You can see all the entrants over on the #WAACPainting page here:
Well, as always, I am suffering from #HobbyADD, but at the moment I think its a particularly advanced case! I’ve almost completed my #WAACPainting entry – the models are done – I just need some decent photos for an entry. I’m looking a knocking up a quick display board to take the photos on. So, current projects (in no particular order)!
1) Infinity Nomads! I’m very excited about Infinity! It looks like an amazing system, and the skirmish nature means I don’t need to assemble and paint huge numbers. Plus nuns with guns – my battle sisters can stride onto a new battlefield. I think I can hold off until Ice Storm though!
2) Malifaux I have a Lady Justice crew half assembled (I still need to put the Death Marshalls together. Interesting system with the card deck, and fascinating fluff and gorgeous models. Only problem is that I keep eying up Viktoria’s crew and Gremlins….. Hopefully I can stick to my guns (of justice!)
3) 40K – Sisters of Battle I need to paint about 2 models to “finish” my Order of the Argent Shroud, and about 6 models to “finish” my Order of the Verdant Garden. So close….
4) 40K – Imperial Fists This is my current “Churn em out army”. I do like the Sons of Dorn, and these will probably be my standard go to 40k army for a while. Assault terminators and forge world pads on the way to bolster a Lysander charge 🙂
5) 40K – Pirate Orks Pirate orks. What more can I say? I have a fair few Orks from Assault on Black Reach, and Stormclaw may be lurking for an upcoming birthday. I’ve also got RTB02 ready to be repainted and take the field. Add some Flash Gitz, and Cap’n Kipp’s Freebootaz could be ready to go! Its a heck of a lot of models though, so I may end up holding off here.
6) 40K – Dark Craftworld Dark Eldar I have a reasonably DE force in need of some TLC. I’m really tempted to reorganise it as a fallen craft world and paint it in aspect colours – Striking Scorpion green for Incubi, blaster wielding kabalites as fire dragons, kabalites as Dire Avenger blues, Wyches in howling banshee bone and so on.
7) Ax Faction minis for fun I’m looking at using some of these as Inquisition forces too, so not purely just for fun. Cracking sculpts on these.
8) 40K – Fallen Angels This army has been lurking for ages and been bolstered by the DV set. Totally unpainted for over 7 years….. I really should at least prime them!!!
9) 40K – RTB01 Crimson Fists Army Ah, my beloved Crimson Fists! Painstakingly gathered from eBay to replace an army that got lost on a train years ago. The plan is to recreate the classic Rogue Trader front cover. Navy primer is ready to go!
10) 40K – Ultramarines More marines! I actually have a fairly decent collection of ultramarines, some primed, some badly painted. I’m just missing a HQ force here really! Ironclad dreadnoughts and bikers recently added to the increasing forces. I now have a complete enough force not to worry about these! Counting Ultramarines as done!
11) 40K – Crimson Slaughter I have a reasonably solid force of CSMs in red and gold, perfect for the role of Crimson Slaughter. With the addition of the Crimson Slaughter specific models from the DV set, this would be a great little force (possibly in need of a bastion or helturkey for anti air). Just the CSMs from DV to paint here, though a fair few khorne beserkers need some finishing too.
12) X-Wing Not started here, but a good guy locally loves it, and wants to play. I love Star Wars, so I suspect mistakes will be made here 😉
13) Armada If I like Star Wars star fighters, running a fleet as an admiral???? Yeah, this is happening.
14) DnD 5e Absolutely love everything I’ve seen for this so far! Just wish digital versions of the core books were coming out as space is an issue.
15) 40K – Space Wolves My first 40K force back in the 80s! The storm claw set has sucked me back in. I’m not a huge fan of a lot of the recent vehicles, but the current character modelling is amazing. Definitely to be painted in grey instead of the rubbish modern light blue though. Will probably just be an allies force rather than a full blown 1850pts army.
16) 40K – Blood Angels Really struggling for enthusiasm here! I have some really quite nice chapter leaders painted up, and some gorgeous terminators from Space Hulk to paint. I have primed basic troops, and unbuilt death company and sanguinary guard. Just not feeling too enthused, particularly without a current codex.
17) 40K – Silver Skulls Loads of unbuilt models for this, and they fit with my long term plans of having a range of silver armies sharing some vehicles with magnetised logos with my Order of the Argent Shroud and Grey Knights. Need to work out the skulls for the shoulders and a quick effective paint scheme here!
18) 40K – Eldar Loads of unpainted Eldar, and loads of painted ones! Recently bolsters by Eldrad, a new Avatar and some warlocks. I need to sort out some effective fighting forces here – I think painting the remaining ones is quite low down the list. Really tempted to add more wraith warriors at all levels though ….
19) 40K – Tau My Tau are pretty much done with a reasonable force. There are a couple of options half painted that I’d like to finish off, and perhaps add some broadsides and riptides, but generally these are pretty low on the list as they have a fully painted force! Ticking these off the list as have a sorted out painted playable army matching all my main criteria. Not ideal, as could do with slightly different options, but cool.
20) 40K – Grey Knights! New codex due out, decent force already, and only a couple of things needed to be finished or assembled to finish them off! Also awesome with the new psychic phase. These guys may well be seeing the table again soon. Dreadknight is tempting me!
21) 40K – Imperial Guard Valhallans Pretty much sorted out and ready to go! Not great paint jobs, but OK enough to get by. some basing of heavy weapons needed here.
22) 40K – Imperial Guard Cadians Ouch. Loads of men, not much paint, and pretty much every heavy weapons squad needs to be rebased. Lots and lots of work, not much enthusiasm at present 🙁
23) 40K – Legion of the Damned I have 15 Legion to be painted to use as an allied force to other Imperial types. Struggling to get enthused though.
24) 40K – Deathwatch I have a 10 man squad with custom pads (both DW and a range of chapters), heads, guns, all ready to be assembled! Must get around to building and painting these. Very excited with my Inquistions types.
25) 40K – Inquisition I have a load of models from a range of manufacturers to put together as my Inquistion force. Female paladins as crusaders, floating psykers, daemonhosts, the lot! Very cool and good allies for almost all the other Imperial forces. Quite excited, but as I haven’t started they are quite low down the list.
26) 40K – Tyranids I’d love to get this army finished to at least 1850 points! They look gorgeous, and are easy to do. I’m struggling motivation wise here as I basically need to buy a fresh army to make them playable with tervigons, more termagants and flying MCs. I have genestealers aplenty to paint. Hmm.
27) 40K – Necrons I have a fully painted army of these bad boys – rubbish in the current game, but fully painted and ready to go. w00t!!!! Could do with some newer models, but not loving the new fluff anyway. Counting these as done for now! I have a complete playable and painted army all sorted out. Not great, but done!
28) 40K – Militarum Tempestus I have a reasonable number of Karskrin Stormtrooper squads here. No new stormtroopers, but enough to work well with inquisition or guard voices quite effectively! None really painted, boo hiss!
29) Scenary! I have a huge amount of scenery to assemble and/or paint. From an Imperial City to Altars of Chaos, it’d look amazing on my battle board. As it doesn’t affect my actual games too much though, difficult to find the time!
Sooo, 29 reasonably sized projects, and possibly a few more kickstarter bits to go too. Ouch! #HobbyADD indeed!
Well, the glacially slow progress continues!
Really starting to come together now – the whites are starting to get close to a white colour coming up from blue – that last highlight was 4 parts white to 1 wolf grey. Almost all the base colours are blocked in now (except the hair on some of the other members of the squad). Of course, made a rookie mistake! I need to remove the tab on the base to add them to their resin bases…. so that means sawing bits off! Should have done that before painting, so I hope I don’t damage them too much in the process. I rarely do models with resin bases, so this is a step I often miss!0
I’ve also been working on a banner for the ladies for the entry, though I’ll change this for a Sisters of Battle banner afterwards. What do you think? Matches the #WAACwear quite well 🙂
Well, my glacially slow progress continues! The cloaks have been painted black, then green, and faces have been highlighted with a light bone colour (and parchment on the Dialogus filled in bone colour too!). Here’s a group shot.
And I really like how the faces have come together for my other Celestians. I’m not great at faces normally, but I’m reasonably happy with this!
Next steps are to block out gun metal generally, start moving the blue towards white, and start layering the dark green. Still not onto much detail work bar the faces yet, but it feels like its coming together!
Well, its time for another update on my painting progress! As always, it isn’t much!
I have an Adepta Sororitas command squad picked out:
They have been primed white:
And then I started on the eyes using the technique here. They haven’t come out nearly as good …. but they are leaps and bound better than my previous efforts.
First, I used 2 white:1 bone mix for an off-white for the eyes.
Its pretty close to the white primer, so can be a little difficult to make out. I’m happy with it though – it avoids the brilliant white look thats too shocking from previous attempts of mine. I then dotted the eye using a dark green. I tried a smaller dot of black in the centre, but its not too noticeable.
Nothing too exceptional so far – its the next step that I feel really helps – painting brown around the eyes to give a smooth underline.
We then paint flesh colour over the brown, leaving an underline under the eye. This was tricky with the hospitallar – I hadn’t realised how much of the face is taken by the respirator.
Finally for this batch, I ran a blue ink over all the areas of white armour – the blue will act as the deepest colour on the white that I’ll build up from wolf grey.
Here’s the squad with eyes and blue armour where appropriate:
Its only a small start – but its a start. Painting all the cloth matt black will be the next phase, and perhaps gun metal too to get the basics in place.
Ok, time to start laying down a few firm plans and guidelines for painting the model.
Here’s the model in question with the default GW paint job:
Now, its a really nice model in many ways – definitely not one of the very ornate current crop of GW sculpts, but not like some of the very simplistic 2nd edition period ones either, or overly cartoony like much of the Rogue Trader stuff (which I love, BTW!).
The intention is to do the very best job I can, matching my Order of the Verdant Garden elite models like these:
So what colours are we looking at? Mostly white armour – a very difficult colour. Green robes. Gold and Green trim. Steel weapons and piping.
The white armour doesn’t look bad – its plain white with joints picked out in blue. That looks great on the battlefield, but isn’t going to cut the mustard in a painting competition. We need to up our game here, so we’re going to try the guide to painting white found here:
The gold trim, and steel weapons and piping, are another challenge for two reasons. First, metals traditionally don’t photograph well. The second reason is that I tend to just slap on a metal colour, add a wash, a brief highlight, and considered it done. Again, thats not going to cut the mustard here. I don’t want to jump totally into the unknown with NMM, and I would like a metallic colour to match the others on the field, so I’m going to try to follow the ideas found here:
For the green robes, especially as this model has a hood (in white in the GW shot) that will be this colour, I’m going to try following something like the process here:
My Rule #1, though, will be to paint the harder to reach (or hard to get right) bits first. It sounds really obvious, but I’d say 9 times out of ten I generally don’t do this – I paint the majority colours first. Looking at an example, take my Imperial Fists. Bam – yellow on first all over. I’ll then start adding details …. and often end up having to go back to the yellow to cover over any spread paint. In terms of the overall model, I’d have been better off doing some of the detail work first, then going back to add the nearby yellow. Paint by accessibility, not colour prevalence.
As an example of this, I’m going to start with the eyes. Notoriously difficult to get right, I’m not going to spend a month painting the model then screw it up at the end … not if I can screw it up right away! Reaper have a terrific tutorial on eyes that look much better than the way I’ve been doing them, so I’m going to follow it here!
Fundamentally the two differences are the underline around the eye to pick it out, and the use of an off-white rather than white. I always tended to use a brilliant white, and it always looked too glaring. A slight off white looks much more effective, and if I can get the eye underline thin enough, it’ll really make the eyes pop. I’m a little worried with the eye sculpt though – if you look at the picture from GW, even they didn’t bother with trying to pick out the eyes!
Next step – trying to work out the actual colours to use!
In the past, I’ve never been great at planning my painting. It’s very much a “get it done” approach, following fairly standard colours. This is the first time I’m really thinking of a specific model for the best paint job I can do.
Lets start by looking at the competition. It’s for Wargamers All Against Cancer, raising money for Macmilan nurses. Although that’s not necessarily relevant, there have been a couple of mentions that the McMillan green will be judged favourably. There are no limits on models or dioramas.
Now, while building a diorama would be cool, it’d require a lot of scratch building skills, and unfortunately my hobby time is pretty limited. A single miniature is realistically the best I can do, I think.
There’s no requirement to theme things further, but I like the idea of tying things together a little more, and doing a healing character of some kind. An actual nurse or apothecary, for example. Finally, while I hope it’ll be display quality, I’d like to use the model in games, so tying it to an existing army I collect would be good.
I thought about getting McMournings crew for malifaux, and painting the dark nurses there, but that seemed a touch inappropriate, and difficult to theme with the green. For 40K, I first thought of an apothecary, but the main colour is again white, and though a Salamanders work bring in the green, I don’t collect them.
However, an Adepta Sororitas Sister Hospitaller does hit the same healer pattern, and I collect a sisters army in green – the Order of the Verdant Garden.
So we have our chosen model, and the army gives an appropriate colour scheme – white, green and silver. Next step, pick a more exact range of colours, and look for a decent set of resin bases to set off the model as nicely as possible.
The Order of the Verdant Garden was formed on the planet of Illustroma Majoris VI, in the aftermath of a tremendous conflict against a heretical rebellion. Members of many orders of the Adeptus Sororitas headed to the planet, but the naval ships carrying them were destroyed. After the destruction of the rebels, the Sisters of Battle were at a loss – without naval or astropathic support, there was no way to leave the troubled world. Joining together as a single force, the Adeptus Sororitas formed the order of the Verdant Garden, which maintained peace throughout the Illustroma Majoris system for over a thousand years before the Administratum sent a expeditionary force to check on the planet.
With such a length of tradition and roots on the world, the Ecclesiarchy granted their petition to stay as an independent order … something their founding orders do not necessarily agree with!
The current leader of the Order of the Verdant Garden, Lilith is battle scarred and fiercely proud of her Order and accomplishments. Some claim too proud…
Canoness with Bolt Pistol and Power Sword, Rosarius and Melta bombs, with Cloak of St. Aspira (121pts)
Jessica is Lilith’s heir apparent, and the normal leader of the Order of the Verdant Garden on the battlefields of the 41st Millennium. Purging the heretic is her soul concern, though a cheeky grin, sense of humour and fearless approach make her an inspiration to the Adepta Sororitas.
Canoness with Inferno Pistol and Blade of Admonition, Rosarius, Meltabombs, Mantle of Ophelia (155pts)
Sororitas Command Squad – The Evangelists
Followers of Saint Evangeline’s devine creed, these sisters follow her example and strive to emulate her perfection in battle. They ride in the ancient immolator known as Puritas.
Command Squad with Multimelta, Flamer, Storm Bolter, Plasma Pistol, Immolator with twin linked multimelta (160pts)
The Living Saint Evangeline
During the War of Sedition, Canoness Evangeline sacrificed herself to save a whole company of Adeptus Sororitas. Sorely treated by her captors, she smiled serenely and detonated a hidden melta bomb, annihilating the rebellious command. Over a thousand years later, she survives by the will of the Emperor, her eyes blinded to world around her, as she follows his divine guidance to aid her Sisters throughout the galaxy.
Saint Celestine – 135 points
The Penitent Daughters
Some sisters lose their way, or believe that the ways of their original Orders are superior to the combined knowledge of the Order of the Verdent Garden. These sisters are sorely chasitised, sworn to silence, and sent to the repentence abbeys. Chaperoned in battle by Mistress Superior Demetra, they destroy all in their paths with their eviscerators.
6 Sisters Repentia and a Mistress of Repentance with meltabombs (118pts)
Sisters of the Bloody Rose
The Sisters of the Bloody Rose believe firmly in the purifying virtues of flame, and as such carry flamers to destroy the very memory of infidelity to the Emperor. Riding a rhino into battle, Veteran Superior Jeanna leads the Bloody rose to fiery victory
Battle Sister Squad with Veteran Superior with Meltabombs, Two Flamers, and a Rhino (185).
Sisters of the Azure Bolts
These sisters believe solely in the virtues of the holy bolter, using the shocking sound and damage to destroy the most zealous of traitors. Led by Veteran Superior Pella, they cut down Xenos and Heretics from their Rhino.
Battle Sister Squad with Veteran Superior with Meltabombs, Two Storm Bolters, and a Rhino (185).
The Angels of Vengeance
The Angels of Vengeance are trained in the use of jump packs and multiple weapons to smite the enemy from the skies. Saint Evangeline was orginally from their ranks. They are led by Seraphim Superior Olivia, who leads their number to countless victories.
Seraphim Squad with 2 twin hand flamers and four additional seraphim, and a power weapons and meltabombs for the sister superior (170 points).
Sisters of Domination
These sisters are ready to crush the enemy with a combination of bolter and flame. They are the finest warriors seconded from the abbeys of the Bloody Rose and Azure Bolts, and this is signified by their robes of purple. Led by the Dominion Superior Lucia, whose faith is second to none, they specialise in ambush and weakening the enemy line. They ride the Immolator known as Infernus, and bring destruction to the Emperor’s foes.
Dominion Superior with Power Maul, combo-flamer and meltabombs, sister with bolter, 2 storm bolters, 2 flamers, Immolator with twin linked multi-meltas
Sisters of Alabaster Purity
The Sisters of Alabaster Purity are the most devout of all the general abbeys. They can take the field as humble battle sisters, but are all trained in the ways of heavier weapons, allowing them to take the field as Retributor Squads instead, depending on the situation. Led by Retributor Superior Linda, they destroy the enemy from afar.
Retributor Squad with 6 bolters, two heavy bolters and a simulcrum imperialis, and a power axe and melta bombs for the sister superior (180pts)
Refutor is an ancient Exorcist tank, dating from a time when functionality was favored over function. It has survived hundreds of years of warfare, bringing death to the heretics.
Exorcist with Extra Armour (135 points)
Mortis is an ancient Exorcist tank, dating from a time when functionality was favored over function. It is designed to defend the Adeptus Sororitas from sneak attacks, with brilliant white searchlights breaking the night.
Exorcist with extra armour (135 points)
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?
The Space Wolves, commanded by Powderfan from the Overlords, fielded two land raider crusaders, a rhino, three teams of blood claws (two of which were 14 strong!), two with wolf priests, and a unit of scouts. Thats a total of 9 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.
Sisters win initiative roll, choose to go 2nd.
The Space Wolves fielded just a unit of bloodclaws in a rhino.
The Sisters placed Celestine 18″ and a rhino with a battlesisters squad.
*It was only when I wrote this battle report, I realised we messed up – both of us forgot night fighting for the first turn on dawn of war!
Turn 1A – Space Wolves (Sisters 0, Space Wolves 0)
The land raiders rumbled on, and smashed Celestine to the ground with assault cannon fire!
Turn 1B – Sisters (Sisters 0, Space Wolves 0)
Celestine failed to get up. The Exorcists rumbled on, and shook one land raider, and immobilised the other! The immolator with a multimeta stunned the rhino, while the heavy flamer immolator containg the celestians and canoness acted as a shield and the sisters repentia sprinted forward. One unit of battle sisters rumbled on in a rhino in the centre, while the other rumbled on in a rhino to the far left to hide the kill point and wait for the scouts.
Turn 2A – Space Wolves (Sisters 0, Space Wolves 0)
The bloodclaws in the rhino moved out against their enemy, and missed with their melta guns, while the shaken land raider rumbled closer, and hoped to score a lucky hit with the assault cannon and rending fire against the exorcists. Unfortunately, it turned out that the immobilised land raider was entirely out of weapons range!
Turn 2B – Sisters (Sisters 0, Space Wolves 0)
Celestine failed to get up. The Exorcists stunned the approaching land raider with concentrated fire from the exorcists, while shooting took down several bloodclaws, and the sisters repentia chainsawed the rest to chutney!
Turn 3A – Space Wolves (Sisters 1, Space Wolves 0)
Blood claws get out of the stunned landraider and start to advance. Other troops stay in the immobilised land raider to try and hide kill points – with fewer wolves around, a couple of cheap kills could easily swing the game.
Turn 3B – Sisters (Sisters 1, Space Wolves 0)
Celestine failed to get up. The seraphim arrive, and scatter to the top of a building at the far corner of the board, where they lurk for the rest of the game! The Exorcists finish off the stunned land raider with a wrecked result! The Sisters Repentia destroy the remaining rhino, and end up in the open in front of a land raider! The Canoness and her Celestians disembarked to add more flamer firepower to the battle.
Turn 4A – Space Wolves (Sisters 3, Space Wolves 0)
Scouts arrive and destroy the heavy flamer immolator, killing two celestians in the process. The immobilised landraider disgorges its troops, who open up on the sisters repentia, and the land raider finishes off the last sister. The bloodclaws in the middle close in further towards the embattled sisters centre.
Turn 4B – Sisters (Sisters 3, Space Wolves 2)
Celestine got back up! The Exorcists poured fire on the approaching bloodclaws, as did the retributors and remaining troops. The Canoness and her squad annihilated the scouts.
Turn 5A – Space Wolves (Sisters 4, Space Wolves 2)
The blood claws in the centre continue to advance, and fire upon the canoness and her squad, killing the canoness with a melta shot (foolishly taken on her for an invulnerable save) and killing another celestian.
Turn 5B – Sisters (Sisters 4, Space Wolves 3)
The remaining celestian hid behind an immolator while everyone opened up on the central blood claws, trying to finish them off. Many fell, but the wolf priest and sergeant survived. The bloodclaws to the right continued to advance slowly through some of the mixed terrain.
Turn 6A – Space Wolves (Sisters 4, Space Wolves 3)
The remaining blood claw and wolf priest head up to the brow of the hill into the wreckage of an aquila lander for cover, away from the main battle, as the other big unit of blood claws begins to close in. Difficult terrain has been slowing their advance.
Turn 6B – Sisters (Sisters 4, Space Wolves 3)
Saint Celestine and many other units opened up on the wolf priest and sergeant on the hill, and managed to kill the last blood claw in the squad, before Celestine charged the wolfpriest in close combat. Neither succeeded in harming the other as their weapons smashed impressively against each other. The exorcists took a pot shot at the immobilised land raider, and wrecked it!
Turn 7A – Space Wolves (Sisters 6, Space Wolves 3)
The remaining wolves split in front of the sisters – the wolf priest went to aid his brother against the Living Saint on the hill, while his unit opened fire with melta weapons, destroying an immolator. In the combat, the wolf priests failed to harm the living saint, blessed by the emperor with some ferociously lucky dice!
Turn 7B – Sisters (Sisters 6, Space Wolves 4)
Celestine raged against the two wolf priests on the top of the hill, winning the fight but not quite slaying either! The other troops poured fire into the remaining bloodclaws, but couldn’t quite finish them off.
Game End – Sisters 6 Kills, Space Wolves 4 Kills
Its was a very close game with a really cinematic feel, ending in a heroic struggle on the ridge of a hill with two wolf priests with furious attacks against the glowing form of the living saint. The wolf priests and blood claws could have ripped up a fair few easy points in Sisters units over the next turn. Powderfan was a brilliant opponent, and it was a really fun game.
What went wrong – well, forgetting the dawn of war rules! Doh! Powderfan should possibly have deployed his other unit of bloodclaws from the immobilised land raider earlier – but it was a gamble on denying the sisters a kill point, rather than going for kills that could have gone either way. The sisters were a little too spread out – one unit of sisters with flamers hid on one side of the board, and the seraphim stayed locked away rather than risk casulties jumping from dangerous terrain – adding them to the mix could have potentially finished off some of the incoming wolves faster.
I think the worst thing was Powderfan’s luck when it came to the land raiders. Strength 8 weapons shouldn’t have been continually breaking through their armour, let alone scoring two wrecked results. Outrageous good luck for the blessed sisters, and it really swung the game, particularly with the short range crusaders losing a chance to add firepower.
Great game all round though!