Sisters are doin’ it for themselves

Rejoice citizens of the Imperium. Those valiant warriors of the faith the Adepta Sororitas have successfully defended Imperial Shrine world WB-R-Murphy-02 from a brutal Chaos Marine invasion. Long a shining light of the Imperial Creed, Murphy-02 found itself threatened and near obliterated by the combined efforts of several traitor legions. However, the Sisters, along with steadfast support from the Mechanicus and several Imperial Knight Houses, stood firm.


The Sisters and their allies prepare for the initial Chaos assault

Apocalypse means beer, huge templates, buckets of dice and lots of minis. It remains a favourite with our gaming circle. Big games are especially sweet if you can assemble two themed lists and play with friends over an ace looking table. In the past we have played Tyranids versus Space Marines and lots of Marines against combined daemon and traitor lists. This time we bought in the Sisters and pitted them against a “pure” traitor marine list: no daemons, cultists or dodgy alien allies; 12,000 points a side plus super heavies.

The Sisters set up the center of the table and Chaos came on from both short table edges.

The Sisters won the role for first turn and while tactics can be hard in a game that large, the Sisters players coordinated their first round of shooting well. Chaos never really came back from that opening round of shooting.  Orbital bombardments and combined Knight firepower took out our Titan and the Chaos mad, long dash across no-mans’ land never had a chance to gain momentum.


Turns out all you need are some lucky orbital bombardment roles and 3 or 4 Knights and Nurgle’s finest Titan is a smoking, smelly pile.

Once close combat was joined the scores started to close, but Chaos never looked like getting in front. But that is not the point of Apocalypse. You just have to go with the flow, and “forge the narrative”.

A game this large, over 25,000 points on the table, is hard to take in. As a player I find myself concentrating on the part of the battlefield where my forces are and larger trends are missed or confused. This is part of the Apoc experience. Highlights for me include Abaddon and two terminators charging two Imperial Knights. And destroying both. At the other end of the table, not one, but four Saints teleported into the fray, and reclaimed at least two objectives. The stuff Saints live for, surely.

Don’t worry, Abaddon is already plotting his revenge.

For the Emprah!

Citizens rejoice, the minions of chaos have been given a bloody nose as loyal soldiers of the Imperium have go over to the offensive.  A combined arms attachment have defeated a daemon incursion bought about by the foul rites of a traitor marine coven and their damned followers.

James and Rob bought over a bunch of toys and we played 3,000 points a side of 40K. We set up on long table edges with six objectives and played with the maelstrom of war tactical cards, three per side.

James had his Grey Knights, assisted by Exorcists and an Inquisitor. Rob had Guard, Sisters and Marines – so pretty much every loyal faction was represented.

Opposing them were Chaos Space Marines and Slaanesh Daemons.  Having had a narrow win in a bruising encounter against the Grey Knights last time we met I was quietly confident. After all I had a bunch of terminators ready to deep strike and three vindicators. What could possibly go wrong?Arc15_03Quite a bit, it turns out.  Did you know that Grey Knights can deep strike on turn one?


Hey Sisters, I think I’m going to need some help over here

Chosen about to be minced

Chosen about to be minced

Daemonettes showing the correct way to deal withGK  Terminators

Daemonettes showing the correct way to deal with GK Terminators

The other wing didn’t quite go as planned either. A rock hard unit of noise marines were kebabbed by a different sort of Sister:

I think there were some sternguard there too

I think there were some sternguard there too


The eviserator wielding priest is close to MVP for mine. He tore up some Noise Marines, a couple of Word Bearers and a Vindicator. Not a bad day’s work for the frothing chap.

And to add insult to injury, my sorcerer got turned into a spawn when winning against a Canoness was deemed unworthy:


The role of spawn was bought to you today by Syd the Arcanasaur

(Spawn was subsequently caught milling about in open and hosed by bolters or lasguns or something else undignified like that.)

Back on the other wing things didn’t get any better. While I was dealing with the Grey Knight terminators a dread knight showed up and, while it took several turns, stomped on the remaining daemonettes.


Hint for novice daemonettes: for rending to work you need to roll 6s

The cultists did well by their drug addled standards. After milling about in some mud-filled craters they successfully charged a unit of Legion of the Damned and went on to seize an objective! Too little too late to change the outcome, however.


A big shout out to the boys in Imperial Tower. Psykers turing 6s into rending shots on targeted units, with some old-fashioned Guard fire discipline can really mess up your day:


Well done boys.

The final margin can be judged by the height of the two piles. A clear victory to the Imperium.


The changing situation bought on by the tactical cards really can bring a game to life. I still like missions with clear objectives but the fluidity required to win with the tactical cards brings a fun level of chaos and some genuine generalship challenges to a game as you seek to exploit the hand you’re dealt.

So on a beautiful, sunny day in the Republic of Northcote it was a pleasure to be inside playing dollies.

easter14Thanks Lads.

Sisters and Grey Knights to the rescue

Faith & Steel are pleased to report that Dr. Elphinstone Mercator, along with certain mysterious artefacts, have been rescued from heretics and aliens by a combined Sisters of Battle-Grey Knights force.


Dr. Mercator sent out a distress signal from his research station on XT-1984, a world accessible by permit only due to the prevalence of xeno-archaeology, after he became aware of a combined Tau-Chaos threat. How the Tau and Chaos came to be operating together is uncertain.  Indicative of the importance placed on Dr Mercator’s work, a rapid-response Sisters of Battle force was available in orbit, who deployed immediately.  A Grey Knight company also linked with the Sisters – their presence unexpected but welcome. Inquisition spokes-servitors would not comment on “operational matters” beyond noting that the company has been tracking a recurring source of daemonic incursions for some time.

There you have it folks: War was had over the weekend. Two on two, Tau and Chaos versus Sisters and Grey Knights, 3,000 points a side. The Imperium won out this time, rescuing the archaeologist and capturing three mysterious objectives.

With multiple players still learning 7th ed, we kept things simple. Purely by chance we all had bound lists and at least one psyker on each side.  We set up three objectives (scattered randomly) along the centre line. We also decided on a xeno-archaeologist and used the same rules as the relic to represent his capture or rescue.

Pictures follow.

The Tau go hard early and grab the archaeologist

The Tau go hard early and grab the archaeologist

A gutsy deep strike from a Nemesis dreadnought takes out the Tau Ethereal, turning the game

Chaos' turn to seize Dr Mercator

Chaos’ turn to seize Dr Mercator

But the Sisters and GK win out

Chaos Lord goes hard, but not hard enough

Chaos Lord goes hard, but not hard enough

Saint Celestine's finest moment: purging the heretics with fire and sword

Saint Celestine’s finest moment: purging the heretics with fire and sword

Thanks James (Grey Knights), John (Sisters) and Oli (Tau) for a great day of gaming.

Until next time – I’ll be back as soon as Slaneesh lets me have some more daemonettes (I don’t think this is the last we will hear of the mysterious XT-1984)