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Today I Purged...


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We (both took same so to learn together) wound up taking Recon, Headhunter and Old School. Got 3 points from recon- missed the 4th as i wasnt paying attention and put celestine on the wrong side of center objective by an inch.

3 points from headhunter practically in first turn as my opponent got super aggressive with his jump pack characters when he saw Celestine and wanted a beat down.

Scored full points from Old School. Denied my opponent first strike part of that by using morale autopass strat on my decimated seraphim.

 

Also got the bonus point in the last turn for holding both objectives i had placed on the field.

 

 

I can see the going over the terrain with opponent before game to clarify what parts count as LoS blocking might be a necessity to avoid debates later in the game.

 

While i think of it. Windows and whatnot in ITC ate LoS blocking, okay, i havent come across anything saying that you cant move through them. Can you move or charge through them? Had a situation come up a couple of times and neither of us was sure.

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Infantry can move through ruin walls, windows or no windows, in move, charge, consolidate, etc. And the enemy can’t overwatch unless their weapons ignore LoS.

 

I’ve always played it that nothing else can - you have to find a gap in the wall to get around, or, you can charge the enemy if they are within 1” of the wall and you can get in range while staying outside. Lost some cultists to an Avatar of khaine that way once...

 

We have played that vehicles just straight up can’t get in. Jetbikes and daemon princes used to be able to fly over the wall in the charge, but now we play them as having to move up one side and down the other. They aren’t infantry (the way Celestine and jump captains are), so they can’t just move through the wall.

 

My experience is it is important to distinguish between ruins (infantry go through them) and impassible “walls”, depending on what your terrain looks like!

 

A lot of people like old school, but I’m really not a fan. I think it is the one secondary people most often fall short on, in the games I’ve seen. Recon is my favorite :) especially for a fast force like sisters! And I love headhunter, so if the enemy has 4 characters it is kind of an auto-include. I’ve experimented with the third one - sometimes big game hunter, sometimes kingslayer, etc. recently I’ve grown to like butcher’s bill. It’s pretty easy to kill 2 units a turn, unless your enemy is running 5 knights, in which case kingslayer/titanslayer help you out!

 

I would avoid behind enemy lines. You can’t score it t1, and your enemy has a whole turn to deny it!

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Old School is always great, Headhunter for lots of characters. Recon can be good or bad depending on your list. At times it can almost be a trap, especially against melee heavy lists that want you to come close (Genestealer 'nids w/swarmlord, Ynnari double shining spears, etc). Marked for Death is another one I take frequently.

 

Regarding ruins, the standard rules I've run into has been bottom floor blocks line of site (from the ITC terrain rules) infantry can move through them and anything can fight through them, i.e. If you have a model against the inside wall of the ruin, that model can be charged by a model on the opposite side (denying overwatch), as long as it can get within 1" of the model on the other side of the wall.

Edited by bkde
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Yeah ive been getting used to and liking the first floor rule the more i read it. Especially when i noticed the bit at the end about not making walls where none exist. Some people had been confused if chest high wall sections at the end of a wall counted as blocking but that tag at the end sorted it out as blocking what it blocks. (Hard to describe, easier with a picture but cant do one on phone.) Plus the whole sort that junk out with opponents before game helps establish understanding before problems can arise later in game.

 

Going to have to take a look at all the secondaries to be familiar enough with them to pick the best per matchup.

Disappointed that everything is focused on kill kill kill, makes me feel like 5th ed days where i couldnt win a game because of that.

 

I can see the drawbacks with old school. Getting that first strike in turn one is no good if you cant reliably get it.

I only got it in my game because my opponent was hyper reckless with his characters and practically handed them on a silver platter.

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A tactic I've been trying more and more is playing to go second.

 

"But sisters are an aggressive army!" I hear you furiously shouting at your screen.

 

Agreed, but hear me out. Deploying as if you're going second carries a few benefits.

1) Most opponents want to go first, thereby your chances of going second are quite high (either win the roll and choose to go second or lose the roll and go second), making it one of the few pre-game rolls you can exert some control over.

 

2) Most lists move extremely fast! Deploying outside of threat ranges means you're limiting what parts of your army your opponent can target or focus on, forcing them to come to you, where our immos(12+12+d6" threat), seraphim (30" threat), repressor doms(24"+d6 if you want the -1 assault weapon) , Celestine (24"+2d6 charge) can then counter attack and counter attack hard.

 

3) The end of round scoring in ITC is huge. How much did your opponent kill? 1 unit? Good, you only need to kill one to deny or two to earn that point. How many objectives do they hold? You only need to hold equal to or slightly more.

 

4) Doms. Doms in transports are great. That pregame scout is excellent for getting behind terrain, getting onto an objective (again forcing your opponent to have to shoot them) or redeploying. Opponent's nasty unit within turn 1 threat range and they're going first? Scout backwards. Redeploy them (12"+d6)

 

Going second also means you're nearly guaranteed to score one point from Old School.

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I usually work off going second in all my games. I usually either lose the roll or opponent siezes. When i do go first im caught off guard and dont know what to do, lol.

But we've gotten a bit off topic...

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Today (okay, technically, this past Thursday) Saint Celestine's Bar-Be-Que Club purged an entire Eldar Queso (our term for Eldar soup lists) army to the man, including Harlie bikers, clown car packed with fusion pistol clowns, shadowseer witch, solitaire (I told him charging Celestine with his solitaire wasn't going to go how he thought it would...) a couple of witches on bikes, and a gaggle of porn elves in raiders, wracks, haemonculi, etc.

 

Oh, and two hemlocks (one exarch, one not). As it turns out, Immolation Flamers don't care about your -2 to hit. :teehee:

 

It was very satisfying.

Edited by CrusherJoe
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Today, the sisters of the Order of the Penitent Spirit (OoPS...hehe) along with the help of ordos hereticus inquisitors and penitent knight (my tournament list fir this satdy); purged unfaithful armoured forces of the Steel Legion.

 

Purged...

 

1x leman russ tank commander

3x leman russ (with all the las cannons)

2x hellhounds

 

 

Martyred...

1x 7 seraphim

5 bolter girls

 

Game was ITC mission 5. I took Marked for Death, Big Game Hunter and Kingslayer. Opponent took Old School, Headhunter and Titan Killer. I got first turn fortunately, so didnt have to endure all those tank shots.

Pulled off some very cheesy charges, knight managing to lock 3 tanks in one combat. Immolators power sliding into 2 tanks forced his turn 2 shooting to be essentially non existent.

By his turn 3, he had 2 tank commanders and 2 hellhounds left all in their bottom damage bracket. Opponent conceded at that point.

 

Opponent only managed to get one point from Old School. I pretty much had full points from secondaries to clean the game up something like 30-0.

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Cheers. Opponent was really good about it. Was thinking of swapping out some stuff for 100 steel legion infantry guardsmen; but then decided, screw it, im taking orks.

 

Penitent Knight (errant) really shone. Took out 4 tanks. That reaper chainsword is nasty in combat.

It did fail its Ld in last turn and went nuts chasing down a hellhound that ran away from it. Was great to see.

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Recall as best i can- it was a big day.

ITC rules local tourney. 3 games.

 

Purged...

 

1x deathwing terminator librarian

1x deathwing terminator chaplain

1x deathwing terminator apothecary

1x 5 deathwing terminators

5x deathwing terminators

1x venerable dreadnaught

 

Martyred...

 

1x 7 seraphim

1x 5 bss

4x bolter girls

1x exorcist

1x immolator

1x hereticus inquisitor

 

Ive misplaced my lucky ring. So my whole day was plagued with abysmal rolling. Opponent here actually stopped thinking about LoS blocking things and kept stuff in the open in front of several of my units because he said he had no fear of my shooting- such was the consistency of my horrific rolling throughout the whole game (3 turns, ran out of time). Exorcists killed 2 terminators throughout the whole game. Knight killed 3 terminators whole game and failed to do any wounds to a landraider despite firing everything into it (opponents didnt even have to roll saves). Celestine consistently rolled 1s. And if by some miracle i did actually manage to hit and wound something, my opponent usually saved with a 5 or 6.

Pulled of a major win though with a tournament score of 20-0 by playing the objectives. Scored headhunter with celestine jumping around sniping a few characters.

 

 

Game 2

 

Purged...

 

3x infantry squads

2x command squad

2x hellhounds

1x leman russ

 

Martyred...

 

1x Celestine

1x 7 seraphim

3x 5 bss

2x immolators

1x hereticus inquisitor

1x inquisitor karamazov

1x penitent knight errant

 

First time ive faced guard this edition.

Opponent castled up in his deployment corner with 2 manticores and 4 leman russes and screens of infantry.

Somehow, some way, i dont know how, but the terrain and deployment set up conspired to have a large gap between my opponent and the nearest LoS blocking terrain. How big a gap? Celestine and the seraphim couldnt cross it. Nothing could get to him without being in the open for a full turn in front of his army.

Id heard of guard orders but never seen them in action. Automatic bonuses just because? Yeah im no fan of that. What really got my goat was how little the morale phase affected him. Infantry takes a good amount of casualties, im confident that gonna wipe em; nope, take a test on d3 instead and just lose 1 model. Meanwhile i lose 2 bss squads and my seraphim in a single turn to bad morale rolls. GW really got that wrong. Hordes are supposed to be balanced out by morale...le sigh.

Anyways. Unenjoyed game plagued with a lot of bad rolls on my part but not as bad as first game. Had an epic moment where cannones charged along a ridge to wipe out the remains of an infantry squad and slam into an officer. The imagery looked good.

Minor defeat in this game. Lost by 2 points. Just wasnt able to secure any of my secondaries. The officer that Celestine finally managed to get into assault with passed 4 5++ saves to live and run away.

Opponent was a good player, played very smart. I just couldnt close the gap and the terrain and setup just made hiding behind LoS blocking terrain bloody hard against those russes and all the other ranged dakka.

Exorcists were again useless pretty terrain pieces...no thats a lie- one was holding an objective, so a useful terrain piece...oh gosh i hope CA fixes exorcists.

 

 

Game 3

 

Purged...

 

4x chaos sorcerors of some kind.

31 tzaangors

 

Martyred...

 

Everything...

 

 

This was not fun. Opponent had psykers. I thought, oh cool, my hereticus inquisitors get to be useful.

Opponents had 11 psykers- some thousand sons, some tzeench daemon princes. My inquisitors tried but they could not handle 11 psykers (in a 6"blob for psychic aura shenanigan things) some of which throwing multiple powers. Karamazovs iron will could only take so much. Lost count of how many smites and other mortal wound inducing aoe powers he ignored but he went down too.

Immolators had a chamce to shine and deal with the screens to open up the way for my army to strike at the heart of that psyker character bubble...unfortunately, my bad rolls still plagued me and they both rolled snake eyes for hits

Tzaangor screen. Psychic mortal wounds out the wazoo. This was a psychic leafblower.

My knight dealt the most damage when it failed its leadership and charged into the tzaangors. It got smited to death in next turn but it exploded (a disappointing 5") and killed 3 sorcerers and did some damage to some daemon princes.

I was tabled end of turn 4.

This particular opponent ended up winning the tournament.

 

 

Despite the outcome of my games, i had fun. Though this experience has served to remind me why i dont enjoy playing tournaments. Much rather stick to casual pickup games.

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I’m glad you did well game 1, though bad dice always hurt. There isn’t much you can do about it other than accept that it happens sometimes.

 

Guard are a tricky opponent. My hubs plays guard + sisters, and most of my lists get utterly devastated vs him. I have found the trick to be to get into cc with their infantry squads, pin them so they cannot run away, and theeeby hide from their tank shooting.

 

Sounds like your table had some odd terrain set up. I don’t think I have ever played with 24”+ charge distance without any ruin/crater to jump in or Los terrain. That really does help armies that can sit back like that.

 

The last list sounds like a variation on the classic thousand sons meta list. You see it everywhere these days. Did you really play against that guy third? Usually the person who wins goes undefeated, so it’s odd you would play him game 3 if you already had a loss in game 2.

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Yeah i usually try to tie guard up in combat. Just couldnt get there that game.

 

Apparently my last opponent finished his 2nd game in a draw. Got paired up with a friend of his he brought up that also had a meta list of some description.

No one went through the day 100% victorious.

Tournament was using a point differentiation score for the day. (Vp differemce of 0 meant 10pts each players, 1-3 gave 12-8 to victor all way up to 12+ being 20-0 to winner.) So by game 3, as far as tournament points go, there was only 2 pts between us.

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  • 2 weeks later...
I played in the renegade open beer division the weekend before last for my first tournament purge.

 

Round 1 I purged 30 hormigaunts, old one eye, 2 hive guard, and another carnifex in an 8-5 victory.

 

Round 2 16 genestealers were burned,and a flying hive tyrant was melted in a 6-2 victory.

 

In the final round 30 guardsmen were shot down for heresay with 2 of there supporting tanks left as molten slag. Unfortunately time was called prior to his knight being cut down by celestene and his warlord tank commander finished off by seraphim whom were locked up with it with 4 inferno pistols.-game was called a 7-7 draw but unfortunately was called after his 4th turn and my 3rd where he certainly was going to be tabled. Which would have changed the score to 11-3.

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Wheres the film?

It's through a company called Madhouse Wargaming. They're launching January, but creating a backlog of content. Some pics are on their facebook page

I played in the renegade open beer division the weekend before last for my first tournament purge.

Round 1 I purged 30 hormigaunts, old one eye, 2 hive guard, and another carnifex in an 8-5 victory.

Round 2 16 genestealers were burned,and a flying hive tyrant was melted in a 6-2 victory.

In the final round 30 guardsmen were shot down for heresay with 2 of there supporting tanks left as molten slag. Unfortunately time was called prior to his knight being cut down by celestene and his warlord tank commander finished off by seraphim whom were locked up with it with 4 inferno pistols.-game was called a 7-7 draw but unfortunately was called after his 4th turn and my 3rd where he certainly was going to be tabled. Which would have changed the score to 11-3.

Which mission type? Maelstrom?

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The missions were not standard, but can be found here: http://www.renegadeopen.com/beerhammer/

Their were 3 ways to score each mission, essentially either kill points or objectives, then a choose a mission from a list each round (kill 2 units, take 2 objectives...from a list of 6 choices), and then esentially old-school for solo blood, infiltrating the enemy board, and killing the warlord.

Missions seemed fine except that time was bad.only got 2 turns before time ran out in the first two missions, and had an odd number of turns 4v3 for the final round because of the 90 minute time limit.

Edited by Nichodemus10
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  • 1 month later...

~600 pts battle

 

+++Xenos Casulties+++ 

Farseer, War Walker, Wraithlord, 4 WraithGuard, 5 Dire Avengers

 

-+-Xenos Survivors-+-

1 WraithGuard

 

+++Martyrs+++

Canoness, 9 Battle Sisters, Exorcist, 

 

-+-Remaining Forces-+-

Canoness, 6 Battle Sisters, Exorcist

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  • 2 weeks later...

1000pt battle vs Necrons.

 

Purged:

 

Command Barge

Illuminor Czeras

1x3 destroyers

2x10 warriors

1x5 immortals

2x3 scarabs swarms

1x10 flayed ones

 

Martyred:

1x5 bss

4 seraphim

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1750 V GSC

 

Purged:

 2 x 18 guardsmen

1 x rock crusher vehicle

1 x aberrants things

1 x abomonimate (his warlord, killed in overwatch by an exorcist)

 - by turn 3 he had left 2 psychers, 2 primaris 2 leeman russ (one in bottom bracket the other middle) and a unit of aberrants ... oh and a couple of guardsmen

 

Martyred

2 x 6 dominons

2 x immolators

1 x exorcist

6 repenta (out of 8)

7 (out of 10) retributors

4 BSS

1 missionary

1 crusader 

- left 1 exorcist, 1 x8 seraphim, 2 x 10 BSS 1 x 6 (from 10) BSS 2 canoness, 1 missionary 1 x 6 arcoflagents 1 x mistress 1 x 3 (was 4) crusaders 

 

on paper looks worse... I'd have had the next turn... arcos were 9" away from the combat of mutants v repentia and every thing else was in range of a lot of guns! (the least hurt leeman russ was 12" away from the seraphim with inferno pistols....)

Edited by Slasher956
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While I lost the game, I had a single Sister Superior take out a Blood Angels Tactical squad on her own! It was pretty epic. She knocked out two of them in her shooting phase, survived the return fire, and killed the remaining three marines with Overwatch when they charged! Combi-Flamers certainly make for a fun Overwatch

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1000pt intro game vs primaris ultramarines.

Open war card game.

 

Purged:

 

1 primaris captain

Thunderfire cannon and techmarine

1x5 THSS assault terminators

2 centurion devestators

3 hellblasters

2 scouts

 

Martyred:

 

Cannoness

4 celestians

1x7 seraphim

3x5 bss

1 immolator

1 repressor

 

Wound up being a win for the sisters but it was a real close one right up to the last turn. Abysmal dice rolls on my part off set the experience difference.

Faith had unnoticeable impact on the game. Not using stratagems for the game, that was a huge difference.

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