Sunday, December 15, 2013

Tourney Batrep: 1200 + 1200 Team Tournament at Dirty Goblin Games


My buddy and I had the amusing idea of bringing blob sisters to the monthly Team Tournament up at Dirty Goblin Games in Queensbury, NY.  Of course, this means that I (GASP!) brought unpainted models to the event.  I think I nearly caused a few heart attacks at that one, but the Team Tournament is always a great time to bring some ridiculous stuff just for the heck of it.

Adam - 1200 Team Tournament December 2013

1 Saint Celestine, 135 pts (Warlord)

19 Battle Sister Squad, 255 pts (Flamer; Flamer)
   1 Sister Superior (Bolt Pistol; Boltgun; Melta Bombs)

19 Battle Sister Squad, 275 pts (Simulacrum Imperialis; Meltagun; Multi-melta)
   1 Sister Superior (Bolt Pistol; Boltgun; Melta Bombs)

19 Battle Sister Squad, 275 pts (Simulacrum Imperialis; Meltagun; Multi-melta)
   1 Sister Superior (Bolt Pistol; Boltgun; Melta Bombs)

19 Battle Sister Squad, 260 pts (Flamer; Meltagun)
   1 Sister Superior (Bolt Pistol; Boltgun; Melta Bombs)

Kevin - 1200 Pts - Codex: Adepta Sororitas Roster

1 Saint Celestine, 135 pts (Warlord)

19 Battle Sister Squad, 255 pts (Flamer; Multi-melta)
   1 Sister Superior (Bolt Pistol; Boltgun)

19 Battle Sister Squad, 255 pts (Flamer; Heavy Bolter)
   1 Sister Superior (Bolt Pistol; Boltgun)

19 Battle Sister Squad, 255 pts (Flamer; Multi-melta)
   1 Sister Superior (Bolt Pistol; Boltgun)

14 Battle Sister Squad, 195 pts (Flamer; Heavy Bolter)
   1 Sister Superior (Bolt Pistol; Boltgun)

1 Ministorum Priest, 30 pts (Close Combat Weapon; Laspistol; Melta Bombs)

1 Ministorum Priest, 25 pts (Close Combat Weapon; Laspistol)

1 Ministorum Priest, 25 pts (Close Combat Weapon; Laspistol)

1 Ministorum Priest, 25 pts (Close Combat Weapon; Laspistol)


The owner, Mark decided to do a fun Christmas theme for this month's tournament, so he created a few different missions with some cool fluff to go with them.

Dirty Goblin Games Holiday Tournament- Beta

An Imperial planet, Kretorix, has suffered a sudden climate change. This death world once lush with jungles is now a barren ball of ice. The civilians and guardsmen on planet, should have been wiped out months ago. But recent scans of the surface indicates lifeforms still present. This worries several imperial organizations. The Tyranids have sensed this life force and move toward the planet. A small cell of Tau have completed a transaction with a rogue trader group on planet. The Eldar have been reported in the sector for several weeks. The Orks smell the coming conflict. Through the webway pirates watch and wait for the carnage and in the darkness chaos grin for war is coming...



Game 1 - Tyranids and Tyranids


Sorry. We didn't get a chance to get a battle shot.


Round One: Winter Wonderland.


This planet has been detached from the Imperium for many decades. Though never forgotten about, this is due to the large stockpiles of weaponry stored here. Old traditions have arisen, such as a winter festival that celebrates health and kindness towards others. Loving your family and friends, but fails to praise the God Emperor of mankind. Once this information is discovered by Ordo Hereticus, who happen to be the first to make planet fall. The purging began. Two factions were created consisting of Loyal to the Imperium and the Traitors. These two now fight to take control of the planet and you are caught in the middle. Whatever your motivation is, you must secure the weaponry on this planet.

Mission
Deployment: Vanguard

Primary Objective:
Secure the clearance code for the stockpiles.
Before deployment obtain my markers and place them on the board one at a time, alternating between teams. The team that deployed first places the first marker. The markers may not be placed in ANY deployment zone. They must be further than 6 inches from the table and 12 inches from each other. After the first game turn (both teams have had a first turn) if a scoring unit controls one of these markers at the end of that player's turn they receive a point. The team with the most points earns 6 and your opponents earn 3. If both teams tie, each earn 4 points.

Secondary Objective:
In this mayhem, casualties are an inevitability. If a team obtains more kill points than your opponents they receive 3 points. The opponents receive 0 points.

Tertiary Objectives
Slay the Warlord: Earns a team one point if secured.
Linebreaker: Earns a team one point if secured.
First Blood: Earns a team one point if secured.


Opposition:  I'd have a tough time saying what exactly the list looked like, but there were two Dooms in spores, two Tyranofexes, two Harpies, a Hive Tyrant with guard (I think), two squads of Hormagaunts, two squads of Termagaunts, and, if anything, not much else.

Game:  During deployment, we left two squads in reserve hopes of getting control of the enemy's unguarded flank.  We filled our deployment zone with Sisters and began marching forward.  We gunned down every infantry model possible and took pot shots at monstrous creatures when we had nothing better to shoot at.  This tactic worked out well as, by the end of the game, our opponents only had one unit remaining which could score.  The Sisters suffered massive casualties from the huge monstrous creatures, but the Priests granting Fearless was an amazing benefit since the Sisters could just stay in combat for ages and even make a few invulnerable saves.  The Saints Celestine were instrumental in their ability to jump ahead and grant the squads a few more inches of charge distance when necessary.

Result:  Sisters of Battle 7, Tyranids 5


Game 2 - Tau and Tyranids



Click the image to see the madness!


Round 2: Let it Snow, Let it Snow, Let it Snow.
The codes have been secured, but during the battle to reach the weapons, several devices had been activated. The main city has been leveled, only the far outposts remain. Barely making it out alive everyone planet side now faces harsh winter conditions. The only way to survive will be to find shelter from the storm. It is expected snow for several weeks. Supplies are scarce, but must be found. Voices in the dark can be heard as a bone-chilling wind blows. Night has fallen, there is only darkness....

Deployment: Hammer and Anvil
Markers will be placed by Tournament Organizer. These represent settlements on the planet where you can find supplies. When you end your movement phase within 3 inches of a marker, roll a D6 and consult the Tournament Organizer. Night Fight OCCURS AUTOMATICALLY FOR TURN ONE AND TWO. Consult your TO in case of any interactions based on night fight and army special rules.

DASHING THROUGH THE SNOW! 
This special rule effects all of the following; infantry/walkers/jump/beasts/monstrous creatures/bikes/cavalry/swarms/characters/jet pack units for the purpose of moving are treated as in difficult terrain. Dangerous/Hazardous will be ignored for these movements.

HAIL!
Each time a flyer moves, if it was on the field before this movement phase began, choose the distance you wish to move it and roll a D6. This is a stability test. The test is passed if the flyer rolls over it's current amount of hull points. Consult the chart.

ICE!
Any non-walker or non-flyer vehicle that moves during the movement phase, immediately slides an addition inch the direction they moved. Pivoting does not cause this inch movement.

Primary Objective:
After you reach a marker and resolve the D6 roll with the TO, you obtain one point. The team with the most points earns 6, the opponents receive 3 and a tie results in both teams obtaining 4.

Secondary Objective:
People get lost in the snow all the time, don't think twice about the bullet holes... If a team obtains more kill points than your opponents they receive 3 points. The opponents receive 0 points.

Tertiary Objectives
Slay the Warlord: Earns a team one point if secured.
Linebreaker: Earns a team one point if secured.
First Blood: Earns a team one point if secured.


Opposition:  Our opponents' lists consisted of a Riptide, a squad of two Broadsides with no drones, a Commander with his buddies, two squads of Fire Warriors with Marker Drones, a Hammerhead, two flying bugs (not sure what kind, one kitted for CC and another mixed), two Tervigons, a squad of Hormagaunts, a squad of Termagaunts, and a Doom.

Game:  We nearly filled our entire backfield with Sisters of Battle while our enemy set up defensible positions.  The game is not really worth detailing.  We only got to turn three and lost due to contesting.  Had the game gone further, we would clearly have won.  Having said that, it was good to see, again, the Priests really earning their keep by keeping big bugs tied up.  Also, during this game we successfully Denied the Witch multiple times.  It was quite amazing to see the Doom's big blast of death power impotently fizzle out.  5+ over a 6+ feels like a quality improvement in its the real-life application during the tournament.

Result:  Tau/Tyranids 8, Sisters of Battle 5

Game 3 - Chaos Space Marines and Dark Eldar




Round 3: Frosty, Archfiend of the Shard.

Supplies have been obtained and shelters have be created. The storm rages across the planet. Though it has calmed over the weeks, conditions make it impossible to leave. Large piles of snow have encroached the shelters. A large shape appears in the shadows from time to time. Calling out in the snow. One evening those brave enough venture out and discover a creature made of pure snow. It calls out to the fearless few that gaze upon it. “You must find my other half to calm these winds... only then can you be free.” The creature emanates an energy signature hat can be easily tracked, the location of it's “other half” has been located.

Deployment: Dawn of War. 
Place one marker in your deployment zone, the team that deploys first, places first.

Primary Objective:
The final battle has begun, grab your bolters and your snow booties! If a team obtains more kill points than your opponents they receive 6 points. The opponents receive 4 points. If a tie occurs both receive 3.

Secondary Objective:
A team that secures a marker receives 6 points per marker. Only scoring units may control this marker.

Tertiary Objectives
No Objectives. 

More story will be revealed after the last round!



One of the cool things about this mission is that Mark gave us adorable, little snowman objectives to use which we got to keep.

Opposition:  I always have a good time playing against Jacob's Chaos space marines. I appreciate that he puts forth the effort in painting his models and doing some cool conversions.  Their army consisted of a Sorcerer with a Chaos Space Marine squad in a Rhino, a big squad of Cultists, two Heldrakes, two squads of two Obliterators, Two Raiders (transports for Troops), a Ravager, two Venoms full of all the shooting infantry, and two bike squads.

Game:  In this engagement, we spaced all of our sisters exactly two inches apart and reserved two squads. Of course, to be friendly, we deployed while our opponents deployed first.  The enemy deployed heavily on their left side while putting fast units on their right.  They did, however, have a squad of Havocs over there.  We pushed down the middle and their right, hoping to take that territory and sweep into the meat of their army.  We started to do this, and on turn two slungshot a squad into a Raider early in the game with one of the Saints.  Also, on turn two I threw a Hail Mary Multimelta at 20" into one of the Heldrakes and exploded it.  We came in from reserve with our two squads and dumped promethium into their turboboosting Bike squads, wiping them out.  Energized by these successes, we pushed forward.  However, our opponents quickly took the momentum back with their Venoms full of death.  We pulled back to lick our wounds on our right flank while we began taking their right flank, destroying the Havocs and forcing the Raider and the Ravager deeper into their castle.  In the end, we had destroyed enough of their units while cowering with ours that we won the game.  It was good to get a solid 5 turns in after the 3-turn poop show that was the previous game.

Result:  Sisters of Battle 9, Chaos/Dark Eldar 3


Take-Aways


I had a great time as usual even though I was still quite a bit hung over from Christmas movies and wine the night before.  I swear I am the biggest lightweight there ever was.  We also ate at the Little Caesars instead of the real pizza place across the street.  I have no idea why we hate ourselves, but bad things happen to good people all the time, I guess.

The missions were fun. The second one was a little overly complex, but I think that if we do something similar next year, a little editing will go a long way. At any rate, the fluff portions were neat.  We were glad we could help recover some of the supplies for the glory of the Emperor!

Saint Celestine:  The Saint is still good.  I dare anyone to say differently.  Her ability to pretty much guarantee your Acts of Faith is incredible in clutch moments.  Her Martyrdom ability late in the game came into play many times for me.  It's not quite so useful if you're running priests, but in the second game I actually sacrificed her in order to save units locked in combat with Tyranids.  She's also awesome for slingshotting units into close combat.  You may think that close combat is not where you want Sisters of Battle.  Nay nay nay.  With the Saint, you can give the entire unit Hit and Run.  This basically allows you to shut down a unit for a turn.  You assault in, tie up the super shooty unit, break away after the opponent's turn, then shoot them to death.  It's a really great tactic and seeing a giant blob of Sisters Hit and Run across the board is amusing as hell.

Priests:  I really didn't want to admit I needed priests in my list, but they are so very good.  The fact that they grant fearless alone is worth the 25 points, not to mention their ability to make Sisters of Battle relevant in close combat.

Adamantium Will:  This special rule is amazing.  We felt invincible to Psychic powers all night against both Tyranids and Chaos Space Marines.  I know 5+ isn't anywhere near "invincible", but it it's better than getting smashed in the face with a pointed rock.


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