Shandara wrote: Just a shame we can't take Baneblades (not that this has stopped me...)
GW themselves have even said "yeah, just take SM and IG vehicles with your Sisters". Myself and I think Zion emailed them about it and that's what they said.
SisterSydney wrote: Any way to get access to the Titan datasheets without buying Apocalypse? Or is that the only place GW has published them?
I think they may be in the Escalation book too. Though that probably doesn't help much.
Nope, no Titans in Escalation. Maybe I shoulda bought Apocalypse instead, but I can't stand "formations," they strike me as a waste of pages I've paid heavily for...
Inigo Montoya wrote: PE are just bad. Take some for a fluffy army if you would like, but leave them at home for the tournaments.
I would totally take 9 (or even 18 if 2k Double FOC is allowed) Penitent Engines to a tournament for a laugh.
18 is only 1440pts.
But can you imagine actually making 18 PE's? I did two and called it quits. I've never put together something that was such a huge pain in the butt.
I got one for a birthday gift and in came in this nondescript white box with no instructions on how to put it together, It took the longest time by far out of any model I have assembled, I put a rhino together for the first time without a problem but this thing was a nightmare even with source material to look at finished models I never felt like it was intuitive to put together and I was glad I was able to sell it the first chance I got, although neat I knew I would never ever use it.
The PE is easily one of my most favorite model ever. I remember seeing it in the cases at my local GW right after the WH codex released. I though that thing looked so damn cool. Yet I have never owned one. Too much money for such a crappy unit so I never purchased one.
SisterSydney wrote: Nope, no Titans in Escalation. Maybe I shoulda bought Apocalypse instead, but I can't stand "formations," they strike me as a waste of pages I've paid heavily for...
None in the book itself, but with THIS link and the appropriate books you can. (Apoc. book for the titans, yeah)
Annoying thing is, if you want to play one in 40K as Lord of War you need both books, 1 for the Escalation rules and 1 for the datasheet of the Titan...
All frustrated Penitent Engine fans should head over to the Sororitas superheavies thread and help us homebrew GIANT SIZED WALKER OF 100 PENITENTS, because grimdark crazyawesome.
SisterSydney wrote: All frustrated Penitent Engine fans should head over to the Sororitas superheavies thread and help us homebrew GIANT SIZED WALKER OF 100 PENITENTS, because grimdark crazyawesome.
Nice!
I was going to ask a similar topic question for those with baneblades:
Which Variant? (talking normal escalation book here, but pure AS army)
I'm really itching towards the Stormlord, but it would lack D power...
i am just considering it's 4 las turrets, 2 Exorcists and a Dominion Melta team would be enough against the enemy's one, but what are thoughts?
Have you got one? which one did you go for and why?
In my homebrewery, I kept the Stormlord -- excuse me, Storm Queen -- largely as-is, except its lascannons for replaced with flamestorm cannon (may be OP) and its BS went up to 4, because Sisters (I added to the points cost as if it had Shadowsword-style targeters, which took a little reverse engineering). Also, Shield of Faith (for guesstimated point cost). A lot of folks would probably play against that.
Then I wrote up a Baneblade variant with a Hellstorm template Inferno Gun instead of the turret Baneblade Cannon and Magna-Melta instead of the hull Demolisher Cannon; a Shadowsword variant with a Titan-scale Melta instead of a Volcano Cannon; and a bunch of cRazY Ecclesiarchy vehicle equipment, include the option to use the Storm Lord/Queen troop bay as the foundation for a minaret. But playing that stuff would take some serious converting and an accommodating opponent.
Then someone came up with the idea of a Penitent Titan and we're trying to come up with rules as awesome as the concept. The model would be a nightmare scratchbuild and no one on earth would play against it, but who cares?
I've been thinking on a Sister Titan for a number of years now, and have come to the conclusion that while a Reaver is better equipped (bolter, flamer, melta for the holy trinity), a humanoid "Warhound" with a Mega-Bolter and Inferno Cannon would make nice "plus-size" Seraphim I've been referring to as a Power (a bigger Titan would be a Principality, while a Sister Dreadnought would be a Throne ala Karamazov).
All y'all with cool ideas for Sororitas superheavies, get yourselves over to the proposed rules thread, we need you! (Also, I think units that don't officially exist are OT for the Tactics thread....not sure though).
As for existing superheavies, I'm a little unsure about Sororitas Titans: Aren't Titans all operated by the Mechanicum, which the Sisters consider all-but-heretical? I don't think the Machine Cult would be eager to made special modifications to their giant, walking idols of the Machine God on behalf of the Ecclesiarchy's most fanatical servants.
Yes, we are homebrewing a Penitent "Titan," but it's a jury-rigged abomination against the Machine God....
Heh, maybe I'll add Super Heavy Tank, Mega Walker and Damned Mega Walker (or some such better named product) as stretch goals to my second Kickstarter.
Ovion wrote: I have had thoughts on this for a while.
Let me get my brain together and I'll weigh in.
Heh, maybe I'll add Super Heavy Tank, Mega Walker and Damned Mega Walker (or some such better named product) as stretch goals to my second Kickstarter.
It'll be cheaper than Forgeworld, that's the only thing I garuntee at this point, what with no design, mass or volume percentage or anything such I can run estimates on.
Local tournament, i don't wan't to bring anything crazy, but I do want to win. 1500 Points
Jacobus
3 x Priest
5 x sisters - 2 x flamer, combi flamer, immolator w/ tlhf 5 x sisters - 2 x flamer, combi flamer, immolator w/ tl multi melta
5 x sisters - 2 x melta, combi melta, rhino
5 x sisters - 2 x melta, combi melta, rhino
5 x dominions - 4 x melta, immolator w/ tl multi melta
5 x dominions - 4 x melta, immolator w/ tl multi melta
Exorcist
Exorcist
Exorcist
Skyshield
What do you guys think? I will see double drake, taudar with bikes, riptide, and wraithknight, dark eldar, and bugs.
You're not going to give the dominions any special weapons?
Although the preferred enemy special rule is fun, I think sticking meltaguns on the dominions instead would be a better idea (since you're likely to use them against vehicles).
The preferred enemy rule gives you 1/6*4/6 more hits, which is useful for vehicles out in the open. However, ignores cover will allow you to take care of vehicles in cover in a more effective way than firing a gak-ton of exorcist missiles at them. Also, it is SO great if you're playing against dark eldar and your opponent shows up with his whole army embarked in skimmers with a 5+ jink save (which counts as an ignorable cover save).
I'd personally drop one of the BSS, and use the points to stick some meltaguns on the dominions. Whatever points you have left will allow you to give the other BSS heavy flamers and maybe upgrade the rhino to an immo.
Lastly, the priests. Priests are awesome in combat. 5 sisters aren't. Priests are terribly effective for their meagre point cost, but they still have an initiative of only three and rather poor stats. When several of them are stuck in a large sisters blob (or even better, an allied blob actually intended for combat).
The meltas are there, I just forgot to post it. I am using the preachers to try and make the 4 scoring squads fearless.
I only own 4 immolators right now, so I am limited there. I debated the HF, but I was afraid I would not get to fire it half of the time as it is a heavy. I could be wrong - is f/hf a better combo than f/f ?
I've got a quick question, guys - I want to sculpt a custom canoness for my SO. Ideally I'd like to make her weapon choices sensible.
I can't imagine there's a "best" configuration (I should hope there isn't!) but what would you suggest as a good setup for a player new to 40K who's probably going to go up against Orks and SMs?
Yes, it is assault 1. I had meltabombs on one of the superiors, so I can get one f/hf and one f/f squad. I will stick the f/f in the tlhf immolator...
My bigger question is are the priests going to actually work at making the msu bss squads fearless or would I be better off buying a psyker inquisitor to twin link an exorcist?
Nope. Priests are either going to get shot or will die in combat anyway. They seldom work in anything but large blobs.
I'd try some inquisition allies instead, and maybe include Celestine and a few seraphim (40 shredding hand flamer hits + 10 heavy flamer hits = ouch). Spoken from experience.
Local tournament, i don't wan't to bring anything crazy, but I do want to win. 1500 Points
Jacobus
3 x Priest
5 x sisters - 2 x flamer, combi flamer, immolator w/ tlhf 5 x sisters - 2 x flamer, combi flamer, immolator w/ tl multi melta
5 x sisters - 2 x melta, combi melta, rhino
5 x sisters - 2 x melta, combi melta, rhino
5 x dominions - 4 x melta, immolator w/ tl multi melta
5 x dominions - 4 x melta, immolator w/ tl multi melta
Exorcist
Exorcist
Exorcist
Skyshield
What do you guys think? I will see double drake, taudar with bikes, riptide, and wraithknight, dark eldar, and bugs.
To make Jacobus & the priests effective I'd drop one or both of the Rhino squads and exchange it for a blob squad. And yes to another post of yours, these days I'm prefering the Flamer/Heavy flamer on my troops with the TL-MM on top.
Flamekebab wrote: I've got a quick question, guys - I want to sculpt a custom canoness for my SO. Ideally I'd like to make her weapon choices sensible.
I can't imagine there's a "best" configuration (I should hope there isn't!) but what would you suggest as a good setup for a player new to 40K who's probably going to go up against Orks and SMs?
Her best weapon load out is a quad gun
There aren't many weapon loads out that super useful for her. You could try and proxy her for a bit and find out what works best for you.
My concern is the heldrake and double heldrake builds. I can castle up on and under the skyshield, but 3+ models out of transports in a heldrake heavy environment scares me!
Flamekebab wrote: I've got a quick question, guys - I want to sculpt a custom canoness for my SO. Ideally I'd like to make her weapon choices sensible.
I can't imagine there's a "best" configuration (I should hope there isn't!) but what would you suggest as a good setup for a player new to 40K who's probably going to go up against Orks and SMs?
Like above, proxying isn't a bad way to try some stuff out. However, against Orks flamers can be great, but a hidden power klaw will make her disappear without the eternal warrior upgrades. Against SM, a powersword can be nice, but again, a powerfirst (or a power axe) will double her out and then she's done. Melta pistols are also quite nice at making marines disappear, and at S8, can double out multiwound characters or Ork Nobz. SO shooting wise, I'd vote melta pistol or combi flamer, depending on what you're going to face, and then a power sword (or a relic upgrade), kinda depending on what you want her to do.
Inigo Montoya wrote: Yes, it is assault 1. I had meltabombs on one of the superiors, so I can get one f/hf and one f/f squad. I will stick the f/f in the tlhf immolator...
My bigger question is are the priests going to actually work at making the msu bss squads fearless or would I be better off buying a psyker inquisitor to twin link an exorcist?
Yes priests are the way to go for making small bss squads fearless, whilst yes they will die like any other T3 chump to shootin or hand to hand, they're not designed to be a beat stick when used in the small squads, they're there to stop you squads running off ojectives/the board. From my experience they're more valuble in that respect and being Fearless is better than paying for the VSS for +1 ld. Taking priests is a better tactical choice and will improve the overall performance if the army rather than only looking at how killy a unit is.
MrFlutterPie wrote:Her best weapon load out is a quad gun ;
Haha
MrFlutterPie wrote:You could try and proxy her for a bit and find out what works best for you.
Perhaps I should have been clearer - "SO" stands for "significant other" (rather than Sisters Order or similar ). It's her first army and the sculpt would be for her birthday. Proxying isn't an option. I can probably modify it for her later but it'd be nice to not have to just yet.
talljosh85 wrote:However, against Orks flamers can be great, but a hidden power klaw will make her disappear without the eternal warrior upgrades. Against SM, a powersword can be nice, but again, a powerfirst (or a power axe) will double her out and then she's done. Melta pistols are also quite nice at making marines disappear, and at S8, can double out multiwound characters or Ork Nobz. SO shooting wise, I'd vote melta pistol or combi flamer, depending on what you're going to face, and then a power sword (or a relic upgrade), kinda depending on what you want her to do.
MrFlutterPie wrote:Her best weapon load out is a quad gun ;
Haha
MrFlutterPie wrote:You could try and proxy her for a bit and find out what works best for you.
Perhaps I should have been clearer - "SO" stands for "significant other" (rather than Sisters Order or similar ). It's her first army and the sculpt would be for her birthday. Proxying isn't an option. I can probably modify it for her later but it'd be nice to not have to just yet.
talljosh85 wrote:However, against Orks flamers can be great, but a hidden power klaw will make her disappear without the eternal warrior upgrades. Against SM, a powersword can be nice, but again, a powerfirst (or a power axe) will double her out and then she's done. Melta pistols are also quite nice at making marines disappear, and at S8, can double out multiwound characters or Ork Nobz. SO shooting wise, I'd vote melta pistol or combi flamer, depending on what you're going to face, and then a power sword (or a relic upgrade), kinda depending on what you want her to do.
Handy advice!
Inferno pistol and powersword then?
If going Power Weapon, I think Maul would be best. Power Maul will cause 0.111 wounds per attack against Power Armour on a Canoness. A Sword will cause 0.1665 wounds per hit.
But the overall averages are 0.0975 wounds per hit for Swords and 0.146 per hit for Mauls.
Plus Mauls / Maces are cooler.
To me, for a Special (and as useful as possible) Canoness, I'd draw from these options: Canoness with Rosarius Power Weapon (Maul), Eviscerator or Mace of Valaan Storm Bolter, Combi Melta/Flamer/Plasma, Plasma Pistol or Inferno Pistol And either the Cloak of St.Aspira or Mantle of Ophelia
Canoness with Rosarius, Eviscerator, Plasma Pistol and Cloak of St.Aspira is 145, will look awesome (Massive Chainsword, cloak, Plasma Pistol), and be reasonably useful on the field, with the ability to threaten just about anything, a 4+ invun and rerollable 3+ save. A little pricey, but overall fun.
Ovion wrote: If going Power Weapon, I think Maul would be best.
Power Maul will cause 0.111 wounds per attack against Power Armour on a Canoness.
A Sword will cause 0.1665 wounds per hit.
But the overall averages are 0.0975 wounds per hit for Swords and 0.146 per hit for Mauls.
Plus Mauls / Maces are cooler.
To me, for a Special (and as useful as possible) Canoness, I'd draw from these options:
Canoness with Rosarius
Power Weapon (Maul), Eviscerator or Mace of Valaan
Storm Bolter, Combi Melta/Flamer/Plasma, Plasma Pistol or Inferno Pistol
And either the Cloak of St.Aspira or Mantle of Ophelia
Canoness with Rosarius, Eviscerator, Plasma Pistol and Cloak of St.Aspira is 145, will look awesome (Massive Chainsword, cloak, Plasma Pistol), and be reasonably useful on the field, with the ability to threaten just about anything, a 4+ invun and rerollable 3+ save.
A little pricey, but overall fun.
Ooh, more useful info! Cheers!
I'm pretty much settled on an Inferno pistol now so it's just a matter of which close combat weapon is the best fit. A maul would be easy to build but an eviscerator would be rather impressive too. Isn't it a two handed weapon though?
Ovion wrote: Ish.
But Characters can take a Two Handed and a One Handed weapon anyway. (Or occasionally 2 two handed. Characters are just awesome that way.)
I like Eviscerators. I mean look at them!
Want. Many. Eviscerators.
Say 30-40 Repentia.
Then maybe some Eviscerators on some Penitent Engines.
Even created a Repentia Character to replace the Mistress, for more Eviscerators.
Flamekebab wrote: I've got a quick question, guys - I want to sculpt a custom canoness for my SO. Ideally I'd like to make her weapon choices sensible.
I can't imagine there's a "best" configuration (I should hope there isn't!) but what would you suggest as a good setup for a player new to 40K who's probably going to go up against Orks and SMs?
I like the idea of combi-flamers. It's what I gave mine. I don't imagine it's 'best' but Sisters like fire so it is flavorful.
If you give her a cloak you can give her the cloak that lets her reroll failed armor saves. Also, a good cloak can hide a lot of your conversion/sculpting mistakes.
Ovion wrote:Ish.
But Characters can take a Two Handed and a One Handed weapon anyway. (Or occasionally 2 two handed. Characters are just awesome that way.)
In terms of against Orks and Space Marines which do you reckon is the better choice then - power maul and Inferno pistol or eviscerator and Inferno pistol?
Whenever I think "Eviscerator" I can only see the ones used by Necromunda Redemptionists. That'd be a problem if I'm basing the model on her as she's more Nanny Ogg than Granny Weatherwax in her proportions!
SQRT(-2) wrote:I like the idea of combi-flamers. It's what I gave mine. I don't imagine it's 'best' but Sisters like fire so it is flavorful.
Pretty much the reason I'm leaning towards an Inferno pistol.
I really like the designs I've seen on some of the inquisitors, rather than the pistol-sized melta gun design:
SQRT(-2) wrote:If you give her a cloak you can give her the cloak that lets her reroll failed armor saves. Also, a good cloak can hide a lot of your conversion/sculpting mistakes.
My biggest concern is the backpack, really. I find them very difficult to sculpt.
I disagree with some of the opinions about priests and have my two cents on heldrakes.
So playtesting priest I tried power mauls. I tried upgrades and such.
What I found was this. Five sisters with flamers and some kind of ap 2 ap1 punch like a plas pistol or melta in an immolator multi melta, combined with a priest (stock) is really really solid.
Dare I say the best in game troop combo?
Here is my stock unit.
Four sisters
Plasma pistol squad leader
Flamer
Storm bolter (I like the double tap range)
Immolator with multimelta
Priest sometimes with a bolt pistol
Why do I make the claim...
170 points for that unit gets you:
Zealot
Warhymns in cc Anti tank (twin linked for fliers)
Anti hoard (preferred enemy for a turn and alot of bolters)
Tough. Power armour and an invuln all around
Adamantium will
Ovion wrote:Ish.
But Characters can take a Two Handed and a One Handed weapon anyway. (Or occasionally 2 two handed. Characters are just awesome that way.)
In terms of against Orks and Space Marines which do you reckon is the better choice then - power maul and Inferno pistol or eviscerator and Inferno pistol?
Whenever I think "Eviscerator" I can only see the ones used by Necromunda Redemptionists. That'd be a problem if I'm basing the model on her as she's more Nanny Ogg than Granny Weatherwax in her proportions!
The Maul makes you Str 5, AP4. This is fine against most Orks (3+ to wound, stops most saves, strikes at Ini.).
Against Marines, it's still 3+ to wound, but they get their save so ignore 1/3 of that.
Eviscerator makes her Str6, is AP2, but strikes at AP1, so generally last, but is wounding on 2's and ignores all but invun saves, and can also is a threat to vehicles with Armourbane.
With the Cloak, she gets to reroll her 3+, and with the Rosarius has a 4+*, which means she'll probably get to survive to swing.
The Maul is probably a bit more practical points wise though, but I'll generally vote for the Eviscerator. But you could have probably guessed that anyway.
Here is my stock unit.
Four sisters
Plasma pistol squad leader
Flamer
Storm bolter (I like the double tap range)
Immolator with multimelta
Priest sometimes with a bolt pistol
Why do I make the claim...
170 points for that unit gets you:
Zealot
Warhymns in cc Anti tank (twin linked for fliers)
Anti hoard (preferred enemy for a turn and alot of bolters)
Tough. Power armour and an invuln all around
Adamantium will
It is just a all around good unit.
Swap the Plasma Pistol for a Melta instead of a Storm Bolter and you have a better squad. The PP is just not that good and is super spendy. It adds up over 3-5 squads. I also think HF is better than Flamer.
Inferno Pistol and Eviscerator it is then, unless I run into difficulties sculpting the latter. For now I'm trying to accommodate her proportions whilst also trying to make her fit in amongst far more elegant models.
Good news! I actually won my first game using Sisters. Just a small 500pt skirmish, but I was able to win by VP (and almost had him down completely on the last turn) against BA.
Just a bunch of sisters, Celestine w/ seraphim. I am in need of some mech though, nearly everyone local that plays has a boatload of mech :|
I've got that female model in metal (she's staying here though) and another that I won in a lot, and if it ever shows up, I'll sell her, but sadly the seller is just pure garbage (the same lot had a metal coteaz, plasma servitor and other goodies for my GK/Sisters)....
2nd victory down with my 500pt sisters setup. This time vs. bugs - tabled him with only 2 seraphim lost.
I think I really like the power and mobility of the seraphim squads. Still trying to wrap my head around all the movement and CC rules though, but i''m getting there. I got the AoF to fire on my BSS and it helped tremendously with all the re-rolls on the (in the open) charging bug brigade. Later my AoF failed (doh!) but no biggie, it was all but over anyway.
As far as allies, I was thinking about taking IG w/ a Valkyrie and some melta-heavy troops to deep strike against vehicles, and an HQ to join up to a sisters squad?
Game one vs SM: 2k, big guns, dawn of war, 5 objectives. Coteaz had presciene and the nasty malediction (reroll saves)
he ran a chapter master w/ burning blade & storm shield, two tac squads in rhinos, sniper scouts, ADL w/QG, Stormraven, 2x Landspeeders, a couple tac squads on foot, and a chaplain, bike squad w/ plasma, drop pod w/sternguard.
Terrain had a lot of ruins, I set up on the left side of the board with my ADL up and out of LOS of his ADL, all three exorcists behind the ADL, both BSS in Immos reserved and the Doms outflanking.
Turn one: drop pod arrived, his sternguard killed a couple sisters, his bikes and rhinos moved up the right-center of the board. I moved my big sisters squad w/Jacobus forward on the left flank towards to tac squads in ruins, Celestine moved forward into terrain, I did some damage to his bikes and sternguard.
Turn two: He put a couple hull points and popped an exorcist, Celestine got closer to his tacs (moving terrain-terrain), his bikes got closer, one squad of doms outflanked and were immobilized by his QG (manned by his CC chapter master and a tac squad for some reason). I shot up and killed some tacs, his scouts made their 2+ covers behind the ADL, I lost another hull point on an exorcists.
Turn three: my two BSS in immos come on and pop some now empty rhinos, his chaplain and tac squad move towards the center objective, Celestine lands on the ruins, burninates a couple tacs while Jacobus' squad, the space monkeys and my exorcists wreck the other the tacs. I kill off his bikes, while his Stormraven comes in to center field and kills an exorcist and hull points another. I shoot it with my QG and do nothing. I finish off his sternguard and pop the droppod near my mid back field.
Turn four: he kills a second exorcists, I finish off his tac squads holding the objective on the left flank, while Celestine jumped down burninates the scouts then kills the last two in CC. My last immo with flamers comes on the right flank and kills a marine in the tac squad with the CM. Jacobus' squad is now stretched across the left flank, holding one objective and denying (I guess?) his on the left flank. Celestine starts moving towards center after wiping the scouts. I finally kill the stormraven with the QG. All that is remaining is a partial tac squad with his chapter master in his center rear on an OBJ, the chaplain and three tacs on the center OBJ. I hold two and deny a third.
Turn five: I shoot at the tac squad in the rear with my immos in the back field, Celestine charges the chaplain/tac squad at the center and whiffs on like four of her attacks, killing only two marines. At the end of turn five she is locked in combat with the chaplain/tac squad in the center, I'm holding both my objectives uncontested and denying one of his. He is holding one objective and contesting the middle. The game ends and I win by objectives; I also have line breaker while he got first blood by popping an exorcist.
AAR: I went overkill on the objective in his back corner, celestine should have gone to the center to wreck face, there was enough LOS terrain for her to get close safely and two turns in CC would have cleared that objective. My opponent was young (maybe 13) and he wasted his CC beatstick chapter master, he could have done a better job of deploying his troops, had he got into CC with my girls with a couple tac squads, he might have had more success, although the priests can be nasty.
Game two:
I ran the same list, it was big guns again, four objectives, hammer & anvil. My opponent ran pedro, three tac squads in DP, three sternguards in DP, two TFC, the command rhino that gives reserve bonuses, two stormtalons and the Hunter tank. Coteaz got prescience and the malediction again.
He went first and put his TFCs, Hunter, rhino and Pedro in bolstered ruins. I deployed my ADL with my 12 girl squad, Coteaz/Henchmen castled up around the exorcists (to protect against drop pods) with celestine hidden in ruins to assault marines and Jacobus' squad of twenty on the left rear to block drop pods. I stole the intitiative but with night fight I could shoot anything.
Turn one: I cast presciene and brace for drop pods. He brings his three tac sqauds in, one scatters within 12" of coteaz and I kill like four marines. The remaining tacs kill a crusader, a couple sisters and nothing else.
Turn two: I bring in both outflanking doms to the right rear, where pedro, one TFC, the Hunter and the HQ rhino are in bolstered ruins. I manage to pop the techmarine and Hunter, and kill many of his tacs with celestine's flamer, the massed bolters and coteaz' squad. Celestine assaults the tacs and smokes several but they stay in combat. HIs remaining droppods full of sternguard drop in the back field near his objectives and kill my melta doms. His stormtalons come in and pop an exorcist but whiff otherwise.
Turn three: My BSS in Immos come on the back field, one goes flat out up the left flank towards his objectives, one pops a drop pod near me, celestine finishes off his guys. while my shooting kills the remaining tacs in my backfield. He kills one Immo in the backfield while my flamer girls kill a coupl sternguard. The stormtalons jink a lot and do nothing, the exorcists kill a couple sternguard but nothing else. My remianing Immo shoots at Pedro who goes to ground in bolstered ruins for the 2+ cover. His sternguard don't do much. He uses two orbital bombardments an the remaining TFC to kill a couple of my troops in the backfield.
Turn four: Celestine moves forward towards his midfield objective, my BSS in Immos move up flat out towards his objective, my exorcists don't do much. His stormtalons go into crash move (hover) to shoot at my exorcists instead of flying off the board, but snap shots fail to hurt my exorcists. He kills the remaining flamer Doms while the last Immo in the backfield is still alive.
Turn five: I finish off the hover storm talons, Celesting moves towards his objective near the center of the board, I shoot at Pedro and the rhino (which I pop), I kill another Sternguard or two, and lose maybe one or two minis to his remaining TFC.
Roll for the end and its a one. Game ends with each of us holding two objectives, neither gets line breaker or slay the warlord, we tie on objectives (Celestine couldn't get close enough to his middle-ish obj), I get first blood, he killed one HS while I killed two, I win by two.
AAR: Outflanking doms are awesome against armor in the backfield (as we all know) and the melta doms ignoring cover just wrecked his Hunter. I've often been sloppy with my deployment when playing against drop pod armies, this time I did it right and (after warning him about Coteaz) he kept his sternguard away. Celestine being kept back and out of LOS to counter strike his tacs worked great. In hind sight, holding my Immo BSS's in reserve was a mistake, that they came on late and couldn't get close to his objectives meant they did next to nothing during the game. I should have just put them on the board in cover and used them to late game contest. Priests are such a bargain at 25 points, and Coteaz with shooty henchmen is a great fire support unit that really mixes well with a BSS and Exorcists behind the ADL.
Hello ladies and gentleman, this thread alone convinced me to make an account here. read all 53 pages over 4 days time. Lots of kool ideas here. Anyways since people seem to like reports and stuff I'll say my very first battle with my AS army went tremendously well (first battle ever with them not just the codex).
Short story short (yes I mean it) we did doubles. Was myself, AS and SM vs. IG and daemons of Nurgle. 500 points.
I fielded a Canoness, SCS with 3 HB and Hospitaler and two BSS with TLHF Immo wielding Melta/Flamer. SM ally took tac squads and two razorbacks with TLLC. And a chapter master, that's the SM basic HQ right? I'm terrible with names btw.
Enemies fielded Nurgle plaguebeares, Herald and Plague drones. IG took a couple veteran squads (I think that's what they're called) with a punisher tanks and his command squad. Punisher is the LR with the 20 shot gattling cannon right?
Anyways mission was Purge the Alien. SM ally and myself agreed that we would use our home terrain to our advantage since the Nurgle player would have to come to us and the IG guy had a 24" range on his punisher so he'd have to get close too. Gave the TLLC razorbacks free shots on the Punisher.
Don't remember exactly what turn things happened on exactly but the long and short of it is that the Nurgle player got way too close to me and suffered both my BSS and immo flamers, even forgot to roll AoF which would have made it even more effective. Took out Plague drones in one volley, plaguebearers moved up, took them out next turn. Fired HB at IG footsloggers and forced them to fall back. SM ally popped the Punisher after it only got 1 round of firing and only did one HP of dmg on a razorback on a glancing. Other plaguebearer squad was shot down by the SMtac squads.
By turn three the enemies had conceded defeat as their armies were devastated and we had yet to take a single wound (barring the scratched paint on the razorback).
Part of this victory was due to poor rolls (out of those 20 punisher cannon shots the IG player only rolled a single six on the razorbacks armor pen) and poor deployment/tactics on our opponents parts but I like to think my sisters did the Emporers work with great zeal too.
Only thing I was disappointed with was that I couldn't get my Canoness into CC so she could die like the good martyr she is.
Anyways sorry for the long post I haven't figured out how to do those kool spoiler things you all have seemed to master! Thanks for reading
Except with [square brackets] instead of (curvy parentheses)... if I did the example above with the proper brackets , you wouldn't be able to see it.
Thanks for the tip I'll try it out. Also I just tried a 1v1 battle vs. the same Nurgle player. This was a real fight this time but I changed up one unit in my army to catch him off guard with.
Spoiler:
I switched the HB from my SCS to power mauls and kept my Canoness with the eviscerator. Final makeup was, 1 Canoness with eviscerator and Rosarius with eternal warrior cloak. SCS with 4 power mauls and Hospitaler. I kept them near my BSS squads which had moved up together flanking my SCS. Knowing Nurgle Daemons have no range I moved towards the objective knowing he'd just try moving in and swarming me. Got some ok shooting and flamers going off. One BSS was charged but 4 survived. Counter charged with my SCS and ripped the plaguebearers to pieces. Enemy round his other squad of plaguebearers tried to charge and he failed miserably on his charge distance, didn't reach me at all. On my turn I threw my SCS with Canoness into his Plaguebearers with Herald. While that was fought my BSS were able to move around freely and take the objectives. In the end he failed combat and rolled poorly on his instability table, poof goes that squad and I only lost one celestian from my SCS. Overall very pleased with how this unit performed even if it was a little more expensive than my HB configuration, it was nice to have a unit I could trust in melee.
I'm really keen on the idea of a combined force of IG and AS. They're battle brothers, and fit very well lore wise. I'm trying to fill out a small detachment to compliment a larger AS force. I know this is an AS tactica thread, but I figured many of you take IG as well
I was thinking about letting the IG portion be on anti-tank duty, through the use of flyers. I've got 2 Valkyries already, and by this weekend, should have some lascannons bolted on for vendetta use. I was thinking about using a vet squad w/ meltas in the vendettas for pure tank hunting and/or objective harassing. Sisters will still make up the gunline and mobile assault w/ seraphim. I was a bit unsure of what HQ from the IG side to use, I suppose just adding a command squad and kitted up troop selection (blob) to add to the sisters gunline would work?
I've also been contemplating making a force of IG to ally with my sisters. I don't want to do the typical net list of "spam Valkyries" so I was thinking Manticore missiles, Earth shakers or some other form of big guns/tanks.
Though a Valk painted up white and black like a Psi-Corp fighter from Babylon 5 would be pretty nifty.
--
2 Valkyries (almost have enough twin las cannons for conversions)
1 inquisitor
10 kasrkin
10 IG std. guards
1 Azraphel (was going to use as inquisitor since he's in robes heh)
+big bag of marines/bits/etc for conversions
I like the idea of IG air support. I had toyed with the Elysian drop troops w/ fluff for sisters, and now inquisition also - all of them can field the fliers and add other dimensions where sisters lack.
pretre wrote: The list works really well as a Inquisition allies list. Do you have any fortifications?
I don't - the concept is still very new to me (returning after 10+ years). I can easily pick some up though. Which ones in particular? The ADL always struck me as a cool idea
Bastion is very good for sisters. Of course, you don't have a lot of HB. Firestorm Redoubt is a good anti-flyer defense. I like them for hiding my retributors/inqusitors in.
Automatically Appended Next Post: Also, we need to get you more vehicles.
I know I know... I've dug out a gigantic box of tyranids from my closet that, when sold, will fund the new acquisition of mech I'm up to 72 gants, 60 gaunts, 17 warriors, 2 carni's, 1 tyrant, 4 guards, and maybe 70 stealers. I don't even remember where they came from LOL
Obviously your closet was invaded by a Hive Fleet.
Any ideas what IG vehicles you want? Also, have you considered Inquisition allies (I say this because I love Land Raiders and Psykers. YMMV on them, of course.)
As for AS vehicles, there's a lot of debate on that, but I'd personally recommend two Exorcists, at the least (I'd also recommend an Avenger Strike Fighter, but that's me.)
I've been glacially building my Sisters/IG army, and now Sisters/IG/Inquisition Army. The original plan was to do Guard with Sisters allies, but I'm aiming for the reverse now.
At 1750 points my army will eventually look like the following (of course new guard codex will be here before I'm done, so it's subject to change.
Spoiler:
1750pts Sisters: HQ Celestine
Troops: 2 BSS squads with flamer/heavy flamer in an MM immolator.
Fast Attack 2 Dom Squads with 4 Melta in MM immolators 1 Seraphim squad with 2 extra women, and double hand flamers
Heavy Support: 2 Exorcists.
Guard Allies: HQ: 1 Company Command Squad
Troops: 1 Veteran Squad with 3 melta.
Fast Attack: 1 Vendetta
Heavy Support: 1 Basilisk
Inquisition Detatchment HQ 1 Ordo Hereticus (as Warlord) Psyker (Diviniation), Psyocculum, 3 Servo Skulls, Force Sword 1 Ordo Hereticus, Psyker (Diviniation), 2 Servo Skulls, Force Sword
The idea is that the skulls will protect my artillery from evil infiltrators or scouts. Celestine uses the Seraphim as a retinue and jumps around being killy. Depending on what powers are rolled the Inquisitors ride with either Doms or Sisters casting powers and killing psykers (Ignore cover bs10 meltaguns against Eldar/Grey Knights sounds good).
I've split between lots of AP1/melta and templates, the idea being that I want to have answers to hordes, tanks and/or monstrous creatures. The Vendetta is the only real flyer defense, though in a pinch, assuming the correct powers, one of the Exorcists can be precienced for great justice.
Of course I only have one unbuilt Immo currently, one melta sister, a half painted BSS, and a commissioned Celestine and the Seraphim, as I wanted them to be prettier than I am capable of. Plus unbuilt Valk/Vendetta a bunch of guard, and 4ish basilisks.
So far I've played one game of fifth with guard on Vassal, and one 6th ed game at a con with a loaner Guard list against SM.
To be honest I kind of want to take 3 exorcists and three basilisks (Actually I want to take nine basilisks, but that's a list for another thread) so as to have the artillery of doom. But this would require dropping lots of things, and make the Servo Skulls even more important.
I like the idea od the Excorcist.. but I don't particularly like the model. I get the organ theme and all, but it just looks...weird. The forgeworld bits look like 2 pill bottles bolted onto a rhino, so not much better
ncshooter426 wrote: I like the idea od the Excorcist.. but I don't particularly like the model. I get the organ theme and all, but it just looks...weird. The forgeworld bits look like 2 pill bottles bolted onto a rhino, so not much better
It takes time to start loving the Organ... if not aesthetically, then the FAQ that says "measure from the pipes" is pretty cool, where your line of sight is from the top pipe, and the entire rest of your tank is behind a building xD
However, a good conversion (instead of the FW "mini missile" kit) , is to get the FW Space Marine Air Defence missile launcher (Hyperios turret). And put that instead... looks damn good!
Automatically Appended Next Post: Also, is it time for "The End of Sisters"?
I have a confirmed (but still read "rumour") that all the metal models have been sent for melting down (and selling the metal). That most probably includes all metal sisters...
UK statement of mine about the stock in Nottingham (UK mail order).
This is pretty bad news, unless you consider plastic/resin sisters?
Ironically, the entire idea of the Exorcist was what pulled me toward the Sisters.
Melting metal...NNNNOOOO! My army isn't anywhere near WYSIWYG! I don't even have a single squad un-proxied yet! Release the plastics first, then phase out the metal!
Is the scrap metal value of slagging their inventory anywhere near the same ROI as just selling them? Hell, even a fire sale of 50% to drop inventory would (I imagine) make far more return...
I have mixed feelings about the idea of losing the metal miniatures. Part of me would love that as I'm not a fan of metal and I much prefer the plastic GW has been using as of late (except finecast which I think is just dumb). However the metal sisters still look fantastic and I think that they are still some of the best looking models GW has produced. If they went plastic with them they would probably change the "art direction" and who knows if it'd look good or not? Worst of all in my opinion is that I know if they made new plastic models I'm far too picky with my units and I hate running armies that are half/half metal and plastic and I'd go all in to replace my entire army with all plastic models leaving my metal ones to either be sold or weigh down my shelves.
I doubt it's true but I'd be scared and excited in equal parts if this rumour was true.
pretre wrote: I would wait a week. I suspect you'll find the great smelting is a load of bull.
It likely is. It's not like the metal is so expensive they'd sell models at a loss. They still make a very healthy profit on Sister models, very likely.
BlackTalos wrote:
However, a good conversion (instead of the FW "mini missile" kit) , is to get the FW Space Marine Air Defence missile launcher (Hyperios turret). And put that instead... looks damn good!
That does look pretty slick. I've been hesitant about ordering from FW though - my last international order of stuff (not GW reltated) ended up getting torn to bits in transit and it was a bloody nightmare trying to get it all resolved.
The thought of them taking a loss on those metal minis is absurd. The sunk cost of producing, packaging and marketing them is gone, and the metal is nowhere near valuable enough to go through the hassle of unpacking, smelting and selling the scrap metal. They did release a new codex without any new minis (and the loss of several previously available ones), so why would they not hold onto them and just sell of the remaining inventory? Retail price per cubic foot is pretty high, and the storage overhead can't be that much. I'll put it this way, I will bet one sister superior that they do not smelt their metal minis.
pretre wrote: I would wait a week. I suspect you'll find the great smelting is a load of bull.
UK stock... the US warehouse is *probably* untouched, so i dunno about over there across the ocean =P
However the melting of the stock here in the UK is from a first-hand view of the metal warehouse being loaded onto 3 trailer trucks bound for the smelter. Take it as you will, but the UK ebay is already popping up with "OOP" for any sisters search
Sad times indeed, but very hopefully a clue to plastic stock *hope* *hope* *hope* lol
BlackTalos wrote:
However, a good conversion (instead of the FW "mini missile" kit) , is to get the FW Space Marine Air Defence missile launcher (Hyperios turret). And put that instead... looks damn good!
That does look pretty slick. I've been hesitant about ordering from FW though - my last international order of stuff (not GW reltated) ended up getting torn to bits in transit and it was a bloody nightmare trying to get it all resolved.
The best is to find them when they go somewhere, e.g. they will be at Adepticon 2014, in Chicago in april. You can easily place an order for them to bring it over when they attend =)
Forgeworld orders for that specific show are here:
Spoiler:
RESERVATIONS
To place a reservation order for a show, please call us on 011 44 115 900 4995 from the US, Canada and Australia or 0044 115 900 4995 from Europe and the rest of the world. We will need your name, a contact telephone number and e-mail address, along with the list of products you wish to reserve. You can email your reservation to forgeworld@gwplc.com with the name of the show and reservation.
Before the event you’ll receive a confirmation e-mail containing your order number. This is your proof of reservation and you must bring this e-mail or print out with you to claim your order. Reservation orders for the show must be placed by midday UK time on Monday 10th March
ncshooter426 wrote: I like the idea od the Excorcist.. but I don't particularly like the model. I get the organ theme and all, but it just looks...weird. The forgeworld bits look like 2 pill bottles bolted onto a rhino, so not much better
I use Whirlwinds and paint them with church murals.
pretre wrote: I would wait a week. I suspect you'll find the great smelting is a load of bull.
UK stock... the US warehouse is *probably* untouched, so i dunno about over there across the ocean =P
However the melting of the stock here in the UK is from a first-hand view of the metal warehouse being loaded onto 3 trailer trucks bound for the smelter. Take it as you will, but the UK ebay is already popping up with "OOP" for any sisters search
Sad times indeed, but very hopefully a clue to plastic stock *hope* *hope* *hope* lol
Without a video showing the metal miniatures falling into the furnace I will not believe this, it's the stupidest possible rumor. As everyone has already gone over, the metal is worth so little and the miniatures worth so much more and the cost of holding on to them is so low...
Basically the pitch here is "Games Workshop hates money" and, well, we all know better than that, heh.
ncshooter426 wrote: I like the idea od the Excorcist.. but I don't particularly like the model. I get the organ theme and all, but it just looks...weird. The forgeworld bits look like 2 pill bottles bolted onto a rhino, so not much better
I use Whirlwinds and paint them with church murals.
I think I'm going to bite the bullet and pick up some of those FW missile bits (same basic idea as the whirlwind w/ icons). Saw a cool pic where new organ pipes were added (looked like 3mm tube) between the sponsons to give it a sisters feel.
Still sorting through this gigantic box of bugs. Sheesh... I could always just play 'nid and never have to buy anything LOL.
Played a 3 game campaign/mini tournament recently. Beat my previous record of 3 losses, with only 2 this time! It was 2k with specific scenario special rules for each game.
I was running
jaco, 4 priest, 2 with mauls, one with literines of faith.
9 sister squad F/HF in rhino with bare priest
Blob with F/HF, Jaco oter priests and Inqusitor with Rad/pyschotroke grenades & Hammerhand power.
5 sister squad F/HF bought them MM Immo as DT but stuck them on Bastionion wih superiir mannig Icarus
Coteaz and 3 jocaero and 3 plasma henchmen inside bastion.
2 squads of meltadoms in rhinos
1 squad of flamer doms in an MM Immo
and rounding out with 2 exorcists in my heavy slots.
First game was my only win an it wa vs marines using minotaur rulea. It was a kill points game with the mission specialrule effecting your ld as the game went on. It didn't affetc me too much due ro alltefearless I had floating around. It was a terrain heavy board with loads of LOS blocking stuff, so I basicaly built up a good lead and hid. Ended up wih 5vp to zero Second game was vs chaos marines. Scenario was interesting you started wih ammo for one tun of shooting but had to reload at the objectives. Also all open ground was treated as difficult terrain. My opponent had more assaulty units than me so he was able to grind down the blob. It di look for a while like I might be able to sneak a draw.but it wasn't to be.on the plus side his two helldrakes only got one round of shooting each as he didn't bother going into hover mode to rearm, althoughe vector strikes were still able to dish out the pain.
3rd game was against another SM army, the objectiv of this game was to press a big red button to wipe out the planet and the opposing forces. It was a tricky game as you had to start within 2" of the button then go the whole turn not shooting. My opponent just kept throwin any unit he could into assault with me to deny the ability to push he button. Good ggames, still really like the inclusion if inqusition intohe dex, even ifthey are foul withces.
On that note, is it me or does it seems hat they're steering Sisters away fromhe any psyher scene?
Sorry for spelling errors, on my phone and too mucheffort to go back and correct :/
pretre wrote: I would wait a week. I suspect you'll find the great smelting is a load of bull.
UK stock... the US warehouse is *probably* untouched, so i dunno about over there across the ocean =P
However the melting of the stock here in the UK is from a first-hand view of the metal warehouse being loaded onto 3 trailer trucks bound for the smelter. Take it as you will, but the UK ebay is already popping up with "OOP" for any sisters search
Sad times indeed, but very hopefully a clue to plastic stock *hope* *hope* *hope* lol
Both US/UK have sisters shipping in 24 hours still...
Automatically Appended Next Post:
evildrcheese wrote: Played a 3 game campaign/mini tournament recently. Beat my previous record of 3 losses, with only 2 this time! It was 2k with specific scenario special rules for each game.
On that note, is it me or does it seems hat they're steering Sisters away fromhe any psyher scene?
Good job! The key to 40k is to take your lumps and keep going.
As to no psykers, of course we wouldn't have psykers. Suffer not the Witch to live!
Except for Inquisitors and sanctioned psykers and astropaths and Librarians and gak like that, because being officially okay'd means they're technically not witches, but they'd better keep proving their worth to the God-Emperor every fething day because if they take one step, ONE STEP out of line, God-Emperor help me, I will fething purge you so fething hard your fething grandchildren will catch fire, can you read THAT intention in my mind, you fething psyker FREAK?!
SISTER KORIANDER: Perhaps a chill pill would be in order, Sister?
SISTER RAVEN (breathing heavily): No.... No.... I'm ... I'm better now.
SisterSydney wrote: Except for Inquisitors and sanctioned psykers and astropaths and Librarians and gak like that, because being officially okay'd means they're technically not witches, but they'd better keep proving their worth to the God-Emperor every fething day because if they take one step, ONE STEP out of line, God-Emperor help me, I will fething purge you so fething hard your fething grandchildren will catch fire, can you read THAT intention in my mind, you fething psyker FREAK?!
This about sums it up.
However, I still like to think that the Sisters are quietly disgusted with even the "sanctioned" pyskers.
evildrcheese wrote: On that note, is it me or does it seems hat they're steering Sisters away fromhe any psyher scene?
They've always lacked psykers, only time they had them directly in their army was 3E, and that was only from the Inquisition side of their codex. Heck, IIRC, in 2E they had rules where even friendly psychic effects were resisted.
Modelling distraction: my dark talon > Avenger is just about done:
Spoiler:
So first up a shot of the undercarriage: Topside, minus canopy:
There's been a bit of gs tidying since then, too. Extensive pics of progress in my blog.
Wondering about the base, getting a bit of a Tyridium shuttle vibe: thinking atst/weeks - IG Sentinel or Renegade? Ratlings or Grot-woks? Thanks for input!
Main parts required for conversion were Storm Raven wings, tail (x2) and weapon pods, plus deathstrike missile housings for engines. Other misc stuff from bits box; still much cheaper than fw!
evildrcheese wrote: On that note, is it me or does it seems hat they're steering Sisters away fromhe any psyher scene?
They've always lacked psykers, only time they had them directly in their army was 3E, and that was only from the Inquisition side of their codex.
Heck, IIRC, in 2E they had rules where even friendly psychic effects were resisted.
From being on my phone before, my point hasn't come across clearly. What I meant to say was:
On that note, is it me or does it seems that they're steering Sisters away from the anti-psyker scene?
What I mean is that there didn't seem to be much anti-psyker-yness in the new fluff part of our 'dex'. I picked up Sisters with the Witch Hunters Codex but so I've been abhorring those witches for a while myself, but I don't recall any mentions of the SIsters of Battle hating on the filthy psykers in out latest book. The only real throwback is that we have Crusader so can deny the witch on a 5+...To be honest I've only read the fluff in the new dex once, as my pc/phone is an ideal medium for leisure reading...
It does seem like the new Dex and the fluff has gone from "witch hunting" and killing psykers, (which is kinda what the sisters of silence do in 30K, relevant?) to a now "papal army" of sister just spreading imperial creed and waiting in covenants until something happens in their life
Oh, probably then, i only ever started in 4th ED...
Recently discovered all about Squats, had no idea or ever heard of them :p
Automatically Appended Next Post:
pretre wrote: Jacobus or Celestine is just flat out better for foot than a canoness.
BlackTalos wrote:
Also relevant to "Plastic sisters" & Alternatives, have people seen These
Only 1 forum thread about IT, and quite recent too...
If anyone can share more info about them i'm interested... They look really good, even if the price is a bit high...
Looking for the guy's site/ store/ whatevs =D
Holy crud. Anyone get one?
Guys! i've finally found the original website for ordering amazing "Sci-fi female warriors" =P
Here is the link to the website. I'm guessing their orders are now going to skyrocket tenfold!
I'm playing in three tournaments in Feb with Sisters and I'm dedicated to using a form of deahstar for each level.
--- 01 Feb 14 --
---1500 Pt Tournament--
*St Celestine
*Preacher, Litanies
*Preacher
*20 x Sisters of Battle
*5x Sisters of Battle, Meltagun, Meltagun, TLMM Immolator
*Exorcist
*Exorcist
*Company Command Squad, 4x Flamer, Chimera
*Guardsman Marbo
*Veterans, 3x Meltagun, Chimera
*Vendetta Gunship
*Inquisitor Coteaz
*Inquisitor Sandra (Ordo Malleus, TDA, NDH, Psycannon, Liber Heresius)
First Game! I'll just post the general idea of their lists since I cannot remember perfectly:
Aegis with Lascannon, Long Fangs (4x Missile, 1x Lascannon) with 5 Grey Hunters
Logan in Pod w/ 6 Long Fangs with CombiMelta, MultiMeltas
Termi Wolf Guard x5 on foot with XXX Combis and a Cyclone
Termi Wolf Guard x5 in pod with combi-plas and a Cyclone
PA Wolf Guard with combimelta and TDA/Cyclone Guy
How the game went: Vanguard, Relic (5 pts), Linebreaker (5 pts), Warlord (5 pts), NO FIRSTBLOOD
Sandra was my warlord (stupid Inq Codex nonsense!) and Coteaz as Scriers and Prescience. Sandra passer her Ld test to use the Liber Heresius to give me scout prior to the game start so I marched the 20 girl blob w/ Celestine, Preachers, Sandra, and Coteaz up the field. With all the drop podding melta, I held my two exorcists in reserve along with Marbo and the Vendetta, per rules. I seized thanks to Coteaz.
Turn One
Girls:
I marched my army towards a massive LOS blocking terrain piece that had the relic on a second level. By moving my all my vehicles hard (my) left, I was able to obscure my entire army from the long fangs and the five grey hunters on the Aegis gun. Through a gap in the large terrain piece, I lit up the five terminators on foot with all the boltguns and weapons from the Chimeras. They all died subsequently.
Wolves:
Logan came down with his melta buds behind my Immolater and two Chimeras. Combi-PlasTDAWG came down near my big girl squad. Drop pods were within "I've Been Expecting You" range and I killed one with Sandra, but the infantry were far enough away or hidden by vehicles and not damaged. Logans crew proceeded to blow up the CCS Chimera and merely stun my Immolator. The Combi-PlasTDAWG blew their load on vaping my ladies, taking out a handful. Three wounds made it to a preacher and she showed them that the true light of the Emperor was in my favor, making three 4++ saves.
No Points Yet.
Turn Two
Girls:
Scriers gaze is amazing, all of my units came in. Exorcists came on in view of the Long Fangs/Greys and the TDAWG on the table. Vendetta flew on behind the wrecked drop pod for cover and in view of the TDAWG. Marbo also came on next to the TDAWG. Kind of a blunder for me to stack on those guys, but hindsight. Wolves try to intercept the bird and fail to hit. The girls press towards the objectived and start making difficult terrain checks to go up hill. Vets pop out of chimera to shoot some long fangs and I position the chimera to open a window to shoot them, as well. Dakka proceeds with Marbo whiffing his democharge ( ) and the other three vehicles merely killing 4 out of 5 termis. However, my bolters, guided by the emperor, proceeded to vaporize all the long fangs except the Sgt and the Vets put two wounds on the grump chapter master.
Wolves:
Last pod of PA dudes comes in behind Exorcists. Logan splits off from the Long Fang to beat down some Guardsmen while the Long Fang nabs some cover from a nearby wall. Logan fails to shoot any guard, the Long Fang Sgt blows his combi load and does nothing to the Immolator, and the PA dudes pop off a few combi-melta and vape an Exorcist. The new "Lone Wolf" of the Combi-PlasTDAWG pops off a few bolter shots at Marbo, fails to wound. Now for melee hysterics: Logan charges Guardsmen... Two Meltas? To Wound rolls? Logan kills five guardsmen, they break, and fall back a whole 5". The now Lone Wolf (guard) charges Marbo. Marbo greets his new found friend with a poisoned 2+ blade to the face the armor save? Marbo is victorious and breaks off through the ruins.
Wolves: 5 pts (LB)
Turn Three
Girls:
Vendetta busts a hover using the massive terrain piece in the center as cover. Marbo starts his mad dash across midfield. Sisters Deathstar crawls to the top of terrain piece inching closer to the objective (I'm rolling 1" run rolls at this point). Girls get out of their Immolator and position to shoot the Long Fang or Logan. Veterans rally and close in on the wounded Chapter Master. St. Celestine breaks away from the deathstar to hunt some Wolf Guard. Exorcist drives out of melta range of the PA wolf guard and keeps FA towards Long Fangs. St. Celestine is able to cook two wolf guard and the missiles and lascannons suck and only kill 1 more. The CCS that also closed in on the Long Fang burnt him to a crisp while the Sisters turned the heat up on Logan, taking his last wound.
Wolves:
The PA Wolfguard now are a mission to hide. His remaining Long Fangs try to crack my two high threat vehicles, but fail to do damage or even force the flyer to jink. The remaining Wolf Guard pop some rounds off an murder St Celestine with their melta load... for now?
Girls: 5 Pts (Warlord)
Wolves: 5 Pts (LB)
To summarize the rest of the game quickly: Celestine come back and I vaporize the last three infantry boots in my deployment zone. Having to worry about the high threat targets, Marbo was able to run his little ass off into the enemy deployment zone behind some LOS blocking terrain. My deathstar makes it to the Relic and holds it. The drops pods are blown up and all that is left are the wolves hiding in their Aegis fox hole.
Girls: 15 Pts
Wolves: 0 Pts.
*** GAME TWO ***
Bugs:
*Two Dakka Flyrants
*2 Venomthropes
*30 Guants
*Tervigon
*Crone
*Exocrine
*Exorcine
*Mawloc
Game Mode: What the ? Some weird 4E game that played like 5E "Dawn of War" (two troops and an HQ on the table, everything else in reserve) Was super annoying and out of left field. Six objectives, 1 - 6, roll three dice and those are the three that are scoring. Objectives are placed faced down without knowing which one is which until an infantry unit touches it. A lot of my friends here weren't happy at this curveball of a mission. Grumbling aside:
Turn One
Girls:
I seized, yet again. Thanks, Broteaz! I had ignores cover (I used this wrong in this game, but all it did was kill one Venomthrope because of crap dice rolls.) and prescience. Sandra was my Warlord. We had 6" long edge deployment zones (yes, 6"...). I counter deployed in an opposite corner from his Dakka Flyrant (non warlord), Guants and Tervigon). My Guard Units were the ones deployed since they were more resilient (board right, he was board left, my perspective). My Exorcists roll on board left with the death star, while TLMM Immo rolls on with Guard. I run my girls, Exorcists try to kill flyrant only getting two wounds and my dudes on the right touch an objective and it's not scoring.
Bugs:
Everything comes on board center essentially. Tervigon poops a fat squad, no doubles. Most things run as they have no targets, touching an objective and it's scoring.
Turn Two
Girls:
Marbo in, Flyer out. Marbo deploys behind Venoms for some Demo action. Everything trundles forward towards objectives. Girls touch one, not scoring. I shoot everything at the wounded flyrant, killing it. I got one Venomthrope, but not both with Marbo/Exorcists. Boring turn.
Bugs:
Tervigon poops a squad, no doubles. Everything pushes farther forward. Exocrines try to kill some sisters, get a few. Crone tries to kill some, gets one. Second Dakka Flyrant (warlord) kill Celestine (S6, whatever). Mawloc didn't come in. Marbo eats it from termigaunts.
Turn Three
Girls:
I FAIL PRESCIENCE... not even Shadows. UGH. Sets the tone for this turn of movement, terrible snap shots, no flyer grounded, Deathstar moving forward (Celestine is back, btw) and was in position to charge big bad Warlord, but he passed 6 grounding checks. Piss poor dice rolls.
Bugs:
Lots of attempts on his part... no Mawloc still, piss poor shots, Tervigon poops a tiny squad, still no doubles. Kills 4 girls that got out their Immolator to shoot at the FMCs, last girl breaks. Pretty crappy turn for both...
Turn Four
Girls:
Things tick back up. Girls get a lucky long charge into guants (two squads) and are thankfully locked by just two guants. A lot more dakka hits the Flyrant, grounding him and killing him. Crone keeps it's life a bit longer. Last objectives are discovered, but there is nothing around to score them at this point except a few Vets...
Bugs:
... Which those vets get mulched by a Mawloc and break. The CCS Chimera gets stunned from Exocrines, so I cannot issue orders. Girls get assualted by another unit of guants, but manages to chew through them... and Hit N Run! At this point, my opponent is realizing how Turn Three would have been GG for him had I dropped his warlord bug. I would have been multiassaulting his entire army on the top of four and possibly wiping him. Rerolling everything in close combat has him worried.
Turn Five
Girls:
Exorcists still suck. Guard falling back, transports all but dead... But the Deathstar multi assaults all the remaining guants (including those with the objective) and tervigon. Celestine cuts down the Tervigon (was wounded from some exorcist shots and bolt pistols). All the guants are destroyed from being cut down not that they lack synapse.
Bugs:
Mawloc chews up the Chimera, Crone starts assaulting Exorcists, Exocrines try to kill girls, only getting a few...
AND THE GAME ENDS. Time was called when we both thought we had time to go on. The dice roll was a 3 to go on and my opponent agreed that I'd have the objective that turn, line breaker, and possible multiassaulting his Exocrines and Venomthropes. However I lose, 2 to 1, as he has linebreaker (worth 2 pts) and I only have Warlord. My girls were in his deployment zone, including three ICs, but the full unit must be in. Judge ruled that the ICs didn't count... so I lost. I took it in stride, my opponent was saying that I had "won," but that's life.
*** GAME THREE***
Nids, TAKE TWO!
*Swarmie w/ two Guard
*Dakka Flyrant
*30 Termiguants
*Tervigon
*Clutch of Hormagants (25?)
*Venomthrope
*3x Biovores
*Crone
*Crone
Game Type: Crusade, 3 Objectives in mine, 2 in his, Hammer and Anvil. I really should have just turtled to win, but that's no fun! I scouted up on the edge closest to me,
Turn One
Bugs:
Bugs, again. I'm having problems, but it's because of garbage dice rolls. I'm not really afraid of them because I know their weaknesses. However, a lucky dice roll gets my opponent Paroxysm... I get Forewarning (4++ save) and Prescience. I fail my seize, poop. The bugs advance, Tervigon getting a unit of 7 and pooping out turn one. Hormogants run instead of charging, the flying bugs swoop towards me, but fail to damage any of my vehicles. The biovores kill a few girls. Paroxysm was cast at my sisters, and I fail my deny. WS1... theme of the game here.
Girls:
Buffed the squad up to hell and back. Dakka drops the crone closest to the deathstar. Dakka then drops and kills the flyrant. Dakka wounds the last crone, but not dropped. Deathstar charges crone and Hormaguants. I kill the Crone quickly and mulch gants. They kill none. Locked
Turn Two
Bugs:
Paroxysm, not denied, WS1. FUN! Swarmlord moves to engage the deathstar, Crone cracks the Vets Chimera, Biovores flatten them. Swarmlord joins the fray... I kill more gants, a girl maybe dies, Sgt tanks the swarmlord, but dies. I go to Hit N Run...
*sigh*
Girls:
Marbo comes to the fight, lands behind the Biovores. Vendetta flies on to shoot at Biovores just in case. I shoot my Exorcists at the Tervigon, putting maybe a wound on it. Marbo kills the biovores. Vendetta snipes 3 guants (woo!). Combat goes on... first mistake I put Celestine into CC with the Swarmy... dumb me! She gets flattened, but I kill more gants, a sister or two dies.
Turn Three
Nids:
Paroxysm, no DTW, WS1. Tervigon goes to join the big fight. Crone comes in to shoot the Vendetta. Guants kill Marbo (poor guy...), Crone damages my Vendetta (1 HP gone, snapshots), Tervigon joins the fray. ... Wound it again in CC, fails my Force weapon, Priest Tanks swarm lord with multiple 4++ saves (lol), gants almost gone at this point, Tyrant Guard are a pain.
Girls:
Flyer goes off the table. Tanks position to shoot. Celestine is back. Broteaz fails his Force Weapon again (I can get my powers off, but my hammer?... sigh). Gants almost dead, Tyrant Guard Wound, Priest wounds the Swarmlord, tanks more 4++ saves. This WS1 is pissing me off... BUT HIT N RUN, RIGHT?
Turn Four
Nids:
Paroxysm, no DTW, WS1. Guants chillin' on his objective. Crone goes girl hunting, but fails to hurt them. Little Priest that could is fighting swarmy like a boss. Tervigon is failing to kill anything and I fail to wound it this time (cool, Coteaz...) Gants are dead now. Tyrant Guard still kickin'.
Girls:
Flyer is back! Shoots Crone... takes a wound and doesn't fall. *sigh*. All other shooting does nothing. Priest finally squished, Tervigon still good, I'm down about 10 girls now, 1 Priest... This is a pathetic slapfight at this point as the Swarmlord eats my last priest.
Turn Five
Nids:
Crone eats some girls with Vector Strikes. CC continues as Coteaz goes to fight him. Both fail to wound, Tervigon fine, Tyrant Guard fine (man these whiffs...) Hit N Run is good, going towards back field.
Girls:
I fail to kill the small guant squad in CC. Celestine broke off for Line Breaker. I can't kill the damn Crone. The Tervigon gets gatted so it doesn't score and objective.
Game ends with the Crone contesting my back objective, Nids player has one objective, Line Breaker. I only have Linebreaker. Nids opponent admits that Paroxysm saved him, otherwise I'd have murdered him quickly. Putting in Celestine was a bad move on my part, or maybe I should have turtled, but that's not fun as I like being more aggressive.
**SUMMARY**
All three opponents were shocked I was playing "Witchhunters" (SoB + IG + Inq.). A lot of folks were happy I showed up with a rarely seen army and had made a Deathstar out of it somehow. While the Wolf player never saw it in action, I told him all the special rules I had and he just said "No, Thanks" in a less PC way. Both Nids players agreed the dice weren't in my favor as I could have easily trounced through both armies. My inability to deny the witch 5 times in a row has me considering a Null Rod Inquisitor and applying him, but I feel like Coteaz does so much more me, that I can't drop him. I didn't write it in the reports, but the Split Fire from Liber Heresius was useful whenever I had the chance to use it. I think the unit needs more than 2 priests as it's clutch, but I can't really cut more...
Regardless, if I get there, this star hurts. I can't kill Draigowing unless I roll some lucky 2+ armor saves and get Forewarning, but regular armies will have a hard time handling it. I've now seen how good rerollable 2+ armor is, by the way, with three characters in there that have it. Even 3+ or 4++ rerolls are massive. Think about it, I locked the Swarmlord in close combat for nearly 4 GAME turns.
Next week is 1850 in an anything goes tournament with Escalation and Stronghold allowed. I dunno what I can add outside of some Melta Doms and another Exorcist and hope I don't meet a Rev Titan, or that's GG.
Guys! i've finally found the original website for ordering amazing "Sci-fi female warriors" =P
Here is the link to the website. I'm guessing their orders are now going to skyrocket tenfold!
Looking forward to getting these
Wow some of those models look really awesome, and yeah totally made from the ground up to be AS! Sadly the company looks like it might be Russian, not sure didn't look deep enough but I swear I saw some Russian writing in there. And of course not enough models to make a full army of them especially at 10$ a pop. Great for the odd SI sister or Canonness.
Guys! i've finally found the original website for ordering amazing "Sci-fi female warriors" =P
Here is the link to the website. I'm guessing their orders are now going to skyrocket tenfold!
Looking forward to getting these
Wow some of those models look really awesome, and yeah totally made from the ground up to be AS! Sadly the company looks like it might be Russian, not sure didn't look deep enough but I swear I saw some Russian writing in there. And of course not enough models to make a full army of them especially at 10$ a pop. Great for the odd SI sister or Canonness.
It's Ukrainian and looks like you can pay by Paypal. As you say it might be good for the odd figure but no replacement yet.
Not that I think for one minute that the metal Sisters are going anywhere for a while.
Guys! i've finally found the original website for ordering amazing "Sci-fi female warriors" =P
Here is the link to the website. I'm guessing their orders are now going to skyrocket tenfold!
Looking forward to getting these
Hey, those look pretty good! And I'm quite picky about third-party SoB stand-ins. They're distinct whilst still fitting in nicely with the SoB aesthetic.
Might just grab the first one as a Canoness when I start my Argent Shroud (or maybe Valorous Heart) army. Though she might not be allowed in my FLGW.
pretre wrote: Anyone notice that our thread title got a Re: at the front?
Yep.
OP post is saying it was last edited in 2013, though. Weird.
Guys! i've finally found the original website for ordering amazing "Sci-fi female warriors" =P
Here is the link to the website. I'm guessing their orders are now going to skyrocket tenfold!
Looking forward to getting these
Hey, those look pretty good! And I'm quite picky about third-party SoB stand-ins. They're distinct whilst still fitting in nicely with the SoB aesthetic.
Might just grab the first one as a Canoness when I start my Argent Shroud (or maybe Valorous Heart) army. Though she might not be allowed in my FLGW.
Guys! i've finally found the original website for ordering amazing "Sci-fi female warriors" =P
Here is the link to the website. I'm guessing their orders are now going to skyrocket tenfold!
Looking forward to getting these
Wow some of those models look really awesome, and yeah totally made from the ground up to be AS! Sadly the company looks like it might be Russian, not sure didn't look deep enough but I swear I saw some Russian writing in there. And of course not enough models to make a full army of them especially at 10$ a pop. Great for the odd SI sister or Canonness.
It's Ukrainian and looks like you can pay by Paypal. As you say it might be good for the odd figure but no replacement yet.
Not that I think for one minute that the metal Sisters are going anywhere for a while.
Yeah i would not use them as "replacement sisters" as they don't even have a standard model with boltgun... but as little eye candy within the army, for sure: great standard bearer(not that i play one, but might just have to now...), nice canoness/ sister veteran models. The flamers would fit nicely too.
It is indeed a Ukrainian company and the ordering is a little personal:
You have to message on the site with your email. To which they answer back with a paypal email address and you then pay like you'd send money to a friend. Not the usual "click and shop", but i wouldn't worry too much, you have the Paypal Resolution Centre 45 day refund so all is good =)
Also, in their WIP page, the top Repentia+Inquisitor model combo is actually finished, even though not listed...
Quick question about the FW stuff for our army, is anyone able to confirm the latest rules for the repressor and avenger strike fighter. Im pretty sure Ive got the latest rules but Ive heard that the flyer got an extra hull point and the repressor got its firing points back.
Not sure on the Repressor, but the new rules for the ASF are in Imperial Armour 12: The Fall of Orpheus. It does indeed have three hull points now, and can also be formed into a squadron of up to three (though where'd you get the points to that is anyone's guess. Apoc, maybe.)
Hoitash wrote: Not sure on the Repressor, but the new rules for the ASF are in Imperial Armour 12: The Fall of Orpheus. It does indeed have three hull points now, and can also be formed into a squadron of up to three (though where'd you get the points to that is anyone's guess. Apoc, maybe.)
At 150 per Flyer? It's one of the cheapest out there =D
Nice to know i can have 2 Exorcists and 3 avengers under 2000 pts! Thanks
[pout]But we're better and prettier than the Guard. Why doesn't the Navy like us?[/pout]
Also the Ecclesiarchy apparently has its own fleet, though not with the depth or breadth of capabilities that the Navy has... which might actually be the problem if the Navy says "feth you, you have your own fleet, ask them, oh they don't have Vultures, well look at me playing the world's tiniest violin."
SisterSydney wrote: I want a Sororitas Vulture Gunship, dammit. Why don't we have the same access to Imperial Navy air support that the IGs do?
Tis' why I now have elysian and inquisition allies with my girls (and fluff compatible)
Queue the ride of the Valkyries
My Inquisitorial force is under construction - mainly so I can have the mystic and have my frakking seraphim actually land somewhere useful on the board for a frakking change.
What's the verdict on Heavy Flamer Rets? I can imagine 4 Rending S5 AP4 templates (Plus the Immolator) could hurt an awful lot, but is it worth the nearly 170-90 point price tag?
Waaaghpower wrote: What's the verdict on Heavy Flamer Rets? I can imagine 4 Rending S5 AP4 templates (Plus the Immolator) could hurt an awful lot, but is it worth the nearly 170-90 point price tag?
In my experience with flamers it would really be worth it...
... if it didn't take up a heavy support choice. Between the 2 exorcists and the Avenger (or 3 exorcists), it's just really hard to excuse a slot. I would definitely see it well in 2000points where 6 exorcists is a bit overkill (and armour weak).
Just what I think
I could also see it working on Command squad of 5 H Flamers, as, with a priest (maybe even cannoness) they could unleash many hit AND be useful in CC (unless you plan on dying the turn after you get out =P )
I'd love folks' feedback and/or scathing personal insults.
I like it! Sisters do need some dedicated flier options for sure.
Step 1: "Borrow" a conversion beam from Inquisition
Step 2: "Borrow" a roll of holy duct tape from the Tech Priests
Step 3: "Borrow" a Vallyrie from the IG and slap on a "we brake for heretics" bumper sticker.
Step 4: Bring the holy wrath down from the skies
My question is why take retributors if the command squad can do the same, but without the acts. Keep the normal 3 exorcists in the heavy slot and grab a command squad if you think you need the heavy flamers or bolters
toocool61 wrote: My question is why take retributors if the command squad can do the same, but without the acts. Keep the normal 3 exorcists in the heavy slot and grab a command squad if you think you need the heavy flamers or bolters
A number of problems here.
The command squad is just more expensive and requires an HQ slot with a useless canoness. It doesn't get acts.
Although rets are not as good as Exorcists, they can fulfill different roles depending on loadout and do it cheaper/better than a command squad.
It depends a lot on what type of terrain you expect to see on the table. The more terrain on the field, the more the equation will shift towards the H.Flamer rets. The rending is amazing when you have something like a wraithguard unit wandering through ruins.
If there is not much terrain, there is no real reason to pick them over an exorcist.
Automatically Appended Next Post: Side note, great for scouts/shrouded stuff/pathfinders whatever else relys on those crazy 2++ cover saves.
Personally I've had great luck fielding my command squad with power weapons and using them as a counter-charge squad. I really like my canoness too, though I have done the mass HB on command squad too, they are a good way to field a bit extra of something you think you'll need
Inevitable_Faith wrote: Personally I've had great luck fielding my command squad with power weapons and using them as a counter-charge squad.
Quite curious on the actual loadout/point cost of this
Automatically Appended Next Post:
toocool61 wrote: My question is why take retributors if the command squad can do the same, but without the acts. Keep the normal 3 exorcists in the heavy slot and grab a command squad if you think you need the heavy flamers or bolters
Question was about Retibutors, so i answered about retributors... i do like and play the 5HB Command squad, but i was guessing the interest here was Rending on HF (so rending on around 20-40 dice) which the command squad will not do.
Full HF command squad was a suggestion but i don't think it as viable as the HB one =P
Inevitable_Faith wrote: Personally I've had great luck fielding my command squad with power weapons and using them as a counter-charge squad.
Quite curious on the actual loadout/point cost of this
Canoness- Eviscerator, Rosarius, If points allow Mantle of Ophelia or Cloak of St. Aspira (I haven't decided which one I like better because the cloak of St. Aspira doesn't let you re-roll invuln saves from rosaries does it? Only SoF?)
Sororitas Command Squad- Hospitaller, PW x4 (usually mauls but I take swords against Space marines and their ilk and have taken axes once against grey knights)
Immolater- HB, MM, HF depending on my opponent or what mood I'm in.
Total cost: 305 (325-330 with a relic)
Now is this squad the best you can field for it's points cost? No. Is it so expensive only the great coffers of the ecclesiarchy could afford it? Yes! Oh wait that's uhhh... Anyways yeah so AS are not that great in the assault phase and since repentias are out of the question atm (and I don't have any and hate proxying) I felt I needed to counter that with at least one squad to fear in combat. I find the hospitaller is nice for keeping the squad alive (as is their transport) and overall they do their job as a melee kill-force quite well. Could be dice rolls? Could be lucky positioning? At any rate I seem to almost always have them near where they need to be to turn the tide in any combat my sisters get locked in. The squad has performed well for me in every match it's been in, I honestly have no complaints about it.
Important things to note, I don't have Celestine and in fact don't plan on getting her. I'm not a big fan of running named HQ's, I enjoy creating and trying out my own generic HQ choices from the armies I have (CSM and ASatm) and almost every match I play I will have a new HQ with a different loadout just to try out some new rules. I run my AS army with MSU all in immos and really love that playstyle, tried the blob (didn't have jacobus or priests so it was probably doomed from the get-go) and didn't enjoy it as much. Also note I never have and probably never will play competitively, I play with friends in casual games so I'm not against any of the popular crazy effective lists that seem to be going around, we all just play our armies the way we enjoy most. Just wanted to get that out there because I don't think this unit would be very good in competitive play and didn't want you guys to get a wrong impression about why it performs well for me.
Once I get a priest model I will try this group out with a priest all loaded into a rhino.
Really interesting! I don't play major WAAC tournaments either, i've play one at my local club, but the lists were quite "tame" =p
In the same way you are using that squad for counter attack, i have Repentia at 195pts with Rhino (10 of them). I agree they don't work as "cross the table and charge" unit, but then if that's my plan i'd play orks... It's slightly cheaper and would probably works in similar ways, although the repeatability of the 3+ FNP is questionable compared to the squad you have. My current list includes a canoness as HQ but i did have Celestine before. Problem with her was the points (she works well with seraphim - their AoF, all flamers fire!, and then charge in) at around 270pts and the change in rules where she does not get up more than 1ce. That, plus she'd be running up field pretty much alone at 12" moves. Works quite well V Tau/guard shooty, but when most of the player are coming at YOU, not really...
So i'm now on Canoness too, with Cloak of St. Aspira, although the choice is hard indeed (but decided i'd Look out Sir! on S6+ shots, and reroll the 3+ =p ) Also, no, it doesn't apply to the rosarius, but that's for when the squad is dead/LoS doesn't roll... And i'd really recommend a priest, for 25pts to get those Hymns? you'd be crazy if that's not in your CC unit.
As for hospitaller, I used one in my Heavy Bolter command squad for a bit, but FNP does not really help / is worth the cost at T3... Shooting attack S6+ just disregard it, and i would not be surprised CC working the same way. Is the enemy assaulting you with marine squads? or mainly Power Fists/ Klaws / Power Axes? The later ignores you FNP through and through... i'd say get a dialogus in that squad instead of the hospitaller: 5 points saved, and your counter-attack squad, (who i'm guessing is staying with the bulk of the army until CC units arrive?) will be allowing re-rollable Acts, just in case you roll that 10+...
BlackTalos wrote: Really interesting! I don't play major WAAC tournaments either, i've play one at my local club, but the lists were quite "tame" =p
In the same way you are using that squad for counter attack, i have Repentia at 195pts with Rhino (10 of them). I agree they don't work as "cross the table and charge" unit, but then if that's my plan i'd play orks... It's slightly cheaper and would probably works in similar ways, although the repeatability of the 3+ FNP is questionable compared to the squad you have. My current list includes a canoness as HQ but i did have Celestine before. Problem with her was the points (she works well with seraphim - their AoF, all flamers fire!, and then charge in) at around 270pts and the change in rules where she does not get up more than 1ce. That, plus she'd be running up field pretty much alone at 12" moves. Works quite well V Tau/guard shooty, but when most of the player are coming at YOU, not really...
So i'm now on Canoness too, with Cloak of St. Aspira, although the choice is hard indeed (but decided i'd Look out Sir! on S6+ shots, and reroll the 3+ =p ) Also, no, it doesn't apply to the rosarius, but that's for when the squad is dead/LoS doesn't roll... And i'd really recommend a priest, for 25pts to get those Hymns? you'd be crazy if that's not in your CC unit.
As for hospitaller, I used one in my Heavy Bolter command squad for a bit, but FNP does not really help / is worth the cost at T3... Shooting attack S6+ just disregard it, and i would not be surprised CC working the same way. Is the enemy assaulting you with marine squads? or mainly Power Fists/ Klaws / Power Axes? The later ignores you FNP through and through... i'd say get a dialogus in that squad instead of the hospitaller: 5 points saved, and your counter-attack squad, (who i'm guessing is staying with the bulk of the army until CC units arrive?) will be allowing re-rollable Acts, just in case you roll that 10+...
I don't currently have any seraphim, one day I'd love to field some. I was thinking of running the repentia in this role too, they would be much cheaper but it all boils down to their save. At initiative 1 they just don't survive to make themselves any more than a 1-shot suicide squad. Even with the AoF it runs into the same problem that you called out on the hospitaller, T3 just isn't that great.
In my army I really don't rely on my AoF so if I fail one I'm never really hurt by it, running MSU it's not like a 20-sister squad fails their AoF it's just 5. Like the SoF I just see acts as a bonus, not a tactic. So dialogus didn't appeal to me. I've run the squad with 5 PW instead of 4 PW and hospitaller but what I found was that I lost more sisters to small arms fire (in the rare occasions they get caught outside the immo) or just massed attacks from generic troops than what I was comfortable with. Yeah S6 sucks but really if they are spending their S6 attacks on this squad I'd rather it soaks up that damage instead of my SU. In my opinion the 10 points for the Hospitaller is well worth it with the extra survivability you get in this squad against basic attacks (mass hormagaunts I'm looking at you ).
It's worth noting that in my meta there is very few melee elite units fielded. In fact really all I've fought for that is Hive tyrants, carnifexes and some GK geared for CC. In all cases I had more than enough MM fielded to deal with that at range and in the case of the GK they few that did make it into CC I counter-charged and ripped to shreds with my PW axes, they didn't have nearly enough attacks to take care of the squad and the 3 basic AS units that were already in CC.
Yes priest is a great idea, currently looking at what I want to convert for one. I think sticking with the catholic theme for the army I want some Nuns with giant rulers as CC. (My mother went to a catholic school and all the teachers were nuns. I heard all the horror stories of the rulers )
Celestine is still easily insta-gibbed at T3. As someone with 2 10 model squads my impression is that The seraphim are possibly better off without her as the 2 twin hand flamers can still completely delete a unit of eldar or deldar or tau infantry on the turn they deep strike.
Had a couple of good games recently against non WAAC Eldar player - ie not cheesy Serpent spam.
I am still persevering with my Canoness and Command Squad and they have been doing quite well - we were both a little stunned when in the last throws of the game and having been "flamed" by 4 D scythes both the Canoness and a single Celestin survived , in fact the Canoness took no wounds due to her Rosarius and the Emperors Will! They split up and proceeded to melta one Wraithguard and the Cannoness threw a Krak grenade and took the last hull point of their wave serpent The final turn - he really made sure those two models died. The Feel no pain was very useful
I do stick to "only Sisters" in my army for the most part but keep looking at the Allies
I usually field Seraphim with St C - good fun
I play Dark Eldar a lot so T3 is not that big a thing to me
Inevitable_Faith wrote: Yes priest is a great idea, currently looking at what I want to convert for one. I think sticking with the catholic theme for the army I want some Nuns with giant rulers as CC. (My mother went to a catholic school and all the teachers were nuns. I heard all the horror stories of the rulers )
dadakkaest wrote: Celestine is still easily insta-gibbed at T3. As someone with 2 10 model squads my impression is that The seraphim are possibly better off without her as the 2 twin hand flamers can still completely delete a unit of eldar or deldar or tau infantry on the turn they deep strike.
To be fair, any t3 (which is nearly all as and inquisition HQ) have this problem. They are not mc hunters. However I have had fantastic results with Celestine and her seraphim. They burninate tyrannies like nobody else. I took out an entire gaunt screen and 3 warriors in cc, before disengaging and jumping behind them 12". Burninate and repeated assault on last 3warriors and a second line of taunts. Those twin flamers + her ardent blade are no joke.
I do wish she had slightly increased toughness and strength though. She really isn't human... a living host of divine will. She needs to be more akin to the Dow style than just a sister with gold armor. I did mine up with large tiered base, wings and burning sword - I think she looks great.
On the topic of mc hunting - priests with power maul and smash are unfriggin believable in their pain output if they can engage. I was seriously impressed with a few test runs against a carnifex
Ovion wrote: Celestine, even though T3, does still have a 2+/4+* last I checked, as well as a not-poisoned Power Sword and a Heavy Flamer.
That's still pretty good.
She does indeed. Weapon is +2/AP3 and hf style (assault). While nothing to sneeze at, she lacks the punch of other HQ's (+2str blade is nice...except she's got guardman strength). The only real thing I've used her for is zooming around the board with other jump troops and flaming things to death, or a bit of tarpitting against mid-level mobs. Her and her two dual pistol flame sisters are very effective at roasting. Haven't tried any grenade lobs yet,.
I still want to try out jacobus, he sounds pretty slick for the footslogging sisters.
Hobo Jac is fun simply because no one expects his shotgun to do anything.
Celestine is also useful for kiting; it's how I beat an eldar player (he basically spent half the game trying to kill her with the Writhguard. He managed it once before I could get out of template range.)
On a side note: What models work well for Inquisition Acolyte conversions? They typically come w/ chainsword/pistols but las/bolters are options. I was thinking about repurposing some kasrkin metals (because I just love the sculpts) and pressing them into inquisital sevice. Of course, no CC weapons if I do that :(
Wife finally came out to the game shop this weekend to play her sisters. Her fist game aginst Grey Knights, Mordrak and some Paladins (I think) deep struck turn 1 right inside her hunkered down sisters.
She threw Celetine and 5 Serephim at him. She was able to keep him challenged and tied up most of the game. With her Hit and run she would Jump away at the end of his assault phase, on her turn, flame jump pack back in, issue the challenge. She eventually Killed Mordrak, which was a major surprise to me.
Second game, aginst Chaos, Celestine and her Serephim were hunting down cultists (he had 2 squads as his only troop choices in The Relic). She had an Inquisitor Coteaz as her Warlord so she did not care as much if celestine died.
She was gunned down, came back the next turn and was able to jump up to the cultist that were just about to pick up the Relic. She was able to flame the entire squad down. She died that round to shooting, but had sealed the fate for the chaos player.
Well I'm eventually planning on using the stuff from the Raging Heroes kickstarter as my Inquisitor allies. In the mean time my orks have happily offered to become Inquisitors of the Imperium.
I'm also planning on re-converting my Warriors of Chaos back to the Power sword loadout for my crusaders.
Im curious why your wife didnt just blow the crap out of the mordrak bomb with the mass of meltas she should probably have, especially considering that celestine and seraphim should be no match for a mordrak bomb considering that they are inferior in every way when it comes to CC (sure they sometimes have more attacks but the lack of ap, low strength, and low WS more than make up for that bonus)
Inevitable_Faith wrote: Yes priest is a great idea, currently looking at what I want to convert for one. I think sticking with the catholic theme for the army I want some Nuns with giant rulers as CC. (My mother went to a catholic school and all the teachers were nuns. I heard all the horror stories of the rulers )
The one on the far left looks like she has... ... issues ... lol
Both on the left are the new Finecast damsels and the second from the right i have no idea, but definitely looks good ^^
I just got an email today from the Raging Heroes guys and noticed they have a 'sisters of mercy" kickstarter they will be doing soon, I think it's to go in hand with the toughest girls in the galaxy kickstarter they did (which was a huge success) the first bit of artwork that they have for one looks absolutely stunning. I may wait and see what comes of this army and if all looks well I might have to go with raging heroes brand models to get my "plastic sisters" I've been so anxious for. OT, those models you linked would also make fantastic female priests, are they metal? the two on the right I think I could probably green stuff a nun's habit on their head and it's just paint after that
Going by the headgear and the nose, I think the one on the far left is, shockingly, a toned-down and less hideous version of the Duchess from Alice in Wonderland.
Im curious why your wife didnt just blow the crap out of the mordrak bomb with the mass of meltas she should probably have, especially considering that celestine and seraphim should be no match for a mordrak bomb considering that they are inferior in every way when it comes to CC (sure they sometimes have more attacks but the lack of ap, low strength, and low WS more than make up for that bonus)
Her dominion Squad was not on the table yet, and he dropped the Mordrak bomb behind a bunker that was in her deployment zone blocking line of sight for the quad cannon squad and the Exorcist.
I thought Celestine and the Seraphim were dead for sure, at most tie them up for 1 round. But the wife rolled hot on AoF blocking on average 1/3 of any wounds coming at her. In the challenge Mordrak was just having issues hitting her (the dice gods were in her favor), between her having higher WS, AoF and a 4++ save she was taking it like a champ.
The Hit and Run really threw the GK player off, and i think made a big difference. In the end Clestine was able to kill Mordrak, and tie up that squad for 3 turns, it was then wiped out by focused fire from the Exorcist and a small Sisters squad with Inquisitioner attached.
I think the thing that really took the GK player by supprise was the power of flamers. She was able to wipe out a full squad of Grey Knights in one turn between the fire from a flamer and a heavy flamer out of a rhino top hatch. The next turn same squad killed a Vindicar assassin hiding in ruins. The second GK squad was killed down to 2 men when they tried to charge into a building that still had a flammer and HF in it.
Do you guys deepstrike your seraphim often? Thus far (still getting used to things) they've always come out turn one, just skirting behind large cover as they blitz up the sides towards the squishies.
ncshooter426 wrote: Do you guys deepstrike your seraphim often? Thus far (still getting used to things) they've always come out turn one, just skirting behind large cover as they blitz up the sides towards the squishies.
That is how the wife runs them, hold them back in cover or out of LOS until a nice squishy target appears.
ncshooter426 wrote: Do you guys deepstrike your seraphim often? Thus far (still getting used to things) they've always come out turn one, just skirting behind large cover as they blitz up the sides towards the squishies.
This fully depends on the amount of cover found on the board. If I can get them somewhere out of sight of the enemy, I'll deploy normally. If terrain is few and far between, or only low things like craters, I usually deep strike.
I've found that the ability to Deep Strike adds a bit of flexibility when going into a fight, yet in no way means you have to Deep Strike every time. A well placed unit of DS'ing Seraphim have save the day only once in a while, although when they do it is glorious!
There was that one time my Seraphim Superior shot a Blood Angel Terminator Sergeant through the head with a single bolt pistol shot, right after she and her ladies alighted upon the battle field in front of their intended cover rather than behind it. Much swearing and much rejoicing was to be had that day!
jeffersonian000 wrote: There was that one time my Seraphim Superior shot a Blood Angel Terminator Sergeant through the head with a single bolt pistol shot....
With the change to Dominions it seems that most lists I have seen include 2-3 unit of them. However, I prefer running two units of Seraphim instead. This give flexibility of deep striking or just blitzing up the sides. And two units hunting squishy targets usually means at least one will get through. If you do try this and deep strike two of them, I'd advise a comms relay for more reliability. Few things suck more than when your reserves come in on turn 4......
But it really depends on your playstyle and opponents.
ncshooter426 wrote: Do you guys deepstrike your seraphim often? Thus far (still getting used to things) they've always come out turn one, just skirting behind large cover as they blitz up the sides towards the squishies.
I've always had them on the table because they accompanied celestine... But and DS i have done in the past was usually pretty pointless as you get to the same place by turn 2 and deploying normally...
As for a table with "only craters", unless we're going with some sort of story i would never play on that, especially if the other side is guard/Tau, because that's just WAAC play =P
BlackTalos wrote: I've always had them on the table because they accompanied celestine... But and DS i have done in the past was usually pretty pointless as you get to the same place by turn 2 and deploying normally...
Just so.
Keep them on the table except for the most exceptional of circumstances. I have never deep struck my seraphim because they have always been more useful on table.
Hey guys, going to a Competitive tournament with 20ish players that will bring what they will need to to win. I am just curious if you guys feel this list is competitive enough.
Hq St. Celestine
Troops
7 Sisters
- 2 flamers
- rhino
7 Sisters
-priest
Fast
2x5 dominions
-VSS -4 Meltas
-Immolators
-TL Multi-melta
Im over by about 100 pts. Not sure what to drop except an Exorcist. but is it competitive? This list is to test the scouting dominions behind the scouting Land Raider wall to see how well that combo works. Everything else is pretty much up for changing. Still trying to be competitive though.
Hmm. I'm not a big fan of running small sister squads on foot. They're pretty easy to kill, and even with the fearless priest, its only 8 T3 1W models hiding somewhere.
I've found three Exorcists to be great in tourneys. The S8 AP1 just ruins Tau's day, and can put wounds on Riptides and Wraith stuff from eldar as well.
The Inquisitor deathstar can be nasty, and I assume Coteaz will be you warlord. You might want to switch out a DCA for another Crusader to increase its survivability. I assume you meant Land Raider Crusader with Psybolt, the Redeemer is solid but you really need to get close to make it effective.
A couple things you might want to consider:
Anti-Air, the Sisters don't have much organic, but you can buy an ADL.
Target priority: By running three Exorcists and the Land Raider, you're opponent will kind of have to choose with AV 13/14 to shoot at, and if your Exorcists are far enough apart, Riptide templates and the such will be less of a hazard to you. This is great.
However, I think your Land Raider will draw a lot of fire and probably be the first thing to die, thus leaving that somewhat squishy squad on foot looking for trouble. This will give your Exorcists more time to get their organ guns of doom on but for the points I'm not convinced its worth what you get. You'd almost be better off running them as GK in a Stormraven and hoping it doesn't get shot to death or running it as a skimmer (and hoping for the same). This would however give you some anti-air capabilities, and, depending on the opponent, be more survivable and thus more likely to get your stabby stuff close. Another perk of running GK instead of the big I is your DCA can still have power axes instead of just swords.
I'm just not convinced of the Deathstar's efficacy; and the price is pretty steep for something that will draw a hell of a lot fire early on.
I think another squad of melta or flamer Doms outflanking/scouting and a blob of girls behind an ADL with a priest or two with a quad gun would be a stronger backfield than the 7 with a priest while also providing the Anti-air that will be necessary to kill the scythes, stormravens and talons that will be flying around.
I'm no tactical genius (CREEEEEED....) but I suspect the Land Raider is the worst value for money in that list. I understand you really want to try it out, but I'd be really tempted to replace it with an Inquisitorial Valkyrie, which trades off robustness for agility and would come in under your points limit.
Thanks for all the pointers! I agree the land raided will be a huge target especially since it is most probably going to be able to scout and move 12" before the game starts. It's a huge target, but like you said It makes the opponent choose what to shoot at. Coteaz rides with the land raider and I did mean redeemer, because turn 2 it'll be in the other persons deployment zone. I agree with the switching out the DCA for a crusader. Good call, and I actually think the henchman star on paper looks amazing, especially if I deploy right then I can multi assault a few squads with -1 to their toughness and most likely prescience or hammerhand going off because of coteaz. They will literally wipe infantry off the board I think. And then so will the redeemer. The dominions are there for MC and heavy tank support to lessen the blow if the crusaders do get out of assault somehow. I thought of taking coteaz out but then I lose a dearly needed scoring unit. I hate walking sisters, but best I can do is give them a priest. AA will have to be done by exorcists. It's a huge gamble, but I can only hope I hit with them! Maybe depending on matchup ill deploy coteaz with the walking sisters group and prescience an exorcist so I can get a hit on flyers. What are your thoughts on this strategy?
If that is your plan then spend the 9 points on 3 servo skulls to keep infiltrators and scouts away from your scout move. Too much to leave to chance... Course it still fails against someone with the same thought
Hmmm... its still a very pricey death star. I wouldn't count on it lasting the whole game to score or contest, unless somehow the Land Raider survives, then you assault turn 3/4 and attack something reasonable (like a 5 man MEQ squad or fire warriors).
I don't think the Exorcists are a great AA option. You're looking at 3-4 shots per each turn, which is less than one hit each, versus shooting at ground targets and making 2/3 hit. With prescience, you're casting before you roll D6 for the Exorcists, so you could twin link the one that gets a single shot, whilst the others are not twin linked. Its just unreliable. The ADL with a quad gun is all of 100 points and can provide AA and some cover for your tanks.
I run the henchman deathstar in a raider and, while it is absolutely amazing in CC, it has never made up its points. In a fun list I would take it because I love Land Raiders, but in a competitive list I would probably swap out the 'Raider for a valkyrie [although I haven't tried this out myself yet!].
Couple of thoughts on your list;
If you do go with the henchman star, put a priest in there. Re-rolls to hit in first turn [Zealot] and re-rolls to wound [hymns], with +1 strength from Hammerhand and -1 toughness from rad grenades is scary. In one game I played I hit with every attack and wounded with every wound against my mate's nurgle lord in a unit of spawn. Bye bye!
Also not a fan of walking sisters, too squishy.
Where's Coteaz going? I would suggest putting him behind an aegis, casting presience on the exorcists or where ever it's needed.
St Celestine seems abit out of place aswell to be honest.
I'm concerned that the LRR won't perform and it it being right up in the face of your opponent turn 1, that it won't even an effective delivey sytem for your deathstar squad. If you have access to the models I feel like you might better off using shooty henchmen squads in chimeras with psybolt ammo instead. Maye a bastion for a more reliable AA if you can find the points.
I would not drop an exorcist unless you take an avenger instead (+15pts). You got storm bolters on the exorcists? 135pts per tank.
it's a gamble, but you could cut down on sister squads for points (i play them in 10s though) although you could drop one of the inquisitors?
Also, your dominions VSS got plasma pistols each? i've found having an extra two Plasma shots at 12" when you're at 18" with meltaguns is pretty useful...
Automatically Appended Next Post: Didn't see al the replies on the new page, but most has been said...
I agree, Celestine works with seraphim, not on her own. I'd take a cheap canoness, put her with the Priest blob and save on points.
I like the idea of Coteaz - even if I think he's a raging prick LOL. He is a lot of power for the points.
I tried a proxy "test" last night. Basically used coteaz + a small hench squad (kasrkin's w/ carapace and 3 heavies, maybe a splash of hotshot lasguns) in a valk, along with a secondary inquisition HQ w/ small shooty kasrkin (acolyte) squad. Sisters footslog for the most part w/ seraphim and cestine zipping around with templates o' doom. Coteaz gives a nice scoring point and tank hunter group w/ the valk proving additional anti infantry (wish they could take a vendetta instead...).
It worked pretty well. Forced my opponent to focus on the fliers or the inquisition while the sisters rolled up with bolters and flamers. My lack of backline arty really sucks though.... exorcists are down right evil.
I might be in the minority here, but I think solo Celestine is a great unit. She can hide somewhere the counter assault and provide either a disruption unit or deterrent to your opponent attacking your backfield. She's small enough to hide behind something, fast enough to move from terrain to terrain, and great against all but TEQ and MC in CC. Drop pod marines? She'll chop through them in short order and challenge any hidden PF or TH sergeants. Tau or Eldar? Flame then assault and make them sad. Need to disrupt that death star? Charge them, hold for a turn or two then come back to life for more fun. She is so much more Reliable than before and still a bargain for what you get.
Solo celestine is pretty good. She was better when she could get up all the time, but she can still hide pretty well behind immos or in a small unit of sisters.
Celestine was actually going to be in the rhino with the squad of sisters. The only thing I can see is taking out an exorcist and a few girls to make the points difference. Or I could take out celestine replace her with a canoness with the book of st. lucius for fearlessness. Then drop the rhino and the priest since the canoness provides a 12" fearless bubble. With those changes I'm 20 pts over still. What do people think about that adjustment instead of taking out the exorcist adjustment?
That's interesting, because unless I missed the fact that she can buy a transport for herself she can't fit in any of the dedicated transports that are available to the Sisters. That would be kinda awful. But if that's the case then I guess I'll be dropping her the priest and rhino for a canoness with fearless book.
I would still keep her over a canoness. You can run her up behind an immo or a rhino pretty effectively and she's just so much better than the canoness, it isn't funny.
Also, if you want a fearless bubble, take Uriah instead.
toocool61 wrote: While I agree with you, is she worth the loss of an Exorcist?
Nope, but maybe worth the loss of an Inquisitor. I think your list has enough changes that need to happen though that just dropping her won't quite fix it.
Automatically Appended Next Post: To wit, I think you may have too many toys and not enough boys.
Spoiler:
Hq St. Celestine
Troops
7 Sisters
- 2 flamers
- rhino
7 Sisters
-priest
Fast
2x5 dominions
-VSS -4 Meltas
-Immolators
-TL Multi-melta
Automatically Appended Next Post: I would probably swap to something roughly like this:
Uriah
3x5 Sisters with HF/F in Rhino
2x5 Doms with 4 Melta in TL-MM Immo
3 Exo
Your Inquisition(I think the Deathstar is a bit too expensive for what you get, but that seems to be central to the list).
Going with Pretre, too many toys. You've only got three scoring units, none of which have that many bodies. It would be really easy for your opponent to focus on the Land Raider early on and once the squishy contents are outside, shoot them to death and stay out of their charge range. Then there are two small squads of girls. Unless you ended up with Scouring or Big Guns, only three scoring units that are all pretty small and not all that tough won't last too long.
If I were fighting you, I would kill the Land Raider, then focus fire on the two squads of girls and the squishy Inquisitorial squad, ignoring Celestine and the Exorcists until your scoring units were on foot and vulnerable/slow.
The DCA/Inquisitor/Crusader Deathstar would be fun, but I've seen a pair of these fail in the first two turns against a not so nasty Eldar list at my house, and its a pretty big point sink for not a lot of nasty.
Uriah is boss. I always run himin a blob to capitalise on his warlord trait making the shield of faith 5++ for his unit. It's a shame that I can take Uriah and Celestine in the same army and using Uriah's warlord trait :(
So I re-read Faith & Fire, as well as got caught up on sisters history and major campaigns. Result?
GW can kiss my No seriously, the fluff is nothing but them getting roflstomped and betrayed (which is saying a lot in the grimdark if it stands out that apparent). The whole grey knights think irked me... it was not only illogical for fluff, but down right pointless.
Sisters need to team up with Salamanders something fierce. Maybe they'll meet at burninators anonymous and strike a cord. They usually tell the abhumans to piss off, but at least the 'manders actually care about humans (and burning things....lots of burning).
back on topic: Dominions. Stick them in an immolator and flank for tank hunting or?
Been thinking a bit about dominions and I think the mech melta loadout may not be optimal for 6th ed. Exorcists kill armor just fine, and most games are very objective focused. Outflanking units are great for clearing or contesting objectives, and the loadout for that would be extra bodies and maybe a priest. Ignore cover boltguns can sweep geq. Tougher opponents will get to shoot back, but few scoring units can deal with a priest.
MWHistorian wrote: What was wrong with Faith and Fire? I thought they kicked butt in that one.
(post didn't make it, trying again)
They did, to an extent. At least in that one they had a somewhat favorable outcome. I can't find a used copy of anvil, and I'm not shelling out 40$ for a book I'll finish in a few hours
I love the imperium's protectorate construction, and the flying rodent gak crazy things each planet/region does. It makes for some really interesting fluff
schadenfreude wrote: Been thinking a bit about dominions and I think the mech melta loadout may not be optimal for 6th ed. Exorcists kill armor just fine, and most games are very objective focused. Outflanking units are great for clearing or contesting objectives, and the loadout for that would be extra bodies and maybe a priest. Ignore cover boltguns can sweep geq. Tougher opponents will get to shoot back, but few scoring units can deal with a priest.
I find that having both Melta Dominions and Exorcists at leaves make your opponent think about target selection - if they have the Dominons down their throat but the exorcists in the backfield but still advancing
schadenfreude wrote: Been thinking a bit about dominions and I think the mech melta loadout may not be optimal for 6th ed. Exorcists kill armor just fine, and most games are very objective focused. Outflanking units are great for clearing or contesting objectives, and the loadout for that would be extra bodies and maybe a priest. Ignore cover boltguns can sweep geq. Tougher opponents will get to shoot back, but few scoring units can deal with a priest.
I find that having both Melta Dominions and Exorcists at leaves make your opponent think about target selection - if they have the Dominons down their throat but the exorcists in the backfield but still advancing
I agree, when your scouting dominions blow up a Land raider turn 1, the enemy tends to focus on them rather than the exorcists... =p
It is interesting, though, to think about a larger Dominion squad -- mounted in a Repressor, maybe? -- that can sweep in, melta things to death, and still have enough bodies left to hold an objective until the regular Battle Sisters come up.
You lose the TL multi-melta on the Immolator -- the Repressor just gives you a heavy flamer with no option to upgun -- but you gain 1) the ability to shoot two meltas out firepoints before dismounting and then 2) keep your four meltaguns alive for at least (as a rough average) one more turn because you're bubble-wrapped them in bolter Sisters.
That's a very different kind of threat than the eggshell-armed-with-a-hammer that is the 6-Dominion squad in an Immolator.
In my experience the larger dom squads work very well but tend to be a bit pricy. The enemy will see the pile of melta within the larger unit and unload on them. Lucky for you, its exactly what you want them to do! If they're shooting at your scouts, they're not shooting at the units that will actually win you the game. every shot wasted on a dom/seraphim/exorcist/non-BSS member will help your BSS' get to their objectives and win you the game.
Their sacrifice will be remembered and they're armor will be reused.
SisterSydney wrote: It is interesting, though, to think about a larger Dominion squad -- mounted in a Repressor, maybe? -- that can sweep in, melta things to death, and still have enough bodies left to hold an objective until the regular Battle Sisters come up.
You lose the TL multi-melta on the Immolator -- the Repressor just gives you a heavy flamer with no option to upgun -- but you gain
1) the ability to shoot two meltas out firepoints before dismounting and then
2) keep your four meltaguns alive for at least (as a rough average) one more turn because you're bubble-wrapped them in bolter Sisters.
That's a very different kind of threat than the eggshell-armed-with-a-hammer that is the 6-Dominion squad in an Immolator.
Apparently the Repressor has been published again with more Fire Points in a newer Imperial Armour - but having bought them all once - not doing it again!
SisterSydney wrote: It is interesting, though, to think about a larger Dominion squad -- mounted in a Repressor, maybe? -- that can sweep in, melta things to death, and still have enough bodies left to hold an objective until the regular Battle Sisters come up.
You lose the TL multi-melta on the Immolator -- the Repressor just gives you a heavy flamer with no option to upgun -- but you gain
1) the ability to shoot two meltas out firepoints before dismounting and then
2) keep your four meltaguns alive for at least (as a rough average) one more turn because you're bubble-wrapped them in bolter Sisters.
That's a very different kind of threat than the eggshell-armed-with-a-hammer that is the 6-Dominion squad in an Immolator.
Apparently the Repressor has been published again with more Fire Points in a newer Imperial Armour - but having bought them all once - not doing it again!
Yeah i believe the latest (IA2 Edition 2) has the rules for it.
If i remember correctly it's 3 fire points on each side. So 3 Meltas firing from safety...
I've found my melta doms to be great against Crisis Suits and Broadsides. In my meta, people have gotten away from using the interceptor upgrades on their Tau, so outflanking 3 Dom squauds (2 of melta, 1 with flamers) can wreak serious havoc, especially if the opponent was relying on cover to protect his T4 W2 minis or had shield drones in front of them (absorbing wounds from exorcists) only to have the Doms arrive to the rear. The flamer Doms just ruin pathfinder's day.
ncshooter426 wrote: GW can kiss my No seriously, the fluff is nothing but them getting roflstomped and betrayed
Oh, no it's not. The internet just says it is. Apparently the Bloodtide made that much of an impression. They have plenty of great fluff, it's just that a lot of it is in older or more obscure sources.
Though one positive thing you can take from that as an SoB fan is that some of the Sisters could resist the Bloodtide with faith alone... The GK couldn't do that, could they?
ncshooter426 wrote: Sisters need to team up with Salamanders something fierce..
They have. Their codex has a piece of fluff where they do just that.
Also, I would recommend keeping an eye out for a copy of Hammer and Anvil. Without spoiling anything, the Sisters kick some serious ass in that one.
Running the girls in an 1850 tournament tomorrow, "No Frills, Just Kills". Single force org, no allies, no fortification slot, no FW, no data slates, etc. The missions are all kill points oriented, so my MSU spam might make me a bit vulnerable, but I've been enjoying Immo spam. I'll also be vulnerable to fliers, but anyways, here it is:
BSS of 5 in MM Immo w/melta bombs & Priest
BSS of 5 in MM Immo w/melta bombs & Priest
BSS of 5 in HF Immo w/melta bombs & Priest
FA
Doms x 5 w/4 MG in MM Immo
Doms x 5 w/4MG in MM Immo
Doms x 5 w/4 flamers in MM Immo w/Melta Bombs
Heavy
Exorcist x 3
Big BSS will camp backfield objective and bubblewrap Exorcists, Doms will scout or outfank, BSS in Immos will provide a mobile, scoring unit that is fearless thanks to the priest in each. I know I'll have some trouble with certain Tau builds (well many Tau) although my MM/MG spam should be great at doubling out crisis suits and putting wounds on Riptides. Likewise, Serpent spam is a PITA, but if I can outflank to rear armor the melta Doms should do some solid damage whilst the flamer girls can burninate the squishy ones. Celestine will act as either a backfield, counter charge unit, or a disruption unit depending on what I'm going after, burninating juicy Tau/Eldar/IG/Scout troops and assaulting MEQs and the like. I'd rather take Jacobus for the blob, but with his BSLD 9 (thanks for GW for making him fearless but almost a non-option as my Warlord, dicks) so Cannoness it is, and the inferno pistol is a great little nasty piece of wargear to use her high BS with. The Exorcists I'll try to keep far enough apart from one another and in cover of some kind to avoid Riptide templates and Tau cover ignoring shenanigans.
Hello guys. I'm thinking to use my seraphim squad. Before I read the posts in here, I was thinking to use inferno pistol seraphim and solo moving celestine.
Many people says to use hand flamer seraphim and celesine together, but I can't believe the firepower of hand flamer. I didn't use it yet, but I can't trust the s3 AP6.
How do you guys think about the inferno pistol seraphim? is it bad? Or usable?
jim300 wrote: Hello guys. I'm thinking to use my seraphim squad. Before I read the posts in here, I was thinking to use inferno pistol seraphim and solo moving celestine.
Many people says to use hand flamer seraphim and celesine together, but I can't believe the firepower of hand flamer. I didn't use it yet, but I can't trust the s3 AP6.
How do you guys think about the inferno pistol seraphim? is it bad? Or usable?
Test this: 2 flamer pistol seraphim flame 10 deep-striking terminators and you pass your act of faith:
40 hits, re-roll to wound (because of twin-linked) and then see them roll 2+ armor save
Now if you add Celestine and plasma pistol on superior, i can guarantee many terminators dead. Now compare the points cost of the seraphim with terminators.
I use to use the seraphim/celestine squad all the time and it would never fail to be awesome. The amount of 6++ saves it makes due to the re-rolls causes them to be surprisingly tough and the 5 flamers/round, re-rolling wounds and 'hit and run' cause them to be very killy. Don't be too afraid of jumping into combat to protect them from a shooting phase. Celestine makes them hardly ever fail their hit and run roll and is still a decent tank for any small arms fire.
Why I say 'use to' is because my opponents started getting annoyed at being destroyed by them. Have to change it up or the game gets stale.
I'm still very green - but I have become a huge fan of seraphim as of late. I haven't experimented all that much outside of the "normal" build, but running them with 2x hand flamer sisters, plasma superrior along w/ Celestine has produced a nice wall of death. The power of laying down the 5 templates is brutal, even against tough units. Nailing the AoF for shred has taken me from 3 hits w/ bolters do damn near all of the on the re-roll. As luck would have it, I managed to keep 2 girls alive on the re-rolled 6+ invuln too.
I just really like their ability to speed up the sidelines and catch units unaware, flaming them hard before charging. The ability to break away from combat (and then re-engage all over again on my terms) has made things very interesting.
Pre Ecodex I always went hand flamers, although with the new Ecodex i haven't used seraphim, loving my dominions too much right now with my local meta.
9 girl strong Retributor squad. 4 heavy flamers. Simulacrum or not. Put them in a repressor. Join jacobus for bonus AoF
Put a Promethium relay pipe roughly midfield. Turn 1 drive 6, get out and walk 6, get into position by the relay pipe.
Turn 2. Proceed to lay down 4 heavy flamer torrents that can rend a turn.
I can see the above as being a very solid mid table denial unit. Position this to be close to objectives if possible and you're going to be laying down the pain.
Now my goal is to either build something else into the list that is a bigger target priority or figure out if its worth lowing the ret unit down to 2 heavy flamers to make it less interesting to shoot at.
Why would you go thru all that effort to deliver only two heavy flamers? I think your first instinct, target saturation, is the right one. Two Exorcists to provide covering fire while the Retributors are on the way up, ideally, with some melta Dominions and/or flamer Seraphim to get right in the enemy's face. That way the enemy has threats at multiple ranges and -- assuming you've not perfectly matched his balance of long-, medium-, and short-ranged weapons -- he's going to prioritize the ones killing him right now and give the Retributors that crucial turn to get into position.
Of course you're also staking a lot on that midfield fortication....the wrong terrain set up or an opponent who's seen you pull this trick before may derail you pretty badly.
PS: I am not a great tactician, do not listen to me too hard...
the way I see it, 2 rending torrent heavy flamers should be enough to deal with just about any troops in the game if you add in the random bolter shots that will head towards said troop as well not to mention you can place templates almost however you want for mass coverage.
4 templates is only really ever needed when you absolutely need to overkill something or are dealing with terminators and need them to be doing a large amount of saves... so only 2 heavy flamers means 2 more spare wounds before you're removing said flamers, assuming wise positioning.
I strictly play sisters, but I know if I was a Tau player facing exorcists and a retributor line midfield with torrent rending heavy flamers, I would likely kill those sisters and worry about the exorcists after.
As a diversion I am thinking 10 repentias in a repressor moving 18 inches on turn one, flanked by 2 rhinos with 5 man sister squads in there.
You have 2 troops moving up.. which can usually be ignored for a few turns given their side. However they are blocking line of sight to the soft sides of the repressor which is carrying a major assault threat to any gunline army.
repentias in themselves are very fragile, but when carried in a repressor they can be very resilient and no one likes the idea of 4 attacks at str6 +2d6 pen on the charge close to their tanks or shooty troops.
I am thinking this would leave the retributors alone long enough for them to do their jobs and get rid of any troops close to objectives.
So, the hardback Sentinels of Terra is out soon, which was the last supplement more the new SoB dex, dare I dream that we might get a hardback of te SoB dex soon?
A rending heavy flamer will on average against MEQ have a 1/2 chance of inflicting a as able wound and a 1/6 of an unsaveable one. So 1/3 kills per hit on average. Against an enemy at max spacing that's one MEQ dead per heavy flamer and one per 9 bolter shots. Your squad couldn't prevent a 10 man marine at squad from charging them and keeping them tied up for a long while. If the enemy brought bikes or plague marines...
Rending is nice, and torrent is awesome, but only two? If you're going through the trouble of putting them midfield with the pipes, why not four? It seems like a half measure. Sisters are more durable than guard but still easy to kill, and a Riptide pie plate will wipe that squad in one shot (or at least your two HF), and thats only one Riptide, the other one (or two or three) will still be able to target your exorcists. Its the AV13 that makes the Exorcist durable in the current meta, whereas T3 3+ SoB midfield will be subject to Broadside fire, Riptides and Eldar rending shenanigans.
evildrcheese wrote: dare I dream that we might get a hardback of te SoB dex soon?
As you said, Cruddace claimed it'd probably get a physical release if it sold well. And it did! So hopefully yes.
Somebody should ask on the Digital Editions Facebook page. They confrimed that Sentinels and Raukaan were getting physical releases when asked, so they might do the same for the SoB codex.
evildrcheese wrote: dare I dream that we might get a hardback of te SoB dex soon?
As you said, Cruddace claimed it'd probably get a physical release if it sold well. And it did! So hopefully yes.
Somebody should ask on the Digital Editions Facebook page. They confrimed that Sentinels and Raukaan were getting physical releases when asked, so they might do the same for the SoB codex.
Let's hope GWs idea of 'selling well' matches our assumptions from it making the itunes betselling list etc.
Whilst I believe Cruddences speculation that if it sold well it would get a physical release, I wouldn't exactly considering him an authority on the matter, who knows what GW are planning for Sisters, if we ever get plastics we'll probably get new units andthus a need a new dex, but it wouldn't surprise me to see GW rinse this dex for all it's worth before we get plastics/new kits.
Just a quick question I figured might be answered by people here. This came up in a game last night:
20 x BS squad with a priest assault a tank(this case a hammerhead) the charge range is enough for the priest to get to swing so for his war hymn I chose the re-roll armour saves, so that if the vehicle explodes then they get a second chance at armour saves.
Does this work? Or was I trying to pull shenanigans?
In the end it didn't matter because the vehicle wrecked rather than exploded, but got me thinking.
scrunty wrote: Just a quick question I figured might be answered by people here. This came up in a game last night:
20 x BS squad with a priest assault a tank(this case a hammerhead) the charge range is enough for the priest to get to swing so for his war hymn I chose the re-roll armour saves, so that if the vehicle explodes then they get a second chance at armour saves.
Does this work? Or was I trying to pull shenanigans?
In the end it didn't matter because the vehicle wrecked rather than exploded, but got me thinking.
I'm not bitter. Actually, thanks to playing the most games against the most opponents (7 of 9) (and being the only person to turn in their campaign record sheet on time) I got first place in my gaming club's Planetary Empire campaign!
I'm also apparently one of the few people to beat our eldar player, and to do it so soon to joining the group (less than a year.)
Gonna get me a Land Raider Redeemer with the prize money .
scrunty wrote: Just a quick question I figured might be answered by people here. This came up in a game last night:
20 x BS squad with a priest assault a tank(this case a hammerhead) the charge range is enough for the priest to get to swing so for his war hymn I chose the re-roll armour saves, so that if the vehicle explodes then they get a second chance at armour saves.
Does this work? Or was I trying to pull shenanigans?
In the end it didn't matter because the vehicle wrecked rather than exploded, but got me thinking.
Completely legal, but why would you not smash with the priest instead?
ncshooter426 wrote: So... how many of you plan on painting some fleur-de-lis on an imperial knight?
Girls
Inquisitors
Stompy robots of doom (now featuring moar burnination!)
....damn it, I liked having money.
I'm gonna, when I can afford one and the rules about inclusion are a bit more hammered out. Can't decide if I want the Paladin or the Errant when I build it.
ncshooter426 wrote: So... how many of you plan on painting some fleur-de-lis on an imperial knight?
Girls
Inquisitors
Stompy robots of doom (now featuring moar burnination!)
....damn it, I liked having money.
I'm gonna, when I can afford one and the rules about inclusion are a bit more hammered out. Can't decide if I want the Paladin or the Errant when I build it.
What is this money of which you speak?
I'm really interested to see how the rules go down. I've heard some interesting stories from proxy games based off the leaked WD stuff last week.
As far as money goes, I vaguely remember the concept...from back when I was single - eons ago.
At first I balked at it. I scoffed. I said under no circumstances would I spend 140$ on some plastic.
But now... I dunno. Everything is bloody expensive, even outside of the GW hobby. I've added up the actual amount of time I've spent paining my models since getting back into the hobby (since I enjoy paining/modeling aspect the most). I then did the math - it came out to be like 2$ an hour spent thus far. I can't even go shooting and spend less than 50$ in ammo anymore, so I mean...in a weird way...this is down right affordable.
It's still a lot of coin no matter how you slice it, but there is a cool factor to the walker for sure. The girls don't have much in the way of cool toys, so aside from spamming more exorcists or Valkyries from allies there isn't much left to buy for them. Then the modeling aspect of an SoB converted (penitent engine driver is in the cockpit for fluff purposes...) knight makes me all happy inside And the damn thing seems *very* pose able - which also makes me extremely happy.
SO gonna get one....or two... maybe three... There is a local place that discounts GW a bit so it will be like $100 per, still pricey, but like ncshooter426 said, way cheaper than a day at the range. I guess its a good thing I get to shoot at work a lot
ncshooter426 wrote: So... how many of you plan on painting some fleur-de-lis on an imperial knight?
Girls
Inquisitors
Stompy robots of doom (now featuring moar burnination!)
....damn it, I liked having money.
I would but I got somewhere upwards of 70 new sisters last month, including 36 different meltas and mult-meltas. I might try burninating a stompy robot before buying one. I mean buying an army of them would be almost expensive as buying the sisters army.
I'm reeeaaallllyyy considering getting one and painting it in my Order's colors. I've always loved the big war engines of 40k but this is the first time I've ever wanted one for my regular 40k army.
I might consider it, though I am rather purist with my SoB. It might be interesting to eventually have some in my order's colours. I'm more interested in killing them off at the moment.
n0t_u wrote: I might consider it, though I am rather purist with my SoB. It might be interesting to eventually have some in my order's colours. I'm more interested in killing them off at the moment.
I suspect dominions in mm immolators have a decent chance of taking them out...maybe?
Probably, I've yet to use any though as anti-infantry has worked well so far here. Three exorcists has been enough though I had even been thinking of replacing one with heavy bolter retributers and a simulacrum.
Well, my Ladies have been shelved since the terribad WD mini-Dex, yet it now looks like another WD mini-Dex will get my Ladies back on the table: Imperial Knights.
I'm getting 3 to start with, they will be piloted by Immie Gunners, and they will be known as Powers, because I see the bigger Titans as Principalities (and Dreadnought sized walkers as Thrones). All they will be Glorious!
frgsinwntr wrote: The WD dex wasn't all that bad at all... I rather liked it compared to the current...
Coming from Codex: Sisters of Battle in 2nd ed to Codex: Witch Hunters in 3rd, the WD mini-Dex was utter garbage, while the current digi-Dex is just okay. My opinion.
Well... I succumbed to peer pressure (from my wife of all places) and put in my order for a Knight. The girls will have a new toy - wife is helping me sketch out some base ideas. I'm thinking about having the knight crushing a battered tank hull w/ it's leading foot, but it's a WIP.
Oh, and standards. Going to rock a visage of Our Martyred Lady on top of this monster with a good 6" (magnetic) standard mounted down the center spine. I really hope it turns out the way I've envisioned it.
Sigh... Why of all things did it have to be this. I'm actually tempted to get one but I think it's mostly because my Sisters are getting a bit stale at the moment and I want to mix it up a bit. Any ideas as to what would be better, two shot battlecannon or large blast melta?
The 2D6 rolls on the melta @ 18" would hurt I'm interested in using it as a spearhead w/ sisters on flanks/rear to keep the pesky anti-tank teams from going for the vulnerable bits.
frgsinwntr wrote: The WD dex wasn't all that bad at all... I rather liked it compared to the current...
Coming from Codex: Sisters of Battle in 2nd ed to Codex: Witch Hunters in 3rd, the WD mini-Dex was utter garbage, while the current digi-Dex is just okay. My opinion.
SJ
What do you find is improved from the WD dex to the current? I brought the WD dex to the top brackets of NOVA 2 years ago... I couldn't see myself doing it with the current... I feel like it doesn't match the current "meta"
Are these the Knights rules everyone's talking about? Because honestly a single new super-heavy with two wargear options (Errant or Paladin), even if it's under 400 points, does not make the earth move for me.
Taking them as your main detachment without support to cover their flanks seems suicidal. (9 HP go fast if you let melta squads sneak up on you). But of course we're talking about them in conjunction with Sisters.
The Destroyer melee weapon is nice, although we're not really lacking for ways to kill vehicles at short range. (370 points is how many squads of melta Dominions or Repentia?). We are painfully short on blasts and on any kind of firepower beyond 48"...
....unless people allow us to take Imperial Guard superheavies, which I think is actually in a FAQ somewhere. In that case Knights are just a neat option but they're not the only way to fill the capability gap.
6hp w/ 4+ invuln on shooting is nice. The long range barrage capabilities is nice with the if style blasts for horde if you don't have los. Also got the twin stubbers which target independently, so you can engage separate units giving you more options on the assault phase.
The melta just sounds cool. With 12" movement it could roll with Celestine and seraphim crew with flamers to deal with horde tarpits or sneaky anti-tank squads. Have the Immolator with melta dominion squad push forward as welly, forcing the decision on which target takes priority
I stand corrected, it is indeed 6HP.
Dunno why my brain said 9.
Regardless, it's still AV 13/13/12, 6HP, wiy Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Stomp and Strikedown...
It's also only 6" tall, which I didn't realise before.
Ovion wrote: I stand corrected, it is indeed 6HP.
Dunno why my brain said 9.
Regardless, it's still AV 13/13/12, 6HP, wiy Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Stomp and Strikedown...
It's also only 6" tall, which I didn't realise before.
It's also a scoring unit. Size is stated at 8" per GW, a bit overzealous by most calculations but it's larger than 6. Figure >3 dreads high, pretty wide up top. You can see the unboxing video:
They ninja edited the description - it used to say 8". There's a long thread on it in the news section. I calculated 6.35 based off the original marine+kinght shot they had. We were all a little hopeful it was a tad taller, but either way, still a nice sculpt.
6 HP for 375 points? Ahahahahahahahahaha..... That's enough for three Exorcists, with 9 HP, firing 3d6 (average 10.5) S:8 AP:1 shots a turn from three different angles so at least one gets around the shield.
The Knight's better by far beyond 48" and in melee, of course. But in a lot of setups the Exorcists can either start within 48" of the Knight so they can shoot back or behind cover so it can't shoot them. And then it has to walk through your zone of fire if it wants to hit you with that lovely Destroyer close combat weapon.
Automatically Appended Next Post: PS: Not saying the Knight is terrible, it's really interesting, but it's hardly game-breaking and may often be a bad choice for points spent, kind of like a Land Raider, and because of a similar schizophrenia about roles: If you want to use the Destroyer CCW you have to give up your range advantage, if you want to exploit your range advantage -- and stay alive, given your 6 HP -- your CCW might as well be a paper sword with sparkles glued to it.
SisterSydney wrote: 6 HP for 375 points? Ahahahahahahahahaha..... That's enough for three Exorcists, with 9 HP, firing 3d6 (average 10.5) S:8 AP:1 shots a turn from three different angles so at least one gets around the shield.
The Knight's better by far beyond 48" and in melee, of course. But in a lot of setups the Exorcists can either start within 48" of the Knight so they can shoot back or behind cover so it can't shoot them. And then it has to walk through your zone of fire if it wants to hit you with that lovely Destroyer close combat weapon.
Automatically Appended Next Post: PS: Not saying the Knight is terrible, it's really interesting, but it's hardly game-breaking and may often be a bad choice for points spent, kind of like a Land Raider, and because of a similar schizophrenia about roles: If you want to use the Destroyer CCW you have to give up your range advantage, if you want to exploit your range advantage -- and stay alive, given your 6 HP -- your CCW might as well be a paper sword with sparkles glued to it.
How are you going to draw los on it from an angle that negates the shield and/or cover? With that thin side profile its going to be tough to say the shield isn't covering it if the shots come from the opposite side of thru board. If you've got los, so does he. 5" template can scatter 4" and still nail you twice. Couldn't it also just park behind solid cover and indirect fire spam your backline until it scores hits?
Then again, its an anti horde and meq,weapon, different usage. Not being able to use the cc weapon does suck, buy then again she can move across the board pretty fast if they were going for the backplane of tanks (which id personally use tanks hunters while they were busy shooting the walker). Which is why I say puck it and go melta. Drive her up the center with infantry and leave the arty to do their job
Automatically Appended Next Post:
WrentheFaceless wrote: I'm sure its been mentioned, but are there conversions in the works for an Imperial Knight with "Chest" Plates? haha
Ditch the stubber guns for missile pods, macross style. But no, no robospaceboobs
I'm playing pure theoryhammer here, I don't have the model, and being wrong is another of my hobbies, but:
The Knight's shield only covers "one facing." That means if you can get a crossfire on it, it has to choose which side to protect. Ideally you want your three Exorcists on the far left, center, and far right while the Knight obligingly walks right up the middle so you can hit both sides and the front facing at once.
A more cautious Knight will cling to one corner of the board, but if you spread your Exorcists out enough you should still be able to threaten two sides at once.
These side shots are much easier to get on a wide, narrow battlefield -- eg Dawn of War or Vanguard Strike deployment -- where you can really spread your Exorcists out and they'll probably be in range from turn one. Hammer & Anvil is your enemy here, since it makes side angles harder and lets a Knight-Paladin camp out in the corner behind the shield and take shots at you from beyond your 48" maximum range. That's when you want your Exorcists in a reverse-slope position behind a LOS-blocking ridge, ready to roll up into firing positions when the Knight advances... or when something else advances you've got to deal with, at which point the Knight picks you off. Ugly.
For a corner-camping Knight Paladin, I'd suggest deep striking Seraphim with Melta Bombs... I'd be worried about it blowing up outflanking Domions before they can reach it.
Automatically Appended Next Post: No, wait, I'm an idiot: Serpahim would get stomped to death before they could take away enough HP with melta bombs and inferno pistols. Outflanking Dominions in TL Multi-Melta Immolators would probably strip away more Hull Points before dying.
I think the counter Knight would be outflanking doms in pairs of MM Immo w/Melta x 4, outlfanking on the same table edge but hitting it from different angles. Relies a bit on luck but doable.