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Battle Report by Mike Pennucci

Well, I took my sisters up against the forces of Chaos last night. 
It was a stunning victory for the sisters.  Here is the battle report
as I can remember it (I didn't take very good notes).  We were
playing the recon scenerio (get units into opponents deployment
zone).  Sorry this one is so long.  Comments are appreciated.

My force
(A)HQ: Cannoness w/ plasma pistol, power weapon. 
5 Celestians w/ Heavy Flamer, Melta Gun, Standard Bearer
   Immolator
Sacred Rite: 6 - Regroup w/ No restrictions
(B)Elite: Vindicare Assassin

(C)Troops: 10 Sisters w/ VSS w/ power weapon, Heavy Flamer, Flamer,
Rhino w/ Smoke
Sacred Rite: Cannot Be pinned :(
(D)Troops: 8 Arbites w/ Preacher w/ bolter & Rosarius, Chimera w/
smoke

(E,F)Fast Attack: 2x8 Seraphim w/ Melta Bombs, VSS w/ plasma pstl,
Flamer
Sacred Rite: 6 - Regroup w/ No restrictions, 2 - Ignore outnumbering
(G)Heavy: 10 Retributors w/ 3xHvy Bolter, 1xMM, Rhino w/ smoke
Sacred Rite: Cannot Be pinned :(
(H)Heavy: 6 Retributors w/ 4xHeavy Flamer, Immolator
Sacred Rite: Regroup w/ No Restrictions

His force
(I)HQ: Chaos Sorceror Lord (Tzeench) w/ Power weapon & Storm Bolter
(J)HQ: Chaos Sorceror(Tzeench)

(K)Elite: 10 Khorne Bezerkers w/ Krak w/ Asp Champion w/ Power Weapon
(L)Elite: 10 Khorne Bezerkers w/ Krak w/ Asp Champion w/ Power Weapon
(M)Elite: 6 Plague Marines, 1 Plasma Gun, Asp Champ w/ Plague Sword

(N,O)Troops: 2x10 Chaos Marines, 1 Missile Launcher, Asp Champ w/ Pwr
Fist

(P)Heavy: 10 Havocs w/ Lascannon, Heavy Bolter, Auto Cannon

Deployment looked something like this

     N        I O PJ K L
----------Hill-------- -----Hill------  M


----Woods--- --Woods-- --HILL--
       B
   ----Rubble----      C H G
   E          F     D A

Chaos Turn 1:  His Khorne Bezerkers & Plague Marines advanced up
towards the hill on the right flank and pretty much everyone else
stood still and shot at the assassin (who was the only target they
could see).  She did remarkably well only taking 1 wound (he rolled
really badly to hit her and I rolled her dodge against everything
else except 1 heavy bolter shot).

Sisters Turn 1: Seraphim squad E advanced behind the left woods. 
The other squad advanced forward through the rubble towards the
troops in the center.  The armored column advanced around the right
side of the hill in the following order G-H-C-A-D.  In the shooting
phase, the assassin killed the chaos sorceror(J) and the lead rhino
popped smoke.

Chaos Turn 2:  The KBs continued their advance towards the armored
company.  The lord and marines on the left took up positions to shoot
at the first seraphim company.   In the shooting phase, the lord and
marines couldn't get through the seraphim's power armor although I
had to make like 8 or 9 saves.  The marines in the center shot a frag
missile at the other seraphim squad but missed.  The plague marines
killed the assassin with a lucky plasma gun shot.  The havoc
squad fired on the rhino but failed to get through the front armor. 

Sisters Turn 2:  The armored company swept forward with the lead
rhino dumping out it sisters near the 2 KB squads.  The immolator w/
the HF squad went up over the top of the hill.  The rest of the
armored company followed up.  Seraphim squad E advanced towards the
chaos lord.  Squad F continued up the center.  The shooting phase
started out well with squad E putting 2 wounds on the chaos lord (the
plasma pistol hit but failed to wound, the flamer hit but failed to
wound, then 5 of 6 bolter rounds hit and wounded - he failed 2
saves).  On the other side of the world, the Flaming immolator failed
to kill any KBs and with 3 heavy flamers inside, I only killed 4 (I
had something like 20 total hits and 14 or so wounds).  The battle
sisters squad failed to inflict any damage against the other KB
squad.  Figuring that it would get real ugly real quick, I charged
the 6 KB squad with the BS squad figuring that at least I would get
the extra attack.  In close combat the KBs proved to be the monsters
that I knew they were killing 4 sisters.  The veteran sister killed 1
KB and the other BSs killed another.  Not knowing what is good for
them, they passed the resulting morale check and continued to fight
on.

Chaos Turn 3:  The unengaged KB squad advanced so they could charge
the now empty Rhino in their assault phase and the PMs advanced so
they could help out in the other combat.  The chaos lord advanced so
he could charge seraphim squad E.  In the shooting phase the lord
failed to kill any sisters w/ his storm bolter.  The CM squad killed
1 however.  The Havocs stunned the rhino and the Other CM
squad killed 1 member of squad F with a krak missile.  The lord then
charged squad E, the PMs charged and the KBs charged the rhino.  The
lord and sisters failed to do any wounds to each other and I passed
my MHG test.  The KBs failed to hit the rhino (they needed 6's).  In
the center combat, the PM Asp champion hit my VSS with his plague
sword.  Instant kill.  She failed to do any wounds back.  The other
sisters did equally poorly killing 1 KB and losing 3 of the
remaining 4 sisters.  The last sister broke and was run down by the
KBs.  The PMs just stood there.

Sisters Turn 3:  The armored company continued to advance.  Seraphim
squad F got into position to charge the CSM squad in the center.  In
the shooting phase the HF immolator did a number on the smaller KB
squad reducing it to 1 member.  The PM squad lost 2 members to bolter
fire from the HQ immolator.  The other KB squad lost 2 members to
fire from the Chimera.  In the assault phase seraphim squad F charged
the CSM squad in the center.  Squad E killed the chaos lord, losing
1 sister in the process.  They advanced toward the havoc squad. 
Squad F lost 4 members to the CSM squad without inflicting any
casualties against them.  They ignored the penalty for being
outnumbered and bravely fought on.   The KBs immobilized the stunned
rhino.

Chaos Turn 4:  The CSM squad on the right advanced towards seraphim
squad E.  The havocs immobilized the HF immolator and the PMs
destroyed it killing 1 sister (with a bolter of course).  In the
assault phase the CMS squad was just out of charge range as were the
PM squad (since I deployed the survivors behind the immolator).  The
KB squad destroyed the Rhino (I don't know why he was so obsessed
with it).  In the center, the scrum up from the previous turn brought
his asp champ w/ power fist into base to base with 2 sisters which he
promptly killed.  I failed to kill anyone this turn again.  It didn't
look too good for seraphim squad F.   Ignoring being outnumbered
again, I passed my morale check and bravely fought on once more. 

Sisters Turn 4:  The HQ immolator tried to crest the hill but got
stuck (I rolled a 1 on the difficult terrain check).  The chimera
advanced towards the large KB squad.  The HF squad did the same. 
Seraphim squad E set up to attack the other KSM squad.  The cannoness
disembarked and prepared to attack the surviving PMs.  In the
shooting phase, the immobilized immolator killed the last KB from the
smaller squad.  The cannones' squad killed 2 of the 4 PMs.  The
other KB squad learned to fear the flame as all of their members were
killed by the 4 heavy flamers from that squad.  The chaos player
remarked that he really hated flamer templates.  Then he asked me how
much I paid for my army cause he was thinking about making one. The
Other retributor squad was 1" out of range from the CSM squad. 
Seraphim squad E killed 2 with shooting and then charged.  The
cannoness and the HF squad charged the 2 surviving PMs.  In the
assault phase, the emperor's light finally shone down on seraphim
squad F.  They killed the Asp champion without taking any casualties.
In the resulting morale check, he rolled a 12 and then a 3 for
fallback.  I ran down the survivors and swept into the havoc squad.  
Seraphim squad E locked horns with the other CSM squad.  The VSS
killed his asp champ and 1 sister was killed by a CSM.  No other
casualties.  I lost the MHG but made my morale check.  The fight
against the PMs took an intersting twist with the Asp champion
autokilling 2 celestians with his plague sword.  He thought he had an
autokill on the cannoness as well, however I pointed out that a
regular PM only has a plague knife and made my 2 armor saves. The
PMs were overwhelmed by the forces against them and both perished. 
The cannoness and the HF squad advanced towards the havocs. 

Chaos Turn 5:  The havocs took the opportunity of the sweeping
advance to shoot at ... The HF squad???  Whatever.  Anyways,  he
missed with everything.  In the resulting assault phase my seraphim
killed 2 without taking any losses.  The havocs broke and were run
down.  Seraphim squad E continued to nickle and dime the CSM squad. 
Both sides lost 1 member.  He passed his MHG test. 

Sisters Turn 5:  The HQ, HF, Chimera and Retributor squad advanced
toward his deployment zone.  The seraphim squad F charged his
remaining CSM squad to assist squad E.  No casualties.  I passed MHG

Chaos Turn 6:  No casualties.  I passed MHG.

Sisters Turn 6:  Everything that could still move advanced towards
his deployment zone.  No casualties in the assault phase.  He passed
MHG and that was it. 

We didn't add up the victory points, but since I got 1300 bonus
points for the scenerio ( 200 each for the HQ, Retributors, Arbites,
Chimera, Rhino, and HF squad and 100 for seraphim squad F) and since
he only had part of a battered CSM squad left, it was obvious who
took the field that day. 

Thoughts on the battle:
1.  Sacred rites are nice, however today the only one that really
mattered for me was the one that let me ignore being outnumbered. 

2.  He REALLY needs some mobility.  I told him this.  So did everyone
who walked into the room.  Having 5 troop transports allowed me to be
in flamer range by turn 2.  This mission is almost impossible to win
otherwise.

3.  The seraphim performed surprisingly well.  I was anticipating
playing against a guard player tonight which is why I took the
second squad of them.  Usually against marines they don't do well in
CC (need 4s to hit, 5s to wound vs. hit on 3s wounded on 3s), but the
dice gods being the fickle gods they are helped out when they were
needed.  I really wish they would give the seraphim the ability to
fire and fall back.  They could use it. 

4.  I apologize if the numbers are off in the above battle report. 
This is off the top of my head and I am sure that I messed some
detail up somewhere, but this is pretty close to what happened.

More reports to follow as I am planning on playing the sisters in the
summer league which starts in about 3 weeks.

Mike