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Made in us
Pragmatic Collabirator






Here is my first draft of my mech sisters list:
=====================================
Excorcist w/Hunter Killer Missile

Excorcist w/Hunter Killer Missile

5 Dominions w/2 meltaguns,1 combi-plasma
Immolator w/multi-melta, Hunter Killer Missile

5 Dominions w/2 meltaguns,1 combi-plasma
Immolator w/multi-melta, Hunter Killer Missile

10 Dominions w/4 flamers, 1 combi-flamer, 1 simulacrum
Rhino w/Hunter Killer Missile

10 Battle Sisters w/1 multi-melta, 1 meltagun, 1 combi-plasma
Rhino w/Hunter Killer Missile

10 Battle Sisters w/1 multi-melta, 1 meltagun, 1 combi-plasma
Rhino w/Hunter Killer Missile

10 Battle Sisters w/1 multi-melta, 1 meltagun, 1 combi-plasma
Rhino w/Hunter Killer Missile

10 Battle Sisters w/1 multi-melta, 1 meltagun, 1 combi-plasma
Rhino w/Hunter Killer Missile

St. Celestine

(5 points to spare. I'm thinking search lights)
================================
I will have to play around with the ratio's of melta to flamers. I can already sense that I don't have enough anti horde besides the 1 dominion squad. More likely I will switch out the weapons on 2 of the battle squads to have more templates. If I find that the HK missiles dont work out, I will probably add a retributor squad with heavy bolters

With immolators having no points drop and no hatch I think a rhino with an HK missile is almost a better option for the dominions. And if they outflank on the wrong side, at least they still have something to shoot. I will give immolators a shot and see how they do. I went with the combi-plasma on the vets because they are pretty versatile if I need to take down a monstrous creature, heavy infantry or tank... It's 4 shots from 5 girls. Reminds me of the good ol' days.

With the loss of the eviscerator option on the troops, I have decided to replace it with the Combi-Plasma for 2 reasons. First, I am not going to charge with power armored guardsmen, I would rather rapid fire and re-roll overheats/1's. Secondly... the same reason; it's just that bad. But really I would rather have my enemy charge and kill the squad on their turn, rather than me feeding the squad to them on mine. It will be situational I am sure, but from my gaming experience, that is probably the case. Compared to the old Vet leader with eviscerator, it is almost the same. She would get two hits in before the whole squad would get wiped one way or another, Book or not.

So the idea for the squad is to move, smoke, HK+MM, move+disembark, rapid fire, mop up with another squad doing the same or Celestine.

Am I rambling?

I am rambling. So there it is. Time to paint.

I have Faith.

"Strong units. Weak units. That is only the selfish perception of people. Truly skilled players should try to win with their favorites."

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Made in us
Imperial Agent Provocateur






well, I applaud your faith to the sisters!

HKM are generally a waste, imho. one shot doesn't tend to help much for the points you put into it. Your exorcist can play as anti-horde, as can standard sisters (if they wait out a sacrificial unit getting wiped out and rapid fire/flamer them to death).

Can dominions outflank in this codex? I knew they had scout, but I hadn't heard anything about outflanking. Immolators are the bread and butter of this army now, from what I understand. You nailed Multi-Meltas as the appropriate choice, that 24" range is welcome amongst the sea of 12" effectiveness. I would probably drop a squad of sisters for dominions with HBs, but I'm not sure.

There are a verity of sister's fans on the forums who will be of better advice, and have more experience with sisters in general.

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Made in us
Executing Exarch






Odenton, MD

Drop all of the HK missiles and the Combi-Plas then grab Jacobi. He is pretty much an auto take with the new dex... Otherwise you are going to have some pretty terrible faith issues.

This message was edited 1 time. Last update was at 2011/08/27 02:45:17


 
   
Made in ca
Sister Vastly Superior





Your list is very melta heavy.

If you're planning on taking extra weapons on tanks, grab an additional storm bolter instead of the HKM. 24 inches of 2 shots twin-linked every turn will likely net you better results.

But as was already suggested your better just using the points elsewhere.

The combi-plasma are a huge gamble as well. If you fail a get's hot, you lose the VSS and that means you're now rolling faiths on a 5+. If that sister squad is running from an objective and you need to regroup it, having to do so on a 5+ would be bad. I would personally get a combi-flamer on them. you have decent anti-tank and anti-TEQ with both melta's. Just need to give hordes coming in close something to think about.

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Made in us
Pragmatic Collabirator






I think I may be doing the meta gaming on the plasma and HK's. My thought being, a flamer and storm bolter is pretty useless if your target is inside of a transport.

Regarding the combi-plasma, if I do not have those, how do you propose I deal with deep striking or winged monstrous creatures? I face a lot of flying nurgle princes and Trygons occassionally. A plasma gun has a better chance than a meltagun at causing a wound at close range, especially if I get Divine Guidance off, right? And it would decrease the chance of overheat dramatically.

There is also an increase in the number of raider spammy lists too, equipped with night shields. If not for HK's all I would have for that kind of range is two armor 12 tanks. What would your plan be if you had to go up against 5 psiflemen dreads? It would be hard to weather that kind of storm to get within a reliable 6" with a meltagun. I am hoping that HK's and Multi meltas are enough to deal with them and not have to move closer to a potent HtH Gk squad.

Same idea goes for the vendetta spam since they have incredible range and mobility. I played a game years back with a choas army vs a mech eldar list. I had no range in the infantry squads, so once the transports were gone, I couldn''t move close enough to use the meltaguns.

If the missiles really don't work out, I will drop them all and add the "Hobo With a Shotgun" for the faith boost if anything.

If I need to add more templates for hordes, it will more likely go into the dominion squads. Their transport will already have anti tank and their faith ability actually affects flamers as apposed to divine guidance. Not to mention, it will be nice dropping 3 twin templates on a squating batch of lootas or a unit of gretchen hiding in the back ranks.

I have Faith.

"Strong units. Weak units. That is only the selfish perception of people. Truly skilled players should try to win with their favorites."

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Judgemental Grey Knight Justicar






the exocist are av13 I believe?

Also if you drop the Hunter killer and plasma you might be able to get another exocist.
   
Made in gb
Flailing Flagellant




U.K.

Definitely ditch the HKMs and agree that Storm bolters are better, there's been many a time when I've had an awful shooting round and then as an after-thought I shoot a storm bolter from a rhino and it does something unexpected like wound a Trygon!
I'd also get rid of the Multi-meltas from the sisters squads personally. You've got krak grenades as standard with the new codex so you can be mobile with meltas / heavy flamers / flamers and still be able to charge against enemy armour with the krak grenades, so anti-tank isn't quite as much of a worry as it used to be. Agree with taking Uriah Jacobus, definitely worth the points


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Pragmatic Collabirator






Marthike wrote:the exocist are av13 I believe?

Also if you drop the Hunter killer and plasma you might be able to get another exocist.


Armor 12 against dark eldar. I dont think 21 dark lances will have trouble dealing with 3 exorcists. Three exorcists are limited to killing 3 raiders a turn. With HK missiles I can spread fire like a long fang squad without adding another kill point. That's the idea anyway. On top of that, it bypasses the night shield upgrade. If I can kill 2 raiders with HK missiles, then they already get their points back. And it is a weapon I can shoot at them turn one rather than weather 2 or more turns trying to close the gap to get into 6" night shielded melta range.

Cofessor Dallax wrote:Definitely ditch the HKMs and agree that Storm bolters are better, there's been many a time when I've had an awful shooting round and then as an after-thought I shoot a storm bolter from a rhino and it does something unexpected like wound a Trygon!
I'd also get rid of the Multi-meltas from the sisters squads personally. You've got krak grenades as standard with the new codex so you can be mobile with meltas / heavy flamers / flamers and still be able to charge against enemy armour with the krak grenades, so anti-tank isn't quite as much of a worry as it used to be. Agree with taking Uriah Jacobus, definitely worth the points


Compared to the number of times you have caused a miraculous wound, how many times have you simply not fired your rhino because you had no viable targets? For me I find that the rhino's are too busy transporting that I only ever get about 1 or 2 turns of actually shooting with them. With that being the case, if you had one turn of shooting with a rhino, would you rather have 4 bolter shots or 1 krak and 2 bolter shots? I like krak. Krak kills.

I think a krak missile shot is a little more reliable for wounding a Trygon for the same points as an extra storm bolter. On average I will need 11 missiles to take one down. I assume it will not have a cover save because, well, have you seen one? Eleven missiles is close to half the base points of a Trygon. To kill one with storm bolters you would need 81 of them. With this list, I think I would worry about the "Ya-ima-grl" genestealers more as I have no heavy flamers besides Celestine's.

And what I feel is key, is to be able to take out enemy transports at range rather than having to assault with grenades. That way I keep the mobility advantage and can coordinate a rapid fire rhino rush. While there is a good chance of taking one out with grenades, the real target is inside, and will probably be able to beat my squad in assault. Best not to get too close with what is essentially a power armored guard squad.

I have Faith.

"Strong units. Weak units. That is only the selfish perception of people. Truly skilled players should try to win with their favorites."

Sisters of Battle Paint Blog

 
   
Made in gb
Flailing Flagellant




U.K.

paintedpotato wrote:
Marthike wrote:the exocist are av13 I believe?

Also if you drop the Hunter killer and plasma you might be able to get another exocist.


Armor 12 against dark eldar. I dont think 21 dark lances will have trouble dealing with 3 exorcists. Three exorcists are limited to killing 3 raiders a turn. With HK missiles I can spread fire like a long fang squad without adding another kill point. That's the idea anyway. On top of that, it bypasses the night shield upgrade. If I can kill 2 raiders with HK missiles, then they already get their points back. And it is a weapon I can shoot at them turn one rather than weather 2 or more turns trying to close the gap to get into 6" night shielded melta range.

Cofessor Dallax wrote:Definitely ditch the HKMs and agree that Storm bolters are better, there's been many a time when I've had an awful shooting round and then as an after-thought I shoot a storm bolter from a rhino and it does something unexpected like wound a Trygon!
I'd also get rid of the Multi-meltas from the sisters squads personally. You've got krak grenades as standard with the new codex so you can be mobile with meltas / heavy flamers / flamers and still be able to charge against enemy armour with the krak grenades, so anti-tank isn't quite as much of a worry as it used to be. Agree with taking Uriah Jacobus, definitely worth the points


Compared to the number of times you have caused a miraculous wound, how many times have you simply not fired your rhino because you had no viable targets? For me I find that the rhino's are too busy transporting that I only ever get about 1 or 2 turns of actually shooting with them. With that being the case, if you had one turn of shooting with a rhino, would you rather have 4 bolter shots or 1 krak and 2 bolter shots? I like krak. Krak kills.

And what I feel is key, is to be able to take out enemy transports at range rather than having to assault with grenades. That way I keep the mobility advantage and can coordinate a rapid fire rhino rush. While there is a good chance of taking one out with grenades, the real target is inside, and will probably be able to beat my squad in assault. Best not to get too close with what is essentially a power armored guard squad.


I agree with what you're saying there, what I meant (but wasn't clear about) was that I wouldn't spend extra points on the Rhino at all (wounding the Trygon was using the 'free' SB that the Rhino gets).
Rhinos last for 5 minutes in the game unless you're consciously hiding them, they're a good target for your opponent from the word go because exploding them means the sisters inside will be taking a fair few armour saves statistically and then with their mobility gone they're easy prey. I'd rather save my points from the HKM and put it towards something else - i.e. another target for the enemy to worry about. Playing against tanked-up IG armies who's transports even have quite rhino-unfriendly S6 multilasers means that I never personally modify a Rhino at all.


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Made in us
Pragmatic Collabirator






Cofessor Dallax wrote:
I agree with what you're saying there, what I meant (but wasn't clear about) was that I wouldn't spend extra points on the Rhino at all (wounding the Trygon was using the 'free' SB that the Rhino gets).
Rhinos last for 5 minutes in the game unless you're consciously hiding them, they're a good target for your opponent from the word go because exploding them means the sisters inside will be taking a fair few armour saves statistically and then with their mobility gone they're easy prey. I'd rather save my points from the HKM and put it towards something else - i.e. another target for the enemy to worry about. Playing against tanked-up IG armies who's transports even have quite rhino-unfriendly S6 multilasers means that I never personally modify a Rhino at all.


Mech Guard are a bit of a different creature for this list. I did some quick number crunching and it isn't worth firing HK's at chimera's front armor, against that kind of list, I would just full speed ahead since I would probably have an advantage over guardsmen in assault. If it is a blob squad we are talking about, the scouting flamers can probably take care of that by themselves. HK's would be a weapon of opportunity.

A GK henchmen+psiflemen list will still give me a headache though.

I have Faith.

"Strong units. Weak units. That is only the selfish perception of people. Truly skilled players should try to win with their favorites."

Sisters of Battle Paint Blog

 
   
Made in gb
Flailing Flagellant




U.K.

Which is exactly what I do, normally getting to the Chimeras, trying and failing to blow them up with close-range meltas, they then blow me up using the Chimera or a manticore, Hyrda or some other nasty thing and then the squad disembark from the chimera and flame me with a taste of my own medicine.
Any ideas on that?


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Pragmatic Collabirator






Cofessor Dallax wrote:Which is exactly what I do, normally getting to the Chimeras, trying and failing to blow them up with close-range meltas, they then blow me up using the Chimera or a manticore, Hyrda or some other nasty thing and then the squad disembark from the chimera and flame me with a taste of my own medicine.
Any ideas on that?


Multi-Meltas and dig in.

Turn one, your opponent will more likely focus their fire on the exorcists. Dont crowd together or else a Manticore can kill up to 3 in one volley. Hopefully you were able to move out from behind some cover on your turn one and smoke and hopefully get a second turn of transport movement before they destroy all of them. With a little planning you should be able to disembark from the wreckage into some nearby cover without having to use your movement phase. From there, shoot down the chimeras with your multi meltas that you have in the squads. The AP1 will help to cause explosions and kill about half of the squad inside. Once one or two are popped, send in your outflankers to finish the job in assault backed up by Celestine. Use their wrecks as cover as you advance on foot, if you can force them to move to get a shot, that means they cannot fire the heavy weapon if they have one.

If you outflank the dominions use the HK missiles to shoot at the side armor of the tanks. Even if you come in on the wrong table edge, you will still have range...

edit: Oh! And also roll more 6's. Just not for leadership.

This message was edited 1 time. Last update was at 2011/08/27 12:35:30


I have Faith.

"Strong units. Weak units. That is only the selfish perception of people. Truly skilled players should try to win with their favorites."

Sisters of Battle Paint Blog

 
   
Made in gb
Flailing Flagellant




U.K.

paintedpotato wrote:
Cofessor Dallax wrote:Which is exactly what I do, normally getting to the Chimeras, trying and failing to blow them up with close-range meltas, they then blow me up using the Chimera or a manticore, Hyrda or some other nasty thing and then the squad disembark from the chimera and flame me with a taste of my own medicine.
Any ideas on that?


Multi-Meltas and dig in.

Turn one, your opponent will more likely focus their fire on the exorcists. Dont crowd together or else a Manticore can kill up to 3 in one volley. Hopefully you were able to move out from behind some cover on your turn one and smoke and hopefully get a second turn of transport movement before they destroy all of them. With a little planning you should be able to disembark from the wreckage into some nearby cover without having to use your movement phase. From there, shoot down the chimeras with your multi meltas that you have in the squads. The AP1 will help to cause explosions and kill about half of the squad inside. Once one or two are popped, send in your outflankers to finish the job in assault backed up by Celestine. Use their wrecks as cover as you advance on foot, if you can force them to move to get a shot, that means they cannot fire the heavy weapon if they have one.

If you outflank the dominions use the HK missiles to shoot at the side armor of the tanks. Even if you come in on the wrong table edge, you will still have range...

edit: Oh! And also roll more 6's. Just not for leadership.


Lol well I'll try to roll more 6's but no amount of meditating or praying or offering my soul to the dark gods has helped thus far

My problem is that my regular opponent is the guy who wrote this: http://www.heresy-online.net/forums/showthread.php?t=63327
I'm new to forums and have only just realised how bloody annoyingly knowledgeable about hthe game he actually is. Like he absorbs rules easier than I get a suntan..!

With the multi-melta routine I think he'd just out range me with his tanks and quite happily squish me, but I'm definitely going to give the HKMs a try even if it's just for the surprise factor because I've never tried that before. Have contemplated taking it on one or two vehicles, but never the entire army. Thanks to you both for the idea!


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Pragmatic Collabirator






Cofessor Dallax wrote:
Lol well I'll try to roll more 6's but no amount of meditating or praying or offering my soul to the dark gods has helped thus far

My problem is that my regular opponent is the guy who wrote this: http://www.heresy-online.net/forums/showthread.php?t=63327
I'm new to forums and have only just realised how bloody annoyingly knowledgeable about hthe game he actually is. Like he absorbs rules easier than I get a suntan..!

With the multi-melta routine I think he'd just out range me with his tanks and quite happily squish me, but I'm definitely going to give the HKMs a try even if it's just for the surprise factor because I've never tried that before. Have contemplated taking it on one or two vehicles, but never the entire army. Thanks to you both for the idea!


Basic rules knowledge is step one when playing this game. There have been numerous times when just abusing small rules from the main rulebook has help me to victory. Micro-managing pile in moves is always key no matter what codex you are using. Also, it helps to prevent make believe rules that some poor sports like to add into the game last minute when things are not going so well.

If you don't take the multi-melta, then he will definitely out range you.

I have Faith.

"Strong units. Weak units. That is only the selfish perception of people. Truly skilled players should try to win with their favorites."

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Flailing Flagellant




U.K.

paintedpotato wrote:
Cofessor Dallax wrote:
Lol well I'll try to roll more 6's but no amount of meditating or praying or offering my soul to the dark gods has helped thus far

My problem is that my regular opponent is the guy who wrote this: http://www.heresy-online.net/forums/showthread.php?t=63327
I'm new to forums and have only just realised how bloody annoyingly knowledgeable about hthe game he actually is. Like he absorbs rules easier than I get a suntan..!

With the multi-melta routine I think he'd just out range me with his tanks and quite happily squish me, but I'm definitely going to give the HKMs a try even if it's just for the surprise factor because I've never tried that before. Have contemplated taking it on one or two vehicles, but never the entire army. Thanks to you both for the idea!


Basic rules knowledge is step one when playing this game. There have been numerous times when just abusing small rules from the main rulebook has help me to victory. Micro-managing pile in moves is always key no matter what codex you are using. Also, it helps to prevent make believe rules that some poor sports like to add into the game last minute when things are not going so well.

If you don't take the multi-melta, then he will definitely out range you.


Very true and I must admit that I've played probably 100+ games of 40k over the years without even reading the rule book lol. Which is ironic, becuase I've easily spent £1000+ in the last couple of years as well!
Luckily for me, my friend is also a very friendly player and doesn't screw me over when we play (or I wouldn't play), we both prefer games to be interesting and fun, but then again we've been friends for years and it's not a hobby club or tournie etc.
What about Retributors with the new rending and of course exorcists though hey?


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Judgemental Grey Knight Justicar






hmmm what your doing is talouring your list.

so you have 9 missiles lets say 5 hit?

against av 12 thats 2 pen 1 glance maybe?

max you can destroy with the missiles is 3 targets.

that is ignoring the fact of rolling 1,2,3,4 on the damage chart

Also agaisnt Dark eldar you can out rand them. run up your rhinos and keep the exoist back and make him choose targets. either pop a rhino or kill exocist then you can use the sisters to shot him or exocist him.

When you start to use HKM you will know they are not very reliable either.

This message was edited 1 time. Last update was at 2011/08/27 19:46:26


 
   
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Pragmatic Collabirator






Marthike wrote:hmmm what your doing is talouring your list.

so you have 9 missiles lets say 5 hit?

against av 12 thats 2 pen 1 glance maybe?

max you can destroy with the missiles is 3 targets.

that is ignoring the fact of rolling 1,2,3,4 on the damage chart

Also agaisnt Dark eldar you can out rand them. run up your rhinos and keep the exoist back and make him choose targets. either pop a rhino or kill exocist then you can use the sisters to shot him or exocist him.

When you start to use HKM you will know they are not very reliable either.


I did mention there is a bit of meta gaming to the list, so there is a bit of tailoring to all the local tournament armies I have seen, but not one specific however.
I am not so much tailoring my list as much as filling in the lack of range for the army.

If you read the earlier post you will see that I agree that against armor 12, HK's are not worth the turn of shooting, so against chimera spam with this list, the general tactic would be to rhino rush before the transports are destroyed.

Against dark eldar, I have to disagree with you about being able to outrun them. I assume that is what you meant. They have way more mobility and range and the ability to charge our of their raiders. They do what my list is trying to do, only better and effortlessly.

I have Faith.

"Strong units. Weak units. That is only the selfish perception of people. Truly skilled players should try to win with their favorites."

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U.K.

Well I tried the HKMs on my 5 rhinos yesterday against IG & GK... I'm still a bit undecided. I think I managed a weapon destroyed and a MNMOS on another, missed with 1 and didn't get to fire the other two. I think in a pure SOB vs IG I'd be inclined to try again though.
Having said all this, I'm actually enjoying the new SoB codex, very different from the old one but I managed two victories last night so I've really got nothing to complain about


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Helpful Sophotect






I don't like HKM, but I can understand why you think they are necessary.
I can see also your somewhat combination between Plasma in BSS and their act of faith. This is the very first time that I think about it

Overall, it seems you are going to use a good number of faith point each turn between all these squads, so I would concede about taking Uriah... (Even if I hate the idea of auto-listed special characters -___- )

I await some battle reports from my fellow-SoB players, or at least their experiences on a few games with this new co.... co... (I can do it... I know I can) ... CODEX ! (Gah, it's hurt so bad to remember that this is our codex...)

This message was edited 1 time. Last update was at 2011/08/29 14:18:35


 
   
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Pragmatic Collabirator






I am going to write it into their fluff that they found a typo in the Holy Trinity, and that it is actually suppose to be Flamer, Melta, and Plasma. (Auto complete is just as bad in the 41st millennium as it is now.)

Their preachers will go galaxy to galaxy spreading the good word, that plasma is the way to go.

I have Faith.

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U.K.

Good point about re-roll 1's on the combi-plasmas...


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Regular Dakkanaut




The HK concept is an interesting one. 9 HKs and 3 exorcists will at keep 5 or 6 tanks from shooting at you which is probably the better way look at it.

Personally, i think it's important to try to diminish other armies alpha strike, but the exorcists are a mixed bag imo.

That said the strength of this list is based on resilience. Mass cheap tanks and mass 3+ saves. Most games the plan will be to get to mid firld and hunker down and fire your multimeltas and bolters.

Most armies that can will imediately punk the exorcists slowly can open the rhinos from a far and try to bash you off the objectives late game with hth troops.

With this in mind i would focus on more bodies and hulls. You want to be to mid field early. HKs don't achieve this goal regardless of whether you go first or second.

IMO you are better off with more bodies and HQs that add resilience. St. Celestine is a steal but does nothing in this list.

Uriah adds faith and FNP which adds some resilience. So i would switch to him in this build.

Also consider Kyrinov. People poo poo fearless as a rule, but with 3+ saves it's not that bad, especially when you have 60+ bodies around.

Also, I think you'll find Mid field armies need counter assault both uriah and krynov open up conclave options... Which I think are a bright spot in this list.

Finally exorcists with HKs cost about the same as 4 MM retributors in a rhino or 4 hb retributors in a immolator. Consider that this falls more in line with the rest or your armies goals and adds yet more bodies.
   
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U.K.

Agree with everything you're saying deFl0. A couple things I've noticed in the first few games as well:
IF you can protect them from S6+ weapons, repentia are absolutely wonderful. I immobilised a chimera last night and then had to charge it with a squad led by Uriah... 24 automatic hits with 2d6 AP... Didn't even lose 1 of them in the ensuing explosion either hehe

Seraphim are excellent due to the new amount of firepower they can lay down. 15 points each with their mobility and re-rollable 6++ and acts of faith...

Dominions outflanking accompanied by a priest with an eviscerator doubles their threat. Managed to take out a LR and a manticore before weirdly they got their asses kicked by a Commissar General.

Celestine is great, but she can get tar-pitted easily, especially now that she doesn't have blessed weapon (/w hand of the emperor) and no Hit-and-Run - an armoured sentinel tied her up from turn two for an entire game.

Agree that Exorcists are and always will be a mixed bag at best - great for the threat factor but up against a Leman Russ for instance they've got very little chance of doing anything constructive (got stuck in line of sight with one last night).

I also think the battle conclaves have potential, but I've not managed to think how yet so I've not fielded any. I was thinking maybe a larger amount of crusaders mixed with a few arcos so the crusaders can take the hits for the arcos who will attack more in combat, but then without power weapons anymore I'm not sure they'd be that much use. Any ideas??

This message was edited 1 time. Last update was at 2011/08/29 19:38:37



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I think you should drop all the HK missiles, and the simulacrum on the dominion squad (why do they need the simulacrum? they can't take advantage of the SOB faith power because of flamers cant reroll to hit) then you only need like 15 points (drop a combi plasma on a squad) and you can just get a 3rd exorcist that will make up for the loss of the HKs.

Celestine is great, but she can get tar-pitted easily, especially now that she doesn't have blessed weapon (/w hand of the emperor) and no Hit-and-Run - an armoured sentinel tied her up from turn two for an entire game.

The only thing that can tarpit Celestine is a walker. Not many of them can move as far as her sept in maybe a storm raven, I'm a little curious how you managed to get assaulted (not to sound rude).

This message was edited 3 times. Last update was at 2011/08/29 20:20:21


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Kreedos wrote:I think you should drop all the HK missiles, and the simulacrum on the dominion squad (why do they need the simulacrum? they can't take advantage of the SOB faith power because of flamers cant reroll to hit) then you only need like 15 points (drop a combi plasma on a squad) and you can just get a 3rd exorcist that will make up for the loss of the HKs.

Actually, while I agree a Simulacrum with Dominions might be a bit of a wasteful point sink, flamer Dominions can still take advantage of their Act of Faith. The AoF specifically says their weapons count as twin-linked for the duration of the phase - T-L template weapons reroll to wound/armour penetration rather than to hit (BGB p31).
   
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They are a bit of a Kamikaze squad, and I would really prefer the 25% kill boost against horde. Chances are, if I rush them out there, they will not get the +1 for the casualty. So the Simulacrum I feel is necessary to kill 10 more orks for 20 points. With any luck it would kill all orks in the squad. The Nob will remain because of it's 2 wounds and 4+ save.

If only there were some type of weapon that could instant kill a remaining straggler without having to dedicate a whole squad of firing.... hmmmmm

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U.K.

Unexpected end of another combat freed up the sentinel and I had planned to shadow Celestine with the eviscerator priest to get rid of the walker... Until he and the dominions got wiped out by that bastard commissar general..!


Automatically Appended Next Post:
Myhtal is right about re-roll on twin links in that context

This message was edited 1 time. Last update was at 2011/08/29 21:00:30



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Remember, Celestine has grenades but you have to follow my advise I gave you earlier and roll more 6's.

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That is right, you are completely correct Mythal, I wasn't thinking clearly when I typed that out about the TL flamers, they indeed reroll to wound.

However, I played another game today, I only failed 1 faith check the whole game. My opponent even said he thinks if I took the Simulacrum it would have been a waste.

This message was edited 1 time. Last update was at 2011/08/30 02:09:51


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See Dallax? You just have to follow Kreedos example and roll really really well... it's the best strategy

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