Eldar Aspect Warriors vs Thousand Sons – 2000pts

Deployment

Well, the deployment was possibly the worst one for the eldar.  The game, big guns never tire, worked for both forces, with heavy support setting up in the rear, but the deployment – ouch!

SHort range elite fragile infantry found out that .. they were playing short edge to short edge – they had to run in front of the thousand sons gun line!!!  Not a good tactical start.

Turn 1

The eldar charge down the table in a desperate attempt to hurtle forward before the Thousand Sons gunline finishes them off.  The avatar, a unit of dire avengers and howling banshees hurtles down the left, while two other units of dire avengers advance on the right.  Karandras, his Scorpions and fire dragons and more dire avengers advance down the middle.

The chaos stay still on the left, advance cultists and possessed down the centre, and a rhino with the sorcerer lord and chaos marines and 4 bikes including a choas lord on the right.  General fire was exchanged, but not much effect either way.

Sneaky Rhino shenanigans!  Aidan advanced his rhino next to his bikes for the charge – the dirgecaster eliminating overwatch for the nearby dire avengers.  Saint Aidan is officially the king of Rhino tactics!  The Chaos lord wipes out the first unit of dire avengers!

Turn 2

The 2nd unit of dire avengers, with bladestorm, cut down the bikers in a hail of shuriken fire, and proceed to finish the wounded chaos lord in close combat, the dire avenger exarch cowardly refusing a challenge!

The rhino was wrecked, and some of the marines killed, though that worked against the eldar – it left the scorpions and Karandras out of charge range.  The chaos marines, cultists and possessed all piled forward, and a challenge between the cultist champion and karandras went fairly predictably!

The shining spears open fire on the cultists, assault them, then hit and run over to the predator.  The rear guard autogun cultists take down one of the spears.

Saint Aidan’s luck turned against him at this point, with some of the worst rolls ever!  Better tactics, but with rolls like that, he was falling behind anyway.

Turn 3

Swooping hawks arrive, killing the chaos sorceror behind the unit of Thousand Sons on the left.  The thousand sons marines reply by wiping out the swooping hawks – AP3 bolter fire is awesome!!!

Eldar Fire Dragons retreat behind the Eldar gunline to try and set up to counterstrike the heldrake which has to arrive the following turn.  Mad melee with challenges galore continues in the centre!  The shining spears take down the predator.

Aidan’s rolls continued to be dire!!

Turn 4

The dire avengers fired at the thousand sons on the left, then the avatar charged into close combat.  The defiler counter charged, only for the avatar to smash it to the ground, wrecking it.

The Heldrake arrived, vector struck the Shining Spears, and toasted the dire avengers on the left.  The only Eldar weapon that can reach it is a missile launcher, which needs a 6 to hit.  Unsurprisingly, its fine!  Further challenges and odd melees continue in the middle, with karandras mobbed by possessed in the middle and finally falling to a challenge by the sorcerer lord.

Turn 5

The Heldrake moved up, and toasted the 5 reapers on the objective on the Eldar left, taking out the missile launcher.  The avatar killed another thousand son or two, and the melee in the middle ended in chaos’s favor.

Summary

Flyers – wow!  nuke at a fist fight time.  If one side takes a flyer, you may as well call it unless you have AA or a flyer yourself, I think – or a shed load of stuff capable of taking on AV12 armour, and go by numbers.  Guard might be able to cope with large numbers of heavy weapon or plasma shots – snap firing guard are just as likely to hit as anyone else.  Wowsers!

Not a good game by Kipper!  I was very tired, and not very tactical, which never helps, and the deployment was against me, but too many silly mistakes were made – I kept splitting up my troops.  3 seperate advances instead of one concentrated one? silly!

Brilliant if unlucky game by Saint Aidan – his dice rolls were appaling, but great tactical play.

FInal score is a little uncertain, as I’m not sure of his warlord!

We both held an objective, he had one denied by the avatar, while I lost one to a baleflamer attack by the heldrake.  He got first blood, so I think chaos won, depending on his choice of warlord – if it was the chaos lord, then it was a technical draw (though clear moral victory to the forces of chaos, as they were thoroughly overrunning the Eldar lines.

Spearhead – Imperial Guard (and Imperial Guard) against Necrons and Dark Angels

Well, at the Overlords we tried out Spearhead in preparation for the Overlords 3rd Birthday bash.  Essentially, we fielded 1000pt spearhead forces, and randomly decided allies and enemies.

I (Kipper) fielded a fully meched up Guard list – 3 Leman Russ Battle Tanks (in an Armoured Spearhead), a Basilisk, a Hellhound and an armoured sentinel.  Asters, my ally, was also taking guard, with two veteran squads in chimeras, a command squad in another chimera, a Valkyrie, two more leman russ battle tanks, and two sentinels.

Meatshield fielded Necrons, with 2 Spyders, Scarabs, a Triach Stalker, 5 wraiths, two annihilation barges, and two catacomb command barges with overlords as a mech assault spearhead.  Shellmax fielded Dark Angels, with two tac squads in rhinos, a 6 man bike squad, an attack bike with multimelta and a space marine captain.

Deployment

The Guard chose to go second.

Meatshield stacked up the necrons behind a major piece of scenery on the left flank of the table, while shellmax was left with an advance over open ground.

Asters and me had a tank logjam in our deployment zone, with my tanks leading the way!  Too many tanks left a very clumsy setup, making it difficult to manoeuvre with a hill in the middle and two huge terrain pieces on either side, and a load of columns in front of us.

The Guard failed to steal initiative.

Turn 1

The bikes and rhinos advanced to the right, while scarabs scuttled over terrain and wraiths advanced to the left. No shooting occurred!

The guard tanks slowly advanced, and opened up with a tremendous amount of firepower.  5 battle cannons, 6 plasma cannons, lascannons, basilisks.  Not a single wound was inflicted.

Turn 2

The lead scarabs scuttled to the attack, with runs and charging giving them a tremendous move.  The  rest of the troops continued their advance, with bikes turbo boosting down the field.  The Scarabs managed to immobilise the lead Leman Russ, and ate its battle cannon, as well as reducing the AV by 3.

The remaining guard opened up with their tanks and valkyrie, killing 4 bikes and the lead scarabs with the hellhound.

Turn 3

The dark angels launched into the stalled guard advance on the right, while their rhinos stetted in on the centre objective.  A new wave of scarabs crashed into the front line of guard tanks, while wraiths destroyed a leman russ and locked up in combat with an armoured sentinel.  From the rear, the two Overlords appeared, destroyed the basilisk and caused chaos with Aster’s rear troops, who poured out to heat them with melta.

My Guard were pretty much out of the fight at this point, with one crippled russ in the middle of the field, a stunned hellhound and a sentinel in close combat with a horde of wraiths.  Asters Guard were fighting a desperate defence against both armies now!

Turn 4

The Sentinel continued to tie up the wraiths, while the dark angels continued to pound the guard right, destroying the hellhound, while scarabs ate the remaining russ in the centre.  The overlords destroyed the Imperial guard units at the rear, and started smashing troops with gusto, while the valkyrie made a desperate assault on the centre rhino.

At turn end though, the guard were clearly defeated, holding no objectives to the enemies two, and with no chance to break through their own wall of ruined, burning tanks!

Thoughts and Comments

Well, a fun gain, but very different to my expectations.  The meched up guard were hemmed in by terrain, hampered by poor shooting, and frankly too geared up to kill monstrous creatures or tanks, and suffered badly against more normal troops.  I was expecting tank duels and canifexes galore, and it wasn’t what this game of spearhead, at least, was about.  Bit of a disappointment, to be honest – may as well just have said 40k down the long table edges instead of across.  There were great moments – the sentinel duelling with a horde of wraiths turn after turn was good, and the fun of rolling scatter for huge pie plates made a nice change from tiny blasts (though a little less scattering would have been nice!!).  Asters was an absolute pleasure as an ally, and he got stuck in behind my burning tanks with a spirit of fun and can do!

Order of the Verdant Garden (Sisters of Battle) vs Head Hunters (Blood Angels)

The Head Hunters (commanded by the Chaos Lord Shaga) fielded 4 assault squads (two jump packs, one in a rhino, one in a land raider crusader) with a chaos lord joining the troops in the raider.  two drop pods containing dreadnaughts (1 furioso and one normal) and a final drop pod with a unit of sternguard.  Thats a total of 13 kill points available.

The Sisters fielded 2 battle sister squads in rhinos, a canoness and a celestian squad in an immolator, a heavy bolter equipped retributor squad with an immolator, a unit of seraphim, a unit of repentia and Saint Celestine.  Thats a total of 12 kill points available.

Head Hunters win initiative roll, choose to go 2nd, then the Head Hunters steal initiative after the Sisters set up first!

The Sisters castled up across half the centre of the board, with an exorcist facing each half of the enemies lines, and the retributors towards the right in a building.

The Head Hunters fielded the landraider and rhino in the top left, together with the two jump squads.

Turn 1A – Head Hunters (Sisters 0, Head Hunters 0)

Drop pod Assault!  The two dreadnaughts slammed down in droppods immediately in front of the Sisters deployment in the centre of the field.  Storming out, both of the insane mechanical monsters missed with their meltas!  On the left the rhino and jump troops hurtled forward, followed by the landraider, whose machine spirit quickly wrecked a rhino with a unit of battle sisters spilling out by controlling the multimelta.

Turn 1B – Sisters (Sisters 0, Head Hunters 1)

Drop pod turkey shoot! Stunned both dreadnaughts shooting – Sisters Repentia wreck one in assault.  Between Celestine and the battlesisters with stormbolters, some casualties are inflicted on the approaching jump troops, but not enough.

Turn 2A – Head Hunters (Sisters 1, Head Hunters 1)

The Sternguard fail to arrive this turn.  The remaining stunned dreadnought pops smoke in an attempt to stay alive.  Assault troops gather near the sisters huddling near their wrecked rhino, (some arriving by rhino, some by jumppack) but the holy ladies are quickly obliterated by shooting before they even get a chance to charge!  Though not a deadly turn, the positioning leaves the Sisters looking vulnerable.  One unit of jump troops pops right into the middle of the Sisters, and immobilise an immolator.

Turn 2B – Sisters (Sisters 1, Head Hunters 2)

Finish off the droppods and dreadnaught with a brutal array of multimeltas, Sisters Repentia and retributors.  One exorcist swings to guard the left flank, and opens up on the assault troops.  In the centre, the canoness led the celestians against the jump troops, with celestine jumping nearby for good measure.  All but one of that unit died, and he was just out of celestines assault range.

Turn 3A – Head Hunters (Sisters 4, Head Hunters 2)

Sternguard arrive with a drop pod, and scatter off the table.  The Sisters prayed to the emperor, and guided them to the far corner away from their battle brothers and the defending sisters.  The SternGuard deploy, and run towards a nearby building in desperate search of cover.  The assault troops to the left hurtle in (some in their rhino, which popped smoke, some by jump pack), and smash an exorcist to pieces.  The assault troop left in the middle fled quickly (not routing, making a tactical withdrawal to save the kill point).

Turn 3B – Sisters (Sisters 4, Head Hunters 3)

An immolator fired over the wrecked exorcist and toasted several assault troops, who broke and fled.  The assault troops were within 6″ of celestine, but in cover … and she couldn’t reach them to assault over the difficult ground.  The nearby rhino remains impervious to an amazing array of shooting.

Turn 4A – Head Hunters  (Sisters 4, Head Hunters 3)

The assault troops in the rhino disembark and try to kill celestine with meltaguns and bolters, but fail to do much damage.  The land raider smashes the celestians with hurricane bolters and assault cannon, killing three, but leaving the unit alive.  Its multimelta also spanks an exorcist, leaving it shaken.  At this point, many of the sisters are weakened, with immobilised tanks or exposed, but the headhunters are struggling to get the kills in.

Turn 4B – Sisters (Sisters 4, Head Hunters 3)

Shaken Exorcist drives forward to force the fleeing jump troops to keep retreating.  The celestians, canoness and celestine finish off the remaining assault troops next to the rhino.  The seraphim arrive, and flame the sternguard to pieces, killing all but one, who remains in 6@ of the approaching repentia .. but the difficult ground stops them closing for assault.  The retributors finish off the last drop pod.

Turn 5A – Head Hunters (Sisters 6, Head Hunters 3)

The jump troops run another 10″ thanks to the exorcist, and the remaining sternguard flees off the table thanks to the closing Sisters Repentia.  The landraider annihilates the exorcist with an up close multi-melta blast!  It assault pounds the seraphim who flee!  Assault troops and the chaos lord spill forward, and a rhino rams the immobilised immolator in the centre of the breaking sisters defenses, stunning it.

Turn 5B – Sisters (Sisters 7, Head Hunters 4)

Celestine assaults the remaining assault unit and the Chaos Lord!  She takes a wound, but hits the lord twice!  No kills, but dangerously close to another kill point!  The canoness and celestians finish off the rhino.  The fleeing seraphim rally, starving the head hunters of another kill point.

Game End – Sisters 9 Kills, Head Hunters 4 Kills – The rhino kill, and the fleeing jump troops add another 2 kills to the Sisters tally.

Its a misleading total for a game thats much closer than that sounds.  The landraider and remaining assault troops were facing seriously weakened units, and could have scored an fair few kill points over turns 6 and 7.

I think the important thing is that it was a brilliant game.  As always, Shaga was a brilliant opponent, and its always a pleasure to play him, win or lose.  What went wrong for the blood angels?  Well, kill points didn’t favor them with drop pods and rhinos giving cheap kills, and the initial drop pod assault went badly – if the dreadnaughts had taken out the exorcists, they could have ravaged the sisters centre almost with impunity.  The sternguard ended up in the worst place on the table – in range of the retributors, but over 30″ away from the sisters over open ground.  Several big dice moments favored the sisters – the retributors consistently made their acts of faith, celestine was unkillable, and the seraphim popped into a perfect position even with a scatter.  I think the Head Hunters did need a bit more anti armour – they struggled smashing the sisters out of their rhino shells a little too much.  Perhaps look at combi meltas on the sternguard?

Raid on Teramore V – Formosa Sector

Deployment

The Inquisitorial forces won the rolloff for first turn, and deployment first amongst the building to the south, and the Dark Eldar lurked behind the monstrous generators to the north.

The scenario is annihilation, with a pitched battle deployment.

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Turn 1 – Inquistion (DE 0 Kills, Inquisition 0 Kills)

The Inquisition surged forward, with the psykers launching a barrage, which promptly scattered off the table.

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Turn 2 – Dark Eldar (DE 0 Kills, Inquisition 0 Kills)

The Dark Eldar retaliated, immobilising a chimera on the left of the field, and slaughtering a couple of Daemonhosts to the right.  The Voidravens missiles scattered away from their targets – the legendary Dark Eldar accuracy proving to be untrue.  They should have kept their targeting computers on icon_wink.gif

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Turn 2 – Inquistion (DE 0 Kills, Inquisition 0 Kills)

The inquisition continued to shuffle around rather ineffectively!  Heavy weapons in the inquisitors retinue couldn’t fire as the unit had moved, and the psykers attack once again scattered futilely away from the vehicles.

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Turn 2 – Dark Eldar (DE 0 Kills, Inquisition 0 Kills)

The Dark Eldar continued to hammer at the Inquisitors forces, killing several of the inquistorial retinue and charging into close combat with a witch cult to the left, exploding a chimera in the centre of the board (forcing out the acolytes within), and killing several more psykers and daemon hosts to the right.

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Turn 3 – Inquistion (DE 1 Kills, Inquisition 0 Kills)

The Inquisitors were holding their own in close combat to the left, while the death cult assasins closed in to assist them.  On the right, the picture was grimmer, with another psychic barrage scattering off the vehicles again, and the assassin lurking in a terrible, terrible position, unable to get a clear shot.

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Turn 3 – Dark Eldar (DE 1 Kills, Inquisition 0 Kills)

The Dark Eldar wyches to the left won the combat, and both Inquisitors fled, only to be cut down!  A brutal end!  To the right, all but two psykers were killed, while a raider hurtled over the arcoflagellants to inflict damage with its chain snares.

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Turn 4 – Inquistion (DE 4 Kills, Inquisition 0 Kills)

The Inquisition strikes back!  The death cult come roaring into close combat, striking down the remaining wyches easily.  On the right, the assassin uses a turbo penetrator to immobilise a raider, while the arco flagellants brutalised a ravager, immobilising it, stunning it and ripping off a dark lance.

 

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Turn 4 – Dark Eldar (DE 4 Kills, Inquisition 1 Kills)

The Dark Eldar could smell blood in the water, and moved in for the kill.  The voidraven annihilated the assassin in revenge for his work on the raider, while the wyches on the fallen raider pilled out to kill the warrior acolytes in the craters.

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Turn 5 – Inquistion (DE 6 Kills, Inquisition 1 Kills)

The inquisition tried to retaliate with the forces left to them, but the death cult assassins couldn’t bring the fragile raider near them down.  The Arcoflagellants smashed the ravager to the right to pieces, which exploded, killing 4 and forcing the rest to flee … within 6″ of the wyches, so they wouldn’t be able to rally.

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Turn 5 – Dark Eldar (DE 6 Kills, Inquisition 2 Kills)

At this point it was like taking candy from a baby, or slaves from the Imperium! Lelith hadn’t even bothered to leave her raider, so disappointed by the imperial resistence and lack of challenge.

The Wyches fired on the fleeing arcoflagellants, while the ravager to the left finally took down the immobilised chimera!  The void raven finished off the cultists, leaving only the death cult assassins on the field.

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End of Game – Inquistion (DE 9 Kills, Inquisition 2 Kills)

Well, a thrashing for the Imperial forces, with many slaves taken for sport in Commaragh!  It was a great fun game!

Lots of lessons learnt.  Death cult assassins are evil – but should have been armoured up in a Chimera or rhino to get them up close and personal.  The psykers were brutal, but might have done better with crusaders to shield them, or hidden in a chimera too and shot out!  of course, if they ever actually hit, it would have been more impressive icon_wink.gif    The Inquisitors are nasty, especially the low cost generic ones.  It might have been better to have Coteaz have a heavy weapons only unit in the centre, and kept them still.  The vindicare assassins are just plain nasty, and was wasted by poor positioning in this game – that and the lack of realisation of just how good they are against vehicles.  3 + 4d6 armour penetration makes them the  best anti armour unit in the game with a turbo penetrator shot, and he could have been infiltrated for perfect positioning.

The Dark Eldar are a much nastier force with the new codex!  Leonidas played really well to their strengths, and my lack of even light anti-armour!  I think the wyches do lack a little against heavier infantry compared to say howling banshees, but then they are basic troops and can take and hold objectives.  I think if I’d played a horrible GK knights list (3 psyflemen dreads, gone for just death cult assasins with perhaps one unit of psykers and chimera’d everything up for resilence) the Dark Eldar would have had to work a lot harder – its so difficult to take down the heavily front armoured vehicles.  Still, I’m glad I fielded the army I did, as I loved the scenario – not even the Inquisitors can stop teh xenos with just a scratch built force!

Such a fun, international game!

The Order of the Verdant Garden (Sisters of Battle) vs The Dark Mechanicum (Necrons)

Introduction

Kipper vs Shaga.  The heretical dark mechanicum are to be purged by the fanatical Adeptus Sororitas!

Shaga was fielding his Dark Mechanicum troops as proxies for the Necron codex.  He had three units of Necron Warriors (one with cryptek), a unit of 5 immortals with a cryptek, a unit of 5 lychguard with a cryptek and overlord, three walkers as stalk tanks and two annihilation barges with tesla cannons.

Kipper was fielding his Order of the Verdant Garden, with two exorcists, two battle sister squads in rhinos (one with storm bolters, one with flamers), a retributor squad with two heavy bolters, a unit of celestians with a flamer and storm bolter, Saint Celestine and 9 seraphim, as well as a unit of Repentia.

Scenario

Annihilation, Pitched Battle

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Deployment

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Necrons steal initiative!

Turn 1 – Dark Mechanicum (Necrons 0 Kills, Sisters 0 Kills)

The necrons performed a general 6″ advance, opening up on the vehicles.  One exorcist was stunned, while one rhino lost a storm bolter and was shaken, while the other rhino was stunned.  The sisters repentia were hit by a quake, forcing them to treat the ground as difficult terrain.

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Turn 1 – Order of the Verdant Garden (Necron 0 Kills, Sisters 0 Kills)

The Sisters advance quickly to the right of the table, with the heavy flamer immolator carrying the canoness hurtling 12″ forward, and the multimelta immolator moving a more cautious 6″, but landing just out of range for a short at the stalk tank.  To the left, the rhinos advanced just 3″, thinking about gauss flayer rapid fire range!  In the centre, the non-stunned exorcist opened up on one of the annihilation barges, annihilating it!  The retributors fired into some of the necron warriors, killing 4, only for two to rise again.

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Turn 2 – Necrons (Necron 0 Kills, Sisters 1 Kills)

The Necrons continued their steady advance, continuing to pour fire on the Sisters vehicles, using the stalk tanks first to paint the vehicles, then gain twin linked shots from other troops, immobilising one of the rhinos.  A well placed barrage shot killed two of the Retributor squad, while the Overlord used veil of darkness and teleported his elite guard behind the immolators to the right, and slaughtered the Sisters Repentia with heavy firepower, leaving only the Mistress Superior alive.  The stalk tanks blew the heavy flamer off one of the immolators, and stunned the tank.

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Turn 2 – Order of the Verdant Garden (Necron 0 Kills, Sisters 1 Kills)

This was the turn of the Exorcists to shine.  One of them annihilated one of the stalk tanks, while immobilising the other.  The Mistress Superior ran in front of the overlord, blocking his path to the immolator, but without going into close combat.  The immolator with a multimelta also managed to destroy the only weapon on the stalk tank to the right.  The canoness ran into combat with the celestians, using acts of faith to level the playing field against their toughness by using the strength of the Emperor himself, slaying several, but losing two celestians to the slow necron blades.  % necrons fell in the centre to heavy bolter fire from the retributors, but two stood back up again!

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Turn 3 Necrons (Necron 0 Kills, Sisters 2 Kills)

The necrons continued to advance.  The overlord and his bodyguards, in a move of tactical brilliance by Shaga, ignored the Mistress Superior, and instead headed left behind the Exorcists, where they killed one and the remaining stalk tank killed the other!  The rhinos were again battered and shaken and stunned, but the sisters were left very low on anti tank weaponry, and the two tanks on the left of the field still had their quantum shields up!  Another necron or two fell to the canoness and her celestians, but they were surprisingly resilient, holding up the elite close combat unit.

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Turn 3 – Order of the Verdant Garden (Necron 2 Kills, Sisters 2 Kills)

Saint celestine and her Seraphim arrived, shrieking onto the battlefield to roast the necron overlord in holy flame.  5 body guard fell after more dice were rolled than you can imagine, but two got back to their feet.  The canoness continued to work through the necron warriors in close combat, while the immolator with multimelta span further right to take a potshot at the hiding stalk tank … which failed its cover save and was wrecked. In the centre, the two squads of battle sisters dismounted and annihilated one unit of warriors, and injured some of the immortals, while the retributors poured more heavy bolter fire at them.

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Turn 4 – Necrons (Necron 2 Kills, Sisters 4 Kills)

Unfortunately for the necrons, they kept damaging tanks, but not finishing them off.  The overlord teleported to the centre of the battlefield, and the necrons unleashed hell on the battle sisters squad, killing 8 of one and 5 of the other.  During the assault phase, the remaining necron warriorss fell to the Canoness.

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Turn 4 – Order of the Verdant Garden (Necron 2 Kills, Sisters 5 Kills)

The Sisters continued their advance, moving towards the enemy units.  One of the overlords guards fell, as did one immortal, but generally a quiet turn!  However, the advance of 9 fresh seraphim with Celestine as well as the Canoness and Celestians was a psychological weapon in itself.

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Turn 5 -Dark Mechanicum (Necron 2 Kills, Sisters 5 Kills)

The Necrons opened up on the seraphim, managing to kill three and quake them, forcing them to treat all ground as difficult terrain.  They also slew one of the remaining battle squad, but the other shrugged off the firepower, leaving the flamers alive.  The Overlord, sensing his bodyguard were in trouble, left them for the safety of the remaining Necron Warrior unit.

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Turn 5 – Order of the Verdant Garden (Necron 3 Kills, Sisters 5 Kills)

The Seraphim risked dangerous terrain tests to jump into close combat with the immortals … and Celestine failed, taking a wound!  However, the flamers and retributors finished off the overlords bodyguards, while celestine and the canoness (with their associated units too) locked in combat with the remaining immortals.

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End of Game – Order of the Verdant Garden winners (Necron 3 Kills, Sisters 6 Kills)

Although the game could have continued, we decided to retire at this point.  The remaining necrons would have struggled to kill enough units in a max two turns (with three unengaged units, thats a max of 6 kill points – more likely 2-3), especially with close combat units able to finish of the necron immortals in their turn then hit the necron warriors and wounded overlord the turn after (for another 3 kill points)…. not to mention the fact that the game had lasted four hours by this point icon_smile.gif

The Necrons should really have won, if not for the worst set of rolls on the damage tables ever.  Rhinos and immolators kept being shaken and stunned from penetrating hits.  It meant that they lost out on a lot of cheap kill points from critically wounded machines, and the tanks soaked up fire power that could have been used to finish units.  Lots of Sisters units dropped to low numbers (like the Mistress Superior running round freely after the rest of the squad fell), but didn’t get knocked off.

Great game, and even better time sat round chatting rather than moving for a lot of it icon_wink.gif

October Spoon of Shame! Battle 2

The Overlords have a monthly mini tournament to determine the holder of the spoon of shame – the most conclusively defeated player!  This month 4 of us took part in a 750pts challenge:

Powderfan, with Space Wolves

Inquisitor Steve, with Grey Knights (as Adeptus Custodes – they look fabulous, incidentally, check out the youtube vid on the overlords channel).

Steve, with Grey Knights

Myself (Kipper), with Sisters of Battle – my Order of the Argent Shroud!

The winners of the first two games played each other, so I had to face the might of the nefarious Inquisition, in the form of Inquisitor Steve!

BATTLE 2 – Dawn of War, Annihilation

We played on Table 1 again:

0a - Table 1

I won initial roll for deployment, and opted to go first.  The Adeptus Custodes (as Grey Knights) were fielding two Strike Squads and a Grand Master with Rad grenades, and all had psybolt ammunition!  The Sisters were fielding Celestine, with two units of seraphim deep striking, Retributors arriving from reserve, and the two units of battle sisters deployed in the buildings.

0b - Initial Deployment

Turn 1 – Sisters of Battle (Sisters 0 Kill Points, Custodes 0 Kill Points)

The Retributors moved onto the table as per dawn of war, but were unable to fire (cursed heavy weapons!)  Celestine moved off to find an ambush position, and one unit of sisters were too far to the centre right of the table to affect the battle.  The unit of Sisters to the left rolled for night fighting, and scored an 11!  33″ range was enough to open up with heavy bolters and boltguns, letting them draw first blood.

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Turn 1 – Adeptus Custodes (Sisters 0 Kill Points, Custodes 0 Kill Points)

The Custodes came back strongly, advancing towards the sisters lines with a hail of fire, killing 5 and breaking the Sororitas, who retreated towards their table edge. 

1b - Grey Knights

Turn 2 – Sisters of Battle (Sisters 0 Kill Points, Custodes 0 Kill Points)

The Battle Sisters failed their act of faith, but successfully regrouped on a morale check anyway.  The retributors opened  fired on the custodes, in their only shot of the game, killing several more.  Celestine hurtled forward, firing the ardent blade, and smashing into the grey knights before being cut down – the rad grenades meant instant death attacks by the grey knights power weapons!

2a - SoB

Turn 2 – Adeptus Custodes (Sisters 0 Kill Points, Custodes 1 Kill Points)

The Custodes moved towards the centre of the board, moving out of the retributors line of fire.  They continued to fire upon the Battle Sisters, leaving just one with a heavy bolter surviving.

2b - Grey Knights

Turn 3 – Sisters of Battle (Sisters 0 Kill Points, Custodes 1 Kill Points)

Turn 3 turned the tide of the battle significantly!  The two units of Seraphim arrived, and deepstruck into perfect firing positions near the grey knight forces, killing many and breaking the remaining two of one unit, who fled for the table edge. The retributors kept shuffling around behind the building, trying to get clear lines of fire!

3a - SoB

Turn 3 – Custodes (Sisters 0 Kill Points, Custodes 1 Kill Points)

The remaing custodes turned around and annihilated the seraphim, while the two broken custodes automatically rallied and ran for cover near their own board edge – if they hid, the Sisters couldn’t catch up on kill points.

3b - Grey Knights

Turn 4 – Sisters of Battle (Sisters 0 Kill Points, Custodes 3 Kill Points)

In terms of kill points, things looked bleak for the Sisters … until Celestine got back up and mercilessly cut down the Grand Master!  The Retributors continued their arthritic shuffle to consolidate towards the centre of the field.

4a - SoB

Turn 4 – Adeptus Custodes (Sisters 1 Kill Points, Custodes 2 Kill Points)

The Custodes tried a simultaneous approach to reach the end of the game with more kill points – they tactically advanced in opposite directions (lets not say retreat for the custodes!), while firing at Celestine.

4b - Grey Knights

Turn 5 – Sisters of Battle (Sisters 1 Kill Points, Custodes 2 Kill Points)

The Sisters saw a long range shot, and cut down the remaining two custodes in the centre of board.  This was the only action of that Battle Sisters Squad all game!  Celestine flamered the other two custodes, but couldn’t quite charge them.

 5a - SoB

Turn 5 – Adeptus Custodes (Sisters 2 Kill Points, Custodes 2 Kill Points)

The Adeptus Custodes continued their fighting advance away from Celestine, but failed to penetrate her armour with shooting.  A draw would still have been achieved, but the roll for end of game showed another turn of play.

5b - Grey Knights

Turn 6 – Sisters of Battle (Sisters 2 Kill Points, Custodes 2 Kill Points)

Celestine quickly swooped in and  finished off the Custodes, leaving the sisters in sole charge of the battlefield!

6a - SoB

Summary – Sisters of Battle Victory – 3 Kill Points to 2, and annihilation of the Custodes for an automatic win.

Notes – This game hinged on the turn 3 deep strike of the Seraphim.  Without this breaking the back of the custodes advance, and Celestine rising from the grave like a filthy mutant, the Custodes would have quickly broken the Sisters left flank, and gone on to take the other defensive point.  Great, fun play by Inquisitor Steve – any man who can cheer the death of his own troops thanks to a gutsy deepstrike is a great opponent! 🙂  I think the grey knights struggle a bit on numbers at the points limit – on the 6×4 board with small numbers, longer range firepower takes more of a toll than on a higher numbered Sisters army.

October Spoon of Shame! Battle 1

The Overlords have a monthly mini tournament to determine the holder of the spoon of shame – the most conclusively defeated player!  This month 4 of us took part in a 750pots challenge:

Powderfan, with Space Wolves

Inquisitor Steve, with Grey Knights (as Adeptus Custodes – they look fabulous, incidentally, check out the youtube vid on the overlords channel).

Steve, with Grey Knights

Myself (Kipper), with Sisters of Battle – my Order of the Argent Shroud!

We rolled off to see who played who – I started by facing Powderfan’s Space Wolves on table 1!  The missions and deployment were the same on both tables, so we’d get a chance to try all three types of game.

BATTLE 1 – Spearhead, Capture and Control

Deployment

0a - Table 1

Deployment – The Space Wolves won the roll for 1st turn, and set up in the top right corner.  Though the board images don’t show it, the buildings were complex multi levelled ruins with lots of narrow walkways.  The Space Wolf objective was on the ground – the SoB objective was two floors up surrounded by a Battle Sister Squad.

0b - Initial Deployment

Turn 1 – Space Wolves (Sisters of Battle 1 Objective, Space Wolves 0 Objectives)

The space wolves roared forward with two of the Rhinos moving 12″ and the other, with the lead psyker in the centre moving 6, and attempting a psychic power.  Unfortunately the sisters proved just out of range.  The Long Fangs opened fire on the Retributor squad near the centre, but a combination of unlucky shots and lucky saves meant no damage was done.  The drop pod crashed down near the sisters objective, and the dreadnaught lumbered out, and opened fire, again failing to kill any of the waiting sisters thanks to armour and cover saves.

1a - Space Wolves

Turn 1 – Sisters of Battle (Sisters 1 Objective, Wolves 0)

The Sisters of Battle retaliated by opening up on a rhino with the Retributor squad, failing their act of faith, but managing to shake the crew.  The Battle Sisters in the centre shot the dreadnaught in the back, managing to shake the metallic beast, while Celestine and the seraphim advanced down the centre.

1b - SoB

 

 

Turn 2 – Space Wolves (Sisters 1 Objective, Wolves 0)

The Space Wolves continued to close forward, moving the rhino of grey hunters up to their own objective on the right.  The dreadnaught couldn’t stand on the walkways of the ruin, so couldn’t assault.  The drop pod opened up with its storm bolter, killing a Battle Sister.  In the centre, bolter fire and psychic powers killed three seraphim, and forced the remainder to take dangerous terrain tests when they next moved.

2a - Space Wolves

Turn 2 – Sisters of Battle (Sisters 1 Objective, Wolves 1)

Risking the dangerous terrain, Celestine and the sisters jumped forward, only for both seraphim to perish.  Celestine destroyed one of the rhinos, which promptly exploded and caused her a wound, but pinned the grey hunters within.  The Retributor Squad opened fire to little effect on the rhinos, while the Battle Sister Squad again fired at the dreadnaughts back, to no effect this time.  A unit of seraphim dropped to contest the Wolves objective … and failed to hurt any of the long fangs with their flamers.

2b - SoB

Turn 3 – Space Wolves (Sisters 1 Objective, Wolves 0)

The rhino tot he right tried to move forward, but failed a difficult terrain test and immobilised itself!  The dreadnaught and drop pod opened up on the defending sisters, hoping to break them, but the 2 casualties didn’t drop the squad low enough to force a morale test.  The grey hunters in the rhino to the right and the long fangs opened up on the seraphim … only for an amazing slew of misses and lucky saves to see them all through!  In the centre, the librarian smashed celestine again, but failed to kill her.

3a - Space Wolves

Turn 3 – Sisters of Battle (Sisters 1 Objective, Wolves 0)

The Battle Sisters in the centre shook the dreadnaught again, forcing it to cease fire.   Celestine massacred the grey hunters and regrouped towards the centre, while the seraphim failed to hurt the long fangs again.  The retributor squad smashed the storm bolter off the immobilised rhino, but didn’t do anything else.

3b - SoB

Turn 4 – Space Wolves (Sisters 1 Objective, Wolves 0)

The Wolves annihilated Celestine in a hurricane of fire, who fell to the ground with a last prayer to the emperor.  A hailstorm of fire killed 3 seraphim, but they continued to hang in there, contesting the objective.

4a - Space Wolves

Turn 4 – Sisters of Battle (Sisters 1 Objective, Wolves 0)

Much to the Space Wolves displeasure, Celestine immediately got back up, and jumped forward to join the Seraphim as a single unit to hold the objective from the wolves.  The retributors stunned the rhino in the centre with the Librarian, while the battle sisters in the centre managed to immobilise the dreadnaught.

4b Sob

Turn 5 – Space Wolves (Sisters 1 Objective, Wolves 0)

The Long fangs opened up again, but failed to do more than kill a single seraphim!  The dreadnaught took down another sister defending the objective, but they passed their morale check.  A tactical mistake left the librarian in the stunned rhino, unable to shoot, so the turn passed quickly.

5a - Space Wolves

Turn 5 – Sisters of Battle (Sisters 1 Objective, Wolves 0)

The sisters continued the offensive, with the retributors killing 3 long fangs and their chief!  The Battle Sisters in the centre blew the arm off the immobilised dreadnaught … but it was still ticking over.  At the end of the turn, the roll for game end came up with a 1 to finish the game!

5b - SoB

Summary – Sisters of Battle win with an objective held.

 

Shrine World of the Dining Sons – Sisters vs Chaos Space Marines

Eons ago, a strange saint arose in the outer reaches of galaxy.  Apparently professing undying loyalty to the Great Father and the Emperor, he wrought great turmoil through the subsector in the name of the Imperium.  After he perished at the hands of the Eldar, his closest followers buried him in two separate locations.  The pious believe that this was to symbolise the divide between the Ecclesiarchy and the local chapter of Astartes, the Tyrian Eagles … while Inquisition records show a much darker truth.  The Dining Saint was possessed by a Greater Daemon of Tzeentch, which led to his destruction at the hands of a Autarch. 

This dark truth has fallen into the hands of a disciple of the dark lord Khenti, who has led a group of the Thousand Sons to reunite the bones, free the trapped Daemon, and gain dark power from a pact from the grateful warpfiend.  However, the local order of Adeptus Sororitas, aghast at the prospect of a beloved Saint’s tomb being despoiled, has moved to defend the tombs.  The Order of the Verdant Garden has taken the field of Battle once more!

Setup

The game set up was capture and control, with a straightforward pitched battle deployment.  Making the game more of a tactical challenge was the fact that we were gaming on a 5′ by 3′ table, rather than the more standard 6′ x4′.  Terrain was set up as follows:

0a - terrain

The Thousand Sons chose to deploy and go first, and the Sisters failed to steal initiative.  The initial deployment was as follows:

0b - deployment

Turn 1 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

The Thousand Sons surged forward like an unstoppable blue tide, moving forward and smashing bolts of change, havoc heavy weapons, lascannons on predators and plasma cannons on the dreadnaught into the waiting Sisters of Battle’s tanks.One Exorcist was stunned, an immolator was annihilated, while the other was shaken, and a Rhino immobilised.  The only unfortunate opening move was on the right, where the predator failed to damage the waiting Exorcist.

1a - Thousand Sons

Turn 1 – Sisters of Battle (CSM 0 Objectives, SoB 1 Objective)

Canoness Lilith, in her Immolator, hurtled forward on the left, as the fleet Sisters repentia sped past towards the Chaos Dreadnaught.  The Seraphim flew down the centre, led by Saint Evangeline, while on the right a squad of battle sisters in a rhino advanced next to the menacing shape of the Exorcist.  The Exorcist managed to blow a heavy bolter off the Possessed Predator, but the twin linked lascannons just swung menacingly to point at the holy tank!  Saint Evangeline used her Ardent Blade to kill two of the Thousand Sons in the centre, while the accompanying sisters bolt pistols killed a couiple more, followed by a charge into close combat.  The Aspiring Sorcerer wounded Saint Evangeline twice, while two more Thousand Sons fell, leaving the combat drawn.

1b - Sisters

Turn 2 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

The Sorcerer Lord leading the Thousand Sons realised that the Havocs couldn’t hold their own objective – a strategic error.  He decided to lead his own personal squad back to the objective, with the intention of destroying the Sisters around their own shrine, and collecting the bones after the battle.  The defiler advanced to charge the Seraphim, while the dreadnaught only stunned the immolator on the left with a plasma cannon, before immobilising it in close combat.  In the centre, the havocs destroyed the Rhino, forcing the Sisters to pour out of the hatches around it.  On the right, the Exorcist was immobilised, but still in the fight.

2a - Thousand Sons

Turn 2 – Sisters (CSM 0 Objectives, SoB 1 Objective)

The Sisters continued their counter attack, with the Daughters of Repentence assaulting the Dreadnaught on the left, while on the right the immobiled Exorcist blew another heavy bolter off the Predator.  The Retributor squad managed to destroyed the rhino, and flaming wreckage killed two thousand sons and a havoc.  The Defiler continued to rip seraphim apart, while Evangeline continued to slay Thousand Sons.  The rhino to the right decided discretion was the better part of valor, and started to move back to reinforce the sisters objective.

2b - Sisters

Turn 3 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

Things were already looking bleak for the Thousand Sons hopes.  The dreadnaught fell to the Sisters Repentia, blowing up … but failing to hurt any of them in death.  The defiler killed another Seraphim as the aspiring sorcerer fell to Evangelines Ardent Blade, and the Predator finally wrecked the Exorcist on the right flank.  The Havocs destroyed the gun on immobilised exorcist in the centre, while the Sorcerer Lord and Thousand Sons continued to move to guard their own objective.

3a - Thousand Sons

 Turn 3 – Sisters of Battle (CSM 0 Objectives, SoB 1 Objective)

 The Sisters of Battle continued their strong advance, with the Daughters of Repentia fleeting and assaulting a total of 18″ to cut the defiler into pieces … exploding!  The worst to wound rolls seen meant that the 15 sisters caught in the blast all escaped unharmed.  The Rhino on the right flank continued its retreat, while the Retribution squad killed another Havoc.  At this point, the Sisters position looked pretty firm!

3b - Sisters

 Turn 4 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

The Thousand Sons settled in around their own objective, and the havocs and predator killed Saint Evangeline, and all but one of the Seraphim.  The Thousand sons hit the Repentia with Bolts of change, only to see a shield of faith roll preserve them.

4a - Thousand Sons

 Turn 4 – Sisters of Battle (CSM 1 Objectives, SoB 1 Objective)

The remaining Seraphim (with hand flamers) jumped for cover, as the Canoness advanced and killed a couple of havocs with shooting.  The Daughters of Repentence seemed to feel their work was done, stumbling forward only a few inches over the difficult terrain.  The Retribution Squad pulled off an act of faith, and managed to immobilise the predator against its front armour with rending heavy bolters.

4b - Sisters

 Turn 5 – Thousand Sons (CSM 1 Objectives, SoB 1 Objective)

At this point, a mistake was revealed – the Raptors had been forgotten about, and no reserves rolls had been made!  They dropped down and opened up on the Battle Sisters defending the objective.  The Choas Havocs supported them, and they killed all but four of them.  Unfortunately for the Chaos troops, they made their morale roll.   The thousand sons squad killed two more of the repentia squad, but the fearless women continued their very slow advance over difficult terrain.  The predator opened up on the canonesses command squad, killing one of the Evangelists!

5a - Thousand Sons

 Turn 5 – Sisters of Battle (CSM 1 Objectives, SoB 1 Objective)

Saint Evangeline slumbered this turn.  The Seraphim sister saw an opportunity, jumped forward, twin hand flamered the thousand sons, and charged into close combat, drawing the thousand sons off the objective … but she was quickly cut down, and they regrouped back onto the bones of the corrupt saint.  The Evangelists moved forward, and opened up on the raptors, with the remaining Battle Sisters, wiping them out.  The rhino on the right reversed again, disgorging reforcing sisters!

5b - Sisters

 Turn 6 – Thousand Sons (CSM 1 Objectives, SoB 1 Objective)

Running out of options, the havocs open up on the canoness and her bodyguard, but lucky invulnerable saves and poor shooting let them escape …except for the canoness, who rolled a 1 against an autocannon save and suffered instant death .. having escaped agaisnt a lascannon strike from the predator earlier!  The thousand sons whittled the Sisters Repentia down to just two troops as they continued their advance.

6a - Thousand Sons

 Turn 6 – Sisters of Battle (CSM 1 Objectives, SoB 1 Objective)

Saint Evangeline rose from the grave and flew forward (with a full three wounds on the D3 roll), while the sisters ambled forward with appalling difficult terrain rolls.  The remaining Evangelists opened fire on the havocs, before charging into close combat.  To the south the sisters from the rhino moved to bolster their colleagues to hold their objective, slightly slowed by the craterous remains of the immolator.  The retributors failed their Act of faith test, and their shots bounced off the predator.

6b - Sisters

 Turn 7 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

In possibly the sneakiest move I have ever seen on a 40k battlefield, the Thousand sons threw the dice to try to level the score.  The predator took aim at the immobilsed and weaponless exorcist in the centre of the table …   Why?  To hope for a vehicle explodes, and do enough to the battle sisters to force them to flee!  This was duly done … and if not for successful morale rolls, the Thousand sons would have, at the least, forced a draw.  Several more thousand sons died against Evangeline, and it looked hopeless for the sons of Magnus.

7a - Thousand Sons

 Turn 7 – Sisters of Battle (CSM 0 Objectives, SoB 1 Objective)

The repentia squad rushed into close combat, and out of spite for their actions on the defiler and dreadnaught, the Thousand Sons cut them down, ignoring the living Saint.  The Celestians finished off the havocs, while the Retributors failed to finish off the predator.  It still left the SoB in control of an objective, while the living Saint had pulled the Thousand Sons off their own!

7b - Sisters

Outcome – Sisters of Battle Victory! (CSM Objectives 0, SoB Objectives 1)

Conclusion

The Sisters played well, and the Chaos had some truly unfortunate rolls.  Still, the main mistakes were forgetting about the raptors, and accidentally assuming the havocs could hold the Chaos objective, forcign a rearrangement that tied up a powerful unit.  The game could easily have swung the other way with a slightly different initial deployment.  Great fun for both sides, and more exploding tanks than I’ve seen before!   It was like a fireworks display!  Other thoughts are melta bombs are rubbish, as when you need them against dreadnaughts or defilers, they really don’t help with that roll of 6 needed to hit with the single attack!

Amazing the difference the smaller table makes too – weaponry becomes much more lethal, as range becomes less of a factor.

Battle Report – Sisters of Battle vs Blood Ravens

Well, this week I headed over to the overlords a bit late, and took on a force of Blood Ravens in a 1500pts battle.

The Scenario was Seize Ground, with 3 objectives, and the deployment was Spearhead, with the Sisters winning choice of turn (and took first turn).

The initial setup of terrain was as follows:

 

 

0a - Table Layout

 

 

 

 

Followed by the initial deployments:

0b - Initial Deployments

The Blood Ravens tried to steal first turn, but failed!  The game commenced!

Turn 1 – Sisters (Sisters 1 Objective, Blood Ravens 0)

The Sisters opened up aggressively, moving the exorcists forward to shoot at the Land Raider, while the rhino on the right flank moved to hold the objective to the north.  In the centre, the immolators and other rhino roared forward 12 inches, while the Repentia Squad realised they were well away from their targets, and started to race back across the board.

In an epically bad turn of luck, the exorcists fired 9 times, hit 8, and didn’t score a single hit against the land raider armour.  The Retributor squad opened up on the land raider too, but failed both the act of faith to gain rending, and the reroll from the simulcrum imperalis, so the unblessed bolts rattled off the hull.  Turn 1 passed with no marine casualties at all!

1a - Sisters

 

Turn 1 – Blood Ravens (Sisters 1 Objective, Blood Ravens 0)

The Blood Ravens sped the Land Raider, carrying the Assault Terminators, towards the Sisters.  The twin-linked lascannons opened up, one with a marine gunner, and one by the hand of the machine spirit … and missed or bounced off the front armour.  The Thunderfire cannon fired at the sisters in the tower, guarding their objective, but between scatter and armour saves, no one fell.  It was an entirely bloodless 1st turn on both sides.

1b - Blood Ravens

Turn 2 – Sisters (Sisters 1 Objective, Blood Ravens 0)

The Sisters continued to pour across the table, charging like the light brigade through the centre, while the Exorcists moved forward to fire again (and failing to do anything!)  The Retributor squad again failed their act of faith test and reroll, leaving the bolts rattling against the land raider hull once more.  The sisters repentia moved further towards the blood raven advance, while celestine and the seraphim boldly hod behind the central wall.  Once again, the sisters hadn’t caused any casualties.

2a - Sisters

Turn 2 – Blood Ravens (Sisters 1 Objective, Blood Ravens 0)

The Blood Ravens started to spill blood, with the Thunderfire cannon taking down two sisters in the tower, and the land raider destroying the exorcist launchers on one of the exorcists, as it disgorged the assault terminators to head towards the objective to the north east. The devastator squad immobilised and destroyed the weapon on one of the immolators too.

2b - Blood Ravens

Turn 3 – Sisters (Sisters 1 Objective, Blood Ravens 0)

The Sisters continued their mad charge, while the remaining fully functioning Exorcist back pedalled slightly, and opened up on the terminators again, with the retributor squad (who passed their act of faith, but didn’t roll any 6s to wound!)   The terminators passed every saving throw!  The sisters Repentia lurked in cover, getting ready to charge the land raider when the moment came, as did the seraphim.  The immolator with a multi melta took a shot at the thunderfire cannon, but the cover save saw it clear.  Turn 3 without a single wound or damage caused to the enemy

3a - Sisters

Turn 3 – Blood Ravens (Sisters 1 Objective, Blood Ravens 0)

The blood ravens continued strongly, advancing and running the assault terminators towards the objective.  The rhino carrying the supporting tactical squad zoomed up to hold it behind them.  The thunderfire cannon wiped out another sister on the tower, while the devastators destroyed the multimelta on the remaining immolator, while the land raider immobilised the remaining exorcist.  The stern guard continued their slow advance.

3b - Blood Ravens

Turn 4 – Sisters (Sisters 1 Objective, Blood Ravens 0)

The Sisters Rhino and damaged Immolator on the right continue to advance, contesting the Blood Ravens objective over there.  The sisters Repentia line themselves up for a charge next turn, while the exorcist opens up on the terminators, as does the sisters unit in the rhino, which swang around the wall and opened up with flamers!    The damaged exorcist tank shocked the terminators, to no effect. Still no kills for the Sisters!

4a - Sisters

Turn 4 – Blood Ravens (Sisters 1 Objective, Blood Ravens 0)

The Blood Ravens continued their implacable advance, with the assault terminators wrecking the rhino in the north east of the field, while the land raider missed the exorcist.  On the left, the devastators destroyed the immolator, forcing the cannoness and celestians to pour onto the field., while the thunderfire cannons continued to take a toll on the sisters in the tower.  The sternguard continued to advance, as did the tactical squad in the rhino.

4b - Blood Ravens

Turn 5 – Sisters (Sisters 1 Objective, Blood Ravens 0)

The Sisters of Battle come out swinging!  The seraphim and Saint Celestine jump the wall, and open up on the marines with lots of flame and the ardent blade, wiping out all but four of the sternguard … who are then slaughtered in the assault phase.  The canoness and the celestians advance, and try to take out the thunderfire cannon with storm bolters and bolt pistols, but miss.  The repentia hammer into the land raider … and fail to penetrate its armour, despite 15 rolls to do so!  The sisters in the north east open up with flamers and bolters, and manage to score a terminator kill!

5a - Sisters

Turn 5 – Blood Ravens (Sisters 1 Objective, Blood Ravens 0)

The Blood Ravens come back hard – tactical squads deploy from the rhinos, opening up on seraphim and celestians.  The celestians and canoness are wiped out by the combined fire of the entire devastator squad and tactical squad, leaving just a rhino contesting the objective.  Several seraphim perish, but the squad holds together.  The land raider finishes off the mobile exorcist, while the terminators thrash the sisters in the north east in close combat, winning by 5 wounds.  Somehow the sisters stay true with a roll of 3 for their morale!

5b - Blood Ravens

End of game! (Sisters 1 Objective, Blood Ravens 0)

Unfortunately for the rampaging Blood Ravens, a roll of a 1 ended the game at the end of turn 5, leaving the sisters victorious!  A great, fun game, even if the sisters managed the least bloody win in 40k history!!!

Wonderful game, and all credit to bonjovi01 (at the overlords forums), my opponent – one more turn would have seen the objectives score flip around for a 2-1 or even 2-0 victory for the marines.

Sisters of Battle vs Blood Angels

I went along to my first Overlords gaming session last night, and had an absolute blast!

 Gaming 18-09-2011 149

On the left is Inquisitor Steve, who welcomed me to the Overlords, and on the right is my opponent, Glen, who was fielding Blood Angels.  Blood Angels seem a very popular choice at the moment!

Set up

We had 1000pts armies each, and diced up Capture and Control with a Pitched Battle deployment.

The Blood Angels won the roll off, setup first and took first turn – the Order’s roll to steal failed, unfortunately!

Armies

Blood Angels – 2 assault squads, two land speeders, one tactical squad, one captain, sanguinary priest.

Sisters – two battle sisters squads with rhinos, celestians and canoness in immolator, two exorcists, one seraphim squad

Turn 1

The Blood Angels jump scarily forward towards the Sisters of Battle objective on the left.  A full assault squad, supported by the marine captain, and with two landspeeders, crashed forward, hoping to gain an early dominance.  Another Assault squad with their Sanguinary Priest hurtle down the centre towards the Exorcists on the hill tops on the centre right.  The final unit, a tactical squad, hunker down around the marine objective and fire off a missile launcher at an Exorcist to no effect.  One of the landspeeders immobilises the immolator with a multi-melta shot.

In return, The Exorcists swat three assault troops in the centre, the Sanguinary Priests feel no pain rule ineffective against the strength 8 hell missiles!  On the left, the defending  Sisters of the Azure Bolt shoot one on the right, while the Seraphim closed in on a landspeeder … but failed to penetrate the armour or use melta bombs in the assault phase.

Turn 2

The Assault Troops on teh left, led by the captain, annihilate the defending Sisters of Battle arround the objective in a brutal assault after an ineffective shooting phase.  The other assault unit jumped forward to get a meltagun in range of the Exorcist, but failed to penetrate its armour.  One Landspeeder kills three seraphim, while the other tried to soften up the defending sisters before the assault finished them off.  Again, the missile launcher in the Tactical Squad missed against the Exorcists.

In an attempt to save the Exorcist firepower for a different target, celestians and and Battle sisters in a rhino open up with flamers and heavy flamers, as well as some bolt and plasma pistols…. but to almost no effect with the Sanguinary Priests Feel no pain rule making a real difference.  The rhino on the left moves to cover the immobilised immolator, in the hopes of opening up with the twinlinked heavy flamer.  Finally, the Exorcists annihilate the Assault squad in the centre, leaving only the sanguinary priest.  Seraphim try hand flamers, no effect, on the assault squad on the left.

Turn 3

The Space Marine captain turns and kills the two remaining Seraphim, while the assault squad takes the Sisters objective and stuns the rhino with an assault.  A Land Speeder stuns the Immolator, while the other land speeder stuns the rhino.  The missile launcher from the tactical squad finally hit the Exorcist .. but a cover save meant no damage.  The Sanguinary priest fled on his jump pack to bolster the tactical squad.

For the Sisters, the options were limited.  The two Exorcists opened fire on the tactical squad, to try whittling down their numbers, but to little effect.  The Celestians and Canoness moved towards the taken objective, while a rhino containing the other battle sisters rumbled towards the Blood Angels objective.

Turn 4

The Assault Squad on the left charged the rhino, smashing the already stunned rhino to pieces with 8 krak grenades and a powerfist!  The landspeeders finish off the immolator with a shot to the rear armour, effectively destroying it by destroying its last (and only) weapon.  On the right, the marines opened fire on the advancing rhino with a missile launcher, only to hit an intervening hedge (cover save!)

For the Sisters, the rhino continues to advance on the right, while the exorcists picked a landspeeder each and annihilated them!  The Canoness let the celestians towards the assault troops hunkered down behind the shells of the burning Adeptus Sororitas rhino and immolator.

Turn 5

The Captain jumped out of cover, leaving the assault troops to hold the objective.  He used a hand flamer on the celestians, then charged into close combat, soundly defeating them … and breaking them!  The Sisters rand screaming for the edge of the board, while the captain moved to place his back against the burning immolator, prepared to face the worst.

The Celestians regrouped, and fired at the captain causing a wound.  The Exorcists opened up on the Tactical squad again, but with very few missiles, and the sisters disembarked from their rhino, opening up with flamers and bolters.  Only three defenders were left! 

Turn 6

The space marine captain charged the celestians again, winning the combat but suffering a wound, slaying all but the canoness.  The other assault troops remained hidden.  On the right, the remaining three marines charged into the Sisters of Battle, wiping them out in a single round.

In the Sisters turn, the Canoness struck down the marine captain!  The power of faith at work!  The rhino moved up to contest the marine objective, while the exorcists tried to finish off the tactical marines, killing another.

Turn 7

The Assault squad decided not to risk an assault or sneaky objective contesting from the canonness in her turn with an Act of Faith, so decided on a risky move – they charged, hoping to win in a single round, and consolidate back to the objective to hold it … and did so.  Only one marine was within three inches of the objective, however, with a special weapon.

The Exorcists opened up on the Assault marines, causing 10 wounds … meaning wound allocation came into play!  If the wound against the flamer marine near the objective wasn’t saved (cover save), the battle would be a draw.  Every cover save was made … except for the flamer!  Neither side held any objectives, making the game a draw!

Summary

It might have been a draw but we were both winners – Glen was a great guy, and we both had a brilliant time!  Glen made a mistake tactically by not using Combat Squads – he wanted a big assault, but it held him back towards the end, while I just forgot about Acts of Faith entirely!  The Exorcists (officially the MVPs and now referred to as my quarterbacks) did an amazing job.  You really need to keep sisters away from marines, though – I should have kept my Battle Sisters in Rhinos and relied more on fire power.  3 marines destroyed 10 sisters in a single assault phase!  Brutal!

I’m really looking forward to next weeks game against Phil (or Warboss Shagga on the Overlords site).