The Order of the Verdant Garden – Adepta Sororitas Codex update

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!

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HQ

Canoness Lilith

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…

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Canoness with Bolt Pistol and Power Sword, Rosarius and Melta bombs, with Cloak of St. Aspira (121pts)

Canoness Jessica

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.

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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.

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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.

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Saint Celestine – 135 points

Elites

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.

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6 Sisters Repentia and a Mistress of Repentance with meltabombs (118pts)

Troops

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

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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.

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Battle Sister Squad with Veteran Superior with Meltabombs,  Two Storm Bolters, and a Rhino (185).

Fast Attack

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.

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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.

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Dominion Superior with Power Maul, combo-flamer and meltabombs, sister with bolter, 2 storm bolters, 2 flamers, Immolator with twin linked multi-meltas

Heavy Support

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.

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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

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.

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Exorcist with Extra Armour (135 points)

Mortis

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.

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Exorcist with extra armour (135 points)

 

 

Warhammer 40K model options … Without going to Games Workshop

Let me start by saying I love Warhammer 40K.  I love the universe, the Black Library books and authors are fantastic, and the game is generally fun, interesting, and has evolved in interesting ways (even if there are enough quibbles with the rule set to start a fresh Horus Heresy!)

However, I’m not as keen on GW as a company these days.  I’ve personally found some of the employees of GW to be pushy, unpleasant, and of an aggressive opinion that GW can do no wrong.  Everyone makes mistakes, so that tends to wind me up!  Suing authors for using  the term “space marine”, a term that predates GW by a significant margin is not exactly great work, for example.

With that in mind, I thought I’d take a look at alternatives to GW models for various forces in the 40K universe.  These are just my opinions as to what you could use the models for, rather than what they are being sold as – you may disagree, or feel they’d be better as something else.

Chaos Space Marines

I’ve never found much in the way of alternative Chaos Space Marines.  It’s a very iconic look, which doesn’t lend itself to alternatives terribly well!

However, Evilcraft do a fantastic set of Chaos looking troops in power armour with bolt pistols and bolter style weaponry.  Very cool, and ornate enough to be used as chosen if you just wanted some specialist models.

Puppets War do quite a good range of conversion bits, much of which is suitably spiky for the forces of Chaos.  In terms of straight models, they have a great squad that work work as a Raptor Squad.

They also have a reasonable number of troops that are probably better guard proxies, but would make OK cultists.  They also have some cracking zombies, for Nurgle plague zombies.

On the zombie front, Hasslefree Minis do a great, and cheap, set of zombie plastics.

 

And finally on the zombie/cultist front, Mantic Games do a great range of plague zombie marines:

Raging Heroes have a cracking model that could be could as a Nurgle general.

Zealot Miniatures do a model I think would work well as a chaos spawn.

Scibor do a small range of Chaos terminator types, which could be could for chaos lords.

Chaos Demons

Raging Heroes do some amazing Preying Mantis models, which would make fantastic Daemonettes.

They also do a great demon option for a Daemon Prince or Greater Daemon of Khorne.  You could probably get away with the smaller version as a Chaos Lord in a CSM force.

Puppets War do some good demons too. I love the thought of fielding Plague Bears instead of Plague bearers!

Avatars of War do fantasy models, but that isn’t a problem for Daemons!  They do a couple of cracking models that would make amazing Heralds of Khorne and Nurgle.

Maxmini do a fantastic line of Nurgle style demons, from Greater Demons:

Through smaller plague bringers, which would make a good herald:

Zealot Miniatures do an interesting Greater Demon of Khorne style model:

Imperial Guard

Imperial Guard are the closest thing in the 40K universe to standard human soldiers, and so are probably the easiest army to find decent alternative models for – for the infantry, anyway!

Mantic Games have their Corporation Army range, which are perfect guard replacements on the whole.

Interestingly, I’ve seen their Veer-myn line os space rats used for very effective chaos guard!

Dreamforge Games have a great range of stormtroopers that work well for Tempestus Scions, or maybe as veterans.

Statuesque Miniatures do some really cool female resistance fighters that would work really well as cultists or irregular guard.  As well as squaddies, they do a few special weapons, heavy weapons, snipers and commissars

Raging Heroes don’t currently produce many models. but are launching three full female guard army lines, loosely matching Steel Legion, Valhallan and Penal Legion Imperial guard lines.  At the moment, they do a small number of female officers which are great as commissars or custom commanders.

Victoria miniatures do a tremendous range of guard alternatives, as well as bits for customising any GW troops you may get.  If you want a custom regiment, or decent female troops, this is the place to go.  Their Arcadian rifles look absolutely cracking models.

Puppets War do a few squad options, but I’m not amazing taken by them, to be honest.  What I love, though, are their rough rider options, on motorbikes with lances.  Its something that has come up in the novels a few times, so it’d be good to see on the table.

Scotia Grendel do some interesting lines from the old VASA and Urban Mammoth games, which could easily be adopted for Imperial Guard.  Here’s one of their VASA squads, for example.

Maxmini do some great catachan alternatives, female alternatives, and a few space ogres for some Ogryn fun.

Mad Robot Miniatures have some brilliant conversion parts, but you can get complete guard squads in various looks.  Decent Valhallans are always a bonus these days, especially if you have most of an army already!

Space Marines

Mantic Games have a line of Enforcers.  While quite a different look from the traditional space marines found in GW, the equipment ties up quite nicely.

Puppets War have an interesting range of heavy armoured troops that would also do quite nicely, including strike (power) armours, and terminator armour in a range of configurations – even bikes and vehicles.

Scibor do some amazing marine style models.  Most of them match to more extreme versions of the various Space Marine Legions inspirations – Spartan for the Imperial Fists, Roman for the Ultramarines, Celtic for the Space Wolves, and so on, though there are some more unique ones, like egyptian options too.

Hitech Miniatures do some really interesting models, and again, break into groups that match the SM legion inspirations – more extreme than the very similar GW ones.

Kabuki Models do a great line of possible Primarch alternatives.  Less appealing now Forgeworld are producing official models, they are still gorgeous pieces in their own right.  Here is the Castellan Knight.

Eldar

I’ve never really found any good third party Eldar like models in army like levels.   That may change when Mantic Games get around to releasing their Asterian line of Space Elves!

Chapter House Studios do some great commanders on jet bikes, and also do a unique aspect warrior squad – Warp Stalkers – that looks like it’d run as howling banshees.

Dark Eldar

Raging Heroes are the current queens of the non GW Dark Eldar!  Not only do they have a really lovely female archon, succubus, and squads of “blood vestals” which are perfect for Wyches, it looks like they’ll be expanding their line in the future too!

Orks

Orks are tricky.  There aren’t generally huge numbers of space ork alternative models out there, though there are fairly large numbers of passable alternative vehicles.

Mantic Games do offer a large line of Marauders which would work well for Orks, both infantry and light vehicles.

Raging Heroes do a fabulous sci-fi ork warmaster, which would be amazing as your army warlord!

Puppets War do a fantastic range of Orky vehicles and planes, like this:

Adepta Sororitas

Well, I’ve never found any great models here for ladies in power armour.  Heck, its almost impossible to even get them from GW!

Having said that, it looks like Raging Heroes are planning on producing some nuns with guns options in the future – look here!

There are a couple of options that can be adapted from Privateer Press – Protectorate of Menoth.  I really like the Daughters of the Flame as Death Cult assassins as part of an Ecclesiarchy Battle Conclave.  Picture from Firestorm Games.

In addition, I think the Harbinger would make a brilliant alternative to Saint Celestine:

Imperial Knights

There’s only one real alternative to Imperial Knights out there – and that’s DreamForge Games Leviathan!

Necrons

There aren’t huge amounts of Necron alternatives out there either, unfortunately.  The best selection I’ve seen is from Puppets War. which has a reasonable range of things, like an enormous cyber spider (scarab) swarm.

There’s a C’Tan alternative too

And a couple of vehicle and canoptek spider options.  No basic troops at the moment though.

Squats

Well, there are a few options for the die-hard squats fan still.

The first is Mantic Games, whose Forgefather range is pretty extensive, and just the sort of thing you want from your Space Dwarves!

The second option I’ve come across is Hasslefree Miniatures range of Grymm.  You can’t beat some of these models for character:

Tau & Tyranids

Unfortunately, I’ve never come across anything that really works well for these!  There are a lot of Mycetic spores for Tyranids out there – but GW axed them from the codex.  Tau is a very unique look – there are some female Tau kits from Zealot Miniatures, but no full squads I’ve come across.  Some people have used Robotech type models in place of the crisis and riptide suits, but thats a step further away from the Tau models than I’d go normally.

Sisters of Battle – The Order of the Argent Shroud

The Sisters of Battle are ready to take the field!  This is my silver army – the Order of the Argent Shroud!  I never actually field the priest characters – they tend to vanish over to my Inquisitorial Warbands, but thought I’d include them here for completeness.

I did pick most of these up from eBay, so not all my own paint work here, I must confess!

Unpainted sisters include 2x bolters, 2 x flamers, 2 x meltaguns, 2 x Seraphim, a Seraphim Superior with broken sword, a multimelta, a heavy flamer, 2 dialogus, and a hospitallar.

New Years Hobby Resolutions!

Well, 2014 has begun, and with it a whole slew of resolutions that I’m sure I’ll break 🙂

I’ve decided that I need to get more done hobby wise, but trying for a fixed “x amount a week” just isn’t going to work, particularly with a little baby girl who is gifted at scuppering plans 🙂 With that said, my goals for 2014 are to:

“Finish” two 40k armies!

That sounds easy, doesn’t  it?  For a finished army, I have decided that I need to have – a kill team, a 1000pts list, a 1500pts list, and an 1850pts list, with all the models painted to a decent standard.  The lists will overlap – that isn’t going to be 4500pts of models, but that should get me to the point where I’m happy with an army I can pick up and play.  Should be very doable if I can fit in some hobby time occasionally and restrain my hobby ADD 😉

My current army I’m working on is Imperial Fists.  After that, well, who knows.  Probably either smurfs or fallen angels, now the Cypher data slate is out …though the new tyranids look interesting ….

I have a lot of finishing work to do on a range of armies, so if I can beat two, great!  If not, I think finishing 2 armies is doable.

Sort out my scenery!

I have a lot of scenery that needs to be sorted out and assembled, including 40K cityscapes, towers of sorcery, chaos altars and so on.  Getting it sorted, and at least a tabletop quality paint job will make any games I can fit in a lot prettier!  It’ll also help me getting my hobby gear generally sorted!

Work out my 40K Campaign System

As part of my work to refresh my programming (and learn javascript/jQuery), I’m also putting together a campaign generation system.  Its quite fun, and should also work to spice up individual games too!

Blog more often!

I really want to stick close to at least one post a week!  If nothing else, it’ll keep me focused on getting some gaming done 🙂

Order of the Verdant Garden (Sisters of Battle) vs Space Wolves

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!

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.

thumbs_5b - Sisters.png

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.

1a - Sob

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.