Campaigns
Goth Girls
Gone Wild!
Introduction
<> Battle #1 <> Battle
#2 <> Battle #3 <> Battle
#4 <> Battle #5 <> Final
Thoughts
Goth Girls Gone
Wild!--Battle #3 by
Patrick Eibel and Kenton Kilgore
(“Defend the
Shrine”; 2000 points each)
With a gasp,
Canoness Marian Tressant awoke. It was night, and around her the other
Sisters in her Commandery were sleeping or keeping watch.
“Not all
dead,” she thought, remembering the events in her nightmare, in which every
last Sister fell trying to secure the wreckage of an Aquila lander. She
rose and walked among the Sisters, taking comfort in the cool night air
and stopping occasionally to impart encouraging words to those that needed
comfort.
From inside
the treeline, Sergeant-Sister Agatha ,leader of her Celestians, approached
the Canoness. “Holy Mother,” Sister Agatha whispered, “we have found the
chapel.”
Canoness
Tressant beamed in anticipation. Could this be what they had been seeking
- the final resting place of their order’ss patron?
Quickly,
the Canoness moved through the camp and gathered the members of Squad Piete.
She rejoined Sergeant Sister Agatha and the rest of the Celestians. “Come
with me while I pray for guidance.”
“This way,”
Sister Agatha said, leading the group back into the jungle, followed
by the Celestian’s Rhino, crushing foliage as it went. After a few hundred
yards, the jungle abated at a large clearing in which were several ruined
buildings. In the center of the clearing were the remains of a chapel,
with only one wall and part of a stained glass window still intact.
“Wait here
while I pray,” the Canoness instructed.
The Sisters
took up defensive positions, peering into the deep jungle darkness, bolters
at the ready. It was not long before they heard the telltale grunts and
hoots that marked what passed for a Kurindan language.
“Let us
hope that the Holy Mother’s prayers are answered,” Sister Agatha said,
as she aimed her bolter and fired, killing a small Newt that was climbing
a tree some yards away.
As discussed
in the introduction to this campaign,
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.
The Kurindans
(2000 points) by
Kenton Kilgore
For this game,
I spent most of my 500-point allotment on filling out my Troops, maxxing
out each “Troglodyte Rampage” (i.e., Genestealer Brood) to 12. “Defend
the Shrine” (from Codex: Witch Hunters) calls for players
to move figures onto a terrain piece in the center of the board, with the
winner being the player who has sole possession of the objective. To that
end, I selected a Carnifex, which I hoped would be tough enough to withstand
any of Pat’s attempts to keep it off the objective. Sort of like playing
“King of the Hill” with 40K figures.
I brought:
-
Three
Troglodytes
on Dracosaurs (HQ Warriors w/ leaping, extended carapace, enhanced
senses, and toxin sacs; two have rending claws and deathspitters; one has
rending claws and a venom cannon; 148 points)
-
One
Lurker
(Lictor; 80 points)
-
Four
Troglodytes
on Dracosaurs (Elite Warriors w/ leaping, extended carapace,
enhanced senses, rending claws, and deathspitters; 164 points)
-
Troglodyte
Rampage* #1 (Twelve Genestealers w/ extended carapace; 240 points)
-
Troglodyte
Rampage #2 (Twelve Genestealers w/ extended carapace; 240 points)
-
Troglodyte
Rampage #3 (Twelve Genestealers w/ extended carapace; 240 points)
-
Troglodyte
Rampage #4 (Twelve Genestealers w/ extended carapace; 240 points)
-
Newt
Rampage #1 (Twenty four Hormagaunts; 240 points)
-
Newt
Rampage #2 (Nineteen Hormagaunts; 190 points)
-
Shaman
(Zoanthrope w/ Warp Blast and Synapse; 65 points)
-
Hydrasaur
(Carnifex w/ enhanced senses, adrenal glands [+1 WS], flesh hooks, barbed
strangler, venom cannon; 153 points)
*A
group of Kurindans is called a “rampage” in the same way that a group of
geese is a “gaggle,” a group of whales is a “pod,” a group of Tyranids
is a “brood,” etc. Read more about the Kurindans.
The Sisters of
Mercy (1995 points) by
Patrick Eibel
Time for a
cookout in the jungle. In this game, I brought along an additional Seraphim
Squad with two hand flamers, a Dominion Squad with four flamers and a bolter-flamer,
and an Immolator. And you know what Sisters shout when they use all those
flame weapons, right? “REPENT!” (Although telling a lizard to repent
doesn’t do much good.)
-
Canoness
Marian Tressant w/ blessed weapon, bolt pistol, rosarius, Book of St.
Lucius, purity seals, Cloak of St. Aspira (131 points). Accompanied by
Celestian
Squad Sapristi. Veteran Sister Superior w/ power weapon and bolt pistol;
one Celestian w/ flamer; one Celestian w/ meltagun; six Celestians w/ bolters
(173 points). Canoness and Celestians mounted in
Rhino w/ extra
armor and smoke launchers (58 points)
-
Battle
Sister Squad Piete. Veteran Sister Superior w/ storm bolter, Book of
St. Lucius; two Sisters w/ storm bolters; seven Sisters w/ bolters (149
points)
-
Battle
Sister Squad Esperance. Veteran Sister Superior w/ storm bolter, Book
of St. Lucius; two Sisters w/ storm bolters; seven Sisters w/ bolters (149
points)
-
Battle
Sister Squad Croyance. Veteran Sister Superior w/ bolt pistol, close
combat weapon, Book of St. Lucius; one Sister w/ meltagun; one Sister w/
heavy flamer; seven Sisters w/ bolters (151 points). Mounted in Rhino
w/ extra armor and smoke launchers (58 points)
-
Battle
Sister Squad Clemance. Veteran Sister Superior w/ bolt pistol, close
combat weapon, Book of St. Lucius; one Sister w/ meltagun; one Sister w/
heavy flamer; seven Sisters w/ bolters (151 points). Mounted in Rhino
w/ extra armor and smoke launchers (58 points)
-
Seraphim
Squad Belliqueux. Veteran Sister Superior w/ bolt pistol and power
weapon; two Seraphim w/ flame pistols; five Seraphim w/ bolt pistols and
close combat weapons (210 points)
-
Seraphim
Squad Etoiles. Veteran Sister Superior w/ bolt pistol and power weapon;
two Seraphim w/ flame pistols; five Seraphim w/ bolt pistols and close
combat weapons (210 points)
-
Dominion
Squad Demene. Veteran Sister Superior w/ bolter-flamer, Book of St.
Lucius; four Sisters w/ flamers; one Sister w/ imagifier (151 points).
Mounted in Immolator with twin-linked heavy flamers and extra armor (70
points)
-
Retributor
Squad Revanche. Veteran Sister Superior w/ bolter, auspex, Book of
St. Lucius; four Sisters w/ heavy bolters (136 points)
-
Croix
de Mort. Exorcist w/ extra armor (140 points)
Setting Up
by Kenton Kilgore
Following
a long day at Counter Offensive 3, Pat
and I went back to his house and played on a 4' x 8' table. Pat set up
the scenery, using the Games Workshop “Chapel of Sanctuary” piece as the
shrine in the center of the board. I felt some apprehension at the thought
of having to run my Kurindans all the way to the middle of the board in
six turns or less, but with all of my Troop units having Fleet of Claw,
I was willing to try.
Per the scenario
rules, Pat placed his commander, Canoness Marian Tressant, on the shrine,
and Squads Piete and Revanche (the Retributors) within 12"; the rest of
his army was in reserve. I reminded him that the rules allowed one HQ choice
to start on the table, so, in my opinion, he was entitled to place Tressant’s
Celestians and their Rhino on the board as well. Pat readily agreed.
Above: The
Sisters of Mercy deploy, with Canoness Marian Tressant praying at the shrine
I had prepared
for the game by splitting my army in two. Group 1 had Troglodyte Squads
#3 and 4, Newt Squad #1 (the one with 24 of the little lizards) and the
Shaman, and was led by the three HQ Trogs on Dracosaurs.
Group 1 deploys. Most of
the Kurindans are out of sight of the Retributors (white figures to
the right)
Group 2 had
everyone else, including the Hydrasaur, which I hoped would be my trump
card. Not wanting to expose the Hydrasaur to unnecessary fire, I set up
Group 2 out of sight of the Retributors. Group 1 had significantly less
cover and, as you will see, would bear the brunt of the Sisters’ fury throughout
the game.
Group 2 deploys on the other
end of the board. The Hydrasaur (Carnifex) is the green figure atop the
bunker.
As the Defender,
Pat had the first turn.
Turn 1
Pat’s girls
stood their ground and opened fire, gunning down six Newts. On my turn,
both groups advanced, with the venom cannon from the HQ Trogs dropping
a Sister from Squad Piete.
Turn 2
Pat rolled for Reserves:
Squads Esperance, Croyance, Etoiles, and the Exorcist Croix de Mort came
on and added their fire to that of the Sisters already on the board. The
HQ Trogs fell, as did four members of Trog Rampage #4 and all but one of
the members of Trog Rampage #3—and that last fellow perished when the Seraphim
invoked Hand of the Emperor and assaulted him. The bad news was
that I had only 18 Newts, a handful of Trogs, and the Shaman left on that
side of the board. The good news was that none of my Lizardmen were going
anywhere, seeing as how they were all in Synapse range of the Shaman. The
better news was that now my Kurindans had plenty of opportunities to play
“hack-n-slash” with the girls. And the best news of all was that Group
2 had taken no fire.
Above:
Reinforcing units of the Sisters of Mercy ambush the Kurindans of Group
1
On my turn, the Shaman’s Warp Blast
missed Squad Esperance. The Newts charged Squad Croyance, stabbing two
Sisters with their poisoned spears and losing none of their kind, despite
the Sisters’ invoking Hand of the Emperor. Croyance tried to flee
but were caught and chopped down. Squad Etoiles invoked The Passion
but were wiped out by the charging Trog Rampage #4; though the Seraphim
died, they took one of the Trogs with them. Group 2 continued to move up.
Turn 3
Squad Piete and the Celestians advanced
on Group 1, and Squads Clemance and Demene came on the board from Reserves.
Demene dismounted from their Immolator and attacked Troglodyte Rampage
#4: the Immolator killed seven Kurindans, but the Dominions themselves
only killed one. Close-range fire from Squad Clemance killed the last Troglodyte
from Group 1, and the heavy bolters from the Retributors wiped out the
rest of the Newts on that side of the board. The Shaman suffered a wound
from the Exorcist, but was able to shrug off fire from Squad Esperance
and the nearby Rhinos.
Above: More
Sisters enter the battle against the beleaguered Group 1
On my turn, the Shaman retaliated
by nuking four Battle Sisters from Squad Esperance with a Warp Blast. As
Group 2 continued to advance unmolested, the Hydrasaur made his presence
known by spitting a blob of acid that blew off the tracks of the Celestians’
Rhino and violently shook the vehicle. The Lurker appeared directly behind
Retributor Squad Revanche and pounced on them; but its claws and fangs
could not penetrate their armor—yet….
Above: The
Lurker (Lictor) appears from the foliage to attack Retributor Squad Revanche
Turn 4
The other Seraphim unit, Squad Belliqueux,
came on from Reserves; now, all of Pat’s army was on the board.
As the other units before them, Belliqueux entered on the side where Kurindan
Group 1 had been. In his Movement Phase, Pat had his Dominions board their
Immolator and the bulk of his army began heading towards the shrine, in
the center of the board.
Squad Clemance and their Rhino combined
their fire against the Shaman, his bloated body finally exploding in a
shower of green ichor under the fusillade from the Sisters’ boltguns. The
Seraphim Belliqueux counterattacked the Lurker, pulling it off the Retributors
before it could harm any of them and mercilessly gunning it down at point-blank
range.
Yet still Group 2 kept advancing,
with the Hydrasaur firing on—but failing to harm—the Retributors. The Sisters
may have killed half the Kurindans, but the other half remained to be dealt
with.
Above: The
Kurindans of Group 2 close in on the shrine...and the Sisters
Turn 5
The Sisters of Mercy now turned
their attention to Group 2, with the Exorcist, the Retributors, the Celestians
and their Rhino killing five Troglodytes from Rampage #1, some of the few
Kurindans in sight. Sprinting as fast they could (6" move + 6" Fleet
of Claw + 12" charge), Newt Rampage #2 hurled themselves into the Celestians,
who successfully invoked The Passion. Four Celestians fell, but
so did six Newts, and the tiny Kurindans fell back (5"). One of the Dracosaur-mounted
Troglodytes bellowed and the Newts gathered themselves for another charge
(i.e., they fell back into Synapse range).
Above: Newts
(Hormagaunts) rush past the shrine and charge the Celestians
Turn 6
“Kill the leaders,” Canoness Tressant
ordered, and the Exorcist and the Retributors gunned down three of the
four Trogs on Dracosaurs and wounded the last one. The Celestians and the
Immolator opened up on the Newts, obliterating them in a torrent of flame
and bolter shots.
"REPENT!" The Immolator
fries the last of the Newts
Trog Rampages #1 and #2 crept through
the underbrush and reached the shrine. The last Trog captain urged his
mount to spit its breath weapon, but the armor of the Retributors shrugged
off the steaming acid. The Exorcist was not so fortunate: the Hydrasaur
cocked back its head and spat a huge glob of sizzling death that ate through
the tank, killing its crew.
Both armies glared at each other,
but the Sisters could not continue the fight without harming their precious
shrine. The battle was a draw.
Victory Points
Earned, Game 3
Sisters of Mercy:
1285
Kurindans: 673
Victory Points
Earned, Games 1-3
Kurindans: 3828
Victory Points
Sisters of Mercy:
2205 Victory Points
Campaign Points
Earned, Games 1-3
Kurindans: 8
Sisters of Mercy:
7
|
Post-Game Analysis by
Patrick Eibel
For about five turns, I thought
I had played a very good game. I had thought about the criteria for the
mission set-up and had decided to wipe out one side of Kenton’s force and
then attack the other. This plan worked out very well, as I focused on
killing units down to the last man and brought in reinforcements from the
side to finish the job where needed. I was managing my forces wisely, using
my Faith points judiciously, and not making the mistakes that cost me the
last game.
The only problem was that I had not
fully read the Mission Objectives part of the mission, and was rather surprised
at the end of the game to learn that I had lost. Yet another lesson learned:
no matter how well you play, if you don’t read the mission, you may not
actually win the game. The only thing that saved me was that in the campaign
set up, I determined that this should be a Gamma-level game (even
though it didn’t actually have that option), which meant that Victory Points
would be applied. Kenton kindly agreed to call the game a tie, as I was
clearly ahead on Victory Points, while he actually achieved the mission
objective.
While the game was a loss, I felt
that I had played well against a very good opponent. To get to the end
of a game to only find that you have lost through your own carelessness
is just inexcusable. While I am still trying to get a handle on all of
the Sisters’ funky powers (I forgot the Shield of Faith rule for
yet another battle), I also must do a better job in playing the actual
games. Fortunately for me, I am only one Campaign Point down, and still
have a chance to bring honor to my forces by winning the campaign.
Kurindans approach the shrine
at the bottom of Turn 5
Post-Game Analysis by
Kenton Kilgore
I must admit that during Turn 6,
I was perplexed as to what Pat was doing. Surely he knew that the victory
condition was to get models inside the shrine, right? When he made no effort
to do so, I started to think maybe I was wrong.
At this stage, winning or tying the
game isn’t as important to me as how well I’m playing the army. This was,
after all, only my fourth game playing them. I did an okay job on deployment:
Group 1 might have been better served running up the other side of the
board, but it was cluttered with terrain and wouldn’t have kept Pat from
using his reinforcements as he did. Group 2’s deployment was solid, as
was their approach. Had Pat’s Sisters gotten back to the shrine, they would
have found a whole mess of Troglodytes (Genestealers) waiting for them.
As for the other Kurindans: the Hydrasaur
(Carnifex) didn’t have enough time to actually reach the shrine, but I
like how he vaporized the Exorcist. The Shaman (Zoanthrope) did some respectable
damage, too, and the Lurker (Lictor)…well, he tried, didn’t he? I seem
to recall Lictors being Barney Badasses in 2nd Edition, but they’ve obviously
been toned waaaay down. Sometime before this campaign ends, I’ll
have to see what two Lictors working together can accomplish. And I continue
to be awed—awed, I tell you—by the speed of this army, particularly
the Newts (Hormagaunts).
I don’t know if I’m going to win
this campaign, but I do know I have a solid handle on using the Kurindans.
Goth Girls
Gone Wild!
Introduction
<> Battle #1 <> Battle
#2 <> Battle #3 <> Battle
#4 <> Battle #5 <> Final
Thoughts
Posted: September 2006
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