Adepta Sororitas vs Space Marines - 1000pts

2025-10-18

Our second game ever. We're getting confortable with the rules but we still have a lot to learn! Especially when reading the table. Once again, by reading the datasheets, both of us thought the Space Marines had all the tools to win and that the Sisters would have to settle for secondary objectives. It turned out to be completely wrong, but experience will help us understand that earlier and therefore make better choices in the future.

Lists

Nathael

Adepta Sororitas - Hallowed Martyrs

Canoness

60 points

Blessed blade, Plasma pistol, Saintly example

Canoness with Jump Pack

100 points

Blessed halberd, Through Suffering Strength

10 Battle Sisters Squad

105 points

1x Sister Superior: Plasma pistol, Power weapon

6x Battle Sister: Boltgun, Bolt pistol, Close combat weapon

1x Battle Sister: Simulacrum Imperialis, Boltgun, Bolt pistol, Close combat weapon

1x Battle Sister: Meltagun, Bolt pistol, Close combat weapon

1x Battle Sister: Multi-melta, Bolt pistol, Close combat weapon

3 Arco-flagellants

45 points

3x Arco-flagellant: Arco-flails

5 Repentia Squad

75 points

1x Repentia Superior: Bolt pistol, Neural Whips

4x Sister Repentia: Penitent Eviscerator

5 Seraphim Squad

80 points

1x Seraphim Superior: Plasma pistol, Power weapon

2x Seraphim: 2 Bolt pistols, Close combat weapon

2x Seraphim: 2 Ministorum hand flamers, Close combat weapon

5 Seraphim Squad

80 points

1x Seraphim Superior: Plasma pistol, Power weapon

2x Seraphim: 2 Bolt pistols, Close combat weapon

2x Seraphim: 2 Ministorum hand flamers, Close combat weapon

5 Zephirim Squad

80 points

1x Zephirim Superior: Plasma pistol, Power weapon, Sacred Banner

4x Zephirim: Bolt pistol, Power weapon

Exorcist

210 points

Exorcist Missile Launcher, Hunter-killer missile, Heavy Bolter, Armoured tracks

Penitent Engine

75 points

Penitent Flamers, Twin Penitent Buzz-Blades

Sororitas Rhino

75 points

Hunter-killer missile, Storm Bolter, Armoured tracks

Total: 985 points

Emmanuel

Space Marines - Gladius Task Force

Captain with Jump Pack

90 points

Relic weapon, Plasma pistol, The Honour Vehement

Lieutenant with combi-weapon

70 points

Combi-weapon, Paired combat blades

10 Assault Intercessors

150 points

9x Heavy bolt pistol, Astartes chainsword

1x Plasma pistol, Thunder Hammer

5 Heavy Intercessors

100 points

4x Bolt pistol, Heavy bolt rifle, Close combat weapon

1x Bolt pistol, Heavy bolter, Close combat weapon

5 Jump pack Intercessors

90 points

3x Heavy bolt pistol, Astartes chainsword

1x Plasma pistol, Astartes chainsword

1x Plasma pistol, Power fist

3 Inceptors

120 points

3x Plasma exterminators, Close combat weapon

3 Bladeguards veteran

80 points

2x Heavy bolt pistol, Master-crafted power weapon

1x Plasma pistol, Master-crafted power weapon

Ballistus Dreadnought

150 points

Ballistus missile launcher, Ballistus lascannon, Twin storm bolter, Armoured feet

Gladiator Valiant

150 points

2 Multi-meltas, Twin las-talon, Icarus rocket pod, Ironhail heavy stubber, Armoured hull

Total: 1000 points

We used the Dawn of War deployment, which contrary to our first game gave us plenty of space to fight on the whole table. Take and hold primary mission meant that we would have to hold objectives at all costs, as the Sister players, I'd have maybe liked something with actions to try to use my superior numbers to my advantage.

Primary Mission

Take and hold

SECOND BATTLE ROUND ONWARDS
VP
WHEN: End of the Command phase. (or the end of your turn if it is the fifth battle round and you are going second).
The player whose turn it is scores:For each objective marker that they control.
5 VP(Max 15 VP)

Round 1

Adepta Sororitas - 0 | 0 - Space Marines

Turn 1 - Adepta Sororitas

Fixed - Secondary Mission

Establish locus

Establish locus (action)
Starts: Your Shooting phase.
Units: One unit from your army.
Completes: End of your turn, if that unit is whithin your opponent's deployment zone or within 6" of the center of the battlefield.
If completed: Your unit establishes a locus.
ANY BATTLE ROUND - Tactical
VP
WHEN: End of your turn.
Your unit established a locus this turn and is within 6" of the center of the battlefield.
2 VP
OR
Your unit established a locus this turn and is within your opponent's deployment zone.
4 VP

Fixed - Secondary Mission

Bring it down

WHEN DRAWN: If there are no enemy MONSTER or VEHICLE units on the battlefield, you can discard this card and draw a new Secondary Mission card.
ANY BATTLE ROUND - Tactical
VP
WHEN: End of either player's turn.
One or more enemy MONSTER or VEHICLE units were destroyed this turn.
4 VP
ANY BATTLE ROUND - Fixed
VP
WHEN: While this card is active.
Each time an enemy MONSTER or VEHICLE unit is destroyed.
2 VP
AND+
The total of the Wounds characteristic of the models in that destroyed unit was 15+ (at its Starting Strength).
+2 VP
AND+
The total of the Wounds characteristic of the models in that destroyed unit was 20+ (at its Starting Strength).
+2 VP

Sisters, the Order require that we hold these positions, and with the guidance of the Emperor, we will.

Canoness Elira
Deployment Deployment

We learned from our first game and added a bit of terrain (good ol' books) to the board so everthing is hidden.

I can't do the establish locus mission (didn't advance enough troops at the start!) and bring it down is kinda hard first turn... But I have an Exorcist, a Rhino, and faith in the emperor. The Exorcist organist enters the Gladiator coordinates and shoots. Multiple shots, few hits, one wound. Save? Failed. Damage roll? 6! That's halfway there, but the tank is still standing menacingly. The rhino moved forward to bring the Repentias to the right. He's got an angle! The hunter-killer missile hits and wounds. Failed save, another damage roll? 6!!! Once the smoke clears, the main anti-tank menace of my opponent lies motionless.

I felt quite sorry for my opponent, but this is a thorn out of my side. On the left side, the Arco-flagellants didn't move, not feeling sure about a fight with the Lieutenant with Combi Weapon.

Impact confirmed. The heretic's machine is ash.

Sister Kathia, Rhino's gunner
Bring it down: +4VPs

Turn 1 - Space Marines

Secondary Mission

Marked for death

WHEN DRAWN: Your opponent must select three units from their army on the battelfield. If there are only one or two units from their army on the battlefield, they must select those units. The selected units are your Alpha Target units. You can then select one unit from your opponent's army on the battelfield to be your Gamma Target unit. If there are no units from their army on the battlefield, discard this card and draw a new Secondary Mission card.
ANY BATTLE ROUND
VP
WHEN: End of either player's turn.
One or more of your Alpha Target units were destroyed (or removed from the battlefield for any other reason) this turn.
5 VP
OR
None of your Alpha Target units were destroyed (or removed from the battlefield for any other reason) this turn, but your Gamma Target unit was destroyed (or removed from the battlefield for any other reason) this turn.
2 VP

Secondary Mission

Secure no man's land

ANY BATTLE ROUND
VP
WHEN: End of your turn.
You control one or more objective markers in No Man's Land.
2 VP
OR
You control two or more objective markers in No Man's Land.
5 VP

After this big blow, the Space Marines use their Devastator doctrine to move fast and retaliate. The Ballistus Dreadnought advances to take care of the Rhino hiding the Repentia, leaving him with 3 wounds left. The assault Intercessors rush on the right flank objective, challenging the Sisters to come take it from them.

Critical hits received. Evacuate the transport. The Emperor's hand will shield you.

Sister Aspatea, Rhino's pilot

In the center, the Bladeguard Veterans start moving, positioning themselves out of reach, but ready to take the central objective next turn. And on the left, the Lieutenant takes place on the objective.

Secure no man's land: +5VPs

Round 2

Adepta Sororitas - 4 | 5 - Space Marines

Turn 2 - Adepta Sororitas

Secondary Mission

Extend battle lines

ANY BATTLE ROUND
VP
WHEN: End of your turn.
You control one or more objective markers within your deployment zone and one or more objective markers within No Man's Land.
4 VP
OR
You control one or more objective markers within No Man's Land.
2 VP

Fixed - Secondary Mission

No prisoners

ANY BATTLE ROUND - Tactical
VP
WHEN: While this card is active.
Each time an enemy unit is destroyed.
2 VP(Max 5 VP)
ANY BATTLE ROUND - Fixed
VP
WHEN: While this card is active.
Each time an enemy Bodyguard unit or enemy non-CHARACTER unit is destroyed.
2 VP(Max 5 VP)

Very good draw of secondary objectives, I decide to move hard on the right flank and leave nothing standing. The Repentia and the lone Canoness leave the Rhino, preparing to charge the Assault Intercessors. The Penitent engine moves up to join them, and two squads of Seraphims drop right behind the enemy lines, surrounding them, and getting ready to engulf those marines in flames.

The Battle Sister Squad moves a bit up the board, to maybe contest the central objective, or continue right to help if needs be. While on the left, the Arco-flagellants finally decide that it's show time and approach the Lieutenant, who ends up using his reactive move to avoid the fight, leaving them on the objective.

At the end of the movement phase, the Intercessors with Jump Packs and their Captain drop behind the Ballistus, threatening a counter charge or at least to provide a second wave of Marines to kill some of the sisters on the right.

Sister Riennolis, let our flames cleanse this ground of the unworthy!

Seraphim Superior Praxis, descending on the enemy lines

The Exorcist missiles and the Repentia grenades severely wounds the Ballistus. While the Exorcist heavy bolter and the flamers from the Seraphims and Penitent engine kill seven of the Assault Intercessors, making a Repentia charge difficult. To ensure they leave space for the Rhino, they charge the Ballistus instead, the Rhino then follows, and with a good Tank Shock finish the Dreadnought. The Penitent engine charges the three remaining marines on the objective, and the Canoness makes a heroic 11 charge to join him. Together, with her Blessed blade and his Buzz-blades, they eliminate their foes.

Take and hold: +5VPs
Extend battle lines: +4VPs
No prisoners: +4VPs

Turn 2 - Space Marines

Secondary Mission

Extend battle lines

ANY BATTLE ROUND
VP
WHEN: End of your turn.
You control one or more objective markers within your deployment zone and one or more objective markers within No Man's Land.
4 VP
OR
You control one or more objective markers within No Man's Land.
2 VP

Secondary Mission

Area denial

ANY BATTLE ROUND
VP
WHEN: End of your turn.
One or more units from your army (excluding AIRCRAFT and Battle-shocked units) are within 3" of the center of the battlefield, and there are no enemy units within 3" of the center of the battlefield.
2 VP
OR
One or more units from your army (excluding AIRCRAFT and Battle-shocked units) are within 3" of the center of the battlefield, and there are no enemy units within 6" of the center of the battlefield.
5 VP

The Space Marines now need to react extremely violently, as not a single Sister has died yet, while they have lost two tanks and a full squad. They use the full strength of their Assault doctrine to close the distance between them and the sisters. The Bladeguard Veterans run up the center to charge the squad of Battle Sisters. The Jump Pack squad prepares a charge on the Rhino and the Repentia. Three Inceptors also drop on the Sisters home objective, behind the Exorcist, their plasma exterminators heating up.

The foe descends upon position Tetha! We won't be able to hold.

Sister Santora, Exorcist's pilot

On the left, the Lieutenant finally charges the Arco-flagellant while a Squad of Zephirim with a Canoness deep strikes behind cover in the Space Marine deployment zone, not far from the Heavy Intercessors guarding their objective.

After turn 2 movement phase After turn 2 movement phase

Maybe troubled by the new menace of the Zephirim, the Heavy Intercessors do not manage to kill a single Repentia. On the other side of the board, the Inceptors have more success and get rid of the exorcist.

The Bladeguard Veterans then charge the Battle Sisters and leave three alive, costing them a few points on the Area Denial mission. The Assault Intercessors with Jump Pack kill the five Repentia and finish the Rhino. The Lieutenant fails to kill a single Arco-flagellant but does not receive a wound either. However, their extra numbers allow them to take control of the left objective. Giving both sides objectives to the Sisters, and the central and both deployment zones to the Marines.

Take and hold: +5VPs
Extend battle lines: +4VPs
Area denial: +2VPs

Round 3

Adepta Sororitas - 17 | 16 - Space Marines

Turn 3 - Adepta Sororitas

Secondary Mission

Marked for death

WHEN DRAWN: Your opponent must select three units from their army on the battelfield. If there are only one or two units from their army on the battlefield, they must select those units. The selected units are your Alpha Target units. You can then select one unit from your opponent's army on the battelfield to be your Gamma Target unit. If there are no units from their army on the battlefield, discard this card and draw a new Secondary Mission card.
ANY BATTLE ROUND
VP
WHEN: End of either player's turn.
One or more of your Alpha Target units were destroyed (or removed from the battlefield for any other reason) this turn.
5 VP
OR
None of your Alpha Target units were destroyed (or removed from the battlefield for any other reason) this turn, but your Gamma Target unit was destroyed (or removed from the battlefield for any other reason) this turn.
2 VP

Secondary Mission

Area denial

ANY BATTLE ROUND
VP
WHEN: End of your turn.
One or more units from your army (excluding AIRCRAFT and Battle-shocked units) are within 3" of the center of the battlefield, and there are no enemy units within 3" of the center of the battlefield.
2 VP
OR
One or more units from your army (excluding AIRCRAFT and Battle-shocked units) are within 3" of the center of the battlefield, and there are no enemy units within 6" of the center of the battlefield.
5 VP

Squads Ventus Sanctus and Ira Volucris, purge the target before us then hold Echo and Delta!

Canoness Elira

The two squads of Seraphims, Penitent engine, and lone Canoness approach the Assault Intercessors with Jump Pack and burn down the 5 marines, leaving the Captain alone. One squad of Seraphim then uses her extra movement to fly back to the right objective.

The Light burns brightest amid the dark! May our blades find their armor weaknesses.

Canoness Velatrix

In the Space Marines deployment zone, things get tense as the Zephirims charge the Heavy Intercessors. The Canoness, with her Blessed Halberd, the enhancement "Through Suffering, Strength", her ability Divine Deliverance, the Zephirim buff giving her Lethal Hits and Sustained Hits, and a Stratagem to reroll hits, is the army Champion. All this gives her 9 attacks, 2+ to hit, sustain, and lethal, with reroll. Strength 6 with Devastating wounds, -2 AP, 3 damage. Even their Gravis Armor could not save the Marines, and three of them fall under the Canoness blows, while the rest of the Zephirims finish the last two.

The surviving three Battle Sisters in the center fall back from the Bladeguard Veterans and sit still in the center objective, denying them control. The lone Canoness, the Penitent engine, and just to be sure, one squad of Seraphims charge the Captain with Jump Pack and execute him before he can retaliate. On the left side, the Lieutenant and the Arco-flagellants exchange a few blows, leaving the Lieutenant with 2 wounds and one Arco with 1.

Take and hold: +10VPs
Marked for death: +5VPs

Turn 3 - Space Marines

Secondary Mission

Sabotage

Sabotage (action)
Starts: Your Shooting phase.
Units: One unit from your army that is within a terrain feature and not within your deployment zone.
Completes: End of your opponent's next turn or the end of the battle (whichever comes first), if your unit is on the battlefield.
If completed: Your unit commits sabotage.
ANY BATTLE ROUND
VP
WHEN: End of your opponent's turn or the end of the battle (whichever comes first).
Your unit commited sabotage this turn and is not within your opponent's deployment zone.
3 VP
OR
Your unit commited sabotage this turn and is within your opponent's deployment zone.
6 VP

Fixed - Secondary Mission

Cleanse

Cleanse (action)
Starts: Your Shooting phase.
Units: One or more units from your army within range of an objective marker that is not within your deployment zone.
Completes: End of your turn, if the unit performing this Action is still within range of the same objective marker and you control that objective marker.
If completed: That objective marked is cleansed by your army.
ANY BATTLE ROUND - Tactical
VP
WHEN: End of your turn.
One objective marker was cleansed by your army this turn.
4 VP
OR
Two or more objective markers were cleansed by your army this turn.
4 VP(Fixed)
5 VP(Tactical)

The situation is complex for the Space Marines. The Inceptors cleanse the Sisters home objective for a few points while the Bladeguard Veterans kill the last three Battle Sisters.

On the left, using the Tactical doctrine, the Lieutenant falls back from the Arco-Flagellants to reach a ruin and try a sabotage.

Take and hold: +5VPs
Cleanse: +4VPs

Round 4

Adepta Sororitas - 32 | 25 - Space Marines

Turn 4 - Adepta Sororitas

Fixed - Secondary Mission

Assassination

Any battle round - Tactical
VP
WHEN: End of either player's turn.
One or more enemy CHARACTER models were destroyed this turn.
5 VP
OR
All enemy CHARACTER models have been destroyed during the battle.
5 VP
Any battle round - Fixed
VP
WHEN: While this card is active.
Each time an enemy CHARACTER model with a Wounds characteristic of 4 or higher is destroyed.
4 VP
Each time an enemy CHARACTER model with a Wounds characteristic of less then 4 is destroyed.
3 VP

Fixed - Secondary Mission

Behind enemy lines

WHEN DRAWN: If it is the first battle round, you can draw a new Secondary Mission card and shuffle this card back into your Secondary Mission deck.
ANY BATTLE ROUND - Tactical
VP
WHEN: End of your turn.
One unit from your army (excluding AIRCRAFT and Battle-shocked units) is wholly within your opponent's deployment zone.
3 VP
OR
Two or ore units from your army (excluding AIRCRAFT and Battle-shocked units) are wholly within your opponent's deployment zone.
4 VP

With the Assassination mission dropping, the Arco-flagellants leave the left objective and charge the Lieutenant, hoping to kill him to complete the mission and stop him from completing the Sabotage.

Kill! Pain! Blood! Suffering!

Arco-flagellant Ezra 847

They succeed.

One squad of Seraphim stays on the right objective to keep it, while the second one flies towards the Space Marines home objective to relieve the Zephirims who are still eager to spill blood for the emperor.

They find some in the presence of the Bladeguard Veterans in the center, who cannot resist their devastating attacks. With their death, only the Inceptors are left on the battlefield, and the remaining Sisters close up fast.

Take and hold: +15VPs
Assassination: +5VPs
Behind enemy lines: +3VPs

Turn 4 - Space Marines

Secondary Mission

Overwhelming force

ANY BATTLE ROUND
VP
WHEN: While this card is active.
Each time an enemy unit that started the turn within range of an objective marker is destroyed.
3 VP(Max 5 VP)

Fixed - Secondary Mission

Assassination

Any battle round - Tactical
VP
WHEN: End of either player's turn.
One or more enemy CHARACTER models were destroyed this turn.
5 VP
OR
All enemy CHARACTER models have been destroyed during the battle.
5 VP
Any battle round - Fixed
VP
WHEN: While this card is active.
Each time an enemy CHARACTER model with a Wounds characteristic of 4 or higher is destroyed.
4 VP
Each time an enemy CHARACTER model with a Wounds characteristic of less then 4 is destroyed.
3 VP

Without anything to do, the Inceptors stay put and blow up the Penitent engine.

Take and hold: +5VPs

Round 5

Adepta Sororitas - 55 | 30 - Space Marines

Turn 5 - Adepta Sororitas

Fixed - Secondary Mission

Engage on all fronts

If one or more units from your army (excluding AIRCRAFT and Battle-shocked units) are wholly within a table quarter, and those units are more than 6" away from the center of the battlefield, you have a presence in that table quarter.
ANY BATTLE ROUND - Tactical
VP
WHEN: End of your turn.
You have a presence in two table quarters.
1 VP
OR
You have a presence in three table quarters.
2 VP
OR
You have a presence in four table quarters.
4 VP

Fixed - Secondary Mission

Cleanse

Cleanse (action)
Starts: Your Shooting phase.
Units: One or more units from your army within range of an objective marker that is not within your deployment zone.
Completes: End of your turn, if the unit performing this Action is still within range of the same objective marker and you control that objective marker.
If completed: That objective marked is cleansed by your army.
ANY BATTLE ROUND - Tactical
VP
WHEN: End of your turn.
One objective marker was cleansed by your army this turn.
4 VP
OR
Two or more objective markers were cleansed by your army this turn.
4 VP(Fixed)
5 VP(Tactical)

In this final turn, the two Seraphim squads cleanse the objectives and take position in two of the four table quarters. While the Arco-flagellants, both Canoness and the Zephirims, all charge the Inceptors while taking position in the remaining two table quarters. Two Inceptors die.

Objective Delta purified.

Seraphim Superior Riennolis
Take and hold: +15VPs
Engage on all fronts: +4VPs
Cleanse: +5VPs

Turn 5 - Space Marines

Secondary Mission

Display of might

WHEN DRAWN: If it is the first battle round, draw a new Secondary Mission card and shuffle this card back into your Secondary Mission deck.
ANY BATTLE ROUND
VP
WHEN: End of either player's turn.
There are more units from your army than from your opponent's army wholly within No Man's Land.
4 VP

Fixed - Secondary Mission

No prisoners

ANY BATTLE ROUND - Tactical
VP
WHEN: While this card is active.
Each time an enemy unit is destroyed.
2 VP(Max 5 VP)
ANY BATTLE ROUND - Fixed
VP
WHEN: While this card is active.
Each time an enemy Bodyguard unit or enemy non-CHARACTER unit is destroyed.
2 VP(Max 5 VP)

The last Inceptor tries to take the lone Canoness with him in the tomb, but her 2+ invulnerable save saves her. He then dies in the final fight phase of the game, leaving the victorious Sisters of Battle alone on the battlefield.

Weep not for the fallen, for their blood anoints the Emperor's victory. Not one foe endured His judgment this day.

Zephirim Superior Vayle

Final Score

Adepta Sororitas - 79 | 30 - Space Marines
Adepta Sororitas - 19 | 1 - Space Marines
Huge victory for the Sisters of Battle. I got super lucky in the first round of the battle by blowing up the Gladiator, and I think this impacted the rest of the game a lot. We learned a lot from this game and the next one will surely be better on a tactical level. Hopefully, it won't be too long before we play again, and we should have a few more terrain pieces to replace the books!