Sisters of Battle vs. Blood Angels
1500pts Recon Mission
(From a Tournament Competition)
Armylist Sisters of Battle
Headquarter
Canoness with plasma pistol and close combat weapon
Banner Bearer with plasma pistol and close combat weapon
Sister Famolous with plasma pistol and close combat weapon
Sister Dialogous with plasma pistol and close combat weapon
2 Celestians with meltagun
Sister Superior with bolt pistol and close combat weapon
Hospitaller with plasma pistol and close combat weapon
Imagifier with plasma pistol and close combat weapon
Preacher with bolt pistol and close combat weapon
Rhino with extra armour, smoke launcher, searchlight
hunterkiller missile and pintlemounted stormbolter
Troop 0 (tar ikke opp plass på FOC)
Imperial Guard command section with scanner, lascannon and 2
plasma guns
Chimera with extra armour, searchlight
hunterkiller missile, multilaser and heavy bolter
Troop 1
5 Battle Sisters with 2 flamers
Preacher with bolt pistol and close combat weapon
Troop 2
5 Battle Sisters with 2 flamers
Preacher with bolt pistol and close combat weapon
Troop 3
9 Battle Sisters with meltagun and flamer
Veteran Sister Superior with purity seals, bolt pistol and close
combat weapon
Preacher with bolt pistol and close combat weapon
Troop 4
9 Battle Sisters with meltagun and flamer
Veteran Sister Superior with purity seals, bolt pistol and close
combat weapon
Preacher with bolt pistol and close combat weapon
Troop 5
15 redemptionist with 2 autocannon
3 zealots with eviscerators
Redemptor priest
Troop 6
9 redemptionist with 2 autocannon
Redemptor priest
Fast Attack 1
5 Seraphim, 2 flamer, meltabombs
Fast Attack 2
5 Seraphim, 2 flamer, meltabombs
Fast Attack 3
5 Seraphim, 2 flamer, meltabombs
Blood Angels:
Chaplain with Death Company (8 total this time..)
Furioso Dreadnought
Scouts with Sniper Rifles
Attack Bike with multimelta
Land Speeder with multimelta
Predator Annihilator
Two squads in Rhinos
A squad of Veterans in a Rhino
The Terrain: In the Middle of the Board there was a Cemetary, 12
inches to the right of the cemetary was a ruined Building and 6 inches
in front of and 6 inches to the right was a Wood. There were additional
pieces of terrain too, but these were the pieces that mattered.
Rules: We decide that attacks in close combat that wounds on a
'6' with divine guidance will be immune to ignore injury.
Setup: I put my Imperial Guard squad in the wood, with a large
squad of Battle Sisters in Front. To the far left I place the small
Redemptionist squad and the rest are placed more or less in a line
in front, except the HQ and the Seraphim which are placed a little
back. The Cemetary makes it difficult for the left of my army to
support the right.
The Blood Angels puts the Furioso, the Veteran Squad, a Normal
Squad and the Attack Bike on my left and the rest on my right. The
Scouts infiltrate into the Building.
Turn 1:
I win the roll for first turn and choose to take the first turn.
I move a small squad forward and partly into the Cemetary on my
left. They are there to draw out assaulting squads and then die so
I can kill them when they sweep advance. I fire autocannons at a
Rhino and stuns it, it didn't have extra armour.
He moves forward with everything but the stunned transport, even
the scouts as they did not have LOS from where they had to start.
(No Blood Rage). His Veteran Rhino uses overcharged engines and gets
the Veterans into Assault on the small squad in the Cemetary and
kill everyone. Then he sweeps into the rest of my army - just as
planned.
Turn 2:
I move my HQ to get the Plasma Pistols in range and sends a squad
of Seraphim to mess with his Death Company and his Scouts. The plan
is to fire with Divine Guidance on the Death Company, assault the
scouts, use hit and run to get away and draw out the Death Company
so I can kill them when they do a sweeping advance. I set up a small
squad of Sisters 20" behind them, just to the right of the wood.
The Veteran squad is killed several times over, they are fired
upon by 6 plasma guns, several flamers with divine guidance and even
some laspistols. My Seraphim squad fails to kill any Death Company,
gets a casualty in close combat with the scouts and runs away. Not
quite as planned but almost as good. The scouts follow up 3" (he
rolled '1' and '2').
The Blood Angel player recognises the situation on the left for
the fire trap it is and moves the remaining rhino to get around the
Cemetary and join the rest of his forces. The other Rhino is in charge
range on the Sisters in the Wood and loads out and charges, the Death
Company charges the Seraphim, which makes their leadership test and
regroups, the scouts charge them too. The Predator kills one Battle
Sister. The fight in the forest is not decided this turn but the
Seraphim are wiped out - both squads assaulting them decide to sweep
toward the small squad behind it but fail to reach it. His attack
bike shoots at the small Redemptionist squad but they make a save,
being placed in a small wood.
Turn 3: My HQ moves into the Wood and charges the Tactical squad.
My Seraphim moves over it to exact fiery revenge on the Death Company
and scouts. My small squad moves around to avoid the Chaplain. I
kill 2 scouts and 5 of the Death Company with my firepower which
includes the Imperial Guard. The squad fighting in the forest falls
back but do not fall back far enough so it does not regroup. I charge
the Death Company with my small squad, but thanks to deftly maneuvering
I only get one (the preacher) in base contact. She is off course
killed but I am not outnumbered and makes the '8' morale test, catching
the Death Company in close combat.
The Blood Angels retreats the Scouts and they get to regroup. He
pits another squad into those who fought the first tactical squad
near the wood. The first squad retreats and regroup. He kills the
small sister squad and sweeps into my HQ.. His Land Speeder enters
the fray and shoots a Seraphim. His attack bike shoots at my Chimera
and destroys its multilaser. He charges the small Redemptionist.
Nothing happens.
Turn 4: I Rapid Fire the plasma pistols in my HQ at the Death
Company - bye-bye! The Imperial Guard squad shoots down the Land
Speeder and I win the combat in the wood and I advance after my enemy.
I use the Passion and Divine Guidance to knock out the bike but fails
to roll any '6' to wound. My seraphim charges the scouts, makes them
fall back and consolidates (there is only one scout left). My HQ
mounts their Rhino and moves forward.
He gets the Furioso into the close combat with my Redemptionists
and his bike. I kill the bike. He rallies the broken squad after
falling back. He moves the other squad forward and charge me. He
dies, I sweep advances.
Turn 5: My Seraphim attacks the scout and the predator in close
combat. My mass of unit moves forward and charges the remnants of
his last squad, the combat is tied and neither falls back. Some Redemptionists
are killed by the Furioso.
Some Redemptionists are killed by the Furioso. The last remaining
trooper falls back and regroups, the Sisters consolidates. The scout
falls back, the Predator survives. The Seraphim consolidates.
Turn 6: The Seraphim bombs the Predator and everything else fights
the last trooper, the HQ charges the Scout. The Predator explodes,
killing 3 Redemptionist. Both the Scout and the trooper dies and
the Sisters consolidate. As it turns out, two units are half an inch
short of his deployment zone. Some Redemptionists are killed by the
Furioso.
The Furioso kills the last Redemptionist.
I win the Battle with 1130 Victory points more than the Blood Angel
player, I needed 70 points more to get a massacre.
Lessons: It is dangerous to have to use sweeping advance, but
even more dangerous to commit units piecemeal. I forced him to do
both things. I would have won if I had placed one Zealot in the small
Redemptionist squad.
Are Riksaasen
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