So here I am dipping my toe into the battle report thang. The light at the venue was pretty poor so no pictures, hence I have tried to buff up the interest by making cutesy little maps
Forces involved:
My Guard, including
CCS with missile launcher,
MOO, Astropath in Chimera
PCS with 2x flamer and 1x heavy flamer in Chimera
2x infantry squads with
HB and
GL Veteran squad with 2x flamers and 1x heavy flamer in Chimera
Veteran squad with 2x melta and 1x plasma in Chimera
6x rough riders with 2x melta
3x scout sentinels with 2x
AC and 1x
ML Vendetta
Hydra
Leman Russ Battle Tank
Opponent's Sisters force:
Command squad with heavy flamer and melta in Immolator
4x Sisters squads with heavy flamer and melta in Rhinos
Support Immolator
2x Exorcists
The icons to be used in the following diagrams are as below:
The Setup:
Rolling up a mission and deployment gave us Annihilation of the Pitched Battle persuasion. The Sisters won the roll off and decided to go first in order to bring their toasty makers that much closer to my melt in your mouth vehicles and tinder dry infantry. Both sides deployed their full forces (kinda negating the use of my Astropath, but what the hey) and the Guard made their Scout moves as follows:
Light grey are infantry passable buildings, dark grey are impassable buildings, brown lines are hill contours and the green thingy is a forest.
As can be seen in the set-up the Sisters vehicles clustered up as much as possible to provide mutual cover. This was unfortunately to prove too tempting a target for my
MOO in the opening stages of the battle. The Guard set up was based around keeping open fire lanes to the likely avenues of advance of the all important Sisters rhinos.
Turn 1:
The game kicks off with the Sisters storming forward in their transports, about half of them popping smoke to cover the advance as much as possible. The only sisters shooting was the Exorcists failing miserably to do anything to my Vendetta
The Guard turn opens with the Vendetta nudging forward to close the range a bit with the Exorcists and starting the exchanges of stunning fire that were to last the whole game. Otherwise the chimeras and the sentinels shuffled about a bit and the second infantry squad moved into better firing positions in the ruins. Guard shooting was a bit more impressive... The
MOO opened up by calling accurate fire on the Sisters transport phalanx. Bang went 1 rhino and one of the sisters inside. Following up on this the various autocannon, missile launchers, multi-lasers and the Russ battlecannon carved open another Rhino (with another couple of sisters losing out) and
de-weaponed and immobilised the support Immolator. So Turn 1 ends with about half the Sisters having to walk quite a long way!
Turn 2:
The remaining mobile Sisters transports rush down the right flank attempting to get meltas into range of the Guard transports. The lead Rhino attempts to conceal the advance of the other 2 and pops smoke. The foot sloggers start making their slow way toward the Guard lines. Again the Sisters shooting is pretty limited. The exorcists again fail to do anything of significance, but do manage to stun the Vendy. Infantry fire panics the
ML armed sentinel into uselessness.
The Guard lines continue to make small adjustments to their positions but no major movements. Let the witches come! Some sniping manages to whittle down the visible foot troops a bit, but the big result is the popping of the covering rhino and immobilising and
de-weaponing the Sisters command Immolator. More targets in the open!
Turn 3:
The sisters are now just about in effective range and start moving to engage, except for the command group that attempts to rush around the solid cover to a better advancing position. Infantry fire destroys one of the sentinels and stuns the other 2. An attempt is also made on the right flank to hit the Chimeras with extreme range melta fire, but this comes to nothing. The exorcists again fail to perform.
Although the sisters are now in effective range for their weapons, unfortunately this also places them in prime range for the Guard counter assault. The flamer transports rush forward and drop their cargoes in positions around the handily bunched up Sisters squads. The rough riders also move up in support. The melta vets stay put inside their chimera to snipe at targets of opportunity. The combined fire of most of the Guard army falls on the two flanking Sisters squads, swiftly reducing them to ashes. Most amusing moment was the flamer vets dropping 18 flamer hits, 9 heavy flamer hits and half a dozen las shots into a single squad

The Vendetta finally manages to find a proper chink in the Exorcist armour and dusts one of the things.
Turn 3 also sees my first ever use of my
Stalker class rough riders in assaulty anger and they charge into the single remaining sister, blowing her to bits with their assault launchers.
Turn 4:
At this point the Sisters are starting to run out of steam. The command squad re-deploys and massacres the oh-so-recently victorious rough riders with accurate bolter fire (damn do
RRs melt away quickly!). The other infantry squads also manage to
de-weapon the remaining sentinels but little is left to worry the remaining Guard vehicles. Except of course the lone remaining Exorcist that finall realises what all the flashing lights actually mean and explodify the prowling Vendetta with a well aimed barrage of missiles.
The Guard response is also a bit less apocalyptic, partly because there are fewer targets to go for and partly because I knew it was the last turn and I was winning

The flamer squads move up and start whittling down the Sisters command squad. The melta vets
de-bus and open up on the central footslogging squad leaving a couple of troops for other supporting fire to remove (making the incipient sentinel assault unnecessary). The Russ continues its adequate provision of supporting fire and kills a couple more walking sisters.
At this point our time was up and we needed to stop the game for a final score of 7 kill points (3 rhinos, 3 sister squads and an exorcist) to the Guard and 2 kill points (vendetta and rough riders) to the Sisters.
A game that was kinda fun but a bit 1 sided. The sisters absolutely had to forge ahead and try to close the gap, while I was able to hang back and do bad things to the transports with my wide array of S5+ weapons. The Sisters were also hampered by a general inability to cause any harm to my vehicles. I was quite lucky in the first couple of turns by being able to take out a bunch of transports, but then I also had a fair weight of heavy weapons targetted on them.
I think if it was an objectives mission then it would have been a bit more fair, but i guess thems the breaks.
No obvious man of the match for the guard, but a solid performance all round.