Turn 2 – Orks win Turn 2 initiative
Much to my chagrin, the Stompamob decided to rain on the Repentia’s parade. Sure, I put them out there for the world to see, but I really wanted to see them in close combat. 3 Repentia and both Penitent Engines fall, breaking the formation, but the Fearless units advanced to cover.
Perhaps not the best move, order-wise, but anticipating how important this combat would be, my Lightnings attacked the Gargant, inflicting only a BM.Retaliation is at hand, and the Gargant rumbles forward again and rips into the Exorcists. Fortunately for me, the Gaze of Mork missed, but 2 Exorcists drop to the MW BP’s, breaking the formation.
It was gamble time. I knew by measuring that I might not quite be able to pull this off, but I went for a double-tap clipping assault and hoped the gamble would pay off.The Mech Sisters double and place themselves a little too cautiously out of range of most of the Stompaz, laying another BM in the process. Then the gamble is enacted. The Seraphim launch themselves into an assault that they could barely reach (at this point it is 2 Seraphim vs 2 Dreads), but the Stompaz countercharge. I miscalculated badly here, and all but 1 of the Stompamob is now in range, while my supporting Sisters are not able to bring much firepower to bear.
The 4 Seraphim inflict 2 hits, killing 1 Dread, but the Stompaz have a horrible turn of luck and only 2 return hits are scored, killing 1 Seraphim. With only the vehicles and 1 Sister in support, 3 more hits yield a second dead Dread. However, luck went my way and the assault wins by 4, hacking down all but the FearlessSuper-Stompa. It falls back past the factory.
The Warband doubles, loading the troops back up and placing themselves solidly on the Sister’s Blitz objective.
Not wanting to face them should they rally, Lightnings jump the broken and fleeing KoS and kill 5 more all told.Sentinels sustain into the Gargant, stripping its last 3 shields away.Exorcists double over to the right and hit the Gargant 4 times, inflicting 2 wounds after rerolls.Knowing it was now or never, the Canoness led her Seraphim into an assault against the Ork monster.
”It’s not often girls get to look up a guy’s skirt!” quips Bryan. It’s on! The Seraphim inflict 2 hits on the Gargant and take 6 back. 5 Seraphim die, including the Canoness (the Invulnerable Save roll was a 5!). Supporting fire from the Exorcists hit only once. Going into Combat Resolution with the Gargant leading 7 to 4, the combat is tied and another BRUTAL round is done again. The last Seraphim is stomped into dust long before any supporting fire can come her way and that is that. The Exorcists take a BM while the Gargant is 1 shy of breaking.
I forgot to activate the Retributors, but since there was no infantry near, it wasn’t really bad. They were still in cover…End of Turn 2
Rallies:All Sisters rally.KoS and Super-Stompa remain broken, and the Gargant clears 4 of its 7 BMs.Ready for more? So was I! Sadly, we had to call it here Both of us love to talk, and ONE of us likes to talk even MORE and wander around looking at everything in the gaming room

At this point, the Orks hold the Sister’s Blitz, but the girls aren’t concerned one bit. Of the 4 remaining Ork formations, 2 are broken going into Turn 3, and the Sisters are still in decent shape. I am confident that at the end of Turn 3, the Sisters would have the Ork’s Blitz and right-flank objective in hand, scoring 2 points, and had enough formations to get back to their own Blitz to contest it. A Sisters win of 2-0 or possibly 2-1 is likely at this point in the game, although, like they say in sports, “This is why you play the game!” You just never know.
Some advice:
Bryan is a really great guy and a fantastic modeler. However, you rush to take objectives far too early in the game, and did this last time we played as well. In the Tournament Scenario that we were playing, you cannot score points until the end of Turn 3, and you really kept your Warband out of the entire fight by chasing meaningless objectives instead of mixing things up. That was a SCARY formation you had, which is one reason I refused that flank.
Also, you need more Anti-Air. Or do you? Will I take planes again next time to get into your head? You never know! But your lack of AA hurt you in both games we played.
What else?
The Sisters are fun, but I haven’t found a chance to use
Pray yet. It is a nice defensive bonus, yes, but highly situational and restrictive. Being allowed to “Advance” while using a Prayer would be SO much better than only advancing or only shooting…
Some parting pics of our units:
Ork Blitz and Stompaz:

Ork scratch-built Great Gargant, posing here as a Gargant (sorry about the blur!):

Ork Warband:

The Sister’s center:

And lastly, a sneak peek of two new terrain pieces I am working on – the Village and Church:

Kealios