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I've collected notes from several recent from a mini 500pt tournament in which I was playing with a Witch Hunters force
The games were intended as an introduction to 5th ed rules and a refresher for the player who hadn't played 40k in some time.
I've tried to describe the turns accurately in the hope of picking up some tips about strategy and any glaring errors in our interpretation of the rules - sorry if it's a little dry
All games played on a 5' by 4' board with terrain set up by a neutral 3rd party.
Generally speaking the 'upper' edge is my opponent's board side, while I play from the 'lower' edge.
The same Witch Hunters force was taken in all games :
Elite Inquisitor with power weapon (attached to Battle Sisters unit)
10 Battle Sisters, veteran with power weapon and book. 2 Meltaguns
7 Seraphim, veteran with eviserator, book, and purity seals. 2x flamers
Game 1 - Witch Hunters Vs Chaos(1)
The Chaos force consisted of
5 plague marines
20 Chaos Marines split into 4 squads
2 Rhino transports
Light scenery with ruins in the center and scattered debris.
Standard deployment, playing for killpoints.
Chaos won the roll and opted to deploy first.
Chaos deployed 10 men on the far upper left flank inside a rhino, and 10 men on the center-right in the other rhino, alongside the plague marines (hidden in light forest).
The Sisters deployed in light cover in the lower right, seraphim behind a hill near the lower middle. Finally the Eversor deployed in the central ruins.
The chaos forces moved forward and deployed, with the exception of 5 marines in the right flanking rhino. Concentrated fire killed the Eversor and killed 3 sisters, breaking the squad which fled backwards.
The sisters immediately rallied and advanced into light cover, but were just out of range to hit the chaos marines. The seraphim remained out of sight behind them, not willing to risk a turn in the open at this point.
The marines on the right flank remounted and moved up the far right, looking to circle behind the sisters. Chaos forces in the center advanced on the sisters, killing several more with rapid fire shots while the half-full rhino moved towards the central ruins.
The sisters held their ground, exchanging fire with the closest marine squad but causing little damage. The seraphim also edged forward but the chaos forces were out of range across open ground.
Content to exchange fire the central chaos marines inflicted more damage on the sisters while the flanking force deployed just within 24' bolter range to flush the seraphim out of their cover in their next turn.
Down below half strength the sisters and inquisitor charged out of cover towards the depleted squad of chaos marines, cutting them down and turning to face the plague marines. The seraphim also swept out of cover towards the attack taking them out of range of the flanking chaos force.
The plague marines engaged the sisters with little effect while the reserve squad raced around in their rhino to support them, deploying to fire upon the seraphim without success. On the flank the marines jumped back into their own rhino and sped towards the fight.
The seraphim arrived, cutting down the newly deployed chaos reserve force and joining the battle the the plague marines. By this point only the battle sister veteran and inquisitor remained but the plague marine squad had been reduced to a single model.
The flanking force rushed forwards in their rhino and deployed into the spot held by the sisters at the start of the game, tightly bunched by the rubble and debris. In the assault phase the final plague marine was finally brought down by the seraphim's eviscerator.
Free of the melee, the seraphim lept on the newly deployed marines destroying the entire squad and their transport in a brutal divine-guidance assisted assault.
Game 2 - Witch Hunters Vs Marines(1)
The Marine force consisted of
5 assault marines, vet with storm shield and power weapon
10 scouts in two squads, flamer, missile launcher, sniper rifles
Heavy cover with a large central pathed and forested area and multiple ruined buildings and a large sight-blocking building in the center.
Standard deployment, playing for killpoints.
Marines won the roll and opted to deploy first.
Sternguard deployed in ruins in the upper left with commanding lines of fire over the forest paths. The assault marines deployed behinds ruins at the central top of the board. One scout squad deployed forwards in the central left forested area while the other deployed just outside.
Sisters deployed in ruins in the lower right, seraphim behind the cover of the forests on the far left.
Finally, the eversor deployed behind rubble within charge distance of the uncovered scouts.
Witch Hunters siezed the initiative and took the first action.
The sisters advanced slowly, seeking cover from the watching sternguard, while the seraphim jumped forward to take shelter within assault distance of the marine's bunker position.
In the center all hell broke loose as the eversor lept on the scouts, annihilated them, and ran giggling into the woods.
Shocked by the eversor's attack, the assault marines consolodated their position among the ruins and hid. The scouts in the forest rolled poorly for movement and crawled forwards with no targets while the sternguard abandoned their bunker and fled from the approaching seraphim threat.
The battle sisters continued to advance, looking to prevent the assault marines escaping down the right flank while the eversor moved to ensure that any attack on them could be immediately countered.
The seraphim, still within reach of the sternguard, lept out and assaulted scoring a full 15 wounds (including 8 at AP 1) with their initial barrage and leaving nothing but a scorch mark and a pair of smoking boots where the elite marines once stood.
Too far from the edge of the forest to fire on the seraphim, but too close to escape, the scouts charged out to engage the assault sisters. The scout's flamer fell one of the seraphim but the scouts were wiped out without further success in the resultant combat.
The assault marines, who had finally broken cover to assist the scouts now found themselves alone within range of both the seraphim and eversor.
The seraphim (using the passion) and eversor fell upon the assault machines, killing three of them - the others only surviving thanks to the veteran's storm shield. The veteran's return blows wounded the assassin, but it wasn't enough to stop the surviving marines from breaking and fleeing off the table, ending the game.
Final score and thoughts
Every other dice rolled for the Witch Hunters seemed to come up 6 as they swept over the marine forces.
Ultimately though the biggest threat to the sisters - the marine assault squad - were so cowed by the Eversor's initial strike that they played no further role in the game, leaving the other units to be outnumbered and picked off.
Game 3 - Witch Hunters Vs Chaos(2)
The second of the Chaos forces (different player) consisted of
8 Plague marines, plasma gun
8 Noise marines, all with sonic blasters, a blast master, and a well equiped champion
River running longways across table. Two bridges and a central bridge/fortification.
Loose ruins upper left, upper center, lower left and lower right.
Forested areas upper right and lower middle
Standard deployment, playing for objectives on the bridges and fort
Chaos won the roll and opted to deploy second.
Sisters deployed infront of the lower central wooded area, facing the fortifications. The seraphim deployed in the ruins on the right.
The plague marines deployed in the center of the forested area in the upper right while the noise marine rhino hid behind the ruins near the upper left edge of the table.
The Eversor deployed behind a ruined tower near the right side bridge.
The battle sisters ran forwards across the open ground towards the central fort while the seraphim swept forwards towards the river. The eversor held his ground watching the nearby bridge objective.
The plague marines advanced to the edge of the forest facing the bridge but were unable to target any of the sisters. On the left the noise marine rhino sped forward towards the bridge and deployed it's cargo. They managed to kill 3 battle sisters with concentrated sonic weapon fire.
The battle sisters began to deploy into the central fort moving out of sight of the noise marines. On the right the eversor advanced onto the bridge while the seraphim lept overhead to land infront of the forest. Guided shots from flamers and bolt pistols killed six of the renegades.
The following assault by the Seraphim and Eversor resulted in no losses until the Veteran stepped in with her eviserator to cut down the last two marines. The eversor withdrew to the cover of the bridge while the seraphim consolodated into the forest.
The noise marines advanced on the bridge and continued to fire upon the sisters still outside the fortification, but inflicted no casualties.
The eversor ran along the upper shore of the river to take cover behind the fortification, followed by the seraphim. The battle sisters completed their deployment into the fort, able to completely shield themselves from fire from the noise marines and with a commanding view of the left bridge should they wish it.
The noise marines began to withdraw into cover away from the approaching seraphim while their transport rhino moved across to fire ineffectually at them.
The seraphim advanced up to the fort, unwilling to expose themselves to fire from the noise marines. The eversor, seeing an opportunity to advance, lept forward towards the rhino, annihilated it with a well placed melta bomb, and ended the turn hidden behind scenery within 18 inches of the noise marine squad.
With the eversor and seraphim before them and the river behind them, the noise marines spread out and waited for the inevitable.
The seraphim lept out towards the bridge and the partially hidden noise marines, slaying three of them with bolt and flame, but falling short of assault range. The Eversor then joined the combat, slaying all but the champion for the loss of one wound.
The chaos champion's brief resistance ended in the chaos assault phase as the assassin cut him down to end the game.
Final score and thoughts
Chaos forces suffered from poor positioning and a limp attack, unwilling to commit while the sisters rushed forward and occupied advantageous positions.
The half-hearted response was capped off by the rhino's attack on the seraphim - which gave the eversor an opportunity to leapfrog across the board into the noise marine position, and ensuring there was no chance of a last turn objective grab.
It seems to me that you have a pretty intimidating little force. They seem able to really put the hurt on when they can get close. You had all your opponents playing scared.
Scared would definitely be the word for the last two, but it's hard to blame them after taking 8+ AP1 wounds from divine guidance seraphim in a single pass.
My first opponent was a little different - he was out for revenge for our first game (a 2v2 at 1500 pts). He'd taken Lucius and a rhino full of berzerkers, but seraphim had jumped and disabled it about as far away from the battle as it could get. To add insult to injury the seraphim vet survived the counterattack and broke away to blow up his defiler while Lucius was gunned down near the end of the game, still trudging across the table.
Had that all not happened he probably wouldn't have send half his force to chase them around the table.
There are a few problems i've had with the squad so far -
1) No objective holding strength. I should have probably knocked the seraphim down to bare-bones size and taken a squad of zealots. That having been said i'm not keen on a smaller seraphim either, 7-8 is always a preference.
2) Holy fire for the seraphim vet, why did I forget it
3) I've not been punished for it (the noise marines should have) but sisters have nothing beyond 12" that doesn't involve charging the eversor/seraphim forwards. No ranged firepower at all.
4) Finally - mobility - again i've not really been made to pay for it but the sisters do take their sweet time getting anywhere. I feel the need to mechanize in larger games but my opponents just take so many missile launchers and lascannons ...
- I think the last point is why I prefer the idea of PAGK over sisters as the mobile force in larger games, able to fight entrenched enemies while advancing.
I'm probably over-reliant on the seraphim as my mobile attack force ... tough to know how to support them though.