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Adepta Sororitas Battle Reports

54 replies to this topic

Brother Sefiel

Brother Sefiel


  • 1,117 posts

Sorry folks, forgot to link this here. It's from a few months ago:


Things are not always as they seem. Your friend today is your enemy tomorrow.




  • 163 posts

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)


2x scout Sentinals w/autocannons

4x 10 man guard squads



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

2x 10man vet squads w/melta


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.




  • 163 posts

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


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.

  • Servant of Dante likes this




  • 407 posts
  • Location:Australia
  • Faction: Order of the Penitent Spirit
Had a game of SoB vs Niddies today.

Game: Eternal War
Mission: Capture and Control
Setup: Search and Destroy.


++ 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.




  • 163 posts
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
2 Leman Russ Conquerors w/battle cannons
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.

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

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