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Made in us
Repentia Mistress





I don't want to suggest any major changes since we have some fundamental disagreements about certain things, but I think there are a few ways you can tighten the list up a little bit.

0. When I put it into Army Builder it was 1980 points, so we can get a few freebies right out of the gate.

1. The Canoness doesn't need melta bombs if she's got an Eviscerator. 3 swings at 6+2D6 is way better than 1 at 8+2D6 so you shouldn't ever even have any occasion to use the bombs.

2. In my experience it's a really good idea to give your Seraphim Superior an Eviscerator. It gives the unit a lot more utility and is a credible threat against walkers.

3. What's your plan for Kyrinov? Is he going to join up with the Canoness and the SCS? If so, drop their Simulacrum since he already has one.

4. Since you've got 10 in the Conclave, I'm guessing you plan to use it unsupported. If you don't have a real solid strategy for Kyrinov, you'd probably benefit from switching him out with
Uriah, dropping one of the Arcos, and putting Uriah in command of the Conclave.

5. If you trim the Retributor squad down to minimum size, you can "upgrade" your Celestian squad to another 4x melta Dominion squad. In my experience the Rets don't really need the extra bodies.

6. At 2000 points you might struggle in objective missions with only two troops choices. A smart commander will probably try to target your troops to eliminate your chances of winning early on.
   
Made in nl
Confessor Of Sins






Amerikon wrote:
Dervos wrote:Personally I like Saint Celestine and Uriah, I dislike kyrinov, I feel an almost palpable reek of arrogance coming from kyrinov's ,model, maybe's its just how I see the model after reading his fluff and seeing his character.
This is awesome.


This is the reason I utterly like the model, really.

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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Amerikon wrote:I don't want to suggest any major changes since we have some fundamental disagreements about certain things, but I think there are a few ways you can tighten the list up a little bit.

0. When I put it into Army Builder it was 1980 points, so we can get a few freebies right out of the gate.

1. The Canoness doesn't need melta bombs if she's got an Eviscerator. 3 swings at 6+2D6 is way better than 1 at 8+2D6 so you shouldn't ever even have any occasion to use the bombs.

2. In my experience it's a really good idea to give your Seraphim Superior an Eviscerator. It gives the unit a lot more utility and is a credible threat against walkers.

3. What's your plan for Kyrinov? Is he going to join up with the Canoness and the SCS? If so, drop their Simulacrum since he already has one.

4. Since you've got 10 in the Conclave, I'm guessing you plan to use it unsupported. If you don't have a real solid strategy for Kyrinov, you'd probably benefit from switching him out with
Uriah, dropping one of the Arcos, and putting Uriah in command of the Conclave.

5. If you trim the Retributor squad down to minimum size, you can "upgrade" your Celestian squad to another 4x melta Dominion squad. In my experience the Rets don't really need the extra bodies.

6. At 2000 points you might struggle in objective missions with only two troops choices. A smart commander will probably try to target your troops to eliminate your chances of winning early on.


The meltabomb is an oops. I actually had the eviscerator on the Seraphim originally and not the Canoness, and just switched them out. Thye meltabomb does need to come off, yes. Probably add it to the Seraphim.

My Seraphim are not needed for antitank duties, for all the obvious reasons and they lose combat badly now, twice as badly when at this size. So expending TOO much on them makes a lot less sense than it used to. I just want them to flame the crap out of someone and then do a little damage before they die. I am in general unconcerned with their fate in this list or any other. They no longer can be very central to the win with the nerfs they got. But they are a very valid threat to most enemies in the shooting phase and I can use them to steal forward movement at the worst of times and that's worth something to me tactically.

Kyrinov ideally goes in the Celestian squad to providee the bubble and then jumps out to join, when needed, the Sororitas Command Squad, though this isn't necessary as often as you might think it is. His ability to kee pthe Dominion fighting in round 2 if they get charged is useful (bubble) and it allows me to draw attackers in, and then finish them in a blizzard of attacks from the real melee threats. He's also a great way to improve my Sororitas Command Squads chances at being relentless So depending on how much armor I'm facing, he may have to go with them. The other way I use him against squishier armies is just to reserve him and hammer smaller unit remnants. While he is no combat monster, he and his Celestians are very capable of killing 5 man squads and holding the line when they can charge. There's a lot of places he can go but at the forefront is usually what I do.

The Conclave is used to counter attack so it is usually IN support of another unit. The Fearless bubble helps you sucker people into a combat they think they can easily win, but all they did is draw themselves closer to the real threat and win or lose, they are stuck. The Arco-Flagellents are very nice. STR 5 and a TON of attacks makes them terrors at prying open Rhinos. 20 STR 5 attacks on a tank that moved 6" is getting 2 penetrating and 2 glancing hits on most rear armor. So in a worst case scneario where the Multimeltas didn't do their job(s), you have an answer. Against hordes: good lawd. And against normal troops those 20 attacks will get ya 2-3 dead MEQ. Their FnP somewhat obviates the need for Uriah's presence and of course, there is the issue of being out in the open after a charge: cardinal sin. This mix helps me be hearty (2 storm shields, yahoo) and try to end myself in combat but still win. Doesn't always work. Obviously. But Uriah makes it impossible to end in combat and I dislike that element of him (even though he is awesome sauce).

The Dominion thing is absolutely true. I had already thought of doing that. The reason I haven't is, this list literally has one of EVERY thing in the codex. Check for yourself. 20 KP in all. So the idea was to see what the army, as a cohesive force, could do. The goal wasn't to maximize everything. Oddly though, even though I didn't really foresee it, this army has kicked so much ass that I sort of find myself hard pressed to find a compelling reason to change its form even though the details can be tweaked. It is just amazingly brutal. I expect no one on a forum to take that at face value, and I guess Ive grown accustomed to people questioning my lists because they see a list and not a strategy. All I can say is that I agree: an extra Dominions squad is exactly what I'd change first when I ever get around to wanting to maximize this baby. Its totally sound advice.

As for the Troops, they often reserve but in actual games heres what happens: I have a metric ass-ton of units. Enemies find it difficult if not downright impossible to reach them through the layers of defense (and I mean layers LITERALLY). Just imagine what the battle field looks like with that many THINGS cluttering it.

The enemy are OFTEN substantially weakened by the time the Sisters of Battle units appear, but they certainly WILL try to kill them; . However they wont be allowed to do it early and they wont be at full strength when they try if line of sight and other threats aren't consuming their attention in the first place. Like all "hordes", the problem is getting past the shell, especially if its a fast advancing shell! Of course it can be done but its dangerous and a lot of armies dont have enough of the right types of units to try. A Blood Angel tried getting to my backfield with DS'ing combat squads once. When the time came the clutter forced him to a flank... not good for him. Lol. Couldn't have been worse. His Vanguard did a good job but it was too little to impact the game. He lost too much too fast.

Consider that a Seraphim squad does 11 wounds to MEQ before saves just with the 4 Flamers whern hitting a 5 man squad. pistols do about 4 more (asuming Acts of Faith here). So getting hit with that unit can (and should ideally) end a 5 man squad. The Dominion can kill an entire typical 5 man squad in its sleep. So can the Sororitas Comand Squad. As can the Conclave. And the Retributors can, with one volley do about 4 unsaved wounds. The Exorcist is averaging 3. Repentias when they arrive? Lots.

So I mean you are putting a serious amount of Marines out of business in round 2. the slowed amounts of high level firepower the enemy wades through to try to get to you is quite something and so much of it can get the jump on ya.

There's no perfect list but with so much pain waiting in the backfield for ya, Gawds forbid you should include actual bolter fire into the mix! hehehe. And then theres the Penitent Engine in reserve the enemy might want to think about when they are selecting their landing zones...

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Repentia Mistress





Jancoran wrote:My Seraphim are not needed for antitank duties, for all the obvious reasons and they lose combat badly now, twice as badly when at this size. So expending TOO much on them makes a lot less sense than it used to. I just want them to flame the crap out of someone and then do a little damage before they die. I am in general unconcerned with their fate in this list or any other. They no longer can be very central to the win with the nerfs they got. But they are a very valid threat to most enemies in the shooting phase and I can use them to steal forward movement at the worst of times and that's worth something to me tactically.
I completely understand this. I never gave my VSS any weapons until I repeatedly found myself in a handful of situations where I desperately wished I had an Eviscerator. I can see how it might not apply to your list since you have a handful of things that can break walkers in CC. That turned out to be a big weakness in my army. All that said, you seem to have a pretty good handle on how all your stuff works together
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Yes Seraphim were my favorite unit for a very long time., tough to see them so diminished. Hit and run is harder to pull off also (though when it works... they can still REALLY earn their points).

The Eviscerator is a strong play on the unit since you know you will likely lose but can even it up enough to try the Hit and Run. Flaming a unit 4 times hurts. Doing it twice, well.. priceless really. So when I really get down to optimizing, I will likely try to find points for the Seraphim Eviscerator again. They just lose so badly so often that it's tough to justify, on some level, for what is really a pure shooting unit used for tactical position now, for the most part.

As you say, I have 8 units that can pretty reliably kill tanks and infantry alike, accompanied with competent hammers. That also makes it sting less not to put the Eviscerator in there.

And because I put the army together in this eclectic Petri dish fashion (I refer to it as my Petri dish list in fact) I have gotten to see everything the army can do in its most "pure form" and you can color me impressed. I was a LOUD detractor of the new SOB paradigm, but I do like the results.

My next stage list will have likely have the two Dominion units in it but... I am toying with how to get a 3rd troops choice in. Thats the most important change I can make in this list, in my opinion. I would almost say that is MORE important to do than actually doing a second Dominion squad.

Its a precarious balancing act. I need 159 points to add the Sisters squad in Dozer Rhino if I go to 5 Retriburtors.

If I drop the Celestians, I'd end up with 7 points to spend. Theres the Seraphim Eviscerator points if I drop spotlights. Kyrinov could not ride with 10 Sisters as he can with 5 Celestians.

Downsides: lose the multimelta range on the Celestian Squad, and the added combat ferocity of STR 4 and Kyrinov in the unit etc... Also, this would be instead of another Dominion Squad.

Upside: another scoring unit, more bolter shots, same basic firepower (2 meltas and combi-melta). More models on the table.

The alternative is to do a Dominion Squad. Dominions cost me 216 with Dozer Rhino. Losing the Celestians I am still 14 points shy to do it. If I make them a Flamer Dominion Squad I can do it by just dropping the Celestians. Again, can't take Kyrinov and they are entirely a shooting unit so again we lose the ability to carry the bubble forward unless we use the Sororitas Command Squad, but then you'd convert their immolator into a Rhino. Only problem with that is, no other Rhino in the army is an ideal choice for an Immolator. The Retributor Rhino won't be likely to fire as it carries Sisters Repentia and will be zooming til it dies (probably). The one for the Conclave cant change. The one for the Sisters cant be changed to Immolators because they wont fit, and they must be protected to the bitter end.

So in a wierd way, the Celestians make the most sense for carrying the bubble forward!!! I suppose the Dominions could just be a two-melta +combi-melta/Flamer version with Kyrinov in there and Kyrinov just stays in the Rhino when they get there. Totally possible. it just leaves them less capable of their job and more vulnerable than I'd like them to be. But that is an option. On the other hand, you could have a scoring unit with two flamers/meltas and though they might not be twin-linked hey...still not bad.

So there's a lot to think about there.

This message was edited 2 times. Last update was at 2012/04/29 23:25:53


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Badass "Sister Sin"






Camas, WA

Played a 2k game this weekend (Dual Conclave) against shooty wolves:
http://www.dakkadakka.com/dakkaforum/posts/list/446612.page

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Made in us
Sister Vastly Superior





Pittsburgh Pa

Here it is, My RTT/ GT list for the rest of the year. After dropping Celestine and shortening up the Seraphims I was able to put a full BC squad and Uriah back into the mix. I want to go against a Wraith list with this to see how it fairs but I think Im going to be good even against them. Repentia have been golden and people just can never get away from them. I think I have just about mastered moving with them and I have shifted them more into a disabling turn 2 or 3 strike squad vs the traditional run as fast as you can across the board Ideology. I have been practicing late midfield annihilation tactics making most of my hard hitting strikes to come turn 3 and 4 and 5 vs the earlier Rnds.

I have be placing the Repentia all but on the back board edge and just making them walk 6 inches so by turn 2 they have advanced 12 inches( less if i can make them walk through terrain). Meaning I have a heavy hitting CC units that can combat against a drop-pod/ dread attack on turn 1, 2 ,3 and possible 4 and 5 Solving the deep-striking issues/ being out of assault range against alpha strikers and as they are on the flanks of my army. They are the only thing there for out-flankers to run into. On the turn an out-flanker comes in I can usually charge them the next turn with the move, fleet, assault average of 15 inches. In essence I have a 50 inch bubble that i can center my army in that now has outflank and infiltration defensiveness against. Meanwhile dead center of the flanking Repentia are the 2 PEs also advancing behind the Dominions.

The Battle sisters then can advance 6 inches, Rip off 3 Hunter killers and 24 shots at anything within 24 inches that the Dominion/ Immolators have ripped open. Seraphims depending on the mission will be either deep striking on filling up the hole around the PEs to keep them moving forward, my Cat Corral-er Squad. Retributors take up high firing positions if possible and just keep throwing rounds down range.
While the DCA just sit and wait for the dust to settle, responding appropriately to HP threats to Objectives/ riding to the rescue.

The Synergy of the army is like a big pincer. The Claw can open up, draw you in and then snap shut on something that has advanced too close to it. Or it drives it self forward in a spear head followed by 2 waves of hard hitting CC with supporting fire coming from heavy weapons and BSS.



HQ: Uriah Jacobus, Protector of the Faith

Battle Conclave (9)
Battle Conclave Crusader (x4) Death Cult Assassin (x5)
Rhino Dozer Blade

Heavy Support: Retributor Squad (5)
Retributor Squad 4 Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter (x1)

Heavy Support: Retributor Squad (5)
Retributor Squad 4 Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter (x1)

Heavy Support: Penitent Engine (2)

Elite: Repentia Squad (8)

Elite: Repentia Squad (8)

Troops: Battle Sister Squad (10)
Battle Sister Squad 9 ; Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile


Troops: Battle Sister Squad (10)
Battle Sister Squad 9 ; Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile


Troops: Battle Sister Squad (10)
Battle Sister Squad 9 ; Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Dozer Blade; Storm Bolter(x2); Hunter-killer Missile


Fast Attack: Seraphim Squad (5)
Seraphim Squad 4 Two Hand Flamers (x2);
Seraphim Superior Bolt Pistol;(x2)


Fast Attack: Dominion Squad (5)
Dominion Squad 4 Meltagun (x2)
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta


Fast Attack: Dominion Squad (5)
Dominion Squad 4 Meltagun (x2)
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta

This message was edited 1 time. Last update was at 2012/04/30 18:13:41


4000pts






 
   
Made in us
Badass "Sister Sin"






Camas, WA

Looks pretty interesting. Let us know how it goes. Still not a fan of all the upgrades, but lets see if you can make it work.

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Made in us
Repentia Mistress





Spidey0804 wrote:I have be placing the Repentia all but on the back board edge and just making them walk 6 inches so by turn 2 they have advanced 12 inches( less if i can make them walk through terrain).
Rage only forces you to move in the movement phase? (Meaning, you don't have to fleet if you don't want to.)
   
Made in us
Sister Vastly Superior





Pittsburgh Pa

Amerikon wrote:
Spidey0804 wrote:I have be placing the Repentia all but on the back board edge and just making them walk 6 inches so by turn 2 they have advanced 12 inches( less if i can make them walk through terrain).
Rage only forces you to move in the movement phase? (Meaning, you don't have to fleet if you don't want to.)


I know. Just illustrating that I'm trying to get them to move actually as slow as possible.

4000pts






 
   
Made in us
Badass "Sister Sin"






Camas, WA

I still think that using rhinos from the Rets would give you a lot more tactical control, but that's me.

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Made in us
Sister Vastly Superior





Pittsburgh Pa

pretre wrote:I still think that using rhinos from the Rets would give you a lot more tactical control, but that's me.


I really don't need them. I only have to cover 24 inches of the board, to midfield and back. If they go past that in Turns 4 and 5 I'm cool with that but I really dont want them anywhere need midfield till turn 3ish or so.

4000pts






 
   
Made in us
Badass "Sister Sin"






Camas, WA

I guess I just don't get it then. When you need a countercharge unit, you need it; you can't wait for it to walk there.

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Made in us
Sister Vastly Superior





Pittsburgh Pa

pretre wrote:I guess I just don't get it then. When you need a countercharge unit, you need it; you can't wait for it to walk there.


Dont think of it as a counter-charge unit, think of it as a chargeable/ Outflank/ Infiltrate/ Anti-Drop Pod/ Dreadnought/ Deep-striker denial unit. That has a 26 inch radial effective striking distance.

This message was edited 3 times. Last update was at 2012/04/30 19:42:32


4000pts






 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

His repentia play defense for him in other words. they are dangerous and getting behind is lines isa fools gambit while they are there. On the other hand they fail to be target priorities a lot of the time because they are so far back that anything in front of them is not going to see them for quite some time.

In some missions where no outflanking nor infiltrating is possible for the enemy army he can play them aggressively. but even then, their rage makes them more useful as a "hold the line" type of thing rather than a "in your face" kind fo thing.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Regular Dakkanaut




Bellevue, WA

Jancoran wrote:His repentia play defense for him in other words. they are dangerous and getting behind is lines isa fools gambit while they are there. On the other hand they fail to be target priorities a lot of the time because they are so far back that anything in front of them is not going to see them for quite some time.

In some missions where no outflanking nor infiltrating is possible for the enemy army he can play them aggressively. but even then, their rage makes them more useful as a "hold the line" type of thing rather than a "in your face" kind fo thing.


Well, rage isn't an issue in a transport, and using them as an in your face transported unit has it's advantages - Repentia are not begging for small arms fire as the only unit on foot, you can direct them towards a group of units and dump them where you can be sure of a good charge, possibly a multi charge, and are more likely to have nearby targets after your first combat.

That said, BSS are in desperate need of any help they can get, so keeping something nasty in the backfield might be worthwhile. Maybe I'll try it with my PE in games where I expect infiltrating/deep striking units. Much as I try to put some faith in my basic sisters to do something to defend themselves, they... Don't.

   
Made in ca
Fresh-Faced New User




I am really seeing the benefit of having a repentia unit in the back field.
They are just perfect for babysitting those juicy Retributor squads as Spidey has demonstrated, and hanging out with a BSS sitting on a home objective.
It may not be hard to shift a ten girl squad, or even a twenty, but throw ten Repentia into the mix and the opponent has to decide between killing off the BSS then getting torn up by the Repentia or kill some Repentia and not be able to shift the BSS squad.

Dare I say it . . . . . are Repentia the key to making a Foot Sisters list?

Then again, I may be crazy and completely incorrect in my assumptions.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

they are an important tool. I feel the Battle Conclave is really the work horse and rightly feared. But the Repentia put the fear of the Emperor in ALL unit types, and that's a rare and usually expensive thing. IN Sisters of Battle you pay a reasonable price for an exceptionally reliable threat in melee. The rage rule hampers them but thats why he sets them in the back.

I think the Conclave is the real key. Repentias just give them the chance to be. Some will see them as the lesser of two evils. Lol.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in au
World-Weary Pathfinder







Spidey0804 wrote:Here it is, My RTT/ GT list for the rest of the year. After dropping Celestine and shortening up the Seraphims I was able to put a full BC squad and Uriah back into the mix. I want to go against a Wraith list with this to see how it fairs but I think Im going to be good even against them. Repentia have been golden and people just can never get away from them. I think I have just about mastered moving with them and I have shifted them more into a disabling turn 2 or 3 strike squad vs the traditional run as fast as you can across the board Ideology. I have been practicing late midfield annihilation tactics making most of my hard hitting strikes to come turn 3 and 4 and 5 vs the earlier Rnds.


No Exorcist Launchers?

Upgrading your painting station

5000+ pts
1000+ pts 
   
Made in us
Sister Vastly Superior





Pittsburgh Pa

So many things to say... but its late.

If you guys get a chance take a look at this and tell me what you think its a piece I did a while back.

http://www.dakkadakka.com/gallery/360682-No%20you%20don%27t.html?m=2

Thanks

This message was edited 1 time. Last update was at 2012/05/01 03:53:49


4000pts






 
   
Made in us
Sister Vastly Superior





Pittsburgh Pa

Rnd 1 BR updated

http://www.dakkadakka.com/dakkaforum/posts/list/446622.page#4220815

4000pts






 
   
Made in us
Sister Vastly Superior





Pittsburgh Pa

novatomato wrote:I am really seeing the benefit of having a repentia unit in the back field.
They are just perfect for babysitting those juicy Retributor squads as Spidey has demonstrated, and hanging out with a BSS sitting on a home objective.
It may not be hard to shift a ten girl squad, or even a twenty, but throw ten Repentia into the mix and the opponent has to decide between killing off the BSS then getting torn up by the Repentia or kill some Repentia and not be able to shift the BSS squad.

Dare I say it . . . . . are Repentia the key to making a Foot Sisters list?

Then again, I may be crazy and completely incorrect in my assumptions.


I think they are all but a must have, I could also see this as when you would put 3 squads of them in also. One on either flank of the big formations and one right behind your front like shooting troops. Which would be flanked by 2 DCA squads.

Jancoran wrote:they are an important tool. I feel the Battle Conclave is really the work horse and rightly feared. But the Repentia put the fear of the Emperor in ALL unit types, and that's a rare and usually expensive thing. IN Sisters of Battle you pay a reasonable price for an exceptionally reliable threat in melee. The rage rule hampers them but thats why he sets them in the back.

I think the Conclave is the real key. Repentias just give them the chance to be. Some will see them as the lesser of two evils. Lol.


I like the BC they have a great purpose but all and all I just dont see them as "threatening" 27 strength 6 PW attacks, that fleet. Attack even though they are dead. have 2D6 armor pen to me would be threatening. I wouldn't want to throw anything into that maw. Now times that by 2 or 3...

severedblue wrote:
Spidey0804 wrote:Here it is, My RTT/ GT list for the rest of the year. After dropping Celestine and shortening up the Seraphims I was able to put a full BC squad and Uriah back into the mix. I want to go against a Wraith list with this to see how it fairs but I think Im going to be good even against them. Repentia have been golden and people just can never get away from them. I think I have just about mastered moving with them and I have shifted them more into a disabling turn 2 or 3 strike squad vs the traditional run as fast as you can across the board Ideology. I have been practicing late midfield annihilation tactics making most of my hard hitting strikes to come turn 3 and 4 and 5 vs the earlier Rnds.


No Exorcist Launchers?


For 135pnts i get a minimum of 1 shot that can be taken out with... 1 shot. I now place up 5 people for 90 pointsish... get 12 shots and you usually have to shot me multiply times to get rid of me.(unless its say doom or something) This now allows me to deck out my vehicles turning all of them into mini fire bases that can put out 8 shots a piece plus have the ability to reach out and touch 3 things anywhere on the board. If the work great best 10 points I spent if they done well at least I got to shoot them. Still cost less then 135 pnt 1 shot minimum.

Dont get me wrong when they are on fire they pound stuff into the ground. I have taken out Land raiders, Paladins. MCs, Demon Princes and that's awesome. I just cant stand 1 shot getting threw and you have a 50 chance that it will be out of commission for the rest of the game. In RTTS and GTS I need to get the most out of every point I can.

Hollowman wrote:
Jancoran wrote:His repentia play defense for him in other words. they are dangerous and getting behind is lines isa fools gambit while they are there. On the other hand they fail to be target priorities a lot of the time because they are so far back that anything in front of them is not going to see them for quite some time.

In some missions where no outflanking nor infiltrating is possible for the enemy army he can play them aggressively. but even then, their rage makes them more useful as a "hold the line" type of thing rather than a "in your face" kind fo thing.


Well, rage isn't an issue in a transport, and using them as an in your face transported unit has it's advantages - Repentia are not begging for small arms fire as the only unit on foot, you can direct them towards a group of units and dump them where you can be sure of a good charge, possibly a multi charge, and are more likely to have nearby targets after your first combat.

That said, BSS are in desperate need of any help they can get, so keeping something nasty in the backfield might be worthwhile. Maybe I'll try it with my PE in games where I expect infiltrating/deep striking units. Much as I try to put some faith in my basic sisters to do something to defend themselves, they... Don't.


@ Jancoran = Exactly...

@ Hollowman... To me this is just a straight pain to do...first you have to box them in. Then you have to make sure they cant see anyone. Then you load them up. Then you drive them where the go. Then you hope you dont get Popped and loose some in the explosion... If I only have to deal with on cat coral Im happy, My PEs. I push them around the board where I want them to go my moving stuff to force/block them into moving a certain way. My Repentia have moved into more of a defensive mode that protects softer targets like my Rets or camping BSS mean while doms have pushed into midfeild turn 1 hit a bunch of stuff followed by 3 hunter killers that could pop stuff.

If I can de-mech my opponent in 2 turns and have no out-flankers or infiltrators to worry about then the Repentia are on the move towards the center to beat on anything they can get there hands on. BSS's then can slide in behind them to claim cleared OBJs or help with fire support on stuff that needs gunned down. This is a totally synergistic list that can function even with losses. If something gets by the Doms there is nothing but str 10, 6 and 4 power weapons staring at them as they pass over midfield. BSSs only enter the fray to pick up a vehicle that has some how gotten past midfield or to throw 8 shots at something that is out in the open. Volume of Fire coming from this back field is 24 mobile STR 4 3 mobile str 8 that can hit anywhere on the board. Or 3 mobile str 8 meltas... Along with 18 str 5 2 str 8 and 4 str 4 that can Rend. Something with in 24 inches of my center has the possibility of taking 49 shots in a single turn of shooting.

Will that happen? Probably not but I have seen crazier things happen.

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Spidey0804 wrote:I like the BC they have a great purpose but all and all I just dont see them as "threatening" 27 strength 6 PW attacks, that fleet. Attack even though they are dead. have 2D6 armor pen to me would be threatening. I wouldn't want to throw anything into that maw. Now times that by 2 or 3...

How about 30 S4 PW attacks at I6 with rerolls, FNP and Invulnerable saves? That's a nasty mix (and only counts 6 DCA). It will kill almost anything other than a vehicle a lot faster and with less casualties than a walking Repentia squad. As for vehicles, I think I have that covered.


To me this is just a straight pain to do...first you have to box them in. Then you have to make sure they cant see anyone. Then you load them up. Then you drive them where the go. Then you hope you dont get Popped and loose some in the explosion...

Ugh. Rage doesn't work like that. Place Rhino in front of Repentia so that front repentia is about 4-6 inches from frontmost part of side hatch. Make sure that rhino is between Repentia and enemy force. Turn 1, Repentia move forward towards enemy at full speed (6"). They end up within 2" of hatch and embark. Yay! And losing some in the explosion is better than getting shot walking across the board. It also helps that they can no longer be kited.

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pretre wrote:Ugh. Rage doesn't work like that. Place Rhino in front of Repentia so that front repentia is about 4-6 inches from frontmost part of side hatch. Make sure that rhino is between Repentia and enemy force. Turn 1, Repentia move forward towards enemy at full speed (6"). They end up within 2" of hatch and embark. Yay! And losing some in the explosion is better than getting shot walking across the board. It also helps that they can no longer be kited.
This makes me think of Repentia as having a very short attention span. The battle starts and they spot the enemy: "RAAAAGE!!" After running for a short distance: "Ooh! An Immolator!" They get in the Immo (imagine the scene where the Blues Brothers are in the elevator), the Immo gets popped: "RAAAAAGE!!".
   
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pretre wrote:
Spidey0804 wrote:I like the BC they have a great purpose but all and all I just dont see them as "threatening" 27 strength 6 PW attacks, that fleet. Attack even though they are dead. have 2D6 armor pen to me would be threatening. I wouldn't want to throw anything into that maw. Now times that by 2 or 3...

How about 30 S4 PW attacks at I6 with rerolls, FNP and Invulnerable saves? That's a nasty mix (and only counts 6 DCA). It will kill almost anything other than a vehicle a lot faster and with less casualties than a walking Repentia squad. As for vehicles, I think I have that covered.


To me this is just a straight pain to do...first you have to box them in. Then you have to make sure they cant see anyone. Then you load them up. Then you drive them where the go. Then you hope you dont get Popped and loose some in the explosion...

Ugh. Rage doesn't work like that. Place Rhino in front of Repentia so that front repentia is about 4-6 inches from frontmost part of side hatch. Make sure that rhino is between Repentia and enemy force. Turn 1, Repentia move forward towards enemy at full speed (6"). They end up within 2" of hatch and embark. Yay! And losing some in the explosion is better than getting shot walking across the board. It also helps that they can no longer be kited.


LOL OK I will just keep mine milling around in the backfield you put yours in a Rhino...

As for the first comment I have that in my list also... plus 42 str 6, 8 str 8 and (4 to 32) str 10 attacks in my midfield. Stop looking at just one unit... those are all maxed out numbers...BTW

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Spidey0804 wrote:

Hollowman... To me this is just a straight pain to do...first you have to box them in. Then you have to make sure they cant see anyone. Then you load them up. Then you drive them where the go. Then you hope you dont get Popped and loose some in the explosion... If I only have to deal with on cat coral Im happy, My PEs. I push them around the board where I want them to go my moving stuff to force/block them into moving a certain way. My Repentia have moved into more of a defensive mode that protects softer targets like my Rets or camping BSS mean while doms have pushed into midfeild turn 1 hit a bunch of stuff followed by 3 hunter killers that could pop stuff.

If I can de-mech my opponent in 2 turns and have no out-flankers or infiltrators to worry about then the Repentia are on the move towards the center to beat on anything they can get there hands on. BSS's then can slide in behind them to claim cleared OBJs or help with fire support on stuff that needs gunned down. This is a totally synergistic list that can function even with losses. If something gets by the Doms there is nothing but str 10, 6 and 4 power weapons staring at them as they pass over midfield. BSSs only enter the fray to pick up a vehicle that has some how gotten past midfield or to throw 8 shots at something that is out in the open. Volume of Fire coming from this back field is 24 mobile STR 4 3 mobile str 8 that can hit anywhere on the board. Or 3 mobile str 8 meltas... Along with 18 str 5 2 str 8 and 4 str 4 that can Rend. Something with in 24 inches of my center has the possibility of taking 49 shots in a single turn of shooting.



Well, I can certainly see your point. I maintain that Repentia, looked at on their own, are more effective transported into the midfield for the reasons I posted above. Its really not hard to get them into a vehicle - you can either set up So they run towards your transport, or block their los with their transport.

But I could see how it could be more effective for the *list* to have them in the backfield. As I said before, I just can't trust my BSS to do anything, and they die like chumps to anyone who gets past my wall of killer units. More importantly, I cannot trust a conclave to do anything either - I have been using Uriah to protect my backfield, but without fleet or any anti-tank ability the enemy has had an easier time than I would like getting past him. You'd think all that melta would de-mech an attacker pretty quick, but it doesn't always work out that way. Repentia can protect a wider area, AND they don't worry about land raiders, or walkers, or rhino, or assaulting into terrain ( oh no, I have to go last!) or any of the things that Uriah just can't deal with. All too often Uriah ends up killing the threat AFTER it has already slaughtered one of my basic Sisters units with one round of combat and an initiative test.

Still, even as a backfield unit, I'd rather have them in a transport than walking. Maybe that's because my roommate plays IG, and I have seen many a walking unit evaporate under pie plates.

This message was edited 1 time. Last update was at 2012/05/01 20:04:13


 
   
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Amerikon wrote:
pretre wrote:Ugh. Rage doesn't work like that. Place Rhino in front of Repentia so that front repentia is about 4-6 inches from frontmost part of side hatch. Make sure that rhino is between Repentia and enemy force. Turn 1, Repentia move forward towards enemy at full speed (6"). They end up within 2" of hatch and embark. Yay! And losing some in the explosion is better than getting shot walking across the board. It also helps that they can no longer be kited.
This makes me think of Repentia as having a very short attention span. The battle starts and they spot the enemy: "RAAAAGE!!" After running for a short distance: "Ooh! An Immolator!" They get in the Immo (imagine the scene where the Blues Brothers are in the elevator), the Immo gets popped: "RAAAAAGE!!".


Quit picking on my ADHD Girls...

This message was edited 1 time. Last update was at 2012/05/02 16:51:26


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Why is it in the WD Battle Report the Dominion squad has 4 special weapons but only 5 members of the squad? Pg 96 and Pg 100... ??? Is there a misprint in the book or should it be the way it is?

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Spidey0804 wrote:Why is it in the WD Battle Report the Dominion squad has 4 special weapons but only 5 members of the squad? Pg 96 and Pg 100... ??? Is there a misprint in the book or should it be the way it is?


There are often problems with WD Battle Reports because they BRs are done months before the book is published and commonly use previous versions of the codex that had different rulesets. (Assuming you're talking about the BR that came with the SOB Codex.)

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Yeah. Just noticed it.

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