w/Shadowseer, smattering of Harlequin Caresses (Farseer and Autarch join this squad)

5 model Harlequin Troupe in a Starweaver Transport

Void Reaver

2x Skyweavers

 

2x 3 Eldar scatbikes

1x 3 Eldar Jetbikes

Ranger squad

3 Farseers (one on divination, one on telepathy, one on elder powers)

Autarch

Bastion w/Escape Hatch

 

 

Mission was ITC Mission #6 (link)Dawn of War deployment, Primary objective crusade, Secondary objective modified maelstrom, tertiaries were first blood, line breaker and slay the warlord.

 

Psychic powers I rolled Prescience, Precognition, Misfortune for Coteaz; Scriers Gaze and Prescience for the Inquisitor; Shrouding + Shriek on one Psyker, Terrify + Shriek on another Psyker and Invisibility + Shriek on the last Psyker.

 

Eldar had a whole list of powers, big one being that they got fortune, invisibility, shrouding and prescience.

 

I rolled the warlord trait master of ambush that grants outflank/infiltrate to Warlord and 3 non-vehicle units.

 

Objectives were concentrated on the right side of the board.  One objective placed in the middle because we were using a really cool piece of ruin terrain.  The other three were placed one in his deployment zone on the right side of the board, one middle of the right side of the board, and one in my deployment zone on the right side of the board

 

Deployment

 

I won the roll to deploy first and elected to let my opponent to take the turn to deploy first and subsequently go first.  He seized initiative on a 2+ due to his warlord trait "Narrator of Wars" (+4 to seize), and I wanted to have the final turn to score objectives due to his jetbikes.

 

Only area for him to place the bastion was on the far left flank.  Harlequin troupe with the farseer and autarch, sky weavers, star weaver, void weaver and two squads of bikes were deployed on the right side of the board.  One squad of bikes was deployed alongside the bastion, pathfinders were outflanking.

 

I deployed the VSG on my right side and placed the knight, penitent and blob with all of the characters under the VSG cover.  Henchmen squads were deployed along near to the VSG in a group of ruins.  The Henchmen psyker with Invisibility was deployed close to the blob squad.

 

Harlequins Turn 1:

Maelstrom Objectives: Harlequins were required to hold the objective in their deployment zone and have a unit in the enemy deployment zone

 

Harlequin troupe on the right flank advanced to the halfway line of the table.  Harlequin troupe in the middle of the board did the same thing.  Jetbikes near the bastion turbo boosted into my deployment zone on my left flank.

 

Psychic phase he cast shrouding and fortune on the right side harlequins and veil of tears on the center of the board harlequins.  During the shooting phase he managed to drop all three void shields.

 

Sisters Turn 1:

Maelstrom Objectives: I rolled capture Objective 1 (held by one of the henchmen squads in my DZ) and kill an enemy unit

 

Inquisitor puts counterattack on the blob squad from the liber heresius

 

Blob advances forward ready to accept charges from both of the harlequin troupes. (This was a mistake, I should have deployed one squad of Seraphim on the board to act as a chaff unit and block the charge from one of the Harlequins).  Penitent advance as support.  Knight advances slightly but stays within the VSG.

 

Celestine jumps out of the Blob squad to nobly engage the harlequins in the middle of the board, hoping to tie them up.

 

Psychic phase I managed to put invisibility on the blob but my psyker blew himself to smithereens in the process.

 

Shooting the knight's only valid target was the shrouded harlequins in the ruins.  Doubletapping the battle cannon caused 26 wounds due to them being bunched to benefit from the cover, opened up with the stubbers and avenger gatling cannon.  When the smoke cleared 5 clowns were on the ground twitching.

 

Celestine flames the clowns in the middle of the table, killing 3.

 

In the assault phase Celestine charges the harlequins, issues a challenge to the troupe master and kills him, but goes down to vengeful rending hits from the remaining harlequins.

 

At the end of the turn VSG recovered one shield.

 

Harlequins Turn 2:

 

Harlequins score both of their maelstrom points from last turn, maelstrom is 2-0

 

Harlequin maelstrom objectives for this round: Kill and enemy unit and capture objective 1

 

Rangers arrive from reserve and outflank onto the left side of the board behind some ruins near the centre of the table.  Both harlequin troupes advance ready to attack the blob.

 

Psychic phase he manages to cast Invisibility on the right side harlequin blob with the far seer and prescience.

 

Shooting he fails to drop the recharged void shield but does destroy the penitent engine on the left side of the blob.

 

Both harlequin units charge into the blob.  It's a messy affair, both squads rerolling all the things.  I learned that harlequin caresses are dangerous, and due to rushing during my wound allocations have some wounds carry over to my priest, killing him and losing the re-rolling to wound benefit.  Both sides take some casualties and the blob hits and runs (thanks Cypher!) towards the left side of the board. Harlequin squad with the death jester consolidates back into the middle of the table onto Objective 2.  Harlequin squad with the far seer consolidates backwards into the ruins at midfield on the right side of the board.

 

Sisters Turn 2:

I score kill an enemy unit from last turn, Maelstrom score is now 2-1 for Harlequins

 

Maelstrom this turn is: Kill a unit, get a unit within the enemy deployment zone

 

Celestine comes back to life, one Seraphim squad arrives on either side of the board.  Seraphim squad one outflanks on the far right side of the board beside his jet bikes hiding in his DZ on his objective.  Seraphim squad two outflanks right next to the rangers.

 

Both the knight and the remaining penitent advance towards the Harlequins with the far seer on the right side of the board.  Celestine hops over to them as well within range of the reduced Harlequin deathstar on the right side of the board.

 

Psychic phase is ineffective.  

 

Shooting sees the knight kill both the Starweaver and the Voidweaver.  Seraphim flame the rangers, wiping the squad. Seraphim on the right side pop their AoF and flame the two bike squads parked side by side.  Two bikes die from the closest squad.  They fail their Ld and flee off the board.  Celestine flames the harlequins blob in front of her with the farseer, killing one.

 

Assault phase sees the Penitent Engine and Knight assault the harlequins with the farseer, both fail the charge.  Celestine assaults the harlequins as well, she takes one wound and kills a few harlequins in return, they hit and run further back into the ruin, Celestine follows.

 

The blob assault the other Harlequin troupe in the middle of the board.  Pop the hymn to re-roll saves.  Kill some harlequins, lose some girls, harlequins hit and run towards my table edge and I consolidate towards the ruins with Objective two in the middle of the table.

 

Harlequins Turn 3

 

He scores both of his maelstroms again.

 

Jetbikes in my deployment zone move towards the ruins near my VSG hiding the two henchmen squads.  Harlequins that were forced out of their transport move towards the blob in the middle.  Characters from the depleted Harlequin troupe in the middle join this newly disembarked squad.

 

Psychic phase again he gets prescience and another power off to buff the harlequin squad in the middle of the board. 

 

Shooting sees him killing two of the Seraphim in the far right corner of the board with his jetbikes.  Seraphim fail their Ld test and fall back towards my board edge.  He shoots at my henchmen hiding in the ruins with his other jetbikes but it is ineffective.

 

Assaulting he assaults the falling back Seraphim with his Skyweavers.  Two Seraphim are killed but one plucky girl holds on to continue the fight. 

 

Celestine is assaulted by the Harlequin Troupe on the right.  She loses another wound but kills another few harlequins in return.  They flee but Celestine does not catch them and she moves further into the ruins.

 

The blob is beset again by Harlequins.  I pop the hymn to reroll saves.  More girls die, and the troupe master kills both the rad inquisitor and the Warlord Seraphim Superior.  I hit and run (thanks again Cypher!) back towards the ruin in the center with Objective #2.  Harlequins consolidate after me.

 

Sisters Turn 3

 

It’s at this time we decide to finish the turn and call it because my friend needs to leave.

 

Maelstrom I can’t recall what I rolled but I think he was already 3 pts ahead so it didn’t matter.  I hoped to go for primary.  If I could kill the jetbikes on the far back right objective, force the harlequins off the midfield right side objective and get the blob (obsec) within range of the center objective I would win as I already controlled the objective in my deployment zone.

 

Movement I jumped Celestine out of the ruins into my opponents deployment zone to threaten the remaining jetbikes on the objective.  The penitent and Knight advanced to get into charge range of the harlequins still in the right side middle ruin near the other objective.  I also jumped the Seraphim on the far left side of the board into his DZ for linebreaker.

 

Psychic phase I shrieked into the jetbikes near my backfield objective, killing two of them.

 

Shooting.  Made a critical error.  Shot with the knight battlecannon without declaring all of his weapon targets at once.  I wanted to shoot the stubbers into the harlequins, the battlecannon into the jetbikes and the avenger into the jetbikes.  Even though my friend and I play friendly games, for the sake of learning we usually play tournament rules where if you make a mistake, not take backsies. That way you learn not to make the same mistake again. 

 

So because I didn’t shoot the harlequins, the knight could no longer charge them…annnd I ended up killing the only jetbike in LOS, so Celestine could no longer charge the jetbikes…big mistake.  Celestine was still in range of the midfield right side Harlequins, so she flamed them instead. 

 

Henchmen squads poured fire into the remaining jetbike in my deployment zone, but the flashlights plinked off.

 

Blob shot bolt pistols, Cypher’s pistols and the priest’s laspistol into the center Harlequins.  I forgot the Coteaz has an attack raven otherwise I would have shot that too.

 

Seraphim on the left side of the board ran to get into opponent DZ.

 

Assault phase, Celestine charged the harlequins pulling them off of the objective in the right midfield.  More clowns died, Celestine held on.  By this point there was only one, maybe two harlequins left in the squad.  Celestine hit and run back to the objective.

 

Henchmen assaulted the remaining jetbike, beating him to death via fisticuffs.

 

Blob assaulted the harlequins in the middle of the board and…failed their charge…keeping them just out of 3” from the objective.  Unfortunate because the girls had obsec.

 

End Result

 

Primary (worth 4 points): 2-2 Draw (I held objective in my deployment and right midfield, he held the objective in his deployment and the center)

Maelstrom (worth 4 points): Harlequins

Tertiary (1 point each):

First Blood/Slay the Warlord – Harlequins

Line Breaker – Sisters

 

Final score: 6-3 Harlequins

 

Lessons learned:

 

The Blob.  The blob is great, buuuut it needs to be supported.  The best move I made all game was jumping Celestine out to engage the harlequins in the middle of the board.  But a better move, would have been to park her right in front of the blobs flank, forcing the Harlequins to charge her and freeing the Blob to engage the Harlequins on the right flank, instead of the blob being assaulted twice. 

 

Celestine is a great piece for this, she could jump up, flame.  Get charged, flame again via overwatch, if she dies, great she’ll stand back up, but it would tie up one of the harlequin troupes while the blob tackles the other.

 

Allocating wounds, losing that second priest in the first combat hurt! Rerolling wounds is huge for the blob, should have been more careful when rolling for mixed unit saves.

 

The knight, ALWAYS declare all targets first before firing!  Also, Coteaz has psyk-out grenades!  Need to remember to use them to drop those shadowseers and farseers to I1 at the beginning of combat.

 

Positioning.  Had I positioned my units better I could have stolen the middle objective with objective secured on the blob.

 

Things that worked great, henchmen.  So cheap, so disposable and surprisingly fighty.  Three attacks each if they get the charge.  They’re guardsmen lite but against weak units appearing on the back rank, work great.

 

Outflanking Seraphim were great!  And those handflamers…I wish I had the points to take two twin hand flamers in each squad!

 

Cypher...Hit and run on the blob at I8 was a lifesaver.  His other rules (shrouding) didn't really come into play, but the high initiative was nice for getting off some quick attacks before the harlequins struck back.

 

Biggest Take-away from this game: The importance of chaff units.  The blob will almost always be difficult to position and likely in a position to be multi-assaulted.  There needs to be something to block or eat one of those charges while the blob deals with another threat.  Moving forward, Celestine will likely be my go-to for this.

 

Ideal positioning will be blob with Celestine at the middle front-ish, penitent on either flank, or perhaps double them up across from the whichever unit is scarier, whichever unit Celestine will tie up so they can advance up and flame...will have to play test where to position the penitent.  But Celestine at the front of the blob, then she can hope out to go to whichever side she needs to be on to intercept charges.

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The second game was against a player at a FLGS today.  I played the same list, mission was ITC mission #3 (link), vanguard strike deployment, primary mission was purge the alien, secondary was modified maelstrom with three objectives (one in the middle, one in either sides deployment zone).

 

Opponent brought space wolves with imperial knight and grey knight allies:

 

Mob of Thunderwolves with Wolf Lord, smattering of storm shields, hammers, all the goodness

Squad of Wulfen with few storm shields and claws and punchy stuff

Squad of Scouts with Snipers

Squad of Scouts with sniper and missile launcher

Stormwolf Flyer

 

Grey Knight ML3 librarian

Grey Knight Strike Squad with psycannon

 

Imperial Knight Errant

 

He deployed first, my servo skulls kept his scouts in his deployment zone.  Everything on the board except for his flyer.  Knight in the middle, wulfen behind, thunder wolves ready to rush around my right flank.  Scouts, strike squad and libby all in a ruin in the back of his DZ.

 

I deployed my VSG in the far back corner of my DZ.  Knight in front, henchmen out of LOS, blob in front, Penitent on either side.  Seraphim outflanking (master of ambush strategic warlord trait, again), and bare bones BSS squad walking on from reserve.

 

Wolves Turn 1:

He moved up, Twolves advancing to get ready to charge my right flank, Wulfen and knight going straight down the middle.

 

Psychic phase was ineffective (both of us had pretty meh powers).  

 

Shooting he managed to drop all three void shields.

 

No assaults.

 

Sisters Turn 1:

I wanted to test the capabilities of the blob...so I advanced.  Remember how I said in my previous game about learning the importance of blocking/tying up charge lanes? Yep, nope.  Didn't do that.  Sloppy play. I also forgot to engage the Liber Heresius.

 

Advanced the blob, reposition the knight slightly and moved up the penitent into counterassault position.

 

WHAT I SHOULD HAVE DONE:  Advance the penitent on the right flank to block the wolves and send the blob to deal with the wulfen, OR because the knight and Wulfen were fairly close, separate off Celestine to block the wulfen charge, reposition the penitent on the right flank to block the Twolves and back up with the blob slightly to put a round of bolter shots into either the wulfen or Twolves...likely the Wulfen as I think they were the softer targets...  The penitent and Celestine will die, but the blob will be in prime position to either put another round of shooting, or to engage one of the two.  And Celestine will likely pop back up anyways.

 

Turns 2 & 3:

Wulfen and Twolves charge the blob, almost all of my funky characters die except one priest and a 6 girls.  Celestine is killed, she gets back up, Seraphim come on from outflank, one each side of the board.

 

Seraphim that appear on the left flank just cook the scouts and grey knights in the ruins.  New FAQ rules for templates affecting ALL models under the template in a building, murderous!

 

He pastes Celestine again, charges the penitent with his knight, misses all of his attacks, but we forgot about hammer of wrath.  Roll hammer of wrath and Penitent goes explody. Wulfen and Twolves kill the rest of the blob, I'm left with a knight and 3 henchmen squads and the seraphim.

 

He kills the knight and I concede.  

 

Was the first time playing wulfen and Twolves.  The blob could tie up one of them, but both, like what happened in the last game...  I think I would have been better infiltrating the bare bones BSS squad on the far right side of the board, and positioning them to block the thunder wolves charge into the blob.

 

Major Takeaway:

Using pieces to support/block charge ranges to pick favourable fights is key.  I need to try to remember all of the various deployment options available (outflank/infiltate) to get chaff units into good positions to block charge lanes or threaten other areas.

 

I think the blob list brings a lot of tools to the table, but putting them all together, keeping all the rules straight will take some practice.

 

I'll be dropping down to a 1500pt version of the list to practice up for an ITC tournament coming in the middle of December.  More practice games to come! Cheers!

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I haven't played for some time, the last game was a Kill Team event I took part in. I won, 2 games out of four and came second in the best painted army (I lost because I had no conversions in it...bit difficult with Sisters :laugh.: ). I'd like to get a game in at some point soon, so I'll post a report once I have :smile.:
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I played last Friday in a 3 player malestorm of war free-for-all. It was a lot of fun. We had to stop after like 3 turns but I was ahead at that point, though I don't know if I could have held on since there was still a baneblade rolling around and my Sisters were advancing out of cover.
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I played last Friday in a 3 player malestorm of war free-for-all. It was a lot of fun. We had to stop after like 3 turns but I was ahead at that point, though I don't know if I could have held on since there was still a baneblade rolling around and my Sisters were advancing out of cover.

 

Glad to hear the game went well! What did you play against, what worked, what didn't?

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I played last Friday in a 3 player malestorm of war free-for-all. It was a lot of fun. We had to stop after like 3 turns but I was ahead at that point, though I don't know if I could have held on since there was still a baneblade rolling around and my Sisters were advancing out of cover.

 

Glad to hear the game went well! What did you play against, what worked, what didn't?

 

I'm no tactician, so I'm not sure how helpful I can be (I just want to burn stuff and get my Canoness into close combat :P)

 

I ran Canoness Raedia (though she had an Inferno Pistol rather than a bolt pistol), so MoO, Evicerator, Rosarius. I Had my 5x heavy flamer command squad in a heavy flamer immolator with extra armour, dozer blades, and a laud hailer. I had a blob of 20 Sisters (2x flamer, vet. Superior w/ power sword and bolter, simulacrum) and 2 priests, and a squad of like 12 Sisters with a Storm Bolter and a Multi-melta (I do like the multi-melta sometimes, and the storm bolter is the only special weapon with any kind of range; also, this way my list has the holy trinity in pistol, rifle, and heavy forms :D). 2 melta dominion squads, 10 seraphim (2x flamer Seraphim and a Plasma Pistol/Power Sword superior), 2 Exorcists and a squad of heavy bolter Retributors with a priest and a simulacrum (and 4 bolter Sisters for ablative wounds). It was a 2000 point game. Oh, and I had Celestine :P

 

The opponents were IG (some formation + an allied knight) and some Space Wolves. The IG did a good job of beating in the Space Wolves, and I got pretty lucky with my objectives.

 

The highlights for me were:

 

When a Wulfen unit outflanked (some special character let them) behind my deployed units, then realized that they were right next to my Command Squad's Immolator, complete with 5 heavy flamers wielded by as many (probably psychotic) Celestians. They wolves were very crispy by the end of my shooting phase.

 

When Celestine made 2 4++ saves, either of which would have insta-killed her (she could have come back, but still)

 

And when Celestine came up behind a lone space wolf and cut him to pieces :P

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Played a friend yesterday for practice for upcoming 1500pt ITC tournament.  Played my 1500pt blob list -> link

 

Told him to bring his dirty Space Marine list so I could get some practice in.  He brought:

 

Skyhammer: squad of devs with missile, squad of devs with multimelta, two assault squads each with meltabombs, Ultramarines chapter tactics

 

CAD: White Scars chapter tactics

 

ML2 psyker with hunters eye relic (unit ignores cover)

Grav Centurions in a pod

2x Tacticals with meltaguns in pods

2x Scouts

Dreadnought with multimelta and DCCW in a pod

 

Bastion with escape hatch

 

Coteaz

Inq with skulls

2 henchmen squads each w/psyker and 2x acolytes

 

Mission was ITC mission #3, Vanguard Strike, primary was kill points, secondary was modified maelstrom with three objectives.

 

Deployment, I won the roll for sides and picked a side with decent LOS blocking ruin, bubble wrapped the VSG with the blob and penitent, put the knight on the board and a squad of Seraphim.

 

He put the bastion in his deployment zone with the escape hatch near to the middle of the board. Coteaz, Inq and one squad of henchmen in the bastion, other squad of henchmen behind it, scouts outflanking, everything else coming in from deep strike.

 

I won the roll to go first and opted to let him go first so I could score objectives on the last turn and wait for his first turn drop.

 

Turn One

Dropped in skyhammer missile devs in a ruin, multimelta devs close to my deployment, assault marine squad one landed on my VSG battlements, assault marine squad #2 mishapped and went into ongoing reserve.  Grav cents with librarian dropped in the middle of the board on a ruin, dreadnought close to the multimelta devs.  Coteaz and Inquisitor both hopped out the bastion escape hatch and joined the Centurion squad with libby.

 

Psychic phase shrouding and foreboading on the centurions in the middle of the board.

 

Shooting, popped ultramarines (skyhammer detachment) devastator doctrine to reroll hits.  Multimelta devs drop the VSG, dreadnought multimeltas a penitent and blows it up, missile devs drop a hullpoint from another penitent and centurions with hunters eye (ignore cover) open fire on the blob squad in the ruin, no longer under the protection of the VSG.  Half of the blob squad evaporate.

 

Assault, he assaults the VSG with the assault squad that landed on the battlements.  Plants a meltabomb and blows the VSG to smithareens.

 

My turn I reposition the remaining penitent to charge and kill the VSG destroying assault marines, seraphim get in range to shoot the multimelta devs, reposition some henchmen for shrieks, knight advances to hold the objective near my deployment and shoot the missile devs/pod.  And get the blob out of 24" from the Centurions.  After all the dust settles, assault squad that blew the VSG is killed by the penitent, melta devs are down to two models due to shrieks and Seraphim, missile devs are down to one model and falling back after eating all of the blasts, and bullets from the knight.

 

Turn 2

His tacticals drop in on the objective near my knight and pop out with their meltagun.  Remaining assault marines from skyhammer drop in near the blob (but out of 12" from my Coteaz).  Scouts do not come in, other pod of tacticals does not come in.

 

Psychic phase sees prescience on the grav cents.

 

Shooting, he kills three seraphim that are near his melta devs.  Dreadnought shoots the remaiing penitent with it's multimelta and blows it up.  Grav cents are spread out so two are in the Knights front, one in the side.  I ion shield the front.  Prescience and grav amps sees the knight go explodey.

 

My turn, Seraphim and squad of BSS come on.  Henchmen shriek the centrurions but are denied.  Coteaz shrieks the melta tacticals and kills a few.  Seraphim kill the remaining missile dev for a kill point, BSS fail their AoF, shoot the tactical squad armed with meltagun and do nothing.  Other squad of seraphim shoot and kill the remaining melta devs for another kill point.

 

Turn 3

He kills Celestine, shrieks the full squad of seraphim killing them all, Shrieks the other squad of seraphim killing them all.  Assaults the BSS killing them, pastes a henchmen squad with the dreadnought.

 

We basically decide to call it at this point, I have nothing left on the board with S and therefore nothing to kill his pods...which are on all of the objectives.

 

Afterthoughts

After playing the blob a few times...I don't think I'm a fan.  It's not mobile enough to be able to score objectives.  The past three games I've been stuck inside my deployment zone.

 

I really enjoyed the mechanized list I use to run, maybe some blend of the two?  I like BSS in rhinos with double flamers, I like Celestine as she's a great distraction, I like the henchmen squads.  Cheap, warp charge generating objective campers.  I like the Seraphim...more than I thought I would.  And I like the penitent and the knight.  The VSG...it's good for keeping the knight alive longer, and the penitent.  All of them just need to be able to get across the board faster...

 

Keeping with the fluffiness, maybe it would be worth looking at a couple pods of Deathwatch with frag cannons.  Drop them in and say "deal with these!" while the flamer BSS get into position.  Hopefully Imperial Agents brings something to the table formation wise to help the girls, maybe even switching up some of the unit force allocation slots (Penitent to elites, please, please!). 

 

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  • 4 weeks later...

Not long home from the club and have some pictures to share of the game i just played. I'll write up a proper batrep later and include lists, but here's how it scored up when we called it. It's 1 am now, i'm knackered and i'm going to bed.

 

http://imgur.com/a/0OiCc

 

2000 points. ITC Mission 3 ( https://drive.google.com/file/d/0ByVzaY23LOX-WUFzanp0YWlqaTA/view ).

Sisters Vs Blood Angels 

Primary: (kill points) Blood Angles 11 - Sisters 9. Blood Angels won the primary scoring 4 points to 0.

Secondary: (modified maelstrom) Blood Angels 8 - Sisters 6. Blood Angels Won the Secondary Scoring 4 points to 0.

Tertiary: Blood Angles 1 - Sisters 3

Total Mission Points: Blood Angels 9 - Sisters 3.

 

We had to call the game at the end of turn 5 without a roll for turn 6 due to time constraints. Blood Angels had 1 razor back and 3 drop pods, 2 tac squads (with 1 model left) vs 2 BSS flamer squads(3 and 4 models), 2 rhinos, 3 dominons, (3, 4 and 5 models) a full strength HB ret squad, Veridyan, an immobilized exorcist and Celestine.

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Not long home from the club and have some pictures to share of the game i just played. I'll write up a proper batrep later and include lists, but here's how it scored up when we called it. It's 1 am now, i'm knackered and i'm going to bed.

 

http://imgur.com/a/0OiCc

 

2000 points. ITC Mission 3 ( https://drive.google.com/file/d/0ByVzaY23LOX-WUFzanp0YWlqaTA/view ).

Sisters Vs Blood Angels 

Primary: (kill points) Blood Angles 11 - Sisters 9. Blood Angels won the primary scoring 4 points to 0.

Secondary: (modified maelstrom) Blood Angels 8 - Sisters 6. Blood Angels Won the Secondary Scoring 4 points to 0.

Tertiary: Blood Angles 1 - Sisters 3

Total Mission Points: Blood Angels 9 - Sisters 3.

 

We had to call the game at the end of turn 5 without a roll for turn 6 due to time constraints. Blood Angels had 1 razor back and 3 drop pods, 2 tac squads (with 1 model left) vs 2 BSS flamer squads(3 and 4 models), 2 rhinos, 3 dominons, (3, 4 and 5 models) a full strength HB ret squad, Veridyan, an immobilized exorcist and Celestine.

 

Looking forward to the Batrep, very curious to hear how the game went.  ITC #3 is tough for us as we generally have so many AV11 vehicles and small squads for kill points.  Looks like there were pods dropping in everywhere!  Cheers!

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Blood Angels Vs Sisters of Battle
2000 Points ITC Mission 3 ( https://drive.google.com/file/d/0ByVzaY23LOX-WUFzanp0YWlqaTA/view )

 

Blood Angels List
Baal Strike Force
HQ - 2 identical Librarians (Level 2 Psyker, Auspex, Digital Weapons, Melta Bombs, Force Sword, Plasma Pistol), one of which Warlord
Elites - Dreadnought with double TL Autocannon,
Dreadnought with Plasma Cannon and Flamer Power Fist,
Furioso Dreadnought with Frag Cannon and Melta Power Fist (riding in Drop Pod)
Troops - 2 identical 5 man Tac. Squad with Grav Gun, and Sergeant with Combi-Grav and Melta Bombs (riding with Librarian) with Razorback  (TL Heavy Bolter, Storm Bolter, Hunter -Killer Missile, Dozer Blade
2 identical 10 man Tac. Squad with Heavy Flamer, Meltagun, Sgt with Combi-Melta, Melta Bombs
Fast Attack- 3 Drop Pods, Storm Bolters on all

Heavy - 2 identical Predators, Autocannon, Las sponsons, Storm Bolter, Overcharged Engines, Dozer Blade, and Hunter-Killer Missile
Vindicator with Overcharged Engines, Siege Shield, Storm Bolter and HK Missile

 

Powers Generated

Warlord: Technomancy- Machine Flense, Blessing of the Machine and the Primaris, Subvert Machine, and Force as normal
The other Librarian: Fulmination - Magnetokinesis, Electroshield, Primaris Electroshield and Force

 

Sisters List
CAD1 (Primary)
Celestine (warlord) 135 pts
2x BSS(5), Flamer, Heavy Flamer, Rhino.
Seraphim(6), Hand Flamers(2).
3x Exorcist. 125 pts

 

CAD2
Veridyan 85
2x BSS(5), Flamer, Heavy Flamer, Rhino.
3x Dominion(5), Melta(4), Immolator w/ TL-MM.
Retributors(5) Heavy Bolter(4)
Penitent Engine(2)
Penitent Engine(1)

 

Sisters Won the roll off for deployment and chose to deploy first and go first.

 

Sisters Deployment and game plan.
When facing any Turn 1 deep strike I have one plan. Get as fat as possible, by taking up as much room in my own deployment as I should be able to shield my vulnerable AV10 rear armour and try to force the drop pods to deploy where i can converge the most amount of firepower.
Going into the game I knew it was going to be an uphill fight, I Couldn’t afford to move out of my deployment at the start of the game until i’d cleaned up the incoming drop pods, but i was hoping to go first and thin out some of the line of armour sitting in front of me with some ranged fire on the first turn. Then I intended to push push out with everything I had left and attempt to take the center of the table. I Kept Celestine attached to a unit of seraphim in DSR to so as not to give away a free warlord kill early on.

Blood Angels deployment and game plan.
When taking drop pods, my main goal to achieve turn 1 is to get behind my opponent's line, for 2 reasons: 1. To take part of the pressure away from my front line, and 2. To cause as much damage to as many units as I can. My plan with my Librarian units was to set them on as easy a route to key points on the table, and as close to the Exorcists as I could, with my heavy support acting as a guard and a distraction as well.

 

Blood angels successfully roll to seize the initiative.

 

Top of Turn 1 pictures.

http://i.imgur.com/QdLmp1g.jpg
http://i.imgur.com/23ZGCPN.jpg

 

Blood Angels Turn 1.
Maelstroms Drawn 1 5
Bonus Objectives scored. First Strike.

The 3 Loaded drop pods come in at the start of the game. One Tac squad pushing the right flank aiming to set up on the far right exorcist. The other Tac squad and the dread going for juicy yet risky deployment in the rear. The tac squad lands on target, but the dread loaded pod scatters off the table and is destroyed on the mishap table. The mechanised gun line pushes forwards out of deployment to close range and get better line of sight.

After the Psychic and shooting phases are resolved, one Rhino has been wrecked, the single Penitent Engine has exploded, the center front Immolator has been immobilised and the right flank Exorcist has been immobilized.

 

 

Sisters Turn 1
Maelstroms Drawn 1 2
Bonus Objectives scored. First Strike.

I’ve got to deal with one thing at a time time here or it’s going to get on top of me. I move two flamer BSS units in to deal with the Tac squad on the front right, both disembark, i want to keep an obsec rhino on top of that objective while the obnoxious drop pod is contesting it. Pulling back on my left flank further into my deployment zone, i’m trying to stay out of range of that vindicator until I’ve cleaned up my back line. Unfortunately I have to commit two units of dominions to deal with it in one turn to secure my back line, but it means they’ll be out of position to move out on turn 2.

Once shooting is resolved, Both Tac squads have failed morale, one with 3 models and the other with a single heavy flamer left. I’ve also opened up one of the razorbacks, thinned out the unit and taken the librarian down to one wound.

 

Top of Turn 2 pictures.

http://i.imgur.com/tJKTj4U.jpg
http://i.imgur.com/dYR4rnz.jpg

 

Blood Angels Turn 2.
Maelstroms scored from previous turn. 5
Maelstroms Drawn 1 3
Maelstrom Total 1

Two more drop pods come in on turn two, they’re empty but their only job is to be a road block. The first lands dead on target, blocking in the left flank, The second mishaps off the table and I get to place it… right in front of the vindicator, a speed bump of my own.
The general movement is a shuffle towards the center with one pred swinging wide to the left for line of sight.
During the psychic phase one of the Librarians hijacks the weapon on the far left exorcist and uses it to fire SIX shots into the the side armour of the center exorcist completely wrecking it.
Once the shooting phase has been resolved the far left rhino has been immobilized, 3 BSS have taken casualties but kept their special weapons, a dominion unit has lost the 2, the 2 penitent engines have lost 3 wounds and one has lost a weapon.
The lone marine with heavy flamer dodges melta over watch to assault the weakened dominion unit. This combat goes on to last the rest of the game with neither side managing to inflict a wound.

 

Sisters Turn 2
Maelstroms scored from previous turn. 2
Maelstroms Drawn 1 3
Maelstrom Total 1

With my back line more or less secured i need to get back into position to threaten the mid field. One of the Dominions jumps back in their transport then both immolators move 12 to try to get towards the front. One of the BSS moves in to finish off the now regrouped remains of the 3 man Tac squad while the other jumps in their transport and prepares to move into the middle. I use an empty rhino to block the right side pred so I can try to deny the right side of the table.
Once shooting is resolved the pred i was trying to block is wrecked thanks to the left most exorcist hitting side armour, I’ve brought his warlord to 1 wound and finished off the a Tac squad.

 

Top of Turn 3 pictures.
http://i.imgur.com/m7N0WSa.jpg
http://i.imgur.com/u4vrFTO.jpg

 

Blood Angels Turn 3.
Maelstroms scored from previous turn. 1 3
Maelstroms Drawn 3 5
Maelstrom Total 3

The last drop pod comes in and trying to block the left most Immo from the mid field. The vindicator and a dread move onto objective 1 in the center of the table while the razor back shuffles around for line of sight while holding objective 3
At the end of the turn the two remaining penitent engines have exploded, along with the left exorcist. The warlord librarian cleaned up the 2 girls who had scorched his armour from the previous turn. And the immobilised Immo is now a wreck.

 

Sisters Turn 3
Maelstroms scored from previous turn. -
Maelstroms Drawn 5 6
Maelstrom Total 1

Sisters move out into the mid and one unit pushes towards the Blood angels deployment edge with a rhino enroute to pick them up.
Shooting sees the vindicator and both remaining dreads knocked out the game as well as killing off the warlords ablative wounds.

 

Top of Turn 4 pictures.
http://i.imgur.com/8MLDnVJ.jpg
http://i.imgur.com/ncAo26J.jpg

 

Blood Angels Turn 4
Maelstroms scored from previous turn. 3 5
Maelstroms Drawn 3 2
Maelstrom Total 5

The remaining pred and razor back shuffle around a bit and pick off a few remaining kill points. The remaining marines from the first librarians unit charge into a unit of dominions locking them in combat for the remainder of the game.

 

Sisters Turn 4
Maelstroms scored from previous turn. 5
Maelstroms Drawn 1 5
Maelstrom Total 2

Celestine and her Seraphim FINALLY come onto the table trying to come in on open ground but scatter directly into the terrain, fortunately all of them pass their terrain checks. But it’s left them in a vulnerable position. I move into the middle of the table to secure objective one and start the task of cleaning up drop pods to try to score kill points.
Celestine and meatshields pop shred, put 4 hand flamers, 8 bolt pistols and the flames of the ardent blade into the warlord librarian to absolutely no effect. He makes every armour save!

 

Top of Turn 5 pictures.
http://i.imgur.com/ybP3wu8.jpg
http://i.imgur.com/USf7he2.jpg

Blood Angels Turn 5
Maelstroms scored from previous turn. 3
Maelstroms Drawn 3 5
Maelstrom Total 6

The combined fire of the razor back, 3 drop pods, predator, and librarian kill off all of Celestine’s seraphim leaving her alone, but she falls against the last of the incoming las and plasma fire. Will she come back though?

 

Sisters Turn 5
Maelstroms scored from previous turn. 1 5
Maelstroms Drawn 1 5
Maelstrom Total 4
Bonus Objectives scored. Slay the Warlord, King of the hill.

By the will of the Emperor, Celestine rises up to smite the Blood Angels warlord in a 1-1 grudge match. Meanwhile the last pred and a drop pod explode to melta fire.

We both decide to call it there as it’s late and at that point we’re the last people in the club still playing.

 

Bottom of turn 5 pictures.
http://i.imgur.com/QMv3QXF.jpg
http://i.imgur.com/Bx6lEAw.jpg

 

Blood Angels end of game
Maelstroms scored from previous turn. 3 5
Maelstrom Total 8

 

Sisters End of game.
Maelstroms scored from previous turn. 1 5
Maelstrom Total 6

 

Mission Totals and scoring.
Primary: (kill points) Blood Angels 11 - Sisters 9. Blood Angels won the primary scoring 4 points to 0.
Secondary: (modified maelstrom) Blood Angels 8 - Sisters 6. Blood Angels Won the Secondary Scoring 4 points to 0.
Tertiary: Blood Angels 1 - Sisters 3
Total Mission Points: Blood Angels 9 - Sisters 3.

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Hi

 

I usually post short battle reports to Today In The Hobby on Amicus (unless it's an Apocalypse game, in which case I put it there).

 

If you want I'll link any sisters games I play to this thread.

 

There probably won't be that many of them, though.

 

Aweseome, links sound like a great idea! The more battle reports the better, always nice to hear what's working/not working for other players.  Look forward to checking them out. Cheers!

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@Drider, bad luck getting seized on, that's always the worst.

 

Generally in ITC missions I let my opponent go first, gives me the last turn to try and score objectives.  Kill points in mission #3 are hard, as our vehicles and girls are incredibly squishy.  Also, it looks like you started with the Doms on the board?  Why not outflank, just curious.

 

Against drop pod armies I find Celestine is great to start on the board.  She's hands down the best counter assault unit against units with 3+.  Seraphim can do an equivalent role as well.  Deployment I would've put: Celestine/Seraphim out of LOS, 3 Exo's, Rets, Veridyan, 2xBSS and the Pens on the board. Doms outflanking, other 2xBSS rolling on from reserve.  Of note though, I typically don't run Celestine as the warlord (generally my warlord is a lowly Sister Superior who tries to stay in her rhino, in reserve, as long as possible).  Upside means that I can play more loosely with Celestine, and not being the warlord also makes her less of a target.

 

Great battle report though, and it's awesome to see someone else using the Sisters in ITC missions!

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Yeah the doms started on the board sort of splitting the middle of my deployment so I could go left or right with them depending where the drop pods came in. I generally don't like to reserve things as kind of think reserves are a faulse eccony. I also don't like to outflank the doms unless it's hammer and anvil but even then I'd rather start on the board.

 

The only reason I started Celestine and seraphim off the table was because she was the warlord. I'd normally have her standing stag for counter charges or play get fast and loose into squishy back line troops. She loves to kill long fangs. :)

 

One thing I would have done differatly but forgot about at the time was to detach Veridyan from the rets and us her to kill off the one marine locking the dom squad. If I'd done that I could have got another kill point or two and tied the primary.

 

Got a game lined up on Sunday against 3 knights with GK allies. I'm not sure if I'm going to batrep it as it's going to be heavy proxy on my side and generally just a bit of a piss about. The list is 2 cads, 2 priests, 4 BSS w/ melta, 6 doms, 2 exorcists and everything is in immolators. So.. 32 melta guns, 10 TL-MM and 2D6 exorcist missiles.

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Just a quick summary of my casual-hardcore-cheese game today.

 

ITC Mission 1. 1850 knights+GK allies Vs Mono sister melta spam

 

Knights brought
1 Paladin
1 Errant
1 Gallant
2 Interceptor squads
2 Dreadknights

 

Sisters brought
2 nude priests
4 BSS, w/ 2 melta, Immo w/ TL-MM
6 Dominions w/ 4melta, Immo w/ TL-MM
2 Exorcists

 

I got the Master of Ambush trait on the strategic table. infiltrated 3 of my troops to the 18" mark of the enemy and scouted all the dominions forwards.

 

Knights went first.  Closed range, opened a few transports.

 

I went second, Mass disembarked and popped 2 of the knights. killing a few sisters in the explosions.

 

T2 Knights strike back and pop half my army with shooting, multi-assault and stomp.

after that it's pretty much just damage control for me.

 

Top of 5 the Knight warlord with 2 HP left charges my warlord and dies to a melta gun in overwatch.

 

Rolled to continue, game ends at the bottom of 5.

 

Total points 7-4 to the Knights.

 

Remaining units on the Knights side were 1 Dreadknight and 2 interceptor squads.

Remaining for sisters is only my warlord priest and 1 BSS with 1 melta girl and 1 bolter girl.

 

TLDR. Killed 3 knights. Didn't get tabled. Great success!

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  • 3 weeks later...

FLGS has been running a map based campaign.  To capture unoccupied territory it is necessary to play kill team games, capturing a building hex or another players territory is a 1250pt game.  Played first round of games last Sunday, all kill-team.  Lists don't have to remain the same between games, but have had a lot of fun running:

 

5 Seraphim, vet superior, one with twin hand flamers

 

5 Command Squad, 2 HB's (one relentless specialist), 2 meltaguns (one with extra range, one with infiltrate), bolter girl

 

Played about five games with mixed results.  Seraphim are great to bounce out and shoot things (murdilated a tau player with mass stealth suits in melee), and had some hilarious die rolls (one wulfen managing to tank all the shooting and wounds from all the Act of Faith shredding Seraphim).

 

Switching up the list for next week to drop the vet seraphim superior, adding another HB to the command squad and swapping the meltaguns for multimeltas.  Strange feeling being able to outshoot and outrange people for once.  All in all though games have been loads of fun, definitely recommend kill team and am looking forward to capturing more territory to start playing 1250pt games.  New Celestine will certainly find her way into the list.

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That's a cool idea for a campaign. Best of luck to you, purge the heretics!

 

 

 

Had a game at my club tonight Vs Crimson fists.

My list was:

Celestine
Coteaz

BSS F/HF Rhino

BSS F/HF Immo TL-MM

2x BSS 2 Melta Immo TL-MM

3x Dominion 4 melta

Seraphim 6 girls, 2 2xhandflamers.

3x Exorcist

Rets 4 HB

Playing ITC Mission 1

Primary: Emperors Will, Sisters held both objectives at the end of the game winning the primary 6-0

Secondary: Modified maelstrom. Sisters won 10-8

Bonus: Sisters scored Big game hunter, linebreaker, slay the warlord for 3 points. Crimson fists Score Linebreaker for 1 point.

Final score, Sisters win 11 - 1.

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