3rd edition Cleanse: Iyanden vs Sisters of Battle, 1000 points
Posted: Mon Mar 13, 2023 9:23 pm
I've been thinking about my old Iyanden army a lot recently with an eye for playing it at the local store in the 9th edition to see if I like it. It turns out everything is different and I need to assemble more models to be able to play, but in the meantime, I got to play two games of 3rd edition with them this weekend while I'm scheming.
Thus, this game, the first 40K game I've played in almost 20 years?!
We took the book's advice for new players and chose Cleanse as the mission for the first game as well as limiting it to 1000 points instead of trying to go big to give us a chance to practice without it taking too long. We also both picked as much unit variety as possible for the same reason.
Iyanden:
HQ
Farseer: fortune, guide, shuriken pistol, witchblade
Troops
5 Wraithguard in Wave serpent with sprit stones, starcannon
Wraithlord with missile launcher
Elites
4 Rangers
6 Howling banshees, including exarch with powerblades
Heavy Support
Falcon with scatter laser, holofield, spirit stones
2 shadow weavers
Sisters of Battle - Chapter Approved list (they had lots but this one was my opponent's favourite, so we used that)
HQ
Canoness with power sword, purity seals, and more accompanied by confessor, 8 Celestians with heavy flamer and melta gun in rhino with smoke launchers and extra armour (This is the darker rhino in the images)
Troops
10 Redemptionists with 2 autocannons and a priest
10 sisters of battle with 2 flamers
Elites
9 Celestians + priest with heavy flamer and melta gun in rhino with smoke launchers and extra armour (This is the bright rhino)
Fast Attack
10 Seraphim with 2 flamers, power sword
Heavy Support
Exorcist with smoke launchers
(All of the units had veterans with pistols and close combat weapons as did the Canoness and priests, but I don't recall which types)
It seemed like 40k had more terrain on the board than fantasy from the pictures and comments about setup, so I dumped lots of what we had to see what would happen. I won to choose sides and picked the one with lots of forests. We both deployed cautiously, trying to hide as much as possible. The howling banshees elected to start in the Falcon, all other units are visible.
The Sisters of Battle won the roll off and elected to begin the hostilities.
Turn 1:
The exorcist, troops and HQ rhino chose to move out on one side, while the seraphim filled in the space they left behind. The Celestians rhino moved a bit, but remained behind cover to wait for the seraphim to join it and coordinate.
The redemptionists fired their autocannons at the only visible target, the rangers, and believed they hit and wounded them with every shot. It was a lie, the chameleoline cloaks saved all of them from injury. Meanwhile, the exorcist fired at the wraithlord 6 times, and wounded it twice. The eldar advanced the tanks and shifted the severely damaged wraithlord out of sight of the exorcist, then opened fire.
The shadow weavers aimed for the redemptionists but overshot slightly, killing one redemptionist and one seraphim (seraph?) as the attacks landed between the two units. The seraphim were pinned by this unexpected early barrage, but the redemptionists held firm, even after taking sniper fire from the rangers.
The Falcon destroyed the missile launcher on the exorcist, while the wave serpent killed two sisters of battle. The wraithlord achieved nothing with its missile launcher. Turn 2:
The sisters continued their movement from the previous turn, other than the pinned seraphim. The exorcist placed itself as cover for the troops, enveloping itself in clouds of smoke for extra surety.
The redemptionists shot and killed one ranger. They held. No other shooting was possible.
The eldar recklessly advanced with the waveserpent and unloaded the wraithguard in front of the HQ rhino.
The falcon moved to support the wraithlord.
The rhino was annihilated by wraithcannon and the waveserpent killed a few of the occupants. The shadow weavers killed another seraphim, this time without additional effect. Turn 3:
(For the rest of the game, the redemptionists don't accomplish anything with their shooting and shall be ignored. They do lose 1-2 models per turn from the rangers and shadow weavers shooting them though. I'll skip that too.)
The canoness and her retinue unleash everything they have on the wraithguard and farseer, shooting everything they have, then assaulting what remained. Only the farseer survived and even he was injured.
The celestians attempt the same on the other side, but the falcon fails to break and expose the howling banshees, leaving them in precarious position.
The farseer lives on and kills the canoness with mind war (this might be a mistake, but here we are).
The howling banshees fly over the celestians and exit the falcon to prepare for the assault. Then the wraithlord shoots the celestians with everything and they run away, straight into a crossfire with the howling banshees. So much for that assault.
The wraithlord continues to demonstrate superiority by smashing the storm bolter off the rhino to finish the rampage. Turn 4:
The seraphim consider trying to get to the howling banshees but decide they're too far away, especially with the falcon in the way and move back out of reach rather than risk being attacked. The farseer fights on.
And on, this time killing the confessor.
The howling banshees get back in the falcon and chase the seraphim.
The wave serpent meanders around the battlefield, firing at random units to weaken them and keep them from contesting table quarters. About this time I also realize that the sisters of battle troops unit I've been carefully avoiding approaching has flamers, not meltaguns. I start wondering why I was as cautious as I was with the wave serpent. Oh well.
Turn 5:
The seraphim continue to evade the falcon. The farseer won't die. The howling banshees prepare to attack the redemptionists. The wraithlord destroys the exorcist. Combined shooting from the wave serpent, falcon and rangers causes all sisters of battle units to be below half strength. With only a rhino left able to claim territory and no way to damage the eldar tanks, the sisters of battle concede the field in the middle of the shooting phase. I forget to take a picture of the end.
We were both struck by how free the movement was compared to fantasy and had quite a bit of fun. So much so, that we decide to play again.
My opponent wanted to try something different since he felt like there wasn't enough stuff that could really hurt the tough eldar vehicles. So the next day we try a 1500 point game and end up randomly playing Take and Hold. Unfortunately, I forgot to take pictures of that game after turn 2, so there probably won't be a battle report for it.
Thus, this game, the first 40K game I've played in almost 20 years?!
We took the book's advice for new players and chose Cleanse as the mission for the first game as well as limiting it to 1000 points instead of trying to go big to give us a chance to practice without it taking too long. We also both picked as much unit variety as possible for the same reason.
Iyanden:
HQ
Farseer: fortune, guide, shuriken pistol, witchblade
Troops
5 Wraithguard in Wave serpent with sprit stones, starcannon
Wraithlord with missile launcher
Elites
4 Rangers
6 Howling banshees, including exarch with powerblades
Heavy Support
Falcon with scatter laser, holofield, spirit stones
2 shadow weavers
Sisters of Battle - Chapter Approved list (they had lots but this one was my opponent's favourite, so we used that)
HQ
Canoness with power sword, purity seals, and more accompanied by confessor, 8 Celestians with heavy flamer and melta gun in rhino with smoke launchers and extra armour (This is the darker rhino in the images)
Troops
10 Redemptionists with 2 autocannons and a priest
10 sisters of battle with 2 flamers
Elites
9 Celestians + priest with heavy flamer and melta gun in rhino with smoke launchers and extra armour (This is the bright rhino)
Fast Attack
10 Seraphim with 2 flamers, power sword
Heavy Support
Exorcist with smoke launchers
(All of the units had veterans with pistols and close combat weapons as did the Canoness and priests, but I don't recall which types)
It seemed like 40k had more terrain on the board than fantasy from the pictures and comments about setup, so I dumped lots of what we had to see what would happen. I won to choose sides and picked the one with lots of forests. We both deployed cautiously, trying to hide as much as possible. The howling banshees elected to start in the Falcon, all other units are visible.
The Sisters of Battle won the roll off and elected to begin the hostilities.
Turn 1:
The exorcist, troops and HQ rhino chose to move out on one side, while the seraphim filled in the space they left behind. The Celestians rhino moved a bit, but remained behind cover to wait for the seraphim to join it and coordinate.
The redemptionists fired their autocannons at the only visible target, the rangers, and believed they hit and wounded them with every shot. It was a lie, the chameleoline cloaks saved all of them from injury. Meanwhile, the exorcist fired at the wraithlord 6 times, and wounded it twice. The eldar advanced the tanks and shifted the severely damaged wraithlord out of sight of the exorcist, then opened fire.
The shadow weavers aimed for the redemptionists but overshot slightly, killing one redemptionist and one seraphim (seraph?) as the attacks landed between the two units. The seraphim were pinned by this unexpected early barrage, but the redemptionists held firm, even after taking sniper fire from the rangers.
The Falcon destroyed the missile launcher on the exorcist, while the wave serpent killed two sisters of battle. The wraithlord achieved nothing with its missile launcher. Turn 2:
The sisters continued their movement from the previous turn, other than the pinned seraphim. The exorcist placed itself as cover for the troops, enveloping itself in clouds of smoke for extra surety.
The redemptionists shot and killed one ranger. They held. No other shooting was possible.
The eldar recklessly advanced with the waveserpent and unloaded the wraithguard in front of the HQ rhino.
The falcon moved to support the wraithlord.
The rhino was annihilated by wraithcannon and the waveserpent killed a few of the occupants. The shadow weavers killed another seraphim, this time without additional effect. Turn 3:
(For the rest of the game, the redemptionists don't accomplish anything with their shooting and shall be ignored. They do lose 1-2 models per turn from the rangers and shadow weavers shooting them though. I'll skip that too.)
The canoness and her retinue unleash everything they have on the wraithguard and farseer, shooting everything they have, then assaulting what remained. Only the farseer survived and even he was injured.
The celestians attempt the same on the other side, but the falcon fails to break and expose the howling banshees, leaving them in precarious position.
The farseer lives on and kills the canoness with mind war (this might be a mistake, but here we are).
The howling banshees fly over the celestians and exit the falcon to prepare for the assault. Then the wraithlord shoots the celestians with everything and they run away, straight into a crossfire with the howling banshees. So much for that assault.
The wraithlord continues to demonstrate superiority by smashing the storm bolter off the rhino to finish the rampage. Turn 4:
The seraphim consider trying to get to the howling banshees but decide they're too far away, especially with the falcon in the way and move back out of reach rather than risk being attacked. The farseer fights on.
And on, this time killing the confessor.
The howling banshees get back in the falcon and chase the seraphim.
The wave serpent meanders around the battlefield, firing at random units to weaken them and keep them from contesting table quarters. About this time I also realize that the sisters of battle troops unit I've been carefully avoiding approaching has flamers, not meltaguns. I start wondering why I was as cautious as I was with the wave serpent. Oh well.
Turn 5:
The seraphim continue to evade the falcon. The farseer won't die. The howling banshees prepare to attack the redemptionists. The wraithlord destroys the exorcist. Combined shooting from the wave serpent, falcon and rangers causes all sisters of battle units to be below half strength. With only a rhino left able to claim territory and no way to damage the eldar tanks, the sisters of battle concede the field in the middle of the shooting phase. I forget to take a picture of the end.
We were both struck by how free the movement was compared to fantasy and had quite a bit of fun. So much so, that we decide to play again.
My opponent wanted to try something different since he felt like there wasn't enough stuff that could really hurt the tough eldar vehicles. So the next day we try a 1500 point game and end up randomly playing Take and Hold. Unfortunately, I forgot to take pictures of that game after turn 2, so there probably won't be a battle report for it.