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Sisters of Battle vs. Tyranids (GT-Round 2) - 2000 points [text]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut






Bay Area

It had been a week since all contact was lost from Grey Forest, a small farming village located west on Cyron I’s rich agriculture valleys. A day later, Arbites were dispatched to investigate the disturbance. Upon arrival, they reported Grey Forest being eerily quiet with no signs of its inhabitants. It was as if the village natives vanished into thin air, leaving Grey Forest a ghost town. As the Arbites explored deeper, a few of the men became nervous. Some felt they were being watched. Others heard movements, as if something was lurking in the shadows. Once they arrived at the Administratum building, all hell broke loose. “Genestealers!” cried the Sergeant. Cracks of las-fire could be heard over the vox caster, followed by the sounds of tearing flesh and beastly growls. The last thing heard over the vox was the agonizing screams of the Arbites, as they were butchered and eaten alive.

The Order of Faith was well informed of a possible Tyranid invasion by Lord Inquisitor Antonio’s good friend, Magos Explorator Omar. How the xeno menace was attracted to Cyron I in the first place remained a mystery, until now. News of Genestealer infestation at Grey Forest revealed the source. Without a moment delay, the Order of Faith, lead by Canoness Dianus, headed out toward Grey Village to purge the xeno infestation, in hopes of stemming off the invasion.



“Canoness, we have arrived at our destination,” informed Veteran Sister Superior Cath.

“Good,” Dianus replied, “burn everything. Leave not a single building, nor tree standing. Everything must be turned to ash. We shall root out the taint that infects this planet.”

Battle Sisters and Dominions marched out their vehicles and started lighting everything on fire. Immolators sprayed burning promethium, turning crop fields into sea of flames. Hybrid Genestealers, twisted deformed half xeno and half humans, stumbled out of burning buildings, only to be cut down by a hail of bolters. A thick column of dark smoke billowed across the sky.

“Canoness,” an Immolator driver vox in, “I have discovered what looks to be a fresh xeno spore pod on the North fields”

Dianus frowned. These weren’t pure strains her Order was dealing with. These were hybrids. An infestation of this scale would require generations of breeding within the human populace before taking over the village. Meaning the thing transported inside the Mycetic Spore could be a…

Dianus train of thoughts were interrupted by a loud “kachoom, kachoom” followed by a high whistle similar to the sounds of mortar fire. Seconds later, Dianus witness an Immolator’s turret exploded, sending fireballs flying everywhere from its ruptured promethium tanks.

“Ambush!” yelled Dianus, “Sisters, to arms!”


jy2’s battle report featuring practice match between his Tyranids vs. my Sisters of Battle: http://www.dakkadakka.com/dakkaforum/posts/list/276736.page



A month had passed since the defeat at Grey Forest. The Hive Fleet arrived sooner than expected.

In space, the Black Ship Eternal joined forces with a fleet of Adeptus Mechanicus starships commandeered by Magos Explorator Omar. Bolstered by the presence of the ‘Red Dragon’, an Imperial Oberon class battleship, the Imperial forces engaged the Hive Fleet.

On the surface, Mycetic Spores and Spore Mines rain down from the sky. Unable to repel the planetary onslaught, Canoness Dianus ordered all her remaining forces to retreat to garrisons, bastions, towns, and outposts. The Order of Faith weren’t the only ones fighting the Tyranid invasion. Across the planet, Rebel Astartes and remnants of Eldar fought to survive. Inquisitor Lord Antonio and the leader of the Rebel Astartes agreed to a temporary cease-fire. The orbital defense laser vaporized clusters of mycetic spores while AA batteries kept a steady stream of fire.

However, the defenders of Cyon I were fighting a losing battle. Despite fighting on home turf, the Tyranids had the advantage. Wave after wave of hordes and monstrous creatures spawned are continuously as the Hive Ship consumed the planet’s recourses. But, all hope was not lost.

After reviewing archives dating back to the Tyrannic Wars, Lord Inquisitor Antonio learned of famed Ordos Xenos Inquistor Kryptman’s methods of concocting venom made out of a pure strain Lictor, and delivering it into the heart of the Hive Ship. With the aid of his familiars, Antonio pinpointed the location the Lictors and sent a Sisters strike force, headed by Canoness Dianus.



This is round 2 of ConQuest GT SF Ragnarok.

Setting:

Mission was Seize Ground with three objectives. One is place in center. Players place the remaining two. Deployment is pitched battle. Three extra victory points is awarded to the player with more units in the other player’s deployment zone. Two extra victory points was given to whoever controls the center objective.

Four forests were symmetrically placed center in each table quarter. Three craters were evenly lined across the center of the table.

Army List:

Sisters of Battle (Order of Faith):

-Palatine, Bolter, Book of St. Lucius
-5 Celestian Retinue, 2 Meltaguns, Immolator, Smoke
-5 Celestians, 2 Meltaguns, Immolator, Smoke, Search Light
-5 Celestians, 2 Meltaguns, Immolator, Smoke, Search Light
-5 Celestians, 2 Meltaguns, Immolator, Smoke
-5 Dominions, 2 Flamers, 2 Meltaguns, Immolator, Smoke
-5 Dominions, 2 Flamers, 2 Meltaguns, Immolator, Smoke
-5 Dominions, 2 Flamers, 2 Meltaguns, Immolator, Smoke
-10 Battle Sisters, Veteran Sister Superior, Book of St. Lucius, Meltagun, Heavy Flamer, Rhino, Extra Armour, Smoke
-10 Battle Sisters, Veteran Sister Superior, Book of St. Lucius, Meltagun, Heavy Flamer, Rhino, Extra Armour, Smoke
-5 Inquisitorial Storm Troopers, 2 Meltaguns
-Immolator, Extra Armour, Smoke
-Exorcist
-Exorcist

My opponent brought a mix Tyranid list featuring plenty of monstrous creatures.

Tyranids:

-Hive Tyrant, Hive Commander, Toxic Miasma, Armored Shell
-Tyranid Prime, Regeneration, Toxin Sacs
-2 Zoanthropes
-2 Lictors
-10 Termagaunts, Devourers
-20 Homergaunts, Toxin Sacs
-20 Homergaunts, Toxin Sacs
-Tervigon, Catalyst
-5 Ravenors, Rending Claws, Spin Fists
-Trygon, Prime, Regeneration
-Mawloc
-Mawloc

Deployment:

My opponent and I place the remaining two objectives in the ruins twelve inches between the center objective and our board edges.

I lose the roll off. Tyranids deploy first.

Both Mawlocs appear on the far left. Brood Lord attached to Twenty Homergaunts deploys mid-left behind a forest. In center, Zoanthropes took point with Trygon Prime mid and ten Termagaunts bringing up the rear. Hive Tyrant deploys mid-Right behind a forest. Tervigon appears on far right. Ravenors, Lictors, and a brood of twenty Homergaunts are kept in reserves.

I deploy my forces six files across and two ranks deep. Each tank is spaced three inches apart from side to side. My left wing consists of Inquisitorial Storm Trooper, Dominion, two Celestians, Battle Sister, and an Exorcist tank. My right wing consists of Palatine, Celestian, Battle Sister, two Dominions, and an Exorcist.

I roll to seize initiative and succeed!

Turn 1 (Sisters of Battle):

Everything moves forward. Front vehicles release smoke screen. Left Exorcist chips two wounds off of a Mawloc. Right Exorcist fires a couple of rockets into the Hive Tyrant, inflicting one wound.

Turn 1 (Tyranids):

Both Mawlocs burrow underground. Tyranids move forward. Tervigon spawns sixteen Termagaunts, but over-exhaust its self (it rolled two 5’s and a 6). Zoanthropes targets the lead Celestian Immolator. One fails its psychic test while other misses.

Turn 2 (Sisters of Battle):

On the left, Dominion, two Celestians, and Battle Sister vehicles surround Tyranid Prime and Homergaunts. All four Sister squads disembark and with the aid of their Immolators, unleashes an inferno into the xeno horde. The firestorm burns all twenty Homergaunts to a crisp while Tyranid Prime is left standing with two wounds remaining.

In center Battle Sisters pull up in front of the Zoanthropes while a Celestian Immolator parks close to the newly spawned Termagaunts. Celestians disembarks and levels their Meltaguns at the Hive Tyrant, scoring a single wound. Their Immolator burns a couple of Termagaunts. Battle Sisters decimate the Zoanthropes in a single round of shooting.

On the right, Palatine and Celestian Retinue disembark near the Hive Tyrant. They shoot at the Hive Tyrant, but fail to harm it. Two Dominion squads pull up near the Tervigon. They open fire and manage to inflict one wound.

In the back, both Exorcists finish off the Hive Tyrant in a storm of rockets. Inquisitorial Storm Trooper’s Immolator camps on the center objective.

Turn 2 (Tyranids):

Both Mawlocs become available from reserves. Wounded Mawloc emerges on the left between Dominions and Battle Sisters. Its gaping jaws explode from underneath the ground, swallowing seven Battle Sisters and three Dominions. Second Mawloc surfaces in the center and gobbles up seven Battle Sisters and four Celestians. It also shakes a Rhino. Battle Sisters on the left fails moral test and flees back eleven inches.

On the left, Tyranid Prime fails to regenerate (both Tyranid Prime and Trygon Prime keep failing their regeneration rolls throughout the game). With the Battle Sisters far out of assault reach, he instead goes after the first Celestian squad. A Tyranid Prime assault, hacking down two Sister elites, massacres the rest, and consolidates back into the forest.

In center, Termagaunts fires their devourers into the diminish Battle Sisters squad. All three die as small little parasites buries deep within their skin consuming the Sisters’ internal organs. Spawned Termagaunts shoots at Celestian Retinues, knocking out the Palatine and killing the Sister Superior. Trygon Prime shoot and assault center Celestian Immolator, wrecking it.

On right, Tervigon assaults the closest Dominion squad. It pulverizes three while taking no wound in return. Dominions successfully pass leadership and continue fighting to the bitter end.

Turn 3 (Sisters of Battle):

Left Exorcist blows away four remaining wounds off of the left Mawloc. Right Exorcist picks a wound off of the center Mawloc.

Battle Sisters fall back several more inches. Veteran Sister Superior sang the hymn of the Light of The Emperor, making her squad fearless and able to regroup next turn. Their Rhino pulls back, covering their retreat.

On the left, Dominions embark back into their Immolator and prepares to drive away, but gets stuck after failing a dangerous terrain test. Both of them shoot at Tyranid Prime, but either fails to hit or wound. Second Celestian squad moves right towards the center and fires their Meltagun at Trygon Prime, inflicting a wound. Their Immolator tank shocks onto the Tyranid objective and lights a few Termagaunts on fire. Immolator belonging to the Celestian squad that got massacred by Tyranid Prime positions itself between Tyranid Prime and second Celestian Squad. It douses Tyranid Prime with burning Promethium, leaving it with one wound remaining.

In center, lone Celestian hops into nearby Rhino. Rhino shifts gears to reverse and drives back twelve inches. Celestian Retinue embarks inside their Immolator drive deeper into the forest. Their Immolator incinerates a couple of spawned Termagaunts.

On the right, Immolator belonging to the Dominions that are tied up in assault with the Tervigon attempts to drive through the forest, but fails its dangerous terrain test. Fortunately it’s still within range of the spawned Termagaunts and flames a few of the critters. Second Dominion squad hops back inside their Immolator and drives left at combat speed toward the Mawloc. A Dominion inside fires her Meltagun through a firepoint, but misses. Tervigon finishes off Dominions and consolidates.

Turn 3 (Tyranids):

Lictors become available from reserves. They appear inside the bottom right forest. Lictors launch their Flesh Hooks into a nearby Exorcist, rending the side armor, and wrecking it.

On the left, Tyranid Prime leaps on top of Dominion Immolator, ripping off the turret and stunning the crew.

In center, Termagaunts spreads out. Trygon Prime tears into the Celestian Retinue Immolator, causing a huge explosion. Celestian Retinue pile out, unharmed, and unpin.

On the right, the Tervigon rushes toward the center objective. Mawloc assaults Dominion Immolator, but only shakes it.

Turn 4 (Sisters of Battle):

On the left, Dominions disembark and shoot at Tyranid Prime. A series of bad rolls saw both Meltaguns miss and one wound from the flamers saved. Dominions charge into Tyranid Prime, hoping their luck fairs in assault. Once again, ill luck plagues the Dominions, and any wounds inflicted are saved by its bonded exoskeleton. To add insult to injury, Tyranid Prime, like the Celestians before them, slices and dices two Dominions, and massacres the rest. He consolidates out of the forest, heading towards the center objective. Meanwhile, second Celestian squad head towards the middle objective, preparing to engage the Mawloc. Celestian Immolator on the Tyranid objective zooms right and finishes off the spawned Termagaunts. Celestian Immolator in the forest drives onto the Tyranid objective and incinerates the remaining original Termagaunts.

Battle Sisters regroup. They hop inside their Rhino and drive toward the center objective.

On the right, Dominions bails out of their Immolator, and prepares to engage the Mawloc. Their Immolator attempts driving through a forest but fails its dangerous terrain test and becomes immobilize.

Inquisitorial Storm Trooper Immolator treads slowly toward the Mawloc, readying fire a Meltagun through the firepoint.

But before Inquisitorial Storm Troopers, Celestians, or Dominions got a chance to shoot at the Mawloc, a Rhino carrying one Celestian tank shocks the Mawloc in an attempt to reach the Tyranid objective. Mawloc decides to do death or glory. It hits, but only stuns the Rhino, which is downgraded to shaken thank to extra armour. As of result, the Mawloc is becomes road kill, squashed under the treads of the Rhino. The Rhino continues zooming forward, hitting Trygon Prime. Trygon Prime also deaths or glory and succeeds in immobilizing the Rhino.

Inquisitorial Storm Troopers switch targets and shoot the Lictors, but Lictors makes their cover save.

Exorcist distances itself from the newly appeared Lictors and fires a salvo at the Tervigon. A barrage of rockets pounds the Tervigon, leaving it with one wound remaining.

Dominions shoots at the Tervigon, but either miss or fail to wound. They recklessly assault, losing two Sisters, but passes leadership.

In center, Celestian Retinue melts a wound off Trygon Prime. Blessing themselves with the Spirit of the Martyr, they assault. One Celestian is crushed while the Tervigon takes no wound in return. Celestians passes leadership, tying up Trygon Prime in assault.

Turn 4 (Tyranids):

Homergaunts finally becomes available from reserves. They enter from the right table edge.

Tyranid Prime continues its long trek toward the center objective.

Trygon Prime finishes off Celestian Retinue and consolidates toward the center.

Lictors scuttle out of the forest. They launch their Flesh Hooks into the nearby Inquisitorial Storm Trooper Immolator. Due to the old firepoint rule written in the Witch Hunters codex, the Immolator counts as open topped for shooting. This cancels out the damage reduction from the AP – Flesh Hooks. Flesh Hooks penetrates through the Immolator hull and hits the promethium tanks, causing a massive explosion. Two Inquisitorial Storm Troopers doesn’t make it, leaving three shell-shocked survivors. Shrapnel flies everywhere, hitting everyone. One Celestian dies while one Lictor takes a wound. The explosion also wounded the Tervigon, which to both my opponent and my surprise, fail its armor save, and thus losing its last wounds.

Turn 5 (Sisters of Battle):

Celestian Immolator parked on the Tyranid’s objective pulls back, contesting center objective.

Battle Sister Rhino secure center objective. It fires a few burst from its storm bolter at Tyranid Prime, picking off its last wound.

Inquisitorial Storm Troopers moves and runs back, securing home objective.

Celestian and Dominion catches the Lictors out in the open, cutting them down in a torrent of bolters, flamers, and Meltaguns.

Lone Celestian in Rhino fires her Meltagun at Trygon Prime, but fails to wound.

A lucky salvo from the Exorcist finishes off Trygon Prime’s last four wounds.

Turn 5 (Tyranids):


Ravenors finally come in. They deep strike onto the center objective and assault the Battle Sister Rhino, but fail to harm it.

Without the presence of a synapse creature, twenty Homergaunts fails their synapse test and reverts back to instinctive behavior: feed. Unluckily for them, the closes enemy models are the two immobilize Immolators. Incapable of rational thought, they move and assault the Sister tanks, but do nothing but scratch the paint as they are unable to penetrate its rear hull.

Turn 6 (Sisters of Battle):

Combine shooting from the Dominions and immobile Immolators annihilate the Homergaunts.

Shooting from the Battle Sisters, Celestians, Immolator, and Exorcist wipes out the newly arrived Ravenors.

The game ends with a complete massacre of the Tyranid forces. I also earn three more victory points for having more forces in Tyranid deployment zone and two victory points for controlling the center objective leaving me twenty victory points total!

Result: Victory for the Sisters of Battle!


Canoness Dianus and Veteran Sister Superior Cath watch the black speck of a Valkyrie disappear into space. Onboard it carried the remains of a Lictor, the last hope and salvation of Cyron I.

Cath lower her head and turn to Dianus. “Many of our Sisters have fallen in battle for the sake of protecting this emperor forsaken planet. Heretics and xenos alike infest much of this planet. The great devourer has consumed half of it. Tell me Canoness, what is there to be gained from staying here any longer?”

Dianus turned to Cath, her friend and close confident. “I know,” Dianus replied, “but we must endure. A great mystery shrouds Cyron I. It has attracted all forms of blasphemy. Until we uncover the root out this conspiracy, we must hold off on annihilation.”

This message was edited 1 time. Last update was at 2011/04/26 02:00:40


   
Made in us
Member of the Malleus




Pasadena, California

Very nice battle report


 
   
Made in us
Decrepit Dakkanaut





The Golden Throne

Cool batrep.
   
Made in ca
Furious Fire Dragon






dam that ravenour unit is worth like 200 points and did nothing lol.

   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Raveners also can't assault the turn they DS. But nice report.

Looking for games in Shanghai? Send a PM 
   
Made in us
Fixture of Dakka





San Jose, CA

Excellent report.

As a nid player, there are few armies that I fear. One is Space Wolf Rune Priest-spam. The other is Witchhunters Immo-spam. They've got enough meltas and exorcist missiles to deal with the big guys, flamers to burn away the hordes and Spirit of the Martyr to tie up the killy monsters. Add to the fact that your opponent had no hive guards, his hormies couldn't do anything to your vehicles and some of his reserves came in so late and that means he's just asking for a tabling.

Can't wait to read the rest of your batreps.


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

Mafty wrote:dam that ravenour unit is worth like 200 points and did nothing lol.



Raveners are much better if they start on the board, and with rending claws. They have a 12" assult range, so it's almost a complete waste to Deepstrike them.



AWESOME battle report though, I was on the edge of my seat the whole time!

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Badass "Sister Sin"






Camas, WA

I fear the homergaunts! Doh!

Great report. Love to see the sisters killing Xenos arse.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Longtime Dakkanaut






Bay Area

Thank you all for the feedback! It really keeps me motivated in writing these battle reports.

Lukus83 wrote:Raveners also can't assault the turn they DS. But nice report.


Woops, thanks for catching me there. This all happened a month ago, so my memory is hazy. All I can remeber was the Ravenors didn't do anything except threatening to contest the middle objective.

jy2 wrote:Excellent report.

As a nid player, there are few armies that I fear. One is Space Wolf Rune Priest-spam. The other is Witchhunters Immo-spam. They've got enough meltas and exorcist missiles to deal with the big guys, flamers to burn away the hordes and Spirit of the Martyr to tie up the killy monsters. Add to the fact that your opponent had no hive guards, his hormies couldn't do anything to your vehicles and some of his reserves came in so late and that means he's just asking for a tabling.

Can't wait to read the rest of your batreps.


I've only played 4 games so far against the new Nids and this is the only game I've won using Immy Spam. One of my biggest fears is Doom of Malantai. Until it gets faq, it wreaks havoc against my infantry. Hive Guards and Zoanthropes also ranks up there as tough to kill. I was lucky this time.

Sasori wrote:
Mafty wrote:dam that ravenour unit is worth like 200 points and did nothing lol.



Raveners are much better if they start on the board, and with rending claws. They have a 12" assult range, so it's almost a complete waste to Deepstrike them.



AWESOME battle report though, I was on the edge of my seat the whole time!


Thanks!

I think he was being cautious against my Immolators, which was why he kept three units in reserves. I'd probably have done the same if I were in his shoes.

   
Made in gb
Regular Dakkanaut





Nice read. Shame the good guys lost! :0)

Battle reports and random musings on my blog - http://lyracian.blogspot.com/ 
   
Made in us
Sister Vastly Superior





Japan

Love the battle report, how goes the painting? IIRC you were in the process of redoing your sisters.

"...I hit him so hard he saw the curvature of the Earth."
 
   
Made in us
Longtime Dakkanaut






Bay Area

Thanks again for the comments!

@Napalm:

My Immolator Spam army is still a work in progress, but here's what it looked like right before the tournament:



I have a heavy load of college work this semester, so I haven't had a lot of time painting my army. I hope to get it all painted in time for Spearhead Expansion.

   
Made in us
Dakka Veteran




I have to ask. Why do you field mixed special weapons? I had always believed that doing so tends to waste half your firepower on any given target.

Does it really work that well for you?
   
Made in us
Badass "Sister Sin"






Camas, WA

The Grog wrote:I have to ask. Why do you field mixed special weapons? I had always believed that doing so tends to waste half your firepower on any given target.

Does it really work that well for you?


Versatility.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Longtime Dakkanaut






Bay Area

By distributing special weapons across each unit, it offers (as pretre mentioned) versatility and makes everything an equal threat. If Dominions have 4 Meltaguns or Battle Sisters have nothing but Heavy Flamer and Flamer, they would be singled out from the rest of the army when playing against hordes, mech heavy, or MC heavy armies.

   
 
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