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Goth Girls Gone Wild!
Introduction <> Battle #1 <> Battle #2 <> Battle #3 <> Battle #4 <> Battle #5 <> Final Thoughts
Goth Girls Gone
Wild!--Battle #5 by
Patrick Eibel and Kenton Kilgore
Here we are at the last battle in the campaign. As discussed in the introduction, each player was to build on the army list they had used in the previous battle, adding units, wargear, etc., but not subtracting anything previously taken.
(3000 points) by
We played on a 4' by 8' table at my house. Seeing as how we had a lot of table, I went to town on the scenery, setting up a waterfall in one corner and a river flowing from it. I scattered bases of jungle trees about the board. Pat and I agreed that the brown paths counted as clear terrain (no movement checks needed, clear lines of sight), the rivers counted as difficult terrain (movement checks needed, 5+ cover saves for those in rivers or along its banks) and everything else was jungle (movement checks needed, 5+ cover saves for those these areas, see/shoot only 6" through these areas).
Pat and I had decided ahead of time that it made the most sense from a narrative perspective that his Sisters be the defenders trying to escape the clutches of the murderous Kurindans. Assuming that Pat would mount the majority of his army in transports and rush to one side of the board, I divided it into two more-or-less equal parts, so that regardless of which way he went, he’d be running into basically the same units.
As per the mission parameters, Pat set up his army in the middle of the board, in a 12" wide strip. He placed the majority of his transports at one end of his deployment zone, all of them poised to push towards one board edge. He anchored each flank with an Exorcist having clear lines of sight down jungle paths or the river; these were faced the opposite way of the transports to fire at pursuing Kurindans. The Arco-Flagellents and the jump-packing Seraphim, St. Lucretia, and Inquisitor were roughly in the center. He placed his Retributors on foot, pointed towards the way his transports would be going, to hopefully thin out opposition headed their way.
Bound by the set-up rules of the mission, I placed Group 1 near Board Edge #1, which, coincidentally, was the way that Pat’s transports and Retributors were facing. I placed Group 2 behind Pat’s army, on the side with the waterfall. This meant that my mighty (but slow-moving) Broodlord and Retinue would have to slog through the jungle, staying off the paths lest Pat’s Exorcists evaporate them, while the rest of Pat’s army moved in the opposite direction.
I next placed my Elite units. My four-strong Troglodytes on Dracosaurs (Tyranid Warriors) deployed with Group 1; the three-strong unit deployed with Group 2, behind the Broodlord. The Lictors stayed in Reserve, of course. Pat’s Callidus used the Word In Your Ear ability to move Newt Rampage # 1 out of protective cover and onto a path, directly in front of the Retributors. Eeep!
“Breakout” does not normally have special rules or rely on Victory Points to determine a winner. To better mesh it with the other games in this campaign, Pat and I agreed before the game that we would use the special rules Concealment, Dusk and Dawn, and Victory Points. Furthermore, Pat’s objective would be “Enemy Lines”: he would receive bonus Victory Points for moving units off the short board edges or off the long board edges within 12” of a corner. My objective was “Annihilation”: I would receive bonus Victory Points for having Kurindan units alive at the end of the game.
At the start of the game, we rolled to see if Dusk and Dawn would be in effect for the last turn: it would not. With that, we rolled to see who would go first: on a 1, I would, on a 2-6, Pat would. As you might expect, Pat won that roll and set to work.
In the Shooting Phase, the Inquisitor made his roll to overcome Concealment, spotted Newt Rampage #1, and fried three of them with his Scourging psychic ability. The Retributors attempted to do the same, but could only see 21", not far enough! Similarly, the Immolator could not see the HQ Troglodytes. The other Exorcist fired at Newt Rampage #2 but managed only a single wound, which the little Lizardman made. A very unimpressive phase for the Sisters.
On their turn, both groups of the Kurindan army charged forward as fast as they could. Shaman #1 zapped the Rhino of Squad Clemence, destroying it, killing a Sister, and pinning the rest. The HQ Trogs fired their venom cannon and deathspitters, blowing off the heavy flamer on the Immolator. Troglodyte Rampage #1 charged the immobilized Chimera, destroying it, and Newt Rampage #1—which had narrowly averted being filled with heavy bolter rounds—charged the dismounted Squad Piete. Despite the Sisters striking first from the cover of foliage, they killed no Newts; losing six of their own, they broke, were caught, and were destroyed. The victorious Newts (Hormaguants) swept into the Seraphim Squad Belliqueux, the Inquisitor, and the Arco-Flagglenets …. Flegallants …. those Barney Badass guys with the chains and the flails. You know who I mean.
The Shooting Phase was ferocious, with Canoness Tressant and the Celestians killing both Finbacks (Raveners) from Group 1 and wounding (with a flamer) an Elite Troglodyte from the four-member squad. The Dominions killed seven Troglodytes (Genestealers) from Rampage # 2, and Croyance polished off the other five, wiping out the unit. Squad Esperance shot and killed five members of Trog Rampage # 1, and the Exorcist Croix de Mort slew four more. The other Exorcist wounded an HQ Trog on Dracosaur, and the Retributors killed two more.
The Assault Phase was no better for the home team. Invoking The Passion, Seraphim Squad Belliqueux slew five members of Newt Rampage # 1, St. Lucretia killed two more, and the Inquisitor, Arco-Flagellants,a nd Seraphim Squad Etoiles wiped out the rest of the Newts and swept towards Trog Rampage #1. The only bright spot was that the Newts managed to kill one member of Belliqueux and an Arco-Flag’s head exploded from all the stimulants running through its system.
Reeling, the Kurindans of Group 1 attempted to hang on while the Kurindans of Group 2 hurried to catch up and join the fight. Newt Rampage # 2 didn’t roll well enough on their difficult terrain checks and failed to reach Retributor Squad Revanche. The HQ Troglodytes on Dracosaurs shot an Arco-Flag, then charged them; the four-strong Elite Trogs on Dracs charged the Dominions; Trog Rampage # 1 charged the Seraphim Belliqueux; and Hydrasaur # 1 (Carnifex) charged the Celestians.
The HQ Trogs killed two Arco-Flags but lost one of their own. The Dominions invoked The Passion and Spirit of the Martyr and lost only one Sister to the Elite Trogs (which are, as you recall, Tyranid Warriors with rending claws). Trog Rampage # 1 killed a Seraph and lost a member and the fight continued, the Seraphim forgoing their Hit-and-Run ability. The Celestians invoked Hand of the Emperor and Spirit of the Martyr, wounding the Hydrasaur while suffering no casualties.
Like the amplifiers in Spinal Tap, Pat’s Callidus evidently goes up to 11, too, as that is how many Newts she killed with her neural shredder. The Inquisitor attempted to zap the Shaman with Scourging, but the fat frog made his save. The Exorcists fared no better: Croix de Mort fired a single shot at Newt Rampage # 2, but the little fellow made his cover save. The other Exorcist fired a single shot at Shaman # 2, but failed to wound.
The Callidus charged the Newts and they chopped her into itty, bitty pieces. Squad Croyance charged the Elite Trogs, invoking The Passion and Divine Guidance while the Dominions similarly invoked The Passion. Squad Croyance killed two Elite Trogs and the Dominions lost one of their own. The Inquisitor sliced up Shaman # 1 with his eviscerator. Seraphim Etoiles charged the HQ Trogs, and when the melee was over, the HQ Trogs were no more, the successful Sisters moving towards the board edge.
Meanwhile, Trog Rampage # 1 and Seraphim Belliqueux continued their duel, each losing another member. The Seraphim opted to use their Hit-and-Run ability and bounded 12" towards the board edge. Elsewhere, Canoness Tressant wounded the Hydrasaur (Carnifex) with her Blessed Weapon and she and her Celestians hung on despite failing to invoke Spirit of the Martyr and Divine Guidance.
On my turn, the Lurkers (Lictors) showed up; I sent one to help out the Elite Trogs in battle with the Dominions and Croyance and sent the other to help the Hydrasaur. The last member of Trog Rampage # 1 charged the back of Pat’s second Exorcist but failed to damage it. Yipping in glee after triumphing over the Callidus, Newt Rampage # 2 charged Squad Clemance (remember them?) and Retributor Squad Revanche. They killed two Sisters from Clemance, lost three of their own, but held because they were in Synapse range of !Klrt, the Broodlord.
The Elite Trogs and their reinforcement Lurker killed three Dominions and lost one Elite Trog to Squad Croyance. The Celestians failed again to invoke Spirit of the Martyr but had little to fear, as the charging Lurker’s swings did not connect and they used Holy Hatred to strike it down. Canoness Tressant wounded the Hydrasaur again and made an invulnerable save when the monster hit her.
In the Shooting Phase, the Inquisitor used Scourging to kill two of Trog Rampage # 3; the Exorcists killed one member of Rampage #4 and killed Shaman # 2, who was following the Newts.
In the Assault Phase, the last Arco-Headcase and the last Trog from Rampage # 1 both missed. The Newts killed one of Clemance and lost seven. Lucretia and the Etoiles killed the last Lurker, the last Elite Trog from the four-strong unit killed the last Dominion, and then Croyance killed it. Seraphim Belliqueux hacked down Hydrasaur # 1, and many of the Sisters were in good position to move off the table.
On my turn, Group 2 went into gear. Hydrasaur # 2’s venom cannon destroyed the Exorcist Croix de Mort. Troglodyte Rampage # 3 attacked the other Exorcist, pulling off its missile launcher and shaking the crew. Broodlord !Klrt and his retinue (Genestealers) attacked the Retributors, with !Klrt killing two and Pat saving the rest by canny casualty removal. The last Trog # 1 carved up the last Arco-Flagellant.
On my turn, Shaman # 3 finally emerged from cover and zapped the Dominions’ Immolator, destroying it. Trog Rampage # 3 jumped the Inquisitor, easily killing him, then swept into Squad Clemance. Finbacks # 2 caught up with and charged Seraphim Squad Belliqueux, who invoked Spirit of the Martyr. The Sisters lost three, inflicted one wound on a Finback (Ravener) and used Hit-and-Run to escape. The Finbacks consolidated into cover. Meanwhile, !Klrt’s retinue killed three Retributors and two of Squad Clemance, but the Sisters managed to kill the last Newt, scoring more Victory Points.
On my turn, !Klrt and his retinue charged Croyance’s Rhino and destroyed it. Trog Rampage # 3 went after the damaged Exorcist but were unable to destroy it. The crucial play, however, was to see if Trog Rampage # 4 could roll a “6” on its difficult terrain test (using three dice, as Tyranids do), roll a “6” on its Fleet of Claw roll, and roll a “6” on three dice to charge Squad Croyance. If they could, that squad would probably fall. As one might expect, they failed to reach the last squad of Sisters, and the game ended in a draw.
Post-Game Analysis by
Much as I would have loved to split my force up in reaction to Pat’s deployment, the mission rules forced me divide my army ahead of time and commit them to a specific side of the board before Pat showed his hand by lining up his transports. Once the game began, my strategy was for both groups of my army to move as swiftly as possible to engage Pat’s. Group 1’s job was to minimize the Sisters’ progress and bloody their noses so that Group 2 could catch them and finish them off.
Group 1 did okay, given that it was basically half of my army against almost all of Pat’s. The Sisters didn’t start breaking out until Turn 4, and suffered some big setbacks along the way (Squad Piete and their Chimera were taken out, the Immolator never hurt anything, and the Retributors’ heavy bolters were not a factor). Instead of placing the three-strong unit of Elite Trogs on Dracosaurs with Group 2, I should have deployed them to reinforce Group 1. They did just about nothing all day except tramp across the board.
Group 2 did not do such a great job, mostly because they were severely hindered by terrain. My difficult terrain rolls for movement were, at best, mediocre. In fact, I would say that for once in the campaign, the terrain hindered me more than Pat: he had nice lines of fire for those Exorcists, which forced me to stay off the paths and slow waaaaaaay down.
When Group 2 finally came to grips with the Sisters, they did okay but not spectacular: Newt Rampage # 2 ate the Callidus, but not before she killed eleven of them. They tied up the Retributors and Squad Clemance, but got slowly ground down: besides, Pat had already written off those squads. !Klrt crushed, of course, but Pat carefully removed casualties and minimized the number of Sisters !Klrt’s guards could get to, using the Broodlord’s high Initiative against him. The Group 2 Finbacks didn’t do much, but at least they got some hits in, unlike the Finbacks from Group 1, which were early and easy targets for Pat.
Don’t get me started on the Lurkers (Lictors) and Hydrasaur # 1 (Carnifex). I thought they were going to kick some Sister booty in close combat. Instead, they got owned, thanks in part to all the magic tricks the Sisters can pull out of their hats. Sheesh.
Over to Pat.
Post-Game Analysis by
As Kenton has pointed out, the best tactic for the mission seemed to be to focus on one half of his army. I felt I did pretty well in remembering all of the rules for the Sisters, although I probably could have used my Faith Points better. Some units that had underperformed for most of the campaign – the Seraphim, the Retributors, the Celestians – finally were able to make a real contribution. I was particularly impressed with how long the Retributors and Squad Clemance were able to tie up the Broodlord, Genestealers, and Hormagaunts in close combat. Their valiant effort meant that the units in scoring position would not get caught from behind and was gratifying after the poor close combat results from previous games.
Looking over the army, I would probably not bring the Callidus and Inquisitor again. For 240 points, I got two characters that were not scoring units and easy points for Kenton to claim with two kills. For the same points, I could get another Battle Sister Squad and Rhino, which not only would be another scoring unit, but another Faith Point as well.
In the end, I dug myself too deep
a whole to climb out of in one game. I needed to do a better job in the
two games in which I was wiped out. However, I did learn a lot about the
capabilities of Sisters of Battle, and if we were to do this campaign again,
I am sure I would do better. For now, I am happy to have won the battle,
even if I lost the war.
Posted: November 2006
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