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Made in us
Regular Dakkanaut




Bellevue, WA

I had already written up Battle Reports for the Dakka Campaign as I was playing it, so I decided I might as well clean and shorten them up and post them here too. I play a somewhat unconventional Sisters list, so giving a feel for how it plays seems like a worthy enough enterprise. I'll post my first rep today - I have about 5 games, so I'll add more as time allows.

I apologize both for having no photos, and for not keeping track of my opponents names! The games were some time ago, but I kept notes and these should be quite accurate.

Game 1

2k battle, orks v Sisters

SoB LIST

Kyrinov, 3 death cultists, 3 Crusaders

Saint Celestine

9 Sisters Repentia
9 Sisters Repentia

10 Basic Sisters, multimelta and flamer
10 Basic Sisters, multimelta and flamer
10 Basic Sisters, multimelta and flamer

10 Seraphim, 2 w/ hand flamers
5 Dominions w/ 2 melta guns & Immolator w/ Multimelta

Exorcist
6 retributer, 5 w/ heavy bolters
3 Penitent Engines

Aegis defense Line w/ quad gun

ORK LIST

Warboss
Bigmek

9 Loota
9 Loota

6 Nobz w/ 1 klaw, 5 kombi-skorcha, armor, waagh banner, dok, nurse, cybork body
6 Nobz w/ 1 klaw, 5 kombi-skorcha, armor, waagh banner, dok, nurse, cybork body

12 shoota boyz w/ trukk, klaw nob
12 shoota boyz w/ trukk, klaw nob
12 shoota boyz w/ trukk, klaw nob

5 deffkopta w/ buzzsaw

Battlewagon w/ deff rollaa, grots, 2 big shoota
Battlewagon w/ deff rollaa, grots, 2 big shoota


Game: Big Guns Never Tire, Night Fighting, I win roll and choose to go second.

Setup: I set two objectives up top in a forest, in a map quarter cut off by a river, with one bridge as access. I have 3 Basic Sister Squads spread across the objectives, with my conclave behind, giving them fearless from Kyrinov. Across the river and lower down I have a squad of Seraphim led by Celestine, ready to advance. Last, I place a forward base right on the top deployment line, consisting of an Aegis defense wall, Exorcist, Immolator w/ Dominions, and Retributers w/ quad gun, backed by a squad of three penitent Engines.

Orks set up ready to charge towards my forward line, Battlewagons providing cover for Trukks. Lootaz and a third Boyz Trukk are down at the bottom, ready to take on the Seraphim and guard their own objective.

The Plan: I have an objective lead, so my plan is simple - Use Anti-Vehicle fire to remove his mobility, then stall him at my midfield line for as long as possible. Use Seraphim and Repentia to hunt down de-meched midfield units, or go after his objective if it looks squishy enough. Fearless BSS squads just sit tight and throw fire downfield at anything that looks to be getting close.

Ork Turn 1 (night fighting)

The orks roll forward, Battlewagons setting up for a horde of Nobz to start tearing up my t3 girls, with Trukks right behind them.

The deffkopta zoom up and around, firing shots at the Immolators side armor, but just stripping off a hull point.

Sisters Turn 1 (night fighting) :

In my phase a bit of a gamble at setup pays off better than I hoped - the Immolator drives forward to within a stone's throw from the BattleWagons, Dominions hop out, get off their faith act, and explode the nearest Battlewagon. The Immolator get's off a twin linked shot into the other Battlewagon, pens, and blows it to pieces. Two Wagons down first turn!


Ork Turn 2

With the fading of night, the Lootaz take aim at the Penitent Engines looming near the destroyed Battlewagons, and put their all into taking them down, managing to wreck one.

The Nobz make the Dominions pay dearly for their impertinence, one group slaughtering the Dominions messily and the Warboss squad tearing the Immolator to pieces.

Other shooting is unimpressive.

Sisters Turn 2

The retributers cover the Penitent Engines, shooting down two approaching DeffKopta and sending the other 3 fleeing for their lives.

The Engines settle for dropping 6 heavy flamer templates on the Warboss squad, nearly wiping it out in one go, though they just fail to make assault . Other fire whiffs.

Ork Turn 3

The Ork Lootaz again focus on the Penitent Engines, wrecking one and exploding another.

The Warboss squad move forward, plotting to assault the juicy Retributers just over the aegis line, but can't make the distance.

The Ork boyz at bottom still can't scratch Celestine.

Sisters Turn 3

The closest Sister squad marches a bit forward, just able to take shots at the closest Ork Trukk - which promptly zooms almost up to my objective squads and blows, spilling out bloodthirsty orks.

The Exorcist shoots the other Trukk, sending it whirling around and zooming into the Loota squad, where it explodes and scatters Ork Boyz left and right.

The Retributers, realizing they can't take an assault, charge the Warboss squad - the Superior is killed in a challenge, but the other retributers manage to kill the two Nobz, sending the warboss fleeing after a failed Morale test. Ha!

Ork Turn 4

The remaining Nob squad manages to catch the triumphant Retributers, and the rets are no more.

The Lootaz all focus on the Exorcist in cover, stripping off two hull points.

Trukk Boyz threatening my objectives are almost in charge range, but not quite... the lower orks cautiously advance forward, still hoping to damage Celestine and company, with a few trailing to their objective.

DeffKopta rally and buzz back towards the fight.

Sisters Turn 4

The Seraphim decide the lower Orks have come close enough and leap out of cover, deleting the surprised squad with a hail of divinely twin linked flame.

Exorcist blows the remaining DeffKoptas to pieces.

The three Sisters squads between them wipe out the Trukk boyz menacing their objective AND half the Nob squad approaching from the midfield.

Ork Turn 5

The Lootaz manage to kill Celestine within the first roll or two, and drop the rest of the Seraphim easily, leaving just three girls after the hail of fire.

The Big Mek, clever fellow, grabs my own Quad Gun and wrecks the Exorcist with it.

The empty Trukk for the lower Ork squad heads into the midfield, maybe planning to pick up the Nobz.

Sisters Turn 5

Celestine rises from the dead and jumps into cover.

Sisters Objective holders wrecking the advancing Trukk with focused fire.

Sisters Repentia move up and out of cover, blocking off the easiest route for the Nobz to take on foot, preparing an assault.



Game End

Roll to end, and it does! I hold two objectives, Orks none. I got the Warboss, first blood, and killed 2 heavy support. Orks got 3 heavy support.

Everything worked basically how I wanted it to - Killing both Battlewagons first turn was a bit of luck, though I was pretty sure I could get at least one, and wear the other down with fire at the sides. Trukks were never going to last long, and didn't. Once their transports were gone, they Orks were bogged down in the middle, krumping units but too far from my objectives to really be a threat. Celestine saw a good opportunity to remove their objective holders, and did a great job doing so. After that, it was just focusing fire and ducking Loota shots until game end. Repentia never got into the action, just sitting in reserve ready to eviscerate any mob that advanced too close to my basic Sisters.

This message was edited 2 times. Last update was at 2012/12/11 05:47:27


 
   
Made in us
Badass "Sister Sin"






Camas, WA

Wow.
Thanks or the report!


Automatically Appended Next Post:
Rets routing the Warboss was hilarious!

This message was edited 1 time. Last update was at 2012/11/20 03:04:29


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Made in us
Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

Great Batrep, love hearing Sisters getting the spotlight once in a while

Black Templars 4000 Deathwatch 6000
 
   
Made in au
Loud-Voiced Agitator






Thanks for the report using an interesting list. I have 3 penitent engines together, but cannot think of a way to use them successfully, will be following your threads with great interest.
   
Made in us
Regular Dakkanaut




Bellevue, WA

Game 2

1850 battle, Sisters vs. Chaos

SoB LIST

Kyrinov
Saint Celestine

6 Sisters Repentia
6 Sisters Repentia

10 Basic Sisters, multimelta and flamer
10 Basic Sisters, multimelta and flamer
10 Basic Sisters, multimelta and flamer

10 Seraphim, 2 w/ hand flamers
5 Dominions w/ 2 melta guns & Immolator w/ Multimelta

Exorcist
6 retributer, 5 w/ heavy bolters
3 Penitent Engines

Aegis defense Line w/ quad gun

CHAOS LIST

Lord w/ MoN, gift of mutation, sigil of corruption, lightning claw
Daemon Prince w/ MoN, wings, power armor, gift of mutation

4 Chosen w/ plasma guns, lightning claw on champ & Rhino

5 Plague Marines w/ Rhino
5 plague Marines w/ Rhino
5 Plague Marines w/ Rhino

3 Obliterators
3 Obliterators
Defiler w/ havoc launcher




Game: Crusader, Dawn of War map

Setup: Map is very ruin heavy, with three ruins across both the top and bottom deployment zones, and two ruins in the middle - one in the center, and one to the left. The objectives are placed one in the bottom center ruin, one in the center middle ruin, and one in the top left ruin.

I position along the lower half, spreading the aegis between the center and left ruin to create a solid wall of cover. I place the three Basic Sisters squads spread out, two within the center ruin and out behind my aegis wall, manning the quad gun. I place the retributers, Immolator, and Penitent Engines on the left flank, ready to advance to his objective. On my right flank I place Celestine and the Seraphim in a V, with the two Repentia squads behind them for cover.

Chaos places a unit of Plague Marines in a rhino alongside a unit of Obliterators on his left objective. He places a unit of Obliterators in the top center ruin, flanked by two Plague Rhinos, and his Defiler and Daemon Prince start in the right ruin.

Sisters Turn 1

My Exorcist targets the Oblits in the center, killing one and wounding another.

Retributers stun and strip 2 HP from the plague Rhino on his objective, and the Seraphim advance in a flying V, Repentia following in their wake.

On the left, The Immolator and Penitent Engines advance, using the ruin for cover.

Chaos Turn 1

The Two remaining center Oblits respond by blowing the Exorcist to pieces with their lascannons.

Left Oblits immobilize the Dominion Immolator with Plasma shots, while the Chosen on the right use their own plasma guns to melt Celestine into slag.

Defiler caps off a fun turn by blowing up half a Repentia squad Plague marines advance.

Sisters Turn 2

The basic Sisters take aim with Multimeltas and Quad gun, and destroy both the advancing Plague Rhinos just before they make the center objective.

On the left flank the rets kill another oblit, and the Penitent Engines advance through the ruins, gaining cover from incoming shots.

On the right, Seraphim move up, but find themselves unable to assault this turn. Repentia move up behind them, ready to chase the Daemon Prince.

Chaos Turn 2

Both squads of Oblits focus on the Penitent Engines, immobilizing and blowing the arm off the lead Engine.

The Plauge Marines and Chosen focus fire on the Seraphim, wiping out the squad and leaving the Repentia exposed. Defiler scatters.

The Daemon Prince (perhaps unwisely) attacks the Repentia, killing three and taking a wound from the last girl.

Sisters Turn 3

Celestine recovers from the temporary inconvenience of being melted, jumping forward to return the favor by flaming several Chosen to death. They promptly melt her again with overwatch as she tries to charge. She stays down for the game.

The retributers and Immolator combine fire to drop the last two Oblits on the left, while PE continue their move up.

Two Sisters squads manage to drop most of the nearest Plague squad (leaving two), the third blows the Chosen's abandoned Rhino with Quad Gun.

The second squad of Repentia hits the Daemon Prince and he dissolves into minced meat, though he kills the last girl in the first squad first.

Chaos Turn 3

Center Oblits target the Penitents, Taking he damaged one out, but only the one.

Nearly the entire army (Plague marines, Defiler, Chosen) fire upon the Repentia, and after a mass of feel No Pain rolls, only drop half the squad!

Sisters Turn 4

The Repentia charge the Lord and remaining Chosen - The Mistress dies to the Lord in a challenge, but the Repentia (with their act of faith) Kill the rest of the squad, though all but one die in the attempt.

Retributers drop another Oblit, leaving just one in the upper center. Basic Sisters kill a few more Plauge Marines, leaving one squad of two and one squad of six hovering near the center objective.

The immobilized Immolator hits the Plauge Rhino on the objective, spilling the Plauge Marines out under the shadow of the advancing Penitent Engines.

Chaos Turn 4

The lone Oblit and Defiler both attempt to remove the Penitent Engines, but neither hits.

The Chaos Lord kills the remaining Repentia before they can strike and heads towards the middle. The middle Plauge Marines kill a few Sisters with rapid fire, but can't do much to budge the more numerous women.

Sisters Turn 5

The basic Sisters combine fire to wipe out the smaller Plague marine squad, while the closest squad moves up to contest the middle objective, the Plague marines on one side and them on the other. Rets lay into the middle Plague marines, but they shrug off the damage.

The Penitent Engines hit the Plague Marines - and roll terribly, only killing off half the squad, and getting one of the Engines immobilized to boot.

Chaos Turn 5

The Defiler drops a template on the contesting Sisters, which scatters onto another squad. Plague Marines fire into the girls, but they stand firm. The Chaos Lord attempts to charge them at long range, but doesn't make it. They still contest.

The Penitent Engines rally on the enemy turn, easily smashing the remaining Plauge Marines into a smelly paste.

Roll for game end, and here it ends. I have one objective, one is contested, he holds none. I have linebreaker, he has kill the warlord and first blood.





Automatically Appended Next Post:
Ashwaster wrote:
Thanks for the report using an interesting list. I have 3 penitent engines together, but cannot think of a way to use them successfully, will be following your threads with great interest.



PE are honestly a lot better in 6th edition - you can't lose one to a damage roll on a glance anymore, you can move low HP Engines to the back of the squad to protect them from wrecks (always squad them!), you can overwatch with them, and you have a chance to get off a loong charge. If you are in average range, you can probably do as much damage with your heavy flamers anyway, so you don't need to worry too much about mid distance assaults. On the other hand, they are a fragile, untransportable cc unit. You need to use them as part of an overall plan - if you just send one squad out with no other serious threats, they will disappear fast. I wouldn't take them to a tournament, but they can make a serious mark in more casual to semi-competitive games.

I use them as part of my initial wave of high threat/high disruption units - Dominions, Seraphim, and Repentia all charge forward with them, while some pretty impressive shooting (Exorcists, Retributers, Quad Gun) sit back and snipe. Really, the only units that can be safely ignored are the troops, who are exactly who I *want* ignored. They work great in an aggressive advance - players sit up and notice them. They need to react to them, and I always want my enemy reacting.Typically players respond in one of two ways:

-They focus on them early, which usually allows one or more of my faster units to reach their lines and start causing serious trouble. Sometimes this distracts them from finishing off my PE, sometimes it does not. Still, that is AT fire that is entirely devoted to an assault unit, allowing my covering fire (already causing damage) to go unpunished. Plus it distracts from less "flashy" units that, if ignored, can do serious damage (Seraphim slaughter troops, and Repentia can scythe through a wide selection of expensive, troop endangering killers).

-They realized the PE are a slow assault unit, and as such less of an immediate threat. This allows me to target their AT fire with other units, which often results in the enemy having little to stop the PE by the time they are approaching their lines.

In either case, nearly everyone goes well out of their way to avoid them, essentially creating a zone of "no problems" around the advancing Engines. By the end game I might have lost nearly all my forward units, but the enemy is hopefully lacking the firepower and the position to take out the mini-horde of power armored, fearless Sisters holding objectives.

The other thing they can do very well is serve as counter assault units on a board that has good cover, or even better, BLOS near an objective. I don't like to spend that many points babysitting an objective, but if you have an objective lead already, you can generally bet no one will be bothering your troops with three Engines hovering nearby.



This message was edited 2 times. Last update was at 2012/11/21 10:05:23


 
   
Made in us
Regular Dakkanaut




Bellevue, WA

2k battle, Dark Eldar v Sisters



SoB LIST

Kyrinov, 3 death cultists, 3 Crusaders

Saint Celestine

9 Sisters Repentia
9 Sisters Repentia

10 Basic Sisters, multimelta and flamer
10 Basic Sisters, multimelta and flamer
10 Basic Sisters, multimelta and flamer

10 Seraphim, 2 w/ hand flamers
5 Dominions w/ 2 melta guns & Immolator w/ Multimelta

Exorcist
6 retributer, 5 w/ heavy bolters
3 Penitent Engines

Aegis defense Line w/ quad gun

DE LIST
Duke Sliscus

3 kabalite truborn, x2 dark lances
Raider w/ torment grenade launcher

10 warriors, Raider w/flickerfield, splinter racks, torment grenade launcher
10 warriors, Raider w/flickerfield, splinter racks, torment grenade launcher
10 warriors, Raider w/flickerfield, splinter racks, torment grenade launcher

9 Reaver Jetbikes, x3 Grav Talons

Razorwing Fighter, x2 Necrotxin Missiles
Razorwing Fighter, x2 Necrotxin Missiles
Razorwing Fighter, x2 Necrotxin Missiles

Farseer w/ jetbike (guide, mindwar, runes of warding, witnessing, spirit stones)
8 pathfinders

Fortress of redemption, Quad Gun



Game Setup: Emperor’s Will, no night fighting. Board was pretty simple – two ruins in opposite corners, and forests in the corners opposite those. The bottom had a bit more cover, with another forest on the flanks of the ruins. One objective was place in each ruin.A few wrecks dot the midfield, helps cover advances.

I took first turn, choosing to turtle up and defend my objective with most my force. I strung my Aegis Line from the ruin, placing my Immolator, Exorcist and Quad Gun up front. My BSS I strung along behind the vehicles, Kyrinov and company behind them and in the middle to give everyone fearless. Retributers and penitent Engines were in the ruins. I put Celestine and her Seraphim out of the ruins, with two squad of Repentia behind them, ready to move up the field.

He started trueborns in his Fortification, and his Raiders arrayed up front ready to charge up to my lines. Pathfinders were in the ruin around the objective. His jetbike seer and Raiders were behind the fortification, out of los.





Sisters Turn 1 :

Exorcist blows up the closest Raider, Quad gun glances the next closest. Celestine starts trekking forward, jumping behind cover. That’s it.


Dark Eldar Turn 1

Shooting doesn’t accomplish too much – Aegis cover blocks all but a stun on the Immolator. His Raiders zoom up, almost to my lines. His bikes do likewise. Uneventful turn overall.



Sisters Turn 2

Quad Gun blows up the nearest Raider (about 12” from my line), Rending rets wreck the middle Raider, Exorcist explodes the Raider that hung back. Apart from the bikes, I’ve de-meched him entirely! Celestine advances again, taking the midfield with Repentia just behind.



Dark Eldar Turn 2

Two Razorwings come in – one promptly kills half my retributers (the less useful half, thankfully), the other re-stuns my Immolator.

The Seer makes the top Sister squad attack itself with some psychic power. Sisters are terrible in CC, so this accomplishes nothing.

The Aegis again blocks his AT shocks…until his last darklance explodes my Exorcist.

The jetbikes dart over my top BSS, killing half of them with bladevanes – they promptly flee off the board leaving their Quad Gun behind. They do this because I am a nitwit and forgot they had fearless from Kyrinov.


Sisters turn 3

Retributers manage to knock one missile off the Razorwing

Warriors go to ground to survive Rapid firing Sisters.

Seraphim jump up and kill two jetbikes as they idle in the midfield. Meh round.


Dark Eldar Turn 3

Celestine soaks up a bunch of Warrior and trueborn fire like a champ.

A Razorwing Fighter removes all but two of the bottom BSS squad with a rain of missiles. The second drops most a Repentia squad with the same. Ouch.

Reavers swoop over The middle Sisters squad, taking 4 opr 5 down with blades. They stop in the top corner, bunched up to try and keep out of assault range of my PE and conclave.


Sisters turn 4

The middle BSS have moved up to man the Quad Gun, and shoot the midfield Flyer out of the sky.\

Celestine jumps forward with Seraphim, just getting in range of the Warriors whose ride was shot down first turn. They flame them away, leaving two to pass their morale.

The Penitent engines roll well on their DT, and drop 3 flamer templates on the Reavers before assaulting them. The Reavers and seer disappear.

One Repentia squad hides in the woods, while the damaged squad moves up towards my line.


Dark Eldar Turn 4

One razorwing is forced to fly off the board, the other comes in and is blown away by my Quad Gun.

Celestine soaks 10 wounds like a champ, fobbing a couple dark lances off on some unfortunate Seraphim.

Other shooting is inconsequential.

Sisters Turn 5

Celestine separates and jumps onto the fortress, flaming away half the squad manning the Quad Gun. She rolls 2” for assault, so she sits there for awhile.

The seraphim jump into the woods to flame away the objective holding squad in the nearby ruins – and lose one of the flamers to terrain! Still do a good number of wounds, but the squad remains. Don’t make assault.

The mostly dead Repentia squad has quietly moved into position, and fleets on top of the Warriors near my lines, slaughtering them to a man.

Dark Eldar Turn 5

Razorwing comes in hoping to drop my objective holding unit – and the Quad Gun blows it out of the sky.


The Duke rushes up alone and kills two Seraphim, taking one wound back. They fail morale, he catches them, and kills the lot.

His Quad Gun kills Kyrinov, but his other shooting fails to break my objective squads morale.

My opponent chooses to surrender.



Game End

As it stands we both have one objective – I also have first blood, linebreaker, and kill the warlord, giving me the win.
   
Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

Well done sir, everyone everywhere says sisters suck right now and you have gone to show that with some work, some luck and some great tactics they can strive to win!

I like your unique list, most say that to make s good sisters list you to MAX out your Exorcists just to stand a chance, how do you feel about the exorcists? One seems to do good for you but don't you think a second one would perhaps do more for you?

Check out my little ork story I am working on here!

http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
Made in us
Regular Dakkanaut




Bellevue, WA

 Ecstasy in Service wrote:
Well done sir, everyone everywhere says sisters suck right now and you have gone to show that with some work, some luck and some great tactics they can strive to win!

I like your unique list, most say that to make s good sisters list you to MAX out your Exorcists just to stand a chance, how do you feel about the exorcists? One seems to do good for you but don't you think a second one would perhaps do more for you?



I love the Exorcist, but I don't find often myself missing a second in this list. What Exorcists really do, and do amazingly well, is destroy enemy mobility - they eat most transports for breakfast. On the other hand, I'm not generally too worried about mobility. I want the enemy to come towards me, because that is where my assault units and short ranged foot troops really come into their own. I can generally pop light transports midfield with or without the Exorcist, and while a second would give me a slight leg up against heavy armor, Exorcists really are not that efficient at killing high AV vehicles. I'd rather rely on my Engines and my Rets to do their thing, than hope the Exorcists can fill a role that they are very unreliable at. The only time I find myself missing an Exorcist is when I come up against powerful, low AV backfield artillery - but the kind of backfield artillery that really causes me concern can also drop a couple of Exorcists pretty fast.

Beyond that, I like their competition. Rets are a very cheap fire base that can reliably kill light transports as well, and far outperform an Exorcist against infantry. Penitent Engines are a lot more flexible in what they can do, and they add a lot of heft to whatever element I add them too... be it a backfield counter charge unit or part of my forward advance, they garner attention and effect my opponents plans a lot more than an Exorcist does. Also, they are just a hell of a lot of fun, as a model and a unit. They take a lot more finesse than an Exorcist (ironic for what amounts to an enraged chainsaw on legs), but what they add to my games is something an Exorcist can't replace.

   
Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

Thanks for the tips, I'd love to try out a sister's list sometime and I am sure this advice will help.


Check out my little ork story I am working on here!

http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
 
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