Wednesday, March 14th, 2012 | Author:

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?

Wednesday, March 14th, 2012 | Author:

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!

Tuesday, November 22nd, 2011 | Author:

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!

Tuesday, November 15th, 2011 | Author:

In the dying days of the 41st Millenium, the Formosa sector remained bright and properous thanks to the oversight of Inquisitor Coteaz.  However, even in this scrutinized and properous sector, some fools existed who avoid the black ships, and toy with powers beyond them.

Responding to an informant, Costeaz headed to Teramore V with his personal retinue, pressing two squads of elite local law enforcement into his service as he went to apprehend the cultists.  Perhaps fortunately for the planet, his timing was more fortunate than might have been expected …. as the depraved eldar of commoragh were stirring, and in need of entertainment from a fresh source.

Gangs, enforcers, and Inquisitors alike were forced to delay their reckoning to defeat this alien threat as dark shapes roared from hidden webway portals into the sky.  Beyond all else, suffer not the xenos to live!

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Forces in the Streets – 1250 pts.

HQ

Inquisitor Coteaz – 100pts

Ordos Hereticus Inquistor with powerfist – 40 points

Troops

Coteaz’s personal retinue 215

2 x Jokaero Weaponsmiths (gives 5+ invulnerable save to the unit), 5 Warrior Acolytes with Stormbolters and Power Armour, 3 Heavy Bolter Servitors, 2 Crusaders

Local Law Enforcement – Response Team 1 – 145pts

Chimera, 10 Warrior Acolytes with hot shot lasguns

Local Law Enforcement – Response Team 2 – 145pts

Chimera, 10 Warrior Acolytes with hot shot lasguns

Gangs – Daughters of the Flame (180)

12 x Death Cult Assassins

Gangs – Cultists – 100pts

3 Daemonhosts, 7 psykers

Gangs – Adeptus Mechanicus grafters – 180 pts

12 Arco flagellants

Elites

Vindicare Assassin (145pts)

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1250 Pts – Dark Eldar Roster – Cult of the Flayed Nun

Total Roster Cost: 1250

HQ: Lelith Hesperax (1#, 175 pts)
1 Lelith Hesperax, 175 pts

Troops: Wyches (10#, 233 pts)
8 Wyches, 106 pts = 8 * 12 (base cost 10 + Haywire Grenades 2) + Razorflails x1 10
1 Hekatrix, 57 pts = (base cost 20 + Haywire Grenades 2 + Agoniser 20) + Blast Pistol 15
1 Raider, 70 pts = (base cost 60) + Flickerfield 10

Troops: Wyches (10#, 215 pts)
8 Wyches, 90 pts = 8 * 10 (base cost 10) + Shardnet & Impaler x1 10
1 Hekatrix, 55 pts = (base cost 20 + Agoniser 20) + Blast Pistol 15
1 Raider, 70 pts = (base cost 60) + Flickerfield 10

Elite: Hekatrix Bloodbrides (10#, 252 pts)
8 Hekatrix Bloodbrides, 134 pts = 8 * 13 (base cost 13) + Razorflails x1 10 + Hydra Gauntlets x1 10 + Shardnet & Impaler x1 10
1 Syren, 58 pts = (base cost 23 + Agoniser 20) + Blast Pistol 15
1 Raider, 60 pts

Heavy Support: Razorwing Jetfighter (1#, 165 pts)
1 Razorwing Jetfighter, 165 pts = (base cost 145) + Splinter Cannon x1 10 + Shatterfield Missile x2 10

Heavy Support: Ravager (1#, 105 pts)
1 Ravager, 105 pts

Heavy Support: Ravager (1#, 105 pts)
1 Ravager, 105 pts

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Monday, November 14th, 2011 | Author:

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

Tuesday, November 08th, 2011 | Author:

With Eric heading off towards Abydos in pursuit of the Rat army the local commander left at crossing received disturbing news, the remainder of the Rat army was preparing to move off and there was only one logical direction for their travel – north through Narrow Way! Realising that his current force could not stop the oncomming horde he sent word back to hasten and reinforcements that were on their way and sent an envoy to a local Dwarf clan, known to be fearsom warriors.

The Dwarf clan known as Leons received the envoy and assured him that they would send out their entire army, once their sacred Beer Festival was over, in another week. The envoy pleaded with their leaders until one named Edas pledged to leave immediatly with his personal guard!

That night down from the hills ready to defend Narrow Way came Leon Edas and his 300 warriors!

The stage is set for the next round of The Campaign for the South, I plan to fight this battle in about a week (I hope)

Monday, October 31st, 2011 | Author:

Final positions:-

07-final

Well the game certainly took a while to play only because I had lots of breaks (interuptions) and wrote up and posted pictures ‘live’, so I started mid-morning Friday and completed about 8pm on Sunday yeah, a long while!

Planet-Strike rocks! It really encourages both sides to be ‘beardy’, with the defender setting up the terrain to gain maximum advantage, I set the Bastion and Shrine 14″ apart so that I could use the ‘Escape Hatch’ stratagem to ambush any DE occupying the Shrine, and the attacker getting the pre first turn Firestorm attack, I used the Scorched Skies Stragagem to increase the attacks from 1d6 to 2d6 and then the ‘Crash & Burn’ Stratagem to throw down a space craft onto the battlefield – great fun :D

The Plans:

Thinking about the DE attack stratagy I was torn between two plans the both called for maximum effort on the first turn and both called for the total destruction of the deployed Battle Sisters, the difference was in the ‘hard’ targets, do I target the Bastion or the Exorcists? I chose the Exorcists and failed almost completely in surpressing them during the game.

The Kabalite Warriors in Raiders are brilliant! They would be best used in concert with Wyches in a Raider. In short equip both Raiders with a Disintegrator Canon and Chain Snares and the Warriors with a Splinter Rack, fly both over the target unit(s), that’s 2 times d3+1 S4 attacks, dismount the Wyches in assault distance of the target, fire both the Raiders canons, that’s 2 times  3 x S5 attacks, fire the Warriors Splinter rifles and re-roll any misses (Splinter Racks),  use the Wyches to ‘mop-up’ anything that’s left.

For Venom’s take Cluster Caltrops d6 S4 attacks – same tactics.

The first part of the game was never quite as decicive as the DE needed it to be – LOTS of Sisters falling but the odd few hanging on to spoil the plan.

The Sisters plan was quite simple, survive the initial Firestorm and turn one, then slow the DE advance until launching a ‘last-minute’ counter attack to seize objectives.

And it almost worked!! Had the game ended on turn 5 the Sisters would have been victorious, alas, the DE counter push in turn 6 regained lost ground for them and had the game not ended they would probably won by at least 1 objective and possibly 2.

Most usful aspect of the Sisters army was their 3+ save, the Aegis defences around the Exorcists giving them each a 4+ cover save and moving the Arch-Confessor (BS5) up to the Quad Gun (BS2) now, a BS2 Quad Gun twin linked is good but one with BS5 is brilliant!

The Sisters heavy weapons, not the heavy weapon armed troops, did sterling work not only taking out the DE heavy stuff, but each turn compensating for the lack of Sisters on the ground.

Biggest disapointment for the DE was Lelith – she and her Wyches were held by those 3+ saves!!

A thoroughly enjoyable game which, dispite early indications, went to the line and was probably more of a DE win but not by the sort of marging they would have wanted.

A.

Category: Uncategorized  | 2 Comments
Thursday, October 27th, 2011 | Author:

This is the 6′ x 4′ table layout only the Exorcist’s are currently deployed.

dscf0128

The Sisters deployment is as follows:-

00-01-deployment

Two Battle Sisters Squads and the two Seraphim Squads are in reserve.

There are 4 objectives:-

The Bastion, The Shrine, The Command Bunker and The Comms Bunker.

Firestorm Turn.

The DE have the ‘Scorched Skies’ strategem so roll 2D6 getting 7 + 4 for the number of objectives= 11 Firestorm attacks.

00-02-firestorm

The Firestorm attacks resulted in Exorcist (red) loosing its Hunter-Killer missile, the Flamer Retributer squad and the Battle Sister Squad both loosing 1 figure but both passing their pinning tests.

Turn 1. Objectives:- SoB=4 / DE=0

DE Player Turn.

Crash and Burn!! -  with a sonic boom the DE direct a captured Imperial ship into the battlefield!

01acrashburn

Four debris fragments hit the battlefield one, shattered into a million pieces on the Comms Bunker without causing any damage, another crashed harmlessly behind the bunker, one casualty was caused in the Battle Sister squad and the last piece smashed into the flamer Retribution Squad taking out the Retributor Superior and two Retributors the final Sister stood her ground FOR THE EMPEROR!.

The rest of the DE turn:-

The following DE units will enter on turn 1

1 x Wyches Raider

2 x Kalabite Warrior Raiders and Archon

Scourges

Razorwing

2 x Ravagers

The landing and Movement.

01b-landing-and-movement

The Razorwing and the two Ravagers moved in from the dropzone and started their targeting proceedures while the Raiders of the Wyches and Kalabite Warriors landed almost on target, the Wyches dismounted. The Scourges barely missed splatting into the Exorcist and were targeted by the Quad Gun but only suffered 1 casualty (twin linked but BS 2)

Shooting next.

The Razorwing launches a Shatterfield missile at the Battle Sisters (S7& reroll misses) all hit! But only one casualty, The Razorwing followed up with 2 Dark Lance shots and took out another Sister.

The Kabalite Warriors open fire with their Splinter Rifles (re-roll misses with the Splinter Rack fitted to thr Raider) and wound on 4+ (poison)

The Wyches open fire on the Battle Sisters as does the other Raider with it’s splinter canon both without effect, but the splinter rifles from the Raider cause one more wound, which is just too much for the unit and they flee!

The Scourges fire on the Retributers on the Command Bunker roof (12 shots!) and fail to wound (those 3+ saves).

One of the Ravegers opens fire on the Shrine and destroys the Void-Shield, the other one opens fire on the Penitant Engine stunning it so that is unable to move or fire.

The Scourges charge the Retributers each suffering one wound so the combat is a draw.

SoB Turn 1. Act of Faith points=1

01c-sisters

One Seraphim Squad and one Battle Sisters Squad enter the battle from the drop zone edge and one Battle Sister Squad entered from the side, the Arco Flagelents burst from the Comms Bunker ready to engage the Wyches.

The fleeing Battle Sisters re-group

The Seraphim move closer to the Ravager.

Shooting.

The Battle Sister squad that entered from the drop zone targeted the nearest ravager – 20 shots, 11 hits, 15 with the act of faith rerolls – 3 glancing hits, one scores a modified 5 – Ravager destroyed!

The Seraphim Squad open up on the other Ravager only destroying one of its weapons.

The other Battle Sister squad opens fire on the Raider close to it and destroys its weapon

Exorcist Red sent 5 missiles streaking towards the DE Razorwing and scored 3 unsaved penetrating hits 2 of which were enough the send the Xeno monstrosity plunging from the skies!

The Bastion opened fire on thr last Ravager and in spite of only BS2 managed a glancing hit that wreaked it!

Close Combat.

The Retributors continued their struggle with the Scourges, and suffer one casualty without inflicting any but stay in the fight!

The Arco Flagelents crash into the Wyches and inflict 3 casualties while receiving only 1 but the Wyches held

Turn 2. Objectives:- SoB=3 / DE=0 / Contested = 1

DE Movement

The only unit to arrive from reserve were the Reavers, they arrived by Deep Strike and scattered to an empty piece of roadway infront of the Comms Bunker and were fired at by the Quad Gun without success.

02areaversarrive

The Reavers and all the Raiders moved to pass over troops, and a combination of Chain Snares and Cluster Caltrops destryoed the remnents of the Battle Sisters squad, the Flamer Retributors and inflicted 1 wound on the Canoness

02b-de-move

Shooting.

Splinter Rifle Fire from the Raider at the north edge caused 6 casualties but the Sisters held firm, A Dark Lance shot from the Raider by the road smashed harmlessly into the Aegis wall by the side of Exorcist Red. The Reaver Arena Champion fired his Heat Lance at Exorcist Red and it was again saved by its cover.

Close Combat.

The Scourges inflicted another casualty on the Retributor squad without loss but the Sisters held.

The Wyches took out 2 more Flagelents for only one loss in return.

SoB Turn 2. Act of Faith points=6

The remaining Seraphim failed their reserve roll so failed to turn up this turn!

Movement.

The Seraphim at the eastern edge of the board moved towards the center as did the Battle Sisters who also managed to run 6″ against the Seraphim who only manages 1″ (those heavy jump packs!). The Canoness moved to support the flagelents while the remnents of the other Squad moved to take whatever shots it can against the Raider. The remaining units stayed in the Command Bunker and Bastion.

Shooting.

The Battle Sisters shooting at the Raider scored 3 hits but were unable to penetrate the Raider’s armour.

The Bastion fired at the Raider and missed.

Close Combat.

The Scourges inflicted another casualty on the Retributors withut loss but the Retributers still held.

The Canoness charged into the melee between the Wyches and Flagelents and caused 1 loss to the Wyches but failed to prevent the loss of the Flagelent unit.

Turn 3. Objectives:- SoB=3 / DE=0 / Contested = 1

Reserves:-

03a-de-reserves

DE Movement & Shooting

03b-de-move-shoot

I started this phase the the sound of Wagner’s ‘Die Walkure’ – every Sisters unit not in CC with the exepion of the Penitent Engine, suffered casualties when the DE moved, more casualties were caused in the shooting phase, in addition, the Engine lost one of it’s weapons and the Exorcist Black is shaken (the casulty ratio at the moment is 5 to 1 in favour of the DE!).

DE Assault Phase.

Only 2 assaults the Scourges lost 1 figure with no losses to the Retributor’s while the Canoness lost one wound while despatching one of the Wyches.

SoB Turn 3. Act of Faith points=1 :(

Movement:

The Reserve Seraphim finally arrived at the northern edge.

All other movement was to maximise flamer coverage.

The units in the Bastion and Command Bunker stayed put!

The Arch Confessor moved onto the roof of the Bastion (now it gets to fire with BS5!).

03c-sob-move

Shooting:

The Battle Sister squad at the eastern edge gain the ‘Light of the Emperor’ act of faith.

They used it well, accounting for 5 Wyches but they did not run!

The Quad Gun managed to immobilise the Venom of the Trueborn.

The Bloodbrides dismounted from the Venom suffered 3 flameing casulties but did not run.

The Penitent Engine flamed away one of the reavers

The Commad Squad heavy bolters immobilised the Kabalite Wrriors Raider.

Exercist Red removed another Reaver.

CC:

The Wyches brought down the Canoness without loss.

The Scourges removed the last Melta Retributer leaving just the Retributer Superior.

Turn 4. Objectives:- SoB=1 / DE=1 / Contested = 2

Body count ratio 2.43 to 1 in favour of the DE

Movement:

Kabalite Warriors dimount from their Raider and move towards the Command Squad.

The Kabalite Trueborn dismounted and moved towards the Serephim at the north egde.

The Raider manuvered to gain a shot at the Engine.

Shooting:

Again all unengaged Sisters units suffered losses, the Command Squad lost 2 members but the remaining member survived 20 shots!

Assault:

Lelith and the Wyches inspite of having 19 attacks only managed to inflict 1 wound (damn 3+ saves)

The Seraphim lost another one but managed to take 2 Trueborn out.

The Last Command Heavy Bolter was taken by the Wyches.

And the Retributor Superior swapped blows with the Scourges to no effect.

SoB Turn 4. Act of Faith points=6!

04a-sob-move

No movement – am going to hold the last 2 units in their bunkers until next turn!

Shooting:

The Quad Gun fired on the downed Venom taking out its Splinter Canon.

The Penitent Engine Fired its flamers at the Reaver with no effect.

With a devestating show of firepower Exorcist Red destroyed the last Reaver.

Exorcist Black failded to hit it’s target.

Assault:

The Battle Sisters and Lelith’s Squad both suffered 1 loss no one broke.

The Kabalite Truborn Destroyed the Seraphim.

The Bloodbrides and Sisters just swapped blows as did the Retributor Superior and Scourges.

Turn 5. Objectives:- SoB=2 / DE=1 / Contested = 1

Body Count Ratio:  2.84 to 1 in favour of the DE.

05a-de-move

Well that’s all I have time for today, with 2 lots of friends ‘popping in’ the day was shorter than I had expected.

With an extra hour today and not having to go out until 12:00 thought I might get a chance to play some more…

The Last DE Warriors and the Xran-Kal dismount from their Raider and move to the Command Bunker.

The other Warrior unit moved towards the Shrine.

The remainder of the Wych unit that cleared out the Command Squad moves back towards the Command Bunker.

The remnents of the Trueborn move to support the Bloodbrides.

The two Raiders that are still mobile swap positions and the Venom moves to contest the Shrine.

Shooting:

Only one shot from the Raider with its Dark Lance which was spectacluarly successful as the Peninent Engine explodes leaving a smoking crater.

The Wyches and Kabalite Warriors Fleet 2 and 3 inches respectivly.

Assault.

Lileth and the Wyches trade a casualty with the Sisters.

The combined might of the Trueborn and the Bloodbrides slaughtered the Battle Sisters at the north edge.

The Scourges finaly cut down the Retributer Superior.

SoB Turn 5. Act of Faith points=4

05b-sob-move

Movement (The Imperium Strikes Back!)

The Sisters Repentia burst from the escape hatch 18″ from the Bastion in assault range of the Warrors and the last Battle Sister Squad sallied forth from the Command Bunker lead by the flamers!

Shooting.

The Venom by the Shrine was reduced to atoms by the blistering fire of the Quad Gun on the Bastion and a heavy bolter meted out the same fate to the Reader by the Bastion.

Shooting from both Exorcists only managed to reduce the Warriors advancing on the Shrine by 3.

A combination of the packed formation of the Warriors, Flamers and Bolters resulted in the Warrior unit attacking the Command Center to be wiped out with the exception of Xran-Kal! (go Sisters)

Assault.

Lileth and the Sisters once again swap casualties.

The Repentia’s managed to reduce the Warriors to 2 members with the loss of 2 themselves.

End of turn roll of 4, the game continues

Turn 6. Objectives:- SoB=2 / DE=1 / Contested = 1

Body Count Ratio:  1.63 to 1 in favour of the DE.

06a-de-move

Well that’s all I have time for today, I hope to be able to conclude this battle sometime Monday!

Well got back in time to do more Sunday evening so..

DE movement

One Raider moved over the Battle Sister Squad causing 1 casualty and took aim at Exorsist Red.

Meanwhile the Bloodbrides and Trueborn split up and both made their seperate ways towards the Shrine.

Shooting.

The Raider managed to get a shot through the rear armour of Exericist Red and managed to immobilise it!

The other Raider fired its Dark Lance at the Battle Sisters and scored one casualty!

Assault.

Lelith and the Hekartix finaly slaughtered the remains of the Battle Sister squad and consolidated 2″ towards the Bastion.

The Cabalite Warriors and Repentia’s swaped casualties.

SoB Turn 6. Act of Faith points=4

Movement.

The Battle Sister Squad moved to target Xran-Kal

Shooting:

Xran-Kal shrugged off 8 hits from the Sisters!

Exorcist Red targeted the Scourges but only managed to take out 2 the Solorite stood firm!

The Quad Gun targeted Lelith and the Hekatrix and both shrugged off the hits.

Exorcist Black loosed 5 shots to wipe out the Trueborn.

Turn 7. Objectives:- SoB=1 / DE=1 / Contested = 1 /Neither=1

Body Count Ratio:  1.54 to 1 in favour of the DE.

Game Turn roll = 4, the game ends!

Now, the game is technically a DRAW but,

The Sisters will claim that the Shrine is occupied by the SPIRIT of St. Aspira therfore giving them 2 objectives to the DE 1!

but,

The DE will claim that the high caualties inflicted on the Sisters count as a win – 76% were taken back to Commorragh as a gift for Vect, including the Canoness!

Postscript:

Vect received the gift and in his mercy had the Canoness flayed and returned to the cult, thus was created The Cult of the Flayed Nun!

Tuesday, October 25th, 2011 | Author:

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.

Monday, October 24th, 2011 | Author:

The Second Battle of the Shrine.

Will be a Planetstrike ‘Planetfall’ Mission with approx 2100pts per side.

Background.

 

Some time ago the Dark Eldar Cult of the Red Moon attacked The Shrine of St Aspira during a commemoration service and caught the visiting force of Battle Sisters by surprise. It was a fierce battle with the Sisters prevailing.

 

The result of the battle was two results that would only put the DE and the Battle Sisters on a collision course once more:-

 

The Ecclesiarchy decides that such an important Shrine should not be undefended and established a ‘Shrine Defence Force’. The SDF was to be made up of units rotated into the Shrine from the entire Sisterhood, while stationed at the Shrine the force would be know as The Sisters of St. Aspira. The infrastructure of the garrison was also upgraded to include a bastion and other essentials.

 

Meanwhile back in Commorragh the Cult of the Red Moon were received with less than enthusiasm and Asdrubael Vect decided that nothing would wipe the stain of defeat by a ‘bunch of nuns,’ and ordered the name of the Cult to be removed ‘as if it had never existed’ Thus the cult and all of its members became ‘the nameless ones’ and thus fed the malice of their Archon, Xran-Kal far beyond the initial defeat.

Such malice formulated a plan to use all of the dwindling resources of the Cult to strike back at the Sisters and hopefully regain his power base.

 

The Armies are:-

 

2100 Pts – Sisters of Battle Roster – Sisters of St. Aspira

Total Roster Cost: 2099

: Bastion (1#, 0 pts)

: Defence Lines (1#, 0 pts)

HQ: Arch-Confessor (1#, 90 pts)
1 Arch-Confessor Ellenor, 90 pts

: Battle Conclave (6#, 90 pts)
1 Battle Conclave, 0 pts
6 Arco-Flagellant, 90 pts = 6 * 15

HQ: Canoness (1#, 125 pts)
1 Canoness, 125 pts = (base cost 65 + Combi-Flamer x1 10 + Eviscerator x1 25) + Rosarius 25

: Sororitas Command Squad (5#, 150 pts)
3 Sororitas Command Squad, 140 pts = 3 * 30 (base cost 15 + Sister Hospitaler 15) + Simulacrum Imperialis 20 + Heavy Bolter x3 15 + Sister Dialogus 15

Troops: Battle Sister Squad (10#, 158 pts)
9 Battle Sister Squad, 150 pts = 9 * 12 (base cost 12) + Simulacrum Imperialis 20 + Flamer x2 10 + Sister Superior 15
1 Sister Superior, 3 pts = (base cost 0 + Storm Bolter x1 3)

Troops: Battle Sister Squad (10#, 158 pts)
9 Battle Sister Squad, 150 pts = 9 * 12 (base cost 12) + Simulacrum Imperialis 20 + Flamer x2 10 + Sister Superior 15
1 Sister Superior, 3 pts = (base cost 0 + Storm Bolter x1 3)

Troops: Battle Sister Squad (10#, 138 pts)
9 Battle Sister Squad, 130 pts = 9 * 12 (base cost 12) + Flamer x2 10 + Sister Superior 15
1 Sister Superior, 3 pts = (base cost 0 + Storm Bolter x1 3)

Troops: Battle Sister Squad (10#, 138 pts)
9 Battle Sister Squad, 130 pts = 9 * 12 (base cost 12) + Flamer x2 10 + Sister Superior 15
1 Sister Superior, 3 pts = (base cost 0 + Storm Bolter x1 3)

Heavy Support: Retributor Squad (5#, 145 pts)
4 Retributor Squad, 140 pts = 4 * 12 (base cost 12) + Heavy Flamer x4 80 + Retributor Superior 12

Heavy Support: Retributor Squad (5#, 105 pts)
4 Retributor Squad, 100 pts = 4 * 12 (base cost 12) + Multi-melta x4 40 + Retributor Superior 12

Fast Attack: Seraphim Squad (5#, 160 pts)
4 Seraphim Squad, 120 pts = 4 * 15 (base cost 15) + Two Hand Flamers x2 40 + Seraphim Superior 60
1 Seraphim Superior, 40 pts = (base cost 0 + Eviscerator 25 + Plasma Pistol 15)

Fast Attack: Seraphim Squad (5#, 160 pts)
4 Seraphim Squad, 120 pts = 4 * 15 (base cost 15) + Two Hand Flamers x2 40 + Seraphim Superior 60
1 Seraphim Superior, 40 pts = (base cost 0 + Eviscerator 25 + Plasma Pistol 15)

: Defence Strategems (0#, 0 pts)

Heavy Support: Penitent Engine (1#, 85 pts)
1 Penitent Engine, 85 pts

Heavy Support: Exorcist (1#, 145 pts)
1 Exorcist, 145 pts = (base cost 135 + Hunter-killer Missile 10)

Heavy Support: Exorcist (1#, 145 pts)
1 Exorcist, 145 pts = (base cost 135 + Hunter-killer Missile 10)

Elite: Repentia Squad (6#, 107 pts)
5 Repentia Squad, 107 pts = 5 * 17 (base cost 17) + Mistress of Repentence 22

Validation Report:
c-1. File Version: 1.34 For Bug Reports/www.ab40k.org; b-1. Roster Options: Planetstrike, Special Characters; a-1. Scenario: Planetstrike – Defender
Roster satisfies all enforced validation rules

Composition Report:
HQ: 2 (1 – 3)
Elite: 1 (0 – 3)
Troops: 4 (2 – 8)
Fast: 2 (0 – 3)
Heavy: 5 (0 – 6)

2110 Pts – Dark Eldar Roster – Cult with no Name

Total Roster Cost: 2108

HQ: Lelith Hesperax (1#, 175 pts)
1 Lelith Hesperax, 175 pts

Xran-Kal  (1#, 150 pts)
1 Duke Sliscus, 150 pts

Troops: Wyches (10#, 185 pts)
8 Wyches, 90 pts = 8 * 10 (base cost 10) + Razorflails x1 10
1 Hekatrix, 20 pts
1 Raider, 75 pts = (base cost 60) + Shock Prow 5 + Chain-snares 5 + Envenomed Blades 5

Troops: Wyches (10#, 185 pts)
8 Wyches, 90 pts = 8 * 10 (base cost 10) + Razorflails x1 10
1 Hekatrix, 20 pts
1 Raider, 75 pts = (base cost 60) + Shock Prow 5 + Chain-snares 5 + Envenomed Blades 5

Troops: Kabalite Warriors (11#, 200 pts)
9 Kabalite Warriors, 96 pts = 9 * 9 (base cost 9) + Shredder x1 5 + Splinter Cannon x1 10
1 Sybarite, 19 pts
1 Raider, 85 pts = (base cost 60) + Chain-snares 5 + Splinter Racks 10 + Flickerfield 10

Troops: Kabalite Warriors (11#, 200 pts)
9 Kabalite Warriors, 96 pts = 9 * 9 (base cost 9) + Shredder x1 5 + Splinter Cannon x1 10
1 Sybarite, 19 pts
1 Raider, 85 pts = (base cost 60) + Chain-snares 5 + Splinter Racks 10 + Flickerfield 10

Fast Attack: Scourges (5#, 120 pts)
4 Scourges, 88 pts = 4 * 22
1 Solarite, 32 pts

Fast Attack: Reavers (3#, 118 pts)
2 Reavers, 76 pts = 2 * 22 (base cost 22) + Heat Lance x1 12 + Cluster Caltrops x1 20
1 Arena Champion, 42 pts = (base cost 32 + Power Weapon 10)

Heavy Support: Razorwing Jetfighter (1#, 175 pts)
1 Razorwing Jetfighter, 175 pts = (base cost 145) + Splinter Cannon x1 10 + Shatterfield Missile x2 10 + Flickerfield 10

Heavy Support: Ravager (1#, 105 pts)
1 Ravager, 105 pts

Heavy Support: Ravager (1#, 115 pts)
1 Ravager, 115 pts = (base cost 105) + Flickerfield 10

: Attack Strategems (0#, 0 pts)

Elite: Hekatrix Bloodbrides (6#, 185 pts)
4 Hekatrix Bloodbrides, 70 pts = 4 * 15 (base cost 13 + Haywire Grenades 2) + Shardnet & Impaler x1 10
1 Syren, 60 pts = (base cost 23 + Haywire Grenades 2 + Agoniser 20) + Blast Pistol 15
1 Venom, 55 pts

Elite: Kabalite Trueborn (6#, 195 pts)
4 Kabalite Trueborn, 76 pts = 4 * 14 (base cost 12 + Haywire Grenades 2) + Shardcarbine x4 20
1 Dracon, 64 pts = (base cost 17 + Haywire Grenades 2 + Agoniser 20) + Ghostplate Armour 10 + Blast Pistol 15
1 Venom, 55 pts

Validation Report:
1. Dark Eldar Army: Kabal; c-1. File Version: 1.34 For Bug Reports/www.ab40k.org; b-1. Roster Options: Planetstrike, Special Characters; a-1. Scenario: Planetstrike – Attacker
Roster satisfies all enforced validation rules

Composition Report:
HQ: 2 (1 – 3)
Elite: 2 (0 – 3)
Troops: 4 (0 – 6)
Fast: 2 (0 – 6)
Heavy: 3 (0 – 3)

 

I plan to run the game on Friday / Saturday, I’ll post the terrain set up as soon as I’ve done it.

 

A.