Sunday, October 18, 2009


Laid the smack down on those gluttons for punishment Sisters yesterday, in a game in which my dice were notably quite kind overall, with not too many crazy things happening either way. Just lots and lots of 3+ to hit & wound ftw ...

Anarchonquistadores vs Sisters [1500]

I actually ran my pure undivided list, which I'd like to make my go to 1500 point list for random pick up games, as it has models I like and the undivided theme is really satisfying (to me anyway):

Lord - MoU, daemon weapon, bike, melta bombs, icon
3 Terminators - IoCU, 3 combi-plasma, 2 powerfists, 1 chainfist
10 CSM - IoCU, 2 meltaguns, AC w/ powerfist; rhino w/ armor
9 CSM - IoCU, flamer, AC w/ powerfist, combi-flamer; rhino w/ armor
10 CSM - IoCU, autocannon, plasma gun, AC w/ power weapon, melta bombs
10 Demons
6 Havoks - IoCU, 3 missile launchers

He brought a pretty solid 1500 pointer, but again with some fun units that it's nice to see used (at all, but especially @ 1.5k):

Cannoness - MC eviscerator, jump pack, mantle, litanies, book
5 Dominions - 4 stormbolters, VSS w/ power weapon, meltas; priest w/ power weapon, meltas; immolator w/ MM, armor, smoke
10 Sisters - meltagun, heavy flamer, VSS w/ eviscerator; rhino w/ armor, smoke
10 Sisters - meltagun, heavy flamer, VSS w/ eviscerator; rhino w/ armor, smoke
15 Sisters - meltagun, flamer, VSS w/ eviscerator
5 Seraphim - 2 inferno pistols, VSS w/ power weapon, meltas?
Exorcist - smoke

Game: KP, Table Quarters

He went first, but partially due to his penitent raging fast right through the enormous ruin that dominated the center of the table, he decided to engage my cluster of forces board center instead of I guess picking a flank and cracking it. I was able to bring a withering amount of firepower and then combat attaks into play, as he had moved within my boys' reach and would not be able to escape. He conceded turn 4 or so, with the jump canny, the exorcist and 2 fleeing seraphim left, along with a couple immobilized vehicles.


More unit-by-unit for evil team:

Biker Lord - In all the games were this guy has faced sisters he's been instrumental in causing his own death through 1's and being a solo-charging idiot. This time I attached him to the shooty CSM squad (bikers can attach to infantry, right? Just move slow?) and lent bolt rounds, until the unit slammed 10 sisters and the demofist exploded 4 of them with a conservative 2 rolled for his angry gauntlet. So ... he didn't kill himself and got to punch somebody!

Termies - Dropped early, threw plasma into 10 sisters (no SotM) and killed 2 girls + 1 terminator on overheat. Another powerfist dropped to a meltagun, and the chainfister decapitated an eviscerator VSS as she likewise gutted him. So 3 girls for 150 points? Eh, suppose I could have hung back a bit instead of dropping up the guts.

Melta CSM - Rhino was exorcised first turn, but as the game went down center table that mattered less. Melta'd the penitent and stunned the immolator before game was called.

Flamer CSM - Thanks to their rhino smashing through the central ruin and surviving return fire, these boys got up and stuck in damn fast. Flamed and mauled the foot sister squad, then weathered an impressive round of guided dominion fire before holding the combined charge of dominions + priest + jump canny. With the help of the demons counter-charging next turn, they would kill the unit and priest, getting ready to pummel the canny into submission had the game continued.

Shooty CSM - Failed to drop the AV11 penitent (rolled 4 10's for auto & plasma pens), took some damage from rapid firing girls, then combined with the biker lord to kill those 10 sisters.

Demons - As above, helped the flamer CSM trash the dominions.

Havoks - Continued to be idiots. Deployed hard left flank to throw krak through the sister motorpool, but triple krak couldn't get through a cover-saving rhino first turn. Second turn threw 3 more into a rhino in the open, but couldn't manage the 3+ needed. Seraphim predictably came down to harass them and killed the meatshield marines, so the havoks hit them with 2 of 3 frag templates - 0 died from 10 hits. Lame.

Oblits - One detonated a rhino he was 3" from, the other slapped a plasma template on the seraphim after the frags failed, and killed 3 of 5, sending them running. Works for me.

I'm contemplating putting the defiler back in to replace the lackluster havoks. My defiler usually gets 1 shot, scores a hit, obliterates a unit utterly, then is killed in return. With the havoks, I get to have more undivided marines on the table, and they're technically harder to kill. Just, also idiots, and the defiler can at least fight in combat a bit. I suppose I would probably reserve the defiler every game, unless I were going first and had a hot shot first turn.

Other news, not playing in that tournament after all. A good friend is up from Richmond, so we'll be shooting pool, seeing horror movies and maybe playing fantasy instead!

Painting: Oblit
Building: N/A

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