SoB
Celestine
Canoness - jumppack,
MC inferno pistol, Eviscerator, mantle, cloak, book
2x10
SoB -
HF, flamer, vet, book, power wep. Rhino, EA, Smoke,
SL, Laudhailer
7xSeraphim - 2xflamers, vet, book, power weapon
5xDominions - 4xflamers, vet, book. Immolator, EA
2xExorcist
Marines
Libby - Force weapon, stormsheild, terminator armour, vortex, teleport
5xTerminators - Cyclone,
PF's,
SB's
Tac Squad - Lascannon, Plasma
Tac Squad - Lascannon, Plasma
5xAssault Marines - Sergeant with fist
Sternguard - Can't remember exactly but there was definitely some melta in there :(
Landspeeder -
MM
Dreadnought -
TL lascannon
Vindicator
This was my first game in a long while and also my first at 1500pts, consequently i may have made some mistakes with my opponents list :S This was also the first time he had ever played against an
SoB force. Buahahaha.
Deployment was pitched battle and we had 5 objectives to fight over scattered around the centre of the table. I win the roll to go first
I Placed my 2 Exorcists close together at the back right of the board behind a large terrain piece. My transports form an 'n' shape just right of centre with the Seraphim, Celestine and the canoness in the pocket.
My Opponent combat squads his Tactical marines and deploys in a big line with hid Sternguard, Dreadnought and heavy weapons in the centre taking care to place everything in cover, the vindicator goes on his left flank pointing straight at the Exorcists. He keeps his
LS and Terminators + Libby in reserve.
Turn one
Sisters: I move the Exorcists to get clear shots at his Dread and Vindi, the transports advance in formation with the seraphim +
HQ's staying hidden. Lead Rhino pops smoke. The first Exorcist launches 5 rockets into his dread; wrecking it. Second Exorcist does nothing to the Vindi.
Marines: The Sternguard advance a little to get a clear shot at the lead Rhino, Vindi moves in range of the second Exorcist, assault marines head towards his nearest objective. His Lascannons both miss their targets, the lead rhino passes it's cover save against the Sternguards melta weaponry, the immolator is stunned by plasma fire (grr) and the vindi immobilises an Exorcist.
End of turn one: Marines 1 - 0 SoB
Turn two
Sisters: The rhino's move towards his special weapon toting combat squads and sternguard, both squads dis-embark in rapid-fire range. The Seraphim and
HQ's head towards the sternguard. Exorcists stay put. One squad of sister's all but destroys the sternguard in a hail of ap1 boltshells and flame, whilst the other squad (8 rapid-firing bolters, flamer and
HF) fails to kill a single marine

One Exorcist fails to kill the lone sternguard, but the other blows up the vindicator in a hail of rockets
Marines: His reserves are still having breakfast or something and fail to show. His assault marines move to support the lone sternguard, whilst his other combat squad take up firing position on an objective. His shooting reduces one sister squad to 4 survivors who manage to fail their morale test (despite the presence of the canoness and her magic book) and fall back a mere 2 inches. The other sister squad loses one member to a lascannon shot. His assault marines and sternguard go after the 4 survivors but, thanks to a lot of bad dice from him and a successful spirit of the martyr test he only kills one.
End of turn two Marines 2 - 1 SoB
Turn three
Sisters: The Immolator dumps it's cargo right in front of one of his lascannon toting marine squads, the unengaged squad of sisters are joined by the seraphim and prepare to trade fire with his unscathed combat squad. Celestine floats over near the dominions to help mop up any survivors whilst the canoness flies to the aid of the squad trapped in combat. Both Exorcists are spectacularly rubbish; one misses with 4 shots, whilst the other kills a lone marine. On the left of the board, the seraphim wipe out the combat squad with the help of the
SoB squad, the dominions kill all but one of their targets who, wisely, decides to scarper putting himself just outside Celestines charge range. In the centre, assisted by some acts of faith and good rolling, the canoness and remaining sisters wipe out the assault marines and sternguard, then consolidate into a nearby hedge.
Marines: Things are looking bad, he only has two full combat squads and a couple of stragglers left. The
LS decides now is the time to show it's face and tries to blast the active Exorcist with hot melta fire, sadly it misses it's target. Combined fire from the rest of his army reduces the already depleted
SoB squad to a vet.superior and takes down 2 seraphim. The libby and his mates are watching TopGear on Dave.
End of turn three Marines 1 - 1 SoB
Turn four
Sisters: I start to clean up what's left; the seraphim take out his final lascannon squad, while my
HQ's eliminate the combat squad holding an objective near my deployment zone. One of the rhino's rams the
LS which fails to dodge and loses it's
MM. Both Exorcists turn on the beleaguered 'speeder and end it's suffering in a hail of rockets. My opponent has 2 marines left in play.
Marines: The Libby finally shows up with his terminator retinue and tries to
DS behind the largely untouched
SoB squad i have sat on an objective. He scatters into almost exactly the centre of the board but still in
los of his intended targets and their combined firepower downs all but the heavy flamer.
End of turn four Marines 0 - 1 SoB
Turn five
Sisters: While the Immolator shepherds his 2 remaining regular marines off the board, my lone veteran runs onto the nearest objective and the rest of the girls surround the new arrivals: The shooting kills all but the librarian who then proceeds to make save after save after save in the ensuing melee, puts 2 wounds on celestine and looks like surviving until the canoness gets one S8 hit through his defences and kills him outright.
Marines: He concedes.
Final score Marines 0 - 2 SoB
This was a good outing for my sisters; giving up 0
KP whilst tabling my opponent. I think the game turned in my favour on turn 2 when some good fortune enabled me to crack open the middle of his army by wiping the sternguard before they could do much damage and blowing up the vindicator that was threatening my right flank. Once that happened his army was split into two unsupported parts that could be taken on my own terms. Had his Librarian got off his backside a bit earlier it could have been a much closer game, as it was he showed up just in time to be killed by pretty much my entire army.
My opponent was excellent throughout even when things were going badly which made for a hugely enjoyable game. I think our next game will be much closer now he knows what Sisters can do when the acts of faith come off.
From a tuning perspective, i am still not convinced by Celestine. I think she is best used as a support
HQ; keeping her close to other squads so she can mop up survivors and act as an assault deterrent, but given her cost i want something with a bit more punch. The Canoness is a monster; able to cut through squads and characters with ease whilst being mobile enough to support pretty much the whole army. I'm toying with the idea of dual-flying canonesses as this would save a few points and give me a bit more cutting edge against other mech armies. The Seraphim were excellent overall, losing only 2 of their number whilst causing havoc in my opponents backlines but they may find their squad size cut (along with Celestine) so i can squeeze in another Exorcist.
My first bat rep, so apologies if it's a bit long-winded/oddly written. C&C are more than welcome.