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2012/07/16 19:54:24
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
I went to my FLGS's inaugural 6th Edition Tournament this weekend. Since we're just starting to get a hang of this new edition, I thought it might be a good idea to take some pics and put together a few battle reports, especially since there are so few people who play The Womens. The tourney format was 3 games at 1500 points. Fortifications were allowed, but no allies. Mysterious objectives were used, but mysterious terrain was not. I suspect that as the edition matures, we'll probably use more of the rules but for the first tourney the goal was to keep it as simple as possible.
TROOPS
Immortals w/ Tesla, Night Scythe
Immortals w/ Tesla, Night Scythe
Immortals w/ Tesla, Lance Tek
FAST
Canoptek Wraiths
HEAVY
Annihilation Barge
Annihilation Barge
Doom Scythe
His warlord was the non-Surflord and had the Tenacity ability. (FNP when controlling an objective.)
St Celestine was my Warlord and she had Master of Defense (Counter Attack in my DZ.)
I won the roll for deployment and chose to go first. There was no night-fight and my opponent failed to seize the initiative.
Deployment
Spoiler:
Left side of the deployment. I put my Exorcist on the left for a little protection from the hill. By putting his Wraiths directly across from them, the Exorcist's eventual target was decided by my opponent. I put my Troops Rhino on the objective. Rets and other Exorcist are holding the gun line. He has two Annihilation Barges and a Surflord directly across from my Aegis Line.
The Dominions have scouted up to midfied and my other troops Rhino is next to the right edge of my ADL ready to rush the middle after whatever mayhem the Dominions can sow. Celestine and the Seraphim are waiting in Reserve to Deep Strike against his objective.
His Warlord and a unit of Tesla Immortals are holding his back objective. He also has a Doom Scythe and two Night Scythes with Tesla Immortals in Reserves.
Sisters Turn 1
Spoiler:
Not a great picture here. The Retributors just unloaded against that Annihilation Barge on the right. Even with AV13 shielding my rending Quad Gun was able to blow it sky high giving me 1 VP for First Blood. This was probably the best round of shooting from the Rets all day.
The Exorcist put some hits on his CCB. I was able to break the Shield and score an Immobilized result which he saved by taking a wound on the Overlord. The Wraiths (not pictured) saved the two wounds the left flank Exorcist made.
Necrons Turn 1
Spoiler:
The Surflord moves up to deliver some street justice. He charged the Immolator in the Assault phase and blew it up. An unclear rules situation arose. His Chariot did D6 Hammer of Wrath attacks on the charge. Do you resolve those hit against the armor facing you hit or against the rear armor b/c they're resolved like CC attacks? We decided to roll against the rear armor even though that doesn't make sense.
The Wraiths Advance! The surviving Annihilation Barge put a wound on my surprisingly tough Quad Gun. Not pictured, the Tesla Immortals stripped a Hull Point off of the other Immolator.
Sisters Turn 2
Spoiler:
Oops! No Pictures! I wanted to nuke his Surflord and between my remaining Immolator and my two Dominion squads I think I've got the juice to do it. I disembarked my second Dominion squad and positioned my remaining Immolator to attack the CCB. Much to my chagrin I was merely able to wreck the CCB and he put his Overlord out of LOS from my Doms who just stood around doing nothing.
Celestine and the Seras came in to threaten his objective (which you can see in the back right corner of the deployment images). I was very conservative with my placement so when I got lucky and HIT on the scatter it left me out of flamer range and able to only do minimal damage to the Immortals. I think overall I put 1W on his Overlord and killed an Immortal that stood back up.
The far left Exorcist killed a Wraith and the Rets broke the Quantum Shielding off of the remaining Annihilation Barge, but couldn't do any real damage.
Necrons Turn 2
Spoiler:
The Wraiths are in striking distance, but opt to go after my Rhino on the objective instead of the Exorcist. Given how important the objectives are, I think that was probably the right thing to do. He brought in a Night Scythe and beamed an Immortal squad down to help out the Wraiths and ultimately try to score the objective. Something (maybe the Night Scythe) took a Hull Point from the Exorcist. After this picture was taken, the Wraiths assaulted my Rhino and easily blew it up. I lost a single Sister to the explosion and luckily they weren't pinned.
The other Night Scythe beams down its Immortals. I don't really remember what they did. Some combination of their shooting and assault from the Overlord broke one of the Dominions. (That red circle is a "crater" from the Immolator that blew up Turn 1.) The Immortals on the objective (on the right side of the image) shot ineffectively at the Seraphim. I made good use of the wound allocation rules to keep them safe while Celestine 2+'d away the danger.
Sisters Turn 3
Spoiler:
Another turn where I forgot to take pictures! I did a little better in the later games. The shots here are from his Turn 3, but the do a good job of illustrating what happened in my turn.
This was going to be the last turn as we'd been taking a long time to play, what with the new rules and all.
I moved my Battle Sister Squad up to take the middle objective. I didn't expect it to stick, but I had to try. (For keen observers, there's a Rhino on its side next to his Overlord. We played those little huts as ruins so the Rhino is actually 2/3 on top of it. The BSS disembarked and ran to get to the objective.)
If you look back at the previous shot you'll see that there were 4 Wraiths and a unit of Immortals threatening my objective. I needed to kill his Immortals since they could potentially score my objective. Because the Wraith models are so tall It's really easy to shoot through them and only their tails provide cover. The BSS was able to kill all but one of the Immortals and I think I put a wound on one of the Wraiths that "got in the way" of my flamer templates. The Exorcist was the only other unit I had with LOS to the remaining Immortal so I had to use it to finish off the squad and prevent any of that WBB nonsense. Even though I had them on the Quad Gun (which I had brought specifically to deal with Necron and IG flyers) I directed the Retributors to fire on the Wraiths. They were able to finish off the wounded one and kill another.
My objective was safe from the Immortals but it was still being denied by the Wraiths.
Not Pictured:
Celestine and the Seras shoot down a few more Immortals and charge in to contest his objective. I had high hopes for this attack. I'd whittled down the Immortals a bit and I had the benefit of St Celestine's I7 power weapon and 7 or 8 additional Hammer of Wrath attacks. Celestine got Mindshackled and then between FNP (from the Warlord ability and WBB I didn't do crap.
Necrons Turn 3
Spoiler:
The Doom Scythe, Night Scythe, and the Overlord converged on my poor Battle Sisters who were trying to hold the center objective. There were no survivors.
Those Immortals were really living up to their name. The Overlord was able to Mindshackle Celestine again and between 3+ saves and FNP I don't think any of them died. I also got a little lucky as his Overlord was pretty clumsy with his Warscythe and only managed to do a couple of wounds in two rounds of combat.
The Wraiths continue to contest my objective.
The Aftermath
Spoiler:
The primary goal for this mission was objectives. His Wraiths were contesting my objective, no one was around to score the central objective, and I had my Seraphim contesting his objective. So no one got any points for objectives!
The secondary objectives were Slay the Warlord, First Blood, and Linebreaker.
Both Warlords survived. His Wraiths scored Linebreaker for him and the Seraphim scored Linebreaker for me. The tiebreak was First Blood which I had scored when my Retributors used the Quad Gun to take out his Annihilation Barge.
HEAVY
Battle Wagon w/ Deff Rolla
Battle Wagon w/ Deff Rolla
Battle Wagon w/ Kannon and some other gunz
His warlord was the Ghazkhull-looking Warboss and had the Master of Offense ability (Furious Charge in my DZ, totally useless for Orks!)
St Celestine was my Warlord and she had Master of Ambush which gave my outflankers Acute Senses
I won the roll for deployment and chose to go first. There was no night-fight and my opponent failed to seize the initiative.
Deployment
Spoiler:
The board was an interesting ruined cityscape. Lots of large ruins with long wide gaps between them. Given our two armies I think it set up a fairly cinematic match. I set up my ADL with my Retributors and Quad Gun holding the middle, while the Exorcists guarded the flanks. I put a troop squad on my objective and split one out wide right to try and mix things up.
His objective was waaay on the other end of the board. I knew there was no way I could get through his army to it, so I held Celestine and the Seraphim in Reserve. I also outflanked the Dominions with the hope that I could come in behind his Battle Wagons and really cause some problems.
Oh God! So much AV14! Those Deff Rollaz are super intimidating. From left to Right he had a Meganobz squad (Elite), a Boyz Squad, a Meganobz squad w/ Warboss (Troops), a Meganobz squad w/ Warboss (Troops), and Lootas. The building all the way in the back right had his objective behind it, which was being guarded (of course) by the Grots.
As a side note, this guy had a really neat army. For his Battle Wagons he took the old old old Ork Wagons from RT and built up the fronts of the newer wagons to make some really cool and especially Orky hybrids. I think I forgot to snap a picture of this as well, but he green stuffed fez hats onto his Boyz. Very Orky (especially if you know the older RT and 2E Orks). He even had his own matching fez so I knew I was in for a really fun game!
Sisters Turn 1
Spoiler:
No pictures here, because I did not do crap. There was a legit wall of AV14 coming at me. I could only manage a single side shot on all of them and even with four hits from the Exorcist I could only clip off a Hull Point. Otherwise my shooting was totally ineffective. I moved up my right flank Troop Rhino but was still out of multi-melta range. (Pre-measure these things!!!)
Orks Turn 1
Spoiler:
The Orks advance! One of the Wagons stripped a Hull Point from my Rhino. The Lootaz in the brown wagon were able to get a side-arc shot on my leftmost Exorcist. They got the max 3 shots each. He rolled to hit and somehow made over 2/3s of his shots! Unfortunately he'd accidentally rolled 4 dice for each Loota. Luckily for me, on the re-roll he only hit twice and the Exorcist only lost a single Hull Point!
Sisters Turn 2
Spoiler:
If I had taken better pictures, you'd be able to see that I had moved my right Exorcist over to try and get a side-arc shot on one of his Battle Wagons. The plan worked and I blew up the middle Wagon which held one of his Troops Nobz. (The other Troops Nobz was on the right with his Warlord.) First Blood again! Unfortunately for my clever plan, none of my reserves came in and the rest of my shooting was helpless against the rapidly advancing AV14 wall.
Orks Turn 2
Spoiler:
Ruh-Roh! All his Mega Nobz are out and the WAAAAGH! has been called. Lucky for me, the middle squad made a bad difficult terrain roll and moved only a couple of inches.
A Sister's-eye-view of the approaching doom!
As a great man once said, " just got real."
Thanks to Fleet from the WAAAAGH!, the Nobz break through the Aegis Defense Line and wipe out both my Retributors and the Exorcist holding my left flank. Thankfully, that unit isn't one of the Scoring ones so I don't have to worry about them getting points for my objective.
The Warlord Warboss and his Nobz smack around my right flank's tanks. Exploding the other Exorcist and my Rhino. (Again, that little red disc is a "crater".)
Sisters Turn 3
Spoiler:
Wow, that turn could not have gone any worse for me. With none of my reserves coming in, his Battle Wagons were able to advance relatively unmolested and with Fleet from the WAAAAGH! my opponent's charge ranges were never in doubt.
The Orks have broken through the Aegis Line and destroyed my defenses. I have no choice but to abandon my objective to try and buy some time. Hopefully my reserves will come in and do some damage this turn.
A tactical note here. I think if I had armed that unit with more meltaguns, I probably would have tried to stand my ground against the Nobz. Shooting a single MM and a Bolter from the hatch would probably not have been successful. Although, looking at the picture I could have used Focus Fire to direct the MM shot at the one Nob that was in the open and I could have gotten an Instant Death result. I guess that's another mistake I made!
The first Dominion squad comes in on the right flank. I hop out of the Immolator hoping to destroy both Battle Wagons.
The second Dominion squad comes in on the left flank! It's the same story over here. I've got two units ready to melta down two Battle Wagons.
Kaboom! The Immolator blasts the first Wagon. 6 of the Boyz are killed in the blast dropping their Ld low enough for a timely failed pinning check. Unfortunately, the Dominions are just out of the 6" melta bonus (pre-measure you fool!) so they whiffed against the second Battle Wagon. Still, stopping that last Boyz squad was pretty clutch.
Shooting from the Battle Sisters killed two of the three Meganobz. The Warboss was unscathed.
In the background the other Immolator and the Dominions were unsuccessful against the Battle Wagons. I immobilized the Lootas wagon and got a Weapon Destroyed on the other one. Bringing that unit in right there was really stupid on my part (and not just because they had a bad round of shooting). I should have either tried to make a play at the objective or I should have come on near the Battle Sisters and helped them take out the last Meganob since that was a scoring unit. I was too focused on my Turn 2 strategy of blowing up all the Battle Wagons.
Orks Turn 3
Spoiler:
No Pictures!
Time was, yet again running short. To try and get another turn in, we focused on the units that could effect the outcome of the game. He ran all of his Nobz in to try and get my Objective. On the right flank, his Lootas and the Warlord's Battle Wagon wreck the Immolator and break the Dominions.
Sisters Turn 4
Spoiler:
Thanks to the new Reserves table the Seraphim automatically arrived on Turn 4. Since I'd been stupid when outflanking my Dominions, my only shot at winning was to Deep Strike on his objective and blast away the weedy little Grots who were protecting it. So what I really needed was a good scatter result. HIT!!! Celestine and her Ladies dropped right on top of the runts and easily cleansed the objective with their combined holy fire!
Orks Turn 4
Spoiler:
In my turn, I had moved my BSS from the Rhino into the ruin, to try and block out his closest scoring unit of MegaNobz. (The one with the big red Warboss.) I wanted to get deeper into the Ruin so that a charge + 6" consolidate would still be too far away for them to claim the objective, but my run roll sucked. It ended up not mattering. He failed to move far enough to get the charge off so was never able to reach my objective. (In the picture the Nobz on the objective are an Elites choice. The lone Nob with the Warboss is a Troop).
The Aftermath
Spoiler:
The primary goal for this mission was again objectives. His Meganobz were contesting my objective and I had my Seraphim contesting his objective. So again no one got any points for objectives!
The secondary objectives were Slay the Warlord, First Blood, and Linebreaker.
Both Warlords survived. His whole army pretty much scored Linebreaker for him and the Seraphim again scored Linebreaker for me. The tiebreak was First Blood which I had scored when my Exorcist popped one of his Battle Wagons.
Game 3 vs Tyranids This game was against Dakka's very own Janthkin. How do I know this? He was wearing a DakkaDakka bowling shirt that said "Janthkin" on the front. The man knows how to represent!
Mission: The Relic (1 "Objective", read about it in the Rulebook)
Deployment: Vanguard Strike
His warlord was The Swarmlord. I don't recall what ability he had.
St Celestine was my Warlord and she had Legendary Fighter (1VP for every enemy Character killed in a challenge).
I lost the roll for deployment and was forced to go second. There was no night-fight and I failed to seize the initiative.
Deployment
Spoiler:
The Tyranids were clearly deployed with a plan here. The Genestealers are out front (I think they infiltrated) and the Gargoyles are just lurking in the back. Swarmy has some Termagant buddies and the rest of the bugs are ready to move up and cause me trouble.
I put everything on the table. After my exceptional luck Deep Striking the Seraphim, I didn't want to temp fate. Especially not with all those critters running around on his side of the board. I set up again with the central Retributor squad manning the Quad Gun and the two Exorcist watching the flanks. I wanted to keep my troops outside of the ADL so they might have a shot at getting to the Relic. I put them across from the Relic as far forward as I could manage. I used my scout move to split my Dominions wide.
Tyranids Turn 1
Spoiler:
This is a blurry shot, but the Tyranids combined deployment and first turn were just about a perfect execution of the mission objectives. The Genestealers ran forward and snatched the Relic (which conveniently stuck to their magnetized bases) and then disappeard behind a wall of Gargoyles. So before I can even move, he has the Relic and it's safely being screened by 40 Gargoyles and Termagants. This does not look good.
Swarmy moved up and tried to do something psychicly nefarious to my Dominions. The Hive Guard popped one of my Immos and put a wound on my Quad Gun. (The Immolator on the right was fine, I just couldn't keep the turret on with the steep angle.)
Sisters Turn 1
Spoiler:
The Seraphim stay put, not wanting to charge into the jaws of the Tyranid swarm. The Dominions move up to try and take out the Swarmlord. Between its nasty psychic powers (he had Hallucination!) and its CC beastliness I was desperate to bring it down.
Another unfortunately blurry shot. More importantly... The Swarmlord is dead!!! Combined fire from the Immolator, the two Dominion squads, and the right flank Exorcist broke through the screen of critters and felled the mighty beast. I was even able to bring down some of the Gargoyles with the Dominions' combi-flamers. In my monstrous creature killing exuberance, I decided to try and press my luck and try to take out the Tervigon. I put my other Exorcist and my Retributors + Quad Gun against the Tervigon, but only managed to get a couple of wounds through. I quickly regretted not taking out the more immediate threat of the Gargoyles.
I ran my Troops in their Rhinos up behind the Dominions. They're my only chance at getting the Relic which is getting further away each turn.
Tyranids Turn 2
Spoiler:
The Gargoyles advance on my Aegis Line. The sneaky Ymgarls pile out of their ruin towards my unsuspecting Exorcist (left side).
The Tervigon and her spawn seek to avenge the death of the Swarmlord.
Ouch! The Gargoyles ripped my poor Retributors to shreds and the Ymgarls were equally successful at taking out my Exorcist. You'll also see the red circle (it's a crater, alright) behind the Seraphim. That's the remains of my other Exorcist which was blown up by the Hive Guard. So in one turn, I lost all of my ranged fire. This does not look good.
More pain for the Sisters! The Tervigon broke one of the heroic Dominion squads. Despite staring down the Swarmlord, the Dominions had lost their will to fight. The only highlight was the Termigant unit's failure to hurt my Rhino.
Sisters Turn 2
Spoiler:
Doing my best attempt at damage control. My Rhino did a short Tank Shock and the embarked Sisters flamed the Gaunts to death. My other squad failed to do anything to the Tervigon standing defiantly in their path. Unfortunately, the broken Dominions kept falling back. Their meltaguns were much needed against the Tervigon. The Immolator missed the Tervigon when the gunner sneezed.
The Seraphim, assisted by St Celestine torched the Gargoyles as well.
Alright, two Kill Points! What? We don't use Kill Points anymore? You mean I've only managed to kill the expendable stuff that Tyranids don't care about and with each passing minute the Genestealers who have stolen our precious Relic are getting further and further away? You mean I'm losing quite badly? Crap.
Tyranids Turn 3
Spoiler:
The Genestealers have almost reached their board edge with the Relic! (The Relic is that purple and white poker chip. It's underneath a 'stealer near the other Tervigon.)
Didn't we just leave this party? The Tervigon spits out 15 Gaunts to replace the 9 I'd just triumphantly slain! Tervigon uses its Smash Attack to explode my right Troops Rhino. The newly spawned Termagants attack my other Troops Rhino and wreck it. The BSS jump out the rear hatch and get pinned!
I didn't realize this at the time, but my Doms broke from combat, then failed to rally, then one of the two BSS squads failed a pinning check when their Rhinos got popped. I'd failed 3 of my first 4 Ld checks!
Sisters Turn 3
Spoiler:
I move my Seraphim up and clean out the latest batch of Termigants. The pinned BSS can't see anything so can't even take advantage of their snap shots. The other BSS is totally hemmed in but tries to take out the Tervigon. I think they managed to put a wound or two on it. In the assault phase, the Termagants wipe out the last of the heroic Dominions.
Tyranids Turn 4
Spoiler:
So at this point, we're starting to run out of time and I offered to concede the game, as I can no longer see any chance of pulling out a victory in the next turn. My opponent declines wanting to get the glory of killing St Celestine.
I forgot to take a picture of the assault, so this is the aftermath. (Compare this picture with the previous one and you can piece it together.) The Tervigon closest to the Seraphim spawns some gaunts. Those gaunts and one of the Hive Guard units assault the Seraphim. (Janthkin used a neat trick. He assaulted with the Hive Guard first so my Overwatch fire gets put into them and being T6 they just shrug it off.) Celestine, whiffs against the gaunts, but I manage to escape the combat losing only a single Seraphim.
When he charged the Seras, I got a little excited because I thought I might be able to Hit & Run over to the Tervigon and get some extra VPs to at least make it a close game. I roll for Hit&Run and get a 16! You can see from the picture see how deep into enemy territory the Seras got. This game is back on!
Sisters Turn 4
Spoiler:
So I have a chance. A small chance. The Seraphim break off and jet towards the Genestealers who are holding the Relic. I lead with my one remaining Flamer Sister and the VSS throws a Frag Grenade. That combined with the other ladies' bolter fire killed the Genestealer holding the Relic and denied my opponent 3VP!
Celestine, for the first time in all three games flies solo. She's looking to slay the Tervigon that was causing so much destruction. She charges in and challenges the beast to personal combat. Unable to refuse the challenge the Tervigon turns to face its attacker just in time to see St. Celestine's firey blade strike the death blow.
The Aftermath
Spoiler:
The primary objective was The Relic. The clutch shooting from the Seraphim ensured that no points were scored for its capture.
The secondary objectives were Slay the Warlord, First Blood, and Linebreaker.
My Warlord (St Celestine) survived the battle, but his (The Swarmlord) was killed giving me 1 VP The Hive Guard blasted my Immolator on Turn 1 to get the VP for First Blood.
He got a VP for Linebreaker mission with his Ymgarls and my Seraphim scored the Linebreaker point for me.
After secondary objectives, we're tied 2-2. But... St Celestine's Warlord ability gives me 1VP for each character she kills in a challenge. +1 VP for the Sisters.
3-2 Victory To The Sisters Of Battle!
This message was edited 17 times. Last update was at 2012/07/17 04:58:19
2012/07/16 20:50:04
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts)
This is in no way a bookmark. Think of it as encouragement!
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
2012/07/16 23:59:10
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts)
A good read, couldn't get the last few turns against orks, nothing showing up. Trying to put together a sob list too and thinking this looks pretty decent, think Av 14 vehicles are gonna be a pain. I'm struggling to win any games at the minute!
2012/07/17 00:14:41
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts)
I may have still been editing those turns. I put in blanks as place holders. Everything is done for the first two games now. If you need Sisters tips, check out the giant thread in the Tactics forum.
2012/07/17 00:15:24
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts)
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
2012/07/17 00:22:06
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (2 of 3 Complete)
That was an awesome read! Each of those battles was pretty tense, and really illuminated the tricky, tactical nature of the Sisters of Battle (and how great they work when you can pull things off with them). As someone who initially had some doubts about how Sisters will do in 6th, this battle was really illuminating for me. I think I'll now have to give double Immo-Dominion units a try.
I thought you were still editing. Looked like three good games, glad sisters are holding there own! I'm constantly looking on the sisters tactics for ideas. You finding the ADL worth it?
2012/07/17 13:38:09
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Wow. Great job! Love seeing the sisters do well and love seeing the old school vehicles and conversions. I recently upgraded most of mine but had a host of weird conversions for Exorcists (from before they had a model).
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
2012/07/17 15:44:35
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Awesome battle report, good to see sisters are competitive, especially with some of the tactical things you pulled off. Celestine is MMEEAAANNN
Just a quick questions
In the first game, why did you charge celestine into BTB with the overlord? Since he counters at his initiative and mindshackle is at the start of the fight subphase no reason for that.
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
Unholy_Martyr wrote:Every time I read a sister Report where they win...I just hear the phrase "And the Crowd goes WILD"
Personally, I just think 'Take THAT internet.'
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
2012/07/17 18:39:38
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
The biggest takeaway is that (at least for now) 2 hours is not enough time to play a 6E game. The amount of trigonometry that's required to set up the Vanguard Strike deployment means you're already 20 mins behind schedule. So those reports are a little unsatisfying since they really only represent half-games.
Using the Aegis Line:
It's fun to play with, and I think it makes your Deployment Zone look cool. Other than that, I didn't get a whole lot of use from it. It was most effective in Game 1, but it was totally useless against the Battle Wagon wall in Game 2, and in Game 3 I wasted it on a Tervigon instead of going after the more immediate threat of the Gargoyles. I'm not 100% sold, but I do like it and I'll probably keep using it. I was hoping that it would slow down charging units, but the only time I got charged across it was by some Meganobs and they had Fleet. I'm not going to condemn it for a single instance of failure (or good re-rolls in this case).
The Celestine + Seraphim combo:
This is HUGE. I can't stress how impressed I am with this unit. They scored the Linebreaker objective for me in each game and were responsible for a 5 VP swing on the last turn of Game 3. It's very hard to take them down with small arms thanks to the wound allocation rules with ICs. I think they'd struggle against blast weapons and high volume S6+ attacks, but I'm not sure we have anything that wouldn't. I think Celestine's ability to soak fire also makes this unit a more credible Deep Strike threat.
I liked the Seraphim unit before, but Celestine makes them so much better. Fearless and a REAL Hit & Run threat is great, especially since they're not a unit that wants to stay locked up. Celestine also gives the unit a base 3+ (w/ re-roll) for their Act of Faith. Since Seras are more dependent on their Act than any other Sisters unit, that's a big help. With two twin Hand Flamers, Celestine's Heavy Flamer, and now a Frag Grenade, this unit can crank out more wounds than anything else I can think of.
Unit Loadouts:
I put combi-flamers on my Dominion VSSs for the sake of WYSIWYG, but I think I'll keep it that way. You'd think I'd have figured out by now how useful Flamers are!
On my BSSs I went with flamer, Multi-Melta, combi-flamer. I did this for three reasons. The first was I needed a couple extra points to buy the Quad Gun. Next, I was concerned about having an over-concentration of Melta (Melta Doms in MM Immos). I took the Multi-Melta because of the new Snapfire and unit movement rules. I thought it might make the MM a better choice now. I wasn't convinced, but I'm going to keep playing with that loadout and see if I like it more.
Game 1 Thoughts:
This was the only game I thought I really had well in hand. Even though it was also the shortest, I think by the end of Turn 2 it was almost totally decided. If time hadn't been short, I would've attacked the midfield Immortals with my BSS and my remaining Dominions (if necessary). The Immortals in my DZ were dead and he only had 2 Wraiths remaining. If he sent them after my Exorcist they'd be open to shooting next turn. If he sent them after my troops it would likely be an indecisive combat. The Seraphim were poised to do a Hit & Run attack on the last squad of Immortals, although they had FNP, so that might have been less than decisive as well.
Game 2 Thoughts:
I really goofed on this one. I had a "brilliant" plan that I hatched pre-game. I knew I couldn't lose! My Dominions would outflank on Turn 2, wreck his rides and then my back field would shoot down his Nobz. S8 AP1 would be dropping Meganobz like flies! Well clearly that didn't happen and I was a big idiot for not letting go of the plan once it was obvious that it had failed. I should've brought the Dominions in to clear his objective and then I could've used Celestine and the Seraphim to protect my home base. It's hard to say because of how we ignored a lot of models to get the last turn in, but I don't think I would've won this game had we played a Turn 5.
Game 3 Thoughts:
This game was nuts. I was in a really deep hole from the start. My only chance of starting on an even field would have been to steal the initiative. My opponent played the mission to perfection on his first turn. When he was able to capture the Relic and then screen out his Genestealers. I think my ability to take out the Swarmlord on the first turn was pretty clutch and I was more than willing to sacrifice my Dominions to get it done. I don't think I played my Seraphim correctly. I was very conservative with them because I was afraid they'd get swarmed and destroyed early on. It might have been better to move them to my right down the frozen riverbed. I think if I had done that along with using my Retributors to try and wipe out the Gargoyles, Turn 2 would've played out a little better for me. Losing every one of my Heavy Support choices on T2 was devastating. I knew the Ymgarls were going to claim one and I had made peace with that, but I really needed to keep my Rets in the fight, so losing them was a real disappointment.
By pressing forward with his little gribblies my opponent was able to assert "positional dominance" (ht: jy2) against me for pretty much the entire game. I kept clearing out the bugs but at the start of each turn there'd be even more in my face. Even though the Sera's "miracle jump" was pretty fluky, it shows how important they are now that their Hit & Run is a credible threat. If I had moved my Seraphim down the riverbed, I might have been able to get a charge on the Hive Guard for turn 2. With Celestine's ability to soak wounds and Fearless, I don't have to worry about losing combat by one or two anymore. It would've tied up the HG's shooting for the next turn and if I could have survived the counter-charge it would've put me in the same place I was (accidentally) in Turn 4. That is, I would've been able to Hit & Run and then I could start to break my opponent's positional dominance.
That's all speculation, but I think it shows that there's a lot to learn with the new edition.
2012/07/17 18:56:24
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Amerikon wrote:The biggest takeaway is that (at least for now) 2 hours is not enough time to play a 6E game. The amount of trigonometry that's required to set up the Vanguard Strike deployment means you're already 20 mins behind schedule. So those reports are a little unsatisfying since they really only represent half-games.
I think that this will get better over time. Also, the TOs can help by giving the measurements so you don't have to reinvent the wheel at each table.
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2012/07/17 19:48:11
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Yea, now with premeasuring being a thing, we just put marks on the side of our table so we know where they are at. Really helps with the different deployment types
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
Keep in mind that two of six missions give alternate scoring and two more don't need scoring.
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2012/07/23 03:26:05
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Ricter wrote:The only mission I see that doesn't need scoring is Purge the Alien, unless I'm missing something.
Relic doesn't need it as bad as the rest, since it is one objective. And there's the two objective mission as well where scoring doesn't really matter. So three missions are fine for 2 scoring, 2 more with alternate scoring.
So really, only The Crusade, wants a lot of scoring.
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2012/07/23 15:33:37
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Amerikon wrote:Game 3 Thoughts:
This game was nuts. I was in a really deep hole from the start. My only chance of starting on an even field would have been to steal the initiative. My opponent played the mission to perfection on his first turn. When he was able to capture the Relic and then screen out his Genestealers. I think my ability to take out the Swarmlord on the first turn was pretty clutch and I was more than willing to sacrifice my Dominions to get it done. I don't think I played my Seraphim correctly. I was very conservative with them because I was afraid they'd get swarmed and destroyed early on. It might have been better to move them to my right down the frozen riverbed. I think if I had done that along with using my Retributors to try and wipe out the Gargoyles, Turn 2 would've played out a little better for me. Losing every one of my Heavy Support choices on T2 was devastating. I knew the Ymgarls were going to claim one and I had made peace with that, but I really needed to keep my Rets in the fight, so losing them was a real disappointment.
By pressing forward with his little gribblies my opponent was able to assert "positional dominance" (ht: jy2) against me for pretty much the entire game. I kept clearing out the bugs but at the start of each turn there'd be even more in my face. Even though the Sera's "miracle jump" was pretty fluky, it shows how important they are now that their Hit & Run is a credible threat. If I had moved my Seraphim down the riverbed, I might have been able to get a charge on the Hive Guard for turn 2. With Celestine's ability to soak wounds and Fearless, I don't have to worry about losing combat by one or two anymore. It would've tied up the HG's shooting for the next turn and if I could have survived the counter-charge it would've put me in the same place I was (accidentally) in Turn 4. That is, I would've been able to Hit & Run and then I could start to break my opponent's positional dominance.
Moral for me: don't get greedy!
I was really surprised at the resiliency of that Seraphim unit - the new allocation rules make it a REALLY tough nut to crack, unless you have highly-mobile shooting to better exploit angles. For the limited firepower of a Tyranid army, Celestine's 2+ armor is a really hard candy shell around the somewhat chewier center of the Seraphim unit. And I can't even drown them in poisonous Termagants, my preferred method of dealing with such units, given how we're using her I7 for Hit-and-Run now.
Very well played, and a great job by Amerikon of keeping your eye on the goal.
Quis Custodiet Ipsos Custodes?
2012/07/23 19:36:58
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
pretre wrote:Keep in mind that two of six missions give alternate scoring and two more don't need scoring.
This. We didn't play the two missions that used alternate scoring units, but I've never had a problem with 2 Troops at 1500. Sisters typically shoot well enough that I can kill a lot of the opponent's troops and use my denial units to offset the low number of scoring units. Although, I think it's telling that in all of these games no one scored any points for holding an objective.
Obviously there are some disadvantages against armies where basically every unit can score but that's not limited to Sisters. It also helps to try and place objectives so the enemy has to close on you to win the game. With Sisters, if you can make the other guy think it's a good idea to get close, you're usually winning.
Automatically Appended Next Post:
Janthkin wrote:Moral for me: don't get greedy!
Yeah. Although I can't fault you too much. I honestly didn't think there was any real chance that I could win at that point, so I'd be surprised if you had thought there was any way for you to lose.
I learned the "Don't get greedy!" lesson pretty hard at GK's last tourney. I was playing Gus's Footdar for all the beans and I thought it would be really cool if Celestine killed Eldrad. You can guess pretty easily that she didn't. Instead she took a staff to the face and never stood back up, which went a good way towards costing me the game.
This message was edited 1 time. Last update was at 2012/07/23 19:43:36
2012/07/23 19:44:38
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Amerikon wrote:With Sisters, if you can make the other guy think it's a good idea to get close, you're usually winning.
THIS! I usually say that if I can get mid-board with Sisters by turn 1/2, I won the game because they have to come to me.
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2012/07/23 20:42:38
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
I was just commenting on games I've played, I understand that on some missions FA and heavy can score but I've played armies with 5 troops min which is hard to compete with as they mostly try to wipe out my troops and them im stuck. I'll just need to play test and see.
Was thinking of a mixed dominion squad, 2 flamers/2 melta guns in a rhino. What's your thoughts, or stick with melta dominions?
2012/07/23 20:48:56
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
I am a fan of double flamer doms in a TL-MM Immo. I have run 2xFlam, 2xMelta doms and they were cool, but I missed the immo.
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2012/07/23 21:35:02
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Scottiebhoy wrote:I was just commenting on games I've played, I understand that on some missions FA and heavy can score but I've played armies with 5 troops min which is hard to compete with as they mostly try to wipe out my troops and them im stuck. I'll just need to play test and see.
Was thinking of a mixed dominion squad, 2 flamers/2 melta guns in a rhino. What's your thoughts, or stick with melta dominions?
If you go the full-sized Dominion squad route, I think 2 melta/2 flamers is a mistake. I run that unit a lot and I always go 3 melta/1 flamer/combi-plasma. I would be ok with a combi-flamer instead of the plasma if you think you need it. I also suggest giving them a Simulacrum if you have the points. You've investing so much in those guns you really want their AoF to go off.
With 3 meltas and the combi-plasma, you can really bring the hurt against big stuff like MCs and any sort of heavy/elite infantry. The flamer is really just insurance against swarmy things. Having three meltas insteas of two also gives you a pretty good chance of popping a vehicle even if you fail your faith check.
2012/07/23 21:52:29
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Looking at it I think 3 meltas and a flamer might be the best option, maybe superior with combi flamer. Never have much luck with plasma! Think I would miss the immo with MM though.
2012/07/23 22:54:49
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Scottiebhoy wrote:Think I would miss the immo with MM though.
Don't forget that you can shoot two of those meltaguns from the Rhino's hatch. When it comes down to it, I don't think one is really much better than the other, so if you've got the models just try it out on the table and see what you like.
2012/07/24 01:17:51
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
Agreed. In 5th, the 10 girls could get a turn 1 parking lot krak charge. Now they do really well for over watch.
I was thinking yesterday that I wish faith worked like blessings. Use at start of player turn and last for game turn. No one would ever wanna assault doms.
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2012/08/01 10:12:38
Subject: Sisters of Battle First 6E Outing (3 Tournament Games @ 1500pts) (Completed)
After having played a few games now with the 6 sister Dom squad in an immolator, I've found in my experience that if I outflank they come on mostly turn 2 try kill something scary or claim an objective in the scourge mission but then get shot to bits.
I think lie you've said, I'll maybe try the 10 sister unit n see how the fair and if they last longer.
Would be good of faith points lasted into overwatch for say dominions and retributor squads.