So, as I am one of those poor masochistic fools who try to have a ton of smaller armies instead of one big army, I've starting thinking about getting a 1k(ish) Sisters of Battle force together.
Mostly: I love the look of the models, the super-over-the-top gothic thing, the flamers and meltas...
That being said: what would you folks say would be your MUST include for a small force (around 1k ish) of sisters?
Thanks in advance!
I'm late on this, but if you're getting Vahl some Sacresants won't go amiss. I also like dominions with storm bolters. As others have said, Mortifiers are pretty popular with Pengines less so, Paragons least of all but I still think they have a niche that still needs to be found. In a low points game even one Mortifier could be a real nasty surprise but that's been cut back somewhat.
I would not recommend getting more than one Combat Patrol box, its models are monopose and distinct enough from their box counterparts to be worth taking a dip in but not worth doing it twice unless you're making a big army with a ton of repeating units. The boxed versions aren't exactly super dynamic and modular but are at least more friendly to arm and head swaps.
Yes, Mortifier/Pengine legs can be posed to have both feet touch the ground, you just need to cut the guiding peg on the ball joint and you should get more range to pose it - it may require some adjustments to cables or the base, I haven't had a chance to try it myself yet.
Just had a game with my Sisters this evening, playing against my friend's Death Guard. I was running the list I posted a few posts above. He was running the following:
Spoiler:
Battalion (The Inexorable)
Daemon Prince of Nurgle: Warlord (Rotten Constitution), Hellforged Sword, Relic: The Suppurating Plate, Psychic Power: Gift of Contagion
Malignant Plaguecaster: Psychic Powers: Miasma of Pestilence, Plague Wind
10 Poxwalkers
10 Poxwalkers
10 Poxwalkers
Chaos Contemptor Dreadnought: 2x Twin Volkite Culverin, Cyclone Missile Launcher
Chaos Contemptor Dreadnought: 2x Twin Volkite Culverin, Cyclone Missile Launcher
Chaos Contemptor Dreadnought: 2x Twin Volkite Culverin, Cyclone Missile Launcher
3 Deathshroud Terminators
3 Deathshroud Terminators
3 Deathshroud Terminators
Tallyman: Plaguechosen (Ferric Blight), Relic: The Plague Skull of Glothila
Plagueburst Crawler: Heavy Slugger, 2x Entropy Cannon
Plagueburst Crawler: Heavy Slugger, 2x Entropy Cannon
Plagueburst Crawler: Heavy Slugger, 2x Entropy Cannon
Can't actually swear it was a Battalion, as if it was he had too many Elites choices. Might have to ask him about that so he doesn't get in trouble at an event we're both going to soon
For secondaries, I took Retrieve Octarius Data, Defend the Shrine, and the mission secondary. He took To the Last (for which his Daemon Prince and two of his Crawlers were chosen), the mission secondary, and I can't remember what his other one was.
The game was really close and saw me squeak out a 57-54 victory, with only Morvenn Vahl left standing with one wound left and she was on the shrine objective (I maxed it for 15 points). I had killed all of his Crawlers and two of the units of Deathshrouds, as well as most of the Poxwalkers and a couple of the Dreads, but everything else lived.
My takeaways:
-You really have to use terrain well to make Repentia work. I didn't do this well and so my Repentia were lame ducks for most of the game.
-Death Guard is a tough matchup for a Repentia-heavy Sisters list. This is another reason why they didn't feel like they really did much.
-Morvenn Vahl is an absolute all-star. She should be windmill-slammed into any Sisters list for competitive play. Absolutely the MVP of my list. Even if she only uses her reroll buff on herself, she puts in solid work.
-Sacresants can be annoying to kill, especially if you use cover a little better than I did.
-You really need a way to reroll low Miracle dice or just get more of them, making the Litanies of Faith relic very valuable. I consistently rolled low on mine and it really hamstrung me. I'll be swapping out the relics and traits before my tournament.
-I'm actually feeling like the Indomitable Belief warlord trait is a trap choice, as it encourages castling up in an army that wants to cover the board to some degree.
With this game in mind, I'm making a couple of last-minute adjustments to my list. Nothing drastic as I don't want to have to buy and paint a ton more models. Main thing I'm doing is dropping one of the Repentia from the 5-girl squad, which reduces the PL of the unit such that I can put it into reserves along with one of the big units for 1 CP, as well as freeing up the points for a bigger and better change: swapping out the Dialogus for a Dogmata. The Dialogus aura just didn't matter in my game, and I would have been much better off with a good way to give more models ObSec. Her extra trait will be Inspiring Orator to increase the range of her litany, which will be Blazing Piety (a nice way to dish out a few cheeky mortal wounds), and the relic will be Litanies of Faith instead of the Book of St. Lucius. I'm also switching the Retributor squads a bit, putting 2 HB and 2 MM in each unit so that one of them isn't a bullseye for my opponent's shooting. They'll probably be what rides in the Rhinos with the Dominions in most games.
Won an RTT recently, just gonna do a quick overview.
List was Argent+Bloody Rose:
Argent was a battalion with Morvenn, Celestine, 2 BSS with MM 1 BSS with HF, 4MM Rets, 4HF+Combi-melta Rets, 2 Squads of 4SB dominions.
BR was Rapturous Blows Canoness with Mantle+Ire, Dogmata, 2 8 girl repentia squads with superior, 10squad of Zpehyrim, Battle sanctum. 15 Sacresants
Got the bye first round, which inflated my score a bit but honestly there was only one other list there that wasn't countered by mine and I played him round 3.
So second game I played against new Orkz with a gargantuan squigothh and with a pretty standard backup crew. Put most things out of LoS and only left the Sacresants to shoot at. Morvenn and 10 Sacresants on the left flank, Celestine and the bulk of my other units on the right flank. 2 units of BSS and the Sanctum holding down the back court.
Dice failed me utterly turn one so I failed to kill a trukk on a midfield objective with quite a lot of my shooting (including a round of blessed bolts that resulted in ZERO mortal wounds) and barely touched the squiggoth. This ended up hurting me quite a bit. Failing to bracket the squiggoth meant that when he Charged Morvenn (who I left exposed deliberately to try and bait it in) took exactly enough damage to kill her in one round. Oof. The truck surviving meant I could charge the Boyz inside which almost led to Celestine getting crumped (survived with one wound). Fortunately he made some bad decisions with target selection that ended up getting failing to do any catastrophic damage. Once my deepstrikers showed up they mulched a bunch of what he had and it was a mop up after that. Fairly low scoring because I screwed up to the Last with Morvenn dying and we ended on turn 4.
3rd game was against Custodes with 3 Telemon, Bike Character, Trajann, the wniged forgeworld unit, and 3 regular custodes squads. Vanguard Strike deployment, he deployed aggressively, I hid behind obscuring. He went straight for a scrum in the middle, this was a mistake.
He charged a bait unit of Stormbolter doms on the middle objective, which got him close enough that turn 2 I could hit him with EVERYTHING. Shooting didn't do a whole lot (HT retributors HF did more wounds than 12 MM shots) but in melee my rapturous blows canoness popped a 6 on the miracle dice for a 6" bubble of mortal wounds on hit. For around 100 total attacks. Rerolling 1s to hit and wound for Morvenn. Gave Celestine full rerolls here and she just went OFF. 5 6s killed a wounded Telemon before her regular attacks could even swing. At the end of the combat phase 2 telemons were dead and one had like 3 wounds left with both of his characters losing wounds to the explosion.
Problem was, he was VERY ahead on points at this juncture, and with me taking a very bad Raise the Banners High, I had a lot of ground to make up.
Leap of Faith got me 12 on the primary (We marked it as 15 because it's the first time I've used this secondary and forgot it was 12 max. My fault but wouldn't have changed the outcome.)
Raise only got me 7 but the mission secondary got me 15 and the primary got me 40 so I ended up taking it by 10 points (actually 7 because again, I fethed up leap).
All in all a really good tournament and I learned a lot. I'm still not as up on the rules of the new codex as I need to be. Making a mistake like 15 on Leap is totally unacceptable, I also played SEVERAL things very poorly or just wrong (thankfully to my detriment) in the first round.
Just finished up playing Sisters in the Gateway Open GT earlier today, so I thought I'd throw up a quick summary of how I did and my takeaways from the event. First up, my list:
Spoiler:
Battalion Detachment (Order of the Bloody Rose)
Morvenn Vahl: Warlord (Righteous Rage)
Canoness: Bolt Pistol, Chainsword, Relic: Benificence, Saint in the Making (Blazing Ire), Blessing: Word of the Emperor
5 Battle Sisters: Meltagun, Combi-melta, Chainsword
5 Battle Sisters: Chainsword
5 Battle Sisters: Chainsword
Dogmata: Relic: Litanies of Faith, Saint in the Making (Wise Orator), Hymn: Refrain of Blazing Piety
10 Celestian Sacresants: 9x Anointed Halberd, Spear of the Faithful
8 Repentia
8 Repentia
4 Repentia
Repentia Superior (No Force Org)
10 Zephyrim: Zephyrim Pennant
5 Dominions: 4x AC Storm Bolter, Chainsword
5 Dominions: 4x AC Storm Bolter, Chainsword
3 Mortifiers: Heavy Bolters, Penitent Flails
5 Retributors: 2x Multi-melta, 2x Heavy Bolter, Chainsword, 2x Armorium Cherub
5 Retributors: 2x Multi-melta, 2x Heavy Bolter, Chainsword, Armorium Cherub
Sororitas Rhino
Sororitas Rhino
In every game, I put a squad of Dominions and a squad of Retributors in each Rhino, I put the Zephyrim into "deep strike", and I spent 1 CP to outflank the small Repentia unit and one of the big units. I always chose The Passion as my Sacred Rite.
In game 1, the mission was Scorched Earth. I faced a Necron list with 30 Lychguard, a couple of Doomsday Arks, a Hexmark Destroyer, and some other things. My secondaries were Retrieve Octarius Data, Engage on All Fronts, and No Prisoners (due to resurrecting Lychguard I figured I could score high since I would get points each time I killed a model). My opponent chose Retrieve Octarius Data, Engage on All Fronts, and Grind Them Down. I got first turn and in my first turn managed to bag half a squad of Lychguard and take a few wounds off of a Doomsday Ark with Morvenn Vahl's shooting. Unfortunately for me, most of the Lychguard ended up getting right back up on my opponent's turn thanks to a Res Orb or something. I don't remember much of the rest of the game except for one thing: when I dropped in my Zephyrim, my opponent used a strat to drop in his Hexmark guy and gunned down most of them before they even got to do anything. Thankfully enough of them survived to kill all of the Immortals holding an objective. I had no idea that was a thing and so it was a total "gotcha" moment, but I have to chalk it up to my complete inexperience with Necrons in 9th. The game ended up going south for me, although I did manage to score plenty of points. The final score was 95-63 in favor of my opponent.
In game 2, the mission was Retrieval. My opponent was running a Deathwing-heavy Dark Angels list with a Terminator squad, a Deathwing Knight squad (in which he took a Master-crafted weapon to make the flail 3 damage!), a Volkite Contemptor, and a Leviathan with the big melta weapon, along with some Ravenwing Black Knights, a Dark Talon, a Ravenwing Apothecary, some Infiltrators, Ezekiel, and a couple of Terminator characters. I chose the Retrieve Octarius Data, Engage on All Fronts, and Minimize Losses (mission specific) secondaries. My opponent took Stubborn Defiance, Raise the Banners High, and Grind Them Down. I got first turn once again, and I didn't accomplish much other than to get my Retributors into a ruin with a good vantage point and bring down the plane despite it using the 4++ stratagem. Again, I don't remember all of the game at all, other than the fact that my Mortifiers basically mulched his Infiltrators (stopping Stubborn Defiance in its tracks), but in turn were themselves mulched by the Deathwing Knights (all of them failing their 4+ to fight after death roll). My Repentia also failed to kill the Volkite Contemptor after charging it, which resulted in them becoming fine pink mist. Despite denying my opponent from getting any points at all for Stubborn Defiance, I ended up losing this one as well, as the final score was 77-63. I made plenty of foolish decisions, none of which by themselves lost me the game but cumulatively just kept me from scoring enough.
In game 3, we were playing the Sweep and Clear mission. My opponent was running a fluffy Imperial Fists army composed mainly of 30k models that were beautifully painted. A bunch of 10-man Tactical and Devastator units, a 5-man Relic Terminator squad, plus a Predator and a Land Raider, as well as a Captain and Lieutenant and a couple of Rhinos were what comprised the list. I took the Retrieve Octarius Data, Engage on All Fronts, and No Prisoners secondaries, while my opponent chose Assassinate, Stranglehold, and No Prisoners. There isn't a whole lot to say about the game itself; I got first turn, blew up the Predator and a Rhino and picked off a couple of random Tacticals, and moved most of my stuff up the board. My opponent's return fire was mostly ineffective, killing a couple of random models. Such was the pattern of the game, although when all was said and done my opponent did get a few points for No Prisoners, but very little else. It was very one-sided in my favor, with a final score of 90-19. We just talked it out after turn 4 as he only had a Rhino and a couple of Marines still standing so it was obvious I was going to table him.
On to day 2. Game 4 had the mission Battle Lines. My opponent was running White Scars, with two big bricks of claw/shield Vanguard Vets, 3 Volkite Contemptors, a Khan on Bike with some relic, a Phobos Lieutenant, a unit of Suppressors, a Primaris Techmarine, and some Incursors and Intercessors as troops. I chose the mission secondary, Defend the Shrine, and Retrieve Octarius Data, while my opponent chose Engage on All Fronts, Retrieve Octarius Data, and Assassinate. This is the only game in which Morvenn Vahl ended up dying, but not before she killed more than her points worth and tanked a frankly obscene amount of aggro. If anything, my opponent was not aggressive enough with his VanVets, although they did kill some of my stuff before I managed to bag them. My Mortifiers also really pulled their weight in this one, killing several models including one of the VolCons and surviving the whole game. I did end up losing all of my characters when all was said and done, though. Thankfully, I still managed to stay ahead on points and I won the game 79-56. I only ended up getting 3 points on Shrine because Morvenn just couldn't hold on indefinitely and my opponent held it at the end of the game.
In the final game, the mission was Overrun. My opponent brought Black Templars (sheesh, more Space Marines!). He had 3 Redemptor Dreadnoughts (2 with gatling and one with plasma), a VolCon, Grimaldus, a Primaris Chaplain on Bike, a Primaris Techmarine, a Primaris Apothecary (all three of these had the Chapter leader upgrades), 2 Crusader Squads, an Incursor Squad, a 4-man Eradicator squad, and a big brick of TH/SS Terminators. For secondaries, I chose Retrieve Octarius Data, Engage on All Fronts, and Assassinate, while my opponent chose Oaths of Moment, Engage on All Fronts, and Retrieve Octarius Data. The game proved to be one of the best games of 40k I've ever experienced in my seven years of playing 40k. It swung back and forth several times such that we had no idea who was on top until we tallied up the scores. The result: an 82-82 tie! My opponent said the toughest thing about my army was all of my different shenanigans like Miracle Dice and all the rerolls, and the fact that Repentia can punch so far above their weight (two of them managed to punch out the Techmarine by themselves). I had to mostly just play the objectives, as my shooting failed to inflict anywhere near enough damage early on to blunt his firepower from the Dreads and Eradicators.
So I ended up with a 2-2-1 record and finished 26th out of 56 players, which for my skill level and lack of experience in 9th edition is a pretty solid showing. I do feel like there are lots of ways I could optimize my list better, and I definitely need some practice to tighten up my game, but overall I'm pretty happy with Sisters as an army. They are an absolute blast to play! Morvenn Vahl is probably the best character in all of 40k currently, for her points. She just does so much and takes a lot of effort to actually kill. The only time she died was because I played her extremely aggressively in that game. The other units I was super happy with were the Repentia. I doubt they'd be as good in other Orders, but as Bloody Rose they are stupendously killy and will almost always trade up before they die, except when they fail their charges or end up fighting things they really should be better staying away from (like Dreadnoughts or anything Death Guard). I really also love some of our army mechanics, especially Acts of Faith. Being able to guarantee a charge out of reserves makes Repentia or Zephyrim extremely dangerous. I definitely look forward to more tournament outings with my Sisters in the future.
New magnus and 23 casting coming my way. Magnus, 6 rubrik squads, 10 terminators(likely 1 squad), ahrimann, 2 exalted, the new character.
List i have more or less made(3x7 repentia, 4x5 and 20 bss, 5 dominion, 2x5 retributors, lotsa multi melta, melta, heavy bolters. 4 rhino, melta immolator, null rod, relic brazier.
What should i target at? How heavy should i try to hunt magnus? Or should i try to thin others?
With that many casters lots of rituals so guess 2-3 undeniable will be coming my way.
tneva82 wrote: New magnus and 23 casting coming my way. Magnus, 6 rubrik squads, 10 terminators(likely 1 squad), ahrimann, 2 exalted, the new character.
List i have more or less made(3x7 repentia, 4x5 and 20 bss, 5 dominion, 2x5 retributors, lotsa multi melta, melta, heavy bolters. 4 rhino, melta immolator, null rod, relic brazier.
What should i target at? How heavy should i try to hunt magnus? Or should i try to thin others?
With that many casters lots of rituals so guess 2-3 undeniable will be coming my way.
Any other suggestions?
you could always meme on him with crossbows and miracle dice the wound roll for guaranteed mortals for laughs
tneva82 wrote: New magnus and 23 casting coming my way. Magnus, 6 rubrik squads, 10 terminators(likely 1 squad), ahrimann, 2 exalted, the new character.
List i have more or less made(3x7 repentia, 4x5 and 20 bss, 5 dominion, 2x5 retributors, lotsa multi melta, melta, heavy bolters. 4 rhino, melta immolator, null rod, relic brazier.
What should i target at? How heavy should i try to hunt magnus? Or should i try to thin others?
With that many casters lots of rituals so guess 2-3 undeniable will be coming my way.
Any other suggestions?
Might seem obvious, but definitely take the sacred rite that lets you automatically Deny the Witch on a 5+. Not sure what order you are running; Valorous Heart would be ideal for the 5+++ vs. mortals. Otherwise your list looks decent. I would kind of want Mortifiers for this matchup as with their 5+++ they can soak some of the psychic wounds and their 2 damage guns will let you ignore the Rubrics' All is Dust rule (assuming that hasn't changed, haven't really seen what the new Tsons book is like).
Strategy-wise, I would definitely try to have some chaff in between your good units and the enemy at all times to take the smites. If your opponent comes toward you with Magnus, give him a face full of melta. Otherwise, focus down the rubrics to limit places where the characters can hide and if you catch a character away from the units, nuke it. And don't forget your stratagems; there are some decent ones that are only relevant vs. psychic stuff, such as Thrice-Blessed Hull and the one where you can block a power on a 4+ roll (after attempting to DtW).
I'm guessing this has come up a lot already, but is there any current merit to the paragon warsuits?
I've seen the paragon character (morvenn?) appear in several lists, so I was just curious, as having her with a retinue of otther suits would seem pretty cool thematically.
Niiru wrote: I'm guessing this has come up a lot already, but is there any current merit to the paragon warsuits?
I've seen the paragon character (morvenn?) appear in several lists, so I was just curious, as having her with a retinue of otther suits would seem pretty cool thematically.
Paragons are cool, but they are just too overcosted to be competitive at all really. Very unfortunate. Morvenn Vahl, on the other hand, is the exact opposite. She should absolutely be windmill slammed into any competitive Sisters list. She's absurdly good for her points cost.
Thematically it would be cool to have Morvenn with some regular Paragons, and indeed a squad of Paragons would be an excellent choice for her reroll all hits/wounds buff, but they just aren't survivable enough for their cost.
Niiru wrote: I'm guessing this has come up a lot already, but is there any current merit to the paragon warsuits?
I've seen the paragon character (morvenn?) appear in several lists, so I was just curious, as having her with a retinue of otther suits would seem pretty cool thematically.
Paragons are cool, but they are just too overcosted to be competitive at all really. Very unfortunate. Morvenn Vahl, on the other hand, is the exact opposite. She should absolutely be windmill slammed into any competitive Sisters list. She's absurdly good for her points cost.
Thematically it would be cool to have Morvenn with some regular Paragons, and indeed a squad of Paragons would be an excellent choice for her reroll all hits/wounds buff, but they just aren't survivable enough for their cost.
That's a shame. Is there no way to make them work?
Mortifiers and Penitents would fit the theme, but they aren't core so don't really benefit which is a shame.
Niiru wrote: I'm guessing this has come up a lot already, but is there any current merit to the paragon warsuits?
I've seen the paragon character (morvenn?) appear in several lists, so I was just curious, as having her with a retinue of otther suits would seem pretty cool thematically.
Paragons are cool, but they are just too overcosted to be competitive at all really. Very unfortunate. Morvenn Vahl, on the other hand, is the exact opposite. She should absolutely be windmill slammed into any competitive Sisters list. She's absurdly good for her points cost.
Thematically it would be cool to have Morvenn with some regular Paragons, and indeed a squad of Paragons would be an excellent choice for her reroll all hits/wounds buff, but they just aren't survivable enough for their cost.
That's a shame. Is there no way to make them work?
Mortifiers and Penitents would fit the theme, but they aren't core so don't really benefit which is a shame.
I don't think it's a case where they can't work, they just lack the damage output you'd expect for their cost. They're durable, but there's usually harder-hitting or less expensive options that are more tempting.
Niiru wrote: I'm guessing this has come up a lot already, but is there any current merit to the paragon warsuits?
I've seen the paragon character (morvenn?) appear in several lists, so I was just curious, as having her with a retinue of otther suits would seem pretty cool thematically.
Paragons are cool, but they are just too overcosted to be competitive at all really. Very unfortunate. Morvenn Vahl, on the other hand, is the exact opposite. She should absolutely be windmill slammed into any competitive Sisters list. She's absurdly good for her points cost.
Thematically it would be cool to have Morvenn with some regular Paragons, and indeed a squad of Paragons would be an excellent choice for her reroll all hits/wounds buff, but they just aren't survivable enough for their cost.
That's a shame. Is there no way to make them work?
Mortifiers and Penitents would fit the theme, but they aren't core so don't really benefit which is a shame.
Niiru wrote: I'm guessing this has come up a lot already, but is there any current merit to the paragon warsuits?
I've seen the paragon character (morvenn?) appear in several lists, so I was just curious, as having her with a retinue of otther suits would seem pretty cool thematically.
Paragons are cool, but they are just too overcosted to be competitive at all really. Very unfortunate. Morvenn Vahl, on the other hand, is the exact opposite. She should absolutely be windmill slammed into any competitive Sisters list. She's absurdly good for her points cost.
Thematically it would be cool to have Morvenn with some regular Paragons, and indeed a squad of Paragons would be an excellent choice for her reroll all hits/wounds buff, but they just aren't survivable enough for their cost.
That's a shame. Is there no way to make them work?
Mortifiers and Penitents would fit the theme, but they aren't core so don't really benefit which is a shame.
They work in Pen. Engine/Mortifier skew lists.
Eh...even then only because they can get melta. Ideally you'd want more pengines/morties and to cough up a few extra points for retributors.
Lammia wrote: It's off meta enough to be playable though. You'll still need key good stuff, maybe more so. But it gets your Nundams on the table.
So I just checked goonhammer and apparently a guy took down a GT with a unit of MM Paragons on tap!
And 2 full MM ret squads.
And 2 immolators with Hunter Killers...
Okay...let me check the other top lists (Ironhands, Admech vehicle spam, Drukhari with lots of multiwound models and vehicles, Redemptor based BTs, Redemptor based SWs, Invictor based Salamanders, Rhinos and Plague Crawlers)
Ah...that's why. This is arguably the greatest counter meta pick in the history of competitive 40k.
Lammia wrote: It's off meta enough to be playable though. You'll still need key good stuff, maybe more so. But it gets your Nundams on the table.
So I just checked goonhammer and apparently a guy took down a GT with a unit of MM Paragons on tap!
And 2 full MM ret squads.
And 2 immolators with Hunter Killers...
Okay...let me check the other top lists (Ironhands, Admech vehicle spam, Drukhari with lots of multiwound models and vehicles, Redemptor based BTs, Redemptor based SWs, Invictor based Salamanders, Rhinos and Plague Crawlers)
Ah...that's why. This is arguably the greatest counter meta pick in the history of competitive 40k.
It's a Ramshackle world, Nundams just want to rule it
Lammia wrote: It's off meta enough to be playable though. You'll still need key good stuff, maybe more so. But it gets your Nundams on the table.
So I just checked goonhammer and apparently a guy took down a GT with a unit of MM Paragons on tap!
And 2 full MM ret squads.
And 2 immolators with Hunter Killers...
Okay...let me check the other top lists (Ironhands, Admech vehicle spam, Drukhari with lots of multiwound models and vehicles, Redemptor based BTs, Redemptor based SWs, Invictor based Salamanders, Rhinos and Plague Crawlers)
Ah...that's why. This is arguably the greatest counter meta pick in the history of competitive 40k.
It's a Ramshackle world, Nundams just want to rule it
Ahh, for a second there I thought it was going to turn out to have some hidden benefits of Paragons
Niiru wrote: It's a shame the paragons don't have any kind of decent invuln.
Indeed. Even a 5++ like Seraphim/Zephyrim get would go a long way. Their 6++ SoF save just doesn't cut it, and unless I'm very much mistaken both ways to buff the SoF save (Indomitable Belief trait, and the hymn) only work on infantry so Paragons are SOL.
Niiru wrote: It's a shame the paragons don't have any kind of decent invuln.
Indeed. Even a 5++ like Seraphim/Zephyrim get would go a long way. Their 6++ SoF save just doesn't cut it, and unless I'm very much mistaken both ways to buff the SoF save (Indomitable Belief trait, and the hymn) only work on infantry so Paragons are SOL.
So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.
It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
Mavnas wrote: So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.
It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.
It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
Mavnas wrote: So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.
It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.
It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
Mavnas wrote: So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.
It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.
It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.
Mavnas wrote: So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.
It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.
It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.
But that's something that can cleared up in a faq
Except we've had like 6 FAQs since miracle dice came out and it hasn't been so...
Mavnas wrote: So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.
It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.
It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.
But that's something that can cleared up in a faq
Except we've had like 6 FAQs since miracle dice came out and it hasn't been so...
Mavnas wrote: So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.
It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.
It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.
But that's something that can cleared up in a faq
Except we've had like 6 FAQs since miracle dice came out and it hasn't been so...
We had a day 0 patch since this Codex came out...
But the modifying of miracle dice has functioned the same way since the original launch of the 8th edition codex and Terrible Knowledge has also been essentially the same since then. So 'does an auto 6 = unmodified 6?' has been around for years now.
The 'day zero' FAQ was roughly the 6th opportunity they've had to address it and they haven't.
Mavnas wrote: So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.
It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.
It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.
But that's something that can cleared up in a faq
Except we've had like 6 FAQs since miracle dice came out and it hasn't been so...
We had a day 0 patch since this Codex came out...
But the modifying of miracle dice has functioned the same way since the original launch of the 8th edition codex and Terrible Knowledge has also been essentially the same since then. So 'does an auto 6 = unmodified 6?' has been around for years now.
The 'day zero' FAQ was roughly the 6th opportunity they've had to address it and they haven't.
Terrible Knowledge is different from the SR WL trait though; it creates the die as a 6. Light of the Divine changes the value of an existing dice, closer to Moment of Grace's effect.
This WL trait didn't exist before, so there's only been one 'phoned in' FaQ that could've answered this case.
Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Hankovitch wrote: Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Hankovitch wrote: Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.
Correct answer, incomplete reason. Fortifications always count as terrain features, which can't be placed on top of objectives. The fact that it becomes area terrain after setup is irrelevant.
However, you can put a battle sanctum 1mm away from the objectve market and still contest the objective through it.
Hankovitch wrote: Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.
Correct answer, incomplete reason. Fortifications always count as terrain features, which can't be placed on top of objectives. The fact that it becomes area terrain after setup is irrelevant.
However, you can put a battle sanctum 1mm away from the objectve market and still contest the objective through it.
Hankovitch wrote: Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.
Correct answer, incomplete reason. Fortifications always count as terrain features, which can't be placed on top of objectives. The fact that it becomes area terrain after setup is irrelevant.
However, you can put a battle sanctum 1mm away from the objectve market and still contest the objective through it.
Actually that ones debated. Some people count the objective as the centre of the objective marker and some people count the objective as the whole area of the objective. In which case you can't do that the latter interpretation is more common in my experience.
However given it has to be a set distance from other terrain features it is largely unplaceable anyway.
Hankovitch wrote: Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.
Correct answer, incomplete reason. Fortifications always count as terrain features, which can't be placed on top of objectives. The fact that it becomes area terrain after setup is irrelevant.
However, you can put a battle sanctum 1mm away from the objectve market and still contest the objective through it.
This is why I have a micrometer in my gaming bag.
I understand the necessity sometimes, with some people, but it's still sad that you need one.
The new Sisters models presented for Killteam are looking very nice. What do you guys think, will we see these models as a new unit in 40k any time soon?
And if so, in what role? I guess they would fit nicely into the codex as a second troop unit. 4+ armour, perhaps bs/ws4+ and no acces to bolters/special weapons. Would we find a use for such a unit?
Singleton Mosby wrote: The new Sisters models presented for Killteam are looking very nice. What do you guys think, will we see these models as a new unit in 40k any time soon?
And if so, in what role? I guess they would fit nicely into the codex as a second troop unit. 4+ armour, perhaps bs/ws4+ and no acces to bolters/special weapons. Would we find a use for such a unit?
If they're a troop and they're cheaper than battle sisters they're better than battle sisters.
If they were even just 8ppm instead of 11, they could be T2, S2, BS 6+, WS6+, 7+ Save, LD 1, doesn't benefit from army special rules, no <order> keyword and it would NOT matter. 90% of a battle sister's value is in being a troop and having at least 1 wound. 7% is the 3+ armor, 3% is the BS3+.
It's weird to me that this wasn't immediately obvious to everyone who started talking about them as troops(in other places). No one has taken a chaos space marine in like...5 editions because of how much better cultists are. They had to push intercessors SUPER hard AND move scouts to an elite choice to stop people from taking them. A cheaper troop choice will be the better troop choice in the majority of situations. Look at all the ork lists that max out on gretchin.
I deeply, deeply hope that these are elites or fast attacks OR that they're the same price as battle sisters because even at 10ppm I can't really see a point to taking a 55pt squad of battle sisters over a 50pt squad of these.
If I had to guess their profile I'd have to say WS4+ BS4+ or 3+ S3 T3 W1 A1 Ld7 Sv5+. Probably anywhere from 6-9ppm. If they're troops, they'll probably have a place as your cheap obsec objective holders, especially in the backfield. I'm not sure that they'll made Battle Sisters redundant, especially if they give them a "one per BSS like Cultists". If they're not troops, then they're probably not going to compete with Crusaders (for cheapness) and Seraphim (for mobility).
Having played quite a few games with the current Sisters book, and seen plenty of Goonhammer articles detailing Sisters lists that are winning events, here is my revised tier list of our units:
Morvenn Vahl: S Tier: This is exactly where I predicted she would be. She's absolutely an auto-include in competitive play.
Canoness: A Tier: Turns out the Blessings are pretty good on a properly kitted-out Canoness. To me, Bloody Rose with a Blessed Blade and Rapturous Blows is probably one of the best setups, but Martyred Lady can do a pretty killy one from their supplement and there are certainly other good loadouts. You can definitely make a decent list without a Canoness though.
Palatine: B Tier: Great for bringing one of the utility Blessings (such as Word of the Emperor) as cheaply as possible, otherwise with Morvenn she's kind of redundant.
Junith Eruita: C Tier: Martyred Lady have a somewhat more useful Canoness loadout from the supplement as mentioned above. Between that and Morvenn you don't really need Junith. She's not awful, but there are better choices.
Missionary: D Tier: Just take a Preacher. Or better yet a Dogmata. Between Vahl, Celestine, and utility Canonesses, we don't need "slot fillers" that much.
Celestine: S Tier: She's good, REAL good. Probably another auto-include, although I did run a list in an event last month without her and didn't sorely miss her. But then, I didn't exactly finish in the top 10 without her either...
Triumph of Saint Katherine: C Tier: Few people are taking this in competitive lists, although it is occasionally done. You really have to build around it and even then I don't think it's optimal. Further testing may be required (I don't own the model so someone else will have to test it ).
Ephrael Stern & Kyganil: B Tier: Rising in popularity, from what I've seen, so honestly the jury's still out on this pair. I still think they are a discount Celestine, but I might pick the models up and give them a try.
Battle Sister Squad: B Tier: Still our only troops (for now, we'll see what Force Org slot the upcoming Novitiates will be), but you see a fair few lists with only a single basic unit as a tax for a Patrol. It seems that the 20-girl brick is also an idea that hasn't really panned out, which doesn't surprise me. Personally I still think there's a good list out there with a bunch of these each with a MM in an Argent Shroud detachment, but so far we haven't seen it competitively unless I totally missed it. Hence the demotion to B Tier.
Aestred Thurga & Agathae Dolan: D Tier: Nobody is taking these in competitive play. To the surprise of no one. Mostly the problem is that they compete for a crowded slot (Elites).
Imagifier: C Tier: I honestly thought these would be more useful, but this is another unit that you don't see in comp lists. I'd rate them D-Tier but I personally wonder if there might yet be a use for them nobody's figured out yet. A couple of the available buffs are decent.
Dialogus: C Tier: I originally thought this was the best priest in the book. I was way off in that estimation. In the one game I ran her, she did diddly-squat for me. And this seems to be borne out in the comp scene, as nobody else is using one either.
Preacher: C Tier: I personally think it could be worth running one of these if you wanted to take Arco-Flagellants (jump out of a Rhino with them, use the strat to auto-cast War Hymn outside the Command phase, profit), but there really isn't much reason to take a Preacher outside of this one niche use, as far as I can tell. A Dogmata does the job much better otherwise.
Celestians: C Tier: Nobody's taking them because they are generalists in a game that rewards specialists, but to me they aren't an awful unit. I'll admit I have yet to find a niche for them, and apparently nobody else has either.
Celestian Sacresants: S Tier: Just having the Bodyguard rule makes them basically an auto-include, especially in a Bloody Rose list. Honestly they do just fine in other lists as well as you don't take them for just their raw offensive output. Halberds seem to be the way to go, as the good AP on them is often worth more than the extra damage from the maces.
Hospitaller: B Tier: Kind of a "take it or leave it" option. Useful in some lists, but definitely won't make the cut in others.
Dogmata: A Tier: Best priest in the book, hands down. The ObSec buff alone is pretty nice; combine that with the ability to shoot without disrupting actions and the hymns and you have a very nice little force multiplier. I'm still trying to get the hang of using her to the fullest myself, but I'm already convinced she's good.
Paragon Warsuits: D Tier: Sadly, these haven't really panned out, with a couple of exceptions. The meta is just inimical to them at the moment, and they are overcosted. Hopefully that eventually changes; I want to run my Nundams, dammit!
Repentia Superior: B Tier: Not a strictly necessary edition to a list even in Bloody Rose, but probably a good buy if you want to footslog Repentia. Footslogging Repentia may not be the best plan though, as I've found out.
Sisters Repentia: A Tier: These are definitely one of the best "trade piece" units in the book. Even a small unit, in the Bloody Rose order, can kill something worth triple their points without breaking a sweat. Just watch out for Death Guard, Dreadnoughts, or anything vehicular and Orky; damage reduction effects are their Achilles' heel.
Crusaders: B Tier: Still great for the "action slaves" role, as they are very cheap. Recently some players have started running a couple of proper units of them though; I guess maybe there's some decent play there?
Arco-Flagellants: B Tier: I rate these lower than before due to my lack of testing and the fact that I haven't seen them in many top lists; I plan to give them a proper shakedown soon enough. I definitely think there's potential for them in some lists.
Death Cult Assassins: B Tier: An alternative to Crusaders as action slaves; less popular since the do cost a bit more, but they do basically the same job.
Dominion Squad: S Tier: Perhaps not a total auto-include, but I absolutely love these! The ability to get a pregame move on a Rhino can be clutch, and they are great for carrying 4 ACSBs and using Blessed Bolts.
Seraphim Squad: B Tier: Personally I still don't care for these, but some players who are a lot better at this game than me have been having good success with them (in Ebon Chalice detachments), so I'll defer to their wisdom. The melta ones are still trash.
Zephyrim Squad: A Tier: I like small units of them as harassment in a non-BR list, but if I'm running BR I'll take a full unit of ten and go murder something. Probably the second best melee unit in the book (after Repentia).
Retributor Squad: A Tier: I'm very glad that I was wrong about them initially; they are actually still very relevant in lists. I think units with 4 MM are a thing of the past in general though; mixed units with Meltas and Flamers seem to be the most popular option. To me, even the humble Heavy Bolter is good in the right situation, although it is the least good option.
Mortifiers: B Tier: I've had mixed success with these; in a couple of games they were amazing, but in others they were utter trash. They do show up in top tournament lists sometimes though, so maybe I'm playing them wrong.
Penitent Engines: B Tier: I'm actually considering running single ones of these and using them the same way Chaos players use Spawn: as a vector to score positional secondaries like Engage on All Fronts. The ability to advance and charge some chaff unit could really help them leap across large distances in a hurry, making them ideal for this role. Just don't charge something that will kill it easily!
Exorcist: D Tier: As predicted, they just aren't good, even with the strat to ignore LoS. They are just too expensive.
Castigator: D Tier: Same as the Exorcist; too many points for not enough utility.
Rhino: A Tier: While some lists probably don't need these, they are useful most of the time, if only to protect expensive units from getting splatted easily on the first turn of the game. I don't see myself running a Rhino-less list anytime soon.
Immolator: F Tier: Bad unit is still bad. 30 point decrease and maybe we can talk, but until then, it can stay on the shelf (at the FLGS that is, I'm not buying one for 75 USD unless it's actually decent).
Battle Sanctum: D Tier: Most tournament terrain setups still make these unusable, but in events with player-placed terrain they actually seem to be okay.
It's been interesting to see which of my predictions were borne out and which turned out to be way off. I'm hardly an expert, but at least now I can speak about this book from experience. Overall we do have a pretty decent selection of units, and the army is still perhaps the most fun army I've ever run in terms of having lots of tricks. We'll see how Sisters continue to stack up as more codexes are released.
Just played a game vs. my friend's Orks. The mission was the one where you get to move the objectives around (with the mission secondary of holding the one in your deployment zone, basically free 15 points unless you let your backfield get overrun). I was trying out my latest competitive list, a pure Argent Shroud list that was as follows:
Spoiler:
Battalion: Order of the Argent Shroud
Morvenn Vahl (Warlord)
Celestine and Geminae Superia
5 Battle Sisters: Multi-melta
5 Battle Sisters: Multi-melta
5 Battle Sisters: Multi-melta
5 Battle Sisters: Multi-melta
10 Celestian Sacresants: 9x Halberd, Spear
Preacher
2 Death Cult Assassins (No Force Org.)
9 Arco-Flagellants (No Force Org.)
Dogmata: Litanies of Faith, Hymn: Catechism of Repugnance
5 Dominions: 4x AC Storm Bolter
5 Dominions: 4x AC Storm Bolter
5 Zephyrim: Pennant
5 Retributors: 2x Multi-melta, 2x Ministorum Heavy Flamer, 2x Armorium Cherub
5 Retributors: 2x Multi-melta, 2x Ministorum Heavy Flamer, 2x Armorium Cherub
5 Retributors: 4x Heavy Bolter, Armorium Cherub
Sororitas Rhino
Sororitas Rhino
Sororitas Rhino
My opponent had the following:
Spoiler:
Note: Not sure of how the detachments were divided, but there were at least 2 detachments, both Goffs. There were also a few extra warlord traits and relics and Kustom Jobs that I don't exactly remember either.
Warboss: Warlord (Kunnin' but Brutal)
Big Mek in Mega Armor: Kustom Mega-Blasta, Tellyport Blasta, Kustom Job: Extra-Kustom Weapon
Warboss in Mega Armor: Da Krushin' Armour
10 Beast Snagga Boyz
10 Beast Snagga Boyz
10 Boyz: Choppa/Sluggas
10 Boyz: Shootas
10 Nobz: Trukkboyz, 10x Big Choppa, 10x Choppa
3 Squighog Boyz
3 DeffKoptas: Kopta Rokkitz
Rukkatrukk Squigbuggy
Kustom Boosta-Blasta
5 Stormboyz
Nob on Smasha Squig
Battlewagon
Dakkajet: 6x Supa Shoota
Dakkajet: 6x Supa Shoota
Trukk
I chose the mission secondary, To The Last, and Bring Them Down; my opponent chose the mission secondary, Retrieve Octarius Data, and Stranglehold. My three most expensive units (relevant for TTL) were Morvenn, Celestine, and the Sacresants.
I ended up winning the game (final score was 87-60 or so), due to some pretty insane luck with the dice and due to just how strong the Argent Shroud order conviction is. MSU Meltas is the real deal, I think; it certainly is a viable playstyle for Sisters, along with Bloody Rose Melee and other good builds. The reroll a hit or wound for each of the melta units is extremely strong, and the ability to advance while still firing at full effectiveness is also quite useful. One thing I'm working on is how to deploy properly with the Sacresants and the two big characters; I deployed them too far back and played way too cagey with them, which could have cost me the game had a few things gone differently. If you play Morvenn too conservatively, you're wasting her excellent melee capabilities. Just watch out for stuff like Ghazghkull Thraka that can dumptruck her even with her damage reduction. Same goes for the Sacresants; they need to be able to credibly threaten the midboard, yet remain in terrain out of LOS if possible to maximize their utility with the Bodyguard ability. Celestine I think did some good work in this game, and she could have done even more if I'd played better. The other major standout unit for me was the Arco-Flagellants. Those guys are decently durable with their 2 wounds and 5+++, and with a combination of Extremis Trigger Word and War Hymn they put out 9 attacks apiece, easily enough to mulch something worth more points than themselves. In my game, even after losing most of the squad from their transport dying and getting charged by the Squighog Boyz (the Rhino exploded and did 2 mortal wounds to those before they charged), they still managed to get 8 5+ wound rolls on 10 hits and wiped those squig riders. The three surviving Arcos then proceeded to charge and kill a 10-man Boyz unit on an objective (with the help of War Hymn/Trigger Word) before finally being killed (soaking a decent amount of firepower as they died). Just nuts!
Some good Sisters builds in the latest Competitive Innovations article from Goonhammer:
https://www.goonhammer.com/competitive-innovations-in-9th-three-apiece/ The main one that really has me fascinated is the last one in the article, a pure Martyred Lady build with no Morvenn Vahl or Celestine at all. I'd love to give that one a try myself sometime! The other Sisters lists are pretty standard stuff, although one of them used Valorous Heart instead of Ebon Chalice or Argent Shroud alongside Bloody Rose, which is at least a slightly different spin on a common list archetype.
ZergSmasher wrote: Some good Sisters builds in the latest Competitive Innovations article from Goonhammer:
https://www.goonhammer.com/competitive-innovations-in-9th-three-apiece/ The main one that really has me fascinated is the last one in the article, a pure Martyred Lady build with no Morvenn Vahl or Celestine at all. I'd love to give that one a try myself sometime! The other Sisters lists are pretty standard stuff, although one of them used Valorous Heart instead of Ebon Chalice or Argent Shroud alongside Bloody Rose, which is at least a slightly different spin on a common list archetype.
That OoML list is fascinating, as a OoML player myself it's nice to see someone going outside the obvious archetype and having success. I've always maintained that OoML have some nice tricks that make them an interesting choice.
On another note, Sacresants. Should I run a single unit of 5 or is it best to go for the full 10-woman unit to guarantee their sheer durability?
ZergSmasher wrote: Some good Sisters builds in the latest Competitive Innovations article from Goonhammer:
https://www.goonhammer.com/competitive-innovations-in-9th-three-apiece/ The main one that really has me fascinated is the last one in the article, a pure Martyred Lady build with no Morvenn Vahl or Celestine at all. I'd love to give that one a try myself sometime! The other Sisters lists are pretty standard stuff, although one of them used Valorous Heart instead of Ebon Chalice or Argent Shroud alongside Bloody Rose, which is at least a slightly different spin on a common list archetype.
That OoML list is fascinating, as a OoML player myself it's nice to see someone going outside the obvious archetype and having success. I've always maintained that OoML have some nice tricks that make them an interesting choice.
On another note, Sacresants. Should I run a single unit of 5 or is it best to go for the full 10-woman unit to guarantee their sheer durability?
I prefer to run a unit of 10 with the Halberds (take the Spear on the Superior though; it's worth it for the 2 damage); makes them a bit harder to shift plus a bit more board coverage for bodyguard shenanigans.
Novitiates are cheaper than I expected at 75pts for 10 models and 4+ armour is better than I expected too. Can even punch above their weight with the Zealot or Fanatic strat if you have a Priest nearby and you can give them 2 attacks if you swap out their Autogun (which IMHO is probably wisest). Poor Battle Sisters need a point drop because these are definitely going to be more popular as both backfield campers and budget, obsec Arco-flagellants.
Novitiates seem good, but I don't see myself running more than one unit of them. Being stuck at 10 models size means they can't share a Rhino with a buff character (and can't fit in an Immolator at all, if it matters), which sucks for keeping them supported (they need a priest nearby for the Holy Rage strat). They are probably best used as a backfield deterrent unit, camping an objective and punishing someone who gets close enough. If you really stack the buffs, they can get up to 5 attacks per model (1 base, +1 for melee weapon, +1 for charging from their own rule, +1 for being Bloody Rose and charging, +1 if you chant War Hymn on them from a priest), which is bananas on such a cheap unit! It's just that getting them there could be an issue, hence my suggestion to use them in the backfield.
I actually wonder if there is merit to the idea of taking 2 flamers in the unit in an Ebon Chalice setup to give you even more angles on their Mortal Wound strat. Probably not since we already have Seraphim for that, but...eh.
I just think it's nice to finally have a second troop choice.
Honestly, they aren't anything world-breaking, but I think scrounging 20 points in a BR detachment to trade out 1 unit of BBS is worth it. You're going to have a dogmata almost certainly, and they're a nice cheap tool for mid-to-late game threat where a BBS would do nothing. They cost so little they are worth being just 10 bodies.
...but if you 'turn them on' with even the most trivial of buffs (+1 attack) it's suddenly 50 attacks.
...if you have vahl and a rapturous blows cannnoness around, it's also like 13 mortals, plus 38~(t4) 22~ (t5-7), 14~ (t8+) ap -1 wounds...so like, it kills anything other than a knight in one go and almost kills a knight.
Mind you I'm not saying you should build to do that (you shouldn't) but these are all reasonable tools many armies will have. The fact that they are otherwise 10 cheap obsec core wounds that just can also do all of that other stuff to me really shows some good value, particularly for mid to late game plays.
Automatically Appended Next Post: Interestingly, they are very comparable to arco-flagelants: roughly the same durability per point, T3, 4+ and SoF vs T4 5++, 1 more point per wound, though more favorable for the new girls since 1 wound is always better than 2 per point. Roughly 30% less output per point (4 S4 ap-1 for 14 points vs 4 S5 ap-1 zealot for 13 points) but much better access to strats/support and, critically, obsec.
Arcos have felt like an almost-good unit for a while now. But slotting into a better slot (elite vs troops), having obsec, arguably a tiny bit more durability and better support for essentially a 30% reduction in offense (in a vacuum, since buffed the units are much closer) really feels like probably enough to push into 'yup I'll take these' territory.
There's no universal "vehicles cannot perform action" rule. Only units universally banned from doing those are aircraft and fortifications while for rest of action it depends on action itself to limit. While most of the actions say "infantry" there are some(at least in mission specific" ones that say "one unit from your army". These can be done via vehicles as well.
It's a catch all rule. Should any scenario have an opportunity for a the unit to perform an action, the rules says no because they exist only to cause pain.
ZergSmasher wrote: Yes; both of those things are our "faction pure" bonuses.
are you sure?
I asked because I could see we lose miracle dice, but I didn't see the same for sacred rights. we keep convictions because it explicitly allows super heavy aux. Anyone else have any input?
Automatically Appended Next Post:
alextroy wrote: Sacred Rites are not a purity bonus. They don’t even require a Adepta Sororitas detachment.
Engage on All Fronts, Retrieve Octarius Data are probably the ones I pick the most, but then just about everybody picks those two. I actually have had some success with To The Last, with Morvenn Vahl, Celestine, and my big unit of Sacresants needing to stay alive to score it. Bodyguard tricks are the real deal and have won me games. Other than those, the only Sisters one I've used much is Defend the Shrine, and that's only a good pick on a few missions.
Paragons, Immolators, and Penitent Engines were the main focus of the list; all units that are generally considered subpar at best (I've always thought Immolators were trash; shows what I know, eh?).
Here's hoping that when the new Chapter Approved drops (with its points updates), some of the less competitive Sisters stuff gets a points drop. Exorcists and Castigators need to drop by at least 20 to even be worth a look, and Paragons should be at least 10 ppm cheaper as well (although, as seen above, some players can seem to make them work). Immolators really need a points drop too. I am, however, fully expecting Morvenn Vahl to get a price bump; she's insanely good for her current points cost.
Paragons, Immolators, and Penitent Engines were the main focus of the list; all units that are generally considered subpar at best (I've always thought Immolators were trash; shows what I know, eh?).
Here's hoping that when the new Chapter Approved drops (with its points updates), some of the less competitive Sisters stuff gets a points drop. Exorcists and Castigators need to drop by at least 20 to even be worth a look, and Paragons should be at least 10 ppm cheaper as well (although, as seen above, some players can seem to make them work). Immolators really need a points drop too. I am, however, fully expecting Morvenn Vahl to get a price bump; she's insanely good for her current points cost.
Immolators and Paragons have a very specific niche against mech heavy lists. The biggest being that they tend to flatten SM dreadnaughts fairly well, which are both a popular pick and something a lot of popular sister's setups don't have great answers for.
If you're expecting a lot of dreadnaught, admech armor, raiders, buggies, the way we are now, they're a good pick. The chassis for the immolator is still probably 20pts overpriced though, which is why the immolation flamer version is nowhere to be seen. I agree with the 10ppm for Paragons as well.
That's also a list that wants to bury a couple of specific targets in melta fire and then just kinda coast out the rest of the game on objectives, which rhino chassis vehicles are pretty good at considering most armies bring the minimum amount of anti-tank they can get away with to avoid losing huge chunks of their army to darklances.
Exorcist's big problem is that it costs 2CP per turn to shoot. Until they make that a 1CP strat, it could be 140 and it still wouldn't see any play. Castigators are unsalvageable.
ERJAK wrote: Exorcist's big problem is that it costs 2CP per turn to shoot. Until they make that a 1CP strat, it could be 140 and it still wouldn't see any play. Castigators are unsalvageable.
Honestly I think the Exorcist might be okay-ish at 140. You don't have to use the stratagem; you could just direct fire it at something, and 3d3 krak missiles is nothing any player with tanks wants to see coming at them. I definitely agree that the strat should be 1CP though; not sure what the hell GW was thinking making it 2CP when other armies get non-LOS shooting baked into their datasheets.
I don't know that the Castigator is unsalvageable; it would have to be like 130 (the current cost of a Drukhari Ravager) to be worth taking, and even then we have other units that do basically the same job, so it would probably be in the same boat as Celestians (okay unit, but just not needed).
deviantduck wrote: So what are the most consistent secondaries for us to take?
I'm actually finding Sacred Grounds to be a pretty decent codex secondary since Celestine can perform it.
Just body guard her with shield girls and she can just stand on the point and finish the action. Now it depends on what the map looks like, but when there is a close objective or 2 this is an easy 8-12 points since it also completes at the end of the game potentially letting you nap a middle objective if you are going second. But Celestine almost guarantees 8 on this since when she does finally die on a 2+ she'll revive and still finish the action.
Other than that, we do engage pretty naturally. Rod if you build for it is pretty good, if you take celestine and vahl building a to the last target is pretty simple since it's hard to kill them through bodyguards. If you are melee focused stranglehold is also usually pretty strong as sisters can generally trade a unit to take a point.
One important thing to note, and it will affect our list building: ROD is going away soonish, to be replaced with RND (Retrieve Nachmund Data). 2-man "action slave" units just aren't going to cut it anymore, and even a 5-model unit will have a 1/6 chance of failing unless that unit has ObSec. I'm wondering if we are going to start seeing more small BSS units in lists, or perhaps 6-girl Seraphim units (since 6 models guarantees a success). Personally I'm of the opinion that RND will not be anywhere near as universally chosen as ROD was (and that goes for all armies, not just Sisters), and that armies that do want to go for RND are going to be much more purpose-built with it in mind.
ZergSmasher wrote: One important thing to note, and it will affect our list building: ROD is going away soonish, to be replaced with RND (Retrieve Nachmund Data). 2-man "action slave" units just aren't going to cut it anymore, and even a 5-model unit will have a 1/6 chance of failing unless that unit has ObSec. I'm wondering if we are going to start seeing more small BSS units in lists, or perhaps 6-girl Seraphim units (since 6 models guarantees a success). Personally I'm of the opinion that RND will not be anywhere near as universally chosen as ROD was (and that goes for all armies, not just Sisters), and that armies that do want to go for RND are going to be much more purpose-built with it in mind.
It was mentioned that its troops, not necessarily obsec, and it was the same for some of the other objectives(like teleport homers)
The stratagem's they showed off are EXTREMELY meh. The one for Paragon Warsuits is obnoxiously specific. Fueled by rage is a shooting stratagem in an army that doesn't really shoot (outside of Retributors who get punished for using it). Firey(spelling?) example is worse than both Righteous Rage and their existing warlord trait. Armor of True Sacrifice is interesting but it basically creates a sac character. Do we have a way of inflicting damage on our own units? Because if we do that could be an awesome way to gain miracle dice.
It IS nice that they're working on letting us generate more miracle dice again. That was one of the major areas the new Codex failed compared the old one. Realistically, we get so few miracle dice that I'm surprised we haven't seen more experimentation with allying in shooting components.
Looking at these a second time, it looks like there's a lot of effort to push paragon warsuits so far. Both stratagems only really work on Paragons.
deviantduck wrote: I'm certainly whelmed. How many rules can we stack on a canoness until it's too many?
What's funny is that the ideal use of that relic is to put it on a stock Palantine and slowly kill it yourself. 45pts and 1 CP for 5 miracle dice is totally worth. Anything else is a complete waste. Like your opponent is just going to sit back and very carefully do 1 wound per phase so you can max out your MD from it.
ERJAK wrote: Looking at these a second time, it looks like there's a lot of effort to push paragon warsuits so far. Both stratagems only really work on Paragons.
We'll see how hard they are trying to push Paragons whenever the new points update comes out. They need at minimum a 10 ppm drop to be viable, probably more like 15-20 ppm (don't see them getting that much though).
The first strat they showed seems like it would be good to help Paragons be good at horde-clearing; usually you'll probably take meltas which aren't great vs. hordes so having another tool to help deal with loads of gribblies is not a bad thing. The other one would be good on a variety of shooting units (pity they jacked up the CP cost to use it on Retributors; funnily enough it's still just 1CP for Paragons!). One problem I've had is that Retributors tend to be a "one and done" unit because once they are out of their transports they have a massive bullseye on them, so this at least helps make sure they take out one more target before they go down. The warlord trait is way too situational (I'm sure there are more in the book though that are perhaps better), but the relic might actually be good on a fighty Canoness (I might choose it instead of the Mantle of Ophelia on my usual murder-Canoness build just for the chance of getting more Miracle dice). You'll get at least one extra Miracle dice from it even if your character gets instantly punked.
I look forward to finding out what else Bloody Rose get from the book; the Martyred Lady stuff from the other book wasn't too shabby even if it wasn't quite enough to make them super competitive.
Morvenn, Sacresanct and Novitiates (????) all took significant hits. (A unit of novitiates is ONE HUNDRED POINTS stock now, which means you can throw yours out because they were only seeing fringe use at 75.)
Paragons got a 10ppm drop (woo...)
Exorcists and Immolators went down 10ppm(bullgak)
But the big kick in the dick is that you apparently aren't able to mix subfactions anymore. Which means we drop down probably close to a full tier as an army.
Do you have a link or source to share about these leaks? I would think if you can't mix subfactions they would do this to other books as well like TSons who mix their cults.
skycapt44 wrote: Do you have a link or source to share about these leaks? I would think if you can't mix subfactions they would do this to other books as well like TSons who mix their cults.
That's You with a capital Y. As in NO ONE can mix their Chapter tactics anymore. It's apparently from the Canhammer podcast or something? Saw the leaked list on Bolter and chainsword.
Morvenn, Sacresanct and Novitiates (????) all took significant hits. (A unit of novitiates is ONE HUNDRED POINTS stock now, which means you can throw yours out because they were only seeing fringe use at 75.)
Paragons got a 10ppm drop (woo...)
Exorcists and Immolators went down 10ppm(bullgak)
But the big kick in the dick is that you apparently aren't able to mix subfactions anymore. Which means we drop down probably close to a full tier as an army.
GW sucks.
Vahl was inevitable, I'm curious how much Sacresants go up though. 14ppm isn't far off from where they deserve to be, their main issue is that the bodyguard rule can be abused badly for them. Novitiates don't deserve a bump at all, I don't understand why they would get one.
10ppm for Paragons, Exorcists and Immolators are helpful but they need more to be truly viable.
Can you explain not being able to mix sub-factions? Surely the flexible army construction GW allows will allow us to have mixed subfactions still in some regard, is it just removing order rules in some manner or is it flat-out disallowed now? Is this a Sisters-only nerf or game-wide? It's definitely going to hurt Sisters since that's the default competitive setup for us, but as a more casual player who's just running one detachment anyway it doesn't affect me too much. Maybe we'll see OOML getting some play now.
Morvenn, Sacresanct and Novitiates (????) all took significant hits. (A unit of novitiates is ONE HUNDRED POINTS stock now, which means you can throw yours out because they were only seeing fringe use at 75.)
Paragons got a 10ppm drop (woo...)
Exorcists and Immolators went down 10ppm(bullgak)
But the big kick in the dick is that you apparently aren't able to mix subfactions anymore. Which means we drop down probably close to a full tier as an army.
GW sucks.
Vahl was inevitable, I'm curious how much Sacresants go up though. 14ppm isn't far off from where they deserve to be, their main issue is that the bodyguard rule can be abused badly for them. Novitiates don't deserve a bump at all, I don't understand why they would get one.
10ppm for Paragons, Exorcists and Immolators are helpful but they need more to be truly viable.
Can you explain not being able to mix sub-factions? Surely the flexible army construction GW allows will allow us to have mixed subfactions still in some regard, is it just removing order rules in some manner or is it flat-out disallowed now? Is this a Sisters-only nerf or game-wide? It's definitely going to hurt Sisters since that's the default competitive setup for us, but as a more casual player who's just running one detachment anyway it doesn't affect me too much. Maybe we'll see OOML getting some play now.
Sacrosanct go up to 16ppm, which is 1 more PPM than I think they should be.
I personally think the changes to Paragons, Exorcists, and Immolators are completely irrelevant, but do agree that they need more to be viable.
The exact wording of the new rule is unknown but you will at least lose something significant (probably miracle dice for us) in order to take more than 1 Order Conviction (which might be worth it, honestly. I think I get like 4 useful miracle dice per game now with how trash the new codex is compared to the old one). It might be a straight up ban on it. don't know yet. It's game wide but nothing else gets punched with it as hard as SoB does.
I'm just hoping that the BR supplement is decent because if OoML is really our best mono-order list now, that's gonna suck. It's easily the most boring faction to play and the OoML stuff was about as underwhelming as 40k supplements get.
The "no mixing subfactions" thing is to bring everyone else in line with the two new books (Custodes and GSC). Their monofaction bonuses only work if your entire army is from the same subfaction. Doesn't affect me personally; I wasn't mixing Orders anyways. EC is probably dead competitively now though.
ZergSmasher wrote: The "no mixing subfactions" thing is to bring everyone else in line with the two new books (Custodes and GSC). Their monofaction bonuses only work if your entire army is from the same subfaction. Doesn't affect me personally; I wasn't mixing Orders anyways. EC is probably dead competitively now though.
Honestly, unless the BR supplement is WAY better than it looks like it's going to be, it kinda kills Sisters as competitively. BR will muddle through and the masochists who have been trying to make OoML work might still have a chance but not being able to mix subfactions AND seeing just about every list go up between 35 and 45pts means we drop at least a full tier in terms of competitiveness.
It's just yet another example of GW throwing the baby out with the bathwater.
Honestly, it's probably better to just throw out miracle dice. With the nerfs to MD generation from the last codex, I've been averaging maybe 3 instances per game where the dice make any kind of difference at all. I feel like there's way less value there than there is in being able to drop BR repentia into AS lists.
ZergSmasher wrote: The "no mixing subfactions" thing is to bring everyone else in line with the two new books (Custodes and GSC). Their monofaction bonuses only work if your entire army is from the same subfaction. Doesn't affect me personally; I wasn't mixing Orders anyways. EC is probably dead competitively now though.
Honestly, unless the BR supplement is WAY better than it looks like it's going to be, it kinda kills Sisters as competitively. BR will muddle through and the masochists who have been trying to make OoML work might still have a chance but not being able to mix subfactions AND seeing just about every list go up between 35 and 45pts means we drop at least a full tier in terms of competitiveness.
It's just yet another example of GW throwing the baby out with the bathwater.
Honestly, it's probably better to just throw out miracle dice. With the nerfs to MD generation from the last codex, I've been averaging maybe 3 instances per game where the dice make any kind of difference at all. I feel like there's way less value there than there is in being able to drop BR repentia into AS lists.
Now that's just hyperbole. Sisters are still going to be okay; the top players will find ways to make them still work. BR are just fine by themselves and don't NEED AS or EC to boost them; personally I think AS works fine by itself (and is super fun to play too!).
Regarding the nerfs, we all knew Morvenn Vahl was undercosted; I'm honestly surprised she didn't get bumped all the way up to 300 points instead of 285. Sacresants were also just a little too spectacular for their points, especially because of the Bodyguard bullgak they could pull with MV and Celestine. I personally think they are just fine even at 16 ppm; it'll be other parts of the list where sacrifices will be made. One thing will change; we won't need the little 2-model units of Crusaders/DCA as "action slave" units because of the changes to secondaries, so that's something we don't have to spend points on anymore. I definitely think 10 ppm is too little of a drop for Paragons, and way too little for the Exorcist and Immolator. And is the Castigator dropping at all?
Regarding Miracle dice, I think we still need them. They've come in very handy for guaranteeing a charge out of reserves for Repentia or Zephyrim in my games, plus it's nice to be able to spike a big damage roll on a melta shot once in a while. Of course, I say this as someone who doesn't generally place very highly in tournaments and who already doesn't mix Orders, so take it with a grain of salt.
A 25% increase in novitiates is terrible especially given they require a tax unit I mean compare the shooty variant with guardsman or better yet the 10 man voidsman unit you can take as an agent of the imperium. 2 pts less same guns same w same T same SV. Oh and no tax and the only gain you make is the keyword and (the extra A on the charge is partially negated by the other unit having +1Ws in terrain. The fight variant might be just about playable (not good) in BR but its massively over costed in any other.
Sacresants is an over nerf their only 1w models I felt they were about balanced. Sure combined up with 300pts worth of support they might be just about useable but not as stand alones really that's a justification for increasing the cost of vahl/celestine not the Sacresants
So I've been trying to think of new ideas to try for Sisters. Mixed orders seems to be dying, so you either have to play mono-Order (which, as I said earlier, is already what I do) and accept that either your shooting or melee will be less efficient, or play mixed Orders and just give up Miracle dice (which is a no-go for me; MD are part of Sisters' identity as a faction and I won't give them up, no sir!). But, I do have some other options that are compromises of a sort:
-Play Argent Shroud, and if you want more melee power, just take different units that don't rely on the Order keyword as much, namely Mortifiers, Penitent Engines, and maybe even Arco-Flagellants (I tried Arcos out and was disappointed though). Heck, even Death Cult Assassins can be mean if they reach combat; 2+ to hit with rerolls is no joke, although they will struggle mightily with higher-Toughness targets. Personally I still think it could be worth it to include Zephyrim or Sacresants in an AS list; Zephys have a lot of attacks even without the extra one from the BR conviction, and Sacresants have the Bodyguard keyword for added value (not sure I would still run the full 10 though unless I was playing BR). Celestine and Vahl are also very strong in melee of course.
-Play Valorous Heart, and go for board control rather than offensive power. With their strat you can still get one Retributor unit able to move and shoot accurately, and they can make one of the tankiest characters in the game when you combine their warlord trait with the Mantle of Ophelia. Their Order Conviction makes your units somewhat more difficult to shift, so lean into that with your list building.
-My most radical idea, but one I've been thinking about more and more recently: play an Order Minoris (custom subfaction). The combo I've been thinking about that gives some benefit to both shooting and melee is Devout Fanaticism and Guided By The Emperor's Will. Devout Fanaticism is the same as Space Marines' Born Heroes (a popular choice for their custom Chapters), and GbtEW gives us the reroll part of Argent Shroud, which helps with shooting but also helps with melee too. Having +1 to hit in melee helps mitigate the lack of the extra attacks from the BR conviction (you are getting less hits per fight phase but not as many less as you might think), and the ability to reroll a hit or wound helps mitigate the moving and shooting penalty on our Retributors. Melee-wise, the only thing I'd truly miss from BR is the Tear Them Down strat, but...eh. Zephyrim still have their +1 to wound since it's not order-locked, and you can still use War Hymn on a Repentia unit to give them a good number of attacks (auto-cast it with Fiery Oratory right after disembarking if you bring a priest along), and +1 to hit on them means they're hitting on a rerollable 3+ instead of a 4+. I'd still bring Morvenn and Celestine along because they're always great (even with Morvenn being more expensive).
ZergSmasher wrote: So I've been trying to think of new ideas to try for Sisters. Mixed orders seems to be dying, so you either have to play mono-Order (which, as I said earlier, is already what I do) and accept that either your shooting or melee will be less efficient, or play mixed Orders and just give up Miracle dice (which is a no-go for me; MD are part of Sisters' identity as a faction and I won't give them up, no sir!). But, I do have some other options that are compromises of a sort:
-Play Argent Shroud, and if you want more melee power, just take different units that don't rely on the Order keyword as much, namely Mortifiers, Penitent Engines, and maybe even Arco-Flagellants (I tried Arcos out and was disappointed though). Heck, even Death Cult Assassins can be mean if they reach combat; 2+ to hit with rerolls is no joke, although they will struggle mightily with higher-Toughness targets. Personally I still think it could be worth it to include Zephyrim or Sacresants in an AS list; Zephys have a lot of attacks even without the extra one from the BR conviction, and Sacresants have the Bodyguard keyword for added value (not sure I would still run the full 10 though unless I was playing BR). Celestine and Vahl are also very strong in melee of course.
-Play Valorous Heart, and go for board control rather than offensive power. With their strat you can still get one Retributor unit able to move and shoot accurately, and they can make one of the tankiest characters in the game when you combine their warlord trait with the Mantle of Ophelia. Their Order Conviction makes your units somewhat more difficult to shift, so lean into that with your list building.
-My most radical idea, but one I've been thinking about more and more recently: play an Order Minoris (custom subfaction). The combo I've been thinking about that gives some benefit to both shooting and melee is Devout Fanaticism and Guided By The Emperor's Will. Devout Fanaticism is the same as Space Marines' Born Heroes (a popular choice for their custom Chapters), and GbtEW gives us the reroll part of Argent Shroud, which helps with shooting but also helps with melee too. Having +1 to hit in melee helps mitigate the lack of the extra attacks from the BR conviction (you are getting less hits per fight phase but not as many less as you might think), and the ability to reroll a hit or wound helps mitigate the moving and shooting penalty on our Retributors. Melee-wise, the only thing I'd truly miss from BR is the Tear Them Down strat, but...eh. Zephyrim still have their +1 to wound since it's not order-locked, and you can still use War Hymn on a Repentia unit to give them a good number of attacks (auto-cast it with Fiery Oratory right after disembarking if you bring a priest along), and +1 to hit on them means they're hitting on a rerollable 3+ instead of a 4+. I'd still bring Morvenn and Celestine along because they're always great (even with Morvenn being more expensive).
I've had the same lines of thought but ran into a few problems:
The problem with the AR setup is ideally you'd want mortifiers and pengines because they synergize very well with AR's run and gun playstyle, EXCEPT Pengines, Mortifiers, AND Retributors are all heavy support so you pretty much have to run a Spearhead to bring everything you need. Dropping retributors for any reason in AR is a big no-no. This cuts out the one benefit of not mixing factions, which is the extra 3 CP. Arcos aren't a bad pick either, especially if you're REALLY loading up on melta.
That said, in a normal battalion you do still have room for up to 4 characters and Celestine, Morvenn, and Stern make up a very effective melee contingent,especially if you have at least 5 sacresancts giving them bodyguard.
I personally have never thought Zephyrim were good (despite their representation on top tables, my anecdotal experience is that they hit things, do nothing, and then die) but Sacresancts will always have a place so long as you have at least 1 melee character.
The 2 big flaws with VH are 1. They relied on Sacresancts even more than bloody rose did because of how they synergized with the Conviction, and 2. Battle Sisters are extremely mediocre.
Your last option might have legs, but it also might just end up being a 'worst of both worlds' situation since the GOOD part of argent shroud is the remain stationary and +1 to hit is almost always worse than +1 attack, even ignoring the extra AP.
Played my first game of 9th this weekend. Got wrecked by Custodes. Trajan ate a Canoness and Vahl and I think he only took 2 wounds. I think I did fail about 85% of the 4++'s tho. It was nice to knock the rust off.
Played my first game of 9th this weekend too. 1k points in an escalation league, I was up against Crusher Stampede Nids and, worst of all, I was borked in melee because I brought OOML Repentia, mace Sacresants and a Blessed Blade Canoness, so all of them were suffering mightily from the -1 damage on MCs. I did end up winning because I focused on the objectives and whittled down the Swarmlord and Tyranid Warriors on Turn 2. My Canoness managed to solo a Haruspex too without taking any damage in return, which was incredible (and unlikely). She was armed with Blessed Blade and Martyr's Vengeance (took off 9 wounds with the relic inferno pistol alone, it's no joke when you can sub in Miracle Dice for the damage roll) and had the Word of the Emperor blessing which helped immensely. Poor Sacresants got wiped out by shooting the Swarmlord with their bolt pistols and then he rolled a 6, killing the last 3 with mortal wounds. All-in-all, a very fun and successful first game for my Sororitas though.
Andilus Greatsword wrote: Played my first game of 9th this weekend too. 1k points in an escalation league, I was up against Crusher Stampede Nids and, worst of all, I was borked in melee because I brought OOML Repentia, mace Sacresants and a Blessed Blade Canoness, so all of them were suffering mightily from the -1 damage on MCs. I did end up winning because I focused on the objectives and whittled down the Swarmlord and Tyranid Warriors on Turn 2. My Canoness managed to solo a Haruspex too without taking any damage in return, which was incredible (and unlikely). She was armed with Blessed Blade and Martyr's Vengeance (took off 9 wounds with the relic inferno pistol alone, it's no joke when you can sub in Miracle Dice for the damage roll) and had the Word of the Emperor blessing which helped immensely. Poor Sacresants got wiped out by shooting the Swarmlord with their bolt pistols and then he rolled a 6, killing the last 3 with mortal wounds. All-in-all, a very fun and successful first game for my Sororitas though.
Cool that you won but the words 'OOML' and "Repentia" that close together in a sentence like that made me throw up in my mouth a little bit.
deviantduck wrote: Played my first game of 9th this weekend. Got wrecked by Custodes. Trajan ate a Canoness and Vahl and I think he only took 2 wounds. I think I did fail about 85% of the 4++'s tho. It was nice to knock the rust off.
Trajann is an absolute monster in the just-released Custodes book; I'm honestly not surprised he was able to dumptruck the Canoness. That sounds like tough luck with Vahl, though. I've gotten pretty unlucky with Vahl a time or two myself; she's plenty tanky until she just can't make a damn 4++.
In my most recent outing of 3 games, Celestine went down in each game. In 2 of the 3, she rolled a 1 for getting back up. The first time it happened I was irritated; when it happened again a mere 2 games later I was furious that my luck could be that horrible. But, ultimately sometimes luck can decide games.
mchammadad wrote: Most of the list i play usually run about 6 to 7 immolators.....
Yea. i tend to rip half an armies worth of units with just immolators
with the -pts in the new chapter approved.... i can make an immolator doomstack of bout 8 multi melta immolators in a 2k points list easy.
my highest total i got for melta shots is 56...... seeing if i can tweak the list a bit
FYI, since immolators are dedicated transport, rule of 3 doesn't apply to them
I assume Argent Shroud for the shooting benefits, yes? Or Valorous Heart to reduce AP1/2? I definitely admit that with the points drop, they are looking slightly better, especially if you are running a lot of them as you seem to be.
Honestly my wallet cringes at the thought of buying all those Immolators though.
deviantduck wrote: Played my first game of 9th this weekend. Got wrecked by Custodes. Trajan ate a Canoness and Vahl and I think he only took 2 wounds. I think I did fail about 85% of the 4++'s tho. It was nice to knock the rust off.
Trajann is an absolute monster in the just-released Custodes book; I'm honestly not surprised he was able to dumptruck the Canoness. That sounds like tough luck with Vahl, though. I've gotten pretty unlucky with Vahl a time or two myself; she's plenty tanky until she just can't make a damn 4++.
In my most recent outing of 3 games, Celestine went down in each game. In 2 of the 3, she rolled a 1 for getting back up. The first time it happened I was irritated; when it happened again a mere 2 games later I was furious that my luck could be that horrible. But, ultimately sometimes luck can decide games.
He kept popping transhuman and the turning off rerolls strat. Only 50% chance to hit with no rerolls really stings. His first round of attacks against MV I failed 4 of 5 4++.
I also fired 14 melta shots that game for a total of 3 wounds.
mchammadad wrote: Most of the list i play usually run about 6 to 7 immolators.....
Yea. i tend to rip half an armies worth of units with just immolators
with the -pts in the new chapter approved.... i can make an immolator doomstack of bout 8 multi melta immolators in a 2k points list easy.
my highest total i got for melta shots is 56...... seeing if i can tweak the list a bit
FYI, since immolators are dedicated transport, rule of 3 doesn't apply to them
The problem with Immolators is that they're really bad unless your opponent is ALSO bringing a mech heavy list.
Immo spam has a strong matchup into armies like Ork buggy spam and Ironhands (and I bet would see quite a bit of success vs crusher stampede depending on the build) but gets absolutely dumped on by things like Dark Eldar and Black Templar and loses the mirror match hard.
They've seen some success as a dedicated counter-meta pick as a result but blind going into a big tournament with immospam is a dangerous prospect.
deviantduck wrote: Played my first game of 9th this weekend. Got wrecked by Custodes. Trajan ate a Canoness and Vahl and I think he only took 2 wounds. I think I did fail about 85% of the 4++'s tho. It was nice to knock the rust off.
Trajann is an absolute monster in the just-released Custodes book; I'm honestly not surprised he was able to dumptruck the Canoness. That sounds like tough luck with Vahl, though. I've gotten pretty unlucky with Vahl a time or two myself; she's plenty tanky until she just can't make a damn 4++.
In my most recent outing of 3 games, Celestine went down in each game. In 2 of the 3, she rolled a 1 for getting back up. The first time it happened I was irritated; when it happened again a mere 2 games later I was furious that my luck could be that horrible. But, ultimately sometimes luck can decide games.
He kept popping transhuman and the turning off rerolls strat. Only 50% chance to hit with no rerolls really stings. His first round of attacks against MV I failed 4 of 5 4++.
I also fired 14 melta shots that game for a total of 3 wounds.
You mean wounding, right? Because I don't see anything on Trajann's Datasheet that would give him -2 to hit.
Going over the points changes and the subfaction changes again...the future looks bleak.
Monofaction lists tended to rely HEAVILY on the 3 units that took the hardest nerfs.
AS, VH, and BR relied heavily on Vahl.
OoML, BR, and VH relied heavily on sacresancts.
Every Sister's list relied heavily on Armorium Cherubs.
With all the changes, a typical Mono-BR list went up 65-75pts a typical mono VH list went up 95, a typical mono-AS list went up 55pts and a typical Mono-OoML list went up between 30-50pts.
We receive nothing in compensation for either the subfaction change or the point hikes.
So, in reality our best hope between now and the next CA is the BR supplement.
What we've seen so far from the BR supplement is 1 Warlord Trait, 1 Relic, and 2 stratagems.
They've said we're getting an Army of Renown, so that just leaves (based on the OoML supplement) 2 Warlord Traits, 3 Relics, and 6 stratagems.
The things they've shown off so far are largely useless. The shoot on death strat is mediocre because it's 2CP for rets but it's not nothing so whatever. The relic is awful, the warlord trait is worse, the Paragon strat requires you bring paragons.
The Relics and Warlord Traits BR already have access to are good enough that they'd REALLY have to push the supplement stuff enough to make them worthwhile picks. Let alone a significant advantage to the army. We absolutely do not need more 'Jump through 8 hoops and do a standing backflip with concrete shoes to get 1 miracle die' crap so hopefully what we've seen is the last of that. IF there is something that lets us wound our OWN units to gain some sort of a buff, that miracle dice relic will be very interesting. If not it remains useless.
So it's very doubtful that we'll see much in the way of a boost from WT or Relics. So looking to stratagems, what could we see there?
Well, looking at the OoML supplement we see: A stratagem that gives a mediocre buff against one specific army. Not gonna cut it. A stratagem that gives a really stupid bonus in a really convoluted way and kills off our own models. Bad. A stratagem that makes you jump through hoops to get a bonus you can't really benefit from. The equivalent for BR would be 'one additional AP on bolter weapons if you shoot at a target that was shot at by 6 or more units in the same shooting phase.' Bad. The strat we've already seen for Paragons (that is terrible compared to the OoML one.) A strat for the useless tanks no one cares about. An extremely situational strat everyone will look at as the reason to use the supplement but that will underwhelm. The strat we've already seen, which is a bad clone of the OoML one. And a strat that lets us take a second bad warlord trait.
So the strats probably aren't going to offer much for us either. Our best hope is that the Army of Renown is closer to the Crusher Stampede than the mechanicus defense force.
It makes it so they almost always fail at octarious data 1/6 chance of success
They also can't do engage on all fronts unless you atleast buy an extra model which doubles there power level and makes them more costly to reserve
Yes they can score the ones you don't take
Unless my opponent has an obvious kill mission those two are current auto includes. They are still doable but a shift from 2 man to 6 comes with a significant loss in efficiency
Well thank goodness I'm back in the saddle just in time for sisters to be mediocre again.
Automatically Appended Next Post: It also looks like the Battle Sanctum is able to be played now, but I just read the 9th rules for it, and it doesn't seem worthwhile. I guess if you park it on an objective a squad of BSS can hold one to generate a MD without wasting units.
deviantduck wrote: Well thank goodness I'm back in the saddle just in time for sisters to be mediocre again.
Automatically Appended Next Post: It also looks like the Battle Sanctum is able to be played now, but I just read the 9th rules for it, and it doesn't seem worthwhile. I guess if you park it on an objective a squad of BSS can hold one to generate a MD without wasting units.
So that's worth it?
You actually can't put it on TOP of an objective. Also, because of the way obscuring works, it's actually better to have it a little ways in front of an objective so your squad can cap the objective while being BEHIND its footprint.
Also, the balance slate coming in February and the Bloody Rose supplement might, MIGHT, MAYBE have some compensation for us in this regard.
deviantduck wrote: Well thank goodness I'm back in the saddle just in time for sisters to be mediocre again.
Automatically Appended Next Post: It also looks like the Battle Sanctum is able to be played now, but I just read the 9th rules for it, and it doesn't seem worthwhile. I guess if you park it on an objective a squad of BSS can hold one to generate a MD without wasting units.
So that's worth it?
You actually can't put it on TOP of an objective. Also, because of the way obscuring works, it's actually better to have it a little ways in front of an objective so your squad can cap the objective while being BEHIND its footprint.
Also, the balance slate coming in February and the Bloody Rose supplement might, MIGHT, MAYBE have some compensation for us in this regard.
I thought you just couldn't cover the objective entirely? Put the left wall across the objective, for instance.
deviantduck wrote: Well thank goodness I'm back in the saddle just in time for sisters to be mediocre again.
Automatically Appended Next Post: It also looks like the Battle Sanctum is able to be played now, but I just read the 9th rules for it, and it doesn't seem worthwhile. I guess if you park it on an objective a squad of BSS can hold one to generate a MD without wasting units.
So that's worth it?
You actually can't put it on TOP of an objective. Also, because of the way obscuring works, it's actually better to have it a little ways in front of an objective so your squad can cap the objective while being BEHIND its footprint.
Also, the balance slate coming in February and the Bloody Rose supplement might, MIGHT, MAYBE have some compensation for us in this regard.
I thought you just couldn't cover the objective entirely? Put the left wall across the objective, for instance.
I actually can't find the rule at the moment, last I knew the footprint of the model couldn't touch the objective at all. Could be wrong though.
deviantduck wrote: Well thank goodness I'm back in the saddle just in time for sisters to be mediocre again.
Automatically Appended Next Post: It also looks like the Battle Sanctum is able to be played now, but I just read the 9th rules for it, and it doesn't seem worthwhile. I guess if you park it on an objective a squad of BSS can hold one to generate a MD without wasting units.
So that's worth it?
You actually can't put it on TOP of an objective. Also, because of the way obscuring works, it's actually better to have it a little ways in front of an objective so your squad can cap the objective while being BEHIND its footprint.
Also, the balance slate coming in February and the Bloody Rose supplement might, MIGHT, MAYBE have some compensation for us in this regard.
I thought you just couldn't cover the objective entirely? Put the left wall across the objective, for instance.
I actually can't find the rule at the moment, last I knew the footprint of the model couldn't touch the objective at all. Could be wrong though.
I keep confusing the objectives with the giant mats everyone uses. The 40mm center can't be in the terrain or the footprint, but the 3" radius near it can. so you can sit in footprint of the terrain and cap it.
deviantduck wrote: Well thank goodness I'm back in the saddle just in time for sisters to be mediocre again.
Automatically Appended Next Post: It also looks like the Battle Sanctum is able to be played now, but I just read the 9th rules for it, and it doesn't seem worthwhile. I guess if you park it on an objective a squad of BSS can hold one to generate a MD without wasting units.
So that's worth it?
You actually can't put it on TOP of an objective. Also, because of the way obscuring works, it's actually better to have it a little ways in front of an objective so your squad can cap the objective while being BEHIND its footprint.
Also, the balance slate coming in February and the Bloody Rose supplement might, MIGHT, MAYBE have some compensation for us in this regard.
I thought you just couldn't cover the objective entirely? Put the left wall across the objective, for instance.
I actually can't find the rule at the moment, last I knew the footprint of the model couldn't touch the objective at all. Could be wrong though.
I keep confusing the objectives with the giant mats everyone uses. The 40mm center can't be in the terrain or the footprint, but the 3" radius near it can. so you can sit in footprint of the terrain and cap it.
Exactly! Just looking at the battle sanctum I tried putting it on a table so that the objective was just outside the 'front' of the cathedral part, which ended up being a mistake. Because you lose obscuring being inside it, it's actually better to put it in front of the objective so you can cap it WITHOUT standing inside the footprint. You lose cover but you're ACTUALLY outside of LoS then.
deviantduck wrote: Well thank goodness I'm back in the saddle just in time for sisters to be mediocre again.
Automatically Appended Next Post: It also looks like the Battle Sanctum is able to be played now, but I just read the 9th rules for it, and it doesn't seem worthwhile. I guess if you park it on an objective a squad of BSS can hold one to generate a MD without wasting units.
So that's worth it?
You actually can't put it on TOP of an objective. Also, because of the way obscuring works, it's actually better to have it a little ways in front of an objective so your squad can cap the objective while being BEHIND its footprint.
Also, the balance slate coming in February and the Bloody Rose supplement might, MIGHT, MAYBE have some compensation for us in this regard.
I thought you just couldn't cover the objective entirely? Put the left wall across the objective, for instance.
I actually can't find the rule at the moment, last I knew the footprint of the model couldn't touch the objective at all. Could be wrong though.
I keep confusing the objectives with the giant mats everyone uses. The 40mm center can't be in the terrain or the footprint, but the 3" radius near it can. so you can sit in footprint of the terrain and cap it.
Exactly! Just looking at the battle sanctum I tried putting it on a table so that the objective was just outside the 'front' of the cathedral part, which ended up being a mistake. Because you lose obscuring being inside it, it's actually better to put it in front of the objective so you can cap it WITHOUT standing inside the footprint. You lose cover but you're ACTUALLY outside of LoS then.
In my vast experience with 9th, all 1.5 games, I find that part so weird. You're safer hiding behind and outside of ruins (and the imaginary footprint) than standing in ruins...assuming you don't want/care to shoot back.
ERJAK wrote: Even more nerfs that weren't previously mention Dominions also go up 2ppm for NO fething REASON.
Yay. So... leave Morvenn on the sprue and start on some GSC instead?
As of right now, with Drukhari seeing no significant changes, Custodes seeing release day buffs, GSC coming out strong and Crusher Stampede getting a slap on the wrist Sisters(as well as several other Low Tier 1, high tier 2 armies, we're absolutely not the only ones who got hit here. We just got hit the HARDEST.) have been smacked down at least a full tier in effectiveness. Every single competitive build just went up 100+pts, even if they didn't soup and currently we have nothing to pivot to.
The Bloody Rose Supplement looks, so far, like it will be the same level of boon as the OoML one was. Which is to say, very little. If the things they haven't shown are much stronger than the strats/relics we've seen, it could be possible to regain some of that lost ground for BR players. The wildcard is the Army of Renown. Crusher Stampede made Tyranids instantly tier 1, but none of the other AoRs have had any competitive impact.
The other thing that could potentially really help is the February balance patch. If they redo the rules for Castigators, Exorcists, and Paragons, that PLUS the point drops might give us something we can pivot to. If Exorcists got to the point where the datasheet didn't essentially read "pay 170pts, lose 8CP" or if the Castigator got a gun that did damage, that would be enough to take the burden of all of our shooting off of Retributors AND give Bloody rose lists a reasonable method of doing damage from afar.
Dominions going up a couple points doesn't make sense to me, if they needed toning down then Blessed Bolts is the issue, not Dominions. There's no reason for them to be 5pts more than a Battle Sister for the same profile, a scout move and more access to special weapons. This change was nonsense IMHO.
No mixed subfactions is gonna suck on the competitive end but IMHO it's better for the game as a whole if you can't just plug your subfaction's weaknesses with another subfaction. And those who aren't playing top-tier competitive lists probably won't even notice.
ERJAK wrote: Even more nerfs that weren't previously mention Dominions also go up 2ppm for NO fething REASON.
Yay. So... leave Morvenn on the sprue and start on some GSC instead?
As of right now, with Drukhari seeing no significant changes, Custodes seeing release day buffs, GSC coming out strong and Crusher Stampede getting a slap on the wrist Sisters(as well as several other Low Tier 1, high tier 2 armies, we're absolutely not the only ones who got hit here. We just got hit the HARDEST.) have been smacked down at least a full tier in effectiveness. Every single competitive build just went up 100+pts, even if they didn't soup and currently we have nothing to pivot to.
The Bloody Rose Supplement looks, so far, like it will be the same level of boon as the OoML one was. Which is to say, very little. If the things they haven't shown are much stronger than the strats/relics we've seen, it could be possible to regain some of that lost ground for BR players. The wildcard is the Army of Renown. Crusher Stampede made Tyranids instantly tier 1, but none of the other AoRs have had any competitive impact.
The other thing that could potentially really help is the February balance patch. If they redo the rules for Castigators, Exorcists, and Paragons, that PLUS the point drops might give us something we can pivot to. If Exorcists got to the point where the datasheet didn't essentially read "pay 170pts, lose 8CP" or if the Castigator got a gun that did damage, that would be enough to take the burden of all of our shooting off of Retributors AND give Bloody rose lists a reasonable method of doing damage from afar.
Not looking food for an army of renown. It's starting to look like we've already seen the meat of it.
First off,I love how it's a 'codex supplement' that's 3 pages long.
Second of all...an entire page devoted to just relics?
Also, by the look of it, the army of renown is Crusade only. Which would be on brand for GW'S treatment of Sisters lately.
Wait...it jumps from 78 to...83? Either we're getting 20+ stratagems or these dumb motherfethers seriously used FOUR FULL PAGES of this stupid thing for goddam army photos. IN THE RULES SECTION.
I don't think I'm buying a GW book ever again after this.
mchammadad wrote: Most of the list i play usually run about 6 to 7 immolators.....
Yea. i tend to rip half an armies worth of units with just immolators
with the -pts in the new chapter approved.... i can make an immolator doomstack of bout 8 multi melta immolators in a 2k points list easy.
my highest total i got for melta shots is 56...... seeing if i can tweak the list a bit
FYI, since immolators are dedicated transport, rule of 3 doesn't apply to them
Do you mind sharing your immo spam list? I'm sitting on a ton of old 4ed immolators and was thinking of using them as a cheaper way to get back into the game.
mchammadad wrote: Most of the list i play usually run about 6 to 7 immolators.....
Yea. i tend to rip half an armies worth of units with just immolators
with the -pts in the new chapter approved.... i can make an immolator doomstack of bout 8 multi melta immolators in a 2k points list easy.
my highest total i got for melta shots is 56...... seeing if i can tweak the list a bit
FYI, since immolators are dedicated transport, rule of 3 doesn't apply to them
Do you mind sharing your immo spam list? I'm sitting on a ton of old 4ed immolators and was thinking of using them as a cheaper way to get back into the game.
Thanks!
Immospam lists basically write themselves thanks to how many points they use.
Example list:
Canoness Blessed Blade, IP, Warlord Righteous Rage, Relic Mantle
Palantinex2
2x MMBSS 1x HFBSS 3xStormbolter Dominions
2x4 MM Rets with double Cherub.
1x4 HF Rets with Combi Melta and Double Cherub
1x5 Repentia
6x MM Immolators
2kish Points
A keen eyed observer will notice that around 1750pts of that list is generally considered "Locked in". Even if you only went 2MM on the Rets, that still leaves you around 1600pts with 0 replaceable parts.
Canoness [5 PL, 110pts]: Blessed Blade, Plasma pistol, Relic: Iron Surplice of Saint Istaela, Rod of Office, Warlord, Warlord Trait: 2. Righteous Rage
. Word of the Emperor
Canoness [5 PL, 110pts]: Blessed Blade, Plasma pistol, Relic: Iron Surplice of Saint Istaela, Rod of Office, Warlord, Warlord Trait: 2. Righteous Rage
. Word of the Emperor
Depends how competitive your meta is, but this looks like a decent enough list in a less-competitive setting. Paragons are meh for the points and you can probably afford to drop the Incensor Cherubs and Simulacrum Imperialis on the Battle Sister squads, but it's not like your list is straight-up bad. I'd honestly consider swapping one, or both, of the Immolators for a Rhino and then put the points saved there + the points from the BSS equipment into a Dogmata, another Seraphim squad, or more Sacresants. 5 Sacresants are great for the points, but die very quickly to volume of fire.
Good evening lads, I was wondering : am I allowed to take a relic on the Germinae Superia knowing that the rule state that " A GEMINAE SUPERIA counts as a named character for all rules purposes".
Futhermore, I don't quite understand if Celestine is taking my first free relic slot with her weapon or whatever she carries in her datasheet. Can I take my free relic despite having Celestine or must I pay for any relic I would like to bring?
ierp wrote: Good evening lads, I was wondering : am I allowed to take a relic on the Germinae Superia knowing that the rule state that " A GEMINAE SUPERIA counts as a named character for all rules purposes".
Futhermore, I don't quite understand if Celestine is taking my first free relic slot with her weapon or whatever she carries in her datasheet. Can I take my free relic despite having Celestine or must I pay for any relic I would like to bring?
Thanks you for your help, as always !
Celestine and the twins are named characters. Named characters can't take relics.
Celestine's blade isn't a relic. It's just built in wargear on the unit.
Canoness [5 PL, 110pts]: Blessed Blade, Plasma pistol, Relic: Iron Surplice of Saint Istaela, Rod of Office, Warlord, Warlord Trait: 2. Righteous Rage
. Word of the Emperor
Depends how competitive your meta is, but this looks like a decent enough list in a less-competitive setting. Paragons are meh for the points and you can probably afford to drop the Incensor Cherubs and Simulacrum Imperialis on the Battle Sister squads, but it's not like your list is straight-up bad. I'd honestly consider swapping one, or both, of the Immolators for a Rhino and then put the points saved there + the points from the BSS equipment into a Dogmata, another Seraphim squad, or more Sacresants. 5 Sacresants are great for the points, but die very quickly to volume of fire.
Also, if you DO bring paragons, bring 3 multimeltas. I can see you're trying for Holy trinity, but mathematically Holy Trinity already isn't a particularly good stratagem. On Paragons it's full on garbage tier.
Automatically Appended Next Post: Thing is I’m pretty sure I’ll be facing 3x plague burst crawler and I simply can’t figure out how to approach that whith these gals. I feel retributors crumble to that.
Well I would put the rets into reserve that way they come on the board edge and get atleast one round of shooting off
I think it's very difficult to know exactly what a competative army looks like for the sisters at the moment their have been too many changes to points/removal of 2nd subfactions/mission structures
I am not sure argent shroud is the best way to go.
I suspect you will get themed lists
BR lists focussing heavily on melee units but with very limited shooting i imagine will win big or lose heavily in a charge at the enemy
VH lists will focus on numbers and board control and surviving with a little more shooting support these gals are focusing the mission they won't score as highly but won't lose so hard.
OOML I think could do very well but they suffer from not being as combat buffy or survivable but they have some nice tricks and now we can take a fortification again a leap of faith is an auto 12vp so very strong on mission. Downside is not as survivable as VH or as killy as BR
AS every bit of them apart from the subfaction trait is weak (the strat is useful occasionally but many games it does nothing). The subfaction trait is strong especially when it comes to shooting but we are not a shooty army compared to other factions and if you try to out shoot a shooty army it wont go well. This made it a nice include as a second detatchment but its melee buffs are not a patch on BR and it can't play the missions like VH and OOML
In order to have a bloody rose detatchment for the purpose of the supplement your models must be Cult imperialis BR agent of the imperium or unaligned
But... you are not restricted to 1 detatchment you could have BR detatchment without non BR sanctified units and a second detatchment with the BR keyword legal under the new chapter approved rules without the benefits or restrictions
Warlord traits are only giveable to your actual warlord fiery example is the best +1 to w and 2 miracle dice on a kill but not great. Relics require a bloody rose warlord to access so that would exclude vahl but not celestine in a second detatchment and celestine is probably more fitting with BR. However they are weak so I would be unlikely to use them.
That brings it to the stratsgems these are opened up by your army including an order the bloody rose detatchment not the army being wholy order of the bloody rose detatchment
+1 to charge on repentia can be clutch
RR1 to unit of multimeltas if they target a unit 6" of board edge is nice your probably takeing 1
+1to Wound and +2 ap to a beneficence character is damn nice
Pre game moving a transport is OP
Then you get a good close range defensive buff and a damage buff Savage twist is damn nice on novitiates
In conclusion kudos GW for writing a rule that means that only a portion of detatchments with order of the bloody rose keyword are order of the bloody rose detatchments. Order of the bloody rose detatchments are distinct from an adepta sororitas detatchment with the order of the bloody rose conviction this will create no confusion.
The WL and relics are rather weak but there's some nice strats
WL and relics are keyed to your warlord not having a order of the bloody rose detatchment so it's a few extra options with no changes with no vahl
If you pay the CP for a second detatchment you can include what you want but you'll lose the relics and wl options if you don't have a BR Warlord - looking at vahl - and you gain strats
Or you can not pay the CP and lose access to a few options. And gain everything
The supplement isn't broken but it shouldn't be BR was one of our strongest subfactions to begin with but certainly its a nice power boost
In order to have a bloody rose detatchment for the purpose of the supplement your models must be Cult imperialis BR agent of the imperium or unaligned
But... you are not restricted to 1 detatchment you could have BR detatchment without non BR sanctified units and a second detatchment with the BR keyword legal under the new chapter approved rules without the benefits or restrictions
Warlord traits are only giveable to your actual warlord fiery example is the best +1 to w and 2 miracle dice on a kill but not great. Relics require a bloody rose warlord to access so that would exclude vahl but not celestine in a second detatchment and celestine is probably more fitting with BR. However they are weak so I would be unlikely to use them.
That brings it to the stratsgems these are opened up by your army including an order the bloody rose detatchment not the army being wholy order of the bloody rose detatchment
+1 to charge on repentia can be clutch
RR1 to unit of multimeltas if they target a unit 6" of board edge is nice your probably takeing 1
+1to Wound and +2 ap to a beneficence character is damn nice
Pre game moving a transport is OP
Then you get a good close range defensive buff and a damage buff Savage twist is damn nice on novitiates
In conclusion kudos GW for writing a rule that means that only a portion of detatchments with order of the bloody rose keyword are order of the bloody rose detatchments. Order of the bloody rose detatchments are distinct from an adepta sororitas detatchment with the order of the bloody rose conviction this will create no confusion.
The WL and relics are rather weak but there's some nice strats
WL and relics are keyed to your warlord not having a order of the bloody rose detatchment so it's a few extra options with no changes with no vahl
If you pay the CP for a second detatchment you can include what you want but you'll lose the relics and wl options if you don't have a BR Warlord - looking at vahl - and you gain strats
Or you can not pay the CP and lose access to a few options. And gain everything
The supplement isn't broken but it shouldn't be BR was one of our strongest subfactions to begin with but certainly its a nice power boost
There's ZERO reason to take a second non-supreme commander detachment, other than unlocking the supplement rules. No one is going to spend 2CP for the privilege of unlocking this...dreck.
Also, the rest of that doesn't make any sense. The OoML supplement already exists! And that allows Sanctified units! There wasn't any confusion about an OoML detachment, why would there be about a Bloody Rose detachment?
It helps though, that the supplement is actually terrible. The benefits included in the detachment are literally weaker than just being able to include Celestine. The difference between Celestine and the next best thing you could spend 200pts on is MORE than the value of the entire supplement.
The warlord traits are unbelievably terrible. ANYTHING that requires your opponent to behave in a certain way is bad and all of these require your opponent to behave in a certain way. Incandescent reprisal is the only one worth looking at and that's ENTIRELY because of the 5++ wound shrug. Righteous Rage and the Stock Bloody Rose trait are both MILES better than any of these.
The relic sword saves you 5 points on a blessed blade. That's it. It's not particularly better than the Blade of Saint Ellynor (D3 vs MW on 6s) but it's cheaper and combos with Rapturous blows so...sure. The rest of the relics are complete garbage.
+1 to charge on Repentia...within 6" of a Repentia Superior...for 2CP if you have so much as 6 repentia models. Always just use a CP reroll. It's FAR more likely to net a positive result, is 1 CP cheaper on Repentia units of 6 or more AND doesn't require a repentia superior. The fact that they even printed such a garbage strat is insulting.
Why are you wasting Retributor shots on something within 6" of a NON-PLAYER board edge? That's no man's land. There's no objectives over there. The only thing that this will ever target is outflankers and if your opponent outflanks within 24" of your retributors and doesn't kill your retributors...that was a free game anyway.
Using outrage of the Matriarch's on a beneficence Canoness is the most anti-synergy thing I've ever heard. The strat only works on models that have 6+ wounds. Beneficence only gives you the extra attacks against units that have 6+ models. Also, the +2 AP is only on wound rolls of 6. A regular Blessed Blade does more damage. Also, the strat is just straight up dead against anything but vehicles or mounted units in most armies.
Pregame moving a transport is good. IF YOU GO FIRST. Since none of our vehicle+unit combos are resilient enough for plopping down on a first turn objective to be anything but suicidal, it has very limited utility going second. So you're gambling a Rhino full of Repentia on winning the go first die roll.
-1 to hit within 6" means nothing. Anything you'd be in melee with is likely already hitting on 2s or pumping out so many attacks it doesn't matter what they're hitting on. Anything that gets that close to bloody rose before shooting is just going to kill you in melee anyway. The only thing that might survive with this strat is Sacresancts and they took MASSIVE hits in the last CA. Combine that with having no meaningful character bodyguard and it's a big feels bad man.
Savage Twist is just a worse Tear Them Down. Also, bloody rose was already killing things just fine. They didn't need to waste ANOTHER strat on that.
The ONLY things in this entire supplement that's worthy of competitive consideration are the Shoot when you die strat and the pregame move strat.
I personally won't be using it at all, even when I play mono-bloody rose. It's not worth 2CP to grab a bloody rose patrol to unlock these stratagems, even in lists where I don't also need to add extra units.
I respectfully disagree the wl and relic you get regardless of whats in your detatchment. The stratagems arnt worthless some are pretty nice having the choice between paying 2cp or restricting your list arnt terrible options.
I wouldn't have taken vahl in a BR list and can't normally find a space for a hospitalier and a list can certainly be built without celestine
The question is are the strats worth it
Often repentia have a reroll to charge especially near a superior but a 7" reroll is a lot more successful I'm not saying its perfect but I have easily lost games due to a maxed out repentia failing its charge and this lets you reroll one while makeing it more likely while you miracle a second
Quite often I can think of lots of games where an opponent's aircraft have ended up 6" from a board edge. Sure you won't use the strat all the tome but it's a nice option will have and it would see use
Maybe I overestimated the character buff strat but again it's a strat and I'm not saying its broken in all situations against all targets but it's nice to have as an option.
I will probably try BR and OOML I really need to test them but I think there is enough their to be a valid choice not a mandatory or broken one and that is a very tough line for a supplement to walk when it is one or our strongest subfactions. If your not takeing celestine/vahl it's an improvement if you are I think 2cp is a pretty close call for those options
Guys, before you get your panties in a twist, I expect GW will put out a FAQ fixing some of the issues like including Sanctified characters and such, to make it more in line with the OoML supplement. If they don't, I'll be absolutely shocked. Of course, maybe the goal is to wean us away from part one of every Sisters list design being "just take Morvenn Vahl". Still, if the way it currently reads is indeed a feature rather than a bug, the whole supplement is dead in the water competitively; Vahl is just too good to give up even with her points increase.
Regarding the relics, I like Mina's Wrath. It gives an alternative to my previous "Murderess" build (which is Blessed Blade, Blazing Ire, Rapturous Blows) and makes a decent character killer when combined with Fiery Example. Of course, as I said just above it's not worth leaving out Vahl for it. Seriously hoping they FAQ it so that you can get the new traits with Saint in the Making rather than only your actual Warlord, but unless the OoML ones are already that way, it won't happen. The other two relics are skippable for sure; nobody's gonna bring an Imagifier just for their new relic, and
I definitely like some of the strats. Pregame moving a transport full of nasties is HILARIOUS, and the fact that it only costs 1CP to do it with Sacresants is awesome. Probably worth 2CP to do it with Repentia and combos well with their +1 to charge strat; not so much for Retributors though, so just let them ride with the Dominions instead. The flank-clearing one is cool on Retributors, but it also isn't bad on Paragons or, dare I say it, our tanks. No, it likely doesn't make the tanks worth it, but it does help them get just a bit more value so...eh. Wade Into the Foe is great if you already are planning on taking Paragons as it makes them somewhat meaner vs. hordes of gribblies, but you still aren't going to clear out a full unit of Necron Warriors in a single fight phase or anything. Nice to have something to buff Paragons though, as I'm still fishing for a reason to bring them.
Overall, final verdict will need to wait for the inevitable FAQ for this book.
The OOML is focused around scoring an auto 12 for leap of faith, retrieve nachmund data and engage on all fronts (barring kill missions or mission specific missions)
The BR list is much more in your opponent's face and will focus on engage on all fronts retrieve nachmund data and sacred grounds
or defend the shrine engage on all fronts and a mission specific/kill mission
I think the ooml list better mission wise but the BR has a much higher damage output - I would need to field test them
I think our strategy of taking Sacresants, Morvenn, and Celestine for To The Last is still viable (unless that secondary is gone and I don't know about it?), despite the points cost increases. Bodyguard shenanigans are strong.
ZergSmasher wrote: Guys, before you get your panties in a twist, I expect GW will put out a FAQ fixing some of the issues like including Sanctified characters and such, to make it more in line with the OoML supplement. If they don't, I'll be absolutely shocked. Of course, maybe the goal is to wean us away from part one of every Sisters list design being "just take Morvenn Vahl". Still, if the way it currently reads is indeed a feature rather than a bug, the whole supplement is dead in the water competitively; Vahl is just too good to give up even with her points increase.
Regarding the relics, I like Mina's Wrath. It gives an alternative to my previous "Murderess" build (which is Blessed Blade, Blazing Ire, Rapturous Blows) and makes a decent character killer when combined with Fiery Example. Of course, as I said just above it's not worth leaving out Vahl for it. Seriously hoping they FAQ it so that you can get the new traits with Saint in the Making rather than only your actual Warlord, but unless the OoML ones are already that way, it won't happen. The other two relics are skippable for sure; nobody's gonna bring an Imagifier just for their new relic, and
I definitely like some of the strats. Pregame moving a transport full of nasties is HILARIOUS, and the fact that it only costs 1CP to do it with Sacresants is awesome. Probably worth 2CP to do it with Repentia and combos well with their +1 to charge strat; not so much for Retributors though, so just let them ride with the Dominions instead. The flank-clearing one is cool on Retributors, but it also isn't bad on Paragons or, dare I say it, our tanks. No, it likely doesn't make the tanks worth it, but it does help them get just a bit more value so...eh. Wade Into the Foe is great if you already are planning on taking Paragons as it makes them somewhat meaner vs. hordes of gribblies, but you still aren't going to clear out a full unit of Necron Warriors in a single fight phase or anything. Nice to have something to buff Paragons though, as I'm still fishing for a reason to bring them.
Overall, final verdict will need to wait for the inevitable FAQ for this book.
The thing is, the supplement doesn't affect Morvenn at all. There are ZERO barriers to taking her thanks to the supreme commander detachment. It's almost a targeted nerf at hospitallers and Celestine which makes 0 sense.
Mina's wrath is...fine but it sort of locks you out of Word of the Emperor since the Blade of Saint Ellynor does so much more damage when you're already ignoring Invuls. It's decent to put on a dirt cheap canoness or a Palantine but...that's about it.
Fiery example is really bad. It only works on characters, and gets you maybe 1 miracle dice every other game. Both Blazing Ire and Righteous rage are just way better. Also, OoML had a stratagem specifically to take their warlord traits because, as weak as it was, it was at least designed by someone who knew what they were doing.
The Rhino move strat is the only reason to bother with the book at all. Being able to deliver repentia (and it will be repentia, sacresancts aren't worth it as a missile unit at 16ppm) 21 inches before charge moves is quite good. HOWEVER, it's both easily countered by good deployment AND only has meaningful value going first. Spending 2CP for +1 charge is so exploitatively terrible we should be boycotting it on principle.
The flank clear stratagem requires your opponent to sit a unit valuable enough to be shot at by Multi-Meltas with 6" of a non-player board edge. If they're doing that...I kinda just say let them. There isn't a single mission where that's in range to cap an objective, so who cares? The exception are things that come in from outflank and aircraft, like U02 said, but even then...those units already did their job. If it had been surrounded by some stronger options it would have been a decent niche strat. Because the other stratagems are so weak, it looks worse than it actually is.
Paragons are bad. Any strat that requires them is, unfortunately, automatically bad as a result.
The crux of the matter is this: Sisters of Battle had a 43% winrate at the LVO, the largest tournament in north america, PRE-NERF. We lose subfaction soup AND every competitive list goes up at least 60pts, if not closer to 100. We needed the bloody rose supplement to offer something meaningful to our gameplan if we even wanted to not crash and burn competitively after the savaging CA2022 gave us. Yet, all it managed to do was rub salt in the wound by giving us 3 bad warlord traits, 3 badrelics, 7 incredibly mediocre stratagems, and a 2CP Yolo meme strat. All while locking us out of hospitallers, dialogus, and Celestine unless we pay ANOTHER 2 CP.
We had a good run but we're looking at at least the next 6 months being a throwback to the 6th-7th digital only codex days. We can hope for a hail mary in the balance slate but...oof.
The only one restriction and it's slight is that morvehn has to be your warlord and that disables wl and relics not that they are strong
I disagree atleast partially- 7 mediocre strats is better than none. It was already one of our stronger builds and good ones could easily be too powerful
You also have to consider the game as a whole and that's a very complex thing. It's so much about how much we got nerfed but how much we got nerfed in comparison to others.
The change in sub factions didn't just effect us and the change in missions impact some other factions more. This makes it very difficult to see where we stand until the dust settles. Yes drukhari will be strong but custodes struggle with some of the mission changes hopefully once adjusted we will be middleish
The main reason take the dialogus was to take shield off faith on both subfactions so he's not a loss. The hospitalier was often meh outside a very specific build.
We also got a big buff to some builds in the return of the battle sanctum which for leap of faith is superb
U02dah4 wrote: The only one restriction and it's slight is that morvehn has to be your warlord and that disables wl and relics not that they are strong
I disagree atleast partially- 7 mediocre strats is better than none. It was already one of our stronger builds and good ones could easily be too powerful
You also have to consider the game as a whole and that's a very complex thing. It's so much about how much we got nerfed but how much we got nerfed in comparison to others.
The change in sub factions didn't just effect us and the change in missions impact some other factions more. This makes it very difficult to see where we stand until the dust settles. Yes drukhari will be strong but custodes struggle with some of the mission changes hopefully once adjusted we will be middleish
The main reason take the dialogus was to take shield off faith on both subfactions so he's not a loss. The hospitalier was often meh outside a very specific build.
We also got a big buff to some builds in the return of the battle sanctum which for leap of faith is superb
Repectfully, the unfortunate truth of our current situation is that it would take more than a codex supplement to make us 'too good'. We've fallen down so much compared to the rest of the field that preserving the internal balance of the codex can't really be a primary concern anymore. We need ANY build that can hold its own. Bloody rose has been consistently losing punch relative to other factions, OoML has to play the trading game with 100pt smaller lists, and VH and AR just don't have the offense necessary to stand up to Tau or Eldar shooting.
The game as a whole has us facing a continuing downward trend of capability, even before the significant nerfs we received. The changes in subfactions didn't just affect us, but it did affect us the most, which means we fall compared to the rest of the field. The mission changes end up pretty neutral for most armies and even the ones who ARE significantly impacted by them, like Custodes, would need to have their win rate crater 17% to get down to where we are before you account for the abysmal CA2022 changes.
To me, it seems somewhat of a foregone conclusion where we'll end up. Based on the LVO performances, our many consecutive nerfs, and our historically bad matchups against aeldari and tau in a time where both appear to be getting extremely strong releases, we can expect a significant drop to SoB winrates across the board.
The point isn't that not being able to take the Dialogus and Hospitaller is a major loss, the point is that it's a totally needless restriction GW slapped onto an already very anemic codex supplement. One that the previous, only slightly less anemic, codex supplement didn't have.
With our armies getting smaller and most missions now requiring some amount of action slaving, we have even less resources to spend getting miracle dice out of the Sanctum. Bloody Rose straight up doesn't have the infantry to spare and OoML both doesn't really need the extra dice and will run out of action economy relatively quickly due to their trade heavy playstyle. It's nice that we can actually deploy it and the obscuring is certainly helpful; but it's not going to make up for the 60pts every SoB player needs to cut now.
All of this could change with a snap of GW's fingers in the February balance pass. Drop the Exorcist 10 more points, increase both missile systems Ap by 1, make devastating refrain a 1CP stratagem and that immediately puts us in a spot where we now have relatively guaranteed damage output both OoML and BR can leverage to advance their gameplans.
Revert the nerfs to Dominions and Armorium Cherubs. Give Paragon warsuits an additional wound. Drop Mortifiers and penitent engines 5 points per model. Let any variety of immolator auto-explode. Fix Tale of the Stoic and give the Dialogus something to make her a more reasonable choice compared to the Dogmata.
All that together would allow us to stay roughly where we are now while giving us more options for list building, anchored by strong non-LoS shooting from the exorcist.
Having played a few of the new missions I do feel like CA2022 missions will be tougher for Sisters. 2 missions have no objectives in the deployment zones, and none have two objectives in the deployment zones. That's a pretty big hit to the more passive playstyle Sisters have excelled at.
Rumor is that bodyguard is also being "addressed" in the February balance patch, which I assume means it will not function in its current state. While I think bodyguard is a bad rule for the game, it's been a critical part of Sisters playing the midfield objectives with Celestine.
ERJAK wrote: All of this could change with a snap of GW's fingers in the February balance pass. Drop the Exorcist 10 more points, increase both missile systems Ap by 1, make devastating refrain a 1CP stratagem and that immediately puts us in a spot where we now have relatively guaranteed damage output both OoML and BR can leverage to advance their gameplans.
This I would love to see. Even 2/3 of these would make Exorcists worth taking again.
Dendarien wrote: Having played a few of the new missions I do feel like CA2022 missions will be tougher for Sisters. 2 missions have no objectives in the deployment zones, and none have two objectives in the deployment zones. That's a pretty big hit to the more passive playstyle Sisters have excelled at.
Rumor is that bodyguard is also being "addressed" in the February balance patch, which I assume means it will not function in its current state. While I think bodyguard is a bad rule for the game, it's been a critical part of Sisters playing the midfield objectives with Celestine.
If they hit bodyguard as well that makes the bump to Sacresancts beyond unnecessary. Without bodyguard they're just mediocre repentia in BR and a 2+ save T3 1W model to everyone else.
ERJAK wrote: All of this could change with a snap of GW's fingers in the February balance pass. Drop the Exorcist 10 more points, increase both missile systems Ap by 1, make devastating refrain a 1CP stratagem and that immediately puts us in a spot where we now have relatively guaranteed damage output both OoML and BR can leverage to advance their gameplans.
This I would love to see. Even 2/3 of these would make Exorcists worth taking again.
And just this one change would be absolutely massive for Sisters. Our biggest weakness in both bloody rose and OoML is we have almost no consistent shooting pressure. Just being able to force our opponent to respond to Exorcist fire would be absolutely massive for us.
Those Exorcist changes would be phenomenal to the army as you all say, and I have especially been miffed about the reduction in AP on both missiles since the reveal that it happened in one of the packaging datasheets. Just that alone, even with the 170 points it is now with the anti-Tank missiles would at least make it a more viable choice in the "casually competitive" scene. If Refrain goes to 1CP then all the better.At this point the Exorcist needs to be like 160 max with the Exorcist Launcher, honestly I would prefer 150 or 155, and keep the anti-infantry mode at 140 base of course.
Sacresants, especially if Bodyguard is getting reworked, really only needed a one point bump to 15 at most and the Dominion nerfs just make zero sense to me. Even with the Blessed Bolts strat without rerolls from Vahl it can be a bit swingy. I have played several games where multiple strats only got me 4 mortal wounds and not the max of 6, which is always what we are looking for, even with at least base rerolls from a Canoness and Palatine.
While I am not a hardcore competitive, WAAC style player, I won't lie that since 9th started my win rate has been through the roof in my local meta, bringing what I would consider pretty "balanced and all comer style lists," and that has been really nice. If we have to endure a few months or more of returning to either low B or high C tier, I will accept it, but after 20 years of almost constant neglect it was really nice to be in the spotlight and have such a nice power boost from late 8th until now. I guess let's just be happy that, even in this "dark time" it will hopefully be better than the days of our White Dwarf codex.
My hope is that this is all fleeting and by this time next year we will be talking about a whole set of buffs the army got and a return to the sight of an occasional GT winning list that we had over the summer! I know I am new to the conversation and most of this is redundant or has already been discussed, but I have been following this thread for a while now and at least wanted to chime in with some "light" even though things look pretty dark right now.
I am a multi army player and I think that always helps you keep a broader perspective I can look at seiglers admech lvo winning list and see its losing 180 pts sure siegler can overcome that but not aj avg player. I can see custodes struggling with Rod (RnD) and engage now they require numbers to be effective. I can see space marines going from a space marine mission and a chapter mission to only being able to take one of the two and also being a little more costly if they want to build to engage while guard and knights got boosts although they were so far down the tiers it doesn't change too much
Drukhari are not gonna change but each of those armies took a hit and it isn't clear to me how big because their in different ways. No custodes won't drop 17% but swings are inverse if they drop 4% other armies increase their win% conversely if knights win 4% more games other armies drop win %
As to now I think bodyguard shenanigans was borderline before and is now too inefficient.
But with the buff of battle sanctum leap of faith board control msu seems good and we wernt really hit in the missions. With that build.
Honestly, Sisters weren't even bad when we were stuck with the White Dwarf 'dex, the lack of support just made people assume they sucked but for my money they were the best CQB MSU army - basically cheaper Space Marines with more special weapons all over the place. Definitely prefer where the army is now tho.
As I've said in the past though, the Exorcist has traditionally been our only effective ranged anti-tank option (the Castigator tries to do that now but lol) and with all the nerfs the army's gotten this past month I think we can afford to make it good again.
Andilus Greatsword wrote: Honestly, Sisters weren't even bad when we were stuck with the White Dwarf 'dex, the lack of support just made people assume they sucked but for my money they were the best CQB MSU army - basically cheaper Space Marines with more special weapons all over the place. Definitely prefer where the army is now tho.
As I've said in the past though, the Exorcist has traditionally been our only effective ranged anti-tank option (the Castigator tries to do that now but lol) and with all the nerfs the army's gotten this past month I think we can afford to make it good again.
I didn't play with the white dwarf deck at all but I did play with the digital only 6th dex a lot in both 6th and 7th and hoo boy was that rough. You had a decent chance against marines if they didn't use any psykers or Battle Company but playing Eldar was so hilariously one sided it wasn't even funny. A good eldar player could table an average Sisters player without losing a single model if they killed the Exorcists first.
I actually managed to get the exorcist banned from a casual tournament we had in those days. Good times...good times.
We seem stuck in this really odd cycle now where we get absolutely busted rules and then garbage in quick succession. The Index rules for sisters were quietly beyond OP. I actually came in top 32 at a Major with that book well after most armies had gotten their codex. 5 units of full scout dominions and double moving melta seraphim were obscene. Celestine was the single best model in the entire GAME at that point. I played a thousand point tournament where she averaged 800pts killed per game by herself. If they'd have released our new units and given us Order Conviction rules on top of THAT book, we would have made Drukhari look like pre-codex GSC.
Then the beta codex came out, and with it, the dark times. It was unbelievable how much worse the beta codex was than the Index. I dropped out after two games at Adepticon because across both games the knight crusader was basically my only useful model and it was really, really boring.
Then the first REAL codex came out and was probably my favorite book GW ever printed. God it was so good with so many interesting builds and the only bad unit in the entire thing was the Immolator. Loved it.
Then the multimelta change happened and we were broken OP bullgak for a while.
Then the new book came out and was a basically Lacroix version of the 8th edition dex. The inclusion of Vahl and Sacresanct as well as fixing Celestine and Dominions did a lot to prop the book up, but it was clearly a weaker core than we had in 8th.
Now with the hits we took in CA2022 and how anemic the BR supplement was...idk, it's not looking good.
Andilus Greatsword wrote: Honestly, Sisters weren't even bad when we were stuck with the White Dwarf 'dex, the lack of support just made people assume they sucked but for my money they were the best CQB MSU army - basically cheaper Space Marines with more special weapons all over the place. Definitely prefer where the army is now tho.
As I've said in the past though, the Exorcist has traditionally been our only effective ranged anti-tank option (the Castigator tries to do that now but lol) and with all the nerfs the army's gotten this past month I think we can afford to make it good again.
While I did not play much with the White Dwarf dex (I was still using the Witch Hunters dex for most of when I started at the end of 4th/early 5th) I definitely remember the digital codex in 6th and 7th not being nearly as bad as people remember. I guess compared to the digital dex I just consider the White Dwarf one to be annoying because of the Acts of Faith System that was still using the Faith Point mechanic, which while I liked narratively, always seemed to be a bit janky in the game. I preferred just having a leadership test to take on each unit for their specific AoF during 6th and 7th. But I concede that the system in 5th and even 3rd for that matter at least let you give certain buffs where you needed and giving us good flexibility instead of each unit having its own AoF that it was stuck using. One thing I do wish they would have kept in the 9th codex was our ability to bring two special weapons/one special and one heavy in minimum squads of 5, and then just do up to two heavy weapons in squads of 10 and then up to four special weapons in max squads of 20. If nothing else, it at least separated us from marines a bit. Though, if we want to be the "postergirl" of 40k next to the "posterboy" I guess I am fine with accepting the "marine treatment" when it comes to 5 and 10 woman squads.
As for the Exorcist, I agree with you completely. Even with access to a 72" S9 Battle Cannon with flat 3 damage and 4d3 autocannon shots (which are both nice options to have) Miracle Dice make that d6 damage so much scarier than it ever was in early 8th and 3d3 S8 shots are just wonderful compared to a lowly d6 (see the Castigator Battle Cannon). I just want that AP back to -3, there was NO reason to bring either missiles AP down honestly. The iteration of the Exorcist in the 8th codex (without the T8 and 12 wounds of course since that was getting changed the moment we had a MBT like the Castigator) at its current points value would be about the closest thing to a perfect tank for us, even if Devastating Refrain remains at 2CP. I am honestly wondering, if any buffs to the Exorcist actually occur at the end of the month, if just bringing two or three again might be viable in certain builds. Only time will tell of course, but right now there are just a few too many things in the codex that make me scratch my head wondering why they did that (Tale of the Stoic) and it makes any amount of nerfs to the army or decent change to the game knock us down a tier. We just always felt fragile, teetering between upper mid-tier and lower top tier, and we got hit hard because of bodyguard shenanigans, a GT we won last summer with a list piloted by a great player, and the mixing of orders like BR/AS/EC. Compared to Dark Eldar (nope never calling them Drukhari sorry), Admech, Grey Knights, and some of the other "top factions" we just needed a limited points increase on Vahl and Sacresants and then a 20 points drop to each of our tanks and Warsuits, and maybe a 1-5 points drop on a few other units like our support characters.
I still think we will shake out somewhere in the middle of B tier moreso than C tier after all is said and done though, so let's have some faith and play around to find what works going forward, despite the lackluster supplement.
P.S (this is more of a rant you can stop reading here if you want)
Finally, I am going to go back to it one more time...WHY are Exorcist missiles, which are supposed to be STRONGER than krak missiles, JUST KRAK MISSILES NOW? Do the words "melta missile" mean nothing to them? Sorry, the Exorcist is, as anyone who has read my posts before knows, just about my favorite model in the entire line (old and new of course) and it hurts to see what they have done with my baby. It's either been okay but overcosted or not great and overcosted or undercosted but bad or just somewhere in between. Even when it has been "good" it has always felt just a bit too expensive for not having a rule to ignore LoS, and now that it finally has a way of getting it, its overcosted again with the "best" (relatively) version of its missiles. This is the one thing I will complain about until they actually get it right, so don't mind me, but it's just always so close and then takes a massive swing in the wrong direction and it is so disappointing even after the number of shots got buffed at least. Just give us Heavy 3d3 S8 AP -3 DD6 Exorcist Missiles and hell give it Blast so it can't fire in melee that made sense to me. Then Heavy 3d6 S5 (maybe 6) AP -2 D1 Blast/Ignores Cover for the Conflagration rockets and if they actually did go to strength 6 make them 10 points sure, otherwise just keep them free.
Automatically Appended Next Post: ERJAK,
I like your analysis of the cycle we are currently in and I definitely agree with you. Additionally, I played dozens of games against Eldar in 5th-7th edition and agree with you completely. I do not believe I ever won a single game against them until we got the Index rules in 8th.
Let's just be happy we aren't stuck with the beta codex at least. The 9th book is going to keep us better than that right!
Hi, old player returning to the game here, so forgive me if I ask something that is 'common sense'.
Does a Valorous Heart list make sense right now? I'm thinking a big squad of sacresancts running with a canoness, Ephrael, dialogus, hospitaller, and some penitent engines to make a big scary centre block that can absorb an absurd amount of punishment whilst still dishing out a fair amount. Then having some 10girl squads, dominions, retributors, and 5 MM immolators to smack face and take objectives.
I can pack all this into 2000pts and it seems to have a nice balance of resilience (the canoness in particular can be incredibly tanky), firepower (30+ melta shots), and numbers.
Its one of the three bloody rose, and order of our martyred lady being the other two however due to the recent changes noone can give you a data based answer only speculation
J.Black wrote: Hi, old player returning to the game here, so forgive me if I ask something that is 'common sense'.
Does a Valorous Heart list make sense right now? I'm thinking a big squad of sacresancts running with a canoness, Ephrael, dialogus, hospitaller, and some penitent engines to make a big scary centre block that can absorb an absurd amount of punishment whilst still dishing out a fair amount. Then having some 10girl squads, dominions, retributors, and 5 MM immolators to smack face and take objectives.
I can pack all this into 2000pts and it seems to have a nice balance of resilience (the canoness in particular can be incredibly tanky), firepower (30+ melta shots), and numbers.
Pure VH had the best showing of any sister's setup at the LVO, so it's one of our best strategies, but there are some serious challenges going forward:
1. No other list made more use of Sacresancts, Vahl, and Retributors. Most VH lists maxed out on all 3. The point bumps to those units REALLY hurt.
2. Tau and Eldar are likely going to get plenty of tools that will bypass VH defenses easily and with both books looking extremely strong...that's not great.
If you are going pure VH, a couple of recommendations:
1. Either take 3 minimum units of battle sisters or a big block of 20 battle sisters and then 2 minimum squads. 10 girl squads are mostly just a waste of points, even with all the defensive buffs VH can level.
2. Pengines and Mortifiers are not nearly as resilient as you might think. Sacresancts are the most resilient unit in the army in practice and even after the nerfs every VH list should figure on taking at least 25.
3. Dominions are very questionable after the bumps. Mostly just outflanking your rets should work just fine.
4. Always take a Dogmata over a dialogus. +15 points for obsec on anything and shoot while doing actions is a steal.
5. Vahl is MANDATORY. Even Argent Shroud don't benefit from her aura as much as VH do.
GFdoubles wrote: Just give us Heavy 3d3 S8 AP -3 DD6 Exorcist Missiles
Isn't that basically what it's now except -3? Which conveniently gets basically ignored because everything worth shooting as minimum of 5++ anyway.
Yeah, but it's also usually a 2+. -3 would at least let us force them onto the invul.
The bigger deal is devastating refrain. If it was 1CP, I could see taking an exorcist in every list. At 2CP it's such a drain on our resources that it's not worth it to fire the thing. Even though we are in desperate need of reliable long range firepower.
Also, give the exorcist it's extra wound and T8 back. The only reason it lost them was to make people take Castigators and no one takes Castigators anyway. In fact, I'd be very surprised if there are more than a half dozen fully assembled Castigators in the world outside of GWHQ. Even casual players and modelers looked at that thing and went 'great, bad predator.'
I don't think the Castigator is worse than a Predator. Both are pretty bad, competitively. What's more, I don't know how you would fix units like that. Reducing the points costs would only go so far; they just don't do anything special to make you want to take them over more efficient options.
ZergSmasher wrote: I don't think the Castigator is worse than a Predator. Both are pretty bad, competitively. What's more, I don't know how you would fix units like that. Reducing the points costs would only go so far; they just don't do anything special to make you want to take them over more efficient options.
You're right, points changes won't fix it. The Castigator does roughly the same amount of damage in shooting as an MM paragon warsuit and drastically less than Exorcists, let alone Retributors. The flat 3 damage means it doesn't benefit from miracle dice and the D6 shots make it so swingy you can't even rely on it for chip damage. It also has no utility that would make it stand out over even just bringing an Exorcist.
It needs a complete rules rewrite or a VERY pushed stratagem for it to see play. Even letting it benefit from Devastating refrain would be meaningless because it's still point for point worse than an Exorcist. If it had it's own strat that let all of it's guns shoot out of LoS AND let you roll two take the highest for number of shots AND it was only 1 CP, you might see people take (and be disappointed by) one.
Otherwise it needs just a significantly better profile. If they insist on leaving it T7 W11 then it needs either at least a 5+ invul or some way to ignore LoS.
The gun needs to be completely reworked. If they want to leave the defensive profile as bad as it is, The Auto Cannons need to be flat 12 shots and AP-2, The main Battle Cannon needs to be flat 4 or 5 shots with D3+3 damage and no blast. The pyre shell needs to be 4d3.
Those might seem like excessive numbers but with no additional utility and a defensive profile that basically guarantees it will die the moment it's in Line of Sight of ANYTHING in your opponent's army, it needs to have at least a chance to get it's points back in the one round per game on average it'll get to shoot.
GFdoubles wrote: Just give us Heavy 3d3 S8 AP -3 DD6 Exorcist Missiles
Isn't that basically what it's now except -3? Which conveniently gets basically ignored because everything worth shooting as minimum of 5++ anyway.
Yeah, but it's also usually a 2+. -3 would at least let us force them onto the invul.
The bigger deal is devastating refrain. If it was 1CP, I could see taking an exorcist in every list. At 2CP it's such a drain on our resources that it's not worth it to fire the thing. Even though we are in desperate need of reliable long range firepower.
Also, give the exorcist it's extra wound and T8 back. The only reason it lost them was to make people take Castigators and no one takes Castigators anyway. In fact, I'd be very surprised if there are more than a half dozen fully assembled Castigators in the world outside of GWHQ. Even casual players and modelers looked at that thing and went 'great, bad predator.'
Honestly at this point I would be happy if the Exorcist at least went back to 12 wounds even if it stayed T7 and if the Castigator gained AP -2 on the Autocannons and "roll 2d6 take the highest" on the battle cannon sanctified shell. I know all of that alone would not be enough, but combined with the anemic points drop both tanks got it would at least be a bit more "feel good." Honestly, while I know the Castigator is not good (I have one because I need, with the exception of a few units, one of everything when it comes to Sisters) I see it more as a source of S9 than anything else. I like the number of shots on the autocannons and know that the d6 shots for the S9 profile is just bad, but other than the Castigator, Warsuits with maces, the Our Martyred Lady relic pistol and Holy Trinity (barring a few other combos that I may be forgetting), we are usually stuck with a 50/50 chance to wound T8 things. That alone makes me see the S9 battle cannon as having some value, I just wish it was actually somewhat reliable. In every game I have brought the Castigtor so far, I have always used the battle cannon and it at least made it points back (or just about) the last time I brought it, wiping out a squad of 3 Deathrsoud Termies and mowing down poxwalkers on some home objectives. My opponent got a bit reckless of course but at least the tank got to do something, and didn't even die for once! Any game before that...yea it was pretty much a non-factor lol.
Personally, I really hoped that the nerfs to the Exorcist meant the Castigator was going to at least be T8 and have a S9 gun that got some of the Basilisk treatment, but all we got was a worse tank, it's frustrating. So any buffs that these vehicles (or vehicles ingeneral) see in the balance dataslate at the end of the month will make me happy even if they just are not enough.
ZergSmasher wrote: I don't think the Castigator is worse than a Predator. Both are pretty bad, competitively. What's more, I don't know how you would fix units like that. Reducing the points costs would only go so far; they just don't do anything special to make you want to take them over more efficient options.
You're right, points changes won't fix it. The Castigator does roughly the same amount of damage in shooting as an MM paragon warsuit and drastically less than Exorcists, let alone Retributors. The flat 3 damage means it doesn't benefit from miracle dice and the D6 shots make it so swingy you can't even rely on it for chip damage. It also has no utility that would make it stand out over even just bringing an Exorcist.
It needs a complete rules rewrite or a VERY pushed stratagem for it to see play. Even letting it benefit from Devastating refrain would be meaningless because it's still point for point worse than an Exorcist. If it had it's own strat that let all of it's guns shoot out of LoS AND let you roll two take the highest for number of shots AND it was only 1 CP, you might see people take (and be disappointed by) one.
Otherwise it needs just a significantly better profile. If they insist on leaving it T7 W11 then it needs either at least a 5+ invul or some way to ignore LoS.
The gun needs to be completely reworked. If they want to leave the defensive profile as bad as it is, The Auto Cannons need to be flat 12 shots and AP-2, The main Battle Cannon needs to be flat 4 or 5 shots with D3+3 damage and no blast. The pyre shell needs to be 4d3.
Those might seem like excessive numbers but with no additional utility and a defensive profile that basically guarantees it will die the moment it's in Line of Sight of ANYTHING in your opponent's army, it needs to have at least a chance to get it's points back in the one round per game on average it'll get to shoot.
IMHO the problem with the Castigator is that it's not really filling a role that the Sisters wanted filled. Its armaments make it best suited for hunting heavy infantry, but it's not really worth 160pts for that role, nor is it worth the opportunity cost of forgoing Retributors, Exorcists (even in their current, sub-optimal status), Mortifiers and Penitent Engines to take one. If it had, like, multi-melta sponsons at the same cost it is currently then it would probably see some actual consideration, and even then it would probably be a worse pick than Retributors for the cost unless you're going for complete armour saturation.
ZergSmasher wrote: I don't think the Castigator is worse than a Predator. Both are pretty bad, competitively. What's more, I don't know how you would fix units like that. Reducing the points costs would only go so far; they just don't do anything special to make you want to take them over more efficient options.
You're right, points changes won't fix it. The Castigator does roughly the same amount of damage in shooting as an MM paragon warsuit and drastically less than Exorcists, let alone Retributors. The flat 3 damage means it doesn't benefit from miracle dice and the D6 shots make it so swingy you can't even rely on it for chip damage. It also has no utility that would make it stand out over even just bringing an Exorcist.
It needs a complete rules rewrite or a VERY pushed stratagem for it to see play. Even letting it benefit from Devastating refrain would be meaningless because it's still point for point worse than an Exorcist. If it had it's own strat that let all of it's guns shoot out of LoS AND let you roll two take the highest for number of shots AND it was only 1 CP, you might see people take (and be disappointed by) one.
Otherwise it needs just a significantly better profile. If they insist on leaving it T7 W11 then it needs either at least a 5+ invul or some way to ignore LoS.
The gun needs to be completely reworked. If they want to leave the defensive profile as bad as it is, The Auto Cannons need to be flat 12 shots and AP-2, The main Battle Cannon needs to be flat 4 or 5 shots with D3+3 damage and no blast. The pyre shell needs to be 4d3.
Those might seem like excessive numbers but with no additional utility and a defensive profile that basically guarantees it will die the moment it's in Line of Sight of ANYTHING in your opponent's army, it needs to have at least a chance to get it's points back in the one round per game on average it'll get to shoot.
IMHO the problem with the Castigator is that it's not really filling a role that the Sisters wanted filled. Its armaments make it best suited for hunting heavy infantry, but it's not really worth 160pts for that role, nor is it worth the opportunity cost of forgoing Retributors, Exorcists (even in their current, sub-optimal status), Mortifiers and Penitent Engines to take one. If it had, like, multi-melta sponsons at the same cost it is currently then it would probably see some actual consideration, and even then it would probably be a worse pick than Retributors for the cost unless you're going for complete armour saturation.
It's interesting, the Castigator as it is, manages to be worse even accounting for the price differential than the Exorcist. An exorcist at 170 is still almost infinitely preferable to a Castigator with battle cannon at 155.
But it ALSO manages to be worse than Immolator, irrespective of the price difference. It hasn't come up as much in the comparisons but a twin MM immolator ALSO does more damage on average than the castigator. Even if the immolator had been upped 5 points instead of dropping 10 it'd still be better as a main battle tank than the Castigator is at 155.
So we have a transport that's a better battle tank than our battle tank and we have an 'artillery' that's a better battle tank than our battle tank AND we have an infantry unit that's a better battle tank than our battle tank.
It isn't something that blows the argument wide open, but it is worth pointing out that the Castigator also has 3 Heavy Bolters. I've not been blown away by the Battle Cannon, but having a touch of STR 9 hasn't exactly been useless. Flat damage also opens up miracle dice usages for other units, as not everything in the army has a Simulacrum hanging around.
Castigator can't do the job all by itself, which seems to be the major complaint, but it can definitely contribute in a few different sectors simultaneously.
Not saying it is the best tank, especially in an edition where armored boxes seem to be in short supply, but it isn't exactly a shoddy excuse for a vehicle that has no use. Perhaps the biggest flaw it has is that it doesn't synergize with a lot of the units that the competitive folks are clamoring over. The Castigator feels like it wants to sit somewhere between our frontline transports (Immolators) and the artillery (Exorcists). Just another annoyance that must be prioritized and dealt with before getting to the deep targets.
Just sharing some of my thoughts while we're dog-piling on the unit.
Purifying Tempest wrote: It isn't something that blows the argument wide open, but it is worth pointing out that the Castigator also has 3 Heavy Bolters. I've not been blown away by the Battle Cannon, but having a touch of STR 9 hasn't exactly been useless. Flat damage also opens up miracle dice usages for other units, as not everything in the army has a Simulacrum hanging around.
Castigator can't do the job all by itself, which seems to be the major complaint, but it can definitely contribute in a few different sectors simultaneously.
Not saying it is the best tank, especially in an edition where armored boxes seem to be in short supply, but it isn't exactly a shoddy excuse for a vehicle that has no use. Perhaps the biggest flaw it has is that it doesn't synergize with a lot of the units that the competitive folks are clamoring over. The Castigator feels like it wants to sit somewhere between our frontline transports (Immolators) and the artillery (Exorcists). Just another annoyance that must be prioritized and dealt with before getting to the deep targets.
Just sharing some of my thoughts while we're dog-piling on the unit.
The thing is, it DOES synergize with everything competitive in the army. It should, theoretically, cover the single biggest weakness of Sisters competitive builds: Lack of long range shooting pressure. ANYTHING that shoots further than 24" at better than AP-1 D2 has excellent synergy with the rest of what Sisters bring to the table.
The problem with the Castigator is it's offense statline suggests that it's intended to sit back and plink away damage on a couple of different units (3 heavy bolters plus a low output cannon support that idea) and build up advantage over several turns. However, it doesn't have any of the other tools necessary to fill that roll. It doesn't ignore LoS, it's not resilient, it doesn't have any utility, it doesn't have any tricks to help keep it alive.
Compare the Castigator to the Plagueburst Crawler, a tank that excels at that same "build advantage over multiple turns' strategy and is almost the exact same price. The Castigator has a slightly higher damage output but the Plagueburst Crawler has: Native ignore LoS on its main gun, T8, 12 wounds, Disgustingly resilient, 5+ Invul(with potential for a 4+), a -1 toughness aura, and Disgusting Force (a great strat that improves its damage enough to overtake the Castigator).
The Castigator is a PlagueBurst Crawler's weapon system put on a (worse) hammerhead chassis and is the worst of both worlds as a result.
Well, another argument with the Castigator harkens back to 8th edition Exorcist: d6 is very unreliable. They fixed that with 3d3, which definitely makes the Exorcist have quite the upside while giving it some base level of performance above "roll 1 shot and miss...".
And even with the Heavy Bolters, a lot of how I walk out of a game with the Castigator hinges on how that main cannon performs. So I know how easy it is to ignore what those HBs are adding.
I normally have been running the Castigator alongside of a more mechanized approach with Immolators and a Rhino. It doesn't wow me, but it normally can grind its way into the mid game where it can help me cap or block mid-field objectives. Normally the saturation of armor makes the other player have to make some tough choices, but I understand it isn't going to be the best against players who really come to smash face.
An extra wound or two, ESPECIALLY with the new Hammerhead set to square off against it, would definitely be welcomed. I'd like to see it start filling a more heavy tank role (like the LRBT) with the Exorcist more filling that traditional Basilisk role.
But more than anything, I think the main gun is really just a tweak away from not being just... bad Maybe it is time to start breaking away from everything has to have a random profile number of shots to just making it flat Heavy 4 or 5. Let the chance reside in the following 2 rolls, not the first roll to see if you got 1 shot or not.
Again, we lived through the 8th Exorcist and GW listened well enough to acknowledge that d6 shots wasn't a good answer for a tank. And then turned right back around and slapped it on the new hotness... only to be received with the same tepid response for the community. I still like it though, just a tweak away! And we play Crusade... you think these things are overpriced in Matched Play? Lol, you cannot even add the Hunter-Killer to get these things to the 1:20 PLoints ratio. I think 1 with all the expensive options is 185, the other tank is 175... and both are 9PL.
Purifying Tempest wrote: Well, another argument with the Castigator harkens back to 8th edition Exorcist: d6 is very unreliable. They fixed that with 3d3, which definitely makes the Exorcist have quite the upside while giving it some base level of performance above "roll 1 shot and miss...".
And even with the Heavy Bolters, a lot of how I walk out of a game with the Castigator hinges on how that main cannon performs. So I know how easy it is to ignore what those HBs are adding.
I normally have been running the Castigator alongside of a more mechanized approach with Immolators and a Rhino. It doesn't wow me, but it normally can grind its way into the mid game where it can help me cap or block mid-field objectives. Normally the saturation of armor makes the other player have to make some tough choices, but I understand it isn't going to be the best against players who really come to smash face.
An extra wound or two, ESPECIALLY with the new Hammerhead set to square off against it, would definitely be welcomed. I'd like to see it start filling a more heavy tank role (like the LRBT) with the Exorcist more filling that traditional Basilisk role.
But more than anything, I think the main gun is really just a tweak away from not being just... bad Maybe it is time to start breaking away from everything has to have a random profile number of shots to just making it flat Heavy 4 or 5. Let the chance reside in the following 2 rolls, not the first roll to see if you got 1 shot or not.
As I stated previously, I have brought the Castigator in a few casual "beer and pretzel" lists, always with the Battle Cannon (maybe I will try the Autocannons one day) and I have been disappointed about 75% of the time. I LOVE that it fills that niche role of having S9 to actually have a better than 50/50 chance of wounding T8 targets at long range (like PBCs) and that it also packs enough anti-infantry firepower to realistically put a dent in hordes. I agree completely that the biggest issue with the Battle Cannon is definitely that d6 number of shots, and GW had the answer but just chose not to implement it. All the Castigator needed to make it [i]okay[i] in fluffy, casual, and maybe even casually competitive lists was either a Basilisk treatment of roll 2d6 and take the highest or a Leman Russ style rule that allowed it to fire twice if it didn't move or only moved half its movement or something. Even with its only defensive play being holy smokescreen I think it would have actually seen some more play in the casual matched play scene.
Sisters vehicles have traditionally always had less guns than other Imperial tanks/artillery/etc. (hell it took until the new models to even have a built in heavy bolter, before then paying for a storm bolter was all you had over the main weapon). I think GW has just never really understood how anemic that is compared to the main gun on a Leman Russ, its hull weapon, sponsons, and any other stubbers you add on (same goes for even something bad like a Predator). Then you add the fact Leman Russes can at least fire twice with its main weapon if they barely move and the only thing that keeps it pretty balanced and far less threatening is the fact it has a BS of 4+ and Tank Commanders are limited. I know GW loves its random number of shots, and the fix to the Exorcist going from d6 to 3d3 was SO GREAT that I am honestly baffled why they didn't at least do something to help the Castigator Battle Cannon. The 3d3 anti-infantry shots on its second profile is really nice of course, but just giving it d6+2 shots on the sanctified shell would have been such a boon for this tank.
I am really praying that there is something in the Balance Dataslate at the end of this month that helps vehicles. Either some kind of massive rework or just buffs to a bunch of vehicles, including ours. I want to play mechanzed Sisters again with Rhinos, Immolators, Exorcists, and Castigators and have a reasonable chance to win in a casually competitive environment. Just to have access to that style build again would be really cool! If they can all just get a wound back and we go back to 12 wound Exorcists and Castigators at least, that would be awesome, even if we are stuck with 11 wound Immolators and the usual 10 wound Rhino of course.
It's a double nerf, we also got clarified in our FAQ that you can't use both ammo cherubs in the same turn. Combine that with Argent Shroud now not working out of transports, our options keep getting worse and worse.
Why the heck are units not considered to have Remained Stationary when they disembark? That makes no sense.
Honestly, the balance dataslate/FAQ nerfed us less than I was expecting (Bodyguard shenanigans continue for now), but the Armourium Cherub nerf makes no sense when they also doubled their cost.
Andilus Greatsword wrote: Why the heck are units not considered to have Remained Stationary when they disembark? That makes no sense.
Honestly, the balance dataslate/FAQ nerfed us less than I was expecting (Bodyguard shenanigans continue for now), but the Armourium Cherub nerf makes no sense when they also doubled their cost.
LVO ruled the armourium cherub this way, so, I saw this coming. Still dumb.
Well, I won't be needing to paint my thrid and fourth armorium Cherub for quite some time now... I suppose that's a positive? The increased points cost + this update feel unnecessary. One of them was fine.
The thing about Argent Shroud makes absolutely zero sense. It was a nice niche that Argent Shroud had, which is now taken away. No idea why they thought this deserved to be ruled as such.
Well nice to see all that hope placed in the Balance Dataslate go right out the window. Nerfs galore and a "slap on the wirst" at best to one of the most broken factions in the game.
At this point let's just figure out how to be low B tier again for the next six months and hope that at some point everything gets rebalanced enough where we can return to low A tier. Space Marines have been underwhelming most of the edition, and if we want to be almost as popular as them this edition I will accept being just as underwhelming for a while.
We survived 20+ years of mediocrity and unplayability, it's not nearly as bad yet, and even if it goes that way, we can do it again!
Andilus Greatsword wrote: Why the heck are units not considered to have Remained Stationary when they disembark? That makes no sense.
Honestly, the balance dataslate/FAQ nerfed us less than I was expecting (Bodyguard shenanigans continue for now), but the Armourium Cherub nerf makes no sense when they also doubled their cost.
Waitwaitwait, the not remaining stationary thing overrides the Argent Shroud ability? Usually army-specific things override the BRB rules (like AS units being able to count as stationary when firing even if they Advanced). Or was this in the Sisters FAQ and I just missed it somehow?
ERJAK wrote: The Balance dataslate comes out and with it....drumroll please...ANOTHER NERF!
Just make all of our guns S1 and get it over with at this point.
Could you be any more dramatic? I guess at least you're playing the right faction to be a drama queen I suppose.
At least I'm not going into threads for armies I barely play to butt in. Do you seriously have nothing better to do?
Also, I'd like to point out that, as you can tell from the deluge of negative reactions from other sisters players, I am 100% correct in my assessment.
Automatically Appended Next Post:
Dendarien wrote: Yeah shroud is probably dead competitively. I think bloody rose or valorous heart is the way forward.
Honestly, Sisters are in a bad place competitively in general. With armies going up 100pts, no subfaction soup, changes to armorium cherubs and the argent shroud rules, it's bad times.
I'm looking at Goonhammer's tier list and honestly, I can't see how we don't end up in at least low tier three or even tier 4.
Tau and GSC both got good books, every variation of Eldar is getting a good book (with better miracle dice as the cherry on top), Necrons got...some amount of buffs. Looking at it, only Guard and pure CSM really look like favorable matchups anymore.
Andilus Greatsword wrote: Why the heck are units not considered to have Remained Stationary when they disembark? That makes no sense.
Honestly, the balance dataslate/FAQ nerfed us less than I was expecting (Bodyguard shenanigans continue for now), but the Armourium Cherub nerf makes no sense when they also doubled their cost.
Waitwaitwait, the not remaining stationary thing overrides the Argent Shroud ability? Usually army-specific things override the BRB rules (like AS units being able to count as stationary when firing even if they Advanced). Or was this in the Sisters FAQ and I just missed it somehow?
Also, RIP Armorium Cherubs, 2020-2022.
GW isn't consistent enough in their rules writing for things like 'army rules overwrite BRB rules' to be usable rules of thumb.
So yeah, argent shroud remain stationary isn't even really a rule anymore. Doesn't work out of reserves, doesn't work out of transports. You can still advance out from behind obscuring to be out of range to shoot anything important because our good guns top out at 24", but that's not a great consolation prize.
You know, for once, I think letting ERJAK throw salt around unmitigated is probably the right play Sling on, my friend!
This "balance" pass seems to be AT BEST a big nothing burger. Honestly, though, it comes off as a slap in the face of people who kinda wanted meaningful changes. I guess this is an exercise in "you get what you pay for".
Purifying Tempest wrote: You know, for once, I think letting ERJAK throw salt around unmitigated is probably the right play Sling on, my friend!
This "balance" pass seems to be AT BEST a big nothing burger. Honestly, though, it comes off as a slap in the face of people who kinda wanted meaningful changes. I guess this is an exercise in "you get what you pay for".
The thing that has me so frustrated is how much better off WE specifically but the game in general would have been if they'd just done nothing.
Yup, I see nothing but lost options across the board. I don't think anything was particularly game-altering, but options are just being removed. You wanted to play meched up Argent Shroud? Well, that's akin to playing without a Conviction for a LARGE portion of the game. The change was just unnecessary.
So to quantify the changes Sisters players have had to endure over the past couple of weeks:
1) Rising costs on units performing well, and Dominions. Vahl, Sacresants, even Armorium Cherubs had an argument. Then there was Dominions, which... while good... they weren't THAT good. The nerf should have been aimed at Blessed Bolts, not Dominion squads.
2) Armorium Cherubs "clarified" to nerf them again. Effectively, you only ever bring 1 per squad. Rets are already a massive trade piece that your opponent cannot ignore once they come out. So this was literally paying the same price for half the effect.
3) Argent Shroud and the "counted as moving" when arriving on the table, regardless of their Conviction. Seems like a pointless nerf to a style of play that didn't really exist, and now will probably not even have a chance to really exist.
4) Order mixing is gone. I personally don't mind it, but I know this is a really big deal for people scraping to get every % point out of their list and still only making it to "Gatekeeper" status for our evil, pointy-eared overlords.
5) Thrown a bone with a slight reduction to the cost of our armor, which was already floating around LRBT cost... only to see the Guard's pet baby get a 2+ while still sporting more wounds and toughness. I would have honestly liked to see a pip of armor on our tanks more than a "slight" reduction in cost. Chipping is still a very real death with the high rate of fire, and Valorous Heart and 2+ vehicles may have been an interesting sight.
6) Still cannot get over how mind-numbingly bad the Dominion change was. They got hit in both points and PL (5 now for the squad). I may bring 1 squad now just to have access to Blessed Bolts, but I don't think the squad was exactly game-ending for the opponent and this just makes them a LOT less attractive.
So yeah, I can get why there's a lot of salt coming from Sisters' players, feels like GW has been poking this player base pretty consistently for about a month while turning a bit of a blind eye to other, larger, problems.
As bad as everything looks right now, I am still hoping for some kind of saving grace here. Maybe some new competitive playstyle will come out of this (other than Bloody Rose of course), or maybe the hits to some of the other books around us will keep us in the mid-tier at least.
I go back to a Tabletop Tactics video I saw months ago where they said something to the effect of "don't worry all the changes will make sense when you see the final product of all the books, it's just gonna be a while." I still don't know exactly what they meant or even if any of that is still remotely true, but maybe once every book is out (before the SM codex 2.0 hits) we will see some "nirvana" of "balance" we have never seen in 40k before.
Or hey maybe we will get added to the 2.0 codex factions and it won't just be marines! I know we are in for a tough time regardless, but I am going to stay positive because at least we are not the red headed stepchild of 40k anymore!
While I think ERJAK's complaints are often over-stated IMHO, he's also coming at the army from a competitive standpoint whereas I'm definitely more casual so I get the difference in opinion. That said, Sisters took a hit, no question. Just seeing the whithering firepower the latest codices can put out, it feels like Sisters are getting nerfed when they definitely do not need it, it's knee-capping our ability to keep up moreso than actually balancing anything (of course, if they wouldn't power-creep the game with every new release that wouldn't be a problem...).
All these nerfs are the real reason I'm shelving my Sisters for the time being. One of the nice things about having multiple armies is being able to switch to another one if the one you're playing gets hit with the nerf bat. I was probably going to switch anyway, as I've been missing my Dark Angels despite them being less good, but this seals it. The DA are probably stronger at this point!
It will be interesting, to say the least, to see what die-hard Sisters players are able to come up with for the 2022 ITC season. It's gonna be an uphill battle for sure.
1. Bloody Rose good stuff - lots of combat characters, Vahl in a supreme command detachment maybe, Rhino full of novitiates/repentia and so on.
2. Valorous Heart mech sisters - the VH trait is really solid into a lot of Tau and Custodes damage. Even with the points increase I could see 30 sacresants just being a nightmare to remove.
ERJAK wrote: The Balance dataslate comes out and with it....drumroll please...ANOTHER NERF!
Just make all of our guns S1 and get it over with at this point.
Could you be any more dramatic? I guess at least you're playing the right faction to be a drama queen I suppose.
At least I'm not going into threads for armies I barely play to butt in. Do you seriously have nothing better to do?
Also, I'd like to point out that, as you can tell from the deluge of negative reactions from other sisters players, I am 100% correct in my assessment.
wait, so that's worse than spamming literally every thread with your moaning how sisters are now "trash" or "garbage" constantly? I don't care if I play sisters once or twice or year, it's not up to you to gatekeep my presence here.
Multi order should never have been a thing (at least without a downside), so glad it makes people really make a choice (outside of playing with your buddies of course, then do whatever).
AS has been pretty much the go to alongside BR for the comp scene for awhile now, at least people will need to think more within the contents of the codex.
The Ret change, meh, give or take on that one, just no reason to buy a second one at this point.
I actually do agree with you that the points drop on the vehicles didn't go far enough, but I prefer to look for solutions, not just trash the army and go elsewhere.
Morvenn Vahl was going up in points, literally everyone knew that.
Dominions are an odd choice. Nerf the strat, not the unit.
Sacresants also are fine with the bump, but my concern is it will be unnecessary if the bodyguard rule gets addressed as people think it will.
I'm actually excited to see what people will come up with for sisters with all the changes in place, will b nice to see something other than AS/BR mix.
I'm hearing and agreeing with the reactions here, and they hit my preferred Order and unit (Dominions). I'm not sure about giving up on either, though. Assuming nice dense terrain with good variety, what about footslogging AS? Still using Dominions to sling other units into position? Or trading in the Rhino points to add meatshields? I'm imagining 20 AS Sisters with HotE surging forward trailing a Dogmata with Chatechism of Repugnance. It won't hit as hard as Blessed Bolts, but it still seems spicy.
Also, I'd love to hear more about our favorable matchups with new codices... I haven't looked much at Tau, Eldar, Nids changes.
MacPhail wrote: I'm hearing and agreeing with the reactions here, and they hit my preferred Order and unit (Dominions). I'm not sure about giving up on either, though. Assuming nice dense terrain with good variety, what about footslogging AS? Still using Dominions to sling other units into position? Or trading in the Rhino points to add meatshields? I'm imagining 20 AS Sisters with HotE surging forward trailing a Dogmata with Chatechism of Repugnance. It won't hit as hard as Blessed Bolts, but it still seems spicy.
Also, I'd love to hear more about our favorable matchups with new codices... I haven't looked much at Tau, Eldar, Nids changes.
I think the footslogging approach is much better with Valorous Heart than AS. Transports are also going to be key against Tau and all of their indirect fire.
I'm not planning on shelving the army by any means, but I would expect that in 3-6 months we'll be getting some sort of concession from GW when they realize they screwed up. :/
Andilus Greatsword wrote: I'm not planning on shelving the army by any means, but I would expect that in 3-6 months we'll be getting some sort of concession from GW when they realize they screwed up. :/
If they continue to roll out Order updates like they did with OoML, there will be small opportunities to adjust balance... a lot to hope for, I know, but look what Astartes chapters have grown into.
Andilus Greatsword wrote: I'm not planning on shelving the army by any means, but I would expect that in 3-6 months we'll be getting some sort of concession from GW when they realize they screwed up. :/
If they continue to roll out Order updates like they did with OoML, there will be small opportunities to adjust balance... a lot to hope for, I know, but look what Astartes chapters have grown into.
That's what was bizarre with choosing BR to roll out with nachmund book. Most players were using BR to begin with, how about adding content for perhaps SR to give them a boost?
Quick question I thought off while driving and pondering over lists: can you still advance and shoot with Argent Shroud after disembarking from a transport? A quick look made this unclear to me and I don't have all the books at hand right now. It would reaaallly suck if the new FAQs also prevented this part of the AS order to function.
Us3Less wrote: Quick question I thought off while driving and pondering over lists: can you still advance and shoot with Argent Shroud after disembarking from a transport? A quick look made this unclear to me and I don't have all the books at hand right now. It would reaaallly suck if the new FAQs also prevented this part of the AS order to function.
If they have assault weapons like meltaguns yea you can still advance and shoot out of a transport at -1 to hit lol.
From what I am reading to the core rules FAQ and from what I am seeing discussed on multiple forums the "counts as remaining stationary" part of the conviction for AS now no longer applies when they disembark from a transport. Therefore you pretty much have to footslog with AS to get the maximal use of their conviction. If I am mistaken on any of this I am sure I will be corrected, but from the core rules FAQ and what the forums have been discussing, the answer to your query is no as far as I can tell.
Things are unfortunate to say the least right now. Though Auspex Tactics still puts Sisters up near the top of Tier 2 in his recent army tier video, so he's optimistic about us at least!
1. Bloody Rose good stuff - lots of combat characters, Vahl in a supreme command detachment maybe, Rhino full of novitiates/repentia and so on.
2. Valorous Heart mech sisters - the VH trait is really solid into a lot of Tau and Custodes damage. Even with the points increase I could see 30 sacresants just being a nightmare to remove.
Bloody rose doesn't have room to run Vahl, Imo. Mono-BR along with Mono-OoML were already cutting Vahl quite frequently before the nerfs. The thing is that BR has to play SO aggressively that her force multiplier abilities almost never have more than 1-2 units in range. Celestine is generally a better take because of how much forward pressure she can put out while also benefiting from cover/LoS blocking/Sacresanct lines.
Personally, after the point bumps and thanks to the 1 good BR strat we got, a murder canoness and Celestine seems like a better purchase to me than Vahl. And yes, that's with the 2 CP cost of being forced to bring a patrol to access the new strats because GW are stupid.
In reality though, most people building BR for competitive have dropped the named characters. Canoness, Palantine, potentially an inquisitor considering how good psychic interrogation is into Tau and Custodes.
ERJAK wrote: The Balance dataslate comes out and with it....drumroll please...ANOTHER NERF!
Just make all of our guns S1 and get it over with at this point.
Could you be any more dramatic? I guess at least you're playing the right faction to be a drama queen I suppose.
At least I'm not going into threads for armies I barely play to butt in. Do you seriously have nothing better to do?
Also, I'd like to point out that, as you can tell from the deluge of negative reactions from other sisters players, I am 100% correct in my assessment.
wait, so that's worse than spamming literally every thread with your moaning how sisters are now "trash" or "garbage" constantly? I don't care if I play sisters once or twice or year, it's not up to you to gatekeep my presence here.
Multi order should never have been a thing (at least without a downside), so glad it makes people really make a choice (outside of playing with your buddies of course, then do whatever).
AS has been pretty much the go to alongside BR for the comp scene for awhile now, at least people will need to think more within the contents of the codex.
The Ret change, meh, give or take on that one, just no reason to buy a second one at this point.
I actually do agree with you that the points drop on the vehicles didn't go far enough, but I prefer to look for solutions, not just trash the army and go elsewhere.
Morvenn Vahl was going up in points, literally everyone knew that.
Dominions are an odd choice. Nerf the strat, not the unit.
Sacresants also are fine with the bump, but my concern is it will be unnecessary if the bodyguard rule gets addressed as people think it will.
I'm actually excited to see what people will come up with for sisters with all the changes in place, will b nice to see something other than AS/BR mix.
What do you mean 'actually make a choice?' There isn't a choice. There's a 'best' and an 'everything else', now. Whether it's VH or BR or OoML we won't know until probably after Adepticon, but the idea that there's NOW a choice when 3/4ths of all of your options have been removed is silly. Every single order was seen in at least one high placing sisters list previously. After the subfaction changes that drops to potentially 4, after the 'clarification' on remains as stationary, that drops it to 3. After the point nerfs to Sacresancts, Vahl, Dominions, and cherubs, that most likely drops to 2. Both OoML and VH win based on out-grinding their opponents and both are down almost 100pts of units. I would be very surprised to see both still do well.
The idea that you have to 'think more' when the choice has been boiled down to 'do I punch good(BR) or do I die slow(OoML,VH)?' is a fundamental misunderstanding of how the army, and the game as a whole functions.
Of course, even that's the most optimistic take. It assumes that after the changes to subfaction soup, the substantial points nerfs, and the changes to armorium cherubs, and the changes to remains stationary, that there still IS a reasonable competitive option within the Sisters of Battle army. There might not be. The actual choice might be what CSM, Guard, Khorne Daemon, and Ultramarine players have to make: Accept that you're going to lose most of your games against equal skill players or switch armies.That's the real choice this afforded us.
Yes, the Morvenn hit and even the Sacresanct hit were expected and even the Armorium cherub FAQ wasn't out of nowhere. But the other points increases were totally unnecessary and Dominions didn't need a nerf PERIOD. To the strat OR the unit. They weren't above the power curve at all. Oooh, a maybe chance to do six mortal wounds once in a while? How frightening. I'm sure Drukhari were shaking in their boots.
Changing the bodyguard rule is a whole complicated issue but basically, nerf the bodyguard rule, point drops to Sacresancts and all characters become necessary. Sisters of battle units are almost universally terrible statlines that rely on combining multiple overlapping rules to make them do anything. The more rules you take away, the more silly it looks to pay that much for t3.
Finally, this where familiarity with the army is important. If you'd been following the army, you'd know that there were dozens of very competitive builds using basically every combination of 5 out of the 6 Orders. Some of those got crept out as GW kept releasing more and more broken books, but that wasn't Sisters of Battle's fault. Now you have 2.5 mono order builds. Maybe. That's if 'what they come up with' isn't 'play a better army'.
I won't. I play Sisters and only Sisters. I have no interest in picking up a different army, which is part of why these totally unnecessary nerfs are so infuriating.
Us3Less wrote: Quick question I thought off while driving and pondering over lists: can you still advance and shoot with Argent Shroud after disembarking from a transport? A quick look made this unclear to me and I don't have all the books at hand right now. It would reaaallly suck if the new FAQs also prevented this part of the AS order to function.
If they have assault weapons like meltaguns yea you can still advance and shoot out of a transport at -1 to hit lol.
From what I am reading to the core rules FAQ and from what I am seeing discussed on multiple forums the "counts as remaining stationary" part of the conviction for AS now no longer applies when they disembark from a transport. Therefore you pretty much have to footslog with AS to get the maximal use of their conviction. If I am mistaken on any of this I am sure I will be corrected, but from the core rules FAQ and what the forums have been discussing, the answer to your query is no as far as I can tell.
Things are unfortunate to say the least right now. Though Auspex Tactics still puts Sisters up near the top of Tier 2 in his recent army tier video, so he's optimistic about us at least!
On a positive note, Argent Shroud is so bad as a conviction now, it doesn't matter what the exact nuances of the rule is. Nobody's playing it anyway.
bullyboy wrote: Multi order should never have been a thing (at least without a downside), so glad it makes people really make a choice (outside of playing with your buddies of course, then do whatever).
Let's say you have 10 units that make up 2000 points. With the current subfaction lockdown, you have 6 choices to play them. Pick one of 6 orders. That's it. End of choices.
Before, when you could mix and max subfactions as the Emperor intended, you had roughly 210 combinations with those same 10 units.
But yea... we really have the opportunity to make a choice now!
Multi order like soup should always have been a thing because it gave you choices and pre game choices is where you can have complexity because there is no time limit on how much time you have to consider options and there were always opportunity costs - you never encountered 3 subfactions because CP costs were too high.
Now you have bad options and 3 serious options suicidal charge, survive on objectives and play the mission BR VH and OOML and frankly VH will underperformed compared to other factions and BR is win big/lose big. Reality is there will be far less list diversity.
Ok putting aside how grim our competitive outlook is at the moment.
What's the general consensus on buzzsaws vs flails for mortifiers or penitent engines?
In the last codex the answer was always flails but now I'm not sure. 10 attacks vs 5 but str 8 and ap -4 makes it a decision. I'm currently building a mortifier and the weapons look very difficult to magnetize.
It's nit as simple as that as your cultist show 1w infantry also are better killed by Flails and they are common in lots of armies on the frontline ourselves, guard, tau and mechanicus
U02dah4 wrote: It's nit as simple as that as your cultist show 1w infantry also are better killed by Flails and they are common in lots of armies on the frontline ourselves, guard, tau and mechanicus
I mean, yeah. It's up to you as the player to predict the meta you'll face AND use your units efficiently. If you're reasonably confident you can consistenly target 4+ or worse save 1W, infantry, things with 5+ or better invuls, -1 damage, etc, etc, etc, then the flails will perform better.
Same as if you put the buzzblades into rhinos. Buzzblades have a wider variety of effective targets, things flails are better against are generally popular picks (-1D, 5++ are very common statlines).
When I said 3+5++, -1 damage...that's basically the most common profile in the competitive metagame at the moment.
That's almost always a worse choice as even vs optimal targets with 1 less attack your not gaining much
Now running mixed weapons across the UNIT can be fine.1 Double Buzzblades Mortie does enough damage against things like cultists to not be a huge sacrifice on an anchorite and do so much MORE damage against rhinos that they'll be extremely useful against non-ideal targets.
That's almost always a worse choice as even vs optimal targets with 1 less attack your not gaining much
Now running mixed weapons across the UNIT can be fine.1 Double Buzzblades Mortie does enough damage against things like cultists to not be a huge sacrifice on an anchorite and do so much MORE damage against rhinos that they'll be extremely useful against non-ideal targets.
Just useing the earlier examples
Flails kill 6 cultists, Both 4.5 Buzzsaw 3.7
Flails kill 4CSM Buzzsaw 3CSM Both 3
Buzz saw 3.5 intercessors Both 2.6 flails 2
Buzzsaw 6 damage to rhino Both 4.5 Flails 2 damage to a rhino.
Flails or buzzsaws are always the best depending on target while Both makes only a small difference to the worst option in the grey area in the middle between the two weapons and significantly underperformed the best vs an optimised target
Your almost always better picking for your meta and targeting appropriately
That's almost always a worse choice as even vs optimal targets with 1 less attack your not gaining much
Now running mixed weapons across the UNIT can be fine.1 Double Buzzblades Mortie does enough damage against things like cultists to not be a huge sacrifice on an anchorite and do so much MORE damage against rhinos that they'll be extremely useful against non-ideal targets.
Just useing the earlier examples
Flails kill 6 cultists, Both 4.5 Buzzsaw 3.7
Flails kill 4CSM Buzzsaw 3CSM Both 3
Buzz saw 3.5 intercessors Both 2.6 flails 2
Buzzsaw 6 damage to rhino Both 4.5 Flails 2 damage to a rhino.
Flails or buzzsaws are always the best depending on target while Both makes only a small difference to the worst option in the grey area in the middle between the two weapons and significantly underperformed the best vs an optimised target
Your almost always better picking for your meta and targeting appropriately
Mathematically, yes. If you select a perfect target every time, obviously you're going to be more effective with a single weapon type.
Unfortunately, real game states are rarely so convenient as to offer up perfect targets every time. There's some value to be had with some degree of flexibility. Whether that value is greater than or less than the value of just raw better numbers...depends on the games honestly.
Also, the hard truth of all of this is that it often doesn't matter what melee weapon you equipped because the Tau player killed all of them in his first shooting phase.
ERJAK, show me on the doll where the Tau touched you. Not every game is going to be against Tau. They are a pretty rough matchup for Sisters, yes (heck, with the nerfs a lot of matchups are a bit rough), but you've been bringing them up a lot lately in this thread and others and you won't stop harping about them. Maybe instead of crying about how OP Tau are you could work with the rest of us on coming up with ways to beat them, as well as how to come up with some competitive lists/strategies that will work now that Sisters have eaten nerfs. Saying stuff like "doesn't matter what you do because the Tau killed all of X unit in their first shooting phase" isn't really helpful at all.
ZergSmasher wrote: ERJAK, show me on the doll where the Tau touched you. Not every game is going to be against Tau. They are a pretty rough matchup for Sisters, yes (heck, with the nerfs a lot of matchups are a bit rough), but you've been bringing them up a lot lately in this thread and others and you won't stop harping about them. Maybe instead of crying about how OP Tau are you could work with the rest of us on coming up with ways to beat them, as well as how to come up with some competitive lists/strategies that will work now that Sisters have eaten nerfs. Saying stuff like "doesn't matter what you do because the Tau killed all of X unit in their first shooting phase" isn't really helpful at all.
It's illustrative. I use Tau because they're the current boogeymen but the same holds true for most competitive shooting armies. Pick an army that has really strong shooting and substitute the name if it makes you feel better.
Personally, I don't know (or care) if Tau are OP, but they do exemplify the thing WE specifically struggle with. Large Volume, long range shooting. Especially the type that ignores LOS. And yes, certain units aren't very good BECAUSE they'll be wiped out by any competent shooting army in one turn. It's a legitimate reason not to take immolators or Castigators. Other units will get wiped out in one turn but it doesn't matter because they're good even with one turn on the board. Repentia and Retributors and Mortifiers are units like this.
Mortifiers, especially 3+ model units, are very fragile for their points and are prone to being targeted down. Usually this is a good thing because you get at least one round of their solid shooting and force your opponent to expend shots clearing them out, opening up the way for transports/characters/etc to move up field.
Just because they die doesn't mean they weren't valuable and contributed to a successful outcome, it just means that spending too much time worrying about which melee weapon you took isn't really necessary. Even against melee armies, where they absolutely WILL get to swing, your opponent wanting to charge you will limit your ability to get ideal targets as well. The nature of the game is such that the difference between 5 and 3 dead cultists isn't as important as how you use the model that killed said cultists. That's what my point was.
Games against heavy shooting armies like Tau AREN'T won OR (usually) lost in list building for us. From a list building standpoint, the only real option we have to specifically counter armies that specialize in large volume, long range shooting is to take valorous heart, and that's only an effective solution if it's less than AP-2. Whether you bring flails or buzzsaws isn't going to be the deciding factor in those games. As long as you're bringing a reasonable strategy, you'll likely have just as much of a chance with a trade heavy OoML build as an aggressive BR build. The only exception is bringing bad units that also have a bad matchup. If you bring triple Castigator against Tau, that's not going to end well no matter how good you play it.
Where you beat armies like Tau is in the mission. Focus on objectives, play defensively, stick to cover(better smart missiles than smart missiles AND railguns), don't give up points you don't have to. Thanks to the 9th ed tabling rules, you can lose 2000pts of your army to 200pts of theirs and win if you play the mission well.
Do I think that Tau will have a strong advantage over us after the nerf? Obviously. Will they be unbeatable? No. You just have to understand what the consequences are to even small mistakes against armies with that kind of shooting pressure, i.e. dies in one turn.
I disagree games arnt won or lost by who tablewipes who.
Against that army sure I'm expecting to get wiped or close to it but if I can score well enough I'm still winning.
Ooml is certainly still viable leap of faith is an auto 12 and we can play both RND and engage with the right build. The aim isn't to survive till 5 its to score enough and stop the enemy scoring enough in turns 1-3 that 5 when we are dead doesn't matter.
U02dah4 wrote: Does anyone know the height of the hospitalier?
I'm wanting to make an alternative from sanistasia minst I know the base is 50mm
Not really an answer to your question, but I had 2 metal Hospitallers that I converted onto 50mm, I imagine Sanistasia Minst would be fine if you can fill out her base to make it not look empty.
Having just sat down and read the codex:
It seems like Ebon Chalice has a really nasty combo using Heavy Flamer Retributors and a pair of stratagems. Cleansing Flames + Cleansed by Fire is a pricey combination, but with four heavy flamers, a cherub, and a combi-flamer, it's all but guaranteed to get all three mortal wounds on top of a huge number of regular wounds. (Stack on Divine Guidance for the AP buff to really crank up the damage.)
Am I inflating the value in my head, or is this just a strong combo?
Your not over inflateing the combo but it is costly. the big problem is that now you have to be mono subfaction the non flamer units in your army which is the bulk of your army are just better in other subfactions while the order conviction is too miricle dice intensive given their scarcity.
Also this is what I came up with for sanistasia as a hospitalier
U02dah4 wrote: Your not over inflateing the combo but it is costly. the big problem is that now you have to be mono subfaction the non flamer units in your army which is the bulk of your army are just better in other subfactions while the order conviction is too miricle dice intensive given their scarcity.
That's fair. I'm honestly not too impressed by the other subfactions - The Bloody Rose base option is fine but the warlord trait and relic both feel underwhelming, (The relic is just a much worse version of the Teeth of Terra, and Righteous Rage just seems superior as a melee beatstick trait,) and several of the subfaction abilities just don't feel impactful at all. They'll have a difference, but I can't see myself building whole armies around them, except for maybe Valorous Heart.
OPG tournament I finalised my list and I'm going OML (after finding out the WTC ban fortifications in their faq). I think it's the best at playing the mission at the moment and that's sometimes more important than damage output or staying power
The extra miracle dice make the difference for reliable maxing of a leap of faith secondary
The other half is weaker but can be nice on occasion especially with big units like novitiates
Honour the Martyrs is hideously powerful when combined with beat sticked characters they have to kill. Who doesn't want +1 to wound that LoW for 90% of your army for the rest of the game
Shieldbearer WL is pretty strong once you realise its bonus sacrifice dice apply to any character and its worded in such a way as you get two 6's when the character dies (sacrifice and OML warlord trait)combined with the chaplet of Sacrifice these rules are powerful
Then you have the righteous rage Martyrs strength blade of Sacrifice beststick combo as good as any BR character
Then we have a Martyrs duty strat which is great value for 1cp on melta repentia while death before disgrace is huge being able to give a unit obsec at the right moment is clutch for playing the mission
I also find myself switching to the passion over hand of the emperor. I'm less melee orientated so it's less crucial I make those charges and so with only one or two melee units that need to get in and plenty of miracle dice it's not needed while the switch to passion makes up some of the difference from br
Okay, am I crazy or are Mortifiers just flatly better than Penitent Engines for a negligible point cost? Mortifiers are significantly more accurate, you can buy better armor, and they can fight even after being killed. Penitent Engines can... charge after advancing.
Seeing as I'm paying for the two heavy flamers, I really don't see nearly as much utility in advance+charge as I do in hitting more often and attacking even if I get destroyed.
Mortifiers are usually better, yes, but that advance and charge from a Pengine can come in handy in certain situations. For instance, if you need to reach a table quarter to score Engage on All Fronts, and a regular Advance move won't quite get you there, you can charge to make up the remaining distance assuming there is an enemy in the right place (and assuming said enemy won't just destroy your Pengine...).
Also, personally I think Heavy Bolters are better on Mortifiers; they take advantage of the accuracy and provide some good long range punch. If I wanted flamers, I probably would just take Pengines. The auto-max shots strat is hilarious on a full 4-model unit of Pengines; 48 auto hits at S6 will be very dangerous to a lot of things, and they are D1 so all the damage reduction stuff doesn't affect them.
Waaaghpower wrote: Having just sat down and read the codex:
It seems like Ebon Chalice has a really nasty combo using Heavy Flamer Retributors and a pair of stratagems. Cleansing Flames + Cleansed by Fire is a pricey combination, but with four heavy flamers, a cherub, and a combi-flamer, it's all but guaranteed to get all three mortal wounds on top of a huge number of regular wounds. (Stack on Divine Guidance for the AP buff to really crank up the damage.)
Am I inflating the value in my head, or is this just a strong combo?
For the CPs you pay, it's probably not worth it to do both unless you're after a really hard target, I'd just say to do one or the other. I had been doing Cleansed by Fire on Seraphim when they drop in but IMHO it's not going to be worth it against most targets, unless you REALLY need something dead.
U02dah4 wrote: Your not over inflateing the combo but it is costly. the big problem is that now you have to be mono subfaction the non flamer units in your army which is the bulk of your army are just better in other subfactions while the order conviction is too miricle dice intensive given their scarcity.
That's fair. I'm honestly not too impressed by the other subfactions - The Bloody Rose base option is fine but the warlord trait and relic both feel underwhelming, (The relic is just a much worse version of the Teeth of Terra, and Righteous Rage just seems superior as a melee beatstick trait,) and several of the subfaction abilities just don't feel impactful at all. They'll have a difference, but I can't see myself building whole armies around them, except for maybe Valorous Heart.
The subfaction will 100% decide how you build your army (unless you do Engine of Redemption spam).
+1 Attack -1 AP doesn't seem like that big of a deal...right up until you realize that it increases the damage repentia do by 80%. +1 attack and run and charge is fantastic on melee characters that stuggle with speed and while that relic is terrible, the generic sword relic is not. Neither is Rapturous blows which encourages you to take our excellent defensive relics.
The bonuses from OoML, especially with the supplement, highly encourage a trade heavy playstyle that gets almost as much value out of your units dying as your opponent's units killing.
Valorous Heart turns the army into an objective grinder, focused on clogging up no man's land objectives with bodies whose odd statlines (most notably 2+4++ T3 1W) mean your opponent is almost always wasting some aspect of their weapon profile.
You can include units that have weaker synergy with the subfaction rules for specific tasks (i.e. OoML often includes Zephyrim as suicide objective grabbers) but in general what subfaction you are will be the determining factor in what units you bring.
+1A on repentia is really a 50% increase vs most targets the extra ap is often wasted. I would also argue that when you go melee heavy your reliant on making multiple charges so you you take +1 to adv and charge as your SR over extra hits on 6's which can make up 1/6 of the difference which is more viable when your not reliant on multi charges and can miricle dice the charge. So for most games it's about 33% more as BR with +1 to charge compared to another faction with the passion Thats still a big boost but its nowhere near 80%.
U02dah4 wrote: +1A on repentia is really a 50% increase vs most targets the extra ap is often wasted. I would also argue that when you go melee heavy your reliant on making multiple charges so you you take +1 to adv and charge as your SR over extra hits on 6's which can make up 1/6 of the difference which is more viable when your not reliant on multi charges and can miricle dice the charge. So for most games it's about 33% more as BR with +1 to charge compared to another faction with the passion Thats still a big boost but its nowhere near 80%.
Except I didn't say '80% against select targets in real world circumstances blah blah blah blah blah' I said 80% increase. Which is the raw numerical value. Which is correct for the point I was making. If I was having whatever imaginary argument you were having with yourself, you would be correct. I wasn't so I was correct and you were just blathering at the void.
Your point was that as long as you ignore real games and focus on optimal targets only in perfect circumstances it gives you an 80% boost which effects list construction more strongly
So ever since CA 2022 I have been trying to experiment with a few different lists, like double Exorcists, big Brigade Detachments of six BSS, etc. Given the choice to play Bloody Rose, OoML, or Valorous Heart in order to remain semi-competitive in my local meta (though I am also a big fan of EC still) I have chosen Valorous Heart because of my non melee morde playstyle.I still bring a custom fluffy Order for more narrative games, but I am just speaking from my matched play pickup game experience, which are the majority of games I play.
However, while most of my lists have been pretty successful against the "casual competitive" lists my local opponents often bring, I have actually run into a slight wall against a local Death Guard player. While I have barely ever had issues with Death Guard in the past few editions (while they have been somewhat of a struggle in terms of removing them from the board I have always been able to play the objective game better with my playstyle and approach), ever since the CA changes it has been more difficult to deal with triple PBC's and I am even dealing with old Possessed bombs now using summoned DP's and other character support.
I have traditionally actually faired pretty well with the "20 girls with 4 Storm Bolters" approach in the past buffed up by character support so I am debating going back to that along with an Exorcist, Sacresants, two squads of MM Rets of course, a few other minimum BSS squads for objectives and the Vahl/Dogmata/Hospitaller combo for the blob of girls coupled with the transhuman strat to maintain survivability. Finally, I plan on bringing a few deep strikers such as Celestine and Seraphim/Zephyrim to score engage and perhaps RND and a Dominion squad for some Blessed Bolts.
Anyway, I know a big part of this has just been some poor playing on my part. I perhaps have been overcommitting certain units in the center, and I try not to abuse the Bodyguard shenanigans (though my Sacresants usually get focused by this guy anyway by the PBC's if they are hiding or by everything else if they are pushing up) just out of sportsmanship, but I was hoping some people could share some advice on the Death Guard matchup. It's just been really interesting the last few games where I have just been losing the center or even more primary objectives very quickly compared to my previous times playing against the faction. My various opponents have been playing well of course, but I would say neither of us are building GT winning lists. There are some shenanigans here and there on both sides of course, but we keep it pretty fair, so I am just not exactly sure why the last few games have just been so difficult for me to even have a chance of winning when I would say Death Guard got hit harder than we did in CA. In fact, in one of my most recent victories against the faction I actually brought Repentia despite them being a relatively sub-optimal choice against them. So idk, I haven't hit a wall like this in my local meta since getting consistently crushed by Eldar in the middle of 7th edition (not even with the beta dex in the middle of 8th) so I am just at somewhat of a loss right now.
In the last four or so games I have played against the faction I won 2 of them (prior to CA 2022) and then pretty much lost the last 2 (the ones after CA 2022) though one of those was by a slim margin where I actually realized I won by a single point after the fact and we just calculated points wrong. Still though, these last two games have just been so much more difficult than the ones prior to CA.
Anyway, sorry for how long this got, I know this is a small sample size and there was some pretty bad luck on both myself and my opponent's sides as well, but just any advice people could give with this matchup post CA would be appreciated!
Doing some loose theorycrafting on a list:
I'm looking at potentially running a mechanized Argent Shroud list.
I won't post the full list, but the basic idea is this:
Take 4-5 Rhinos and some Exorcists. All vehicles get hunter-killer missiles.
Cram the rhinos full of Battle Sisters with Multi-Meltas. Add in flamer Dominions to taste. Have one rhino filled with Sacresancts and a Preacher, plus a beatstick canoness and her palatine buddy for good measure.
Bring along Celestine with two hand-flamer units of Seraphim.
Turn one, march forward and unleash the heavy fire. 6+ Hunter Killer Missiles and roughly 12 Exorcist Missile Launcher shots should put dents in most armor. (Mathhammer says that the full volley should put about eighteen wounds on a knight, give or take, not factoring in acts of faith. Obviously stratagems and board conditions make it unlikely that I'll be maxing out damage, and these numbers assume I haven't been damaged yet, so practically speaking it means 'if I get first turn'.) Celestine probably starts on the board, though I might keep her in reserves if I'm worried about snipers.
More to the point, I use this first turn to maximize my map control - Everything on the board is a tank chassis at the moment, making anti-infantry fire less-than useful.
Turn two, my battle sisters get out and unload their barrage of multi-meltas. My command tank with the sacresancts + beatstick can go after any particularly hard targets, be they an objective in the center of the board.
Seraphim drop down and Dominions get out, roasting everything that I can get within flamer range. (I'll probably spend the CPs to use Deadly Descent for extra flamer shots if I'm up against a proper horde.)
From there, play out the game and see how it goes.
The main thing I think this list is lacking is D2 weapons - The Sacresancts have their maces, Celestine and Canoness can both put down reliable D2, Heavy Bolters on the Exorcists, but that's about it. When facing infantry Space Marines, I'm going to have to rely heavily on chip damage, which doesn't feel like a great plan. I've got some points wiggle room, but don't know what to spend it on - I don't want to have Heavy Bolter Retributors sitting out in the open on turn one, as they'll instantly become a fire magnet, and while our new Storm Bolters are D2, the lack of AP makes them feel like a sharp step down from the cheap-as-chips highly efficient 8th edition Storm Bolter. (Also no Storm Bolter sergeants means RIP sixty point troop squads putting out sixteen bolter shots in a turn, but that's a choice that's long been gone.)
Penitent Engines or Mortifiers would be a similarly obvious target - While a squad of Mortifiers with Buzz Blades and Heavy Bolters would provide both D2 melee and D2 shooting, they're also the only thing in my army that would have T5 and no invuln, making them easy pickings for any S5-6 mid-damage shooting that aren't great against tougher vehicles but would be wasted on squishy troops. I might run them anyways. (Paragon Warsuits have the same problem, as well as the issue of 'I don't own any Paragon Warsuits'.)
Thoughts? Am I too worried about target saturation? Am I missing an easy solution, or other obvious problems?
Waaaghpower wrote: Doing some loose theorycrafting on a list:
I'm looking at potentially running a mechanized Argent Shroud list.
I won't post the full list, but the basic idea is this:
Take 4-5 Rhinos and some Exorcists. All vehicles get hunter-killer missiles.
Cram the rhinos full of Battle Sisters with Multi-Meltas. Add in flamer Dominions to taste. Have one rhino filled with Sacresancts and a Preacher, plus a beatstick canoness and her palatine buddy for good measure.
Bring along Celestine with two hand-flamer units of Seraphim.
Turn one, march forward and unleash the heavy fire. 6+ Hunter Killer Missiles and roughly 12 Exorcist Missile Launcher shots should put dents in most armor. (Mathhammer says that the full volley should put about eighteen wounds on a knight, give or take, not factoring in acts of faith. Obviously stratagems and board conditions make it unlikely that I'll be maxing out damage, and these numbers assume I haven't been damaged yet, so practically speaking it means 'if I get first turn'.) Celestine probably starts on the board, though I might keep her in reserves if I'm worried about snipers.
More to the point, I use this first turn to maximize my map control - Everything on the board is a tank chassis at the moment, making anti-infantry fire less-than useful.
Turn two, my battle sisters get out and unload their barrage of multi-meltas. My command tank with the sacresancts + beatstick can go after any particularly hard targets, be they an objective in the center of the board.
Seraphim drop down and Dominions get out, roasting everything that I can get within flamer range. (I'll probably spend the CPs to use Deadly Descent for extra flamer shots if I'm up against a proper horde.)
From there, play out the game and see how it goes.
The main thing I think this list is lacking is D2 weapons - The Sacresancts have their maces, Celestine and Canoness can both put down reliable D2, Heavy Bolters on the Exorcists, but that's about it. When facing infantry Space Marines, I'm going to have to rely heavily on chip damage, which doesn't feel like a great plan. I've got some points wiggle room, but don't know what to spend it on - I don't want to have Heavy Bolter Retributors sitting out in the open on turn one, as they'll instantly become a fire magnet, and while our new Storm Bolters are D2, the lack of AP makes them feel like a sharp step down from the cheap-as-chips highly efficient 8th edition Storm Bolter. (Also no Storm Bolter sergeants means RIP sixty point troop squads putting out sixteen bolter shots in a turn, but that's a choice that's long been gone.)
Penitent Engines or Mortifiers would be a similarly obvious target - While a squad of Mortifiers with Buzz Blades and Heavy Bolters would provide both D2 melee and D2 shooting, they're also the only thing in my army that would have T5 and no invuln, making them easy pickings for any S5-6 mid-damage shooting that aren't great against tougher vehicles but would be wasted on squishy troops. I might run them anyways. (Paragon Warsuits have the same problem, as well as the issue of 'I don't own any Paragon Warsuits'.)
Thoughts? Am I too worried about target saturation? Am I missing an easy solution, or other obvious problems?
Don't forget that the AS trait no longer works on the turn you disembark (the move, advance and count as stationary part anyway). GW felt the need to take that away from us.
That said, armor spam is possibly a workable concept but Exorcists are a bit pricy for it. One might not be a bad idea to give the option of non-LOS shooting (if you're willing to blow 2 CP for the privilege), but otherwise save a few points and take Immolators instead. You probably also want to be Valorous Heart rather than Argent Shroud.
Don't forget that the AS trait no longer works on the turn you disembark (the move, advance and count as stationary part anyway). GW felt the need to take that away from us.
Well that is... frustrating, absurd, and needlessly kneecaps a faction that wasn't OP to begin with. There's effectively no reason to bring AS in anything but a footslogging list, wheeee.
What about running a Minoris house with Guided by the Emperor and Shield of Aversion? (So 'free reroll' and 'Ignore AP-1'.) I like having that reroll on my MSU, and I'd get at least some of VH's durability buff.
Don't forget that the AS trait no longer works on the turn you disembark (the move, advance and count as stationary part anyway). GW felt the need to take that away from us.
Well that is... frustrating, absurd, and needlessly kneecaps a faction that wasn't OP to begin with. There's effectively no reason to bring AS in anything but a footslogging list, wheeee.
What about running a Minoris house with Guided by the Emperor and Shield of Aversion? (So 'free reroll' and 'Ignore AP-1'.) I like having that reroll on my MSU, and I'd get at least some of VH's durability buff.
These are actually the traits I use for my custom order and I have had success with them in most of my pre CA 2022 pickup games. They help things like the occasional Exorcist or Castigator be a little more relevant, and I like those models so it makes them somewhat more viable despite both being underwhelming/too epensive. I know Immolator spam was discussed previously in this thread, but its viability was questionable at best because of how we are relegated to T7 which just means even less now than it did in 8th with how lethal the game is. If we still had some T8 vehicles this would be a different story, but mechanized Sisters, while I still love, just doesn't seem to be a way to stay relevant right now.
It does just suck that we are being more and more pigeonholed into playing Bloody Rose or Martyred Lady to have a shot, which is why I am trying to make Valorous Heart work with my usual playstyle in more competitive environments. As I stated above though, the Death Guard matchup has been somewhat frustrating lately, even using things like Blessed Bolts to get those mortals through whenever I can. Things are tough right now against certain armies it seems, and while I still have a winning record with the 9th edition codex, it just seems like things are going to be more difficult going forward. I am still hopeful things will get better but at this moment I may be sticking to more narrative games for a while.
On the subject of making Valorous Heart work, I'm considering running a pure footslogging list - 100% infantry in power armor.
Again, I'm trying to plan around target saturation. If my entire army is T3 3+6++ bodies, I'll be robbing my opponent of a chance to use any anti-tank weaponry against me.
The downside is, of course, that my entire army is T3 3+6++ bodies. My longest range is a heavy bolter and while I'm highly mobile for a footslogging army, I'll still be outmaneuvered by
bikes and vehicles. A Brigade can pretty easily fill out with 15-20 MSU squads, plus characters for flavor and support. Multi-Meltas for tanks and monsters, Heavy Bolters and Storm Bolters for heavy infantry, flamers for hordes.
The question is, I guess - are our troops solid enough to build an army like this, or will we just fall apart?
Waaaghpower wrote: On the subject of making Valorous Heart work, I'm considering running a pure footslogging list - 100% infantry in power armor.
Again, I'm trying to plan around target saturation. If my entire army is T3 3+6++ bodies, I'll be robbing my opponent of a chance to use any anti-tank weaponry against me.
The downside is, of course, that my entire army is T3 3+6++ bodies. My longest range is a heavy bolter and while I'm highly mobile for a footslogging army, I'll still be outmaneuvered by
bikes and vehicles. A Brigade can pretty easily fill out with 15-20 MSU squads, plus characters for flavor and support. Multi-Meltas for tanks and monsters, Heavy Bolters and Storm Bolters for heavy infantry, flamers for hordes.
The question is, I guess - are our troops solid enough to build an army like this, or will we just fall apart?
Other than the obvious fact of having to build and paint more basic bolter Sisters than I would ever personally like to (I have enough for a Brigade's worth of MSU Troop squads and one or two more beyond that) I can at least tell you that I did try a "board control focused VH Brigade" list with about 65 bodies plus characters against a DG player a few weeks back and had mixed results. While I did end up narrowly winning on objectives (initially there was a discrepancy in final calculation but when we re-calculated it seemd like it was a one point swing in my favor, but honestly I feel better calling it a draw with how incredibly close it was) it just didn't actually seem viable, but that could just be I did not fully commit to 100% infantry. I had an Exorcist for ignoring some LoS shooting and I think brought one other vehicle, possibly a Castigator for funsies. I also brought some basic Celestians just because, since I was expecting a relatively casual game against this guy but had trounced him in a past game so I was trying to go pretty easy in this match. Since that first game though he has consistently been bringing different subfactions and different combos that I think just outright counter what I am trying to test with most of my current lists, so that might just be skewing the results a bit.
Maybe 100+ T3 3+/6++ (maybe 5++ if you just go for an Indomitable Belief Canoness?) is actually the answer for non-Bloody Rose armies, but I can tell you from experience at about 65-70 models I was getting out-attritioned. Granted, I am trying to out-survive DG right now which I know is not a smart move lol. I did play around with a theorycrafting a few lists based on this idea, and if you include Vahl, a Canoness and Celestine and then just fill out a Brigade with 6 BSS (stock or with a special/heavy weapon each), 3 MM Rets, 2 squads of deep strikers (Seraphim/Zephyrim), some SB Dominions, a full squad of Sacresants and then a full squad of Repentia followed by additional character support like a Dogmata and then maybe a Repentia Superior (depending on the weapons in the BSS) you can get something like 80ish bodies with character support on the table. If you take out a few things here and there and rearrange then you can probably get closer to that 100 bodies mark. If we start taking out Celestine or some other character support too we probably at least get to 100 models and maybe a little over. I agree that its viability is dubious, but it may be a mission winner kind of list until it runs into a hard counter of some kind.
I might give a purely "horde" list like this a try at some point, but I do still really like our tanks and I usually play FLGS "casual competitive" games so I would need someone who is okay with me running this. If I get any results I will let you know!
Here's a spec list with 94 bodies, summarized:
Beatstick Canoness (Rapturous Blows + Righteous Rage + Blessed Blade)
Celestine
Missionary
Palatine w/ Litanies of Faith
6x Battle Sisters with a multi melta+combi melta
2x Celestian Sacresants
Celestians w/ Melta Loadout
Dialogus
Dogmata
Imagifier w/ Relic Standard (Warrior & Faithful for move, charge, and strength bonus - she runs with the sacresants)
2x Dominions with Storm Bolters
2x Seraphim, one Flamer one Melta
2x Retributors with three Heavy Bolters
2x Retributors with two Heavy Flamers
Theoretically I could drop some support characters and lean even further into the 'horde' elements, but I can't for practical reasons - I'm out of models at this point. (I don't even have enough models to run this WYSIWYG, but I can at least put this on the board with a heavy for every heavy, a special for every special, and accurate characters.)
I'm not running Repentia because without a transport their lack of armor is worrying. Even with buffs to get them up to 4++, they're just too vulnerable for comfort, and Sacresants fill a similar role but have 2+ armor and a 4++ invuln stock. Worse Wound rolls and worse AP, but better hits and far superior durability is good for me.
Waaaghpower wrote: Here's a spec list with 94 bodies, summarized:
Beatstick Canoness (Rapturous Blows + Righteous Rage + Blessed Blade)
Celestine
Missionary
Palatine w/ Litanies of Faith
6x Battle Sisters with a multi melta+combi melta
2x Celestian Sacresants
Celestians w/ Melta Loadout
Dialogus
Dogmata
Imagifier w/ Relic Standard (Warrior & Faithful for move, charge, and strength bonus - she runs with the sacresants)
2x Dominions with Storm Bolters
2x Seraphim, one Flamer one Melta
2x Retributors with three Heavy Bolters
2x Retributors with two Heavy Flamers
Theoretically I could drop some support characters and lean even further into the 'horde' elements, but I can't for practical reasons - I'm out of models at this point. (I don't even have enough models to run this WYSIWYG, but I can at least put this on the board with a heavy for every heavy, a special for every special, and accurate characters.)
I'm not running Repentia because without a transport their lack of armor is worrying. Even with buffs to get them up to 4++, they're just too vulnerable for comfort, and Sacresants fill a similar role but have 2+ armor and a 4++ invuln stock. Worse Wound rolls and worse AP, but better hits and far superior durability is good for me.
I completely understand just not having the exact models. I definitely spent WAY too much when our new plastic kits initially came out (and continue to spend too much definitely) but for the most part I only really have one of each unit aside from BSS, 2 Rhinos, Exorcists, and Immolators as well as 4 of the Engines. I have a plethora of special and heavy weapons (about 40ish girls with a combination of SBs, HFs, Flamers, Meltas, MMs, and HBs) and about 20-25 Basic Bolter girls, then 5 Celestians along with 10 Sacresants (trying to convert another 5), 20 Seraphim, 10 Zephyrim, 14 Repentia, varous Sister Superiors and then every support character other than a Dialogus and some of the Ministorum units like Crusaders and DCA). Based on my recent count I have about 150 models not counting the tanks, my one squad of warsuits, and walkers. Plastic crack man, but even then with my versatility I still can't do EVERYTHING I want to of course.
I agree that Repentia in a list like this is probably not the way to go, and a second Sacresant squad makes more sense. I plan on getting another unit of 5 or 10 at some point, but at this point I really only have my one unit of 10 to work with. I still think MM Rets are just the way to go (even though I still love HB Rets especially in smaller games) so for a list like this I think I would just put anti-infantry weapons on the BSS and leave the Meltas on the Rets. The Imagifier and Celestians I think can also go if we are trying to be as competitive as possible (though in more casual games they would be fine), along with the Dialogus and/or Missionary. I think the Dogmata brings more to the table compared to the Dialogus, though if you wanted to bring both just to have more hymns for units and take the missionary out that would be fine too. I haven't invested in the missionary and preacher much in 9th (mostly because they are the last pewter models that I am forced to use since I do not like the Taddeus sculpt very much and I am trying to play all plastic right now) but I do think each still have their place in the army. All 3 models giving litanies out, while interesting, feels like it would have diminishing returns. Lastly I think Vahl is still mandatory for something like this, especially if you are at least going to have one MM Ret squad and to just buff the battle line in general as everything moves up.
Overall, I completely understand that this is your collection so the "less competitive" options are just part and parcel of what you have, but I do think there is an optimized way to bring a list like this. The question of it working will only be answered through testing in various games against various armies and opponents, but I do think you are on to something with us being an actual horde, even if we do not focus on the "melee" aspect. I know the answer to all of this is just "be Bloody Rose" but I have never played this army that way, and GW won't force me to start doing so now. I want my mid-range shooting backed up by some melee threats, and Emperor dammnit I will make it work post CA 2022!
Good points all around, though I disagree about the rets - Why would you take Meltas on Rets over Heavy Bolters when the army's heavy weapon distribution would be the same?
My thinking is this: Retributors ignore cover. I'd much rater have my AP-1 weapons ignoring cover, where it'll matter a *lot*, than my AP-4 weapons where most targets won't have much of a save (or will hit their invuln) anyways. The MMs do lose armorium cherub access, but they also get more splitfire and ablative wounds protecting the guns.
Got in a game today with that list. I played against Thousand Sons, with some interesting outcomes:
We both had some gear that hard-countered each other. My DTW on a 5+ caused him serious pain, but his bolters feel purpose-built to tear apart battle sister squads, falling *right* in the sweet spot of hurting us badly without worrying about overkill. (With Celestine's aura, and on my Sacresancts, those AP-2 bolts brought me down to exactly my invuln save.)
Overall, the general theme of the army worked well - he didn't have an enormous amount of anti-tank firepower and in retrospect a heavily mechanized list would probably have wrecked him pretty hard, but the anti-tank power was all effectively wasted against me. His army was more mixed, giving me good target saturation for basically every weapon in my army.
He got turn one, but couldn't get close enough to bring his firepower to bear and only dealt some chip damage, without many models in Witchfire range to really bring out any pain.
On my turn, I advanced forward, got almost my entire army into an effective engagement range, and dealt a very solid amount of damage, wiping off a unit of Tzaangors, a Demon Prince who'd been hiding behind those Tzaangors, a Rhino, half a dozen Rubric Marines, and half-killing a Defiler. (Blessed Bolts in particular came in clutch.) The Heavy Flamers ended up being all-but useless once the tzaangors were dead, but against a different army they might have been more useful.
The board was unfortunately rather cover-light, which favored him more than me. Most of my army either ignored cover (Heavy Bolter retributors), had so much AP that cover would have been irrelevant (Melta and Multi-Melta,) or I was facing a 2+ armor save anyways because of the All is Dust rule. Meanwhile, cover would have benefitted me greatly against much of his shooting, giving me a 4+ armor save instead of a 5+ against the vast majority of his shooting.
On his turn two, he deep-struck ten terminators and a termy sorcerer into my backline, which became pretty painful. Fortunately they didn't get to charge anything. I failed to Deny the Witch pretty much everything, lost all of my sacresants to shooting, lost three battle sister squads (who all got chipped down to one model then died to morale), lost one of my HF Retributor squads (no big loss,) lost half a unit of Dominions, and some other chaff. It hurt, but wasn't painful enough to stop me.
My turn two, I killed most of his terminators with shooting, then charged in and killed all but the sorcerer thanks to my beatstick Canonness popping her Mortal Wound aura and buffing some Seraphim, as well as tying up the sorcerer in melee. My Flamer seraphim deep struck and cleared an objective of cultists, (nice,) Celestine charged a Hellbrute and whiffed her attacks, (less nice,) I popped the Defiler, I killed half of the remaining rubrics.
On turn three, it was revenge of the Deny the Witch - Unlike last turn, where I consistently whiffed my rolls, this turn I successfully denied five out of seven of his psychic tests. I lost my Seraphim, nearly all of my remaining battle sisters, and most of my Celestians, plus Celestine went down for the first time after *whiffing all her attacks again in melee*. Dammit, Celestine. In melee, the rest of the Terminators went down, but the sorcerer lived.
We were both pretty ragged at this point, but I had a big advantage on map control thanks to my high mobility and my Seraphim clearing out his cultists, so while I'd only dealt slightly more damage than him, I had a big lead in victory points.
Hitting back, I finished off the Sorcerer, all but two Rubrics, one of two Hellbrutes, (Celestine *finally* did work,) and at this point was holding three objectives to his... zero.
We called it at this point since the game had been going for almost four hours, (both of us taking lots of time to check rules and generally not in a hurry,) and I needed to go. He had a Lord on one of those hover tortillas, a Sorcerer, and a Hellbrute, and two Rubrics, with nothing left to really bring firepower against squads.
My army was ragged but still more than able to deal damage and I had serious map control - I am reasonably sure I would have tabled him by turn five, but even if I didn't, he couldn't realistically score more than five victory points a turn while I'd be getting fifteen from the mission. (The mission rules gave five for holding an objective, five for holding two, and five for holding more than the opponent.) I also had a ton of points from the 'kill as many psykers as possible' secondary objective, which I'd maxed out very quickly.
Overall takeaways:
The strategy seems to have merit. Despite getting blasted apart by his AP-2 bolters, I was still able to take a punch on the chin and come back with a large amount of firepower.
I can cut a couple characters. The battle standard was fantastic for the increased move speed, and the Strength buff was handy even if it didn't do a huge amount, (I took the relic for two abilities,) but I didn't really gain much from having three hymn-singing characters. Once my Sacresants died, (which happened on turn one, he smartly focused them down since their D2 melee weapons would have been brutal on his Rubrics and fairly bad on his terminators,) half their buffs weren't any good. The increased damage to Storm Bolters from 'Catechism of Repugnance' was alright, granting me a bit of AP and some extra wounds, but I used Blessed Bolts most of the time anyways and that ended up doing the vast majority of my damage from Storm Bolters. I could drop down to *just* a dialogus or a preacher and realistically not lose anything, giving me the points to bring another squad of Celestians or Retributors.
Seraphim being able to fire their pistols in CQC is nasty. I already knew this, but using melta to blow the head off his Sorcerer was brutal.
Speaking of which, a beatstick canoness with a support squad is *also* brutal. All those extra mortal wounds on 6s, plus her own attacks doing 3D per hit and rerolling everything? It tore through Terminators like rice paper.
When running this, remember that everything is disposable and you have no idea what will survive to the next turn. Do not rely on *anything*, because every individual squad can and will die in a matter of moments if it gets focused on. Power armor and a 5++ or a 6++ is not a substitute for real durability. Instead, bring backups on top of backups, so that even if several of your first picks get killed, you still have something you can grab from nearby and start to wreck gak.
The mobility of advance+shoot heavy weapons is awesome. Re-rolling a dice for all my MSU options is also awesome.
Cover is mandatory, and should not be shirked.
All in all, it was a really fun game! I like this list and enjoyed playing it, and would be happy to do so again, which is the most important thing at the end of the day.
Waaaghpower wrote: Good points all around, though I disagree about the rets - Why would you take Meltas on Rets over Heavy Bolters when the army's heavy weapon distribution would be the same?
My thinking is this: Retributors ignore cover. I'd much rater have my AP-1 weapons ignoring cover, where it'll matter a *lot*, than my AP-4 weapons where most targets won't have much of a save (or will hit their invuln) anyways. The MMs do lose armorium cherub access, but they also get more splitfire and ablative wounds protecting the guns.
For the Argent Shroud army you are going for where everything can advance and shoot for no penalty (footlsogging) I see the merit of having an MSU build with plenty of MMs scattered around squads. In my experience though, despite the sound logic of having lower AP weapons ignoring cover through the Rets being more useful than MMs doing the same thing, I have just found in my meta having as many MMs as possible on the board is mandatory. If I was playing a list like this I would possibly stick a MM or Meltagun in every single BSS as well as havng the MM Rets. Remember, I have about half a dozen DG players around my area so damage 2 weapons are just so inefficient.
As for your game against TS, it definitely sounds like a really fun time! I am happy that this "horde" option worked for the most part, and I do agree that you can probably drop down a few characters in order to fit another squad of something or even a few additional MSU. Since I am trying to make a VH build work instead of AS I think I will have to take a hard look at exactly how many models I can cram in, and exactly how much board control I want to have. I agree with you completely though that "having extras of everything" is definitely the way to go. At least two units of any fully footslogging infantry squad you are bringing (Rets, Dominions, Sacresants, and of course BSS). Having all of those reserves seems to have worked well for you and I am glad you got another victory for the Orders Militant!
On my own end I had an 85-47 victory against DG today playing VH (though it was more of a mixed list with an Exorcist and Vahl in addition to a bunch of MSU and Celestine) but it was pretty much a slaughter for the servants of Nurgle, my opponent was testing somewthing out for a local tournament coming up and ended up overextending early (as well as wasting 3CP on that orbital bombardment strat which ended up killing 2 Battle Sisters). As bad as it was for him (his dice were rolling like Nurgle hated him after that bombardment failed) it was a good learning experience for the list he is trying to bring to this event in a few weeks. I am slowly figuring out how best to use VH in my games, but I will test this "horde"list sooner than later! Celestine actually rolled 2 sixes for hits and ruined his DP on turn 1 with the rest of her damage after the 4 MWs, but I have had her whiff SO often lately it's not even funny, I even used "suffer not the witch" on her just to make sure she could bring the DP down!
For the Argent Shroud army you are going for where everything can advance and shoot for no penalty (footlsogging) I see the merit of having an MSU build with plenty of MMs scattered around squads. In my experience though, despite the sound logic of having lower AP weapons ignoring cover through the Rets being more useful than MMs doing the same thing, I have just found in my meta having as many MMs as possible on the board is mandatory. If I was playing a list like this I would possibly stick a MM or Meltagun in every single BSS as well as havng the MM Rets. Remember, I have about half a dozen DG players around my area so damage 2 weapons are just so inefficient.
Ah, that makes a lot of sense, especially given your meta. (Not so many DG players around me, so D2 is more viable.) Though, considering my incredibly high mobility and the fact Multi-Meltas can now shoot twice, it does look like they're more viable in TAC. You're only getting 50% more shots with a heavy bolter, and I don't care as much about range, so the only real downside is the extra 10ppm. I certainly would have benefited having fewer attacks that wound on 2s and bring him down to invulns.
As for your game against TS, it definitely sounds like a really fun time! I am happy that this "horde" option worked for the most part, and I do agree that you can probably drop down a few characters in order to fit another squad of something or even a few additional MSU. Since I am trying to make a VH build work instead of AS I think I will have to take a hard look at exactly how many models I can cram in, and exactly how much board control I want to have. I agree with you completely though that "having extras of everything" is definitely the way to go. At least two units of any fully footslogging infantry squad you are bringing (Rets, Dominions, Sacresants, and of course BSS). Having all of those reserves seems to have worked well for you and I am glad you got another victory for the Orders Militant!
I definitely didn't play perfectly - on turn two I forgot my Priest could throw out mortal wounds (which would have been three automatically against chaos) and instead just blew his hymn on giving himself +1 attack since all the nearby units had died. That and some poor unit placement so I wasn't getting perfect auras - though my opponent also made some mistakes that put us on equal footing, forgetting to use all his Kabbalite Points (or whatever they're called?) on the first couple turns, which could potentially have put a few extra mortal wounds on me. It was a really good learning game.
On my own end I had an 85-47 victory against DG today playing VH (though it was more of a mixed list with an Exorcist and Vahl in addition to a bunch of MSU and Celestine) but it was pretty much a slaughter for the servants of Nurgle, my opponent was testing somewthing out for a local tournament coming up and ended up overextending early (as well as wasting 3CP on that orbital bombardment strat which ended up killing 2 Battle Sisters). As bad as it was for him (his dice were rolling like Nurgle hated him after that bombardment failed) it was a good learning experience for the list he is trying to bring to this event in a few weeks. I am slowly figuring out how best to use VH in my games, but I will test this "horde"list sooner than later! Celestine actually rolled 2 sixes for hits and ruined his DP on turn 1 with the rest of her damage after the 4 MWs, but I have had her whiff SO often lately it's not even funny, I even used "suffer not the witch" on her just to make sure she could bring the DP down!
One exorcist does sound like a great addition if you can find some LOS blocking terrain to hide it behind - and it sounds like we're both getting bad Celestine luck lately. I don't own Vahl, but looking at her base stats she seems overpriced for the buffs she gives and damage she puts out, only slightly outperforming Celestine at the cost of major mobility, and not providing much for unit support that a Cannoness and Palatine can bring. (Plus the Cannoness is a beatstick in her own right, downright scary for 85 points.)
I'm assuming I'm missing something about her that pushes her over the edge - how do you run her?
I also think this horde list would work well in a lot of places where my list suffered. -1 to hit on heavy weapons isn't terrible so you're mostly losing out on the rerolls and the ability to advance, but in exchange the durability buff is epic - I'd have suffered far, far fewer wounds today if I was running 4+ saves against his guns instead of 5+, and those mortal wounds he hit me with were brutal; getting an extra 5+ FNP would really have helped. I can see it being just as viable, if you tailor a bit towards the fact that you won't be as mobile. (So, maybe bringing all Meltaguns if you have a unit you plan on advancing for example.)
Yea I am definitely interested in trying a full horde out in VH and seeing exactly how it plays. In the game against DG today I actually had a Rapturous Blows Canoness with the extra durability of Impervious to Pain and the Surplice of St Istalea so my plan was to throw her into melee with either the Sacreants or my Repentia to get some mileage out of the mortal wounds from her miraculous ability (which you have seen for yourself is incredibly powerful). But she really was not even needed with the way things went, and honestly she was a bit out of position most of the game anyway, so she just became an extra source of rerolls for a squad of MM Rets once Vahl started moving up. I definitely need to work on my placement too and exactly how to maximize certain character buffs here and there, I am in no way a pefect player either despite being in this game since the end of 5th edition!
As for your question about Vahl, in terms of the most competitive of lists (especially in non Bloody Rose armies) I think she is almost mandatory, though I completely understand your feelings on her. Rerolling ALL Hits and Wounds on any one unit (even if it is just herself) is just a massive damage increase. I normally give it to Paragon Warsuits (when I do bring them in more casual games) or MM Rets and almost always they just obliterate something that needs to die like a PBC or other tough target even with a -1 to hit from moving or because of dense cover or something. Then she brings her own shooting of an anti-infantry "better" heavy bolter and then some anti-tank Exorcist-like missiles (or 2d6 frag missiles if you need to clear an objective). Then her melee is just brutal and her ability to fight twice will just decimate most things while she is still durable enough to survive most things (though I have definitely overcommitted her in a few games recently and I am realizing she definitely needs to be a little more conservative). While her going up to 280 hurts a bit and makes her less efficient, at 265 she was almost borderline broken (I think 270-275 would have been a sweet spot for her).
I usually run her as a part of a "second wave" moving up behind Sacresants, MM Rets, and/or a big blob of 20 Battle Sisters, giving full rerolls to whoever is going to need it most and then using her Canoness/Palatine aura to help everyone else around her out. Once Dominions and BSS start going down she bullies the center along with Sacresants and sometimes Celestine and just takes care of business, clearing most central objectives easily.
There is no doubt that, with how good she was for a while, I have misplayed her in some post CA 2022 games, thinking she can handle certain things almost single-handedly, but I guess that gives you a sense of just how strong she can be and in fact was prior to the slight points nerf. I DO NOT LIKE having to run special characters (I want my fluffy Canoness and Palatine combo) but while I won't play Bloody Rose, I understand that Vahl is just "necessary" for us (and she is probably the coolest Warsuit model).
Nothing wrong with not wanting to play her or thinking she isn't worth her points, but I think every game she has made her points back and then some through buffs on key units or by just wiping out a DP, almost killing a PBC by herself with her missiles, wiping squads of Plague Marines, Blighthaulers, Bloatdrones, Deathshrouds, and of course bringing down Redemptor Dreadnoughts, and a plethora of other hard targets. She has been useful in my games against Marines, Custodes, Necrons, and she wiped out several Tyranid nasties (Hive Tyrants, Swarmlords, etc.) prior to the Crusher Stampede thing. She even solo'd Gulliman with no buffs. There are plenty of times it just wasn't enough, but she is always useful.
As for your question about Vahl, in terms of the most competitive of lists (especially in non Bloody Rose armies) I think she is almost mandatory, though I completely understand your feelings on her. Rerolling ALL Hits and Wounds on any one unit (even if it is just herself) is just a massive damage increase. I normally give it to Paragon Warsuits (when I do bring them in more casual games) or MM Rets and almost always they just obliterate something that needs to die like a PBC or other tough target even with a -1 to hit from moving or because of dense cover or something.
This is actually why I don't see her as particularly useful in my list - I'm running MSU that has no particular need for those rerolls. My army already has rerolls built in, and by design I've ensured that I don't have any major targets that could become obvious targets for focus fire. (If I had, for example, a unit of Warsuits they would have immediately eaten two lascannons, a defiler cannon, and a couple missile launchers, and some other miscellaneous anti-tank fire which instead had to get wasted against infantry - and if I had a big blob of sisters, I'd get torn apart by Blast weapons and the 'Soul Reap' stratagem, doubling his number of shots on his Soulreaper Cannons.) The best case scenario in a list I'd consider would be three multi-meltas and an armorium cherub in a unit of Retributors, where Vahl's buff would be pretty potent, but for the cost of Vahl I could also just bring two more squads of those Retributors and still have points leftover - though in practice I'm more likely to take *two* Multi Meltas and a cherub, and bring more squads.
I can see the utility if I brought a heavily mechanized army - if I'm storming a bunch of Rhinos, Mortifiers, and Warsuits up the board, with beefy units that didn't already have rerolls rolling inside the tanks ready to pop out and shoot, it'd be a different story.
That said, I apparently fethed up my list. I forgot to update Battlescribe when the points updates came out; after updating I realized I was sixty points over. I'm clueless why Dominions went up two whole points per model; the scout move is not worth two points more than Ignores Cover on the retributors, and there's very little reason to spam any of their special weapons except for Storm Bolters, specifically just to use the Blessed Bolts stratagem. The sacresants could make more sense - but I wouldn't know, because mine got obliterated before they could fight. (Also Armorium Cherbus costing 10 points seems a bit silly - that's as much as an additional heavy weapon in the squad.) I'll have to drop those characters just to make the list legal, though I'm considering swapping out a squad of Dominions for more Retributors now that I'm overspending my points on them anyways.
As for your question about Vahl, in terms of the most competitive of lists (especially in non Bloody Rose armies) I think she is almost mandatory, though I completely understand your feelings on her. Rerolling ALL Hits and Wounds on any one unit (even if it is just herself) is just a massive damage increase. I normally give it to Paragon Warsuits (when I do bring them in more casual games) or MM Rets and almost always they just obliterate something that needs to die like a PBC or other tough target even with a -1 to hit from moving or because of dense cover or something.
This is actually why I don't see her as particularly useful in my list - I'm running MSU that has no particular need for those rerolls. My army already has rerolls built in, and by design I've ensured that I don't have any major targets that could become obvious targets for focus fire. (If I had, for example, a unit of Warsuits they would have immediately eaten two lascannons, a defiler cannon, and a couple missile launchers, and some other miscellaneous anti-tank fire which instead had to get wasted against infantry - and if I had a big blob of sisters, I'd get torn apart by Blast weapons and the 'Soul Reap' stratagem, doubling his number of shots on his Soulreaper Cannons.) The best case scenario in a list I'd consider would be three multi-meltas and an armorium cherub in a unit of Retributors, where Vahl's buff would be pretty potent, but for the cost of Vahl I could also just bring two more squads of those Retributors and still have points leftover - though in practice I'm more likely to take *two* Multi Meltas and a cherub, and bring more squads.
I can see the utility if I brought a heavily mechanized army - if I'm storming a bunch of Rhinos, Mortifiers, and Warsuits up the board, with beefy units that didn't already have rerolls rolling inside the tanks ready to pop out and shoot, it'd be a different story.
That said, I apparently fethed up my list. I forgot to update Battlescribe when the points updates came out; after updating I realized I was sixty points over. I'm clueless why Dominions went up two whole points per model; the scout move is not worth two points more than Ignores Cover on the retributors, and there's very little reason to spam any of their special weapons except for Storm Bolters, specifically just to use the Blessed Bolts stratagem. The sacresants could make more sense - but I wouldn't know, because mine got obliterated before they could fight. (Also Armorium Cherbus costing 10 points seems a bit silly - that's as much as an additional heavy weapon in the squad.) I'll have to drop those characters just to make the list legal, though I'm considering swapping out a squad of Dominions for more Retributors now that I'm overspending my points on them anyways.
I can definitely see Vahl being less useul in your army, this is why she is not as mandatory in most Bloody Rose lists since most of the units (Repentia especially) have some form of built-in rerolls already, and AS rerolling a hit and wound in each MSU squad ends up being almost as good and it frees you up to bring more units. I do think she will remain a mainstay for the faction for a while though, she is pretty much what Gulliman used to be Ultramarines, only much better with buffs and equally as fighty/durable for less points.
As for the points changes, yea...this is what the community has been saying since things were leaked. Dominions at 14 points makes zero sense to me, 12 was the perfect spot for them, worth it to bring a unit or 2 for the scout move in a transport (or on foot) and Blessed Bolts but not mandatory and reliant on CP enough that they were not an auto-include. 14 points just makes them fit into the " you probably only ever want one squad" category. Sacresants going up to 16 I saw coming, but 15 would have been fine I think, they are GOOD but they are not truly game breaking, even if you bring 30 of them. The only issue is the Bodyguard rule, and if that does get addressed at some point they need to go to at least 15 if not back to 14. I think if we had gotten some meaningful points buffs, these two nerfs in particular (in addition to the 15 point hike on Vahl that is competely reasonable but still rough for us) just wouldn't hurt as much. I am glad Warsuits, Exorcists, and Immolators went down a little, but each of those units really needed at least a 15 point drop (honestly I think the Warsuits should just be a flat 60 and then with the MMs 70 and then they will be average at least). I am still perplexed by why that Exorcist Missile Launcher is 30 points while the strength 9 battle cannon is 5. Even with the more reliable shot number, I think the Missile Launcher should just be 15 or 20 at most ( especially since it lost AP -3 for NO reason), meaning the Exorcist should be 155-160 maximum. The Immolator is just in a tough spot right now, maybe if it was 95 or 100 points base (105-110 with the flamers and then more with the MMs) it would be at least worth a niche look, but yea, the three "buffs" we got were not the best of bones to be thrown for what we got hit with. It's a shame because I really LOVE our motor pool and I have always been a fan of playing mechanized Sisters.
As you can tell the community is pretty salty about what happened in CA 2022. Personally my biggest pet peeve is the Exorcist, but I just love that tank and that model and if it just remained AP -3 missiles at the 170 it is right now I think it would be almost perfect (give or take the ignore LoS stratagem going down to 1CP). It's another reason why we are just in a rough place right now relative to where we were before CA, though still strong enough to go toe to toe with some of the best factions.
Finally, something to look into is playing with the new Nachmund Mission Pack. Some of those Missions do add a few twists that make it interesting and slightly change the way you play. I have been playing a few ever since CA dropped and they are different enough where I do think some of my initial losses were reacquainting myself with the mission and how the primary is now 4/8/12 points a turn instead of 5/10/15, with extra "primary points" avilable by doing like a "4th secondary objective" each turn. It's interesting and takes some getting used to, so I would suggest getting your feet wet with it as soon as you can since I think more and more people who play matched play will end up gravitating toward those missions.
I haven't played 40k since the last faq2022 and therefore I am not aware of how sister is played as of now. Before, I was playing mixed order (Ebon Chalice and Argent Shroud), but it's not a possibily anymore so I am a bit lost.
I have to build a 1500 points list tomorrow to play against a Tau and I am totaly lost on what to do, adding the fact that Tau have a new codex that I don't master at all.
If you had any general (or specific) adivces on a list or direction to take, I would be glad.
I was thinking either :
- Full Bloody Rose with Repentias and Sacrescants but I have merely played one or two game in BR since 8th so I don't know how to play it. Futhermore, I fear that I won't have the suficient firepower to kill big Tau mech and that my rhino transporting the repentias will be wrecked instantly by his firepower.
- Otherwise I was thinking of a list consisting in Argent Shrourd with Pen Engine (or Morti) and Arcos to do close combat.
If you are not playing Chapter Approved: War Zone Nachmund Grand Tournament Mission Pack rules, you are free to use two Orders in your list.
If you are, I would either play what you know, which an Argent Shroud list, or go counter T'au and bring a Valorous Heart list. Tau have lots of AP -1 and AP -2 in their weapons, which VH will help mitigate.
I was thinking of heavy infantry VH list but I fear that it will lack the base power and lethality, in so much that many units won't get the bonus (all the named HQ, all the ministorum unit (pen engine, arcos, etc.). I don't feel like it would be right to build a VH list with out taking into account the lost of good Ranged Bonus (from AS) or good Close Combat (frome BR).
God, I would have like to have the vanilla deadly descent strat to shoot babies melta at sufficient range when deep striking. Would have been a blast against Tau.
So I can make a new thread on this if people prefer. But I saw on a different post on here some discussion about an Adepta Sororitas codex 2.0, similar to the Space Marine 2.0 codex that is likely coming either later this year or early 2023. Nothing confirmed of course, just some discussion.
How likely do we think this is? For the first time we actually got a book relative early in the edition and Novitiates are not actually in the codex still despite having a datasheet. Plus, I could see them possibly compiling the various supplements (Bloody Rose, OoML) into a second codex similar to what they did with Space Marines and Chaos on 8th. Now I fully expect this, if it does happen, to occur right before "10th" drops because we still have to be the butt of that joke, but I would definitely take a revamped codex in the next year or so. It would give them a chance to possibly fix some issues like the Tale of the Stoic, Devastating Refrain (make it 1CP), and maybe even a few unit stats/points.
The only reason why I'm even giving this any thought is that we are now sort of the "poster girls" of this edition so we may actually get some space marine level treatment.
GFdoubles wrote: So I can make a new thread on this if people prefer. But I saw on a different post on here some discussion about an Adepta Sororitas codex 2.0, similar to the Space Marine 2.0 codex that is likely coming either later this year or early 2023. Nothing confirmed of course, just some discussion.
How likely do we think this is? For the first time we actually got a book relative early in the edition and Novitiates are not actually in the codex still despite having a datasheet. Plus, I could see them possibly compiling the various supplements (Bloody Rose, OoML) into a second codex similar to what they did with Space Marines and Chaos on 8th. Now I fully expect this, if it does happen, to occur right before "10th" drops because we still have to be the butt of that joke, but I would definitely take a revamped codex in the next year or so. It would give them a chance to possibly fix some issues like the Tale of the Stoic, Devastating Refrain (make it 1CP), and maybe even a few unit stats/points.
The only reason why I'm even giving this any thought is that we are now sort of the "poster girls" of this edition so we may actually get some space marine level treatment.
GFdoubles wrote: So I can make a new thread on this if people prefer. But I saw on a different post on here some discussion about an Adepta Sororitas codex 2.0, similar to the Space Marine 2.0 codex that is likely coming either later this year or early 2023. Nothing confirmed of course, just some discussion.
How likely do we think this is? For the first time we actually got a book relative early in the edition and Novitiates are not actually in the codex still despite having a datasheet. Plus, I could see them possibly compiling the various supplements (Bloody Rose, OoML) into a second codex similar to what they did with Space Marines and Chaos on 8th. Now I fully expect this, if it does happen, to occur right before "10th" drops because we still have to be the butt of that joke, but I would definitely take a revamped codex in the next year or so. It would give them a chance to possibly fix some issues like the Tale of the Stoic, Devastating Refrain (make it 1CP), and maybe even a few unit stats/points.
The only reason why I'm even giving this any thought is that we are now sort of the "poster girls" of this edition so we may actually get some space marine level treatment.
Not likely.
I am in agreement that it is probably a pipedream, but we also never expected to be in plastic 4 years ago so...I am going to hold out some hope. It's really just the Novitiates datatsheet not being in the book that makes me think that at some point we will see at least some kind of reprint with that datsheet and maybe some of the supplement rules in there. I am definitely hoping for at least supplement rules for all 6 Major Orders (similar to the Marine supplements) as something like Sacred Rose really needs a glow up, and with all of the hits everything else has taken, Ebon Chalice and Argent Shroud could use some help too! Valorous Heart would be some icing on the cake!
It just sucks that for the forseeable future we will be playing catch up to the rest of the power creep until GW just nerfs/buffs everything that needs to be nerfed/buffed to rebalance everything (but then fail to balance what actually needs to be balanced). But hey, we had several months in the sun so I am glad that happened!
So now that it has been a month or two with the CA changes, does anyone want to take a stab at making an updated unit review list, or just taking a stab at the state of the army on the whole as of this moment? I know originally on this thread there were some nice lists detailing each unit and how viable it was. Now that it has been almost 10 months since release and the game has undulated in power creep and general matched play rules changes like War Zone Nachmund, anyone want to give it a go?
Personally I have gotten about 5 games in since CA, some normal 2k ones and other smaller games too. While my opponents are my local FLGS crew (so a wide variety of newer and moderately experienced players) I have actually had success in almost every game since CA except one against DG where I just got absolutely trounced due to not playing the mission well and definitely some errors on my part.
Many of the tier lists I am seeing post CA still put us in the mid-part of A tier too, so while I don't feel qualified to make an updated review of the codex along with the supplements (I don't play Bloody Rose or OoML) I wanted to see what the feelings are on here at this point. I know we got hit pretty hard, but other than a slightly more uphill battle against certain armies, it feels like we are still in an okay place.
Granted I personally have only played DG, IG, DA, and Orks since CA, so I know those are relatively tame matchups. I expect to be playing Custodes and Tau soon though, so I am sure I will feel the pain when I do!
Having hit a tournament in the meantime I absolutely outplayed a tau player to an 9-11 loss with OoML they are so far ahead in terms of power as is crusher stampede.
Evaluating units is very strategy dependent and dependent on whether the WTC FAQ is in effect (no battle sanctum).
I would also note that the biggest list building change is a move to a brigade now we don't have multi subfaction this means I assume a list wants 3 HQ and 1 elite character (as you don't want to give 15 for assassinate) (although i appreciate some players may not build to this it does max out your CP as a benefit)
OoML - advantages Leap of faith is an auto 12 VP/3 decent strats/broken MW spam cannoness/Junith - weak order trait
BR - advantages best order trait for damage output - disadvantages - list building restrictions to access supplement mean a 4th hq or no vahl/triumph/hospitallier even if you build to that the wl traits and relics are situational and the strats at best are very situational so your probably best ignoring the supplement. Other disadvantage doesn't help with the missions and shooting
VH - Survivable objective/board control build- looking at infantry spam but boosts everything except repentia
The rest of orders are not quite as competative
I rate these within faction not vs other factions
HQ Slot 1 you should take 1 of these three
Triumph (S) - your taking this to build to leap of faith and nothing else can replace it
Vahl (A) - A little over costed but very powerful as a buffer for a grab the centre investigate signals army
Celestine (B+) - A beat stick for an msu build efficient
Hq slot 2 with tau and the current meta you need Blinding Radiance
Canoness Ooml (S)- the MW sword is broken against anything except crusher stampede
Canoness other order (B+)- slightly more powerful than palatine
Palatine (B+) - cheaper than Canoness
Hq slot 3 free choice
Junith (A) - pretty good and doesn't consume your CP but OoML only held back by being a little more expensive and the cover buff being wholly within
Palatine (B+) - if your taking this you've already taken a cannoness
Ephrael (C+) - just not synergistic with the army but ok in its own right
Missionary (A/E) - do you have a battle sanctum if yes sit him in it all game, if not he's terrible
Second choice from HQ slot 1 (E) - too expensive
Troop (probably taking 3 of each in a brigade 2 of each in a battalion)
Novitiates (S BR/ A other orders) - broken in BR and still really strong in other orders if you can buff them. Only Downside is you have to take a battle sister squad for each. take the reroll banner and PS if BR
Battle sister (B) - ok my preferred build is Inferno pistols on sgt but multimeltas are also ok
El Characters
Hospitaller (A) - survivability is really strong in the meta and the fnp effecting ministorum infantry combos well with the triumph - less useful in a spread out army or with Vahl
Preacher (A) - still hyper efficient if it wasn't for assassinate would be an auto-include still a viable choice if you have a battle sanctum and don't want to waste an hq slot on a Missionary
Repentia superior (A/C)- if your BR and taking multiple large Repentia blobs this is an auto-include - if your are taking 1 repentia coming in from reserves and two min squads not worth it
Imagifier (B) - +1 S is really variable based on your opponent's list and we have lots of ways to reroll charges
Dogmata (D) - I know some might argue but OoML can make anything obsec with a strat and our main problem is survivability on that objective its not that its truly terrible its just that the other choices are better(+ i am assuming taking 6 obsec units in the first place)
Dialogus (F) - the only reason to take this was to extend Indomitable Belief to other subfactions now has no role
Aestred (F)- bad
Elite non characters
Repentia (S) - 3 Big blobs is viable in BR but my preference is for 1 big blob from reserve and two min squads in OoML
Crusader (A) - so efficient pts wise
Celestian Sacresants (A BR or Vahl/B other orders + builds)- are they good in terms of what they do yes especially in BR but stock they are not that great as melee for their cost so need Vahl/BR for melee competativeness. BG is powerful though so will see play in other builds.
Celestian Squad (B) - often don't get a look because of Sacresants but if what you want is a cheap bodyguard unit they are just as viable but you won't spam them
Arco Flagellants (B) - need a strat to be competive therefore limited to 1
Death cult assassin (D) - glass cannons with no easy way to get them to target or improve charges from reserve pts efficient if they do make it (but they wont)
Paragon warsuits (E) - they remind me of early primaris you can keep buffing them GW but they are just not competitive when the rest of your army are 1W models. they just have targets painted on them.
FA
Seraphim (B) - vanilla good for objectives- melta needs to start deployed but can serve the purpose of grabbing that more distant objective early and flamer can be strong but is a CP sink
Zephyrim (B) - I want to like the Zephyrim but in 1/3 of games they come down fail the charge and sit like lemmings waiting to be shot they also output less damage against a lot of targets than a seraphim flamer squad firing twice
Dominions (B) first unit C thereafter - overcosted, nice strat 1 of at most
Hv
Retributor (A VH, Ooml/B BR) - despite nerf multimelta and heavy flamer are both strong choices from reserves but millage varies on the Multimelta variant with VH able to shoot on 3+ with its strat and Ooml able to fire when killed on a 4+ using one of their strats still able to get value BR will favour flamers that don't role to hit
Mortifier (B+) - shine metal distractions to fill out slots and die T1
Penitent engine (B) - mildly worse in most settings but on certain maps there's value in a t1 charge. Also 5pts cheaper.
Exorcist (D+) - not efficient enough to spam and if you only take 1 will be shot off the table too easily. You can arguably make a case for devastating refrain for non LOS but its so CP intensive
Castigator (E) - not efficient enough to spam and if you only take 1 will be shot off the table too easily
Transport
Rhino/immolator (B) - there's always uses for transports but they're not core to our lists
Fortification
Battle sanctum (A/U) - outside of OoML I'm taking it for leap of faith only problem is WTC faq bans fortifications sometimes making it not an option
U02dah4 wrote: Having hit a tournament in the meantime I absolutely outplayed a tau player to an 9-11 loss with OoML they are so far ahead in terms of power as is crusher stampede.
Evaluating units is very strategy dependent and dependent on whether the WTC FAQ is in effect (no battle sanctum).
I would also note that the biggest list building change is a move to a brigade now we don't have multi subfaction this means I assume a list wants 3 HQ and 1 elite character (as you don't want to give 15 for assassinate) (although i appreciate some players may not build to this it does max out your CP as a benefit)
OoML - advantages Leap of faith is an auto 12 VP/3 decent strats/broken MW spam cannoness/Junith - weak order trait
BR - advantages best order trait for damage output - disadvantages - list building restrictions to access supplement mean a 4th hq or no vahl/triumph/hospitallier even if you build to that the wl traits and relics are situational and the strats at best are very situational so your probably best ignoring the supplement. Other disadvantage doesn't help with the missions and shooting
VH - Survivable objective/board control build- looking at infantry spam but boosts everything except repentia
The rest of orders are not quite as competative
Thanks for the insights into the meta and your unit review! Sorry to hear about your loss against Tau, that's honestly the worst part about where 9th has been in the tournament scene since Dark Eldar dropped, even the best players piloting good armies have difficulty beating more average players playing the absolutely best armies. Maybe GW will adress this at some point soon (but it probably won't be enough as usual).
As for your unit review, thanks so much for giving us a current roadmap! I still primarily build battalions because I have found success with running Vahl and Celestine together, and a Brigade just doesn't work for that points wise usually. However, I am trying to make VH work still, so will try to build more Brigades and see how it goes. I still like the solo Exorcist just to give the army the option for ignoring LoS shooting even if it is just once at the start or even toward the end when you need to get something off a key objective. I have been bringing 2 squads of MM Rets and finding success with them for the most part (though one squad usually dies quickly to ignoring LoS shooting regardless of what I do aside from Strategic Reserve). I try to keep as much CP as possible, and have found limited success using Sacred Burden for 1CP on my Sacresant unit to give them Hand and Passion for exploding 6s to help their non BR damage output. I try to never enter a game with less than 10 with how CP hungry we always are (even then it usually isn't enough), so I usually don't want to put anything in Strategic Reserve other than a Ret or Dominion Squad at most. I have taken Rhinos for Repentia and even tried a Dominion/Ret Rhino to get them into the midfield behind obscuring, only for them to get shot to pieces because of FP Manticores and other ignoring LoS stuff. As for Blinding Radiance, I actually used to take it when the codex first dropped, but I have mostly been going with Emperor's Grace lately to stop rerolls since Custodes have found such success with it. But in general I am just bad at popping those Miraculous Abilities. I always feel strapped for MD's and if it isn't a "2" or "3" I would rather save the die for a key 4++ or morale or damage. I know with OoML this would not be an issue but I still want to play non BR and non OoML so I am determined to make one of the other Orders work, and VH is definitely more my shooty/board control playstyle.
Lastly, I still don't have any Novitiates unfortunately and didn't really plan on getting more than one squad, but maybe I will pick up two now instead (once the rest of my backlog is complete). I usually just go MSU builds but I would be willing to try 4 BSS and 2 Novitiates all pretty much stock (maybe a banner on one of the Novitiates squads at most).
Regardless, there is a bunch to consider with how CA has affected us and whee the meta currently is. I expect to only be attending very local FLGS tournaments for the forseeable future, but I used to place either 2nd or 3rd most of the time with my lists and I want to reasonably be able to do that again with the new kinds of lists we have to bring (non-BR and OoML of course, since I prefer VH, EC, and AS).
The CP hunger was part of the reason for my shift to brigade from two detatchments the other being the loss of subfaction and that I was meeting most of the requirements before
MD are a limited resource and I wouldn't use it every game especially if you don't have triumph/battle sanctum but being hit on 4's vs 3's is a 25% reduction and probably makes more difference across an entire round of tau shooting than that key save later
I can't recommend melee novitiates enough but if you are unsure try 1 and see how they are. I would recommend the Banner though especially given they get +1 A on the charge (although once in combat he's the first I remove)
Dendarien wrote: The Art of War guys did an interesting podcast episode on a VH build to deal with the current meta and ended up at something like:
Vahl
Canoness with grace
2x5 Battle Sisters
2x10 Novitiates
Hospitaller
Dogmata
28 Sacresants
2x5 MM Retributors
Exorcist
6 Seraphim
Kyria Draxis
2 Rhinos (or 1 and a Sanctum)
Don't have the Sacresants needed but going to try proxying this list next weekend if I can.
Definitely let us know how your proxying goes if you are able to make it happen! After I complete my current projects I definitely want to get 10 more Sacresants and at least one Novitiate Box so maybe I will try out a slightly watered down version of this list (since I will primarily be going against a local meta in my tourneys) and I know that my Tau players are mostly Kroot builds with a few supporting Skyrays/Hammerheads and then one or two Custodes. I am never going to fully meta chase of course, but I would like to make sure my collection "always has options" so I can stay competitive with at least my FLGS crew. Most of them are more casual players but there are definitely a few WAAC guys that come around especially for the tournaments of course. I doubt I would include Draxis, but I understand needing a psyker, as our own psychic protection is somewhat meh unless you build for it or just bank on a bunch of 5+ DTW rolls every phase after taking the sacred rite against TS or GK.
Dendarien wrote: The Art of War guys did an interesting podcast episode on a VH build to deal with the current meta and ended up at something like:
Vahl
Canoness with grace
2x5 Battle Sisters
2x10 Novitiates
Hospitaller
Dogmata
28 Sacresants
2x5 MM Retributors
Exorcist
6 Seraphim
Kyria Draxis
2 Rhinos (or 1 and a Sanctum)
Don't have the Sacresants needed but going to try proxying this list next weekend if I can.
Definitely let us know how your proxying goes if you are able to make it happen! After I complete my current projects I definitely want to get 10 more Sacresants and at least one Novitiate Box so maybe I will try out a slightly watered down version of this list (since I will primarily be going against a local meta in my tourneys) and I know that my Tau players are mostly Kroot builds with a few supporting Skyrays/Hammerheads and then one or two Custodes. I am never going to fully meta chase of course, but I would like to make sure my collection "always has options" so I can stay competitive with at least my FLGS crew. Most of them are more casual players but there are definitely a few WAAC guys that come around especially for the tournaments of course. I doubt I would include Draxis, but I understand needing a psyker, as our own psychic protection is somewhat meh unless you build for it or just bank on a bunch of 5+ DTW rolls every phase after taking the sacred rite against TS or GK.
I could have done better with detailing the characters, but one piece of tech in here is the psychic immunity hymn on the dogmata. Draxis is more in the list to bring fights last and mental interrogation.
and I'd consider the null rod in a BR list ( assuming you take beneficence)
Not reliable but better than a lot of armies
It's that reliability that I was referring to. Our best chance is a 50/50 shot for a CP which while not bad isn't exactly stellar for an entire faction that abhors psykers. The auto deny on 6 is way better than what we had in the 8th dex though, and the ability to make that a 5 plus the Rod and Triumph's WT is definitely better than plenty of armies as you say. But unless you focus on it at least a bit like the Dogmata with the psychic immunity hymn or the sacred rite, its something that I am usually okay with being a 1/6 chance each turn. If you run into TS or GK or something then just take the sacred rite and at least you have a good chance between that and the strat to spoil their day.
As I said, I am going to try a more "budget" version of that list Art of War cooked up and if the actual one gets some results or is worth taking a look at I hope to hear about it in here! I will post about my own experience if I actually get a game in with my version!
At the end of the day I am just a purist when it comes to our army, so I try to avoid taking Inquisitors or anything non Adepta Sororitas/Ministorum. I can usually get away with that for my local FLGS tourneys.
and I'd consider the null rod in a BR list ( assuming you take beneficence)
Not reliable but better than a lot of armies
I believe that if you give the Triumph a WL trait it denies on a 3+ twice per turn.
That's not how that rule works, sadly. The Shield of Faith rule only denies on an *unmodified* roll (or if you roll higher than the test) and the Warlord trait gives a +3 to Deny rolls and an extra DTW attempt. One of Triumph's relics gives all the sacred rites to the bearer, so in effect you do get her '5 or 6' result, and the +3 is only marginally useful. While the 5+ sacred rite is active, the warlord trait only really helps in the specific case of 'your opponent rolled very low for their psychic test, and you rolled a 3 or 4 to Deny the Witch'. Without the sacred rite active, (Say, you took enough wounds to lose a relic and removed that one, and you don't have the armywide rite,) then the Warlord Trait is more useful, in that it buffs 5s as well, but for the most part the use cases overlap. The second deny-the-witch roll is much more relevant than the +3 when you've got the Sacred Rite active.
New tier list? I thought you'd never ask! I love doing these, if for no other reason than as a thought exercise for myself. Here's how I think Sisters units stack up in our new Nachmund season:
Morvenn Vahl: S tier: Even with her higher points cost, she's way too good to leave out of a list. I suppose she's not a total auto-include if there's some specific thing you're trying to achieve with a different combination of HQs though, or if you wanted to use the Bloody Rose supplement for some reason.
Canoness: A tier: Now that we have a couple of Order-specific supplements, Canonesses have more options than ever. Martyred Lady always should take one with the awesome sword, and other orders can make at least decent use of one.
Palatine: B tier: Still playing second fiddle to the Canoness, at least she's still a cheap caddy for Blessings. If you aren't running Morvenn, having a Canoness and Palatine for their buffs is a decent alternative.
Junith Eruita: B tier: I still defend this character for Martyred Lady lists. It's probably not too difficult to keep a Sacresant unit or two wholly within her cover bubble to take advantage of that. She can also do bodyguard tricks with them of course.
Missionary: D tier: There's still very little reason to take one of these. Take a Dogmata instead, or if you need a cheaper Priest just take a Preacher. HQ slots are too precious for a Missionary unless you're bringing a Brigade.
Celestine and Geminae Superia: S tier: She's still amazing, and the bodyguard tricks are still legit. Drink your opponent's tears as her gal pals touch an objective and can't be shot at!
Triumph of Saint Katherine: B tier: Now that certain secondary picks are no longer reliable (RIP Octarius Data), this model gives a good angle into Leap of Faith. Still not sure how often I would take it.
Ephrael Stern and Kyganil: C tier: Another set of combat beatsticks; not bad, but Celestine should get the nod over these two and you may not have the HQ slots or points to spare.
Battle Sister Squad: B tier: Basic troops are still basic. These may be our go-to "action slave" units now that 2-model units can't get Engage on All Fronts or reliably get Nachmund Data (which 5 BSS can).
Sister Novitiate Squad: A tier: In Bloody Rose these are crazy good; in other orders, one squad can still be pretty useful, more so than another BSS anyways.
Aestred Thurga and Agathae Dolan: F tier: No, just no.
Imagifier: C tier: A couple of decent buff options (and one useless one), but usually there simply isn't room for her in a list.
Dialogus: D tier: Her main special ability besides being a Priest is simply too situational to really make her worth bringing. Just spend the 15 additional points and take a Dogmata instead.
Preacher: B tier: A cheap Priest if you need one (or if you just need War Hymn as cheaply as possible). I like the Zealot's Vindictor option, as it makes him actually surprisingly dangerous for such a cheap character.
Celestians: C tier: I still defend these as not being bad; there are simply better options. These are generalists in a game that rewards specialists.
Celestian Sacresants: A tier: Personally I think it's still worth taking one unit for Bodyguard tricks in any list; some lists can still make credible use of lots of them despite their higher cost. Let's be honest, they were a bit too cheap before.
Hospitaller: A tier: Being able to resurrect your models is pretty good, and the bubble of 6+++ is just icing on the cake. Some lists just don't have room for her though, but now that some other units are more expensive I think she's worth stronger consideration.
Dogmata: A tier: Best priest in the book by a country mile. Personally I think the ObSec-giving ability makes her worth it by itself; giving units the ability to shoot while doing actions is just gravy!
Paragon Warsuits: D tier: Even with the points drops and the stratagem support from the BR supplement, they just don't quite get there. Especially with overtuned Tau rampaging around. They need a rules rewrite, not just points drops and situational stratagems.
Repentia Superior: C tier: If you are footslogging Repentia up the board, this is an auto-include. If you're running them in transports or from reserves, probably skip her.
Sisters Repentia: A tier: Still one of the deadliest melee units in the game, although the proliferation of damage reduction effects has reduced their usefulness in many matchups.
Crusaders: C tier: Decently durable and points efficient, but no longer useful as action slaves due to needing more models.
Arco-Flagellants: B tier: These are incredibly nasty into certain targets, but they bounce off of a lot of sturdier stuff. They need a strat to be very effective and so only one unit should ever be run.
Death Cult Assassins: D tier: They lost their only niche now that small action slave units are a thing of the past.
Dominion Squad: A tier: One squad is still worth bringing even at their increased cost. Two would not be unreasonable for redundancy. Three's definitely a crowd now though.
Seraphim Squad: C tier: Their real niche was running in an Ebon Chalice detachment for the mortal wound flamer strat, and that's no longer a viable thing. They make decent backfield action units though (drop 6 in and grab some Nachmund data).
Zephyrim Squad: A tier: Still one of the better melee units; a bit pricy to do action slave things, but can do that in a pinch. A big unit in Bloody Rose can really wreck stuff if they can make it into combat intact.
Retributor Squad: B tier: Losing access to Argent Shroud tricks hurts these, but I think they are still something that most lists need, as they fill the heavy firepower niche better than anything else.
Mortifiers: B tier: Personally I really like these; they have decent shooting and have some pretty nasty melee potential. The meta has become increasingly hostile to them though.
Penitent Engines: B tier: Similar to Mortifiers above. The advance and charge thing is very niche, but being a vehicle they can use it to score Engage in a spot where the opponent might not expect.
Exorcist: D tier: These are still bad for their cost, and their strat should not cost 2CP, but I'm thinking a lot of lists might need to bite the bullet and take one anyways since ignoring LOS is such a useful capability.
Castigator: F tier: Somehow these didn't get a points drop. They're terrible.
Sororitas Rhino: B tier: We still need metal bawkses, so these are still our go-to.
Immolator: D tier: The firepower is worth having, and I still wonder if a vehicle list could work as a skew tactic, but with Tau around that's probably a no. At least they got a bit cheaper. Ah, who am I kidding, they're still likely garbage, just a bit less so.
Battle Sanctum: B tier: Newer rules are more fortification friendly and so this might actually be usable now, in which case it's definitely worth a look in some lists.
Overall Sisters took a pretty hefty whack from the nerf bat, but they aren't total garbage. I think some good builds will shake out, especially once Custodes and Tau get whatever balance update is inevitably coming for them. We'd probably already see more Sisters if it wasn't for those two dominating the leaderboards.
ZergSmasher wrote: New tier list? I thought you'd never ask! I love doing these, if for no other reason than as a thought exercise for myself. Here's how I think Sisters units stack up in our new Nachmund season:
Morvenn Vahl: S tier: Even with her higher points cost, she's way too good to leave out of a list. I suppose she's not a total auto-include if there's some specific thing you're trying to achieve with a different combination of HQs though, or if you wanted to use the Bloody Rose supplement for some reason.
Canoness: A tier: Now that we have a couple of Order-specific supplements, Canonesses have more options than ever. Martyred Lady always should take one with the awesome sword, and other orders can make at least decent use of one.
Palatine: B tier: Still playing second fiddle to the Canoness, at least she's still a cheap caddy for Blessings. If you aren't running Morvenn, having a Canoness and Palatine for their buffs is a decent alternative.
Junith Eruita: B tier: I still defend this character for Martyred Lady lists. It's probably not too difficult to keep a Sacresant unit or two wholly within her cover bubble to take advantage of that. She can also do bodyguard tricks with them of course.
Missionary: D tier: There's still very little reason to take one of these. Take a Dogmata instead, or if you need a cheaper Priest just take a Preacher. HQ slots are too precious for a Missionary unless you're bringing a Brigade.
Celestine and Geminae Superia: S tier: She's still amazing, and the bodyguard tricks are still legit. Drink your opponent's tears as her gal pals touch an objective and can't be shot at!
Triumph of Saint Katherine: B tier: Now that certain secondary picks are no longer reliable (RIP Octarius Data), this model gives a good angle into Leap of Faith. Still not sure how often I would take it.
Ephrael Stern and Kyganil: C tier: Another set of combat beatsticks; not bad, but Celestine should get the nod over these two and you may not have the HQ slots or points to spare.
Battle Sister Squad: B tier: Basic troops are still basic. These may be our go-to "action slave" units now that 2-model units can't get Engage on All Fronts or reliably get Nachmund Data (which 5 BSS can).
Sister Novitiate Squad: A tier: In Bloody Rose these are crazy good; in other orders, one squad can still be pretty useful, more so than another BSS anyways.
Aestred Thurga and Agathae Dolan: F tier: No, just no.
Imagifier: C tier: A couple of decent buff options (and one useless one), but usually there simply isn't room for her in a list.
Dialogus: D tier: Her main special ability besides being a Priest is simply too situational to really make her worth bringing. Just spend the 15 additional points and take a Dogmata instead.
Preacher: B tier: A cheap Priest if you need one (or if you just need War Hymn as cheaply as possible). I like the Zealot's Vindictor option, as it makes him actually surprisingly dangerous for such a cheap character.
Celestians: C tier: I still defend these as not being bad; there are simply better options. These are generalists in a game that rewards specialists.
Celestian Sacresants: A tier: Personally I think it's still worth taking one unit for Bodyguard tricks in any list; some lists can still make credible use of lots of them despite their higher cost. Let's be honest, they were a bit too cheap before.
Hospitaller: A tier: Being able to resurrect your models is pretty good, and the bubble of 6+++ is just icing on the cake. Some lists just don't have room for her though, but now that some other units are more expensive I think she's worth stronger consideration.
Dogmata: A tier: Best priest in the book by a country mile. Personally I think the ObSec-giving ability makes her worth it by itself; giving units the ability to shoot while doing actions is just gravy!
Paragon Warsuits: D tier: Even with the points drops and the stratagem support from the BR supplement, they just don't quite get there. Especially with overtuned Tau rampaging around. They need a rules rewrite, not just points drops and situational stratagems.
Repentia Superior: C tier: If you are footslogging Repentia up the board, this is an auto-include. If you're running them in transports or from reserves, probably skip her.
Sisters Repentia: A tier: Still one of the deadliest melee units in the game, although the proliferation of damage reduction effects has reduced their usefulness in many matchups.
Crusaders: C tier: Decently durable and points efficient, but no longer useful as action slaves due to needing more models.
Arco-Flagellants: B tier: These are incredibly nasty into certain targets, but they bounce off of a lot of sturdier stuff. They need a strat to be very effective and so only one unit should ever be run.
Death Cult Assassins: D tier: They lost their only niche now that small action slave units are a thing of the past.
Dominion Squad: A tier: One squad is still worth bringing even at their increased cost. Two would not be unreasonable for redundancy. Three's definitely a crowd now though.
Seraphim Squad: C tier: Their real niche was running in an Ebon Chalice detachment for the mortal wound flamer strat, and that's no longer a viable thing. They make decent backfield action units though (drop 6 in and grab some Nachmund data).
Zephyrim Squad: A tier: Still one of the better melee units; a bit pricy to do action slave things, but can do that in a pinch. A big unit in Bloody Rose can really wreck stuff if they can make it into combat intact.
Retributor Squad: B tier: Losing access to Argent Shroud tricks hurts these, but I think they are still something that most lists need, as they fill the heavy firepower niche better than anything else.
Mortifiers: B tier: Personally I really like these; they have decent shooting and have some pretty nasty melee potential. The meta has become increasingly hostile to them though.
Penitent Engines: B tier: Similar to Mortifiers above. The advance and charge thing is very niche, but being a vehicle they can use it to score Engage in a spot where the opponent might not expect.
Exorcist: D tier: These are still bad for their cost, and their strat should not cost 2CP, but I'm thinking a lot of lists might need to bite the bullet and take one anyways since ignoring LOS is such a useful capability.
Castigator: F tier: Somehow these didn't get a points drop. They're terrible.
Sororitas Rhino: B tier: We still need metal bawkses, so these are still our go-to.
Immolator: D tier: The firepower is worth having, and I still wonder if a vehicle list could work as a skew tactic, but with Tau around that's probably a no. At least they got a bit cheaper. Ah, who am I kidding, they're still likely garbage, just a bit less so.
Battle Sanctum: B tier: Newer rules are more fortification friendly and so this might actually be usable now, in which case it's definitely worth a look in some lists.
Overall Sisters took a pretty hefty whack from the nerf bat, but they aren't total garbage. I think some good builds will shake out, especially once Custodes and Tau get whatever balance update is inevitably coming for them. We'd probably already see more Sisters if it wasn't for those two dominating the leaderboards.
I am in agreement with your overall assessment. We took some hefty nerfs from CA, but once the best of the best armies like Tau and Custodes get toned down a bit I think we will start placing to some degree in most events again. Every new tier list that comes out still puts us in A tier just due to the lethality of Bloody Rose and the board control of Valorous Heart.
Just one caveat to your personal tier list though, Castigators DID go down 10 points in the new CA. So now they are 155 with the battle cannon or 150 stock with the autocannons instead of 165 and 160, respectively. Still not really competitive by any means BUT I have found that S9 can be pretty useful in certain casual games especially against 3 PBC's and of course Leman Russes.I will always just be glad that we at least have access to SOME strength 9 and 7, and even more strength 6 than we ever had before!
Finally, I think the Exorcist belongs at least in C tier simply due to the utility of ignore LoS shooting. It is too fragile and too CP intensive, yes, but the tech choice of ignoring LoS to clear off a backfield objective or even just artillery duel a little is worth taking one (and only one).
and I'd consider the null rod in a BR list ( assuming you take beneficence)
Not reliable but better than a lot of armies
I believe that if you give the Triumph a WL trait it denies on a 3+ twice per turn.
I would not spend the cp on that for the reason the other person pointed out but stock it has all 6 sacred rites including the 5+
As to the above little harsh on the Crusaders there still the same points as battle sisters but with powerswords, zealot and a 4++. You can also take them in 3's if what you want is an engage unit.
So allow me to be just a little salty for a moment. I have been reading through the new Tyranid codex that pretty much got completely leaked today, barring a few relevant things, and the Exocrine makes the Exorcist (plus the Castigator) absolutely cry.
Not gonna do the mathhammer here but on paper the nerfs to the anti-tank missiles of the Exorcist make it have an average of 6 shots at S8 AP -2 Dd6 on a T7/11W platform for 170 points.
The Exocrine, for the same points of 170, gets a MINIMUM of 7 shots at S8 AP -4 D3 on a T8/15 wound platform. It also has Blast, which while I like that we can shoot an anti-tank Exorcist in engagement range, it would be nice to have a way to automatically get that max of 9 shots without having to get lucky.
I know the codex creep is only getting worse from here but man its just so sad to watch Nids get something more efficient and scarier than one of the coolest tanks in the game for the same cost. This thing's minimum amount of shots is greater than our average and more than double our minimum. Yes it is also BS 3+ now too. When it was 4+ I could sort of understand it, but now the Exorcist needs to be like 135 for the anti-infantry missiles and 140-150 MAX for the anti-tank ones. Yes we get Dd6 which makes it scary with Miracle Dice, but at its 170 point total it needs AP -3 on the anti-tank missiles and at least the 12 wounds back, even if it is never getting T8 again.
Just so upsetting, but good for Nids at least. Had they not had Crusher Stampede for the last few months I would be a bit happier for them though.
ZergSmasher wrote: New tier list? I thought you'd never ask! I love doing these, if for no other reason than as a thought exercise for myself. Here's how I think Sisters units stack up in our new Nachmund season:
Spoiler:
Morvenn Vahl: S tier: Even with her higher points cost, she's way too good to leave out of a list. I suppose she's not a total auto-include if there's some specific thing you're trying to achieve with a different combination of HQs though, or if you wanted to use the Bloody Rose supplement for some reason.
Canoness: A tier: Now that we have a couple of Order-specific supplements, Canonesses have more options than ever. Martyred Lady always should take one with the awesome sword, and other orders can make at least decent use of one.
Palatine: B tier: Still playing second fiddle to the Canoness, at least she's still a cheap caddy for Blessings. If you aren't running Morvenn, having a Canoness and Palatine for their buffs is a decent alternative.
Junith Eruita: B tier: I still defend this character for Martyred Lady lists. It's probably not too difficult to keep a Sacresant unit or two wholly within her cover bubble to take advantage of that. She can also do bodyguard tricks with them of course.
Missionary: D tier: There's still very little reason to take one of these. Take a Dogmata instead, or if you need a cheaper Priest just take a Preacher. HQ slots are too precious for a Missionary unless you're bringing a Brigade.
Celestine and Geminae Superia: S tier: She's still amazing, and the bodyguard tricks are still legit. Drink your opponent's tears as her gal pals touch an objective and can't be shot at!
Triumph of Saint Katherine: B tier: Now that certain secondary picks are no longer reliable (RIP Octarius Data), this model gives a good angle into Leap of Faith. Still not sure how often I would take it.
Ephrael Stern and Kyganil: C tier: Another set of combat beatsticks; not bad, but Celestine should get the nod over these two and you may not have the HQ slots or points to spare.
Battle Sister Squad: B tier: Basic troops are still basic. These may be our go-to "action slave" units now that 2-model units can't get Engage on All Fronts or reliably get Nachmund Data (which 5 BSS can).
Sister Novitiate Squad: A tier: In Bloody Rose these are crazy good; in other orders, one squad can still be pretty useful, more so than another BSS anyways.
Aestred Thurga and Agathae Dolan: F tier: No, just no.
Imagifier: C tier: A couple of decent buff options (and one useless one), but usually there simply isn't room for her in a list.
Dialogus: D tier: Her main special ability besides being a Priest is simply too situational to really make her worth bringing. Just spend the 15 additional points and take a Dogmata instead.
Preacher: B tier: A cheap Priest if you need one (or if you just need War Hymn as cheaply as possible). I like the Zealot's Vindictor option, as it makes him actually surprisingly dangerous for such a cheap character.
Celestians: C tier: I still defend these as not being bad; there are simply better options. These are generalists in a game that rewards specialists.
Celestian Sacresants: A tier: Personally I think it's still worth taking one unit for Bodyguard tricks in any list; some lists can still make credible use of lots of them despite their higher cost. Let's be honest, they were a bit too cheap before.
Hospitaller: A tier: Being able to resurrect your models is pretty good, and the bubble of 6+++ is just icing on the cake. Some lists just don't have room for her though, but now that some other units are more expensive I think she's worth stronger consideration.
Dogmata: A tier: Best priest in the book by a country mile. Personally I think the ObSec-giving ability makes her worth it by itself; giving units the ability to shoot while doing actions is just gravy!
Paragon Warsuits: D tier: Even with the points drops and the stratagem support from the BR supplement, they just don't quite get there. Especially with overtuned Tau rampaging around. They need a rules rewrite, not just points drops and situational stratagems.
Repentia Superior: C tier: If you are footslogging Repentia up the board, this is an auto-include. If you're running them in transports or from reserves, probably skip her.
Sisters Repentia: A tier: Still one of the deadliest melee units in the game, although the proliferation of damage reduction effects has reduced their usefulness in many matchups.
Crusaders: C tier: Decently durable and points efficient, but no longer useful as action slaves due to needing more models.
Arco-Flagellants: B tier: These are incredibly nasty into certain targets, but they bounce off of a lot of sturdier stuff. They need a strat to be very effective and so only one unit should ever be run.
Death Cult Assassins: D tier: They lost their only niche now that small action slave units are a thing of the past.
Dominion Squad: A tier: One squad is still worth bringing even at their increased cost. Two would not be unreasonable for redundancy. Three's definitely a crowd now though.
Seraphim Squad: C tier: Their real niche was running in an Ebon Chalice detachment for the mortal wound flamer strat, and that's no longer a viable thing. They make decent backfield action units though (drop 6 in and grab some Nachmund data).
Zephyrim Squad: A tier: Still one of the better melee units; a bit pricy to do action slave things, but can do that in a pinch. A big unit in Bloody Rose can really wreck stuff if they can make it into combat intact.
Retributor Squad: B tier: Losing access to Argent Shroud tricks hurts these, but I think they are still something that most lists need, as they fill the heavy firepower niche better than anything else.
Mortifiers: B tier: Personally I really like these; they have decent shooting and have some pretty nasty melee potential. The meta has become increasingly hostile to them though.
Penitent Engines: B tier: Similar to Mortifiers above. The advance and charge thing is very niche, but being a vehicle they can use it to score Engage in a spot where the opponent might not expect.
Exorcist: D tier: These are still bad for their cost, and their strat should not cost 2CP, but I'm thinking a lot of lists might need to bite the bullet and take one anyways since ignoring LOS is such a useful capability.
Castigator: F tier: Somehow these didn't get a points drop. They're terrible.
Sororitas Rhino: B tier: We still need metal bawkses, so these are still our go-to.
Immolator: D tier: The firepower is worth having, and I still wonder if a vehicle list could work as a skew tactic, but with Tau around that's probably a no. At least they got a bit cheaper. Ah, who am I kidding, they're still likely garbage, just a bit less so.
Battle Sanctum: B tier: Newer rules are more fortification friendly and so this might actually be usable now, in which case it's definitely worth a look in some lists.
Overall Sisters took a pretty hefty whack from the nerf bat, but they aren't total garbage. I think some good builds will shake out, especially once Custodes and Tau get whatever balance update is inevitably coming for them. We'd probably already see more Sisters if it wasn't for those two dominating the leaderboards.
Why not a new tier list?
Order Convictions:
VH: A tier. VH sacresancts are the only thing tough enough to stand up to Tau shooting while still being reasonably strong into Crusher, Custodes, and even Eldar. A meta pick, but even in a less skewed environment, still very good.
BR: B+ Tier. Supplement had 2 meaningful stratagems and that's it but the conviction was already good enough without it. Has fallen off with how easy our hyper aggression options get blunted by the big boys. Still a very solid conviction.
OoML: B+ Tier. Honestly underrated these, now having played the actual list. They tend to lean into 'our opponent is way deadlier than us' and there's a lot of that going around. They also exploit the hell out of the 12 easy points we can get from Leap. Absolutely MUST run the passion if it has any significant melee presence though.
Others: F Tier Argent Shroud has been removed and Sacred Rose and Ebon Chalice were never viable mono-convictions.
Morvenn: A Tier. Still good but her flaws are even more obvious now. Her buff aura doesn't have great targets unless you're VH, her melee stats are only 'good' for her cost, and her price tag isn't really something most lists have to spare anymore. No reason to take her in bloody rose and she's a hard sell over Celestine+Junith in OoML.
Celestine: A+ Tier. Her bodyguard abuse is the only real way we have of contesting crisis suits and other 'sit and shoot' units and outside of that she's just incredible. Even with no meaningful force multipliers, she's still almost irreplaceable.
Stern: A- Tier. Diet Celestine. Great for what she is, really nice for hero-hammer style shooting lists should our shooting units ever be good.
Junith: A+ Tier. Her actual raw power is probably B tier but what she does for 130pts for OoML is excellent and she should be in absolutely ever OoML list.
Canoness: A Tier: Great. Always been great, always be great. Never a reason not to bring one.
Palantine: B+ Tier: Cheaper Diet Canoness. Has utility in multiple lists but will often be crowded out by other characters. Still a very solid HQ choice.
Missionary: D Tier: Crap preacher. Not worth the slot.
Battle Sisters: D Tier: Our troops are bad. They're way to expensive for not being able to do anything but stand on objectives and pray. 20 Bricks are a liability, Argent Shroud being removed means they're not even a decent shooting option anymore. These need to see a drop or a significant buff in the next book.
Novitiates: B Tier: Would completely replace battle sisters in Bloody Rose if they could. If you could just take 3 units they might even be a better option in OoML and VH. Alas, you cannot so they just end up being a 1 of in Bloody Rose lists.
Astraed: Not even in crusade.
Dialogus: C. Needs to be 10-15pts cheaper or have another rule to compete with the dogmata.
Dogmata: S Tier. Easily our best buff unit. One is mandatory in every list.
Preacher: B Tier. Solid unit, often competes with a repentia superior or a palantine for #2 buff character.
Repentia Superior: B Tier. Sometimes you'll take her and kick yourself for not taking a preacher instead. Sometimes she'll whip a unit of repentia halfway across the board and win the game. Caveat Emptor.
Imagifier: D Tier. 5 different tales now, still terrible. Fix Tale of the Stoic.
Hospitaller: B Tier. Good because VH is good. Stratagem should be 3 models flat.
Celestians: C tier because of bodyguard shenanigans. Once they fix that, D Tier. They're just bad battle sisters.
Celestian Sacresanct: S Tier: An interesting case. This unit is an example of a classic problem with GW's balance passes. They took a very significant 2pt nerf per model and ended up even more autotake. The combination of the current meta combined with their higher cost crowding out other options has seen many competitive lists dropping characters/support units for more blocks of sacresancts. By trying to improve the books internal balance, GW has only succeeded in crowding out other options.
Paragon Warsuits: C- Tier: Even with significant points drops. Even with multiple highly favorable stratagems. Even with Core. These things are still overpriced crap. They're just way too fragile. They don't really have any room to drop lower in points without crowding into the Pengine/Mortifier space, but they have to. At 60pts with a multimelta, they could compete with Crisis suits or Custodes. Until then, they're just not good enough.
Repentia: A+ Tier: Still an absolute gem. Rips through most things in BR and is excellent at trading up in OoML. The extra MD also helps score Leap. Top tier unit.
Others: All the old INQ units are fine, but with the point increases we've gotten and every book coming out more broken than the last, we don't really have room for 'fine' at the moment.
Dominions: A-. Still necessary for escorting small units of repentia or Retributors up the Board. Definitely hurting after the frankly asinine point hike.
Seraphim: D- Tier. They're deepstriking objective campers. That's it. Also, it makes me incredibly salty that Deadly Descent doesn't work on melta pistols but Crisis suits can shoot out of deepstrike with 10 times the firepower.
Zephyrim: B Tier: Cheap objective grabbers in VH and OoML. Decent fast melee in BR.
Pengines/Morties: C+ Tier. Still good on paper but are absolutely trashed by the current meta. They need to be cheaper, unfortunately.
Retributors: A+ Tier. Similar to Sacresancts, After taking no less than 5 rounds of targeted nerfs I've started to take 3 units of these, rather than the 2 I was before. The meta is highly favorable towards them and they're the only thing we have that kills things at range. Even only hitting on 4+, they're still the best we got.
Exorcist: D- Tier: Won't be playable until they make devastating refrain cost 1 CP.
Immolators: C- Tier: If they drop them 10 more points and let you use the self destruct strat on the MM versions again, they can see some fringe play. Until then, they're a fun gimmick unit to spam at locals if you're not trying to top.
Castigator. F--Tier. Easily the worst unit in the book. One of the worst tanks in the game. So terrible it made the Exorcist worse just by existing. Still doesn't benefit from ANY of our army rules in any meaningful way. Feth this thing. It needs a complete Datasheet rewrite. No amount of strats or point changes will save it. An EXOCRINE is only 20pts more expensive than this sack of crap. Sidebar: They went down 10pts. They could have gone down 100 and I still wouldn't take it over retributors. They're not worth taking up an HS slot, price be damned.
Rhino: Rhino. A+.
Sanctum: B- Tier: B+ in OoML. As long as leap of Faith exists, this is a good unit. Build your own obscuring is nice too. Regardless, absolutely worth a look.
Army as a whole is much weaker, no doubt about it. Hopefully the next balance pass is actually a balance pass and can help us. Still, could be a lot worse.
Edit: Triumph: F Tier: So crap I forgot it existed. Just take a Battle Sanctum and a Canoness and save 100pts.
Firstly in wtc faq events its not an option to take battle sanctum
In non wtc faq events its not an either or
Generally you want two of ooml, battle sanctum, triumph if your building to leap of faith
And if you've paid for battle sanctum + cheap character for 100 pts more your getting 18w -1 to hit and a 4++ with a +1 to hit - a solid aura stacking with a cannoness buff, auto 6 ing a miracle dice is great and it's got a lot of other minor buffs.that are situationaly usefull 5+ deny being one MW aura and ignoring moral aura sure it won't damage output like the others but it's not meant to its a force multiplier.
Army as a whole is much weaker, no doubt about it. Hopefully the next balance pass is actually a balance pass and can help us. Still, could be a lot worse
ERJAK, as blunt as you always are I just wanted to start by saying I have tremendous respect (and always have regardless of what forum I see you on) for your opinions and analysis of Sisters and the state of the army/book/etc.
I agree with most of your assessment honestly, and all of your points about surviving Tau shooting (among other things) are a big reason I have switched to taking VH in any "competitive" game I play. With how insane the codex creep is getting (just as it has been since I came back to the game in late 6th/early 7th) I really think if they kept everything else the same but fixed Tale of the Stoic, made the Exorcist AP -3 on the Missiles, 12 wounds maybe even T8 again at its current cost (while keeping Refrain 2CP), and even gave the Castigator a "grinding advance" rule for the battle cannon/autocannons and either T8 or at least a 2+ save that would at best put us back to around where we were pre-War Zone Nachmund.
While it could definitely be so much worse than it is, I just do not fully understand why GW, now that we are doing so well in sales compared to before the faction overhaul, saw the need to hit so much of the faction in the 9th codex. I was discussing this with a Custodes player not too long ago (wasn't playing him but he had just finished a game with a buddy of mine) and he said that Sisters are the only faction that received their 9th edition book and got predominantly worse/weaker. I don't want to agree with him but it definitely deels that way right now. I am so glad we are even still good enough to sit with the other A tier factions but we were finally in such a good place, and just like always, GW had to spoil our fun. Our 9th edition book could have been Vahl, Warsuits, Sacresants, the Castigator, and Novitiates in addition to the 8th edition book with some tweaks to VH and Tale of the Stoic and a few other things like all the morale shenanigans and whatever else they felt didn't fit with the edition (not Deadly Descent though, there was no need to change that) and I am sure we would not have truly been "S" tier on par with Dark Eldar and Admech like when they first dropped. We would have been incredibly good, but we would not have ruined the game, we weren't broken, so they didn't need to fix us.
I guess I am off to build and paint 19 more Sacresants!
Firstly in wtc faq events its not an option to take battle sanctum
In non wtc faq events its not an either or
Generally you want two of ooml, battle sanctum, triumph if your building to leap of faith
And if you've paid for battle sanctum + cheap character for 100 pts more your getting 18w -1 to hit and a 4++ with a +1 to hit - a solid aura stacking with a cannoness buff, auto 6 ing a miracle dice is great and it's got a lot of other minor buffs.that are situationaly usefull 5+ deny being one MW aura and ignoring moral aura sure it won't damage output like the others but it's not meant to its a force multiplier.
There isn't a WTC event within a 1000 miles of me so that's not really something I take into consideration. Obviously going to be important for people who do play in that format.
The problem with the Triumph isn't necessarily it's datasheet, it's its absurd pricetag. For 220 points you're paying a fairly extreme premium for a unit that doesn't really fill any individual role well.
The Triumph is trying to be Morvenn, a Dialogus, and a battle sanctum all at once. Unfortunately, that means it ends up just...not doing any of those things.
It tries to be a Morvenn-esque force multiplier+Melee threat but A. Isn't anywhere near as good as Morvenn in just pure combat stats and B. Isn't anywhere near as good as Morvenn as an army buffer. It also can't really serve as a late game distraction carnifex the way Morvenn can because it's too slow, too fragile (those 18w dry up FAST, even with 4++, -1 to hit), and does too little damage to be effective.
For the buffs, Fiery Heart is actually extreme anti-synergy for Leap of Faith because using dice in morale is one of the best ways to guarantee a second or third AoF in your opponent's turn. It can be helpful but is ultimately very minor.
One miracle dice at the start of the battle round is nice, but not exactly groundbreaking.
Petals of the Bloody Rose is technically the most powerful of the buffs but...it's a 6" move. BR and OoML make use of transports and Zephyrim far too much for this to benefit more than their sacresancts and while VH can actually get a lot of mileage out of it, they don't really have the points to pay for this AND Morvenn. Especially with Celestine being slightly cheaper and doing a lot to alleviate VH's slow advance problem.
Icons of the Valorous Heart is a self buff and its self isn't very buffable. The 5+ deny is pretty nice to have, but there are better ways to go about it.
Simulacrum is useful but requires Core/Character, only works once per battle round, and only with 6". Considering how slow it is, the utility on this is much more limited than it seems off an initial read. With retributors being on the table being essentially suicide, this most often ends up letting 1 unit of sacresancts charge 6+d6 once per game.
TL: DR, The Triumph touches on a lot of niches but doesn't really fill any role in the army and with it's high points cost, you always end up in a situation where you can accomplish whatever you wanted the Triumph to do better AND cheaper with other options.
So the triumph being adeptus ministorum infantry would usually be near a hospitalier for the 6+++ giving it a smidge more survivability. On top of the sacrasants I would also be useing 3 units of novitiates who really benefit from the +1to hit.
I wouldn't use it in a transport heavy list I would use it in an infantry heavy footslog list going for investigate signals and leap in a middle blob.
Celestine is a better combat unit and morvenne the beta buffer
But that extra miracle dice is crucial if you want to reliably build to leap of faith. Sanctum alone isn't enough for reliable 12 on leap and is less effective
And no you wouldn't pay for it and morvehn its a choice between them. Morvehn is classically the better unit but she doesn't add anything to the leap mission which is the only reason you take triumph over her.
Sanctum I'm still torn on as the only alternative. It's 110 pts with a preacher to action it. So half the points. But it adds very little to the army compared to the triumph. Ot also gives you the MD at end of turn rather than start of battle round which is a lot worse.
I have an upcoming game against AdMech - any advice?
I already wrote my list (a 1500pt MSU infantry list with Argent Shroud) and am not looking to counterpick, I've just never played against admech in 9th and I think only played one game ever against them in 8th. I have no idea what to expect or how they play.
Competitively horses that pre game move accompanied by lots of infantry with high volume firepower and lots of complex buffs
Less competitively an artillery line of big vehicles
I've been thinking now the bloody rose supplement works with the triumph you can take an imagifier with the 4th Tale and that gives you the best part of Ooml meaning you only really lose the broken smash canonness and gain the BR trait - I might be switching over at my next event
So I just saw some potential leaks that Abaddon is gaining a "max of 3 damage per phase" rule and a bunch of other buffs while going to 300 points. Not to say its unfair for him to get a glow up (he deserves it, all of chaos does) but with the way the leak is looking I really hope Vahl drops back to 270 or even just straight back to 260 at some point. Right now for 20 points more Abaddon gets 8/16 attacks instead of her 5/10 at higher strength and better AP, and gains that crazy durability buff (in addition to a bunch of chaos marks that increase his damage and durability). I expect that in CA next year he will get a bump up to 320-340 but I remember when they said that Vahl could go toe to toe with Abaddon in one of her initial articles and now its looking like even with fighting twice she won't stand a chance if he is never taking more than 3 wounds a phase.
Oh I'm not saying either of those things, I just find it interesting that even when Vahl was the "boogeywoman" of 9th when our codex dropped (too cheap for how good she was) Abaddon was used as a comparison for her and now Abaddon is going to be "better" than her (in damage and durability though she will still probably be the superior buff unit). Just found it interesting.
I wonder if Gulliman will also be getting a "can't take more than 3 damage a phase" rule, because now I think Abaddon gives him a run for his cost too. GW will have to really buff marines in the 2.0 codex in order to keep them relevant.
GFdoubles wrote: Oh I'm not saying either of those things, I just find it interesting that even when Vahl was the "boogeywoman" of 9th when our codex dropped (too cheap for how good she was) Abaddon was used as a comparison for her and now Abaddon is going to be "better" than her (in damage and durability though she will still probably be the superior buff unit). Just found it interesting.
I wonder if Gulliman will also be getting a "can't take more than 3 damage a phase" rule, because now I think Abaddon gives him a run for his cost too. GW will have to really buff marines in the 2.0 codex in order to keep them relevant.
Competitive is 'end of 7th' level of borked right now. All of the big 3 (potentially 4 with the Nid Leaks) Need 30% of their power just trimmed right off the top to even START being balance-able.
Also, every nerf in the CA2022 needs to be reverted. All of them. Honestly, balance would be MUCH better if they just faqed that book out of existence.
Just wondering what people are finding to be the best configurations of basic battle sister squads. I'm tossing up between squads of ten with 2 special weapons and a combi on the superior. Probably with flamers, to be a decent independent unit to grab objectives.
OR alternatively 20 sister blobs with 2x meltagun, 2x multi melta, and combi melta. This latter configuration appeals to me as it gives a lot of ablative wounds to protect the juicy special & heavy weapons.
I'm planning to run a character heavy OML sisters list (probably not the most competitive) with Morvenn and Junith Eruita. This would give me two decent chapter-master type rerolls for the 20 sister blobs, to maximize the buffs.
Most competitive lists keep them cheap and cheerful, with 5 models and no upgrades other than the free chainsword on the Superior. If you want to spend extra points on basic troops, take some Novitiates, as at least their melee can be good through sheer weight of dice. Indeed, the only thing holding Novitiates back is the fact that for every squad you have to also have a regular Battle Sister Squad in the army.
At the weekend I was paired into crusher stampede, custodes, tau, harlequins and drukhari with the job of scraping points (I was paired into the toughest match up each time) the team took second place overall. Fine in a team event but I don't see how to compete in singles other than custodes/tau they were all losses from the start. Bring on the nerfs.
The switch from melta rets to a unit of paragon warsuits was a definite improvement
And 3x Novitiates (I ran a brigade) were great but tended to soak a lot of fire in the early game I'm interested to try fielding a 4th unit
I was also running triumph/beacon of faith/imagifier with BR tale/ to max leap of faith which I maxed every game. I would ditch the imagifier as a melee cannonness with Martyred is probably enough I had excess MD every game
And an inquisitor with radical/blackshroud to open up psychic secondaries which performed well in 3 out of 5 games but was weak vs drukhari can't interrogate transports and harlequins that are just broken lying fast and lethal
Blinding faith/emperors grace were essential In the shooting games grace slightly better as there was ample dense terrain but I feel torn because rapturous blows was really missed vs crusher stampede
Bodyguard rule change hurts us, but if they'd drop all the CA2022 points nerfs we got it would make up for it. Sacresants kinda get dumpstered all-round since they don't get the AP reduction either.
Miracle Dice change means we have less reason to take the Triumph tax which helps too.
It depends the vahl bodyguard build got nerfed the sacresants wont even benefit from the armour boost
Valorous Heart also seems nerfed comparative to other Convictions. the new Conviction is to situation a massive boost vs some armies and doing nothing vs others. Plus ironically there sacresants lose the -1ap that previously had
However the Novitiate spamming triumph build I was running just get enough minimal dice to dump the triumph and still max leap
And with the extra point of ap protection and boost vs non los artillery we are in a much better place
Andilus Greatsword wrote: Bodyguard rule change hurts us, but if they'd drop all the CA2022 points nerfs we got it would make up for it. Sacresants kinda get dumpstered all-round since they don't get the AP reduction either.
Miracle Dice change means we have less reason to take the Triumph tax which helps too.
Uo-2 was the only person taking a Triumph it seemed to be working for him but he was the only one doing it.
List wise - Losers
Sacresants are largely gone
Pentitent engine are now overshadowed by mortifier
Exorcist was barely takeable before and is now one less reason to take
Triumph/Battle sanctum probably not justified in taking anymore which is a buff to the army itself
There are a lot of winners in that list and we have gained a lot of survivability
List wise - Losers Sacresants are largely gone Pentitent engine are now overshadowed by mortifier Exorcist was barely takeable before and is now one less reason to take Triumph/Battle sanctum probably not justified in taking anymore which is a buff to the army itself
There are a lot of winners in that list and we have gained a lot of survivability
I don't think reducing AP by one is a meaningful enough boost to actually qualify as a 'buff' to any of the support characters. If an Imagifier or a Dialogus gets targeted, it's dead. One less AP isn't going to change that.
I also don't really count it as a buff to the tanks. Immolators, and Castigators are still bad and the indirect fire change made the Exorcist a sad joke. One less AP doesn't isn't enough to change that.
I still think that Sacresancts are the best unit in the army. Even with the changes to bodyguard and not getting -1AP, Bloodyrose and OoML are still running at least 20. Nothing else offers anywhere near the amount of midboard control that Sacresancts can.
That said, if anything CAN fully replace Sacresancts (or at least allow you to get away with only running 10) it's the Novitiate spam you've been running. Novitiates were the ONLY unit with any meaningful damage output to ALSO have enough wounds per unit to see any benefit out of armor of contempt.
Even then though, the buffs space marines got were so DRAMATICALLY more meaningful that I don't see how they don't end up above us. Dark Angels, BT, GK, and Tsons were ALREADY at or above our level and they all saw WAY bigger benefits from this balance slate than we did.
In fact, even if we end up being overall stronger after these changes (which I personally don't think we are) we STILL drop a tier because space marines got just that much better.
Re castigator it is a significant buff AP3 weapons were wounding on a 6+ now a 5 Massed ap2 now a 4 its a notable buff - doesn't mean its worth taking.
It gives the support characters a better chance of surviving vs something weak e.g. a br battle sister squad no it won't make or break the unit
.
But it's not so much about the individual units but the army as a whole. On an individual basis 1 character won't gain much but across 3/4 of your army that's quite a bit of resilience added
People were liking valorous heart before and your getting it better and free in addition to your BR/OOML buffs
In comparison to non sm armies its a boost
And vs sm I'm not sure I personally think its a dead heat looking at my BA the model count is so much lower there and things like Vanguard lose out because of their shields.
Since they were debuffed I felt sacrosanct were overcosted except for the bodyguard ability now that's gone I'd be tempted to drop them. 2D isn't what it used to be and we have repentia for that
U02dah4 wrote: Re castigator it is a significant buff AP3 weapons were wounding on a 6+ now a 5 Massed ap2 now a 4 its a notable buff - doesn't mean its worth taking.
It gives the support characters a better chance of surviving vs something weak e.g. a br battle sister squad no it won't make or break the unit .
But it's not so much about the individual units but the army as a whole. On an individual basis 1 character won't gain much but across 3/4 of your army that's quite a bit of resilience added
People were liking valorous heart before and your getting it better and free in addition to your BR/OOML buffs
In comparison to non sm armies its a boost
And vs sm I'm not sure I personally think its a dead heat looking at my BA the model count is so much lower there and things like Vanguard lose out because of their shields.
Since they were debuffed I felt sacrosanct were overcosted except for the bodyguard ability now that's gone I'd be tempted to drop them. 2D isn't what it used to be and we have repentia for that
The thing about the valorous heart comparison is that people like it 100% because of sacresants. No one who brought VH was thinking 'man, these battle sisters are so resilient now!'.
Putting the VH buff on everything BUT sacresancts is worse than JUST having it on Sacresants.
I rarely use the maces. The extra AP on the halberds tends to work out better for me. It's still the only unit we have that can survive long enough to contest a midfield objective. Repentia ALSO took a nerf thanks to not being affected by Armor of Contempt.
Basically, all of marines BEST units got +1 armor and only our WORST units got +1 armor.
U02dah4 wrote: Your too pessimistic bladeguard and vanguard vets with SS didn't get the +1 armour.
Repentia wernt nerfed just not buffed. They are still glass cannons.
You seem stuck on one strategy and are only evaluating in relation to it. Maybe it's time to change
It's true that most of my analysis is done with the Valorous Heart 30 Sacresant build in mind.
But it's because it's the one strategy that had any success. 30 Sacresancts were the only way to win games during the Taustodes era. Even against marines and the like, they were still easily our strongest unit.
I tried getting by with just 10 sacresants at adepticon and just didn't have the staying power to keep up with even Dark Angels. Every point I spent on something that wasn't a sacresant felt like I'd thrown it in the garbage at the end of the event.
While it's possible that another strategy could emerge that ends up being superior to the previous VHS30 build, I just don't see it currently.
What could replace it? It has to be something that opens up due to the changes in the balance slate (for obvious reasons) but what do we have?
Bloody Rose full aggro? Novitiates bounce off every marine, even on the charge. Repentia are only getting worse, relative to the rest of the field. Rhinos are tougher than they used to be, but not amazingly so. The balance slate nerfing indirect fire and buffing our normal unit's resilience helps somewhat but at the cost of other power armor factions now being much more able to blunt our offense. We just don't have enough output to make up for how slow the army is. Our damage keeps getting more and more mediocre.
Keep with VHS30? Trading the AP reduction for 'no rerol to wound' makes them much more frail than they were. They also lose out significantly to all marine units that can cut down their AP.
OoML trade game? Probably the most improved of the options but still suffers from Sacresants being left out of Armor of Contempt. Junith's Cover aura is better than ever, which is nice. At the end of the day though, it doesn't have the resilience VHS30 had and it honestly has almost nothing in the way of offensive push. AoC won't stop your opponent from downing your squads instantly either.
I'm actually looking at Paragons a bit now. With an effective 1+ save they look slightly more resilient against many anti-tank weapons. And they can both shoot and fight. Maybe a unit of them could replace at least some of the Sacresants in previous lists. Mortifiers are looking better as well, and are now the obvious choice over Penitent Engines (Pengines just can't catch a break). And for fast moving melee, Zephyrim are still right there. Any of those could perhaps become a larger presence in a Sisters list to replace at least some of the Sacresants that we used to lean on for everything.