Visual Battle Report

January 28, 2002
Hello Kitty Sisters of Battle
VS.
Tyranids
1500pt modified Stronghold Assault Scenario
modified in that we allowed both armies to deploy their entire force at the beginning of the game - we wanted a ferocious battle! :-)

Page 2


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The Battle Begins


Deployment - beginning of turn one.
Tyranids will get furst turn - the Sisters are visible in their fortified positions (shooty squads in each of the bunkers atop the hill, armor and more Sisters (including Seraphim) are positioned on either side of the hill - a redemptionist squad is in the fortification directly in front of the hill.

 Tyranid Turn one had seen the nids advancedpouring a rediculous amount of fire into the Sisters Redemptionist Squad in the fortification which blocked the access to the earthen ramp up the hill. Despite heavy firing though there were still several survivors.


This photo is of the Sisters movement in their first turn. Fires still burn in the forward fortification where the Redemptionists took such a savage shooting from the Nids - the Sisters however responded with a bit of their own shooting - moving their Exorcist forward and firing on nearby Raveners - the Sisters heavy weapons focusing on both ravener groups (one on each flank of the Nid advance) the far group of raveners was well reduced - however the close group remained strong. No fire whatsoever went to the Hormagaunts which were leading the tyranid assault - but two large seraphim squads moved forward though - an ominous foreshadowing of the fate the Sisters had decided upon for the Hormagaunts...

A closeup of the coordinated Seraphim advance - one group from each side of the defenses...

 

A perfectly landed assault - the Seraphim had not been in range to assault to begin with, but used "The Passion" to gain a bit of extra movement - and additional bonuses in assault. Notice their deployment - each Seraphim here gets four attacks this round, and each has a higher initiative than the Hormagaunts (again thanks to "the Passion").

 

The Sisters Eversor Assassin also jumps into an assault this turn - though he's not expected to survive - they hope he will slow the Tyrant down a bit, and perhaps inflict a wound (which he does). The Sisters make clear distinctions in their army about which units are to be protected - and which units are considered expendable.

 

The Seraphim perfectly destroyed the Hormagaunt brood - not one extra wound was inflicted - this accomplished each Seraphim unit withdrew from the assault (another special Sisters ability) and each unit moved back 11 inches (both units rolled identically for their fallback). Both units also moved back to the side of the Tyranid's objective (they didn't want to draw the lead Tyranid elements closer to their objective by being charged on the Tyranids next turn.

End of Sisters Turn One.


 
 
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