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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