Thursday Night Fight: Space Marines vs. Sisters!

Frankie vs. Reecius, Sisters vs. Raptors! The fun starts at 5pm PST on our Twitch Channel.

So, Reecius back again with his favorite Space Marine character: Lias Issodon and some counts as Raptors. And yes, Raptors are green as above (and man, I LOVE that picture) but Reecius my army is red as they are from the same planet as my Astra Militarum army who are also red. Last time, I made a few rules mistakes with the army and I wanted to take them out for another whirl without the gaffs to avoid confusing anyone. Thanks for the feedback! Raptors use Ravenguard Chapter Tactics for those unaware of this fact.

This time, I’m going with a full brigade! Same basic principal with the original list but with some tweaks. We’ll see how it goes against Frankie’s nasty Sisters of Battle list.

Unit Force Org Cost # Total Weapons Cost # Total Total Notes
Brigade Raptors       Command Points 9
Lias Issodon HQ 195 1 195 0  Warlord
Lieutenant HQ 60 1 60 M.C. Bolter 3 1 3
Librarian HQ 93 1 93 Force Axe 16 1 16
Company Ancient Elites 63 1 63 0 Banner of the Emperor
Sternguard Elites 16 10 160 Special Bolter 2 10 20
0 Power Axe 5 1 5
Company Champion Elites 40 1 40 M.C. Power Sword 10 1 10
Combat Shield 4 1 4
Drop Pod Transport 93 1 93 Storm Bolter 2 1 2
Scout Bikers Fast 23 3 69 Twin Bolters 2 3 6
Assault Marines Fast 16 5 80 P.Pistol 7 3 21
Assault Marines Fast 16 5 80 P.Pistol 7 3 21
Scouts Troops 11 5 55 0
Scouts Troops 11 5 55 0
Scouts Troops 11 5 55 0
Tactical Squad Troops 13 5 65 L.Cannon 25 1 25
Tactical Squad Troops 13 5 65 L.Cannon 25 1 25
Tactical Squad Troops 13 5 65 Combi Plasma 15 1 15
0 L.Cannon 25 1 25
Devastator Squad Heavy 13 6 78 H.Bolter 10 4 40
Combi Plasma 15 1 15
0 Cherub 5 1 5
Devastator Squad Heavy 13 6 78 H.Bolter 10 4 40
Combi Plasma 15 1 15
0 Cherub 5 1 5
Devastator Squad Heavy 13 8 104 M.Melta 27 4 108
Combi Plasma 15 1 15
0 Cherub 5 1 5
Totals     79 1553       446 1999  
Command Points: 12       Detachments: 1

Frankie’s sisters features some new additions including Seraphim and Arci-Flagellants for some more mobility and melee punch!

Unit Force Org Cost # Total Weapons Cost # Total Total
Vanguard Detachment Sisters       Command Points 1     998
Celestine HQ 150 1 150 0
Canoness HQ 45 1 45 0
Ministorum Priest Elite 35 1 35 0
Arco- Flagellants Elite 15 5 75 0
Immolator 68 1 68 Immolation Flamer 35 1 35
Death Cult Assassins Elite 17 5 85 0
Immolator 68 1 68 Immolation Flamer 35 1 35
Battle Sisters Squad Troop 9 5 45 Melta, Combi Melta, Heavy Flamer 53 1 53
Immolator 68 1 68 Immolation Flamer 35 1 35
Battle Sisters Squad Troop 9 5 45 Melta, Combi Melta, Heavy Flamer 53 1 53
Immolator 68 1 68 Immolation Flamer 35 1 35
0 0
Outrider Detachment Sisters       Command Points 1     952
Canoness HQ 45 1 45 0
Dominion Squad Fast Attack 10 5 50 Melta x4, Combi melta 87 1 87
Sororitas Repressor 71 1 71 Heavy Flamer x2, Storm Bolter 36 1 36
Dominion Squad Fast Attack 10 5 50 Melta x4, Combi melta 87 1 87
Sororitas Repressor 71 1 71 Heavy Flamer x2, Storm Bolter 36 1 36
Retributor Squad Heavy Support 9 10 90 Heavy Bolter x4, Storm Bolter 44 1 44
Seraphim Squad Fast Attack 11 10 110 Inferno Pistol x4, plasma Pistol 55 1 55
Seraphim Squad Fast Attack 11 10 110 Inferno Pistol x4, plasma Pistol 55 1 55
0 0
Empty Detachment Command Points
0 0
Totals     70 1349       646 1995
Command Points: 5       Detachments: 2

Who do you think will win?

Tags:

About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

8 Responses to “Thursday Night Fight: Space Marines vs. Sisters!”

  1. Lardus August 10, 2017 1:02 pm #

    Cannot wait to see it!

  2. Loofa4 August 10, 2017 6:43 pm #

    I don’t think I’ve seen Celestine without her 2 little buddies in a while. Love the repressors! Go sisters!

  3. Vega August 10, 2017 6:58 pm #

    Aw shucks, would have loved to catch this, but I’m super pumped to see you feature more sisters during game nights! Lots of fun fluffy units in Frankie’s list, too:)

  4. N1njad4ve August 11, 2017 2:38 am #

    Hey Reece, like the look of the revised list. And props for the explanation at the start of the game. You should get him back to play a non cheaty game 🙂

    With all those command points have you thought of using the Strike from the shadows strat for some of your damage units? Getting to count heavies as not moving or getting to make a full move after deep striking would seem to be strong for you. You could almost drop the drop pod and use cps to drop in the units you need – it’s not like you will be getting the +1 to go first many games even with the pod lowering your drop count.

    Considering that it happens after the seize roll you can always put them down somewhere more safe if the dice don’t go well for you – going second leaves them vulnerable but that could even be used to bait moves from your opponent and scouts could then be used to protect them.

    • N1njad4ve August 11, 2017 3:51 am #

      A model can fire a Pistol even if there are
      enemy units within 1″ of its own unit, but
      it must target the closest enemy unit.
      In such circumstances, the model can shoot
      its Pistol even if other friendly units are
      within 1″ of the same enemy unit.

      From the BRB, pistols can’t shoot into a combat you aren’t a part of. You can only shoot someone that has other friendly units within 1″ if you also have enemies within 1″ of your unit.
      Interestingly doesn’t need to be connected. your unit can have an enemy within 1″ and can shoot at the nearest enemy that is in another unit entirely.

  5. Alex August 11, 2017 5:40 am #

    Yo, Pedro Kantor dude here – been watching the game with heightened interest!

    Deepstriking into the flanks worked for you much better than into the rear (like last time). Having the deepstrikers connect with your main army really heightens the threat, imho. Currently going for an ‘L’ shape if enemy and terrain allow. Related to that, I have to praise your Assault Marines. Yes, they didn’t kill anything in the Fight phase. But so what? They have interdicted the enemy infantry for at least one crucial turn and that’s a game winner. You really, really don’t want the other models crushing into your HQ the same time Celestine does.

    So: the deepstrikers need the support of ground troops and highly mobile ground troops for relief are really, really good. Jump Pack dudes, Bikes, whatever.

    Frankie did you the favor of spreading out, I think. The deepstrikers are easier to counter if the enemy adopts a mobile castle formation because then he can shoot and charge with more troops the turn after. I am currently chewing on a counter-strategy to that… maybe playing the objectives game instead?

    Finally 2 random observations: A. I always open the shooting phase with my backfield Lascannons to see which armored targets they soften up. Those targets can then be focussed-fired by the deepstrikers. B. The relic banner granting +1 Ld is really useful with Psychic Scourge for character assassination. (Making the banner even better.)

Leave a Reply