Showing posts with label Sisters of Battle. Show all posts
Showing posts with label Sisters of Battle. Show all posts

Saturday, 17 January 2009

Sisters of Battle - 1500pts

HQ

Canoness @131pts
Canoness inc. Eviscerator, Bolt Pistol, Book of St.Lucius, Cloak of St.Aspira, Jump Pack, Mantle of Ophelia

ELITES

Celestians @175pts
10 Celestians inc. Veteran Sister Superior with Bolt Pistol, Power Weapon, Krak Grenades & Book of St.Lucius, Heavy Flamer, Flamer

Rhino @58pts
Rhino inc. Extra Armour, Smoke Launchers

Celestians @175pts
10 Celestians inc. Veteran Sister Superior with Bolt Pistol, Power Weapon, Krak Grenades & Book of St.Lucius, Heavy Flamer, Flamer

Rhino @58pts
Rhino inc. Extra Armour, Smoke Launchers

TROOPS

Battle Sisters @153pts
10 Battle Sisters inc. Veteran Sister Superior with Bolter, Krak Grenades & Book of St.Lucius, Heavy Flamer, Meltagun

Rhino @58pts
Rhino inc. Extra Armour, Smoke Launchers

Battle Sisters @153pts
10 Battle Sisters inc. Veteran Sister Superior with Bolter, Krak Grenades & Book of St.Lucius, Heavy Flamer, Meltagun

Rhino @58pts
Rhino inc. Extra Armour, Smoke Launchers

FAST ATTACK

Seraphim @208pts
7 Seraphim inc. Veteran Sister Superior with Bolt Pistol, Eviscerator & Book of St.Lucius, 2 Twin Hand Flamers

HEAVY SUPPORT

Exorcist @135pts
inc. 1 Exorcist

Exorcist @135pts
inc. 1 Exorcist

@1497pts

Wednesday, 12 November 2008

UK 40k Grand Tournament Heat 2 2008

Well it's been and gone for another year, I'll try and sum up my experiences, hell I even actually managed a few pictures this year(!) during some of my games, but as always with these things I make apologiese in advance because I have a terrible head for names!

For this years event I went up as part of the Exeter Inquisition Team, my local GCN Club based at the Exeter GW Store, meeting 6-10pm every Tuesday (shameless plug), 6 of us made the journey including Jonathan & Tim (Tritessa) both with Daemons, James (lomo) with Tau, Marcus with Imperial Guard, Richard (darkangeldentist) with Dark Angels (he who eventually finished in 2nd place!) and of course myself with my Sisters.

First off my list then,

HQ

Canoness inc. Eviscerator, Bolt Pistol, Cloak of St.Aspira, Book of St.Lucius, Jump Pack @116pts

Elites

Celestian Squad inc. Veteran Sister Superior with Power Weapon, Bolt Pistol, Book of St. Lucius, 9 Celestians, Heavy Flamer, Flamer @173pts
Rhino inc. Extra Armour, Smoke Launcher @58pts

Celestian Squad inc. Veteran Sister Superior with Power Weapon, Bolt Pistol, Book of St. Lucius, 9 Celestians, Heavy Flamer, Flamer @173pts
Rhino inc. Extra Armour, Smoke Launcher @58pts

Troops

Battle Sister Squad inc. Veteran Sister Superior with Bolter, Book of St.Lucius, 9 Battle Sisters, Heavy Flamer, Meltagun @151pts
Rhino inc. Extra Armour, Smoke Launcher @58pts

Battle Sister Squad inc. Veteran Sister Superior with Bolter, Book of St.Lucius, 9 Battle Sisters, Heavy Flamer, Meltagun @151pts
Rhino inc. Extra Armour, Smoke Launcher @58pts

Fast Attack

Seraphim Squad inc. Veteran Sister Superior with Bolt Pistol, Eviscerator, Book of St.Lucius, 7 Seraphim, 2 Twin Hand Flamers @230pts

Heavy Support

Exorcist @135pts

Exorcist @135pts

So Mechanised Sisters, hard to shift with their Books of St.Lucius and pretty mobile, with some decent anti-tank, lots of anti-personel and a quite competent combat unit in the form of the Canoness and the Seraphim if needed as such. I'd post a whole army shot, but I'm afraid one does'nt currently exist - besides the fact the army is'nt really finished (I was still painting on the morning of the second day!) some parts took a bit of a tumble on the second day and now need some repairs, they will get done, eventually.

The big and often commented upon weakness of the list is the lack of scoring units given I've favoured a pair of Celestian units over more Battle Sisters, my reasoning for this is fairly simple, the Celetians as a faithful unit are ideal to spearhead my force, as a faithful unit they can take casualties which given my usual form would snipe off the unit Veteran with regular battle sisters, further I've found that their rule of always hitting on 3's against most enemies in close combat has a habbit of really comming in handy and swinging combats, they may well only be S3 but as any Guard player will tell you everything counts if theres enough of it! As a mechanised list the Rhino's also give up some easy kill points which has proven a pain at times, with 12 for the army as a whole.

The GT consists of six games played over two days, with roughly 150 gamers taing part and all games after the first being played against the next nearest ranked player (so 1st & 2nd play, 3rd & 4th play etc.)

Game 1 - Annilation, Dawn of War
Played against a balanced Chaos Space Marine list including a Lash Prince, two units of Obliterators, a unit of Plague Marines in a Rhino, a unit of Marines in a Rhino, a unit of Noise Marines, and a Defiller.

The first game saw my full force arrive on turn one, jumping on the isolated Daemon Prince and cutting him down in one go with massed bolters. The majority of my Infantry and the Seraphim then set upon his mounted Infantry and their Transports proving easily upto the job with minor losses, the Exorcists picking on his vehicles with great success. A unit of Celestians however were overwealmed by the Noise Marines on one flank, a unit which proved a real thorn in my side right through to the end. However it was too little too late, he was left with a Rhino backed into one corner, the Noise Marines and one unit of Obliterator's, leaving me with a win for 6VP's to 3.




Game 2 - Capture and Control, Pitched Battle
Played against a Marine army with Kantor, a unit of Sternguard in a Drop Pod, a unit of Terminators, two units of Tactical Marines, a Landraider and a Vindicator.

I deployed with all but one unit of Sisters, with the Canoness, Seraphim, a unit if Sisters and Celestians heading for his objective which was guarded by Kantor in the Landraider with the Terminators, the Vindicator and one Tactical Squad in Combat Squads, with two other Combat Squads on the other flank. Things initially went pretty well with the Celestians dealing with a Tactical Squad, the Seraphim and Canoness the Landraider, second Combat Squad and Vindicator. The Stern Guard arrived, split into Combat Squads but failed to shift the Celestians who proceaded to take out one Combat Squad before being destroyed themselves. The Exorcists meanwhile dealt with one of the other Combat Squads. The unit of Battle Sisters in reserve arrived finishing off the Sternguard, while combat continued with the Canoness and remaining Seraphim facing down the Terminators - I came off worst here but with no scoring units left to either of us there it did'nt really matter. The three remaining Tactical marines of his last Combat Squad on the other flank arrived to combat the Battle Sisters, forced and morale check and laughed as they ran off - I was'nt quite so amused, as it left him with one objective to none and then the game ended. I think my most disappointing result, as I really thought I had it in the bag until the last few rolls of the dice, that said though I really take my hat off to my opponent, I had in my mind him on the ropes and he pulled through by not giving up on the mission objectives, just how it should be played, an excellent game.




Game 3 - Annilation, Pitched Battle
Played against a Marine army including Khan, a Chaplain, 3 units of Space Marine Bikers, an Attack Bike, a unit of Terminators, a Whirlwind, Vindicator and Landspeeder.

My biggest regret of the weekend was not getting a picture of this game as his army arrived, everything outflanked, with everything bar the Landspeeder arriving on turn 2 and everything but the Vindicator on one flank, all those bikers arriving together was a damn impressive and quite terrifying sight - I certainly did'nt believe I had too much of a chance hacing played against Ravenwing a great deal. I'd circled my forces in the center of my deployment zone ready to react to whichever side he arrived on, as they turned up one squad of the Celestians acted as a speed bump to give me a chance to muster for my main resistance while the Canoness and Seraphim went after and dispatched the Terminator's. The Celestians were butchered by the Chaplains unit while the Canones and Seraphim were set upon by the Khan and his unit initiating a combat which would go on for almost the duration of the game. The remaining Celestians annilated the smallest Biker Squadron before moving to aid the Seraphim, while the Exorcists and Battle Sisters set about the Chaplains unit, initially with little success another unit of Battle Sisters paying the price. However the following turn saw things go more my way, the Chaplain and last biker being destroyed by Exorcist fire while the last of the Khans Bikers were cut down - in exchange for the last of my Celestians - leaving it a single combat between Khan and Canoness. The next turn saw the Khan cut down, the Vindicator destroyed by the Exorcist and Landspeeder shaken by the combined fire of my Rhino's, which skipped off out of site under covering fire from the Whirlwind which had spent the game mostly shaking my Rhino's due to the proximety of his bikes to my infantry. The result was an unexpected win to me.

Game 4 - Capture and Control,
Played against a Marine army with Shrike, a Terminator Squad in a Landraider, three Tactical Squads in Drop Pods and an Assault Squad.

This was quite an interesting one, I was given first turn and as his army started in reserve. I deployed with all but a squad of Sisters on one flank, intending to push forward with everything on his objective while the Exorcists and the Ssister in reserve held my own, the Canoness and Seraphim acting as flank guard against Shrike and his Assault Squad if they arrived in the right place. The first part of the plan went well, I dealt fairly effectively with the first two tactical squads, and the Canoness with the help of some Faith split Shrike in half when he arrived on flank. However at that point things started to go wrong, my squads being whittled down and the Canoness taking a Powerfist to the face - the couple of Assault Marines left then proceading to chase off a full Celestian unit which were readying to take on the Terminators with Divine Guidance. However I still had two Battle Sister units, though both had taken casualties, in mobile Rhino's, one made it too his objective facing off against a Landraider, the other was caught and surrounded by assault marines and terminators before they could get to my objective. The result was a draw as he had nothing to take my objective with by the time the game ended and the Landraider proved resistant to a Meltagun shot at close range and my remaining Exorcist.

Game 5 - Seize Ground, Spearhead
Played against a Blood Angels force including Dante, 2 Venerable Dreadnoughts, 2 Vindicators, a pair of Tactical Squads (5 man) and a number of small Assault Squads I think 4 but I can't quite remember and a small Death Company.

This mission is not one that favours my army, luckily only three objectives were rolled up which gave me a fighting chance, we both went for a full deployment and squared off on opposite sides of some fairly restrictive terrain. The first couple of turns were spent largely manouvering to get into a good position, my plan was too pick off the small marine squads and Vindicators with the exorcists while the Canoness and Seraphim went for the Dreadnoughts, the first bit started to work, the second bit did'nt and Canoness taking a Powerfist to the face and the Seraphim failing to damage their opponent, there on in things really did'nt go my way, one Vindicator went down, as did the Tactical Marines, the Death Company and a couple of the Assault Squads, but my own casualties rose rapidly. I think that was largely down to solid play from my opponent and my own initially flawed plan, I should of Exorcised the Dreads instead. Anyway, I somehow managed to keep one Battle Sister Squad alive long enough to take one objective, a Rhino backed up by a Exorcist which had lost it's armament contesting another, I actually almost dared hope I could still pull off a win but my opponent was able to pull some contesting Battle Sisters off the remaining objective with a well planned assault move, in the end I scraped a draw which I'm not entirely convinced I deserved, defaintely from my point of view the hardest fought game of the weekend though.

Game 6 - Annilation, Pitched Battle
Played against Chaos Marines with a Sorceror, Chaos Lord, two Marine Squads in Rhino's, two units of Obliterator's, a Vindicator and a small Chosen unit.

Probably my favourite game of the weekend, we were both quite relaxed about the idea of qualifying at this point, though a win for either of us meant qualification. I stole the iniative which lead to an Infantry clash in the center, my sisters quickly annilating the majority of the marines with the aid of Divine Guidance, the Lord and Sorceror both succumbing to weight of numbers - and a Canoness who must surely have been suffering from Blood Rage! However just as things looked to be going my way Rhino's started exploding in style three in quick succession, each taking a handful of tightly packed sisters with them, a very effective game leveler. The Lord and a unit Champion proved stubborn enough too hold me up and bring the game into his favour, before two long I was down to a Rhino, some Celestians, the Canoness with one Seraphim an Exorcist and a couple of lone Battle Sisters trying not to get killed, while he had some Obliterator's, two Rhinos, and Vindicator the Celesitans became pinned when their Rhino was destroyed, while the Exorcist took out a unit of Obliterator's, realising I was just behind on KP's the Canoness elected to stand in the face of a Rhino Tank Shock... and got squished at which point the game ended, a total blood bath but a win to him 8KP's to 6 with a grand total of about 10 models left on the board between us.



So another year, finishing with 82points, 20points short of qualification given I'd chalked up a descent amount of Victory Points. Maybe a little disappointed to have come so close yet again, but as always seems to be the case my most enjoyable GT to date, the people were as ever great fun, courtious, the very model of how a hobbiest's should be, there were some excellent armies, with some inspiring conversions and superb paint jobs. Many people are put off by the percieved view that the GT's are the exclusive realm of WAAC Cheese Mongering Power Gamers, it's simply not the case - give it a go!

Sunday, 17 August 2008

Sisters of Battle (Part 5)

I have not been idle, nope, another couple of Sisters Squads are just about done for now. The second Squad of Celestians with a Heavy Flamer and Flamer Combo and the Sepharim are now done bar their respective squad leaders, I'm gonna go back to work on the Malcador and Baneblade next, before getting the final squad of sisters painted up and then the Rhino's.


Thursday, 31 July 2008

First 5th Ed Sisters of Battle Experiences

I've now played five games using my Sisters in 5th Edition (Apocolypse aside as thats a whole different kettle of fish!), to start with probably a good idea to share the list I'm using.



HQ

Canoness inc. Eviscerator, Jump Pack, Cloak of Saint Aspira, Book of St.Lucius, Bolt Pistol

ELITES

Celestian Squad inc. Veteran Sister Superior, Book of St.Lucius, Power Weapon, 9 Battle Sisters, Flamer, Heavy Flamer
Rhino inc. Smoke Launchers, Extra Armour

Celestian Squad inc. Veteran Sister Superior, Book of St.Lucius, Power Weapon, 9 Battle Sisters, Flamer, Heavy Flamer
Rhino inc. Smoke Launchers, Extra Armour

TROOPS

Battle Sisters Squad inc. Veteran Sister Superior, Book of St.Lucius, 9 Battle Sisters, Meltagun, Heavy Flamer
Rhino inc. Smoke Launchers, Extra Armour

Battle Sisters Squad inc. Veteran Sister Superior, Book of St.Lucius, 9 Battle Sisters, Meltagun, Heavy Flamer
Rhino inc. Smoke Launchers, Extra Armour

FAST ATTACK

Seraphim inc. Veteran Sister Superior with Eviscerator, Book of St.Lucius, 7 Sepahim, 2 Duel Hand Flamers

HEAVY SUPPORT

Exorcist

Exorcist

1500pts



The first game I played was against a mixed Chaos list, with the Mission of Capture & Control in a Pitched Battle. My opponent abandoned his own objective in favour of stripping me of mine, which my entire army was deployed around leaving severak key units of his own army slogging it across the board to reach me, I pushed forward with only one unit of each of Battle Sisters and Celesitans, supported by the Seraphim and fire from the remainder of the army, these units formed a speed bump which both dispatched a fair number of his troops (a Defiler, Landraider, unit of Thousand Sons, Sorceror and most of a unit of Bezerkers) and held the rest up, in the end only Abaddon, supported by a second unit of Thousand Sons made it through to my second line and these were fairly promptly dealt with before they could cause much damage. The end result leaving me with one objective him with none, luck seemed about average here, and I did'nt feel I needed to push for two objectives when he abandoned his (questionably in my mind).

The next game was against Daemons, this was another Capture & Control this time using Dawn of War. I initially brought only a few units on in my first turn with nothing actually starting on the board (being given first turn against daemons leaves very little to do all in all), for my second turn I was facing a large unit of 20 Daemonettes just over a hill, the Masque (who I was able to deploy right in front of a unit of Sisters thanks to a misroll on the deep strike), and some Bloodletters and Fleshounds beyond some woods on an objective, lacking other targets the Masque was quickly despatched with the rest of my army showing up. Next turn it got dicey with a Soulgrinder, a second unit of 20 Daemonettes, and a third of 10. The Soulgrinder made its presense felt as one of my units ran off the table after taking casualties to it's shooting. I was then able to counter taking out the newly arrived Daemonettes almostly entirely with the remaining two squads in my center before engaging them in combat with the Sepharim to deny them the charge (the third squad was moving up one flank to the far objective), the Exorcists effectively meanwhile neutered the Soulgrinder knocking off its main gun and immobilising it. This gave me a breathing space, however in the following turns I lost one of my vital regular Sister Squads to the remaining big unit of Daemonettes, while the Sepharim dealt with the remains of the other only to be jumped by the Fleshhounds, failing another unmodified leadership test after losing the combat by one they were cut down, the situation deteriorated and I was left with just my vehicles in that area trying to knock out the remanents of his Daemonettes to deny him the objective, I just could'nt clear them in time though. Things did look better on the other objective at first, the Sister Squad destroying the Bloodletters easily enough and grabbing the objective, however the pesky Fleshounds were quickly on top of them, and I found myself rolling horribly in combat even with the benefit of faith and then failing more unmodified leadership tests, not once, but twice before being cut down. Initially my gut reaction was too few troops, but on reflection it came down to me repeatedly failing vital leadership roles, while certainly you can't count on always passing them, I failed all but a couple during the course of the game which is far below what you'd expect for leadership 9, passing a even a few of those I feel would have at least given me a fighting chance to force a draw.

Next up were Tyranids with yet another Capture & Control this time with another Pitched Battle. I started with only the Exorcists on the table with the intention of targetting the big beasties systematicly before my squads (hopefully) arrived and could be deployed where they could deal out their short ranged firepower. This they achieved on turn one dispatching the Flying Hive Tyrant which pushed up one flank, however I misjudged the distance and lost one vehicle too Ravernor's on turn two, the remaining vehicle risked the charge of a Carnifex instead taking out a Zoanthrope and so forcing a big unit of hormgaunts to lurk while a Squad of Sisters cut down the Ravernor's and another unit pushed forward on the now empty right flank to the Tyranid held objective. The Exocist survived the Carnifex's assault though it lost its weaponry, and the Sepharim responded killing it off while a Celestian Squad tackled a unit of Genestealers before recieving a charge from the Hormagaunts, they held and were reinforced by the Sepharim and eventually a Sister Squad against the Hormagaunts who were reinforced in turn by a small unit of Warriors, the remaining Celestian Squad arriving and finishing off the Genestealers who failed to make assault after some dismal difficut terrain and fleet rolls - a Broodlord turned up on the empty flank meanwhile leaving it with nothing to do. However I was unable to progress the normal Sister Squad to my objective in time, and the other squad failed to clear out a big brood of spinegaunts who went to ground from the Tyranids objective losing me the game despite almost entirely wiping out the rest of the army. Again gut reaction was my lack of scoring units, however while it's true having more would have been useful here simply using the two I had could have solved me the problem - the normal sisters squad should have gone on nearer the objective, swapping entry locations with the second unit of Celestians, possibly also the Battle Sisters which went after their objective should have been a unit of Celestians instead giving me a second unit to potentially hold mine instead focusing on denying the tyranids their own. Definately my tactics and choices of unit use was a major issue.

The forth game was a rematch against the Daemons, Capture & Control yet again, this time Spearhead. The game started dismally with the Soulgrinder repeating its earlier performance and chasing off one of the vital Sisters of Battle Squads in turn one (partly my own fault as I should'nt have placed them so near the board edge when it was'nt needed). However there in things went much better, the big daemonette units arrived one on turn one, one one turn two and were cut down by massed bolters and flamers from a firebase of sisters around my objective, I used the Rhinos to delay the Fleshhounds and ultimately the Bloodletters with Skulltaker. The Sepharim meanwhile paid the price of my failiure to dent the Soulgrinder and the Canoness then failed her Spirit of the Martyr test on entering combat with it, which was messy. However, the remaining Sister unit hunkered down on my objective while one Celestian unit went to delay the Bloodletters and Fleshhounders, the former they took out bar Skulltaker though he was held up enough to have no further part in the game (bar eventually succumbing to bolter fire) and the later cutting down when the weakend unit charged them. The second Celestian unit aboard a Rhino powered towards the Daemon Objective which was guarded by 10 Daemonettes, braving an assault by the Soulgrinder, it however failed to hit the fast moving Rhino and did'nt get a second chance thanks to the Exorcists finally finding their mark and wrecking it. The Celestians made it too the objective killing the majority of the Daemonettes, the game went on to turn six leaving the daemonettes no choice but to charge them or take another round of shooting which in either case left him without control of the objective. Aggressive use of Celestians to clear objectives while holding my own seems to be a viable style for these games, though normal Sisters of course offer the actual chance to not only contest but to take would in some ways be preferable the Celestians thanks to being a Faithful unit as a whole and with the 3+ to hit in combat are definately a nasty unit, this in mind for these types of missions, and given I'm yet to try Seize Ground may leave me switching one unit to normal Sisters, possibly investing the spare points in a Canoness or Palladin to lead the remaining Celestian unit.

The fifth game was against Imperial Guard, all Infantry with Carapace in a Dawn of War Anniliation mission. This is really not a fun combination for Guard, though that said it's not ideal for Mech Sisters either with their lightly armoured rhino's providing easy targets. I started with a Sister unit and the Canoness who pushed forward to engage a Guard Squad, while Sepharim Deep Struck on another, both mauled but did'nt quite destroy their targets, the Canoness was left exposed and survived thw attention of a Squad of Hardened Veterans by the skin of her teeth after failing her Spirit of the Martyr roll and being subjected to 3 Plasma Guns, though she did have cover, the rest of the army rolled on. The Sepharim eventually succumbed to shere weight of numbers, as did the Battle Sister Squad when it took a charge from a fully tooled Combat Command HQ, however the reinforcing squads slowly chewed up the Guard units though taking heavy casulaties in the process. The Canoness after cutting down the Hardened Veterans was jumped by a Command Squad with 4 Meltaguns (and again failed her Spirit roll - 3 attempts in two games, 3 fails, bad day to be a Canoness), she did'nt have cover this time. The Exorcists meanwhile which had been picking on Heavy Weapons Squads were jumped by a unit of Deep Striking Storm Troopers, favouring finishing off the Heavy Weapons Squads which posed a threat to my Infantry I sacrificed them to keep shooting at these targets instead. In the end I took 13 Kill Points and lost 5 (2 units of Battle Sisters, 1 Exocist, the Sepharim and Canoness). I do think I used my units fairly well here, the Sepharim proved enough of a distraction to tie up several squads as did the forward deployed Sister unit though the Canonesses early death was unfortunate, however all three gave me the chance to get the rest of my army into position across a very open table with no more then a failed difficult terrain test for one Rhino to slow them down. I could perhaps have gone for a more focused assault grouping my units together for mutual support in this mission (rather then being spread across his battleline), however while this may have reduced my casulaties it would also have probably reduced the number down I caused.

Anyway thats about it, all in all I dont think the Mech Sisters have benefitted much from the 5th Ed changes, while their transports are more resiliant to damage as are all vehicles they are also more vulnable given area terrain often no longer blocks LoS outright, and mobility is generally something the army relies on - though that said if their transports are stopped run means they can potentially still keep up at least. Also of course the wound allocation means that as with everyone else Specialists are more vulnable, this is espeically tricky in the case of normal Sisters of Battle losing their Faithful Veteran Sister Superior given Faith really can be a game winner sometimes it does make Celestians being a Faithful unit all the more appealing. But then there is the scoring unit issue, two scoring units, even when wearing power armour and mechanised are difficult to work with, I think I'm going to need a third.

Christ, thats alot of text! Opps!

Monday, 28 July 2008

Sisters of Battle (Part 4)

Nothing exciting! Another Sisters Squad is complete, again bar the Veteran Sister Superior and with a third Squad on the way now, with tickets bought for UK GT Heat 2 in early November it's time to really knuckle down and too get some games in - and they'll start tommorrow with club night at the Exeter Inquisition GCN club (6pm-10pm at GW Exeter).

Thursday, 24 July 2008

Sisters of Battle (Part 3)

At last some significant progress on the Sisters with all the regular sisters of one squad of celestians for the army with the slightly changed paint scheme (black replacing the earlier red), as well as being a little quicker to paint I think it also suits the Sisters to have less flashy colours - after all they are nuns with guns! Despite the appearence the unit is not finished, to make sure I can get the whole lot ready I'm skipping highlighting the black and grey, this will follow in due course once everything is otherwise finished on the army.

Sunday, 11 May 2008

Sisters of Battle (Part 2)

Right, time to start catching up!

Earlier in the month I did a concept model for the Sisters scheme, the aim was something simple to do (to aid getting it done quickly) but something fairly striking as well based on the earlier picture done with the Bolter & Chainswords Sister of Battle Painter. The result was this.




I'm now working on finishing the first squad, I'd hoped to turn out one unit or vehicle a week... hmm yeah that was never gonna work! So far I've not finished the first squad even, though hopefully in the next week I will do (hmmm). I still need to finish converting the Seprahim Sister Superior and Canoness conversion as well, I'll probably have a crack at them later on, though I must admit I'm enjoying a break from sculpting instead turning my hand to having a bit of a clearout and making the most of the sunshine (something which definately wont last!).

Thursday, 17 April 2008

Sisters of Battle (Part 1)

So the plan is to have 1500pts of Sisters of Battle ready for this years UK GT, bit of a change for me - I've neither used Power Armoured troops competatively before, nor played a short ranged mechanised type army before, looking forward too it though!

Roughly speaking my list will initially consist of a Eviscerator & Jump Pack equipped Canoness who'll join a 8 strong Sepharim unit with Eviscerator armed Sister Superior and two Duel Hand Flamers. The rest of the list will consist of two 10 strong Celestian units with Heavy Flamers and Flamers in Rhinos, two 10 strong Battle Sister units with Heavy Flamers and Meltaguns in Rhinos and a pair of Exorcists. Subject to change once I get playing with em. First I've gota build the force though!

I've almost got everything I need now, just an ebay auction away of a last half dozen sisters with the last Rhino in the post now, I've made a start on what I've got with the Sisters being stripped at the moment I'll get on with them soon as they're finished.

For now I'm working on the Canoness and Sepharim Sister Superior, the only two major conversions, I went through a few ideas for the Eviscerators but have settled on combining two IG Chainswords.

Sister Superior


Canoness


The vehicles are nearly all assembled, I'm using a combination of Immolator and Space Marine Whirlwind launchers for my Exorcist's as I'm not overly fond of either the GW or FW versions of the model. Just assembling the launchers themselves at the moment.



The Sepharim are now all initially based, some work left to do to them, a few extra bits of ruin, and texturing then I'll maybe start painting... maybe!



This is all happening between working on the Praetorian sculpts, which is mainly focused on faces at the moment, trying to get a result there I'm happy with, not easy though! I've got another set of Lasgun Arms on the go now, with the aiming pose being tidied, I'll get some pictures of those up soon.

Saturday, 5 April 2008

Of Sisters and Mini-Fridges

A new tool in my arsenal and yet another new project, where will it end?

First of all something of a discovery for me. Getting back into the swing of sculpting (yes again, long story) I've often been fustrated by how long it takes for greenstuff to cure and thus be safe to work on without risking already completed parts. The solution is fairly well known, heating greenstuff decreases the curing time. The normal method seems to be to use a lamp to create something of a heat box or even an oven at low temperatures, I lack those facilities though, and space being rather constricted to boot. I was however given one of those little mini-fridges at christmas and just happend to click the other day there was a 'hot' setting on it, after a quick test the curing time seems to be halved, which with a week off comming up means I should be able to make some significant progress. Huzzah!



As too Sisters, nobody expects the Exeter Inquisition! More to follow on this new project soon but lets say I wont be taking Guard to this years GT Heats for the first time, well, ever actually.