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Adepta Sororitas (v1.2) vs Knights Legion

 Post subject: Adepta Sororitas (v1.2) vs Knights Legion
PostPosted: Tue Jun 05, 2018 2:27 am 
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blog has been updated:

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.

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 Post subject: Re: Adepta Sororitas (v1.2) vs Knights Legion
PostPosted: Tue Jun 05, 2018 5:01 am 
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Thanks for the game Kal,

Never realized the living saint could go with Seraphim. Seems like a pretty sweet combo.

Pics are always great too. Mine are always vassal games and i don't get the privileged of seeing miniatures on tables enough.

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 Post subject: Re: Adepta Sororitas (v1.2) vs Knights Legion
PostPosted: Tue Jun 05, 2018 5:05 am 
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pics on my blog

https://oxfordwargaming.blogspot.com/

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 Post subject: Re: Adepta Sororitas (v1.2) vs Knights Legion
PostPosted: Tue Jun 05, 2018 6:22 am 
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ahh yeah sorry i was referencing to them that they are great to see. my choice of words were terrible.

Thanks again

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 Post subject: Re: Adepta Sororitas (v1.2) vs Knights Legion
PostPosted: Wed Jun 06, 2018 5:48 am 
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chivalrynsorcery wrote:

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.



Cheers for the Report Chiv! Sounds like a tough matchup vs the Knights!

chivalrynsorcery wrote:
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 idea is she is more like the daemon prince upgrade from Chaos, not the greater daemon or avatar style upgrade (Hence why she is only 50pts). And i agree she does her best work as an upgrade for Seraphim.

(2 unit teleportingis my favorite and using the Saint's "Captain ability to draw both units into an engage action together.)

chivalrynsorcery wrote:
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.


Good to hear!

chivalrynsorcery wrote:
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've used them myself as the engage unit to great success. End of turn one I move them up launching their bombs and put them in a position to strike start of turn 2. They have a great engage range and Stormtroopers are quite good at FF still. (I also throw a DC Assasin or 2 in as well)
Points wise we are kind of stuck with the inherited cost of Valks from the Imperial guard lists.

chivalrynsorcery wrote:
I was able to fit 12 formations with the new list and had points to spare.

That's the plan, Sisters are a high engage army ground pound army with not a lot of long range heavy firpower, hence the reason for 12 activations with some points for upgrades

chivalrynsorcery wrote:
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.


Purgeance are now very similar to the Hellhound formation from Cadians (which is a great fun fast FF unit that can also take out good swathes of infantry. But can also be swapped and changed around.
Hence why we have the "Flamer style Immolator range up to 30cm and the Melta style at 15 so you can do mix formations if you wish.

I love my repentia squad... but i don't see a great reason to take them myself, they struggle in the same way all ground based CC units do. A savvy player measures so you never will reach CC range and they don't have a good delivery system . (Maybe GW will give us a flyer in 2019??)

BUt I'm happy with our array of choices. My only concer currently is the arco flaggellant unit. Left over from the last edition I'm thinking of removing it and putting it in the next list which will deal with more of the rabble. Priests, hordes of Redemptionist units and arco flaggellants and pennitent engines.


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