A dirty old man? LOL! Yeah, he kinda sends off a creepy vibe. So I have a nun in a gasmask instead. She's not quite finished and didn't turn out exactly how I planned, but it'll work.
You did say you have yet to hear a reason, so I gave you one.
And given that many tornies got custom missions, it might actually be important in some of them to thin down killpoint potential.
Aren't priests BS5? Seems a waste to give them auto-hit weapons when you're paying a pemium for the BS5. I agree that tuey're too expensive to be a viable addition to a unit, but it's interesting too see that people are using them.
I played 1000 points of sisters today and tabled a Tau player.
List was, roughly:
Celestine
2 Sistersof Battle squads in Rhinos (dual Flamers, HK o nthe Rhino)
2 units Dominion (4 x flamers and 4 x Meltas respectively) in their Rhinos (HK's)
5 Retributors (Heavy Bolterrs)
Tau roughly:
Hammerhead
2 12 man Fire Warrior Squads in Devilfish's
6 Stealthsuits (1 Melta)
6 GunDrones
3 Crisis Suits
6 Pathfinders
FireBlade
Just in casse you were buying into the myth that the Tau codex is a win button, think again. Though I never cheer for the demise of Tau (as I am a big time Tau player), nonetheless it is nice to see that the interwebz has once again mistaken codex as more important than skill. still gotta roll the dice. Still gotta' adjust on the fly when the dice aren't cooperating at key moments.
evildrcheese wrote: Aren't priests BS5? Seems a waste to give them auto-hit weapons when you're paying a pemium for the BS5. I agree that tuey're too expensive to be a viable addition to a unit, but it's interesting too see that people are using them.
D
I thought confessors were BS5 and priests were BS4. Don't have the codex, but pretty sure that is the case. Otherwise, EVERYONE would take one and stick him on a quad-gun (assuming they took an ADL or bastion)
evildrcheese wrote: Aren't priests BS5? Seems a waste to give them auto-hit weapons when you're paying a pemium for the BS5. I agree that tuey're too expensive to be a viable addition to a unit, but it's interesting too see that people are using them.
D
I thought confessors were BS5 and priests were BS4. Don't have the codex, but pretty sure that is the case. Otherwise, EVERYONE would take one and stick him on a quad-gun (assuming they took an ADL or bastion)
Ah I think you might be right, I knew someone of that ilk had BS5 and assumed it was the priests, totally forgot about the Confessors.
Boy, sure would be nice if SOB had something like a Codex that we could legally buy to you, check on stats and things like that.
But priests have ws/bs 3 and Ld 7. They do have 'precision shot' though. Still sounds lame to me.
MWHistorian wrote: Boy, sure would be nice if SOB had something like a Codex that we could legally buy to you, check on stats and things like that.
But priests have ws/bs 3 and Ld 7. They do have 'precision shot' though. Still sounds lame to me.
Yeah, yeah yeah. We know, codex in pdf. I'm over it. Scan your WD for convenience like I did.
Although it's normally not accepted, because its so hard to get a legit copy, I think I'm safe in saying there's a good (correct). Combined codex available via a certain bay you may have heard of.
Also, cannoness, some kind of superior, or something else to work a quadgun alongside celestine and an otherwise aggressive force?
My sisters are rather upset by fliers at the moment, and while an allied force bringing AA is okay, I don't want it.
Not to mention, there's a certain poster on here who made a great combined codex and sends the link around if you ask.
Aaaanyways.
Quad-guns? Canoness? Not worth it. Superiors are fine, imo.
If I take Jacobus, sometimes I put him on it but I only really did that in a weird list where I took a Battle Conclave and put it behind an Aegis with Jacobus. Then used it as a counter-charge force with Jacobus on the gun.
Mostly, I just give it to the Superior in whatever squad is base-sitting.
Automatically Appended Next Post: If you want a 'fire and forget' AA option, try out the Firestorm Redoubt. No models needed to fire.
If I take Jacobus, sometimes I put him on it but I only really did that in a weird list where I took a Battle Conclave and put it behind an Aegis with Jacobus. Then used it as a counter-charge force with Jacobus on the gun.
Mostly, I just give it to the Superior in whatever squad is base-sitting.
This. Just have Uriah man it while hanging out in the back.
Amusingly enough, in one of my games where I did that I got FB/STW against blood angels when Jacobus shot the Quad at a Dev Squad and precision'd one wound on the Librarian. Then the Lib perils'd first thing on the guy's first turn (he went second).
frgsinwntr wrote: In the current edition of the game... I was thinking large blocks of 20 sisters would do well actually!
This comes up every now and then and I have yet to hear someone come up with a reason why a single squad of 20 women is better than 2 squads of 10.
Faith point usage.
Not that they got a great faith ability, but still, that's A reason, if not a very strong one.
Also, 1/6 games is killpoints. less squads is better there.
Clearly I set the bar too low.
I think the best argument for large squads is the prevalence of first blood winning games. (I'm talking about core rule missions here)
Playing standard missions, first blood, line breaker, and slay the warlord are huge... Running 20 man fearless sister squads makes it MUCH harder to get first blood from you. Running with celestine helps us with slay the warlord and line breaker.
Rhinos/small units seem to be a liability in 6th ed more than anything else. Unless you reserve the rhinos/small squads to avoid first blood.
As far as the special weapons argument goes... This was a good argument in 5th ed (when MOAR melta was the theme) and holds some water still in 6th... but honestly having more bolters on the ground seems to be good also.
if you have a 10 sister squad out of the rhino they won't do much at all...
I think the best argument for large squads is the prevalence of first blood winning games. (I'm talking about core rule missions here)
Playing standard missions, first blood, line breaker, and slay the warlord are huge... Running 20 man fearless sister squads makes it MUCH harder to get first blood from you. Running with celestine helps us with slay the warlord and line breaker.
Rhinos/small units seem to be a liability in 6th ed more than anything else. Unless you reserve the rhinos/small squads to avoid first blood.
As far as the special weapons argument goes... This was a good argument in 5th ed (when MOAR melta was the theme) and holds some water still in 6th... but honestly having more bolters on the ground seems to be good also.
if you have a 10 sister squad out of the rhino they won't do much at all...
As much as I agree with FB being important, 10 vs 20 girls has nothing to do with First Blood. No one is going to take first blood off of a 10 girl sister squad. Not when there's Celestine, Exorcists, Dominions, etc on the board. Rhino? Sure. 10 Girl Sister Squad? No way. If they do? You probably just won the game anyways, so who cares.
I used to be really worried about FB but then got over it. Sisters need mech. Repressors help out a lot with that. The additions of Flat Out, etc help transports out a bit as well.
I completely agree with the last line though. Leave them in until you absolutely have to. Of course, 20 sisters really don't do that much out of a rhino either, but that's a different story.
Okay, so despite my best efforts in trying to only use models that I already own until GW give us some plastic, I'm gonna spend a little money so I can run Doms. I currently run 2 Seraphim squads at the mo, but want to switch them out for some Doms.
So how's best to run them? There seems two schools of though on the matter: 10 doms, with 4 meltas in rhino or 6 doms, with 2 meltas in MM immo.
I'll run through the pros cons I see quickly.
Either way you get a nice scout move to get you closer to the enemy 10doms gives more redundency as you can take more melta and have extra bodies to soak up wound. Downsides are you've got a shorter range, especially if you want that 2D6 goodness.
Smaller squad you're stillgetting the scout move, less special weapin shots, less wound sponge but you get a TLMM, which may be in range T1 after you've moved.
I run them one of three ways: - 5 Doms, 2 Flamers (optional Combi) in TL-MM Immo - 10 Doms, 2 Flamers, 2 Melta (optional Combi) in Rhino - 10 Doms, 2 Flamers, 2 Melta (optional Combi) in Repressor
I usually run:
5 women, 2 Melta, VSS w/ Combi-Flamer in a TL-MM Immolator
In 5th I ran
10 women, 3 Melta, 1 Flamer, VSS w/ Combi-Plasma in a Rhino
I like that particular load out for 10 women b/c one TL Flamer is usually good enough for all but the biggest horde units. The extra meltagun and the combi-plasma is good for popping MCs and gives you an extra boost against vehicles that NEED TO DIE.
pretre wrote: I run them one of three ways:
- 5 Doms, 2 Flamers (optional Combi) in TL-MM Immo
- 10 Doms, 2 Flamers, 2 Melta (optional Combi) in Rhino
- 10 Doms, 2 Flamers, 2 Melta (optional Combi) in Repressor
I went to make a list with Doms in an Immo (having run them 10 strong in a rhino for a while) and I forgot how expensive the freakin' Immolator is...
It's around 170 for 5 ladies, whereas you can fully kit out a 10 strong squad with a simulacrum for ~230. 80 points for an AV11 MM just does not seem remotely good these days...
I was initially thinking of running 5 ladies with Celestine, to get Celestine across the table all the faster with their scout move, but now I am strongly reconsidering just running another 10 strong unit and letting Celey foot slog it solo.
I've wondered about the advantage of the Immo over the Rhino. You lose 4 seats, but gain 3 HP and a heavy flamer. The cost of the TL-MM seems a bit more iffy in the trade.
CleansingFire wrote: I've wondered about the advantage of the Immo over the Rhino. You lose 4 seats, but gain 3 HP and a heavy flamer. The cost of the TL-MM seems a bit more iffy in the trade.
It depends on what you need. If you need to transport a squad of ten sisters, then you have to take a rhino. Cheap and haul 10 people. Maybe a little self repair action.
Immolators only carry 6 sisters and has either a TL heavy flammer, multi melta or heavy bolters. The normal sister squad can't go below 10 but Domminions can. Give em melta guns and run them up to the enemy's armor and watch hilarity ensue.
Yeah, it only works for transporting Celestians, Doms, Rets, or the Command Squad. I've been using them to run up and screen while the BSS slogs forward to the objectives.
Immolators are a little weird now. The TL-HF version used to be the bread and butter of a lot of Sisters armies. But since they robbed us of its ability to move 12" and shoot it's basically a TL-HF Razorback, and when was the last time you saw one of those?
The HB version is just a joke. We get the honor of paying a 65pts for what should be a 40pt vehicle. Yeah, re-roll to wound is nice but it's not even close to 25pts nice.
The TL-MM version is pretty much what we're stuck with. It's not bad, but it is pricey. Dominions need a ride and if you're taking a small squad, this is a no-brainer. The scout ability means that your MM will get to jack something before the tank gets popped.
For 5pts less Marines get TL Assault Cannons. I'd probably take that if I could.
I don't like Immo's anymore, for the price of TL-MM Immolator you can get Repressor. I think it's only viable transport vehicle at the moment for sisters.
meh_ wrote: I don't like Immo's anymore, for the price of TL-MM Immolator you can get Repressor. I think it's only viable transport vehicle at the moment for sisters.
I disagree. I am not saying Immolators are better than Repressors. But, for how I use them, I find the Imm's to be what I need.
I usually run 3 Dominion squads (only because my seraphim still need painted and put on their bases). I either run 3 squads of 5 with 2 MGs and a combi-plasma with TL-MM. Or I run two of those with 10 girls in a rhino/repressor (if FW is allowed).
The reason I like the TLMM is that it has a greater threat radius than the meltaguns. Both get 12" in the scout move. Both get 6" from the movement phase so we have 18" base plus:
Meltaguns - 6" disembark, 6" melta range gives us a total threat radius of 30" with double dice, 36" overall
Immolators get one shot (guaranteed twin linked) with a 12" melta range (30") but a 42" overall range.
So, right off the bat, I like the TL-MM Immolator because it takes away more board space that is "safe" on turn 1. This can have a very unnerving effect on your opponent while they are deploying. They may actually end up deploying key vehicles out of range just to keep them alive turn 1, allowing you to focus on other things that are in range.
Also, given that my faith in the Emperor is horrid, my dominions rarely seem to pass their acts of faith turn one. Immolators, while lowering my chance of guaranteeing something is dead (i.e. with 4 meltaguns), give me more options to kill different things. Plus, I ALWAYS run searchlights (which a rhino / repressor should do as well). So when it is night fighting, they shoot first (usually within 12" so no cover save bonus) and then light it up. This allows follow up shots from my exorcist which most opponents thought were "out of range" because of night fighting.
As for cost, yes the Immolator is more expensive than a rhino, but it has the chance to do so much more damage. But it is only 10 points more expensive than a repressor. And, if you are taking a repressor, than you are taking 10 girls and 4 special weapons. This puts the squad in the 220 point range instead of the 170-180 point range for a 5 girl squad. I am not saying one is better than the other. They just have different roles. I like to run my 10 girl squad with 4 flamers. They bat clean up and torch what's left after my melta squads pop people's rides. If you are going 2nd, I like to go over my army in advance. I make it very clear what my squads can do (as most people are not familiar with SoB). I make sure they are aware of all the special abilities so they don't feel like I am pulling something out of nowhere later. If I am going 2nd, I usually point to the 10 girls squad with flamers when I stress "and they can outflank as well." It tends to make your opponent not want to deploy on the sides anymore. And anything that disrupts what my opponents wants to do is usually a good thing.
Just my two cents.
P.S. One other thing to consider if you run the rhino / repressor variants. Add the hunter killer missile. It lets them join in on the fun turn 1. Most of the time, they are only moving 6" so they can stay with the Immolators and not get isolated. Its 10 points that nobody ever takes, but it does add one more str 8 ap 3 shot.
I can see the advamtages of both, it's coming out as a point heavy unit either way. Does anyone utilise the infiltrate shinanigans for Doms in an Immo or Rhino? If you can infiltrate 6" jump out and melt something it can be a potentially useful string to your bow. Does mean your coming in later though..
I think I'm leaning towards a full squad with 4 meltas in a rhino with a scrim imperialus - really need the AoF to go off and the extra melta although may serm like overkill will hopefully allow them to be a threat for longer and gives redundency when your target has a cover save (ala Tau disruption pods).
evildrcheese wrote: I can see the advamtages of both, it's coming out as a point heavy unit either way. Does anyone utilise the infiltrate shinanigans for Doms in an Immo or Rhino? If you can infiltrate 6" jump out and melt something it can be a potentially useful string to your bow. Does mean your coming in later though..
D
They don't have infiltrate. They have scout. So, you get a 6" redeployment on foot or a 12" if mechanized. Or, you can choose to outflank.
So went to a local tourney this past weekend (about 20 people attended). My first 40k tourney (i've only been playing 40k for about 2 months... still kinda new and haven't played against a lot of armies yet) it was a 2k with set terrain and basically out of the book scenarios. I'll post a bat rep in the bat rep section of the forum when I get around to putting vassal maps together. I felt that the list I brought fit together pretty nicely. Here's the list I went with:
Celestine
BSS 2x flamers, combi plasma, rhino w lights
BSS 2x flamers, combi plasma, rhino w lights
5 doms, 2x melta, combi melta, rhino w lights
7 seraphim 2x h.flamers, sup with power sword
7 seraphim 2x h.flamers
5 Rets, 4x h.bolters
Exorcist
Exorcist
Allies
Coteaz
3 plasma cannon servitors, 3 plasma henchmen, 1 psyker, 2 hot-shot las gun henchmen, 3 crusaders (axe)
4 DCA’s (axe/maul), 4 crusaders (axe) in a rhino
dreadknight with heavy incinerator, sword and teleport gadget
Played against a mechanized IG in the first round, a deamon lead by a great unclean on in the second round, then a space wolf player in the third round.
war wrote: Played against a mechanized IG in the first round, a deamon lead by a great unclean on in the second round, then a space wolf player in the third round.
Ended up winning the tourney.
Bet that surprised some folks. Good job!
Re: Repressors. The AV13 is ridiculously good. I'm running an AV spam list and it just is annoying for your opponent to disembark anything.
That is very similar to a list I plan on fielding at a tourny next month. I am breaking down and bringing in Coteaz and crew for some GK fun. It looks like a pretty mean list that most people would not see coming.
Green is Best! wrote: That is very similar to a list I plan on fielding at a tourny next month. I am breaking down and bringing in Coteaz and crew for some GK fun. It looks like a pretty mean list that most people would not see coming.
Jeremy V took Sisters and Coteaz to Nova and got third, iirc. He basically pioneered it. It is a good list, although you look to be missing a bastion.
St. C
2 BSS squads
3 Dominion squads in Imm (2 MG and combi-plasma)
3 Exorists
ADL w/ quad gun
Coteaz
6 acolytes (3 plasma, 3 hot shots) in razorback
3 MM servitors (with coteaz on the gun)
Vindacare Assassin
I would run the bastion, but the one I have is painted for Night Lords, not my SoB. So, my heresy will only allow me to go so far.
Coteaz is a necessary evil for me. I'd rather not have anything from the Grey Knights book, but i'm doing an inquisition theme and I wanted some henchmen. The dreadknight is pretty much what I wish the penitent engines were....
Automatically Appended Next Post: I tried running assassins (vindicare and callidus) and I wasn't all that impressed. The problem I had with the Vindicare was that his rifle is a 'heavy' weapon so if you want to move then you better be within 12" of your target or you'll miss out on that wonderful BS. Given, they're the best tank busters in the game (4d6+3 rending is crazy armor pen with AP 1) but you only get 6 shots at most in any game so you need to make them count. Also they only have 2 wounds and really only cover to keep them alive. My experience with them was that they got shot up far to quickly.
The Callidus was a different story. I like the flamer at S8 AP1 that rolls against leadership instead of toughness, but the deepstrike thing opens up all sorts of problems with interceptor weapons on the field. I only tried her twice, but she died far to quickly to make any difference and I felt I wasted the points I could have spent on a BSS.
Really?
I LOVE the vindicares, they are the main reason I almost went with GK (went tau in the end)
If a supplement that lets you spam assassins show up, I would build an army instantly. probably some assassin team, backed by "tenth company" style infantry.
evildrcheese wrote: Okay, so despite my best efforts in trying to only use models that I already own until GW give us some plastic, I'm gonna spend a little money so I can run Doms. I currently run 2 Seraphim squads at the mo, but want to switch them out for some Doms.
So how's best to run them? There seems two schools of though on the matter: 10 doms, with 4 meltas in rhino or 6 doms, with 2 meltas in MM immo.
I'll run through the pros cons I see quickly.
Either way you get a nice scout move to get you closer to the enemy 10doms gives more redundency as you can take more melta and have extra bodies to soak up wound. Downsides are you've got a shorter range, especially if you want that 2D6 goodness.
Smaller squad you're stillgetting the scout move, less special weapin shots, less wound sponge but you get a TLMM, which may be in range T1 after you've moved.
So what does everyone else do?
D
Currently, I'm running my Doms as:
5 Doms, 2 x Melta, Combi-Melta in a TL-MM Immo.
I've gotten good mileage out of my TL-MM Immos. They also provide decent (not good or great, but still decent) AA option in a pinch. I really should decorate the one that managed to take down that Helldrake in one shot...
People (online people that is.... maybe its just one person with lots of online names and lots of time to type in many different forums...) seem to whine a lot about flyers and how hard they are to shoot down. I haven't faced a cron-air list or anything like that but I've had an awful lot of success with doms and plasma that are twin linked. Given, it's not as good as a skyfire battery, but do sisters happen to fall into a weird niche where flyers are more vulnerable because of all the twinlink/reroll 1's ect? Is twin link that rare in the other armies codex?
war wrote: People (online people that is.... maybe its just one person with lots of online names and lots of time to type in many different forums...) seem to whine a lot about flyers and how hard they are to shoot down. I haven't faced a cron-air list or anything like that but I've had an awful lot of success with doms and plasma that are twin linked. Given, it's not as good as a skyfire battery, but do sisters happen to fall into a weird niche where flyers are more vulnerable because of all the twinlink/reroll 1's ect? Is twin link that rare in the other armies codex?
Well for most SM varieties, TL weapons come on Razorbacks, Land Raiders, and with Vulcan for C:SM. With the change to 6th, I haven't seen as many MSU Razorback SM lists of any variety really. Land Raider see some play, but generally not the versions with TL Lascannons. Vulcan would probably be the most common way of TL weapons for C:SM. Oh and I guess some variety of Dreadnaughts, but I've seen them less in 6th too. Psyflemen Dreads still see some play and would be an alright AA choice. But, all variety of SM also now have access to flyers themselves or just ally with IG for Vendettas for a much better AA option. SoB also have the option of IG allies. We also have FW options, assuming FW is accepted/allowed in your area. Personally, I don't make targeting flyers my first priority with any of my shooting really, but sometimes one has nothing better to shoot at so one might as well take the chance.
war wrote: People (online people that is.... maybe its just one person with lots of online names and lots of time to type in many different forums...) seem to whine a lot about flyers and how hard they are to shoot down. I haven't faced a cron-air list or anything like that but I've had an awful lot of success with doms and plasma that are twin linked. Given, it's not as good as a skyfire battery, but do sisters happen to fall into a weird niche where flyers are more vulnerable because of all the twinlink/reroll 1's ect? Is twin link that rare in the other armies codex?
With non-skyfire weapons it can be tricky to take aircraft down without weight of fire.
But even then, taking out 1-2 isn't necessarily a massive problem for most armies even without Skyfire (average 30-40 shots to take out an aircraft assuming 4+ to glance).
But when you face down 3-9 planes, it can often be hard.
I mean, they won't have much on the ground, and you can own the field, but they will own the air, and after a few turns all you can really do is hunker down and hope you can outlast the planes / take down enough they have nothing on the board at the end of a turn.
As mentioned, a single jet or two can be focused out of the sky with mass of fire, big airforces are getting out of hand though.
HOWEVER, sisters do have a slight advantage over some armies, because they often got plenty of TL guns on the field, and TL guns are the best way to score hits on aircraft without skyfire.
And when shooting at aircraft, the hit counts the most, the armor is usually light enough that even simple weapons threat it.
war wrote: . .... I haven't faced a cron-air list or anything like that ....
I'm still having flashbacks from that one. It was brutal. I still almost pulled out a draw until my dice failed me in epic fashion (rolled snake eyes for move through cover then another one for my run) at THE critical moment, but such is 40k....
To learn about 6th ed I took my SOB army to my local game store for a game. The employer there said he'd show me the ropes...and brought out his tournament air cron army and tabled me so fast that I didn't even get to use all my units. Thanks guy, that'll keep me coming back for more games with all the fun I had and lessons learned. Beginner instruction: Fail.
Now fluff wise my SOB hate crons with a more than usual burning passion.
pretre wrote: Amusing thing that usually takes out planes for me? Exorcists. S8 AP1 just seals the deal.
I thought about trying it, but I was using them to kill off his wraiths. I probably should have shot at the sky, but I was afraid I would roll a one on my d6 roll for shots. Maybe next time, I will try that instead.
pretre wrote: Amusing thing that usually takes out planes for me? Exorcists. S8 AP1 just seals the deal.
I thought about trying it, but I was using them to kill off his wraiths. I probably should have shot at the sky, but I was afraid I would roll a one on my d6 roll for shots. Maybe next time, I will try that instead.
Don't get me wrong. It is not reliable. It is just hilarious when it happens. Wraiths were probably a better target. Own the ground.
Wraiths are great targets for anything s8+ due to insta-killing them. Sure, you'll hit their shield a lot of the time... but you only have to hit once to kill one.
Last time I fought Necrons ( I posted a battle report here somewhere) I used my exorcists to shoot wraiths. It was like they were made for it. "Oh, two wounds? That's cute." BOOM!
MWHistorian wrote: Last time I fought Necrons ( I posted a battle report here somewhere) I used my exorcists to shoot wraiths. It was like they were made for it. "Oh, two wounds? That's cute." BOOM!
Theese are the kind of posts that keeps me clinging to this thread, never fails to crack me up xD
Ailaros' KhorneCSMlist and how he plays has got me rethinking about applying the same to SoB and blobs. Kyrinov would be a must for Fearless, as would St. Celestine. It does have me thinking.
I think there's a lot of goodness that could be extracted from putting Kyrinov in an infantry heavy Guard army, but I think most Guard players don't have the models to do it and don't care to pay the 200pt "Sister Tax" for allying. Similarly I don't think most Sisters players have enough IG models to make it work either.
Yeah this must be my favourite thread on dakka. Until a rumour thread with pictures of a plastic kit anyway
Anyway. 4th game last night. First loss (Boo!). Great game though against the new eldar, lost 5 to 3. The missionwas Crusade on the diagonal set up.
He was running a min troop list at 1500 but he had 2 wraithknights, a wraithlord, some fire dragons in a wave serpent a vider, guardians, aspect warriors the sniper dudes (pathfinders?) all led by a farseer.
His game plan was to hold his objectives and use he vehicles and high T to push me off my objectives. I managed to hold my own but failed inpushing him off his. Mainly due to the fact whenever celestine died one of his wraithknight would assault a bss, win the combat and use its high Ito win the chasedown.
The game ended end of turn 5. If it had gone on and Celestine had comeback again I reckon I could have maybe won.
Again Celestine the Rets and Exorcists carried me through the game, and Wraithknights don't worry me when I've got my Sisters anyway...I do worry about Riptides though I was watching a game after with double Riptides and they were horrid. 2+/3++ with FNP. Gross. How do people deal with these suckers?
MWHistorian wrote: Last time I fought Necrons ( I posted a battle report here somewhere) I used my exorcists to shoot wraiths. It was like they were made for it. "Oh, two wounds? That's cute." BOOM!
My crisis suits want to raise an objection, wraiths might be a good target, but suits are outright hosed.
MWHistorian wrote: Riptide, huh? I would like to see what a swarm of Repentia would do to one.
Trouble is how do you get them their? Can't take a squad of more than 10 jf you want a vehicle, even then we don't have access to assault vehicles so you have to weather atleast 1 round of shooting and even then they'll probably have jsj away. Repentia are too fragile to try and chase them down,, it looks like the answers are the usual then Exorcists and Rets.
Amerikon wrote: I think there's a lot of goodness that could be extracted from putting Kyrinov in an infantry heavy Guard army, but I think most Guard players don't have the models to do it and don't care to pay the 200pt "Sister Tax" for allying. Similarly I don't think most Sisters players have enough IG models to make it work either.
No, no, no good sir. You misunderstood me. I meant with using SoB blobs. 20 woman BSS.
To Take away from Ailaros' list, we'd have Kyrinov and St. Celestine as replacements for Huron and the Khorne CSM Lord (Granted hardly "replacements" but you know what I mean). Instead of 20 man Khorne Berserker squads, we'd use 20 woman BSS (made Fearless by the aforementioned Kyrinov and/or St. Celestine). As far as a "substitution" for Obliterators, DSing Seraphim could work (we'd just have to be more risky with our DS to accomplish the same). I can't think of a good way to replicate the Terminators (or Huron's Warlord Trait for that matter) hence why I'm still toying around with the idea. Maybe large squads of Repentia?
Anyway, it is more the idea of replicating Ailaros' battle plan more than anything by going for the draw on the primary missions and winning on secondary with First Blood, etc. that had intrigued me to consider doing the same but with SoB using such "unorthodox" tactics and units (such as 20 woman SoB blobs).
Amerikon wrote: I think there's a lot of goodness that could be extracted from putting Kyrinov in an infantry heavy Guard army, but I think most Guard players don't have the models to do it and don't care to pay the 200pt "Sister Tax" for allying. Similarly I don't think most Sisters players have enough IG models to make it work either.
I have a hundred or so guard (maybe 150) and a bunch of vehicles. I love combining guard and sisters.
I lost Horribly...Horribly in my last sisters game against Eldar. He asked if he could use IA eldar units, just 3. I said sure. We set up. I did my shooting trying to kill the wraithknight walking up the middle. next turn he doesnt even move. then shoots me with 3 seperate D large blast weapons. I got jipped. Was told i dont get any armor save, cover save, or invuln save. one hit 2 of my exorcist. they were gone. i lost nearly 1100 out of 1500 points first turn. yeah...got I suckered into that one.
What unit did he use? You still get Invun saves. Destroyer weapons are also Apoc Specific, so using them isn't just requesting use of Forgeworld, it'd need specific permission to use Apoc rules.
That is way too obvious. Next time he is around, ask to look at one of those models. While you are holding it, have an accomplice bump into you so you can drop it onto the floor. Then, have another accomplice accidentally drop a safe onto it.
If you know other 40k players in your local gaming community, warn them all about this guy. It will send him clear message once everyone repeatedly turns him down for games.
I've wanted to give Repressors a spin for a while, but I couldn't really get past the fact that the official kit is not so much a Repressor as it is a Rhino with a dozer blade. I've been looking for an acceptable stand in for a while, and gave up about two days ago. And then, this morning, from the Ramshackle Games kickstarter webpage, here is the Rhebok:
I love Ramshackle's aesthetic and I just threw down for a thrio of these monsters. Now I need to rewrite my list to upgrade my BSS rhinos to Repressors. Has anyone here gotten any games in with the new Repressor rules? They seem like a good upgrade from Rhinos, on paper, but how does that translate to the game?
pretre wrote: 2) How does the size of the Rhebok compare to the FW Repressors or GW Rhino?
Looking at their pictures and estimating from the little ruler, the Rhebok is 90mm wide byt 120mm long. I checked out a Rhino (Immo actually but same deal) and it's 75mm wide by 115mm long. So it should be pretty darn close. Certainly close enough to use in-game.
Given that these things are basically a two-fer compared to the Forgeworld model, it's a pretty damn compelling model.
Hi folks, I'm a noob returning to the game after not playing for over five years. SOB is the army closest to my heart and I left it in a half-finished state when I last set it down.
I have a few questions if you don't mind answering!
-I still have, boxed and unopened, nine Penitent Engines. My idea before I "got busy with life" five years ago was to run all nine in one army. They seemed like such a badass and fluffy unit. I am really curious what the growing sentiment is toward Penitent Engines now under the new "codex" and 6th Ed. I haven't played a game of 6th Ed yet (want to build my army first, hence these questions). Should I even remotely consider building these things right now and fielding them? are squads of 3 Penitent Engines just asking to get owned by flyers (who I have a vague understanding of, apparently they drop a lot of high-power ordinance?)
-Allies. I see a lot of allied lists all over this forum. I've got nothing against it, but I very much like the idea of pure SOB. Is there any rules-wise bonus for NOT using allies?
-Saint Celestine. I just gotta say, this is and will always be the coolest unit in the entire game. I am *really* looking forward to playing simply for the ability to use her again.
-Repressors. I see some reference to these: are they standard for the SOB army list, or would you need the opponent's permission to play Forgeworld models?
Personally, I love Penitent Engines, but opinions vary.
I'll send you a treat in the morning
To the thread at large:
The Sisters extended link in my sig works now!
Plese comment and review.
I've opened with some Repentia stuff, and will move on to options discussed in this thread (and others) later on!
pretre wrote: 2) How does the size of the Rhebok compare to the FW Repressors or GW Rhino?
Looking at their pictures and estimating from the little ruler, the Rhebok is 90mm wide byt 120mm long. I checked out a Rhino (Immo actually but same deal) and it's 75mm wide by 115mm long. So it should be pretty darn close. Certainly close enough to use in-game.
Given that these things are basically a two-fer compared to the Forgeworld model, it's a pretty damn compelling model.
Awesome. I'm in for 3, once he gets back to me on shipping.
Anyone know how much shipping for those would be to the UK? Can't make kickstarter work on my phone, but holy crap, those things might just enough to convince me to make a full sisters force.
Walkers in this edition aren't really the way to win. I would think of them as moblie heavy flamer platforms against anything that had grenades. 11 armor is very easy to crack and they seem to drop fast. Their shield helps some, and that they don't care about 'stunned' or 'shaken' results is somewhat cool... but open topped makes them easy to blow apart.
Summery: fun to play with, excellent model, not competitive (my opinion)
If they were 'fast' somehow, or had better armor, or had torrent flamers then they would be awesome.
Yeah, I love PE's, but they're not competitive. Try sending them against a group of Necrons with their guass guns on overwatch. If they get into close combat, they're amazing....until the other guys hit back. But the problem is getting them into cc.
Yeah Pentient Engines aren't fantastic, especially since they're competing in the heavy slot with exorcists and rets. If they were a fast choice and were more likely to deliver its duel H Flamer payout before getting blown to pieces.
I bet running 9 would be super fun though, though I doubt they'd earn their points back.
Mr. Bombadidaloo wrote: Hi folks, I'm a noob returning to the game after not playing for over five years. SOB is the army closest to my heart and I left it in a half-finished state when I last set it down.
Welcome back! You will find a wealth of SoB knowledge in this thread!
Mr. Bombadidaloo wrote: -I still have, boxed and unopened, nine Penitent Engines. My idea before I "got busy with life" five years ago was to run all nine in one army. They seemed like such a badass and fluffy unit. I am really curious what the growing sentiment is toward Penitent Engines now under the new "codex" and 6th Ed. I haven't played a game of 6th Ed yet (want to build my army first, hence these questions). Should I even remotely consider building these things right now and fielding them? are squads of 3 Penitent Engines just asking to get owned by flyers (who I have a vague understanding of, apparently they drop a lot of high-power ordinance?)
Yes and no. I find that without decent other threats, Penitent Engines go down fairly quickly. They lost a good chunk of possible movement and gained only a modicum of survivability with the change to the WD Codex. They will still tear up most non-dedicated CC units, but good luck getting them there.
Mr. Bombadidaloo wrote: -Allies. I see a lot of allied lists all over this forum. I've got nothing against it, but I very much like the idea of pure SOB. Is there any rules-wise bonus for NOT using allies?
I am also a fan of running my SoB "pure" with no allies. There really isn't much benefit from doing this other than pride. Some will insist that for SoB to really be the most competitive that they can be, that they need to take allies. This may be true to an extent, but I and others still do without allies. It's really up to each person to decide.
Mr. Bombadidaloo wrote: -Saint Celestine. I just gotta say, this is and will always be the coolest unit in the entire game. I am *really* looking forward to playing simply for the ability to use her again.
If you last played with her from C:WH, prepare to have your socks knocked off. St. Celestine is point for point one of, if not the, best HQs/Warlords right now. She is just simply amazing. She may not single-handedly win you the game, but she so damn good.
Mr. Bombadidaloo wrote: -Repressors. I see some reference to these: are they standard for the SOB army list, or would you need the opponent's permission to play Forgeworld models?
Since 6th dropped, there has been a greater acceptance of FW models/units overall. Repressors are not part of the "normal" 40kSoB list. With that said, check with your local gaming group/FLGS/TO about the use of FW. Long and short of it is some areas do, some do not. I'd venture to say most tournament events still don't allow FW or as a limited option. Again check with your regular opponents/TO. Good luck to you and your SoB!
Thanks for the great answers gentlemen. I think I will keep those Penitent Engines boxed until their rules change. It sounds like Exorcists fill a lot of gaps the army has currently; I wish there was a way they could use a faith test to reroll the dice for how many shots they get each turn :-) So is my understanding correct that PEs no longer get that "fleet" move during the shooting phase? Also, how hard is it for the opponent to stick a grenade on one? I take it regular krak/frag grenades now allow units to use them in combat for attacks too?
I currently have 3 squads of 6 Seraphim as the "core" of my army, with Celestine at the helm. I have two squads of regular sisters and a rhino, and then six death cult assassins and a callidus assassin. I understand that I cannot use the latter anymore (without allies) and the death cult assassins need to be part of a retinue. When I had last put the future list to thought, the plan was 3 troops of ten ea with 3 rhinos, moving forward with Seraphim behind them and all nine penitent engines behind those, with the goal of the rhinos granting everyone a cover save as they advance. Does that still work under 6th Ed? What would the cover save be from the Rhinos?
Mr. Bombadidaloo wrote: Thanks for the great answers gentlemen. I think I will keep those Penitent Engines boxed until their rules change. It sounds like Exorcists fill a lot of gaps the army has currently; I wish there was a way they could use a faith test to reroll the dice for how many shots they get each turn :-)
Exorcists and Retributors both can fill some gaps now. I find that the randomness of the Exorcists becomes more acceptable with the more you run, but if you want something a bit more reliable, HB Retributors do a fine job.
Mr. Bombadidaloo wrote: So is my understanding correct that PEs no longer get that "fleet" move during the shooting phase? Also, how hard is it for the opponent to stick a grenade on one? I take it regular krak/frag grenades now allow units to use them in combat for attacks too?
Unfortunately, Dakka is not a replacement for either C:SoB, nor the 6th Edition BRB. For various reasons we cannot give out full scale rules, and those questions can easily be answered by referencing both. I know that the WD C:SoB can be particularly difficult to obtain, but at least one forum member already offered their assistance in this matter. As far as the BRB, if you haven't already picked one up, I'd suggest getting one of the mini BRB from the Dark Vengeance set for fairly cheap on ebay or such. I don't mean to come off as sounding rude but we do like to keep the GW lawyers from "coming down on this operation" so to speak . If you still have questions on rules you do not understand after reading the BRB, Codex, and/or FAQs, then feel free to ask here or YMDC and we'll do our best to answer.
Mr. Bombadidaloo wrote: I currently have 3 squads of 6 Seraphim as the "core" of my army, with Celestine at the helm. I have two squads of regular sisters and a rhino, and then six death cult assassins and a callidus assassin. I understand that I cannot use the latter anymore (without allies) and the death cult assassins need to be part of a retinue. When I had last put the future list to thought, the plan was 3 troops of ten ea with 3 rhinos, moving forward with Seraphim behind them and all nine penitent engines behind those, with the goal of the rhinos granting everyone a cover save as they advance. Does that still work under 6th Ed? What would the cover save be from the Rhinos?
Yes that can work but here are some of the problems you may be facing with that. You'd have 12 vehicles total all AV 11, with 9 of those open-topped and also in squadrons. Any dedicated AT could easily take out your lead Rhinos, thus "clogging up" your lanes of advancement for the Penitent Engines with your own wrecked/destroyed Rhinos and now disembarked, possibly pinned, troops. Also, your Penitent Engines are strictly slower than your Rhinos, if you intended to keep your stuff close. Barring Night Fighting or the like, cover took some hits in 6th with most things these days only granting a 5+ cover save, such as in your case of Penitent Engines behind your Rhinos (provided they would get a cover save at all depending on where the shooting came from). However, each game is different, each board is different, and each opponent is different. You may be able to make that work against an unsuspecting opponent or with enough LOS blocking terrain, etc. I don't want to really come off as negative. Always remember it is your list and you can run it how you see fit.
Unless you're playing really competitively, take as many Penitent Engines as you want. Hell, you paid for them, might as well break em out!
With the Seraphim, I'd recommend taking full size squads. 6 or 7 was the ideal size with the Witch Hunters book, but now they're cheaper and maxing the squad gives you more guns and more bodies to protect your flamers.
Intervening models give 5+ cover. It's not quite as good as it used to be.
Automatically Appended Next Post: A fun list with lots of Penitent Engines might be something like this:
FAST ATTACK Dominions - 10 Women, 3 Meltaguns, 1 Flamer, VSS with Combi-plasma, Repressor
Dominions - 10 Women, 3 Meltaguns, 1 Flamer, VSS with Combi-plasma, Repressor
Dominions - 10 Women, 3 Meltaguns, 1 Flamer, VSS with Combi-plasma, Repressor
HEAVY SUPPORT 3x Penitent Engines
3x Penitent Engines
2x Penitent Engines
That's 2000pts. If you wanted to get really silly you could swap out one of the Troops squads to put the other two in Repressors. The Scouting Dominions would be a pretty credible threat that could possible take some pressure off the Engines and give them at least a chance at getting to the enemy. It's pretty "all or nothing" but it'd probably be fun to play.
I'm going to try and do reports for all the games I play here on out, so if there is anything in particular you would like to see more (or less) of, definitely let me know!
Marthike wrote: I don't really know how 6th ed did to sisters of battle, are immolators for dominons and rhinos for SOB and exocist the still net list?
I would like to know are the repressors worth it? Av13 spam can be very nice.
We've got pages of discussion on these topics.
Immos are mostly for Dominions (if you run 5) although Rhinos also work for Doms. Rhinos are also good for BSS.
Repressors are totally worth it right now. Great for BSS or Doms.
Marthike wrote: I don't really know how 6th ed did to sisters of battle, are immolators for dominons and rhinos for SOB and exocist the still net list?
I would like to know are the repressors worth it? Av13 spam can be very nice.
We've got pages of discussion on these topics.
Immos are mostly for Dominions (if you run 5) although Rhinos also work for Doms. Rhinos are also good for BSS.
Repressors are totally worth it right now. Great for BSS or Doms.
Thx, I was kinda scared to read all 100+ pages lol, it might take me even days to read it all do I just asked for a quick answer.
Yeah I proxied a list with immolator with MM with dominons and BSS in rhinos and 3 exocist. Used to have assassin when they were in fashion but I guess 6th ed with tank nerf, Assualt nerf they are not that competitive anymore but that saint now seems to be very good.
Marthike wrote: Thx, I was kinda scared to read all 100+ pages lol, it might take me even days to read it all do I just asked for a quick answer.
Read backwards for a bit until you get bored.
Yeah I proxied a list with immolator with MM with dominons and BSS in rhinos and 3 exocist. Used to have assassin when they were in fashion but I guess 6th ed with tank nerf, Assualt nerf they are not that competitive anymore but that saint now seems to be very good.
Time to think up a av13 spam list
Yeah, if you want pure sisters, try something like this:
St C
BSS with MM and Repressor x2
BSS with Melta/Flamer and Repressor
3 x Exo
10 Doms in Repressor
5 Doms in Immo x2
Marthike wrote: Thx, I was kinda scared to read all 100+ pages lol, it might take me even days to read it all do I just asked for a quick answer.
Read backwards for a bit until you get bored.
Yeah I proxied a list with immolator with MM with dominons and BSS in rhinos and 3 exocist. Used to have assassin when they were in fashion but I guess 6th ed with tank nerf, Assualt nerf they are not that competitive anymore but that saint now seems to be very good.
Time to think up a av13 spam list
Yeah, if you want pure sisters, try something like this:
St C
BSS with MM and Repressor x2
BSS with Melta/Flamer and Repressor
3 x Exo
10 Doms in Repressor
5 Doms in Immo x2
It's a lot of AV13.
I remember it used to be just min troops but I guess now I guess you need a lot more troops to take all the objectives in each mission.
I like that list it's pretty much all you can do when trying to spam av13 lol
Doms are probably one of the best unit for the sisters. Not sure if your list is 1750 1850 or 2000 my local meta only goes up to 1750
I remember it used to be just min troops but I guess now I guess you need a lot more troops to take all the objectives in each mission.
I like that list it's pretty much all you can do when trying to spam av13 lol
Doms are probably one of the best unit for the sisters. Not sure if your list is 1750 1850 or 2000 my local meta only goes up to 1750
That's 1750 and you do need troops.
I prefer a mix of Sisters and Guard. I'm running this in a week or two at a 4 round tournament (1850):
Saint Celestine
Battle Sister Squad (10) w/ Multi-melta, Bolt Pistol / Chainsword - Repressor
Battle Sister Squad (10) w/ Multi-melta, Bolt Pistol / Chainsword - Repressor
Dominion Squad (10) with 2x Melta, 2xFlamer in Repressor
Exorcist
Exorcist
Exorcist
Vengeance Weapon Battery (2) w/ Battlecannons
CCS with 4 Melta
Veterans with AC/GL, Chimera (ML/HF)
Veterans with AC/GL, Chimera (ML/HF)
Vendetta
I prefer a mix of Sisters and Guard. I'm running this in a week or two at a 4 round tournament (1850):
Vengeance Weapon Battery (2) w/ Battlecannons
I am VERY curious to hear how these perform for ya. Have you played any practice games with them?
Nope. I haven't had time or anyone to play with recently (I basically can only play at my house most weeks). I'm just going to wing it.
Yeah, I'm rather interested in how it'll work out.
It's a LOT of points (170) for 2 buildings you have practically zero control over that your opponent gets to dictate what gets hit with it. For 80-120 points extra, you get the Fortress of Redemption with up to 4 Heavy Bolters (8HB rets? I'm looking forward to trying that one day. )
Which reminds me, I need to design and build a Dark Eldar and Tau Aegis / Bastion / Fortress... Maybe once I can get the Strongpoint + Fortress.
its ashame that you'll never get all 8 HB's from the fortress, but usually you'll get 2 extra. 6 HB with rending is an awful lot of firepower thrown at something. The protection isn't bad either.
i've been up in the air for a while about which is better, a fortress with a quad... or an ADL with a quad. I clearly lack AA support so i'm trying to decide which to add to my list.
war wrote: Line of sight, 1 per corner so generally you'll only get 2 per shooting round
Are you sure you aren't thinking of the Bastion which has 4 pre-emplaced Heavy Bolters, one on each facing, rather than the Fortress where you can place the Heavy Bolters where you please?
I was thinking either top of the tower, or along the top of the walkway.
that is correct, I thought you were talking about the bastion. I was wondering how you got all the HB's on one side... creative modeling was my best guess.
Fortress isn't something that I assume anyone really uses on a regular basis. Its kinda big
I used the Fortress for the first time recently on Vassal.
Pretty awesome actually, and I look forward to getting one irl.
Expensive, but then it's 4 AV14 buildings, with a Large Blast Missile Launcher and a TL Icarus Lascannon.
Automatically Appended Next Post: Also, I don't know if this has been brought up before, but while looking in the White Dwarf codex to finally start reading up on the fluff of the army I've spent so much time working on, I noticed this:
Quality work as always from Games Workshop.
Ovion wrote: Also, I don't know if this has been brought up before, but while looking in the White Dwarf codex to finally start reading up on the fluff of the army I've spent so much time working on, I noticed this:
Quality work as always from Games Workshop.
Yeah, almost two years ago when we got the first half of the Codex. Damn, has it been two years nearly already?
At least you can tell they spent a lot of thought and effort into that codex and....oh wait....never mind. That's right. They didn't care and just threw out whatever the intern came up with.
As much as it stings that we didn't get a real codex and the desperately needed plastic kits those years ago (I even remember the rumours of the kits for tje BSS with veiled superiors which looked great; according to the rumours anyway),I haven't found the WD dex too bad - my only real complaint is the removal of the Inquisitor units, as I was drawn to Codex WH afer reading the Eisenhorn books.
Has anyone tried using the new forfications? Like the vengeance weapon battery with battle cannons? Cause I was thinking of using them with av 13 spam.
Saint Celestine: 115
3x10 Battle Sister with 2 flamers and melta bomb in a repressor: 645
6 Seraphim’s with 2 Hand Flamers and Melta Bomb: 140
2 Exorcist Tanks: 270
1 Avenger: 150
2 Vengeance Weapon Battery with Battle Cannons: 170
Necrosis wrote: Has anyone tried using the new forfications? Like the vengeance weapon battery with battle cannons? Cause I was thinking of using them with av 13 spam.
Saint Celestine: 115
3x10 Battle Sister with 2 flamers and melta bomb in a repressor: 645
6 Seraphim’s with 2 Hand Flamers and Melta Bomb: 140
2 Exorcist Tanks: 270
1 Avenger: 150
2 Vengeance Weapon Battery with Battle Cannons: 170
I remember it used to be just min troops but I guess now I guess you need a lot more troops to take all the objectives in each mission.
I like that list it's pretty much all you can do when trying to spam av13 lol
Doms are probably one of the best unit for the sisters. Not sure if your list is 1750 1850 or 2000 my local meta only goes up to 1750
That's 1750 and you do need troops.
I prefer a mix of Sisters and Guard. I'm running this in a week or two at a 4 round tournament (1850):
Saint Celestine
Battle Sister Squad (10) w/ Multi-melta, Bolt Pistol / Chainsword - Repressor
Battle Sister Squad (10) w/ Multi-melta, Bolt Pistol / Chainsword - Repressor
Dominion Squad (10) with 2x Melta, 2xFlamer in Repressor
Exorcist
Exorcist
Exorcist
Vengeance Weapon Battery (2) w/ Battlecannons
CCS with 4 Melta
Veterans with AC/GL, Chimera (ML/HF)
Veterans with AC/GL, Chimera (ML/HF)
Vendetta
evildrcheese wrote: As much as it stings that we didn't get a real codex and the desperately needed plastic kits those years ago (I even remember the rumours of the kits for tje BSS with veiled superiors which looked great; according to the rumours anyway),I haven't found the WD dex too bad - my only real complaint is the removal of the Inquisitor units, as I was drawn to Codex WH afer reading the Eisenhorn books.
D
While I didn't like the SOB tied to the inquisition, those inquisitorial retinues added a whole lot of conversion possibilities that were just plain awesome.
evildrcheese wrote: As much as it stings that we didn't get a real codex and the desperately needed plastic kits those years ago (I even remember the rumours of the kits for tje BSS with veiled superiors which looked great; according to the rumours anyway),I haven't found the WD dex too bad - my only real complaint is the removal of the Inquisitor units, as I was drawn to Codex WH afer reading the Eisenhorn books.
D
While I didn't like the SOB tied to the inquisition, those inquisitorial retinues added a whole lot of conversion possibilities that were just plain awesome.
They were also a cheap scoring gretchin unit, which was useful for guarding home objective.
So I had a couple games yesterday figured i'd post something about them.
500 pts vs. eldar:
Celestine tanked about 50 S6+ shots during this game, went down about 3 times and came back up every time.
750 pts vs. tau:
Celestine tanked something like 200 shots during this game. One turn alone some outflanking kroot were in range of an etheral and shot something like 80 shots at her and her unit. She survived that with her unit mostly intact. Eventually went down to a railhead i believe, but came back up 2 turns later.
I also played against my favorite Necron opponent. (arch nemesis) First game St. Celestine had her Seraphim killed off and got tar-pited by endless scarabs.
Second game, her and the Necron Lord got into a huge slap fight that went on until the end of the game. No winner.
Malkyr wrote: Are you going to replace those with the Rhebok APCs or just have 6 Repressors?
Also did you ever hear back from them on the shipping for multiples?
I magnetized the penitent shields on the front and the dozers are removable so they can go back to being immolators. I will eventually replace them with Rheboks. The shipping is per each so they are basically 19 pounds each. Which is still a pretty good deal. Works out to a little less than $90 for 3.
Automatically Appended Next Post:
war wrote: She's got to be the best HQ in the game.
Ok thanks. I figure when starting a Sisters army that needs to be my first purchase!
Are Ebay, Bartertown, and the GW website the only places to get Sisters stuff now? My LGS and the discounted online retailers I know of don't have any.
Malkyr wrote: Ok thanks. I figure when starting a Sisters army that needs to be my first purchase!
Are Ebay, Bartertown, and the GW website the only places to get Sisters stuff now? My LGS and the discounted online retailers I know of don't have any.
Direct and second-hand are the only ones. No retailers have them that I am aware of.
sometimes I will get lucky and find one in the back of a shop with a hundred years of dust on top of the box. If you do find something like that keep the dust on the top and ask for a discount on the figure that clearly isn't selling (blow the dust off while you ask the question). So far it has worked twice for me.
Took a 500 point fluff list to Games Day and the Sisters of the Ebon Chalice performed well. They assisted the Dark Angels against the forces of Chaos during one of the "demo" games. I took a list of pure sisters with bolters and flamers:
Canoness with combi-flamer
Command Squad (6) with Blessed Banner and flamer
BSS (10) with 2 flamers
Seraphim (5) with 2 hand-flamers
Fortunately, the immediate enemy consisted of zombies (20), cultists (10), chaos spawn (3), and Typhus. A Ravenwing squad was on my right flank to occupy the Defiler. My left flank was left open to the Chaos terminators when the DA terminators had a catastrophic deep strike.
At the end of 4 rounds, two surviving Seraphim were holding an objective against the defiler while Canoness Jondar stood toe-to-toe with Typhus (the Emperor's grace was with the sisters as Typhus kept self-inflicting wounds with his manreaper.) The BSS was destroyed by the Chaos terminators and the Dialogus fell the zombies.
In the end the Sister of the Ebon Chalice gained 3 points (for the objective) and only surrendered 1 point (loss of BSS.)
While not competitive, it was lots of good fun, and the Sisters looked good on the field, fluff and all.
Buty the Immo kit but don't glue the turrents on so you can run them as Rhinos or Immos depending on your list to start with I'd suggest...
Played my 5th game last night and squeaked a win against Tau. It was The Relic with Hammer and Anvil set up. All those high S weapons really put the hurt on me - he was nearly always wounding on a2+ and it tok me 3 turns to get rid of half his marker lights and the one's he had left were connected to his warlord and hitting on a 2+ so he was still stripping cover and increasing his BS.
Celestine really carried me throughout the game, if it wasn't for her I probably would've been tabled by T3 but she kept coming back and soaking up fire. I only managed to win because i kept a bss squad in a rhino with my Rets and then made a mad dash for the relic and we had to end the game at he end of T5 anyway. If it had contintinued I'm not sure I could've held it but a it's still a win
The lowcpoint of my game was probably my exorcists which pretty much whiffed every round of shooting - one round I got 7 shots between my 2 exorcists (about average) and every shot missed. Rets were pretty good as usual - seraphim were okay but the bss puled their weight when they got involved and obviously won me the game by grabing the relic at the end.
It was a good match but Tau are a hard match up for Sisters, you really need to try and get rid of the markerlight units as fast as possible but even that is easier said than done. I pretty much ignored the riptide throughout and yes it did put some serious hurt on me I tried to stay focused on getting his markerlights and troop choices.
evildrcheese wrote: Buty the Immo kit but don't glue the turrents on so you can run them as Rhinos or Immos depending on your list to start with I'd suggest...
Played my 5th game last night and squeaked a win against Tau. It was The Relic with Hammer and Anvil set up. All those high S weapons really put the hurt on me - he was nearly always wounding on a2+ and it tok me 3 turns to get rid of half his marker lights and the one's he had left were connected to his warlord and hitting on a 2+ so he was still stripping cover and increasing his BS.
Celestine really carried me throughout the game, if it wasn't for her I probably would've been tabled by T3 but she kept coming back and soaking up fire. I only managed to win because i kept a bss squad in a rhino with my Rets and then made a mad dash for the relic and we had to end the game at he end of T5 anyway. If it had contintinued I'm not sure I could've held it but a it's still a win
The lowcpoint of my game was probably my exorcists which pretty much whiffed every round of shooting - one round I got 7 shots between my 2 exorcists (about average) and every shot missed. Rets were pretty good as usual - seraphim were okay but the bss puled their weight when they got involved and obviously won me the game by grabing the relic at the end.
It was a good match but Tau are a hard match up for Sisters, you really need to try and get rid of the markerlight units as fast as possible but even that is easier said than done. I pretty much ignored the riptide throughout and yes it did put some serious hurt on me I tried to stay focused on getting his markerlights and troop choices.
D
Sounds rough. I got tabled last time I played against them. Sister's are getting left behind with codex creep. Next time I'll try a stronger Immo list with a lot of outflanking and cross my fingers.
evildrcheese wrote: Buty the Immo kit but don't glue the turrents on so you can run them as Rhinos or Immos depending on your list to start with I'd suggest...
Buying aftermarket most likely so not sure if this is an option yet. It may very well be worth direct ordering the Immolator kits though.
Does an Immolator without the turret on actually look like a Rhino? Or would I have to magnetize the whole top plate somehow?
Should be posting some photos of my force soon after a recent expansion to bring me up to slightly over 3000 points worth of painted models, 4500 if you go unpainted.
But on a tactical note, how are people finding the battle cannon battery? Are they worth the 150 points (would be trading places with a Dom squad for me most likely)?
I figure even if they are bound to shoot at the nearest target, placing them far apart means I can make some dangerous lanes of fire and better control the battlefield. Plus it is an AV14 big gun that should hopefully draw a fair deal of attention away from my BSSes and Seraphim.
The immo with the top plate on and the "this is a sisters rhino" turret cupola is very close to normal rhino dimensions, too, so it won't hurt you to run it at all, and it looks a lot better in sisters colours than most of the marine chapters.
Played another game last night (40k two nights in a row. Woo!). Another win this time against my brother's Orks, we went to 1750 and he let me just Jacabus and two pentient engines to my 1500 pts list, so it wasn't a legal list as I has 4 heavy slots and was 10 points over but he wanted me to use the P engines they're cool models.
Anyway we played a battle missions mission and it came down to the wire. Celestined died T1 and didn't come back til T5 which was incredibly fraustrating, glad I tried out Jacabus as the rerolling faith points was needed in this game; I rolled a 1 three times throughtout the game for my faith points. The Pentient Engines worked better than expected but orks are the ideal army to use them against. I really wish they were (a) faster and (b) not a heavy slot then I'd use them alot more.
Hopefully gonna get another game in a sunday aswell so more coming soon!.
Thanks for all the input guys. I've been (trawling) the aftermarket spots looking for tanks but I may just get impatient and order 2 Exorcists and two Immolators from GW. Plus I'm still tempted by those Brothers of Iron tanks.... (Why do I always pick the most expensive armies lol?)
I'm hoping to get in my first game with Sisters next week. Hopefully the army is playable without the Exorcists!
Finally got a game in for once, SOB vs my friends tyranids emperor's will
He had first blood, he got line breaker and we both had slay the warlord(celestine didnt get back up in time)
I got a genestealer squad sitting on a objective whittled down to just a broodlord (was using a 10 sob squad, 2 melta guns and a melta bomb) and I had the tactical genius to assault the broodlord after shooting him.
He went first and killed one of my sisters, I swung back, got 12 hits in, but not a single wound, rolled for leadership, failed it,(you all know what's coming next), initiative test(I botched it horribly , and so they got run down the broodlord taking the objective and effectively tabling myself.
Tyranids 9- SOB 1
I moved everything up first turn, 2nd turn deep strikes behind me and outflanking genestealers, it was a huge mess both our armies were pretty much gone by turn 4.
The last turn we played I had a saint Celestine token on the ground and 1 sob squad, he had a 3 man stealer squad and the solo brood lord and 1 zoanthrope at the end of the game.
To be honest I really should have spread my units out more to cover my flanks so he could not have been able to come onto the board or just piled everything in the center, he effectively had me surrounded at the top of turn 2 it had been a year since I played and completely forgot about deepstriking and outflanking
It was fun I hope to play again soon, I'm sad my local store is gone though i guess the mall was too much rent for GW
O my god that broodlord, MVP
(all foot list, minus the exorcists i had, which got nicked 2nd turn by deep striked spore and zoanthropes)
The GW Exocist kit that I ordered was essentially an Immolator with the additional metal plates and pipe organ. It only take a little creative assembly to keep all options available (rhino, immo, or exorcist.)
I haven;t run too many rhinos, as they seem to die too easily and I tend to march the full 20 BSS onto the objectives around turn 3. I do make use of the immos for moving specialty squads around the field.
The Brothers of Iron Kickstarter has a 3 Rhebok set available now that includes the option for longer back ends I think will put them exactly at Rhino length.
He finally showed the dozer blade too, and sadly it looks nothing like the Repressors. I am still really tempted to get three of these with the bars on them though.
That looks nice. Gives it a slightly different look.
Paint job's great too.
After the thread about whether rhino's were worth it, I've decided to get a few more and try them out. My army has one and I love painting murals on them, but now I think I'll try three at a time.
So, Warmachine has just got the Convergence of Cyriss stuff, and while I don't really care for their 'jacks or their casters for the most part.
The Clockwork Angels are cool, but I can't think of a justifiable use for them (and hate buying models just cos they look cool when I could spend money on something I'll use...)
But then there's this:
Which I think I'll pick up to convert into Celestine once it's released.
Yeah.
I'm thinking along the lines of removing the cogs and bars down the side of her legs, replacing the spear with a stylised Power Sword, armour up the bare skin, add some shoulder pads and add some imperial iconography.
Why wouldn't there be?
It's a year and a half old and people like the army.
There's actual discussion about tactics, units and models, and a generally lively conversation about the army.
And rather than having 106 different threads on SoB stuff, a lot of it is found right here.
Ovion wrote: Why wouldn't there be?
It's a year and a half old and people like the army.
There's actual discussion about tactics, units and models, and a generally lively conversation about the army.
And rather than having 106 different threads on SoB stuff, a lot of it is found right here.
That's handy. I wish that was the case for all the armies. It would make things much, much, simpler.
Ovion wrote: Why wouldn't there be?
It's a year and a half old and people like the army.
There's actual discussion about tactics, units and models, and a generally lively conversation about the army.
And rather than having 106 different threads on SoB stuff, a lot of it is found right here.
That's handy. I wish that was the case for all the armies. It would make things much, much, simpler.
I try to direct people over here whenever they start a new thread. It keeps things tidy.
CleansingFire wrote: The GW Exocist kit that I ordered was essentially an Immolator with the additional metal plates and pipe organ. It only take a little creative assembly to keep all options available (rhino, immo, or exorcist.).
Reading that reminds em that I still have 8 of those kits...
I got my Rhinos at a local shop that had overstocked on Exorcists so he sold me to them at rhino prices and gave me a 15% discount for buying 10 of them. These were the GW ones.
I used two to make Exorcists and used the other 8 as Rhinos..
The metal kits are still in the plastic containers they came in in my bits 3 drawer container..
Ovion wrote: So, Warmachine has just got the Convergence of Cyriss stuff, and while I don't really care for their 'jacks or their casters for the most part.
The Clockwork Angels are cool, but I can't think of a justifiable use for them (and hate buying models just cos they look cool when I could spend money on something I'll use...)
But then there's this:
Spoiler:
Which I think I'll pick up to convert into Celestine once it's released.
Oh man those wings are amazing! I really want it just for those to stick on Celestine.
NeedleOfInquiry I have PM'ed you. I currently have several Rhinos that I would love to turn into Exorcists or Immolators.
In other news I should be having my first game with the Sisters this Thursday against Necrons. My army consists of all foot troops and 4 Rhinos. Any advice on a list or tactics?
Necrons are tough. I actually haven't played against them with my Sisters but have played them a few times with my BA. They can put out alot of firepower and their codex can handle alot so it depends what he runs.
Send Celestine troop hunting. She can by pass their armour saves and if you win the combat byy a big enough margin you should be able toget them to fail a leadership test and run them down.
Watch kut for Wraiths; 2 wounds 3+/3++ will ruin your day if they get into assault. Taken them out from range if you can. Exorcists will do this well as you can double them out, it may seem a bit of a waste using your ap1 against something that'll get a 3+ save anyway but just remeber for every wound that gets through your killing a wraith outright. Conversly small arms fire is also good vs wraiths as they basiclly MEQ T4 with a 3+...the trouble is you need serious weight of fire for this to be effective. On average 72 shots at BS4 will do 8 would on T4 with a 3+.
Watch out for annihilatrion barges they can put out some pain and alot of Crom vehicles have access to shield which gives them av13 til they recieve a penetrating hit - nothing melta can't handle if you get in range though.
Exorcists are great against wraiths and seeing as how SOB aren't exactly CC powerhouses you'll want to use your Exo's for wraith hunting. They have a crappy chance against those forcefields but not impossible. I took out one of those spiderwalkerthings on the first turn last time I played. Do not let Celestine get tarpited by stupid scarabs. If she's with Saraphim with crack grenades and melta bomb they can go vehicle hunting.
In a battle report I posted somewhere in the bat rep section, Celestine won combat against a squad of immortals and a Necron Lord, they failed, she chased them down, slaughtered them and the necron lord. It was glorious.
So if I don't own Celestine or Exorcists yet am I basically doomed? It's a friend of mine so hopefully he will let me proxy lol.
I've played him with my Tyranids before and he definitely Wraith spammed that game. He only owns two of the flyers thankfully!
Now that I think about it I really need an ADL too. It's funny that I can own over a thousand dollars retail in Sisters and still not have a playable army lol.
Yeah this is true! I traded a large Tyranid army for my stuff but didn't quite realize at the time how much I'd have to add.
I have 10 Seraphim (3 hand flamers, 2 superiors), 50 Bolters, and a pretty good selection of all the special and heavy weapons. I have 6 Superiors and 2 Canoness. I also have 4 Rhinos, Khyrnov, and some Arco Flagellants.
Basically I'm probably good on foot troops (though I'd like some Repentia and some more meltas). Now I just need the "power pieces".
Malkyr wrote: Yeah this is true! I traded a large Tyranid army for my stuff but didn't quite realize at the time how much I'd have to add.
I have 10 Seraphim (3 hand flamers, 2 superiors), 50 Bolters, and a pretty good selection of all the special and heavy weapons. I have 6 Superiors and 2 Canoness. I also have 4 Rhinos, Khyrnov, and some Arco Flagellants.
Basically I'm probably good on foot troops (though I'd like some Repentia and some more meltas). Now I just need the "power pieces".
Convert or Proxy one of the Seraph Superiors to be Celestine.
Celestine
Kyrinov
8 Seraphim
3x Doms (10) in Rhinos
2x Sister Squads (one on foot, one in Rhino)
I want to get a couple of Immolators, a couple Exorcists, and Celestine soon. Then I'd pick up Jacobus, Repentia, and Penitent Engines later.
I'm hoping to find stuff on Ebay or a trading site but I may just bite the bullet and order direct from GW.
Like I said hopefully my buddy will be cool with me proxying a few pieces Thursday. Otherwise it will be the Sanctuary 101 Massacre all over again lol.
I know that you probably know this, but i'll say it anyway.
If you end up doing the foot swarm, be sure to focus everything you can on one target at a time. Sisters can dish out an impressive amount of firepower so you may not be entirely doomed if you can't run the exorcists and Celestine. Even more so against necrons with their regeneration protocol nonsense.
I find that alot of luck is required to get stuff cheaper on ebay (at least the uk site) I've only managed to snag a decent discount a handful of times the rest of the time I've saved like £1 per model or something. Part of me wonders if I might as well buy straight from GW, atleast then they know there's demand for the Sisters...
But yeah Malkyr grab Celestine and some exorcists and you'll be well on your way.
All joking aside, Necrons have a few different builds so it really depends on what your opponent takes. One thing I've learned from jy2 is that a fast Necron army can lock you in your own DZ and let their dinky little reserved troop units walk on and hold objectives while you're scrambling to deal with the Wraiths and Barges that are in your face on Turn 2.
Sisters can mitigate this a little bit by outflanking with Dominions and deep striking Seraphim (if you're going second). Similarly, if you get first turn, you can use those units to push into the midfield first which will force the Necron player to deal with them before they can lock down your DZ. If you do that, you should expect your vehicles to get destroyed by Tesla fire and be wary of Wraiths charging the ladies who jump out.
What's the general consensus on our one Aircraft choice? It seems like it can be pretty painful, but it seems way too fragile to be effective IMO. Plus, even if you buy a pair of upgrade weapons for it, you can only ever fire one gun so you're actually just paying for a single weapon.
It seems like a lot of its upgrades (The ability to ignore shaken/stunned, buying extra guns to soak up weapon destroyed results,) are made pretty worthless by only having 2 hull points.
Am I just missing something, or will this flyer just crumble the moment it gets a second glance by an AA weapon?
Waaaghpower wrote: What's the general consensus on our one Aircraft choice? It seems like it can be pretty painful, but it seems way too fragile to be effective IMO. Plus, even if you buy a pair of upgrade weapons for it, you can only ever fire one gun so you're actually just paying for a single weapon.
It seems like a lot of its upgrades (The ability to ignore shaken/stunned, buying extra guns to soak up weapon destroyed results,) are made pretty worthless by only having 2 hull points.
Am I just missing something, or will this flyer just crumble the moment it gets a second glance by an AA weapon?
Can only ever fire one gun?
Flyers can fire up to 4 weapons at full BS a turn.
From this limit, Flyers may fire up to 1 bomb and 2 Missiles.
So you can fire the Avenger, 2 Lascannons and Heavy Stubber at full BS.
If it took missiles, you could fire the Avenger, 2 Lascannons, and a Missile, then snapshot the Stubber. (Or both missile and snapshot 1 lascannon or the avenger too).
It's pretty kill, but a little fragile, though FA12 is pretty good.
Furthermore, Sisters technically have access to 2 more flyers for what it's worth, the Arvus Lighter and Aquilla Lander.
I don't run fliers. In fact my current list at 1500 doesn't have any AA; there's surprisingly few fliers in my area.
I'm gonna take an Icarus ontop of a bastion at 1750 I reckon, but I'm unsure who'll man it as I want my Rets in the Bastion..suggestions?
I forgot to mention my game on sunday v chaos marines. I got a serious kicking and there wasn't even a hellbrake in site. He had dual forgefiends with plasma, termies, 2 squads of raptors, 2 squads of cultists and one squad of marines and a rhino. Nothing too scsry on the face of it but I think the mission didn't help, it was a battle mission one where you scored at the end of each round if you were touching an objective soI could hide in my rhino and since we don't really have cheap scoring units I had little available fire output. Good game though.
One thing that did come up, my opponent was trying to convince me that Celestine only comes back in a game turn. Basically he went first killed her and argued she should come back til my T2. I've never play it this was as the wording is just 'subsequent turn' i.e my next turn after dies but he argue there was no point him killing her if he has to kill her again in the next shooting phase - i did tell him that's his choice what he shoots at and it's on of the reasons why Celestine is so good as she can just tank a round of shooting - anyway we rolled for it and I lost the roll off (typical). Can we confirm if I'm right it should state in the rules if it's the next game turn, right? Also if I am right how can I prove it?
One thing that did come up, my opponent was trying to convince me that Celestine only comes back in a game turn. Basically he went first killed her and argued she should come back til my T2. I've never play it this was as the wording is just 'subsequent turn' i.e my next turn after dies but he argue there was no point him killing her if he has to kill her again in the next shooting phase - i did tell him that's his choice what he shoots at and it's on of the reasons why Celestine is so good as she can just tank a round of shooting - anyway we rolled for it and I lost the roll off (typical). Can we confirm if I'm right it should state in the rules if it's the next game turn, right? Also if I am right how can I prove it?
D
You got hosed. Codex specifically states "Roll a D6 at the start of your subsequent turn." Your subsequent turn is the one right after his.
At least I was right and I haven't been playing it wrong. I think there's something in the BRB about any references to 'turn' is a player turn rather than a game turn unless it specifically says game turn. Atleast i can get gim on RAW even if he doesn't agree with the RAI.
This is 695pts, I was shooting for 750pts but not super sure what to add as most things cost just a bit too much. Id like to keep it pure Sisters, no Inquisitorial stuff or allies. I have more BSS's, a few more Seraphim, another Exorcist, an Immolator, a Penitent Engine, a Cannoness and Jacobus.
Feedback appreciated! Probably fighting the dastardly dark eldar, but I don't HAVE to gear the list that way..
This is 695pts, I was shooting for 750pts but not super sure what to add as most things cost just a bit too much. Id like to keep it pure Sisters, no Inquisitorial stuff or allies. I have more BSS's, a few more Seraphim, another Exorcist, an Immolator, a Penitent Engine, a Cannoness and Jacobus.
Feedback appreciated! Probably fighting the dastardly dark eldar, but I don't HAVE to gear the list that way..
Thanks! -CotW
Whoops, let me edit that.
Take another rhino and throw another couple seraphim onto the Seraph squad.
This is 695pts, I was shooting for 750pts but not super sure what to add as most things cost just a bit too much. Id like to keep it pure Sisters, no Inquisitorial stuff or allies. I have more BSS's, a few more Seraphim, another Exorcist, an Immolator, a Penitent Engine, a Cannoness and Jacobus.
Feedback appreciated! Probably fighting the dastardly dark eldar, but I don't HAVE to gear the list that way..
Thanks!
-CotW
Whoops, let me edit that.
Take another rhino and throw another couple seraphim onto the Seraph squad.
This is good advice, I would follow it.
Speaking of Sisters my parents just moved and cleared out some boxes that were mine that I left there. Apparently I bought more Sisters stuff then I remember because I have almost another 2000 points in unopened battle sisters and seraphims.
Looks like I am going to move away from Tau and back to my main love as a Sisters player. It is Christmas early!
Flying Toaster wrote: Speaking of Sisters my parents just moved and cleared out some boxes that were mine that I left there. Apparently I bought more Sisters stuff then I remember because I have almost another 2000 points in unopened battle sisters and seraphims.
Looks like I am going to move away from Tau and back to my main love as a Sisters player. It is Christmas early!
Sweet St Celestine's Saintly Seraphim! That is a good find.
Thanks for the advice! I can add one rhino and one extra Seraphim, so that'll help!
I think my buddy is going for a WWP style, with haemonculus w/ wracks in venom to drop the portal, with a few squads of on-foot kabalites and a talos coming out of it. So I was thinking, Celestine and/or the exorcist should take out the Talos and/or the Wracks, Sister squads target the Kabalites.
I don't think you're going to get a lot use out of your melta guns against Dark Eldar so if we really get skimpy with our Battle Sister Squads we can squeeze in that second Exorcist which could be pretty darn useful. So my list would be:
Celestine
x10 BSS, Flamer
x10 BSS, Flamer, Flamer
x5 Seraphim, Hand Flamer
Exorcist
Exorcist
Do you have any Heavy Bolter Retributors? If so, you could drop in a min squad (which is only 85 pts) instead of the second Exorcist and free up 50 points for gear. I wouldn't worry too much about Rhinos in a small game. I think it's more important to spend money on guns.
I've found that flamers that only move 6" aren't all that impressive. This is especially true against armies that are fleet or as fast as dark eldar are. Of course that doesn't mean that they aren't great defensive weapons.
In other words, i'd throw heavy bolters into the BSS if your not going to put them in transports.
Seraphim need hand flamers. They are unbelievable and will decimate DE's wimpy armor/toughness.
Take as many exorcists as you are able to. The range helps a lot and they can take out DE vehicles quickly.
One last thing. Remember that every sister carries grenades (krak and frag) so don't be afraid to use them! They tear up space elves and seraphim will still get to reroll wound rolls on the spare template. Melta bombs are useful as a backup vehicle killer if you find the extra points.
pretre wrote: I prefer a mix of Sisters and Guard. I'm running this in a week or two at a 4 round tournament (1850):
Saint Celestine
Battle Sister Squad (10) w/ Multi-melta, Bolt Pistol / Chainsword - Repressor
Battle Sister Squad (10) w/ Multi-melta, Bolt Pistol / Chainsword - Repressor
Dominion Squad (10) with 2x Melta, 2xFlamer in Repressor
Exorcist
Exorcist
Exorcist
Vengeance Weapon Battery (2) w/ Battlecannons CCS with 4 Melta
Veterans with AC/GL, Chimera (ML/HF)
Veterans with AC/GL, Chimera (ML/HF)
Vendetta
What I'm dieing to know is how those worked out for you. Or anyone else that has picked them up. Specifically concerning SoB. Emphasis added.
Automatically Appended Next Post:
The Cry of the Wind wrote:So do you guys critique army lists here?
I guess Sisters are pretty straight forward to list out, but I wouldn't mind making sure I'm not missing somethin.
-CotW
There is also the Army List section which you could post in there and then provide the link in here so that each could be maintained separately. Oh well, c'est la vie.
The Cry of the Wind wrote:Thanks!
I was leaning towards something like:
Celestine
x10 BSS, Melta, Melta, Rhino
x10 BSS, HF, Flamer
x5 Seraphim, Hand Flamer
Exorcist
This is 695pts, I was shooting for 750pts but not super sure what to add as most things cost just a bit too much. Id like to keep it pure Sisters, no Inquisitorial stuff or allies. I have more BSS's, a few more Seraphim, another Exorcist, an Immolator, a Penitent Engine, a Cannoness and Jacobus.
Feedback appreciated! Probably fighting the dastardly dark eldar, but I don't HAVE to gear the list that way..
Thanks!
-CotW
I just can't really justify the points for the Heavy Flamers anymore. I'd rather have the four Flamers one could buy for the the points of the one Heavy. The Hand Flamers on the Seraphim are still alright though and if you can, try to pick up a second one. As has been mentioned, a second Rhino for your other BSS wouldn't hurt either.
Yeah, as a DE player as well...
Go for the Heavy Bolters.
If you go
Celestine
2x10 BSS w/ Heavy Bolter
1x5 Seraphim w/ Hand Flamers (Get 2 in if you can)
Exorcist (prolly 2 if you can)
HB Rets (if you can)
It also makes a reasonable TAC list.
Spammed Str5+ isn't quite the same as spamming Str6+ against DE (not Instant Death to negate FnP), but it'll certainly do the job.
Just focus all fire onto his cc unit carrying transports, then the shooty transports, then the Ravagers / Talos, then mop up the rest.
I've heard it mention before that H Bolters are great against DE but I can't really see why...as you say it doesn't negate the fnp they have access to. I can appreciate that 3 shots at 36" wounding on 2s is a offers a decent weight of fire but assuming a third will miss, a sixth will fail to wound and a third will make the fnp save I just can't see why they're so great. I'm not saying your wrong but it doesn't seem that hot to me.
I wouldn't footslog the bss with HBs anyway. A 3+ isn't that reliable and footslogging only means it takes you longer to (a) get to objectives (5/6 games are objective based) and (b) takes longer to get in to range for your damage output. Sisters are primarily a short to mid range army you shouldn't be looking at giving up the metal boxes. Besides if footslogging with HBs unless yoy remain static they're only firing snapshots anyway. Stick with 2 flamers in the rhino I'd say.
I also wouldn't take 2 exorcists vs DE av13 is good but DE have access to Lance weapons which make if effectively av12. The HB rets are a better choice (over 2 exorcists I mean - still take atleast 1) as the rets are static anyway and the act of faith makes tgem viable against some vehicles (especially DE vehicles).
As someone who played DE for a long time, the lance weapons are not that impressive. Sure, they have the potential to hurt anything, but it is still only a 50/50 chance. It just doesn't pan out as frightening as it turns out to be.
But I agree with you on the HB rets, they are very fickle units, but I think they see a lot of value against DE as they can put out plenty of fire that is great against their units and vehicles.
pretre wrote: I prefer a mix of Sisters and Guard. I'm running this in a week or two at a 4 round tournament (1850):
Saint Celestine Battle Sister Squad (10) w/ Multi-melta, Bolt Pistol / Chainsword - Repressor Battle Sister Squad (10) w/ Multi-melta, Bolt Pistol / Chainsword - Repressor Dominion Squad (10) with 2x Melta, 2xFlamer in Repressor Exorcist Exorcist Exorcist Vengeance Weapon Battery (2) w/ Battlecannons CCS with 4 Melta Veterans with AC/GL, Chimera (ML/HF) Veterans with AC/GL, Chimera (ML/HF) Vendetta
What I'm dieing to know is how those worked out for you. Or anyone else that has picked them up. Specifically concerning SoB. Emphasis added.
Here's the reader's digest version. 4 Game Event, ~18-20 players, FW allowed.
Game 1 vs Raven Guard (using BA, heavy AV 13 list, 6 Preds, Dante and SG, DC in a pod) - Major win for me (17 total VP). VWB's killed 3 preds and a Razorback!!! Celestine went down turn 2 and didn't get back up until Turn 6. lol. Dante dropped and nuked an exorcist, I turned around and nuked him (whole army kinda thing).
Game 2 vs Necrons/Chaoos (Helldrake, 3 Scythes, 3 AB, Ouchy) - Minor Loss (4 VP to his 5). Totally expected to get demolished, but some HUGE luck led to a much closer game. (he failed a 5 inch charge with snake eyes and I wiped out his Jugger lord and cultists because of it). He ended up winning Best Overall and has an amazing painted army. Vengeance killed nothing. Not a single wound/HP the entire game. One died to scarabs as well.
Game 3 vs GK with Guard (10 Paladins, Coteaz, Draigo, Banner and Apoth. Tons of Sabres and 5 Thudd Batteries). Major win for me (22 total VP). Celestine ties up his blob, Exorcists and Paladins duel. Dominions eat the thudds and Sabres (though not until they kick the crap out of me). I had some more crazy luck (dominions made 30 of 32 saves vs Thudds). On turn 5, he had 5 or 6 Paladins and Coteaz left in my zone. Snapfire Multimelta. Dead Paladin. Vendetta, Dead Paladin. Exorcist. 2 Dead Paladins. Vengeance Weapon Battery. 2 Wounds (Coteaz and Apoth left). Double ones. I felt horrible, but that was that. Vengeance ended up killing maybe 3 paladins, Coteaz and 10-15 guardsmen.
Game 4 vs DE with Eldar Allies (Venom spam, Warp Spiders, WK, Baron, Bikeseer, 3 Ravagers, Voidbomber). Major win for me (32!!! total VP) Hoo boy did he come up against the wrong list. I ignored the WK for most of the game and just swatted paper airplanes. Celestine took care of the warp spiders. With no lances on the board and the only anti-tank being the WK (which was rolling HORRRIBLY), I just cleaned up. Really bad list match plus bad luck for him made this a washout. I tabled him on 5 or 6.
So, the only person with 4-0 was also Best Overall. That meant that Best General (first loser) went to the person with the next highest record. Since no one else was undefeated, they went to 3-1 and then broke the tie by VP scored. I was apparently waaaay over the top so took Best General with my SOB AV spam and Vengeance Batteries.
Through some trading of my prize (a ticket to a nearby 2 day GT) and some trade stock, I now have $150 in Tablewar gift certificates to get a new case.
Overall kill tally in 4 games for the Vengeance Weapons Batteries: 3 Predators 1 Razorback 10-15 Guardsmen 3 Paladins Coteaz Wound on Draigo 1-2 Venoms 1-2 Warp Spiders A couple DE Warriors
pretre wrote:Overall kill tally in 4 games for the Vengeance Weapons Batteries:
3 Predators
1 Razorback
10-15 Guardsmen
3 Paladins
Coteaz
Wound on Draigo
1-2 Venoms
1-2 Warp Spiders
A couple DE Warriors
So, overall a 'would take again'? They seem like they would add some nice additional long range firepower to the Sisters without the use of allies. I may have to get a pair. Do they come with enough to build two of one or the other or just one of each?
Ovion wrote:So, might have accidentally bought this today:
I can't get any more FA slots - Serphs take up one, 2 Doms the other two.
Ret have a heavy bolter - the allies were just something different - the Whirlwind ignoring cover saves should be useful against all the Guard hiding behind the Ageis and in buildings?
Mr Morden wrote: I can't get any more FA slots - Serphs take up one, 2 Doms the other two.
Ret have a heavy bolter - the allies were just something different - the Whirlwind ignoring cover saves should be useful against all the Guard hiding behind the Ageis and in buildings?
I have played 4 times with the bastion - once was fine and it took took till turn 5 to take it down - other times went down turn 1 or 2 ! :( and killed most of the people inside.
I might give it a try again - as It was my Sisters that survived till T5 - the Emperor protects and all that
Would you normally go for the Icraus or the Quad on the Bastion?
Had an awesome game last week. First draw with my SoB. Against SM, double redeemer list, mission was the relic with dawn of war (normal) set up.
He took to redeemers as mentioned , two tac squads, TH/SS Termies and a libby as HQ.
As you may imagine the LRs were very worrysome. He set up in his two corners obviously looking to pincher in on the relic and cook my Sisters with his AP3 flamers.
I played very aggressivly , ran my foot sisters towards the relic and moved all my scoring units up towards the centre. T2 was my giant gamble turn. If it went well I was confident I could steal a win. If it went badly, I was expexting an early night.
On my left flank BSS1 jumps out of their rhino. Deploy-melta furtest to be with 6". Hits! Pens! Only need a4+ to blow the sucker up...roll a 3 - immobilised. Wasn't expecting to see my BSS squad after that turn but wasn't too dishearted as that redeemer was out of range to flame the relic, a noble sacrifice.
Centre of the board. Foot BSS, nearest the relic and nearest the second land raider. Act of faith passed. Only rolling for the melta. Rolls a 1. "Atleast it's not a 2" - reroll...2. For the love of the Emperor! But it's okay I'm not beat yetI disembarked my 3rd BSS making sure the combi-melta was within 6". Shoots! Hit! Pen! Roll another 3. Immobilised. Right in flamer range of the relic. NOT GOOD. His T2 was horrible for me BBS1 was wiped out. BSS2 was wiped out by the assaulting termies. bSS3 was down to 1 model. Yes I had one scoring model left. Amazingly she passes her ld test. I promtly stick her in a rhino and hide her out of LOS. From here Celestine and the Seraphim carry me eventually killing his troop choices and (highlight of yhe game) killed 3 termies in overwatch then Celestine cuts down the Libby with ease. Rets and exorcists manged to wreck the LR near the relic. I start moving my rhino with my last scoring sister up, hiding behind a HB immolator. End of turn 5. If the game goes on I can grab the relic and win. Rolls a 2. Game ends a draw (first blood to him, warlord to me).
After what happened in T2 I really didn't think I had a chance to accomplish anything, wo was pretty pleased with a draw. Helluva game.
After getting a tiny resurgence of interest in my Salamanders while reading the SM rumors, I decided to see if I could successfully add some Astartes Allies to the Sisters list I was working with, and I think I've put together something that could work:
Sisters-
Celestine
x10 BSS, x2 Flamers, Meltabombs
x10 BSS, x2 Flamers, Meltabombs
x6 Seraphim, x2 sets of Hand Flamers, Meltabombs
x5 Retributors, x3 Heavy Bolters
Exorcist
Salamanders-
Chaplain, Power Fist (already modeled)
Dreadnought, MM/DCCW/HF, Drop Pod
x10 Tactical Marines, Meltagun, Missle Launcher, Power Fist, Drop Pod
This comes to 1250pts. I figure the Sisters (originally a 750pt list) can definitely handle the anti-infantry and some anti-tank, but I think by throwing in a smattering of melta armed models in drop pods, I can get the meltas close to do the desired damage.
Fingers crossed, I have a game today. Hopefully this will work the way I want it to lol.
pretre wrote: I usually go for Icarus on the Bastion to match with the MM and save points.
Well played tonight against Guard- Big Guns never tire - lost 10 - 5 on VP's
Low Points
Bastion - first turn, opponents very first shot caused it to collapse and also kill half those in it/ on the roof - awesome :(
outflanking with Dominions -behind Guard postion - TL multi-melta into the rear of a Leman Russ - imoblised - wow thats rubbish - Squad leapt out and vaped the nearby manticore and both the melta guns got vapourised by he explosion - equally awesome.
St Celestine killed lots which was nice - but a dim glow in the darkness :(
Low Points
Bastion - first turn, opponents very first shot caused it to collapse and also kill half those in it/ on the roof - awesome :(
outflanking with Dominions -behind Guard postion - TL multi-melta into the rear of a Leman Russ - imoblised - wow thats rubbish - Squad leapt out and vaped the nearby manticore and both the melta guns got vapourised by he explosion - equally awesome.
St Celestine killed lots which was nice - but a dim glow in the darkness :(
What'd he shoot at the Bastion?
You can only minimize RNG luck, not eliminate it. That being said, the meltas should be behind bolter girls so they can absorb the first casualties.
Manticore Missile - yeah it wemt downhill from there
I was sick of my guns bouncing off stuff so made sure the
Metlas were within 6" and even then one missed (with TL AOF) and then of course it killed them..........
Bastions don't seem to work for me - I think 5 games - at least 3 turn one kills :(
Sounds unpleasant. It can be difficult to get bolter girls infront of the melta when you disembark if you want the double d6 for pen. As said it's just bad luck other times you blow the russ and lose no bodies from exploding stuff.
Yeah. I played against a pretty non-optimized IG list the other day and lost as well. I was running a fairly standard 1850 list with coteaz as an ally.
IG is a tough list as they like to park everything behind a defense line and just blast away.
It had been my experience (at least the way I play) that you have two halves to your army. Your dominions / seraphims / St. C need to get up close and personal. Your exorcists need to hang out in the back. Your BSS need to also hang back and protect your exorcists / hold objectives.
If you do it right, your fast attack stuff is going to be such a distraction that your opponent cannot focus on your exorcists. But, with that being said, expect them all to die bloody and horrible deaths. That is the trade off.
If you go first, dominions should be 3/4 of the way across the board on turn 1. If you go second, they should be outflanking and taking stuff out when they arrive. IG gunlines tend to be one of the harder matchups for this list. Anything in power armor, for the most part is toast.
I run an ADL. I have run a bastion before and plan on doing it again. I just need to put the second one together as I REFUSE to put my sisters in my current bastion (painted for the Night Lords and dedicated to chaos). I generally fail all of my acts of faith and doing this would just add to my failures. Losing your bastion on turn 1 just sucks, but it is going to happen. Again, this list comes down to overwhelming your opponent with targets they need to deal with. For the most part, sisters tend to have a lot on the board compared to other armies. With the exception of the BSS, everything you take is scary. The problem with the bastion is you have a squad on top AND a squad inside taking advantage of their rending on the emplaced HBs. So, you are pretty much mandating that this becomes target priority number 1. It may be you need to sacrifice your dominions and not outflank them so your opponent has to deal with them and not your bastion. It really depends on the matchup, the mission, and the board.
I tend to not run Ret squads as I never seem to get my AoF to go off unless I add Uriah and a banner. Even then it is dicey. On top of that, I never seem to roll 6's for damage. So, I just opt for the 3rd exorcist. This makes the bastion less attractive for my current list.
So! Yesterday's game was full of highs and lows for sure, but overall enjoyable. As it turned out, I lost, but it was 9 kill points/secondaries to my 7, so it wasn't like I got steamrolled or anything. The list I ran was good, could use some tweaking though.
I ended up fighting chaos daemons (unexpected) and it consisted of x3 Heralds (on on steed), two squads of 15-20 daemonettes, 20 bloodletters, 20 horrors, 7 or 8 seekers and a soul grinder.
I rolled really unlucky for Faith points throughout the game, but tried not to worry about that. Lost a sister squad to failed morale (ran off the board) a dreadnought drop podding off the table and Celestine not getting up 3 turns in a row haha
Highlights included Celestine plus seraphim deep striking next to the 20 bloodletters and killing 18 with just the flame templates, and the last two with pistols. That was pretty amazing.
Chaplain ran through the horrors and punched the soul grinder back to the warp
Ridiculous amounts of 6's on Overwatch and Shield of Faith rolls.
I think id like to get some rhino's for the girls, try swapping the Chaplain out for Vulkan He'stan and get another squad of BSS at 1500pts or so.
Lots of fun! Anyone who says they aren't competitve isn't trying or hasn't fought against them. Things seemed bleak, but they really didn't disappoint!
pretre wrote: Ahh, deep striking Celestine. This is a pretty big debate here. My feeling is never do it. The longer she's on the table, the more damage she does.
I am also on this side of the fence on this debate. There may be an occasional time you need to deepstrike her, but that is rare.
Mr Morden wrote: I've only tried her Deepstriking with Serpahim - will have to try her on the table
You want her to take fire, that's the thing. There's nothing more demoralizing for your opponent than to be all hyped by getting Slay the Warlord and First Blood by wasting fire on Celestine only to see her get back up. She tanks hits for the Seraphim, you LOS any you don't want her to take and gets into flamer range by turn 1 as long as you deploy her well. She's assaulting things turn 2 (turn 1 if you go second and they come to you).
And you should pretty much always go second with Celestine if you're playing an objective mission. Better than 50/50 chance to contest any single objective? Don't mind if I do.
I love her because she's good no matter what. I ran her without an escort at the last tournament and she just flew around all on her own and wrecked face.
Yea, keep her on the field. The only way to 'kill' her is to screw up a deepstrike. outside of that I love when people throw everything they have at her round 1. There is almost no chance that she'll stay down if she dies in round 1. Best protection you can get for any army
I ROASTED some eldar in their Bastion this past weekend. Grenades and flamers...ouch. Bastions are okay but the stagnant forces they assist are just so...vulnerable to my tactics that I myself find it hard to justify using one. I know what *I* would try to do to someone in a bastion. I certainly dont want it happening to me.
Sisters strike me as a better mobile force than a stagnant one anyways.
I can see her being a great fire magnet, and I guess I could have jumped her and the Seraphim across the table to try torching the Bloodletters, but also dropping them right into position ensured they didn't get hammered by the Horrors or Soul Grinder on their way over. Dropping an entire 20 man bloodletter squad was worth the risk, Id say.
Looking forward to my next game with the girls/Salamanders, probably up it to 1500pts, and was thinking about something like:
x10 Tactical Marines, Power Fist, Combi-Melta, Missle Launcher, Meltagun, Drop Pod
Dreadnought, Multi-Melta, Heavy Flamer, Drop Pod
I'm up for suggestions, I was thinking maybe trying to swap some points around, maybe drop the dreadnought and try squeezing some Sternguard in instead? I really wanted to get more Sisters in there, so I bolstered the Retributors and added another BSS squad.
10 doms with 4 flamers can rip through units when they outflank. Just gotta be somewhat lucky with the faith roll. 4 templates are nice, but 4 twin linked templates are unbelievable! (add a 5th if you have a combi flamer fig)
Just don't forget that you'll need troops to win games from time to time. Ashame that SoB can't get inq. troops any longer without coteaz.
And I run 2 Melta, 2 Flamers in my Rhino/Repressor. Just gives you a nice all around.
I run 2 in immolators with 2 MGs and a combi-plasma. The 3rd I run in a rhino / repressor with 4 flamers. They then go after differing targets (obviously). The rhino is usually shooting its storm bolter at a vehicle in order to get the searchlight off. Then I open up with the Exorcists. Makes it quite useful on turn 1. (or add a hunter killer missile as well)
Yeah, I catch a lot of people napping with this little trick.
The Dominions scout forward and light up targets. They are already within range that night fight is negated. Whatever is not destroyed can then be zapped by an exorcist with no night fight penalty while at the same time not giving up any cover save bonus.
Searchlights are arguably the most important 1 point in your list, IMHO.
Sisters strike me as a better mobile force than a stagnant one anyways.
This. My play style with the Sisters is very agressive, usually getting my BSS up the table as quickly as possible. Sisters are too fragile to hang back so I usuallu put atleast 1 objective in my opponents deploymeny zone (in multi objective games at least) . Big guns is great because they my rets or Exorcists get to sit on abjective aswell. The scouring helps conform to my usual plan of pushing forward with infantry. I've found battle sisters are quite fragile so you need to start putting out some hurt ASAP , T3 even with a 3up and 6++ just isn't that durable in the current meta. The abilty to take two special weapons really helps as you can threaten vehicles or infantry, something I wouldn't do with my ba (mix special weapons I mean - i tend to specialise my assault squads as either anti-tank or anti-infantry), Acts of Faith are a great help but can't be relied upon. That's my experience though.
Sisters strike me as a better mobile force than a stagnant one anyways.
This. My play style with the Sisters is very agressive, usually getting my BSS up the table as quickly as possible. Sisters are too fragile to hang back so I usuallu put atleast 1 objective in my opponents deploymeny zone (in multi objective games at least) . Big guns is great because they my rets or Exorcists get to sit on abjective aswell. The scouring helps conform to my usual plan of pushing forward with infantry. I've found battle sisters are quite fragile so you need to start putting out some hurt ASAP , T3 even with a 3up and 6++ just isn't that durable in the current meta. The abilty to take two special weapons really helps as you can threaten vehicles or infantry, something I wouldn't do with my ba (mix special weapons I mean - i tend to specialise my assault squads as either anti-tank or anti-infantry), Acts of Faith are a great help but can't be relied upon. That's my experience though.
D
Yup. Aggression, all out aggression, is the hallmark of my own Sisters fo Battle. Anyone whose played them knows i aint sitting back and shooting. Im coming for you and you BETTER do some damage early. Because I will do boatloads.
Usually my Battkle sister fights end wuith both sides torn assunder badly. i have rarely had games where mutual carnage wasn't assured. And that actually makes for a more fun game in some ways if you think about it. Things that die are pleasing to both sides. The value of Sisters though is that they just rip stuff up when its their turn and played properly, their remnants aren't NECESSARY and can often retire from the battle if necessary and allow the next wave to do its thing. So you end up with tons of little fragmented units, but few of them completely annihilated.
not realy a tactics question, but as this is a sisters thread.
got my hands on this resin miniature, the guy who sold it said it's some kind of limited stuff blah blah blah, but he doesn't know the origin of it. Can't realy see that on the pics, but the quality of the cast is far more superior than any GW i've seen, and it doesn't look like GW either, and by the quality - it's not some kind of chineese copy. So here's the question: does any1 know who produces these and if there are more
You say 'better quality' but I can make out 8-12 air bubbles, possible warping, and either poor casting, or poor sculpting in areas in those grainy photos alone. (I assume phone camera).
And to me, the model has elements I like, and elements I don't...
Though I'd be interested to know where it's from to see what else the guys done.
Jancoran wrote: Sisters strike me as a better mobile force than a stagnant one anyways.
This. My play style with the Sisters is very agressive, usually getting my BSS up the table as quickly as possible. Sisters are too fragile to hang back so I usuallu put atleast 1 objective in my opponents deploymeny zone (in multi objective games at least) . Big guns is great because they my rets or Exorcists get to sit on abjective aswell. The scouring helps conform to my usual plan of pushing forward with infantry. I've found battle sisters are quite fragile so you need to start putting out some hurt ASAP , T3 even with a 3up and 6++ just isn't that durable in the current meta. The abilty to take two special weapons really helps as you can threaten vehicles or infantry, something I wouldn't do with my ba (mix special weapons I mean - i tend to specialise my assault squads as either anti-tank or anti-infantry), Acts of Faith are a great help but can't be relied upon. That's my experience though.
D
Yup. Aggression, all out aggression, is the hallmark of my own Sisters fo Battle. Anyone whose played them knows i aint sitting back and shooting. Im coming for you and you BETTER do some damage early. Because I will do boatloads.
Usually my Battkle sister fights end wuith both sides torn assunder badly. i have rarely had games where mutual carnage wasn't assured. And that actually makes for a more fun game in some ways if you think about it. Things that die are pleasing to both sides. The value of Sisters though is that they just rip stuff up when its their turn and played properly, their remnants aren't NECESSARY and can often retire from the battle if necessary and allow the next wave to do its thing. So you end up with tons of little fragmented units, but few of them completely annihilated.
See, for me, having a Bastion or Fortress of Redemption will provide relative safety for my squishy back field support units, while Celestine with her Seraphim and the horde of Repentia and Penitent Engines bum rush the enemy.
SpaceDawg wrote: not realy a tactics question, but as this is a sisters thread.
got my hands on this resin miniature, the guy who sold it said it's some kind of limited stuff blah blah blah, but he doesn't know the origin of it. Can't realy see that on the pics, but the quality of the cast is far more superior than any GW i've seen, and it doesn't look like GW either, and by the quality - it's not some kind of chineese copy. So here's the question: does any1 know who produces these and if there are more
A more upright stance would help, rather than the haters-gonna-hate crossed legs walk. The not-bolter is a shame.
And as said, the casting quality doesn't look 100% pristine in the grainy pictures.
Me sitting around my shop, looking for a game and I land a 2000 point game...
against someone's 30k legion list.
My list: Celestine Jacobus 10 BSS w/ 2 melta, Rhino 10 BSS w/ 2 melta, Rhino 10 BSS w/ 2 melta, Rhino 10 Seraphim w/ 2 hand flamer, superior w/ meltabombs 10 Seraphim w/ 2 hand flamer, superior w/ meltabombs 5 Celestians w/ 2 meltaguns, Immolator w/ MM 5 Celestians w/ 2 meltaguns, Immolator w/ MM 2 Exorcists
I can't pretend to remember the majority of his list, but it was: A Praetor(?) Librarian 2 Tac squads 1 huge Terminator squad w/ 2+/4++ 1 squad of some elite choice, a unit of guys with vulkite weapons and artificer armor Another elite squad of their Seraphim equivalents, guys with jump packs, two pistols and an assault missile thing Predator with ceramite plating
Game type was Emperor's Will and Dawn of War deployment. Sisters won first turn and no night fighting.
When I realized I was up against a Legion list, I was pretty nervous, but hey a game is a game right? I definitely learned quickly that my opponent was banking on his Termintors' durability, but he didn't quite reckon with my Exorcists. Sure he had a 4++, but I had plenty of wieght of fire and I kept pounding them hard through the entire game, even forcing them to fall back, which helped keep them off of Celestine.
But man, their weapons are nuts, but I was fortunate in that my opponent was really banking on his melee and close range shooting, so I had a lot of free reign with my transports and Exorcists to cause tons of damage. Thanks to that, I was able to really keep his force broken up and kept it from bringing a lot of paint to any one unit at a time. The jump pack Legion guys ripped a bunch of stuff up, but otherwise, I held them off nicely.
End result of the game:
Sisters - 4 (2 objectives, Linebreaker, First Blood thanks to his librarian double perils-ing in turn 1 :3)
pretre wrote: Interesting but a quick search turned up nothing. Post the pic in Painting and Modelling with a 'Identify this non-gw sister of battle' title.
My first thought was that it might be some 'not-sisters' by a dude who has post in New and Rumours called Brother Vinni, he did 'not-sisters' as a commission and were not for general sale in his store, which is a real shame as they were nice minis and I probably would've picked some up. However, having dug-out the website and looked again it doesn't look like like the work of Vinni...so I've got no idea who might have done it.
5 seraphim 2x hand flamers, bombs
5 dom's 2x melta, combi-melta, bombs in rhino with lights
2 exorcists
7 Retributers, 4x h.bolters
Quad gun
I did pretty well at the tourney. won all 3 games but the last game took too long to set up / questions about what did what ect. the organizer didn't let us continue after the 2nd turn so we ended up basically tieing. (i won, but very minor win) took 2nd in the tourney.
He's fairly cheap, a psyker, and lets you take cheap units of warrior acolytes as troops (or expensive ones) and of course all sorts of GK goodies. He's a good package for what he costs.
evildrcheese wrote: I like the idea of GK for Coteaz more and more, might see if I can pick up the codex on ebay for cheaps...
Can someone give a breakdown of what can be offered other than the I've been expecting you.
D
For pure GK, He lets you take an army of nothing but Jokaero.
Coteaz + 40 Jokaero is 1500pts, which while silly is still 4 BS3 Lascannons. (Or you be sensible and take say, Coteaz, a Fortress of Redemption, a Dreadknight, an Acolyte and 24 Jokaero - this is pretty awesome and has worked well in testing so far.)
Other than that... he has some bird thing that's Str4? D6 shots?... I just have him man the Icarus Lascannon tbh, I don't really know what he does.
i've been expecting you is wonderful as it gives you a region of safety from anything hitting your rear armor. his psyker stuff is all right but will only work on his own unit because of the grey knights issues with sisters.
his other ability is actually very cool. he lets you re-roll to steal initiative, or force your opponent to re-roll his. if you have scouts its important to get that first turn.
always use divination if you use him with a shooty squad though. if you get perfect timing and presence its golden. thats why i use the.. frankly dirt cheap, servitors with plasma cannons.
i'm not sure i'll use the pskyers again. they were ok, but not amazing. basically i had the penitent engine drivers laying around and wanted to try psykers. frankly they're about the best gw figures out there for an inquisitions psyker retinue.
Automatically Appended Next Post: sorry about the caps, keyboard shift keys are apparently broken
Interesting. It sucks that Sisters and Grey Knights aren't battle brothers.
The GK stormraven makes an excellent gunboat with it's psybolt ammo, I've been on the reciving end of this and it hurts - it's a big points investment though from what I understand. I probably wouldn't run a SR with my Sisters due to the point-sink.
evildrcheese wrote: Interesting. It sucks that Sisters and Grey Knights aren't battle brothers.
The GK stormraven makes an excellent gunboat with it's psybolt ammo, I've been on the reciving end of this and it hurts - it's a big points investment though from what I understand. I probably wouldn't run a SR with my Sisters due to the point-sink.
D
A LOT of GK seems to be a pretty big points sink - a kitted out Dreadknight is 300pts.
I should probably read through the book and get an idea of everything else there... but yeah...
I'm more interested in the Inqusition units TBH, I really like that side of the Fluff and was sad to see in disappear from our units with the WD Dex.
D
Yup, 130 base, 75 for the telporter, 25 for the sword and 70 for the weapons. 'Wow, that's really 300pts' was basically my reaction too. For the monkey army, having something to put pressure on the enemy and stop them charging forward and mauling things.
For Inquisitors - they're Inquisitors, Coteaz is probably your best bet, as it means you get the Henchmen as troops, and the Henchman are pretty much a mix of Guard and stuff. (Monkeys!) At the end of the day, each Henchmen Warband can consist of 3-12 of any of the following: Arco-flagellants Banishers Crusaders Daemonhosts Death Cult Assassins Inquisitorial Servitors Jokaero Weaponsmiths Mystics Psykers Warrior Acolytes
I have been running Coteaz as well to good effect. I put him on the quad gun with 3 multi-melta servitors. I was going to use plasma cannons, but his main role is to make flyers and deepstrikers cautious. So, I prefer 3 MM shots that have a slim chance at hitting a flyer.
Also, people tend to overlook that those servitors are a scoring unit.
I also take 5 acolytes in a razorback (TL Assault Cannon, psybolt) for a little extra punch. It follows the scouting dominion squads and gives me a mobile scoring unit that again, people tend to ignore.
Lastly, I throw in the vindicare. Oh..... you have a riptide? Thats cute. Here is my shield breaker round followed by 3 volleys from my exorcists.
If there wasn't so much 'removes cover' I would probably use assassins all the time. They just seem to not last a single turn because everyone knows how nasty they are.
Could go well in a list with 3x dominion scouting up the field. Saturate the midfield and it would probably be ignored.
I'm with you on the multi melta, that was the 2nd choice that I was throwing around. I think its just a personal choice on what to take with them but any direction you go the price is silly low.
On the Dreadknight. They're expensive if you fully load them out but depending on your main sisters force, you may not need to. I consider the flamer a must-take (so 160pt base) but everything else is optional. Just remember that he's big and useful... but only has 4 wounds and a 2+/5++. Ever worry about them with your sisters army? nope, me neither because exorcists show them the price of their heresy in a single volley of holy rockets.
How much are the mm servitors?
I ask because the servitors I know of are 30 with a heavy boogerBolter (stupid phone), and Jokaero are 35 with MM, Lascannon and a Heavy Flamer (and are still scoring with Cortez. :p)
GK servitors are dirt cheap. Think 2 points cheaper than an extra sister for a servitor or a servitor with a multi melta or heavy bolt gun. The plasma cannon only doubles the price of the figure.
Automatically Appended Next Post: The biggest problem with them is that they need an inquistor to babysit them or they'll make the unit useless half the time. I say worth it as cotez is tough but should be in a shooty squad anyway
Ovion wrote: How much are the mm servitors?
I ask because the servitors I know of are 30 with a heavy booger, and Jokaero are 35 with MM, Lascannon and a Heavy Flamer (and are still scoring with Cortez. :p)
Base price for a servitor and the MM is free. Ridiculously undercosted.
The biggest problem with them is that they need an inquistor to babysit them or they'll make the unit useless half the time. I say worth it as cotez is tough but should be in a shooty squad anyway
Yeah, I toyed with putting more in with the acolytes, but mindlock freezes the whole unit. So, it is not worth the risk. However, their whole existence is to hang out with Coteaz and take extra shots. And if there happens to be an objective right there.... well, so much the better.
war wrote: I did pretty well at the tourney. won all 3 games but the last game took too long to set up / questions about what did what ect. the organizer didn't let us continue after the 2nd turn so we ended up basically tieing. (i won, but very minor win) took 2nd in the tourney.
Nicely done, although sorry about the slow play on the last game.
I'm convinced I would have crushed him and i'm pretty sure my opponent would agree, although he wasn't going to concede. During my first 2 turns i killed off 2 out of 4 dark eldar raiders (mobilized a 3rd one) swept his elite forces from the board and killed his drop podding spacewolf allies with almost no loss on my side of the field (lost the dominion sisters unit and an exorcist). I must say I was very much dissapointed when after my 2nd turn movement phase we got a '20 minute' call. There was no chance at that point for me to win in any significant way as I was still in maneuver and kill mode. If I had known the game was about to end I would have jumped on as many points as possible.
Warning somewhat of a rant here:
Spoiler:
I don't know, the biggest problem I have with it is that I drive several hours to get to the tourney and then get robbed of a good game. I know that there are time constraints and the like but I still feel cheated out of a potentially very good game. The worst part of it is that the last time I was at the shop for a tourney the exact same thing happened. I was on the top table of the fantasy tourney and my opponent was so slow that we got to the bottom of turn 3 (my turn) and the organizer wouldn't let us finish the combat we were fighting that would decide the game. This worked to my opponents favor in a serious way and he ended up winning the tourney because of it. I think i'm going to be done with that shops tourneys for a while because of it. I love playing wargames, losing i'm ok with, but being denied a game at the top table?... i'd rather stay home and hang out with my kids.
rant over
I do think that the tourney showed me just how useful dom's are. They shot across the field and got me first blood in 2/3 games. Blew up a raider, a chimera and immobilizing a landraider all in the opening turn. I was worried about flyers and did the ADL thing for the first time. still up in the air about the usefulness of them. 100 points for a quad gun is kinda pricey even with the added protection it offers... could be used for more sisters instead. I have another tourney in 2 weeks so we'll see what I drag out for that one.
Oh I don't really blame him for it. He had a lot of questions about how things worked ect. and I could probably play faster as well. (only really been playing for 2 months or so and had never played a dark eldar before) Just really sucked it ended the way it did. I would have been ok if we both got 1 more full turn after they called the time. (so the game would end after we both get a round 3)
war wrote: Oh I don't really blame him for it. He had a lot of questions about how things worked ect. and I could probably play faster as well. (only really been playing for 2 months or so and had never played a dark eldar before) Just really sucked it ended the way it did. I would have been ok if we both got 1 more full turn after they called the time. (so the game would end after we both get a round 3)
Kinda weird that he would have that many questions and be on that high a table, but that happens when you're at shop tourneys. As for extra time, I would disagree on that. Having been on the other end (waiting for the last table to finish their game), I hate it when they keep giving folks more time. You should finish your game in the time allotted. That's why I am so hard on slow play.
Well, it was what it was. So much for dwelling, back to more interesting topics.
I was thinking of trying to speed up my force significantly. Going with 3 units of 10? dominion. I'm still deciding on either flamers or melta or a mix. The mix may be the way to go (so maybe 3 flamers, 1 melta and a combi-melta). Shoot them across the field T1 in their rhinos regardless of first turn and ally either Creed to scout penitent engines... or try a vindicare again. The point would be to basically give the opponent so much to worry about they ignore the lightly armed BSS and henchmen/infantry squads running around capturing objectives.