I can not take credit for the name.  This site was named by Aaron Cains.

 

Home

Fiction  

Conversions

Pictures  

Game Related Ideas  

Battle Reports

Artwork

Humor

Mailing List

Links  

Email

 

Battle Report by Gary Christopher

Battle Report - 16 Mar 1999
(1000 pt conflict - Recon Mission)

Opponent: Chaos Space Marines (Thousand Sons)

(1) Chaos Lord
- (5) Thousand Sons (retinue)
(3) Obliterators
(1) Chaos Dreadnought
(5) Thousand Sons Marines
(5) Chaos Marines w/Jump Packs (dunno, I don't have the Codex)
(5) Chaos Marines
(5) Chaos Marines
(5) Chaos Marines

Me: Sisters of Battle (Order of the Bloody Rose) (1040 pts due to battle honors)

(1) Canoness w/Bolter-Flamer & Power Weapon
- (6) Celestian bodyguard - Kraks,Hvy Flamer,Flamer
(1) Missionary w/Storm Bolter,Power Weapon
(1) Callidus Assassin
(6) Battle Sisters - VSS w/Power Weapon,Hvy Flamer,Meltagun
(6) Battle Sisters - VSS w/Power Weapon,Hvy Flamer,Meltagun
(6) Battle Sisters - VSS w/Power Weapon,Multi-Melta,Flamer
(5) Seraphim - VSS w/Plasma Pistol,Frags,Meltabombs,Flame Sister
(5) Retributors - VSS w/Power Weapon,Kraks,Hvy Flamer (x4),Immolator

Death World Terrain: 3 Hills (1,4,6), 2 Spitting Cactus (1/4 cntr,4), 1 Venus Mantrap (2/3/5/6), 1 Jungle (3) - sections as below:

1 | 2 | 3
-----------
4 | 5 | 6

I won roll, took side 4/5/6.

His deployment:

Lord & retinue: 18" in from edge between S1/S2
Obliterators: on hill in S1
Dreadnought: 18" in, center of section 2
Jump Marines: slightly behind dreadnought
Marines #1: 18" in S3
Marines #2: 18" in S2 (next to dreadnought)
Marines #3: 18" in next to Lord

Mine:

Canoness w/Celestians: 18" in, next to Immolator
Immolator w/Retributors: 18" in, ctr S5
Missionary: in front of spitting cactus area S4 (not too close!)
Sisters #3: behind missionary in S4
Sisters #2: next to canoness on LH side
Sisters #1: next to immolator, RH side
Seraphim: behind hill in S4

SISTERS TURN 1 (I won roll)

Movement:
Immolator goes 11 1/2" up center of table, egress Retributors, all other Sisters except Seraphim move straight forward 6". Seraphim move 12" up behind spitting cactus area in S4. Missionary joins Sisters #3.

Shooting:
Retributors can't shoot 'cuz they moved (egressed).
Sisters #1 shoot at Marines #2, kill 2. They pass morale check.
Sisters #2 shoot at Marines #3, kill 1.
Sisters #3 shoot at Marines #3, kill 1. They pass morale check.
Canoness & Celestians Shoot at Marines #2, miss.

MARINES TURN 1

Movement:
Lord stays put (w/retinue).
Obliterators stay put.
Dreadnought stays put so he can fire his heavy lascannon.
Marines (all) move 6" forward.

Shooting:
Obliterators score a glancing hit on the Immolator, crew shaken.
Lascannon kills one girl in Sister unit #1. That's it (I made some great saves).
Lord casts Chaos flame spell (I dunno what it's called - S9 hit, no armor save if he hits). Kills a Celestian.

SISTERS TURN 2:

Callidus makes reserve roll, deploys directly behind Lord.

Movement:
Seraphim move 7" forward, staying behind cover.
Retributors stay put.
Sisters #1 move 6" forward, toward Immolator.
Sisters #2 move 6" forward behind cactus on border of S1/S4.
Sisters #3 move 6" forward toward Immolator & S1.
Canoness moves up next to S2 on the RH side.
Immolator tries to run over Marines #2, they step aside.

Shooting:
Retributors at Marines #2 - nada.
Seraphim - no targets.
Canoness & Celestians at Marines #1 - kill 1
Sisters #1 shoot at Obliterators - kill 1 (I think I got 3 wounds, he failed a 2+ save, YES!!!)
Sisters #2 shoot at obliterators, out of range (damn it!).
Sisters #3 shoot at Marines #3, kill 2 - fail morale check & falls back 8" (one guy left, so he'll keep running)
Callidus flames lord & 2 retinue (no hits)

Assaults:
Callidus assaults Lord, he releases spell in banner that does D6 S6 hits (he rolled 5). 5 wounds, she saves 1 & dies! (Shoulda gone with the Vindicare)
Sisters #2 Assault Marines #2, kill 1 (2 guys left)
Retributors assault Marines #2, no damage.

MARINES TURN 2:

Movement:
Obliterators stay put.
Jump pack marines move 12" behind Sisters #2
Marine #3 keeps going 7"
Marines #2 in HtH
Marines #1 move 6" forward next to Venus Mantrap (he forgot about the trap) & takes 4 S4 hits, but saves all.
Lord stays put.
Dreadnought stays put.

Shooting:
Obliterators blow up Immolator (literally). Everyone in 3" takes a S4 hit. 1 Sister dies from Sisters #2. However, 2 Marines are in range and die as well.
Lord does his spell, misses.
Dreadnought shoots lascannon & misses.
Marine #3 shoots, hits, & wounds but I save.
Marines #2 in HtH
Marines #1 shoot at Sisters #2, several hits, I save all.
Jump Marines shoot at Celestians, kill 1 girl.

Assaults:
Jump Marines assault into the fray with Sisters & retributors, no kills.

SISTERS TURN 3:

Movement:
Seraphim move out into the open & pray no one gets hit. Plan to hit the Obliterators next turn.
Canoness & Celestians stay put.
Sisters #2 in HtH.
Sisters #3 stay put to fire multi-melta.
Sisters #1 move 6" straight left behind Immolator wreck.

Shooting:
Canoness & Celestians shoot at dreadnought, then realize they can't hit it.
Sisters #3 fire multi-melta at dreadnought & miss.
Sisters #1 fire at thousand sons & lord & realize they can't hit either.
Seraphim keep praying.

Assaults:
Canoness & Celestians assault into the big fray & kill 1 Jump marine. The Canoness then kills a fourth Jumper & the remaining Jump marine kills a Sister from Sisters #2 (down to 4 girls) and fails morale check (he's outa here!). Marines #2 kill 1 sister from Retributors. (down to 3 girls).

MARINES TURN 3:

Movement:
Lord stays put.
Dreadnought *FINALLY* moves toward the fracas near the immolator.
Obliterators stay put.
Marine #3 keeps going, but will get another shot off.
Jump Marine also keeps going & will fire later.
Marines #1 move toward my deployment zone another 6" (takes another 3 hits from the mantrap, but saves all)

Shooting:
Lord casts his spell & kills another Celestian.
Thousand Sons shoot at Sisters #3 & kills 2 girls (his rolls are finally getting better).
Jump Marine & Marine #3 fail to hit anything.
Marines #2 in HtH.
Marines #1 fire at Sisters #1, several hits but all save.
Obliterators fire at Seraphim & kill 1 girl.
Dreadnought can't fire.

Assaults:

Marines #2 kill a sister in Squad #2.

SISTERS TURN #4

Movement:
Seraphim move up toward Obliterators & are finally in range.
Canoness, Celestians, & Sisters #2 still in HtH with Marines 2 (only 1 left).
Sisters #1 stay put to fire meltagun at Dreadnought.
Sisters #3 stay put to fire multi-melta.

Shooting:
Seraphim unleash on the Obliterators & kill 1.
Sisters #1 fires at dreadnought & misses.
Sisters #3 fires at Thousand Sons & misses.

Assaults:
Seraphim assault remaining Obliterator & VSS kills him (YES!).
Canoness kills remaining marine from Marines #2. That's 4 units either fell back or were annihilated. Hope I can keep doing this well.

MARINES TURN #4

Movement:
Dreadnought moves & will assault this turn.
Marines #1 finally avoid the mantrap by moving toward the edge of S3/S6.

Shooting:
Lord kills another Celestian (2 girls left (incl. Canoness))
Thousand Sons fire at Sisters #2 who are free now & kills one. (girls down to 3)
Marines #1 fire at Sisters #1, several hits, I save all.

Assaults:
Dreadnought assaults into Canoness & Celestians. He has warp flames & kills the remaining Celestian. Canoness takes one wound and tries krak grenades (no good).

SISTERS TURN #5

Movement:
Seraphim move across the front of the Thousand Sons in between them & the dreadnoght.
Sisters #2 move 6" toward the Thousand Sons.
Retributors face the blasted Dreadnought (which I can't seem to kill, damn it)
Sisters #1 & #3 stay put.

Shooting:
More misses from the melta & multi-melta (don't know why I even bothered with them)
Sisters #2 shoot at Thousand Sons, but can't hit them.
Seraphim don't shoot.

Assaults:
Canoness, Retributors, and Sisters #1 assault the Dreadnought w/Krak grenades & make a glancing hit (he can't shoot, whoopee). I lose a girl due to the flames from Sisters #1.

MARINES TURN #5

Movement:
None.

Shooting:
Thousand Sons kill another Seraphim (they're down to 3).
Marines #1 shoot at Sisters #3, couple hits, I save.

Assaults:
Dreadnought attacks, warp flames incapacitate the Canoness.

SISTERS TURN #6 (last one)

Movement:
None.

Shooting:
Meltagun tries one more time & scores a glancing hit (he still can't shoot - AGAIN).
Heavy Flamer from Sisters #2 hits, but he saves.

Assaults:
Since I have nothing else to do, I assault the Thousand Sons with the Seraphim (3 girls) & Sisters #2 (3 girls). The only things I can hit him with are the Plasma Pistol & VSS #2's Power Weapon. I do 3 wounds, he saves 1. (they have 2W each).
Retributors & Sisters #1 try the grenades again - nada.

MARINES TURN #6

Movement:
None.

Shooting:
Marines #1 shot at Sisters #3, couple hits, I save.
Lord tries spell again, this time he misses.

Assaults:
Dreadnought kills another girl from Sisters #2 (down to 2 girls)
Thousand Sons hit back for 2 hits but I save.

END OF GAME

Marines' Victory Points - none.

Sisters' Victory Points
3 Seraphim (60%) in his deployment zone - 100 points
3 Battle Sisters (50%) in his deployment zone - 100 points

Winner: Sisters (200 VPs)

Notes:
1. Had he remembered the mantrap, Marines #1 could have made it to my deployment zone with 80% of their number intact. Especially, since I spent so much time trying to kill the dreadnought instead of shooting with the rest of the girls at something they could hit - i.e. Marines #1.

2. I overestimated the effect of the heavy flamers and should have probably taken multi-meltas in my retributors and meltaguns in my squads instead of flamers. I don't think my flamers or heavy flamers killed even one Marine in this battle. Of course, I didn't expect him to be playing Thousand Sons. Since they can't be hit by S4 or lower power weapons, except for the melta weapons, I was ineffective against them.

3. I made some *extremely* good saves early in the game when it mattered most. He also had some unluch rolls with his powerful weapons, particularly his dreadnought early on. He also didn't take a power fist on it, which surprised me. I think he probably forgot. If he'd had that, My Celestians, Retributors, & Sisters #2 would've probably been annihilated.

Anyway, it was a good game, if a bit lucky on my side. Of course, I planned to get units in his deployment zone & keep them there and fortunately was able to do so. Since the Dreadnought had moved out of my his deployment zone, I never did send my Seraphim after it - they were the ones with the meltabombs and probably could have taken it out. If I had had another turn, that's what I would have done.

Well, I probably missed a few things, but I hope it's not too incoherent.

Cheers, Gary

Oh, and my Sacred Rites rolls (based on the playtest codex) were:

Canoness & Celestians: 7 - never fall back
Sisters #1: 6 - always regroup
Sisters #2: 5 - reroll morale checks
Sisters #3: 5 - reroll morale checks
Seraphim: 5 - reroll...
Retributors: 4 - Ignore negative modifiers to morale checks.
--------------------------------------------------------------------

Hi all,

OK. Since Jimi was kind enough to point out the errors in my battle report, here's my effort at clarifying what *really* happened (It was 2:00AM when I wrote the other one and wasn't too awake at the time).

MORALE CHECKS
Yes, I did have to make them! When Sister Squad #3 dropped to 3 members from shooting, I had to roll and made it. Same with Seraphim. I only lost one close combat and that was with the Canoness & Celestians who didn't have to take the test due to Sacred Rites roll #7.

SHOOTING
Yes, I could have shot the Retributors when they egressed from the Immolator, but there were no targets in range. That was a mistake on my part, but it had no effect on the game as I would have egressed them anyway since I knew the Immolator was a soft target for his Obliterators and the Dread.

SUCCESSES & FAILURES
No, the Obliterators didn't kill anything except the Immolator. They rolled really bad to hit and when they did hit, I saved.

I don't consider the Callidus assassin move a failure because if it weren't for the banner, I had a good shot at severely wounding, if not killing the Chaos Lord. It just didn't work out for me. For the record, I know the Neural Shredder couldn't hurt the Thousand Sons Marines, but they were under the template (and I like *LOTS* of enemy under the template!).

At the end of my turn 5, I had Sisters Squad #1 and the remaining Retributors fall back voluntarily so my multi & meltagun could shoot next turn. The dread followed, but didn't catch me. When my turn 6 came around, Sisters #1 auto-regrouped due to Sacred rites & the Retributors made their roll. After the melta weapons missed, these two units re-assaulted the dread because he was still in range (& I rolled low on the fall-back dice the previous turn).

GRAMMAR
Yes, in close combat I could hurt the Thousand Sons with all the models that assaulted :-). However, the only ones that actually hit were the Veteran Sister Superiors (identified from the rest of the squadmembers by weapon type).

MISTAKES
That I am aware of, I made two *actual* mistakes during the game:
1. I mistakenly thought I could use the kraks against the dread (I still think you ought to be able to, but that's neither here nor there). Had I known I couldn't I probably would've just kept trying to evade him. Of course, maybe not, since it held him up and kept him from shooting.
2. I mistook my Hvy Flamers in the retributor Squad for Heavy 1 instead of Assault 1. My bad. Problem was, the actual models I was using for them *are* multi-meltas because I still haven't received my latest order from New Wave yet (over 2 weeks now). In the end, it mattered very little because by the time any enemy was in range, I was in close combat & couldn't use them.

My opponent, however, made one crucial mistake (not counting bad dice rolls early on) and that was not moving & firing with his Dreadnought. He might've been able to get the dread into my deployment zone by the end of the game as long as I didn't slow him down like I did.

His other mistake was, as I pointed out in the original report, he forgot about the mantrap. But it didn't kill anyone, so it didn't *really* hurt him, other than to slow his advance down as he tried to get away.

Anyway, mighta, shoulda, coulda. I'll definitely have a rematch with him if for nothing else than the fact that the dice were as they say "with me" last night. I can't count the number of times he scored 6 or more hits and I saved them all.

As I said, it was 2:00AM and I was tired. I was trying to get as much written down as I could before I went to sleep and forgot it all. I don't take copious notes during a battle, and usually only note those things that will net a particular unit experience in the campaign. I'll try to take better notes for you guys next time though <grin>.

Hope this clarifies things a little...

Cheers, Gary