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1850 Competitive - AV13 Necrons vs Sisters of Battle w/Space Marine Allies (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Do the mid-tier Sisters have any hope at all of beating the top-tier Necrons?
Yes. Sisters get exremely lucky here and steal one from the Necrons.
Draw. Still a win in my books for Sisters if they can manage to even draw.
2 words for you....."Hell" and "no!"

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Made in us
Fixture of Dakka





San Jose, CA

Had a test game against Tim (aka SabrX). I am not going to lie. I've been on a long winning streak against SabrX and his Sisters with my Necrons. As a matter of fact, I've been on a long winning streak against Sisters. Period. The last time I lost against them was back in 5th Edition when Grey Knights were probably the strongest army (yes, I lost to them with my Grey Knights). That was against Amerikon's Sisters. With Tim's Sisters, it's been even longer than that.

No wait...actually, I did lose to SabrX's Sisters with my daemons:

1850 BAO Practice - The Return of SabrX's Sisters of Battle vs Jy2's Seekerstar Daemons

So for this game, there's going to be a little twist thrown in. My tournament Necrons won't be going up against pure Sisters. Rather they will be going up against Sisters of Battle with Space Marine allies and an Imperial Knight! So can Sisters break the curse of the Bambino and finally win one against Necrons? Heck, if they can even achieve a draw, I would consider that a win for them in my books.

Get ready for some fireworks, ladies and gentlemen.


-----------------------------------------------------------------------------------


1850 Sisters of Battle w/Space Marines vs AV13 Necrons


1850 Sisters of Battle + Space Marines


BTW, we are running him as the Knight Castigator.


St. Celestine

5x Battle Sisters - 2x Meltas, Rhino w/Dozers
5x Battle Sisters - 2x Meltas, Rhino
5x Battle Sisters - 2x Meltas, Rhino
5x Battle Sisters - 2x Meltas, Rhino

5x Dominions - 2x Meltas, Rhino

Knight Cerastus Castigator

Space Marine Allies:

Sevrin Loth

10x Tactical Marines - Veteran Sergeant, Combi-melta, Melta, Multi-melta, Meltabombs, Drop Pod
10x Tactical Marines - Veteran Sergeant, Combi-melta, Melta, Multi-melta, Meltabombs, Drop Pod

5x Assault Marines - Veteran Sergeant, 2x Flamers, Meltabombs, Drop Pod



1850 Necrons with Necron Allies

Overlord - 2+/3++, MSS, ResOrb, Warscythe, Catacomb Command Barge w/Tesla Cannon
Overlord - 2+/3++, MSS, ResOrb, Warscythe, Catacomb Command Barge w/Tesla Cannon
2x Storm-teks (Haywire Cryptek)

5x Warriors - Gauss, Night Scythe
5x Warriors - Gauss, Night Scythe

1x Tomb Blade
1x Tomb Blade
1x Tomb Blade

Annihilation Barge - Tesla Cannon
Annihilation Barge - Tesla Cannon
Annihilation Barge - Tesla Cannon


Necron Allies: (Note - self-allies legal with BAO list building)

Overlord - 2+/3++, MSS, ResOrb, Warscythe, Catacomb Command Barge w/Tesla Cannon
1x Storm-tek

5x Warriors - Gauss, Night Scythe

Annihilation Barge - Tesla Cannon


-----------------------------------------------------------------------------------


Missions:


Primary Objectives: Relic, 4-pts


Secondary Objectives: Modified Maelstrom, 3-pts

1. Hold Objective 1.
2. Hold Objective 2.
3. Destroy an enemy unit.
4. Destroy an enemy unit.
5. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.


Tertiary Objectives: First Blood, Linebreaker, Slay the Warlord, 1-pt each


Deployment: Hammer & Anvil


1st Turn: Necrons


-----------------------------------------------------------------------------------


PRE-GAME ANALYSIS:

Necrons, I will only go into briefly. We all already know how strong the Necrons are. They are highly mobile, arguably one of the fastest armies currently along with Eldar. They have excellent shooting and very good assault/counter-assault elements as well. They are super tough and ultra-resilient. Lastly, they match up very well against MSU builds due to their speed and firepower. They may have problems against multiple Imperial Knights but 1 single knight should not be too much of a problem for them to handle. Finally, Sisters do not have anything that can handle the Necron flyers. Basically, they will have control of the skies in this matchup.

Sisters, on the other hand, will have their work cut out for them. SabrX's sisters have traditionally fared poorly against my Necrons. Thus, I helped to design a list that is not your typical Sisters list. As a matter of fact, it's probably as much a Space Marines army as it is a Sisters of Battle army. The emphasis on the list is more on resiliency of ground units and massed Objective Secured (ObSec) units rather than what Sisters are normally know for - massed firepower. It also shifts pure firepower to more of an army that uses defensive combos in order to make them even more resilient. So what makes this army tougher than the average bear?

1. 50 MEQ bodies, of which half of them, the Space Marine half, has FNP. Also, 8 transports, of which 6 of them are ObSec.

2. 14 potential ObSec units. 21 maximum scoring units (and kill points).

3. Invisibility, while nerfed due to the BAO rules, is still very useful, especially when cast on the Imperial Knight on the Relic. Or I can cast it on an ObSec unit of Marines on the Relic and now, the Relic can only be contested by other ObSec units.

4. Shrouding. This may play a part in the game, especially if you have marines in ruins or transports obscured/popping smoke near Loth. It helps to make the army that much harder to kill.

So other than resiliency, the Sisters do have some tools that they could use. They still pack enough meltas to drop the annihilation barges. They have an Imperial Knight to help deal with the annoying bargelords. Finally, they've got 2nd turn for a chance to grab/contest the Relic (and the Maelstrom objectives) at the end of the game/turns.


-----------------------------------------------------------------------------------


DEPLOYMENT:

Spoiler:
Remember how I said in my intro that there was a twist to this game? Well, the twist is this....I'm playing Tim's Sisters and he is playing my Necrons. That's right. I wanted to see if I could get Sisters to work against one of their worst matchups (my Necrons).

Warlord Traits:

Necrons - Master of Ambush (will outflank 2 of his tomb blades)

Sisters - something useless.

Now here, I had to make a tough decision. Normally, most people would make St. Celestine their Warlord. However, I knew that Celestine would get herself into the thick of battle and with warscythes and all those S6/7 Necron shooting, her chances of living wasn't very high. Also, I didn't want her fixed Warlord Trait and instead, wanted the chance to get something good on the Strategic Warlord table. Thus, I decide to make one of the Sister Superiors from the Battle Sisters unit my Warlord instead (the one in the only rhino with dozer blades). Whether this proves smart or a foolish choice, we wil find out soon enough.


Necron deployment. They deploy as far up as possible. 1 tomb blade also deploys on the table, hiding behind a BLOS (blocking-LOS) terrain.


Sisters deployment. I keep the rhinos about 39-40" away from his AB's.

I reserve my Warlord's unit. Dominions will outflank.


Celestine hides behind my BLOS terrain.


Finally, I deploy the Castigator to my left flank. The reason for doing so is so that my opponent would only have 1 flank to shoot at - my knight's front arc.


Overview of our deployment.

I rarely try to steal the initiative and this game is no exception.




-----------------------------------------------------------------------------------


Necrons 1

Spoiler:
Maelstrom Objectives:

Necrons:

5. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.

Sisters:

3. Destroy an enemy unit.
5. Have a scoring unit at least partially within the enemy deployment zone.



Necrons advance.


The 2 far AB's (from my Knight) park their rears against terrain.


Bargelords then move flat-out. One of them (the one on top of the bastion) makes it into my deployment zone for his Maelstrom Tactical Objective #5 (having a scoring unit in the enemy's deployment zone).


Barges then shoot at my Castigator. Despite S7 vs AV13 and 4++, he manages to get 1HP of damage through.




Sisters 1

Spoiler:

2 drop pods come in, 1 tactical squad and the assault squad with Loth.

I spread Loth out as to join the Tactical Squad.


Assault squad will try to take out the tomb blade for First Blood.


Rhinos spread out.

Celestine jumps forwards and joins the tactical squad (with Loth) as well.


Knight advances. He is about 8" away from the AB.

Loth then casts Invisibility and Shrouding onto his unit of Tact marines with Celestine.


Darn it! The assault marines cause 3W to the tomb blade. He then makes all 3 saves!


However, meltas from my tactical squad does manage to blow up the AB for First Blood.


Finally, my Knight makes his charge and....


....another barge bites the dust.

What a great start for Sisters! 2 AV13 vehicles down. I also get First Blood and both of my Maelstrom objectives (killing a unit and having a drop pod + marines in my opponent's deployment zone). Necrons only get 1 Maelstrom objective this turn (bargelord in my deployment zone).

Maelstrom VP's - Necrons: 1, Sisters: 2




Necrons 2

Spoiler:
Maelstrom Objectives:

Necrons:

2. Hold Objective 2.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.

Sisters:

2. Hold Objective 2.
3. Destroy an enemy unit.



2 of his flyers come in. At first, SabrX was about to beta-strike my Imperial Knight. However, he changed his mind after I advise him against it.


AB moves away from my meltas. 1 Tomb blade comes in on Objective #2.

The other tomb blade outflanks onto my Objective #1.


Bargelords then move and do their sweep attacks.


They immobilize a rhino,....


....takes off 1HP from the drop pod and kill 3 from my mini-deathstar.


Last AB moves flat-out on top of the impassable terrain in order to get away from my Knight.


Shooting by the AB only take out 1 marine from my assault squad.


Bargelord shoots and takes off 1HP from the rhino.

Both night scythes fire at my assault squad but I make all my saves+FNP against them.


We then go to Assault. Bargelord charges a rhino. 2 bargelords charge Loth + Celestine's unit.


Celestine fails her Mindshackle tests. Fortunately for me, I pass most of my saves against the Hammer of Wrath attacks and Invisibility causes the bargelords to hit poorly. I only lose 2 marines from combat.


The other bargelord wrecks the rhino and the girls coming out gets pinned.


Last but not least, my mini-star hit-&-runs out of combat (from Celestine) and the bargelords consolidate after them.




Sisters 2

Spoiler:

Dominions come in, but on the wrong side of the table. I was hoping they would have came in on the side with Objective #2 instead. Oh well, that's going to be 1 very dead tomb blade.


My last drop pod comes in as well. I drop it directly onto the Relic.


Sisters disembark from the immobilized rhino. The other Sisters rhino move forwards.


My mini-star goes after the tomb blade.

Loth casts Invisibility but takes 1W from Perils in the process.


I decide not to use the faith power to ignore cover (wanted to save it for later). I then cause 3W to his tomb blade. Again, he makes all 3 saves!


Snapshooting sisters do 1W to a bargelord.

Tactical marines that just came in fire at the AB on top of the impassable terrain. 3 melta shots and I can't even hit the damn thing.


Knight moves and then runs towards the tactical squad in the middle.


I then multi-assault both the AB and the tomb blade.


Celestine and meltabomb sergeant manage to immobilize and take off 2HP's from the AB.


HOWEVER, I just can't kill his tomb blades despite 4 S5 AP2 attacks from Loth!!!

What an "idiotic" turn for my Sisters. "Idiotic" is the only term I could think of right now. I just needed to kill 1 unit for my Maelstrom objective. Shoot at an AB with 3 meltas and not a single hit. Shoot at the invincible tomb blade. He doesn't go down. Assault the AB. It lives. Assault the indestructible tome blade, he doesn't go down. WTF?!?


On the bright side, because his tomb blade lived, I then hit-&-run out of combat to get to Objective #2, thus taking it away from my opponent with my ObSec unit.

I deny my opponent his only Maelstrom objective (tomb blade on Objective #2). Instead, I get 1 Maelstrom objective for taking Objective #2.

Maelstrom VP's - Necrons: 1, Sisters: 3




Necrons 3

Spoiler:
Maelstrom Objectives:

Necrons:

1. Hold Objective 1.
4. Destroy an enemy unit.

Sisters:

1. Hold Objective 1.
2. Hold Objective 2.



Overview of the top of Turn 3.


This turn, SabrX decides to go for it. He moves his bargelords very aggressively, sweeping a number of units in the process.


All of his flyers go after my Knight.


2 units of warriors with haywire-teks disembark for some more offense against my knight.


Tomb blades get out of the way and turbo-boost away from my units.


Sweep attack explodes my drop pod on the Relic.


Immobilized AB still manages to shoot down both flamers in my assault squad.


Sabrx only needs 2 units of Necron warriors to shoot down my knight, as I fail to make a single save against their shooting. Just the front unit alone did 4-HP's of damage!


The blast from the Knight scatters onto the warriors and kill 2, including the cryptek. They then fall back.

Night scythes then shoot at my tactical marines, killing 5.


We then go to assault. 2 bargelords charge my unit of tactical marines. The 3rd bargelord manages to make an 8" charge against my sisters who he can barely see.


They kill off 3 marines....


....and 4 sisters. The last sister fails Morale and falls back.


Marines stick in combat with his Warlord. The other bargelord, because he cannot pile into the combat, breaks free from the combat and just consolidates.

Wow! What a devastatingly good turn for the Necrons! They take out 1 drop pod, my Knight Castigator, half of my assault squad, basically 1 sister squad and reduce my 10-man tactical unit to just 2 marines.

And just like that, the hope I felt in the first 2 turns of the game vanished just as quickly a snowman underneath a 100-degree sun.




Sisters 3

Spoiler:

My Warlord and her unit comes in. Lone sister continue to fall back, though she does passes her Faith test for Prefered Enemy.


Sisters continue to advance towards the center.


Because I need Objective #2, Loth splits off from the unit and heads towards Objective #2.

He later casts Invisibility on the tactical squad with Celestine.


My assault squad sergeant prepares for assault.


Finally, I take down 1 tomb blade after firing the sister, my Warlord's unit and the rhino's stormbolter at it.


Celestine's unit cannot reach the middle and so they just assault and wreck the AB.


Finally, I have a stroke of good luck. Mindshackle goes off...but it goes off against the middle guy (just a regular joe). He attacks his unit but fails to kill anyone. The bargelord then attacks and only manage to kill 1 guy, the regular joe. My sergeants then attack with 2 meltabombs and manage to kill the vehicle.

His Warlord then fails to get back up, netting me Slay the Warlord.

Well, that made the pain of Turn 3 slightly more bearable. But still, there's 2 more bargelords and I don't really have the means to deal with them effectively.

Necrons got 1-VP this turn for killing a unit. They also get a bonus +2-VP's for killing my Lord of War (this applies to the Maelstrom VP's). Sisters get 2-VP's for taking both Objective #1 (my Warlord in the rhino) and #2 (Loth).

I might not be able to take the Relic now, but I think I can still win the Secondary.

Maelstrom VP's - Necrons: 4, Sisters: 5




Necrons 4

Spoiler:
Maelstrom Objectives:

Necrons:

2. Hold Objective 2.
5. Have a scoring unit at least partially within the enemy deployment zone.

Sisters:

3. Destroy an enemy unit.
5. Have a scoring unit at least partially within the enemy deployment zone.



Flyers go after my sisters. Bargelord goes after the 2 single-man marine units.


1 night scythe and the bargelord goes after my Warlord.


Sweep attack kills off 1 marine.


Night scythe shoots down 2 sisters.


AB on top of the BLOS terrain shoots down 2 marines from the Invisible unit, including the veteran sergeant in the unit after a failed LOS attempt. Bah! My mistake for putting him closest to the AB.


Night scythe wrecks the rhino.


Warriors take off 2HP's from my dominion rhino.


Finally, his bargelord assaults....


....and takes out my assault marine sergeant.

My guys are starting to drop like flies now.




Sisters 4

Spoiler:

Run, run, run away!


Sisters continue to advance towards the Relic.

Celestine's unit re-unites with Loth, who once again casts Invisibility on the unit. They then run towards the central bargelord.


Dominions disembark and prepare to deal with the warriors. They shoot but only manage to kill 1.


My Warlord's unit runs a mighty 6" to get as far away from the bargelord as possible.

Basically, I don't do very much this turn, but I am trying to make my ways towards the Relic.

We both get 1-VP this turn for having 1 unit in the other's deployment zone. I have Loth's unit and a drop pod in SabrX's deployment and SabrX has his bargelord in mine.

Maelstrom VP's - Necrons: 5, Sisters: 6

Currently, I still have a shot to win the Secondary, though my chances of taking the Primary is rather slim. In any case, it still can go either ways at this point.




Necrons 5

Spoiler:
Maelstrom Objectives:

Necrons:

2. Hold Objective 2.
3. Destroy an enemy unit.

Sisters:

2. Hold Objective 2.
3. Destroy an enemy unit.



SabrX turbo-boosts both of his tomb blades to double-claim Objective #2.


Flyers go after my Warlord.


Warriors disembark from a night scythe to claim the Relic. Bargelord prepares to deal with the Sisters.


The other bargelord goes after my Warlord as well. Night scythes shoot down 3 sisters.

If the bargelord fails his probably 7" charge, then there's a great chance that I will win the game, even if I don't get the Relic.


Warriors (2 units of them) shoot down my unit of 5 sisters. NO!


The the AB on top of the impassable terrain shoots down my unit of 3 sisters. NOOOOO!!!


F*ck! Bargelord doesn't even need to assault. Instead, my Warlord fails Morale and runs off the table, thus giving Necrons Slay the Warlord as well!

With that, I've only got 1 more unit remaining (not counting the immobilized rhino and 2 drop pods) - my tactical marines with Loth and Celestine.




Sisters 5

Spoiler:
Despite nearly getting tabled, I still have a shot. As a matter of fact, I still have a good chance to pull off the victory if the game ends this turn.


Loth and friends go after the tomb blade and Objective #2.


In a move that catches my opponent off-guard, I split Celestine off from the unit to go after the Relic. Tim's eyes open wide in horror as he sees what I am about to do.


Rhino tank shocks some warriors but they pass Morale.

Dominions then shoot at the unit of warriors but still cannot take them out.


Celestine then fires her heavy flamer, hitting all 6 warriors. Needing 3's to wound and with no saves, she only kills 1.

That's ok....I've still got the Assault phase to wipe them out.


Loth's unit makes the charge.


As does Celestine. With 6 S5 AP3 attacks on the charge, she should wipe them out (or at least be able to sweep them), right?


This time, Loth kills the tomb blade and the ObSec tactical marines take possession of Objective #2.


NOOOOOO!!! Celestine only kills 2 and the warriors then pass Morale.

Necrons remain in control of the Relic with the ObSec warriors.

Necrons get 1-VP for killing a unit this turn. Sisters get 2-VP's, one for killing an enemy unit (tomb blade) and one for Objective #2.

Maelstrom VP's - Necrons: 6, Sisters: 8


I then roll to see whether the game continues. The result is a . Game over.


-----------------------------------------------------------------------------------


So Sisters take the Secondary 8-6 for 3-pts.

Necrons take the Relic/Primary for 4-pts.

Necrons also have Warlord and Linebreaker (bargelord) for +2-pts.

Sisters take all 3 bonus points - First Blood (annihilation barge), Warlord and Linebreaker (drop pod, Loth's unit) for +3-pts.

Result is a draw at 6-6.




DRAW!!!





-----------------------------------------------------------------------------------


POST-GAME ANALYSIS:

Spoiler:
I am really regretting my decision. If only I had made Celestine my Warlord.... If ONLY! LOL!!!

Well, my theory didn't go so well. My theory was this. Have enough ObSec scoring units on the ground and you can potentially win just by outlasting your opponent. However, my Necrons are just so efficient at killing MSU units that they breezed through most of the Sister units with ease. Of course, it didn't help that, while my dice were hot initially, they turned cold as the game progressed. After Turn 2, I finally started failing my saves as well as my FNP's.

I made a huge mistake in deployment and that was to deploy my Knight Castigator all the ways towards the flank. Instead, I should have kept him more central to the action. My intent was to cast Invisibility on him but I never had the chance as he was too far away. Once I started moving him closer (on Turn 3), then he got taken out. He really didn't do anything in this game other than to look cool. I guess that's worth something.

I was really impressed with my little mini-deathstar. It's almost like the seer council, but slower, weaker and much, much cheaper. The unit of tactical marines, Loth and Celestine was Invisible for most of the game. It had 5+ FNP and potentially a 2+ cover in ruins. Finally, you couldn't lock it in combat due to Celestine's Hit-&-Run ability. Likewise, I am really liking Celestine. She is my own Necron Overlord-lite with her ability to get back up. She could have potentially won me the game if only my dice hadn't failed like crazy on Turn 5. My only regret was in not making her my Warlord. Sigh....

As for the Necrons, Tim played my Necrons well enough. His play isn't quite as refined or nuanced as a more experienced Necron player, but he got the basics of the army (with some counsel by me). Then again, you can't really expect someone to master an army just like that. It takes practice and a lot of games to really know how to play an army well. As a rookie, Tim did very well with them. In an case, it turned out to be a great and very exciting game and I had a lot of fun with Tim's Sisters. Perhaps next time, I just may try his pure Sisters with no allies (well, except for maybe an Imperial Knight). Until then, thanks for reading.




This message was edited 19 times. Last update was at 2014/12/26 17:25:36



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Made in nz
Regular Dakkanaut






I can't really see the sisters having any chance at all unfortunately. There isn't really anything in the sisters force that can counter the bargelords except the knight in CC. The tesla destructors will rip through the rhinos and remove the sisters mobility. Loth with guarunteed invisibility (I assume it would be taken) can still only protect one unit a turn, which the Necrons can ignore. The DP alpha strike will at best kill 2 ABs and there is little antiair for the 3 flyers. I suspect the knight will be the biggest thorn in the Necrons side (especially if invisible, nulifying Haywireteks) but sweep attacks from the bargelord will still do the trick.
I can't see the sisters having much of a shot in this one.

BTW that is an awesome looking knight
   
Made in us
Furious Fire Dragon





Loth gets Invisibility automatically? An invisible Imperial Knight standing on the Relic could be an effective denial mechanic. The Necron list doesn't seem to be strong from the point of actually taking and holding the relic; I imagine they will focus on secondary and tertiary objectives with an eye toward tabling.

I don't think it's an auto win for the Necron, but a single Imperial Knight (Castigator or not) is something any tournament-strength list can deal with.
   
Made in us
Fixture of Dakka





San Jose, CA

 unfassbarnathan wrote:
I can't really see the sisters having any chance at all unfortunately. There isn't really anything in the sisters force that can counter the bargelords except the knight in CC. The tesla destructors will rip through the rhinos and remove the sisters mobility. Loth with guarunteed invisibility (I assume it would be taken) can still only protect one unit a turn, which the Necrons can ignore. The DP alpha strike will at best kill 2 ABs and there is little antiair for the 3 flyers. I suspect the knight will be the biggest thorn in the Necrons side (especially if invisible, nulifying Haywireteks) but sweep attacks from the bargelord will still do the trick.
I can't see the sisters having much of a shot in this one.

BTW that is an awesome looking knight

Thanks. Yeah, it's going to be an uphill battle for Sisters, though they've got a few combos of their own, like FNP on all the Marine units and a potentially Invisible Imperial Knight. But even still, they've got their work cut out for them.

BTW, we were playing with the new updated BAO rules, which meant that we were playing with the nerf to Invisibility.




Automatically Appended Next Post:
DCannon4Life wrote:
Loth gets Invisibility automatically? An invisible Imperial Knight standing on the Relic could be an effective denial mechanic. The Necron list doesn't seem to be strong from the point of actually taking and holding the relic; I imagine they will focus on secondary and tertiary objectives with an eye toward tabling.

I don't think it's an auto win for the Necron, but a single Imperial Knight (Castigator or not) is something any tournament-strength list can deal with.

Yeah, that is one of the strengths of the Sisters army which I was going to mention in my Pre-game Analysis. Have fun trying to take the Relic from an Invisible Knight. Of course, this is assuming that a non-Invisible Loth (and his unit) can stay alive until the end to cast Invisibility on the knight.

BTW, the crons easily have the tools to take out a non-Invisible Imperial Knight. Even an Invisible one would be hard pressed to survive against 3 sweep attacks from the bargelords.

This message was edited 2 times. Last update was at 2014/12/21 23:19:41



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Eye of Terror

Necrons FTW .

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Badass "Sister Sin"






Camas, WA

I'll be interested to see how this works out. Sisters with one dominion and no exorcists is pretty weak though.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in us
Fixture of Dakka





San Jose, CA

 pretre wrote:
I'll be interested to see how this works out. Sisters with one dominion and no exorcists is pretty weak though.

Not necessarily. I actually helped to design this list. It trades off some firepower/offense for more resiliency/defense. However, it's also got some nice synergies and combos that can potentially shine in this matchup. I will go over them more in detail in my Pre-game Analysis.

This message was edited 1 time. Last update was at 2014/12/22 00:56:37



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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Badass "Sister Sin"






Camas, WA

I guess we will see. More bss seems a waste though, even with ob sec.

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
 
   
Made in us
Fixture of Dakka





San Jose, CA

 pretre wrote:
I guess we will see. More bss seems a waste though, even with ob sec.

That is precisely the point of this list. It's an ObSec-spam list. BSS might not seem like much, but hopefully, they can survive on an objective. That's all it takes to potentially win the game, just a couple of lowly sisters surviving on an objective.

Or at least that is the theory behind it. Haha...we'll see if it actually works.



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San Jose, CA

PRE-GAME ANALYSIS:

Necrons, I will only go into briefly. We all already know how strong the Necrons are. They are highly mobile, arguably one of the fastest armies currently along with Eldar. They have excellent shooting and very good assault/counter-assault elements as well. They are super tough and ultra-resilient. Lastly, they match up very well against MSU builds due to their speed and firepower. They may have problems against multiple Imperial Knights but 1 single knight should not be too much of a problem for them to handle. Finally, Sisters do not have anything that can handle the Necron flyers. Basically, they will have control of the skies in this matchup.

Sisters, on the other hand, will have their work cut out for them. SabrX's sisters have traditionally fared poorly against my Necrons. Thus, I helped to design a list that is not your typical Sisters list. As a matter of fact, it's probably as much a Space Marines army as it is a Sisters of Battle army. The emphasis on the list is more on resiliency of ground units and massed Objective Secured (ObSec) units rather than what Sisters are normally know for - massed firepower. It also shifts pure firepower to more of an army that uses defensive combos in order to make them even more resilient. So what makes this army tougher than the average bear?

1. 50 MEQ bodies, of which half of them, the Space Marine half, has FNP. Also, 8 transports, of which 6 of them are ObSec.

2. 14 potential ObSec units. 21 maximum scoring units (and kill points).

3. Invisibility, while nerfed due to the BAO rules, is still very useful, especially when cast on the Imperial Knight on the Relic. Or I can cast it on an ObSec unit of Marines on the Relic and now, the Relic can only be contested by other ObSec units.

4. Shrouding. This may play a part in the game, especially if you have marines in ruins or transports obscured/popping smoke near Loth. It helps to make the army that much harder to kill.

So other than resiliency, the Sisters do have some tools that they could use. They still pack enough meltas to drop the annihilation barges. They have an Imperial Knight to help deal with the annoying bargelords. Finally, they've got 2nd turn for a chance to grab/contest the Relic (and the Maelstrom objectives) at the end of the game/turns.



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Fort Campbell

I'm confused, you describe the sisters deployment as if you are playing them. Is this another you v you fight, or are you cowriting with Sabre?

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Eye of Terror

They swapped armies .

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Fort Campbell

 Dozer Blades wrote:
They swapped armies .


I read through his post twice looking for something like that, and still missed it. Figures.

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San Jose, CA

 djones520 wrote:
I'm confused, you describe the sisters deployment as if you are playing them. Is this another you v you fight, or are you cowriting with Sabre?

 Dozer Blades wrote:
They swapped armies .

Correct. I mention about a "twist" in the Intro and then I go on to reveal this "twist" in the DEPLOYMENT phase.



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Eye of Terror

I think it's pretty cool !

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San Jose, CA



Turn 2 up.




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Camas, WA

Looking good for the sisters!

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San Jose, CA

Where there's a will, there's a way.

But don't count out the Necrons. They've taken a much, much worse beating then that and still have won so many games for me.

No, this game is far from over.


BTW, sorry, but I won't be able to update this report until maybe late tonight or tomorrow morning.


This message was edited 1 time. Last update was at 2014/12/24 19:15:45



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Camas, WA

I always cheer on the sisters because I've had them pull out a lot harder fights than that. (Although Necrons have always been a hard fight...)

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Haemonculi Flesh Apprentice






I love those tomb blades!

   
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Eye of Terror

That Tomb Blade is unreal !


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Ireland

Come on SISTERS

"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

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Yikes. What business did the ABs have advancing all the way up to 20" just to take pot-shots at the Knight? Seems like a pretty blatant misplay.

Note for the following: There's virtually no chance one or two Hull Points off an AB are going to decide anything about this game; I instead advise everyone to treat this as a PSA for re-reading your assault rules to keep your opponents honest.

I really hope that AB/Tomb Blade multi-assault was handled correctly. As someone who frequently acts as a tournament judge (and primarily plays an assault army), misplayed multi-assaults are a huge pet peeve for me. Everybody likes to just put models wherever is most convenient for them to create nonsensical bridges between combats (and for their part, their opponents tend to let them, because nobody bothers knowing the assault move rules in such a shooty edition).

From this position:

Spoiler:


...the only way a legal multi-assault could have happened is if the Tomb Blade was declared as the primary and a rather exact number (likely only 1-2" of variance) was rolled, allowing that fourth model to go so far to act as the bridge, yet allow so many others to not actually reach the Tomb Blade.

From what I can tell, it seems rather convenient that the Meltabomb Sergeant (presumably the beaky Marine with the icon on his backpack) was found to be unable to reach base contact with the Tomb Blade, despite being so close prior to the charge--yet the "bridge" model (the blue armor/yellow helmet axe-Marine) managed to come all the way from the very back to end up in his final position. I hereby declare shenanigans and place this game under review pending appeal from the comissioner of 40k.
   
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San Jose, CA

DJ3 wrote:
Yikes. What business did the ABs have advancing all the way up to 20" just to take pot-shots at the Knight? Seems like a pretty blatant misplay.

Note for the following: There's virtually no chance one or two Hull Points off an AB are going to decide anything about this game; I instead advise everyone to treat this as a PSA for re-reading your assault rules to keep your opponents honest.

I really hope that AB/Tomb Blade multi-assault was handled correctly. As someone who frequently acts as a tournament judge (and primarily plays an assault army), misplayed multi-assaults are a huge pet peeve for me. Everybody likes to just put models wherever is most convenient for them to create nonsensical bridges between combats (and for their part, their opponents tend to let them, because nobody bothers knowing the assault move rules in such a shooty edition).

Spoiler:
From this position:



...the only way a legal multi-assault could have happened is if the Tomb Blade was declared as the primary and a rather exact number (likely only 1-2" of variance) was rolled, allowing that fourth model to go so far to act as the bridge, yet allow so many others to not actually reach the Tomb Blade.

From what I can tell, it seems rather convenient that the Meltabomb Sergeant (presumably the beaky Marine with the icon on his backpack) was found to be unable to reach base contact with the Tomb Blade, despite being so close prior to the charge--yet the "bridge" model (the blue armor/yellow helmet axe-Marine) managed to come all the way from the very back to end up in his final position. I hereby declare shenanigans and place this game under review pending appeal from the comissioner of 40k.

The charge was handled correctly. This is how it was done:

1. I moved Loth, the closest guy, first and into the tomb blade (my Primary target). After the first guy (the closest guy), you can move the models in any order that you want so long as they remain in coherency.

2. I then move the meltagun (3rd guy).

3. I then move the 5th guy (the multi-melta). Now the 3 guys in base will prevent the further guys from reaching base contact with the tomb blade.

4. I then move the last guy (or I could have moved the next-to-last guy). He cannot reach base so will remain in 2" coherency with the guys in base. He is also the guy who forms the "bridge" between the multi-assaults.

5. I then assault the rest of the guys into the AB, as you have to base a model that hasn't been based yet if you can reach it.

Voila! No shenanigans. All perfectly legal.

This message was edited 2 times. Last update was at 2014/12/25 08:10:01



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Oh, there's no question the assault itself was possible (again, assuming Tomb Blade as primary target and a rather specific assault distance roll)--the angle of the photo just makes the distances seem a bit warped due to perspective.

It's also important to remember that this was only possible because you didn't fire that unit's Meltaguns at the Annihilation Barge, which would have locked you into the Barge as primary target and made the whole thing effectively impossible to pull off.

Now people are learning assault rules and tactics! It's a Christmas miracle!
   
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Bay Area

Oh, looks like Jy2 started writing the btrp. Looks good so far.

It's always a tough match up for Sisters against Necrons. Jy2 and I noticed the meta is moving more in favor of drop pod lists, so pairing drop pods with Sisters and an Imperial Knight makes a very interesting list composition.

I look forward to reading the rest of the battle report.

Great work so far, Jim!

   
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San Jose, CA



Turn 4 up.


 SabrX wrote:
Oh, looks like Jy2 started writing the btrp. Looks good so far.

It's always a tough match up for Sisters against Necrons. Jy2 and I noticed the meta is moving more in favor of drop pod lists, so pairing drop pods with Sisters and an Imperial Knight makes a very interesting list composition.

I look forward to reading the rest of the battle report.

Great work so far, Jim!

Thanks for the game, SabrX.

Now I know what it feels like to get a taste of my own medicine. LOL!

Yeah, Necrons are tough as nuts to crack, but so far, I think I am holding my own. At least this game is going better than the other times when you ran my Necrons against me (with the exception of the game against my centstar).

I decided to try something different from the normal Sisters build just for the sake of experimentation, but yeah, drop pod marines are really good still.

Hope to see you getting back into the competitive side of gaming in the near future.


DJ3 wrote:
Oh, there's no question the assault itself was possible (again, assuming Tomb Blade as primary target and a rather specific assault distance roll)--the angle of the photo just makes the distances seem a bit warped due to perspective.

It's also important to remember that this was only possible because you didn't fire that unit's Meltaguns at the Annihilation Barge, which would have locked you into the Barge as primary target and made the whole thing effectively impossible to pull off.

Now people are learning assault rules and tactics! It's a Christmas miracle!

Yeah, I really wanted to fire my melta, but doing so would most likely have messed up my charge and so I decided against it.


This message was edited 2 times. Last update was at 2014/12/25 20:28:44



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San Jose, CA



Battle report completed.




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Camas, WA

Always make Celestine your warlord. It is just good sense. I still feel, after this report, that a sisters list should be made for killing
not just 'not dying and taking objectives'.

Great report though and way to pull out a draw.

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San Jose, CA

 pretre wrote:
Always make Celestine your warlord. It is just good sense. I still feel, after this report, that a sisters list should be made for killing
not just 'not dying and taking objectives'.

Great report though and way to pull out a draw.

Thanks.

I was just trying out different things. I've played against SabrX's MSU sister-rush army so many times that I've gotten to the point where I know how it usually ends against my armies. In this battle, I just wanted to try out something a little different, something that we've never really done before.

As for Celestine, I planned to get her into a lot of action and I know her chances of dying is really high (I usually kill her in my games against SabrX). That's why I was trying out making someone else the Warlord. But you're right, I should have just stuck to "standard procedures" here in this case.


This message was edited 1 time. Last update was at 2014/12/26 18:44:24



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