Sword-Bearing Inquisitorial Crusader
Northern Virginia
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alright so this is my first battle rep over here at Dakka here it goes! I managed to grab a game vs nids this saturday at 1500 points at my flgs. Sorry no pics this time, but I'll do by best to describe the battlefield. I may be a little off in the lists as I'm at work and don't have access to mine or my notes on his.
My list
SOB
HQ
Cannoness
Jump pack, bosl, eviscerator, cloak of st asphia
Fast attack:
5 Seraphim 2 flamers + vet
Troops
10 Sisters + vet + bosl + combi flamer + flamer and heavy flamer (Alpha)
rhino + smoke
10 Sisters + vet + combi flamer + Melta and heavy flamer (Belta)
rhino + smoke
10 Sisters + vet + combi flamer + flamer + bosl and heavy flamer (Delta)
rhino + smoke
10 Sisters + vet + combi flamer + melta and heavy flamer (Gamma)
rhino + smoke
Heavy:
Excorsist Tank (Sword of the faithful)
Excorsist Tank (Emperor's Tears)
Excorsist Tank (Requiem)
Nids:
HQ:
Hive Tyrant
Heavy Venom Cannon, leach essence, old adversary, hive commander
3 tyrant guard
Elite
3 Zoanthropes
Fast attack
5 Raveners (not sure on the equipment)
Troops
10 Termagaunts with devourers
30 Hormaguants with adrenal glands/scything talons
5 Warrriors with sycthing talons/deathspitters
Heavy:
Trygon prime
Battle type: Capture and Control 4 objectives
Deployment: Pitched battle
Battlefield:
I let the tyranid player set up the terrain as I was building my army.
The battlefield was set up with a hill on the bottom left counting is difficult terrain but not area that is tall enough to block a rhino's LOS a house in the bottom center and some ruins on the bottom right. In the direct middle was a large los blocking hill with a house on top, and a set of scaffolding in the middle right. On the upper left was a large archway with three sets of columns the top middle had some hills and the top right had a large area of LOS blocking impassible cliff.
Objective placement:
One obective was place in the bottom right ruin, one on top of the large hill in the center, one under the scaffolding and one on the hill in the north middle.
The tyranid player one the roll and chose to delpoy first. He took the top side of the field, while I took the bottom.
His deployment: He placed the Tyranid warriors on the upper left behind the archway about 12" from the table edge, the tyrant with the venom cannon about 6" from edge in the middle. In fron of him were the termagaunts within contesting range of the north objective, and he deployed the zoanthropes 6" from end right next to the impassible terrain, he chose to deep strike the tyrgon prime, raveners and outflanking the huge unit of hormaguants.
My deployment:
I deploy my first excorsist (sword of the faithful) on the bottom left behind the large hill, in the area between that hill and the large center hill, I deploy sister squads alpha and beta right on the 12" line. Between the large middle hill and the ruins on the right I deploy squads delta and gamma also on the 12" line. Emperor's tears I place in the middle behind rhinos delta and gamma, requiem is in the ruins with the cannones and attached seraphim behind.
Thoughts: I chose this agressive deployment because my opponent did not have very much long range fire power deployed to stop my rhinos I split the sister's into two groups to ensure that the book in the flamer sqauds benefited the melta squads. Squads alpha and beta were going to head forward and left towards the hill in order to claim that objective. Squads delta and gamma were going to split apart, with delta moving forward to the right to claim scaffold ojective and for gamma to hold on to mine. Each of the excorcists were either out of range of fire or would be obscured and had perfect lines of site to the hive tyant. Cannoness and seraphim were going to move in to take out the zoanthropes
I fail to sieze rolling a resounding 4!
Tyranid turn 1:
The entirety of the tyranid army moves forward, with the warriors moving through the archway, the termaguants holding stead on the north most objective, the tyrant moving right behind them and the zoanthropes moving up some. The shooting phase was light as well, the zoanthropes decided to hoof it forward 3 inchs since they were clearly out of range of the bottom right excorcist. The warriors moved forward another inch and the heavy tyrant took a shot at emperor's tears with the heavy venom cannon. Surprizingly he hit with both shots, and scored one glance I roll my save and fail. With a roll of 6 he strips the missile rack from emperor's tears (the -1 to damage pen roll on closed topped vehicles actually helped him here) rendering it nothing more than a mobile wall for the rest of the battle. with no combat it goes to my turn 1.
Sisters turn 1:
So I have one ecorcist already out of commission not a good start but could have been much worse. I move sword of the faithful up 6" so that its turret is above the bottom left hill with perfect line of site to the tyrant. Requiem stays in place since its shot is still good even after movement. The cannoness and crew jump 12" up the right side of the board and dont' fail any dangerous terrain checks as the take off. Alpha sqaud moves up the full 12" near the giant center hill on the left about 6" away from the center objective and pops smoke. Squad Beta moves about 7" up behind Alpha. I could have moved more but would have blocked Los to the tyrant. Squad delta moves all the way up to around the center hill to the right 12". gamma moves onto the objective and holds.
My shooting phase starts off with my cannoness and seraphim running 1 more inch forward. I shoot a storm bolter from both delta rhino and gamma rhino at the termagaunts and kill 3 of the pesky things. Sword of the faithful rolls for its missiles and comes up with a 4. 4 shots go off 4 hits and 4 wounds. 1 tyrant guard down and another with a wound on it and 1 on the tyrant itself. Requiem also rolls a 4 for missiles and hits 3 times but only inflicts 2 wounds, netting me a 2nd tyrant guard and wounding the last one. With my shooting phase over I move on to turn 2.
Tyranid turn 2.
He rolls for reserves, in comes the raveners which deep strike perfects on to the top of the center hill ready to pounce on squad alpha and the hormagaunts, luckily trygon prime is taking a nap and doesn't come in. The player rolls a 6 for outflank and chooses to deploy the huge squad on my right right in charge range of my cannoness. (This is where my agressive deployment failed me oh well) He moves the tyrant to out of LOS of sword of the faithful and moves up the warriors some more, he ends his phase by moving up the zoanthropes ever closer to cannoness. Shooting phase: His left most tyranid warriors unleash deathspiter fury against alpha squads' rhino and manages to immobilize it. The hive tyant tanks a shot at delta's rhino but fails to see through the cloud of smoke protecting the sister's within. The zoanthropes now in range of the cannoness attempt to fry the sqaud, he fails 1 of the pyschic tests, and hits the squad wih one of the remaining two shots, however, my sister's faith was strong as the shield of the faithful protected them from the horrors of the warp. The hormagaunts ran 6 inchs to ensure as many attacks on the poor cannoness and seraphim as possible. Assault phase, warriros attempt to assault alpha's rhino, but just fall short. The hormagaunts all charge into cannoness and seraphim. The can all attack and with adrenial glants they are striking at I 6. I'm not sure how I can manage to surive this one so I gamble on an act of the faith, the passion. I somehow manage to get it off in the beginign of combat boosting my 5 seraphim I value by +2 to a total of 6. They will strike at the same time as the hormagaunts, so I have a chance. My opponent decides to throw all of his attacks into the squad and avoids the cannoness. He rolls 90 attacks manages to hit with 52 of them and wound with 27. Now comes time for wound allocation I have a sqaud of 5 sister's 2 regular 2 flamer and 1 vet. I through 5 attacks on each with the extras on the normal sisters. After a whole bunch of rolling only the vet sister manages to survive, as the rest of the sqaud fall to a ton of attacks. luckily I did get my counter attacks, and I ended up killing 3 of the gaunts with the combined attakcs from the sqaud after saves. Now its my cannonness turn with her vicious evicerator. The cannoness manages to hit will all three attacks and also to wound resulting in 3 more deaths. On this was a shock as I ended up winning combat since overkill wounds don't carry over with 6 dead to 4 dead. My opponent has to make a LD test on a 2 since the hormaguants are 14" away from the zoans and synapse. He fails his check and they run, I attempt to sweeping advance and roll a 6! he rolls a 4 and I end up wiping out the entire unit with a couple of miraculous rolls. His turn is over my turn 2.
Sisters turn 2:
Having taken a huge chunk of his army out last turn I was feelign good. Alpha squad disembarks rolsl a 6 for difficult terrain and goes head to head with the ravaners. Gamma squad moves off obective and speeds 12" forward and right to the scaffold obective while beta moves back into my deployment zone to sit on the objective next turn, delta squad moves up and jumps out of the rhino to engage the termagaunts. Sword of the faithful moves out from the benhid the mountain to once again get a nice view of the hive tyrant. My cannoness and seraphim vet move forward 12" to engage the zoans (note I completly forgot to detach the cannoness from the seraphim squad which was annoying in hindsight) Shooting: Alpha sister squads unleashs hell on the raveners with 2 flamers and heavy flamer and divinely guided bolters. The entire ravener squad is vaporised. Delta fires at the termaguants killing another 3. The combined exocricst fire from both tanks ends the remaining tyrant gaurd and the tyrant's existence. Assault, cannoness and seraphim assault the zoanthropes and nothing happens combat is stalled.
Tyranids turn 3:
Trygon prime comes in right on my obective in my deployment zone. The warriors move up some more very close to alpha sqaud, and the termagaunts still in synapse to warriors prepare to engage delta squad. Shooting, not much to shoot at the warriors end up killing 4 of the sister's in alpha squad who manage to pass their leadership test. Termagaunts account for 3 sistesr slain in delta sqaud who also makes leadership check. Trygon prime for tries to kill the rhino holding beta squad for some reason and only immobilizes it. close combat: Warriors attempt to charge the sisters in alpha squad but fall shor since they only managed to roll a 2 for DT and that was no longer enough since casualties were inflicted. Termagaunts charge delta sqaud and are killed by combination of fists of the emperor and fearless wounds, sistesr consolidate onto northern objective. Zoanthrope combat sees my vet die with nothing in return. This guy cannont fail 3++ saves against the eviscorator.
Sisters turn 3:
Game is wrappnig up at this point he only has 3 units left on the baord. Beta sqaud diembarks and encircles trygon, alpha gets ready to flamer warriors and delta moves up to get into rapid fire range of warriors. Gamma moves up and sits on objective in scaffold. Shooting. Combined fire from the excorcists sees 5 wuonds on the trygon. Divinely guided beta squad opens up with holy wrath that was guided by the emperor on trygon as well as a snigle metla shot, melta fails to hit and the bolters and heavy flamer don't inflict a single wound. I turn all my remaining storm bolters on trygon hoping for a lucky wound I get 1 which he saves. Alpha and Delta open up on the warriors killing 3 of them. In close combat since my cannoness is now alone she finally enacts fist of the emperor and manages to fell one of the zoanthropes, opponent fails 1 fearless wound.
tyranid turn 4:
Warriors shoot alpha kill 1 more, tyranid prime shoots at sisters beta kill 3. Assault warriors assault alpha kill 1 more but take 3 wounds themselves leaving only 2 models left. Trygon assault sisters they get fist of the emp trygon kills 4 but the remaining three including the vet manage to wound him with a vicious shoryuken and the monster fails it save finally going down. Cannoness manages to kil another zoanthrope. My turn
sisters turn 4:
I table the tyranid player and manage to hold 3 of the 4 obectives
Afterthoughts:
First off the list I was facing was honest to god terrible, my opponent didn't know how to use his units and allowed me to take them out peicemeal. He also did not deploy agressively enough and spread out his units thereby cutting off any potential support he mave have been able to provide. He was scared to loose his models, it was very easy to see this.
The list I was playing is a pretty standard mech sister list, and it was clear that he had no idea how to play against them. At least he managed to take out one exorcist on turn 1.
I had a few lucky rolls that is true. Managing the very difficult passion and somehow killnig enough hormagaunts to make thme flee and then to catch them was amazingly lucky. Despite this I don't think I would have had a problem anyways as gamma squad didn't fire a single shot the entire game.
My opponent and I spoke about our game afterwords and I showed him where he should improv. It was his 3rd game with the new nids and he was not confident in his army. hopefully next time we play it will be a better game.
hope you enjoy the read Sisters 1 - 0!!
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