I have played against Knights before with my Eldar and
Empeors children and had some success.
With this Sisters list I wanted to try out the living saint and Storm
troopers. I was hesitant on the storm
troopers due to cost of transport options for basically close range troopers
with poor saves compared to the sisters.
Though 200 points is cheap for a unit in this list. The living saint is a new addition and
supposed to be a mini demon type of character with no DC, a single base attack
plus extra rules and extra attacks for CC and FF. The only problem is can only be on Battle
Sisters or Choir units. The best option
would be Choirs since they can teleport together with the Living saint getting
in CC and the Seraphim would be FF.
Sisters of Battle:
Mission, Celestian, Canoness, Rhino
Exorcist, Hunter
Choir, living saint
Repentia, Rhinos
Purgeance (immolators)
Coven, Rhinos
Inq. Storm Troopers, Valkyries
Penitent(6)
Penitent(6)
Lighting Strike
Lightning Strike
Knights Castigator
Lancers 4
Crusades/Castillian, 4
Baron 1
Senechal 1
Paladins 4
Paladins 3
Errants 4
Wardens 3
Thunderbolts
AA gun, transport
Infantry squad
Setup I spread across the board (from left to right):
Penitent, Knights Castigator, Exorcist, Coven,
BattleSisters, Repentia, Penitent, Purgeance, Inq Storm troopers (in reserve
both lightning strikers, choir (w/Living saint).
Lancers, Crus/Castillian, Errants, Warden, Infantry, AA,
Paladins, Paladins
The plan was to take out the Lancer formation on my left
then sweep around and try to get into cross fire range, this way his Knight
shields would be useless and he would have a hard time making saves at 5/5
instead of 4/5, plus it would negate any macro attacks. On my right I wanted to use the barrage from
the Valkyries to soften up some paladins and then charge into them with my
penitent engines (MW power saws, zzzzz).
The rest of the units to provide close support fire fights except for
the repentias as they would move and the assault into CC any knight formation
that got to close as their +1EA/MW would hurt.
The only issue would be that the infantry were AP attacks, the
immolators AP attacks. I had to use my
AT attacks wisely to limit damage and chose the left flank for my initial
targets.
Turn 1
Sisters won initiative and I sent in my Lightning strike to
take out the lancers (2BM, 1 damage). He
advanced the C/C unit and took out three Exorcists (broke them), I sent in
another lightning strike on the lancers (2BM, 1 Damage). On the right he advanced the paladins and
took out a Valkryie (now that unit is slowed), I advanced my Castigator knights
and finally broke the lancers who retreated.
He advanced his Errants and fired at my Penitent engines all saved. On the left we had Errants close to Penitent
engines and Castigators close to Errants for turn two. On the right I advanced the Immolators and
the Inq. Storm stroopers. The Coven
dashed across the board close to his blitz.
This more to draw fire from his C/C unit and try to get into cross fire
plus to give -1 rally check to the lancers who were hiding behind hills.. The repentia sisters advanced as the did
battle sisters but stayed behind the hill so they could not be targeted by
knights on turn one. For the rally
checks my units rallied and removed blast markers, while his lancers failed to
rally.
Turn 2
Sisters won initiative again. This was were my plan to take the left flank
was to work. Castigors charge the
errants they lose and break (no model loses on either side, being fearless they
run around the woods), I retained and tried to take them out with the Penitent
engines, they lose(lost a two stands and also fearless) follow the
Castigators. Not quite what I had in
mind but the Errants had lots of blast markers and were close to breaking. I sent in my Lightning strikes and the
Exorcists to eventually take out the errants.
On the right it was tick tack shots hear and their nobody had the balls
to get in close, the knights slow walked across the board taking pot shots at
the Valkyries. So far no Knight units
were on my half of the table. As I had
more activations left, I loaded my repentia sisters into their rhinos and moved
close to some paladins for next turn charge.
My coven unit was shot and broken by the C/C unit and retreated to the
enemy board edge outside 30cm range of enemy.
I moved my Battle sisters forward close to the C/C unit to get into
range with Celestian sister andnd for next turn crossfire. My units rallied or removed blast markers
except for the coven unit. His lancer
unit rallied.
Turn 3
Sisters won initiative again. My goal was to prevent enemy from getting
across the board and try to take blitz.
I doubled my castigor knights behind the C/C unit and fired at them
claiming cross fire with the Battle sisters(couple blast markers), I retained
and then advanced and fired my celestians at them (more blast markers not
broken but heavily suppressed). Paladins
in the center advanced and fired at my penitents on the right, taking out
two. My repentia sisters loaded in their
rhinos charged the paladins, they won the combat and destroyed the knights but
they themselves also broke due to blast markers and fled back to their board
edge. The immolators broke due to fire
from the paladins on the right. The
Choir and living saint which teleported at the start of the turn near the blitz
charged the Lancers and broke them in combat (this was the actual first
activation of turn 3 for the Sisters). I
still had fighters and several units left to cause some damage and possibly
break knights on my half of the board.
Both lightning strikes, penitent engines and immolators all failed to
activate. These AT shots were crucial to
getting an objective but no luck.
We called the game cause it was late and we were hungry.
Nobody had any objectives at this point.
Summary:
I knew this game would be tough due to lack of more AT
shots, long range firepower. I had to
isolate units to break and destroy them.
It took both lightning strike formations and castigators to take out the
lancer unit. Also I had to take a flank
then start getting knights into crossfire.
The left flank went down but the C/C formation was not budging and did
not allow me to advance to the center and right flanks. The right flank was a mess of units who
really had no firepower to take down knights. The center had my infantry units
who held up pretty well and contained the center for a little while but could
never make my push.
Analysis:
The living saint was okay, its really a poor demon
version. The extra attacks are nice and
the special abilities are good but she has limited use in Battle sister
formations, works okay with seraphims.
Its almost a no brainer to take it for 50 points for a Choir unit. But I would like it to be a DC model with
abilities that can be independent or with a unit.(ie like a demon prince)
The Castigator knights are cool and do provide the AT shot,
however they are 5+. The tempest
warblade is excellent. I would leave the
knights for now as they are.
The Inquisitorial Storm troopers in this battle did nothing,
valkryies never got to use their disrupt bombs, infantry is weak no long range
support. I take it Valkyries are
skimmers (did not notice that in the list notes). Hard to justify 150 for 4 that has limited
role especially for fragile troops it carries, poor armour save. This battle was not the best way to judge
their effectiveness so I will try them in a later list.
I was able to fit 12 formations with the new list and had
points to spare.
The more I play I see several redundant options to
take. Such as purgeance units, exorcists
units, choir units, Battle sisters unit, penitent units, lightning strikes and
knights. You can really design a list
around any of the core choices from all repentia and choir to all sisters and
retributors. Lots of choices and you can
really make a focused list if you want.
Some photos:
I have used the storm troopers in valkyties a bunch of times and mostly found them to be worth it. They are pretty fast and can dish outt allot of punishment!
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