Thursday, May 29, 2014

7th Edition Battle Report: Black Templars vs. Adepta Sororitas

Black Templars;

HQ - Chaplain

Troop - Crusader Squad x10, x9 Initiates with x1 Melta gun and x1 Power Axe, x1 Sword Brother /w Power Sword and Melta Bombs, x5 Neophytes, /w Land Raider Crusader, Multi-Melta
Troop - Crusader Squad x10, x9 Initiates with x1 Melta gun and x1 Power Axe, x1 Sword Brother /w Power Sword and Melta Bombs, /w Land Raider Crusader, Multi-Melta
Troop - Crusader Squad x5, x1 Lascannon, x1 Plasma Gun, /w Rhino

Heavy - Thunderfire Cannon
Heavy - Predator, TL Lascannon, Lascannon Sponsons, Storm Bolter, Extra Armor

Imperial Knight - Paladin



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Adeptus Sororitas;

HQ - Cannoness

Troop - Battle Sisters x5, x2 Flamers, Rhino
Troop - Battle Sisters x5, x2 Flamers, Rhino
Troop - Battle Sisters x5, x2 Flamers, Rhino
Troop - Battle Sisters x5, x2 Flamers, Rhino
Troop - Battle Sisters x5, x2 Melta Guns, Rhino

Fast Attack - Dominion Squad, x4 Melta Guns, Immolator /w TL Multi-Melta
Fast Attack - Dominion Squad, x4 Melta Guns, Immolator /w TL Multi-Melta
Fast Attack - Dominion Squad, x4 Melta Guns, Immolator /w TL Multi-Melta

Heavy Support - Exorcist
Heavy Support - Exorcist
Heavy Support - Exorcist

/w Inquisition Allies -
HQ - Coteaz
HQ - Inquisitor, ML 1

Elite - Pyskers x3
Elite - Servitors x3, x3 Plasma Cannon

Fortification - Void Shield Generator, /w x2 extra shields

*As you can see with all that melta that I have my work cut out for me


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MISSION

We played the first new mission with the tactical objective cards. We draw three and can discard one at the end of our respective turns. This isn't a mission type that favors my army, but I my intent was to play heavy and to play fierce.

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Deployment

I won the roll-off to choose who got to deploy first, and I opted to. I grouped up together and was a few inches from my deployment line. I knew the Dominion squads would scout close to me, so I tried to make myself capable of weathering a first turn melta rush.



He deployed spread out to cover more ground and to be capable of grabbing objectives if the cards came up for them. I should have thought that out a bit more and did the same. Coteaz is on top of the VSG with his Servitors, and the wall of vehicles was cumbersome to look at. As expected, he scouted his Dominions to try to win the game early by blowing up my LRCs. I opted to go first, and even with Coteaz he failed to Steal the Initiative.



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TURN 1

*Note: I'll sum up the objectives, but I wasn't taking notes and can't remember who drew what when. I'll note things where I do remember, however.

I moved away from his 2 Dominion Squads and pushed my Rhino towards Objective 5 and got the point for it (Objective Secured for the win!). I had to make it go flat-out, but in the end it payed off. He made the mistake of moving two of his Dominion squads side by side, so when I put my Rhino in front of them they had to lose a good amount of ground to get anyway. Thwarting those meltas every chance I can. I immobilized one Immolator, and put a few hull points here and there, but I didn't manage to take out a unit. I took down the VSGs shields, however, and rained down death upon Coteaz's unit - taking out two Servitors and getting 2 wounds on Coteaz himself!



He re-positioned his army and approached my line. He managed to get off some Pysker powers, but he mainly only had Prescience to toss out on some Exorcists. He destroyed my Rhino pretty easily, but that was expected. It got my a tactical objective turn 1 and blocked his Dominion squad/Immolators from getting to me another turn. Mission accomplished for that one. His shooting didn't do much, but I tried to not give him good targets. I should note that his Warlord trait was worthless and I got the one for army-wide Stealth (Ruins) and Move through cover (Ruins), so my Land Raider to the left had a really nice cover save (and my Las+Plas unit, which you can't see, was sitting at a 2+ from the TFC improving that piece of terrain by another one).



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TURN 2

I approach his Immolators and start firing at his melta capable units. I cause a shaken to the Immolator on the right, and take out the other two completely, but it took more than expected and I didn't have a lot of shooting left to start dealing with the melta guns. Luckily, though, one Dominion squad failed their Morale after taking the Imperial Knights cannon, and started to run off the board. The Imperial Knight turned to fire his Stubbers at the other Immolator so he could charge, but he failed the charge (take note, I roll horrible charge ranges this game).



He took advantage of my exposed Imperial Knight and blew it up with great melta shooting. I failed all of my invulnerable saves, so bad die rolls are bad die rolls. While this didn't cost me the game, statistically he should have survived, and that would have been pivotal since he loses all of his melta by the end of my next turn. The rhino sitting on top of the white/black LRC fired 2 meltas and got 1 penetrate, but it was only a Shaken effect. With a 3+ cover on my LRC, he decided to shoot into my Predator. Four meltas causes 2 penetrates, but it only suffered shaken. An Exorcist shooting later, however, and the Predator went down. 2+ cover Las+Plas Crusaders tank every shot their way.



*The Imperial Knight exploded directly over his Immolator and Dominion squad, the one that took it out, but failed to wound pretty much everything. What it did wound, the 6+ invulnerable made them walk away unscathed. Nuts.
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TURN 3

I spread my squad out enough to fire at the Dominion squad that took out my Knight, and then charge it, the Immolator, and the Rhino with the melta Battle Sisters. I barely make the charge distance, but I get in everywhere. The Chaplain made sure I hit everything, and a power sword, some krak grenades, and a melta bomb later and everything is destroyed. The smaller Crusader squad tried to charge an immobilized rhino (the one on the edge of the forest) and the last Dominion squad, but only got to it's primary target - the Dominion squad. They go down easily. The TFC continues to pound away, but the increase durability to vehicles makes it hard with few targets on the field. It scatters off the Psyker squad with an Inquisitor and hits nothing.



He failed his Morale after my crusader squad took out the rhino holding the melta gun Battle Sisters, so they fire snap shots at my black/white LRC and miss. The game, if it was a normal mission type, is pretty much in my hands at this point. Unfortunately, it's down to random tactical objectives, so it's still anyways game. He does a lot of shooting, but there isn't much for him to do at this point. Some flamer templates his my Crusaders, but only a few die here and there.



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TURN 4

I set myself up to charge, since I got a d3 Victory Points for killing three characters in a turn. I shoot down 2 and charge into the other, wiping the squad. I only roll 1 for my Victor Points, though. My LRCs just position for safety and taking down key threats to my Tactical Objectives. I should have pushed them further down the field at this point, but still learning these new missions.



He retaliates with his Exorcists, but that's all he really has left. Coteaz has been dead since Turn 3, by the way, because he killed himself from Perils. It doesn't pay to be a heretic! He focuses his Exorcists at taking down my Crusaders since they are easier to grind through than the LRCs. Not a bad choice, but they are resilient. My norther Crusader squad are reduced to one and he runs - but he has a melta gun, so he doesn't mind it so much.

***This is the point where I forgot to continue taking pictures.***

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TURN 5

I re-position, but I have a bad card draw. Currently the game was 8-7 with me moving my black LRC 12" and flat-out to get Linebreaker, with myself in the lead.. I didn't get a single Victory point from bad card draws. Grr. His Cannoness was exposed and hiding behind a wall, but I should have used my TFC to try to hit her a few times. Str 6 against T3 means I could have gotten Slay the Warlord. It would have been a longshot, and hindsight is 20/20.

He fires off into my units, but he draws the tactical objectives for markers 5 and 6, two he is close enough to grab easily. He jumps up to 9 points and wins the game after a die roll of 2 ends it. If the game had continued I probably could have won. But, meh...

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I'm not a fan of random Tactical Objectives, let alone Random victor points. I got two d3 Tactical Objective cards over the course of the game, and rolled a 1 each time. He got one d3 and rolled a 2. That won him the game. I'm not sure how I feel about random objectives, but I'll try some more games to see how it works.

Overall I enjoyed my list, but I knew I would. Played well, it's rough to go up against. I was facing 14 melta guns and 3 TL Multi-Meltas, most of which had Scout. Most armies don't have that, no matter what they want to say, so only losing my Knight means I played fine. This is the second time I've had a similar list that went up against the same Sister's list and I didn't lose a LRC (or my Knight) that time either. Melta hurts heavy army, but you have to get pretty close - and LRCs and Knights are really good at stopping things from getting really close.

The Las-Plas Crusaders, TFC, and Predator were just filler points. I have 450 points of my list floating around, and I filled them with those (adding the Neophytes to my Crusader squad as well). TFC is always a wonder, and against most armies have two just seems like the best bet, especially in a game where killing troops is paramount.

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