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[Quantum Flux] Battle Report Series #2: Sisters of Battle Vs Space Wolf Scouts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User





Hey! I just played two games of Quantum Flux over the weekend. It was a lot of fun, and I figured I'd post some pictures and a quick write up.

My team was the Sisters of Battle I use for Warhammer 40k.



To make them feel like they were wearing Power Armor, I gave them all Flak Armor (2 pts, discards first Damage/Critical Damage dealt to them a game)
In retrospect I should have given them all Lucky (Re-roll 1 Dice a round) to represent their miracles, but hey, first game lol.

All my models were medium sized, so they move 6" and have 3 health.

My Leader (Imagifier) got the Commanding Officer Leadship, which let her give the "Take Cover!" (+1 Defense), "Reposition!" (Move 3"), and "Get Yourself Together!" (Remove 1 Suppression) orders, which allow her to help out her team mates, as well as a standard Rifle (Attack 2).

My Stormbolter Girl (Bullet Tina) got a Machine Gun, which deals an extra +1 Suppression to everyone that you attack but cannot deal critical damage.

My Basic Bolter Sisters (Who I named Betsy and Annie) both got Rifles (Attack 2), and the Deadly Aim perk, which let me choose which critical effect was dealt each time they dealt a critical damage, instead of rolling.

And lastly, we had Julie with the flamer. She get's a Flamethrower (Attack 2, can't hit Medium or Long Range, and, oh yeah, gets +1 Attack Dice per Suppression on the enemy model), and Drop Troop. I was originally going to give her something else, but I thought it would be really cool to have her drop in and just roast someone.

My Army Trait was agile, though I didn't end up needing it. (Since I usually use this squad, except Julie, as Dominions, I figured that it would be fitting)

I went against the Euclidean Star Striders. I don't quite remember their upgrades, just that the basic troops had rifles, their second in command had a shotgun, and that their leader had dual pistols, which let her make two shots at Attack 1 at Short or Medium range. Since they weren't upgrade as much, they had 7 models to my 5.

Oh yeah. He also had a dog. Which was a Small model instead of a Medium sized model, so he moved real fast (8") but only had 2 health.


We were playing the Gather Supplies mission, where we each place three Supply Caches on the board, and try to Gather them. Each Supply Caches is worth 1 pt. You score it by taking a Gather Action while within base contact with it, which lets you pick it up, and either holding it until the end of the game or by moving it off the board.


Turn One:
I set up on the left side of the board, the Star Striders on the right.



I place Annie (Deadly Aim Rifle Woman) in the top of the lighthouse, giving her a really good shot on anyone near her. I initially forget to place my Flamethrower off the board and had her set up alongside my machine gunner by my Leader, so they could accompany her. I remember that I should have kept her off the board (Before I do anything major, but after I take the picture), and remove her. It's the second game we've played, and it's a new ability, so a mulligan was offered and taken lol



In my leader phase, I move up to the closet objective, and my machine gunner grabs it.

The Rogue Trader and some Star Striders move into position by the bridge, and fires a few warning shots at my leader, dealing no damage, but suppressing her.

Annie Oakley takes a shot at a Star Strider on the bridge, and pelts her real good, dealing a critical damage. Now I am faced with a tough decision: Double Damage, Bleeding Out (1 Damage a round) or Hobbled (-2" to Move Speed)? Double Damage won't be a kill, so I go with Bleeding Out. At the very least, that's a wasted turn on a Recover Action, and if it isn't, the Damage will quickly add up.

His Machine Gunner and another Star Strider trek it up onto the hill, and fires a salvo at my machine gunner dealing her a three suppression, and cause her to use her Flak Armor.

Turn Two:
I win initiative, and I roll a 4 for my Julie (My Flamethrower Sister) To drop in. She does so outside of short range of any of his models, behind the hill. My leader takes a shot at a Star Strider, and completely misses.

The Rogue Trader moves to a Supply Cache, and picks it up.

Annie takes a shot at the Rogue Trader, and hits, but the Rogue Trader blocks it.

The Star Strider Machine Gunner hits my Stormbolter Sister, dealing one damage and another two Suppression.

Julie, my flamethrower Sister, then moves up onto the hill and gets a real nice shot on one of the Star Striders (Close Range, Out Flanked, +2 Attack Dice), and burns him alive. Now he's dead, and I don't have to worry about them any more.


Betsy gathers a supply cache, and another star strider grabs a supply cache in the middle of the board. It's anyone's game at this point. The injured Star Strider takes a Recover Action, and removes her suppression and ends her bleeding out.


Round Three:
Star Striders win initiative, their leader fires a few shots at Betsy, up close and personal, hitting with the first attack, but not damaging (Still giving a suppression though), and then hitting and dealing one damage and one suppression with the second.

I forget that I can order my Machine Gunner to move (in this case turn), so instead I take a pot shot at a star strider, to add some suppression tokens to him.

The Star Strider with a machine gun hops off the hill, to get into the cave in the side where there was a supply token.



The fire fight on the bridge continues, with most of use taking light damage and a ton of suppression. The cover helps offset the danger of the short range.

Annie shoots and hits, but deals no damage. Oh well, a hit is still suppression!

Round 4:


Star Striders win initiative, and the Rogue Trader takes two more shots at Betsy, the close range getting her a +1 on her Attack of a 1. Betsy does not survive.

My leader moves up to flank, and takes a shot at a star strider on the bridge, (Close Range, Flanking +2), killing one of the star striders.


They move a few of the supply caches off the board, including one that the dog got, and continue to fire shots at my surviving models. The machine gun suppresses mine, again, and she can't turn AND shoot, so she takes the Recover action to ditch the massive pile of Suppression that she built up. Now I know why there are a few upgrades to help deal with getting Suppressed.

The Star Strider with the shotgun on the bridge turned and fired, and the Shotgun (Attack 2, +1 Extra at Close Range, -1 At long Range) ended up with Five Attack Dice (2+1 for shotgun, +1 for close, +1 for height) and absolutely turned my leader (who was already wounded) into chunky salsa.

Julie moves down, and hits one of the star striders who had a suppression on him from Annie, burning him alive, but not quite killing him.

Round 5:
I win initiative, but it doesn't matter as much since my leader is dead. The rogue trader moves to a safe spot so Annie can't hit her, and then one of the star striders moves off the board. My machine gunner turns and shoots the nearly dead star strider, heavily suppressing him. He fires back, but doesn't quite kill my machine gunner.

My flamethrower moves into a better position, and unloads, now dealing 6 Attack Dice (2 for base, 1 for close range, 1 for outflanking, and 2 for the suppresion on the model), and burns him alive.

The game pretty much ends there, with us counting our score -- he wins by 2, since I only manage to hold the one that my machine gunner, Bullet Tina, is on.

In retrospect, I definitely made a huge mistake leaving Annie in the tower, since she never got a close range bonus and rarely got a flanking bonus, she was only shooting at a 3, which most of her targets had either due to cover or to range, and at least once they had both, for 4 defense dice.

I also needed to make better use of my Commanding Officer ability, and all, but overall had a lot of fun with this game! I definitely recommend it. I am thinking about a lot of different lists I could run, and different miniatures I could use. I definitely want to try out a more elite build, I am thinking maybe a Grey Knight with some Guardsmen? Or maybe a grey knight and two sisters... that might be too elite!

This message was edited 1 time. Last update was at 2021/05/18 19:10:31


 
   
Made in us
Fresh-Faced New User




Awesome! Glad you enjoyed it.

What build are you considering for Grey Knights/Guardsmen?
   
Made in us
Fresh-Faced New User





So, I thought I was going to post the second game we played, and MrLaserFish would post the first. I guess we both posted the 2nd? Oh well.

Here's the first game: Sisters of Battle Vs The Space Wolves


To start all of my Sisters of Battle had flak armor, which lets you ignore the first damage/critical damage dealt to you a game. The one with just a rifle (Annie Oakley) had Deadly Aim, and my leader, Sera had a trait called 'Berserker' which lets you make a free charge move (and if that gets you into combat, a follow up attack) if you kill someone in melee, and a Hammer to represent her Power Maul. Hammers are great -- they let you roll 5 dice in melee and turn one of the Hits into a Crit, which means you are putting out some serious hurt. One of my sisters, Jenny, had a Chainsaw to represent her Chainsaw bayonet, which also is pretty brutal. A chainsaw is 8 pts vs a Hammers 5, but it is six dice, and all hits are turned into critical hits. It's usually a one hit kill, but not always. I had a Flamer Sister, Julie, who's flamthrower can only attack those within 8" of her, but gets +1 Attack Dice per suppression marker on her opponent. I also had a dog. He was Small (2 hits, move 8") with Fast (+1" movement). I named him Scott. He is a good boy.

I don't remember exactly what my opponent had equipped, just that as Space Marine Scout he was Large (Move 5" and Health of 4) and had Flak Armor, meaning he essentially had 5 hits to my 4, making him pretty durable. One of his models had a Chainsaw, one had a rifle, and the one with the drum magazine bolter had a machine gun. His chainsaw guy also had "Moment of Heroism" which once per game, lets him ditch up to three suppression. Which is pretty awesome.

Mission: Very Important Person... or in this case, Monkey

Our mission was simple enough, in the middle of the board, there is a Very Important Person (Monkey), who has information that you need. He can be taking control of if you are within 3" and Clear Line of Sight, and perform an action.

I set up on the rocky shore, and my opponent set up near the lighthouse.

I win initiative, meaning I take the first of the alternating activations.

My leader, Sera, and her nearby squaddies move out, hoping to take cover behind the smoke, while Annie climbs the hill to get a better shot.

The Space Wolves move up into position, and claim the VIP.

Jenny moves closer, and takes a pot shot at his leader, dealing no damage, but hitting and so suppressing him.

The Space Wolf in the lighthouse with the machine gun opens fire on Jenny, hitting her and busting her flak armor. So now she's got two suppression markers, but hey, she's close in and that's exactly where I want her to be.

His medic and a friend start moving up the left side of the board, taking cover behind the discarded tires.

My dog moves up, and claims the VIP, granting me control instead. I then move the VIP towards my line.


Turn 2


My leader moves up to take a close range shot at the guys trying to get all upclose and personal on me. I see he has a sword -- which I really don't want to hit me. That sword is 5 attack, and if he crits, he can choose which one it is. I manage to deal one wound and get him suppressed. The sister next to my leader activates with her, and takes another shot at the same guy, hits but manages to deal no damage due to him rolling well in cover, but still, that's another suppression.

The Space Wolves leaders go, and he shoots at my dog, hurting him and suppressing him. Poor dog.

The Space Wolves shoot at my leader, dealing suppression and some damage. This fire fight isn't going great for either of us...

Turn 3

He wins initiative, and uses that to reclaim the VIP.

My leader takes a few shots, but doesn't manage to do much.

His chainsaw guy activates, uses moment of heroism to ditch his suppression, and charges my leader, slicing her in two.

My flamethrower, Julie, roasts the Space Wolf that was behind the tires with the Chainsaw guy, burning him alive. She rolled 6 dice, and got three hits and two crits. He blocks just enough that I need to roll for critical results -- I get one bleeding out and one double damage, so he's dead.

His machine gunner takes a shot at my Chainsaw lady, keeping her suppressed, but a rifleman he's got moves up and tries to take a close range shot at her, to finish her off. He hits, but only deals one damage, and one suppression -- She charges! The chainsaw rips through his flesh like butter, and he is dead.

This has been a pretty deadly game, and I think it's mostly because we didn't quite have a hang of it yet.

Turn 4


His leader is still alive, mine isn't. So he goes first in the Leader Phase, and moves up for a good shot. He takes it, and deals some damage to Julie.

His machine gunner goes again, and again, shoots at my chainsaw lady. Too bad, she's doing fine! Just really really stressed out. At this point, she's got 5 suppression on her, and you discard one at the top of each round. She's been tanking a lot of shots. My machine gunner takes the "Recover" action to stop worrying about the bullets hitting all around her, and discard all of her Suppression.

He moves the VIP away from me and towards the tower. Chainsaw Lady takes her one action to follow. My dog rushes his leader, but deals no damage.

Turn 5

So turn 5 is last turn -- at this point, I only have my dog, a super stressed out Machine gunner and my faithful rifle-lady Annie Oakley.

His leader goes first (since mine is dead), and punches my dog to death. I am sad.

His machine gunner fires at mine, almost kills her, but more importantly stops her from being able to get to the VIP.

My machine gunner fires at one of the last space wolves, but doesn't kill. Oh well. I still have Annie Oakley. She double moves towards the VIP, but ends up being about half an inch away, looking at him through the fence line. Oh well. Space Wolves win (though, it was definitely a pyrrhic victory)



I had a lot of fun, and enjoyed the game, and the different units felt pretty different. Unlike kill team where sometimes my bolter and my flamer are effectively the same, this actually makes them feel pretty different.

As for the Grey Knight -- I am thinking he will be a Large Leader (6 health, 5") and will have Heavy Armor (1 Auto-Success on Defense), as well as a Hammer, and maybe a psychic power or a machine gun? I am not sure. Still thinking about that, and I think it depends on what I run him with too.

   
 
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