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2012/08/09 23:11:33
Subject: Battle Sisters at the Golden Throne GT (Game 2 of 7 vs Orks)
FAST ATTACK Dominions - 5 Women, 2 Meltaguns, VSS with Combi-flamer, Immolator with twin-linked Multi-Meltas Dominions - 5 Women, 2 Meltaguns, VSS with Combi-flamer, Immolator with twin-linked Multi-Meltas Seraphim - 10 Women, 2 Twin Hand Flamers, VSS with Meltabombs
HEAVY SUPPORT Exorcist Retributors - 10 Women, 4 Heavy Bolters Retributors - 10 Women, 4 Heavy Bolters
FORTIFICATION Aegis Defense Line with Quad Gun
Eldork Army:
Spoiler:
1500pts Orks/Eldar HQ Biker Warboss with Power Klaw, Cybork Body, and Attack Squig Biker Warboss with Power Klaw, Cybork Body, Attack Squig, and Bosspole Jetbike Farseer with Doom, Runes of Warding
TROOPS 10 Biker Nobz, 1 Painboy, 1 Waagh Banner, 2 Power Klaws, 2 Big Choppas 11 Boyz, 1 Nob with Power Klaw, Eavy Armor, Bosspole in a Trukk 30 Shoota Boyz with 2 Big Shootas 11 Gretchin (Maybe 10 w/ a Runtherd, it's not clear from the list he gave me.) 3 Jetbike Guardians with a Shuriken Cannon
Pre-Game Great! Kill points against a Nob Biker deathstar! He has 9 total KP to my 11 so it's ultimately not a big mismatch, but 3 of his KPs are going to be nearly impossible to achieve and wiping out a unit of 30 Boyz isn't an easy task either!
Deployment
Spoiler:
I won the roll for Deployment and chose to go second. My opponent deploys first. He puts down 30 Shoota Boyz, a Trukk with 12 boyz, and the Nob Bikers beast squad (10 Nobz, Painboy, 2 Warbosses, 910 pts!). He also has a Guardian jetbike squad, a jetbike Farseer, and some Grots in reserve.
I deploy behind my Aegis line. The Nobz have 4+ cover anyway, so being on the line doesn't help me at all. I actually put everything I had at slightly over 30" away from the Orks. That would virtually guarantee that I could score First Blood (if he moves his Trukk up) and would prevent the Nobz from getting any shots off on Turn 1.
I also spread out to hopefully diminish the chances for devastating multi-charges. Celestine and the Seraphim are laying in wait. Since my opponent's army is basically "point and shoot", I can safely assume that the Nobz will charge directly for my lines. My goal is to jump behind them and either bypass them or surround them unleash all of my firepower.
Eldorks Turn 1
Spoiler:
The Orks advance!
A Sisters'-eye-view of the approaching horde.
Sisters Turn 1
Spoiler:
(Taken at the start of T2) I blasted the Trukk for First Blood. Unfortunately, my multi-melta whiffed and I had to turn the Exorcist against it. The Trukk's ramshackle result was (also unfortunately) the one that leaves it on the field as a Wreck and denied me free wounds against the embarked Orks.
The rest of my army put everything into the Nobz and did (I think) three wounds which were dispersed amongst the squad thanks to Look Out Sir! rolls from the leading Warbosses. This could be a long, frustrating game...
Eldorks Turn 2
Spoiler:
Aww Hell. The Nobz are upon me! The Shoota Boyz (Green in the back) advance slowly, and the Orks from the Trukk are heading against my Battle Sisters in the left side ruin.
Assault! The Boyz on the left took a few casualties to overwatch, but krumped the Sisters pretty good. Losing 5 ladies, they managed to hang on and hold the Boyz in combat.
Something's missing! Oh,right, my Retributors. The first unit to be munched up by the Nob Bikers were the right side Rets and their Quad Gun.
Sisters Turn 2
Spoiler:
This picture shows you what an entire 1000 points of Battle Sisters can do to Nob Bikers. Everything I had shot at them. Between 4+ saves and cover and FNP from the Painboy, I was not making much headway.
With my shooting I was able to put 1 wound on just about every Nob. So, feeling as though I might have the upper hand, I assaulted with my Seraphim. I had 1 goal and one goal only. Don't Die! Celestine soaked some wounds from the higher initiative Nobs, and my re-rollable 6++ kept one Seraphim alive in spite of numerous Power Klaw attacks. I've lost nearly all of the Seraphim, but I've managed to tie up the Nobs in my opponent's next turn.
My Battle Sister Squad (BSS) had better luck against the Boyz than did my Retributors vs the Nobs. I was actually able to break them (but not run them down).
Eldorks Turn 3
Spoiler:
I apparently forgot to take a picture this turn. The Boyz rallied and hid behind their wrecked Trukk. The Farseer and Jetbikes came in from reserve, well out of range to join the battle though. The Shoota boys kept on with their slow and steady approach. They were in range this turn, but were largely ineffective. The Nobz did what they were supposed to and finished off Celestine and the one remaining Seraphim, opening themselves up for another round of shooting.
Sisters Turn 3
Spoiler:
The Dominions come in to add some much needed melta fire to my struggle against the Nobz. Between them, the BSS, the other Retributor unit, and the Exorcist I managed to completely wipe out the bikers and drop both Warbosses to a single wound each! I'll be honest here though. I got a lot of help from my opponent who failed his 4+ cover saves like a champ. More importantly, the two remaining Warbosses boxcar'd their Ld check and broke off!
Eldorks Turn 4
Spoiler:
The Boyz that fell back on Turn 2 were able to rally, and looking for some points my opponent moves up to assault the Battle Sisters. This time, it wouldn't go so well for the women. After suffering defeat, they break and run.
Sisters Turn 4
Spoiler:
Near my opponent's middle finger are the two remaining units from the broken Battle Sisters squad. They were defeated by the Boyz but were able to use their Faith to rally denying a VP to the enemy.
On the right side, after staying dead a turn (not to mention 4 turns in the previous game!) Celestine hops back up, denying a further 2 KP from my opponent.
In the back of the shot there is an Immolator. One of my Dominion squads that outflanked went after his Eldar allies (I think this was on the previous turn). After a very inglorious first round of shooting, my luck changed and the jetbikes failed 3 of 4 saves against my Overwatch fire. The Farseer fell later to something. I don't remember, but it looks like that squad died so maybe he wiped them out in combat and got vaped by the Multi-melta.
The Aftermath
Spoiler:
With time running out, we opt not to play my 4th turn since I'm in the lead. As it stands I killed a Trukk, the Nobs, the Farseer, and the Jetbikers. I also scored First Blood. My opponent killed a Dominion squad, a Retributor squad, and the Seraphim. He added a point to that for Line Breaker.
Sisters Win! 5-4
If we had played out my 4th turn I could have run up a few more points. Both of the Warbosses had a single wound remaining so I probably could have racked up 3 more points right there (+1 for the 'Boss that was his Warlord).
I'm not going to lie though. I had a few lucky streaks. Wiping out the Jetbikes and the Nobz was certainly aided by my opponent's dice. That said, I think the two things that put me in a position to take advantage of that luck were my rearward deployment (which denied his first turn shooting) and the enveloping move my Seraphim used against the Nobs.
I was able to weaken them enough with my turn two shooting that my Seraphim could survive a round of combat and tie them up in his next turn. Fearless is AMAZING.
This message was edited 3 times. Last update was at 2012/08/10 04:42:28
2012/08/11 21:39:49
Subject: Re:Battle Sisters at the Golden Throne GT (Game 2 of 7 vs Orks)
Thanks! I'm not sure if I could have done any better. I really only made two choices all game: deployment and whether to assault with the Seraphim. Other than that it was just "Shoot the Nobs". That's part of why playing against these types of armies is so unsatisfying.
The Seraphim assault worked out pretty well for me, locking them up for a turn and then opening them to shooting after that. In deployment, I think it might have been better for me to stack up all my units together in a block instead of spreading out and also put a Troop unit at the front. That way, it would guarantee that the bikers were always in range of everything in my army and when the Bikers hit my lines, they'd kill the unit with the least amount of shooting.
The Aegis line wasn't helpful here because the Orks had no AP3 shooting, so I never needed cover. Additionally, bikes aren't slowed by terrain so it didn't even help in that regard.
2012/08/12 06:10:56
Subject: Battle Sisters at the Golden Throne GT (Game 2 of 7 vs Orks)
I do not know the rules concerning the deployment of fortifications but if your Aegis line isn't of any use or it's only in your way, could it be used in some other way than just spreading it in the middle? I mean something like rolling the line parts in a tight cluster somewhere and controlling enemy movement. Just wondering.
2012/08/12 16:56:42
Subject: Battle Sisters at the Golden Throne GT (Game 2 of 7 vs Orks)
Ricter wrote:Wouldn't they have to make DTs to cross it? Not a significant deal, but if they lost a model to it the Aegis may nearly make up the cost from that.
True. With saves being allowed against DT now, it's about an 18:1 shot that any given Nob will take a wound. I don't remember, but I'm almost certain that he passed all of his terrain rolls. That said, with the Nobs being about 60pts each, even clipping a wound off of one would almost pay for the Line.
Zaephyr wrote:I do not know the rules concerning the deployment of fortifications but if your Aegis line isn't of any use or it's only in your way, could it be used in some other way than just spreading it in the middle? I mean something like rolling the line parts in a tight cluster somewhere and controlling enemy movement. Just wondering.
With the Aegis Line you're allowed to deploy it anywhere in your table half (not just your deployment zone) and each segment has to be in contact with another segment (so you can't just scatter the pieces around wherever you want).
If there was some part of the table that would form a bottleneck you could do something where you snake the pieces in such a way that anyone passing through that area would have to take multiple Difficult Terrain tests. Our terrain was really open on these tables, so there wasn't an opportunity to do anything clever like that. Even though it didn't come into play in this game, stretching it out in a long line made it that any unit trying to get into an assault with my troops would have to make a difficult terrain check. His Shoota boys never quite made it to my lines, but they would've been effected by it if we had played a Turn 5.
I think we've really only scratched the surface of all the things you can do with an Aegis Line and I'd say that I used it pretty conservatively in these games.