I'm almost certain I saw an update somewhere that said she was worth a point if she wasn't coming back and/or the game ended before she could. Did that disappear ?
Mavnas wrote: I'm almost certain I saw an update somewhere that said she was worth a point if she wasn't coming back and/or the game ended before she could. Did that disappear ?
"If Saint Celestine is your Warlord, her Martyrdom special
rule will only take effect, and she will only award Victory Points for objectives such as ‘Slay the Warlord’, if she fails her
Act of Faith test or if she has been removed as a casualty for the second time."
And all of the act sentences before that say 'can use'
So not taking the test isn't failing it, and dying once isn't dying twice. Holy dick move, batman!
deviantduck wrote: "If Saint Celestine is your Warlord, her Martyrdom special
rule will only take effect, and she will only award Victory Points for objectives such as ‘Slay the Warlord’, if she fails her
Act of Faith test or if she has been removed as a casualty for the second time."
And all of the act sentences before that say 'can use'
So not taking the test isn't failing it, and dying once isn't dying twice. Holy dick move, batman!
deviantduck wrote: "If Saint Celestine is your Warlord, her Martyrdom special
rule will only take effect, and she will only award Victory Points for objectives such as ‘Slay the Warlord’, if she fails her
Act of Faith test or if she has been removed as a casualty for the second time."
And all of the act sentences before that say 'can use'
So not taking the test isn't failing it, and dying once isn't dying twice. Holy dick move, batman!
Nice catch!
Yeah, I've been talking about this one since she came out. I don't particularly think of it as a dick move since the rule is pretty clear and it is pretty big negative not to have her come back, but that's me.
As to The_River's question, I use the original model, pinned to heck and back.
The_River wrote: Are people still using the celestial model or have they converted their own?
Celestine is one of the best Sisters models we have, I don't know why people wouldn't use her! I've seen conversions to give her wings (I even have one that gives her that Sanguinor's wings), but it's still usually Celestine in some form or fashion.
Is she supposed to be on a 40mm base? I seem to remember some rule about using a base the size of the one models come with and she has both a 25mm and a 40?
Mavnas wrote: Is she supposed to be on a 40mm base? I seem to remember some rule about using a base the size of the one models come with and she has both a 25mm and a 40?
She comes with both, and according to what I got back from a service rep was that she actually goes on the 40mm. Personally I like her on the 40mm because she is easier to balance but some people argue for the 25mm.
2xBSS squads
2xRet Squads with 4 heavy bolters
1xDom Squad in Immo with 4 meltas
1xSeraphim 2x hand flamers, superior
St. Celestine
I'm not quite sure what to do with the last 25 points. Sadly, one immolator/rhino is the only vehicle I currently have painted and assembled and I don't forsee putting others together at any kind of reasonable speed.
Automatically Appended Next Post: Possible options:
A priest.
Upgrade the dom's sister superior and give her a plasma pistol
Give 5 of the 6 superiors melta bombs
Add a second use of Rending or Ignores Cover to one of the units
Extra regular sister + Dom to have more bodies on the table
Drop all upgrades from the seraphim, buy a bunker.
Without mechanizing them, it might be hard to get into special range. Though I suppose I could give each a multi-melta. Not enough firepower to justify standing still if I want to move, able to pop an incoming transport in a pinch or take a potshot at nearby model with a good armor save. I could see that.
I use the original model, lightly converted. I've never seen or played her on a 40mm base - mine didn't come with any base (or arms, or backpack... hence the conversions, I actually pulled her body out of a bitz box).
Thus I present... Ephrael Stern, once of the Order of our Martyred Lady.
How about a Showcase thread, exclusively for Sororitas models?
Back on topic, what's the latest opinion on Penitent Engines? I've used them once since 7th came out, and they did well enough that I'm seriously considering taking them again. Just me, or are other people thinking similar?
Back on topic, what's the latest opinion on Penitent Engines? I've used them once since 7th came out, and they did well enough that I'm seriously considering taking them again. Just me, or are other people thinking similar?
Two are win win imo. Cheap unit, anti hoard, if your opponent ignores them they rock face. If not they waste shooting at some other then your bss. Do not take one or three. (Too fragile and too spendy) And only take the once the essentials are taken.
So I decided to finally buy into fortifications for my sisters army. Been thinking about it for a while honestly. I decided on the firestorm redoubt to plop my HB repentias in. It comes with two (I hope I get the name right) icarus quad lascannons. They're pretty kool it seems, TL , interceptor, skyfire. Seems to fill that AA role sisters lack. They are automatic fire, so no manual fire from the people inside which is fine since I'm only putting my rets up there and I only run 5. My only gripe is it's a low building so LoS advantage from height will be nil. What you guys think? Think it'll be useful for my force or should I have gone with the bastion everyone talks about?
On a side note it does have a very sistersy feel to it. Hanging scrolls off the wall and all. It seems to fit with the theme of the army.
I have become increasingly convinced that AA is overcosted given its situational nature. With the skyfire/interceptor combination nerf in 7th, I see no reason to ever get a quad gun now :(
My own conversion largely based on Zefig's version.
Very pleased with the result, works great on the table but will need maintenance as she has seen many games, many tables and a lot of (careful) handling.
The Legs make it a very very balanced model for such a high, full-Metal 40mm
The_River wrote: Are people still using the celestial model or have they converted their own?
I picked up the fine cast wings off of the BA Deathco character (forget the name) with a weighted base, she stands up just fine for me.
Hot dog! That's nicely executed.
OT. I only really miss my AA capabilities if going against Deamons or Nid with all their flying MC, which I don't see too often in my local meta, and with the heldrake coming down a peg or two then there's even less to worry about...
Saying that I do like the fire storm redoubt, but as mention the Nerf to skyfire+Intercepted really takes some of the gleam off. How's your meta? You see all of flying MCs or fliers?
My meta has a few fliers. None of them are spammed though. Don't think I've ever seen more than 2 flyers in one match.
To be honest I kind of felt the firestorm reboubt wouldn't trump the bastion but I give automatic points to style and form. I'm a painter just as much as I am a player so I do justify certain choices in my army based on how it'd look painted nicely and put in my display case or if I think the model just looks terrible and I don't want to field it till I can find a viable alternative (good bye chaos obliterators and exorcist tanks, hello centurions and converted immolaters).
Will the redoubt perform as nicely as the bastion for me? probably not. Will it still be useful in my force? I think it will. I'm still very excited about fielding it but atleast I know that I shouldn't expect miracles from it (I reserve miracles from my sisters anyways lol).
Recently I started thinking of experimenting with a unit of 8 retributors, 4 flamers, simulacrum, inquisitor with scout book, and priest in a rhino. Couple that with a couple units of melta doms... The alternative would be to make Uriah the priest for the 3x rending.
Mavnas wrote: Recently I started thinking of experimenting with a unit of 8 retributors, 4 flamers, simulacrum, inquisitor with scout book, and priest in a rhino. Couple that with a couple units of melta doms... The alternative would be to make Uriah the priest for the 3x rending.
Anyone played with a unit like that?
I did this in 3rd (not with the inquisitor). It's called the easy bake oven (Rets + Heavy Flamers + rending).
If I was going to run it, I'd run it cheaper than that. The priest, the extra rets, the simulacrum and the inquisitor are just adding too much to the unit. It's going to die after or before it hits something. If you just want scouting flamers, do that with Doms.
That being said... Now that you can use allied drop pods, if you ally in SW, you can put those rets in a pod and that is just pure hell.
Yeah, if I were going to make them cheap the pods would be the way to go. If I make them expensive, I wouldn't mind the enemy shooting at them as it would mean they're drawing fire away from the 8 melta guns I also scouted forward and from Celestine and her seraphim that are taking longer to get to where they are going due to lack of scouting.
Mavnas wrote: Yeah, if I were going to make them cheap the pods would be the way to go. If I make them expensive, I wouldn't mind the enemy shooting at them as it would mean they're drawing fire away from the 8 melta guns I also scouted forward and from Celestine and her seraphim that are taking longer to get to where they are going due to lack of scouting.
Problem with that is that it is still "only" 4 Sisters (plus the 4 Flamers). I don't think it will take long for it to go. 1 Leman Russ Shot at that squad or something similar could just clear it in one shot...
If I can find a list that works for what I want to do, I'm actually considering taking a second combined arms detachment of Raptors Space Marines with Lias Issodon (Master of Ambush warlord trait) and infiltrating either 1-2 Heavy Flamer Retributor squads in Rhinos or Repressors or infiltrating a Sororitas Command Squad in a transport with five multi-meltas.
My newest 2500 points list. It remains battleforged, but I find that objective secured it really not that important in this edition unless you're playing the original missions.
Celestine
3 x Priests, one with the Litanies and another with melta bombs
2 x 5 Sister troops in repressors. 2 Metaguns per squads
2 x 5 Dominions in Immolators. 4 metaguns per squads
1 x 5 Seraphims. 2 hand flamers (just a small bodyguard for Celestine)
3 x Exorcists
2 x Vengeance weapon battery with Battlecannons (3+ cover for exorcists and battle cannons are not bad per say)
Coteaz
3 crusaders and 4 deathcults in a land raider with psybolts, dozers and extra stormbolter.
Calidus Assassin
Knight Errant
The stuffed lander raider and the knight should allow me to dictacte where the fighting witll happen. The battlecannons won't ever be without a target and if anything gets close to the exorcists hiding behind them for LOS blocking and 3+ cover, they run the risk of being taken off the table themselves.
That list has 3 solid components to mess with your opponent's battle plan in the knight, land raider and calidus.
I could take the seraphims off to add points elsewhere, but that leaves Celestine without a guard of her own.
Just played a Zone Mortalis game today: sisters absolutely rock in it
Since all flamers have shred in ZM, I went completely overboard and brought a total of 2 flamers, 5 heavy flamers, 4 hand flamers and 5 combi-flamers to a 750pt game
Voldrak wrote: My newest 2500 points list. It remains battleforged, but I find that objective secured it really not that important in this edition unless you're playing the original missions.
Celestine
3 x Priests, one with the Litanies and another with melta bombs
2 x 5 Sister troops in repressors. 2 Metaguns per squads
2 x 5 Dominions in Immolators. 4 metaguns per squads
1 x 5 Seraphims. 2 hand flamers (just a small bodyguard for Celestine)
3 x Exorcists
2 x Vengeance weapon battery with Battlecannons (3+ cover for exorcists and battle cannons are not bad per say)
Coteaz
3 crusaders and 4 deathcults in a land raider with psybolts, dozers and extra stormbolter.
Calidus Assassin
Knight Errant
The stuffed lander raider and the knight should allow me to dictacte where the fighting witll happen. The battlecannons won't ever be without a target and if anything gets close to the exorcists hiding behind them for LOS blocking and 3+ cover, they run the risk of being taken off the table themselves.
That list has 3 solid components to mess with your opponent's battle plan in the knight, land raider and calidus.
I could take the seraphims off to add points elsewhere, but that leaves Celestine without a guard of her own.
Why the half-empty Repressors? Do you really prize AV:13 that highly? (A defensible position if you do). I'd be tempted to switch them for Immolators, if only so your already fragile Dominions aren't by far the easiest target on the board.
Why the half-empty Repressors? Do you really prize AV:13 that highly? (A defensible position if you do). I'd be tempted to switch them for Immolators, if only so your already fragile Dominions aren't by far the easiest target on the board.
Here's a few reasons why I like this.
1. There's only 5 models shooting out of the repressor to begin with so any models extra is just an extra wound on that squad. Given that they are quite resilent and can get where they need the extra wounds are unecessary.
2. It's harder to get first blood from this than a rhino or immolator
3. They can go almost where they want, rarely immobilizing themselves.
4. Since it's almost as hard as a land raider or the knight, it forces my opponent to chose between going after the 5 girl troop or the more pressing threat that I am sending down their throat.
I follow the well preached moto: "She who bails will fail." so if my sisters are staying in their transport, I want one that will still allow them to shoot.
Immolators are quite fragile. On Dominions its not so bad because you mitigate this by either scouting and getting a good phase of shooting from it or you outflank so your opponent does not get an chance to shoot at them before they've done damage.
On sisters, not so much. They will grant first blood very easily and will rarely get into any position to do some damage and once they break down, the sisters inside are toast... especially if that happens on the early turns of the game when there is still too much firepower on the table.
The way I see it, Dominions are a suicide unit. Take down something big with them and then assume they will die. Sisters have to work harder to get that chance.
As of the Second Edition of Imperial Armour Vol 2, page 239:
Fire Points * Two models can fire from the Repressor's top hatch. In addition, there are three firing ports on either side of the troop compartment, each of which may be fired out of by a single passenger.
So, technically, 8 models can fire out of a Repressor.
The problem is that you're almost never going to get the angle to get both sides of the repressors firepoint to be able to see and aim at your target so realistically you will only get 5 shooting.
You would have to be facing your front at the unit targetted and have them spread apart very very wide to get all 8 firepoints good to go... or be surrounded.
Voldrak wrote: The problem is that you're almost never going to get the angle to get both sides of the repressors firepoint to be able to see and aim at your target so realistically you will only get 5 shooting.
You would have to be facing your front at the unit targetted and have them spread apart very very wide to get all 8 firepoints good to go... or be surrounded.
Tank shock just deep enough to spread them like that? I think in this edition you can even move only 6" and still shock.
Automatically Appended Next Post: So I had a thought for an army list that I will never build given my low vehicle painting speed:
Knight Castigator
Knight Lancer
6x Repressor with either dom squad or BSS.
(Maybe some Exorcists instead of a squad, but then you couldn't maintain a line advancing at 12".)
You would deploy them all facing the enemy close together, each vehicle denying its neighbors' side armor to the enemy forcing him to shoot at AV13 until you got in close and the whole formation breaks up.
The PDF you linked to was posted back in 2012 and Volume 2 has a copyright date of 2013. The only differences between the one you linked and Vol 2 are the fire points (quote I made above), the correction I linked to, and a line in the book that says the Repressor can't transport anything with a variant of the Bulky special rule like every other Rhino variant.
Also, I'm glad I got my two when I did. The Forge World site is now showing the Repressor to be Out of Stock.
doms w/4 melta gun, immolator
seraphim 2x hand flamers 1 x vet superior
2x retributor squad 4x heavy bolters
----
I faced
2x pirhanas
1x Riptide
2x Fire warrior Squad
Some sort of amazing commander + bodyguards. (I'm told they were awesome, but they deep strike mishapped and died on impact.)
It was one of the maelstrom missions with the diagonal deployment (which I now officially dislike). The tau player made me place first, I went first.
Many of the units were too far apart. First turn my dominions who had started on the table (because starting off would have meant a 1/3rd chance of outflanking into... nowhere) could only reach a fire warrior squad and were left facing the the entire tau army. So they drove up, got out fired 4 ignores cover shots at fire warriors (3 died), then tossed a frag grenade (3 died). Had I toseed the grenade first that would have been all of them, as it was, one lived and didn't run away. Immolator shot the Riptide, but it felt no pain. Celestine and seraphim used the vehicle for cover (bad move). Heavy bolters opened up and took out a pirhana. Other heavy bolters killed the drones that came off it. Massive overkill (but first blood to me).
The riptide placed a single large blast, blowing up the immolator, killing 3 of the doms (2 directly, 1 from the vehicle explosion and a seraphim). The far firewarriors shot up 1 more dom. The pirhana killed a seraphim.
Turn 2:
Celestine split from the seraphim who went after the pirhana (and an objective), she took cover near the doms, but not joining them. The surviving dom and priest walked towards the riptide, tried to shoot it but invuln. Failed their charge, but didn't lose anything to overwatch. Heavy bolters failed to damage the remaining pirhana.
Tau commander deep strike mishapped himself straight to the list of casualties (making him the my main source of damge against the tau).
Fire warriors killed the surviving dom, riptide dropped a blast on celestine and the priest. Celestine went down for the first time.
Turn 3 and beyond:
Celestine gets back up, Celestine and the priest charge the riptide. More ineffective shooting all around.
Celestine and the priest went 4 fight phases with the riptide, inflicting one wound (priest with his S3 AP - chainsword)! Both died. I tried to Hit and Run after the end of my opponent's turn 3, which would have put me in a position to BBQ and eliminate the remaining fire warrior unit and score one of my objectives, but I rolled a 6 :(
The turn after Celestine's death one of the BSS got in range of the Riptide, fired one set of shots with their pistols then charged it. That combat lasted for the rest of the game costing me one more sister.
End result: Sisters win 6-3.
Fun facts:
Sources of damage to the Riptide:
-66% Nova charge failure
-33% Priest with a chainsword (rerolling to wound)
Source of most tau casualties:
-Commander deep strike mishap!!!
-1 Pirhana, 2 gun drones, 7 fire warriors dead to heavy bolter fire (This is less impressive considering there were 8 heavy bolters shooting for 7 turns).
-3 Fire warriors dead to a single frag grenade
-3 Firewarriors dead to Melta Fire
The tau player did a very good job of staying out of heavy bolter range. I only got one unit, one turn worth of fire at the riptide with them. The far firewarriors were too far. The close ones died to other weapons, so I was left shooting at pirhanas which between Jink and effective cover managed to survive with a single HP throughout and kill off the seraphim denying me Linebreaker.
My most effective unit was an un-upgraded BSS, which locked down the riptide from turn 4 to 7, losing a single battle sister (one more was lost to firewarrior fire).
Celestine killed literally nothing, though she was able to keep the riptide busy for 2 turns (1 for her first shooting death, 2 in melee). The priest that took the hit for her kept the riptide busy for one turn.
On a non-diagonal map, my heavy bolters which were in the center of my deployment, right up on the line would have covered more of the field. The far back BSS wouldn't have been totally out of action on an objective I never drew the card for though in fairness, one of my points was for revealing what all the mysterious objectives were. (There were 5 targeting relays, and 1 grav wave generator.) None of the objectives mattered as they had been mostly placed in the far back or in the middle to tempt the armies to walk up and get shot.
Automatically Appended Next Post: Actually, I take that back. Celestine roasted the lone survivor of the dominions' attack in turn 2.
Got third in a 2000 point escalation tourney. Only loss was to a iyandon eldar list in a kill point mission, against a friend who had played against my sister's many times. So the WORST possoble matchup imaginable lol. He had ten units to my 21...
My list.
4x priests stock
Uriah
Saint celestine
3x troops with flamer, storm bolter, plasma pistol and immolator melta
Dominion with combi melta, 4x melta, immolator with melta.
Dominion with flamers and immolator flamer.
9x Seraphams with 2x hand flamer
Exorcist
10x retributers with bolters, combi melta and power maul.
evildrcheese wrote: It's true that the Repressor Kit is currently 'Out of Stock' on the site.
I've sent an email asking when it might be back in stock, I'll keep this thread updated on any answers...
D
Some other models (Eldar Vampire Raider for instance) are also out of stock. I've shot em a mail too since I was planning a purchase later this year.. hopefully it's just a new mould.
We are currently making some repairs to the master models for the but we hope to have them available again within the next month.
If there is anything further we can do to assist you, or if you have any queries about the information we have requested or provided, please telephone us.
Regards,
Forge World"
So at least it'll be back. Part of me was hoping it was getting moved over to GW for a SoB plastic release...still I can live with resin repressors
Unyielding Hunger wrote: What is the general opinion on Condemnor Boltguns? I was thinking about the idea of having a small Psyker kill team with them.
Well, that is a little disappointing. Out of curiosity, what are the best options for some "stealthy" sisters, in your opinion?
Dominions with 5 storm bolters? Gives the impression of a special force moving ahead of the main force to do stuff. On the plus side, they're not a bad unit either.
Or you could run a Celestian or Command squad. Both give the idea of 'veteran' units that could be kitted out as stealthy, although I'd give the edge to the command squad.
Welp, I got a little confused on just how I wanted my Sisters to act fluff-wise, so I went ahead and tried the Ordo generator, and came up with...this fiasco... So now I have to try and find a few units that can function with this.
Order of...?
Order Type: Minor Order
Order Originator: Order of the Bloody Rose
Purpose of Founding: Strategic Prognostication
Order's Flaw: Faith in Suspicion
Order Demeanor: See, but don't be seen
Primary Saint: Celestian Commander
Deed of Legend: Fought a rebel army and brought an entire sector back to the light of the Emperor
Homeworld: Fleet Based
Rule of Homeworld: Advisory Role
Order Organization: Slight Variation
Order's Strategy: Stealth
Order Divergence: Modified Jump Pack
Method of Worship: Purity of Man
Order's Size: Endangered
Order's Allies: Adeptas Astartes
Order's Enemies: A particular chaos aligned group
About the only thing I know for sure is that I am going to need some dominions...and lots of Sanguinary Guard wings. I am just curious if we have any real other options available for deployment.
Same difference. Besides, we have nothing with 'shrouded' or 'stealth', so it's a case of 'insert suitable visualisation here'. Doesn't help I've always thought of storm bolters as quieter then regular bolters, especially Sisters ones.
But hey, to each their own. I live in my own reality.
Same difference. Besides, we have nothing with 'shrouded' or 'stealth', so it's a case of 'insert suitable visualisation here'. Doesn't help I've always thought of storm bolters as quieter then regular bolters, especially Sisters ones.
But hey, to each their own. I live in my own reality.
HM weird. I always imagined them being louder than bolter, since they fit somewhere between a bolt and Heavy Bolter in terms of range/output
Suppose you could do elongated barrels for that 'silencer' vibe.
Same difference. Besides, we have nothing with 'shrouded' or 'stealth', so it's a case of 'insert suitable visualisation here'. Doesn't help I've always thought of storm bolters as quieter then regular bolters, especially Sisters ones.
But hey, to each their own. I live in my own reality.
HM weird. I always imagined them being louder than bolter, since they fit somewhere between a bolt and Heavy Bolter in terms of range/output
Suppose you could do elongated barrels for that 'silencer' vibe.
D
Fair enough. I saw it as they were issued to special forces (Grey Knights, specifically), were of newer, more advanced design (vs the combi-bolter) and were Sisters issue, smaller then Space Marine weapons. But yeah, I can see how it could go both ways.
BoomWolf wrote:I think stealthy sisters might be slightly heresy.
Don't they get strongly into the "purge it with fire and make it as public as possible" line of thought anyway?
In general, but some of the Orders are known for being clinical and tactical, preferring to use their heads. I'm sure they are capable of using stealth when it makes sense to.
After testing some builds for a tournament I've come up with a list that I think is balanced, but I'd like some feedback and comment. The list and some notes:
Saint Celestine
2 Priests, Book of Saint Lucius
5 Sisters, 2 meltaguns, Rhino
5 Sisters, 1 flamer, Immolator with TL Multimelta
5 Dominions, 2 meltaguns, Immolator with TL Multimelta
5 Dominions, 4 flamers, Immolator with TL Multimelta
2 Exorcists
Saint Celestine and a Priest join the 40 Conscripts, giving them Fearless, Hit and Run, and Hatred. These bubble wrap Pask and his fellow Punisher. The other Priest joins the 20 Guard blob giving them Fearless. The Book of Saint Lucius gives all friendly units within 12" auto regroup, so the Vets will stay within 12" of the blob Priest. The Eradicator will stay near Pask, forming a AV14 wall, with the Exorcists and Sisters transports behind them. The Dominions will either Scout first turn or outflank. The 5 Sisters in the Rhino will actually hitch a ride on the Vendetta for last turn objective claiming. PCS will trudge along behind the conscripts to give them orders.
Strategy is obviously dictated by my opponent but that is the main idea, with Pask protected by the Conscripts, who can hit and run allowing Pask to unleash his Punishers. Also Celestine can go off on her own if needed and beat face.
Ideas or thoughts welcome.
davidgr33n wrote: After testing some builds for a tournament I've come up with a list that I think is balanced, but I'd like some feedback and comment. The list and some notes:
Saint Celestine
2 Priests, Book of Saint Lucius
5 Sisters, 2 meltaguns, Rhino
5 Sisters, 1 flamer, Immolator with TL Multimelta
5 Dominions, 2 meltaguns, Immolator with TL Multimelta
5 Dominions, 4 flamers, Immolator with TL Multimelta
2 Exorcists
Saint Celestine and a Priest join the 40 Conscripts, giving them Fearless, Hit and Run, and Hatred. These bubble wrap Pask and his fellow Punisher. The other Priest joins the 20 Guard blob giving them Fearless. The Book of Saint Lucius gives all friendly units within 12" auto regroup, so the Vets will stay within 12" of the blob Priest. The Eradicator will stay near Pask, forming a AV14 wall, with the Exorcists and Sisters transports behind them. The Dominions will either Scout first turn or outflank. The 5 Sisters in the Rhino will actually hitch a ride on the Vendetta for last turn objective claiming. PCS will trudge along behind the conscripts to give them orders.
Strategy is obviously dictated by my opponent but that is the main idea, with Pask protected by the Conscripts, who can hit and run allowing Pask to unleash his Punishers. Also Celestine can go off on her own if needed and beat face.
Ideas or thoughts welcome.
The second punisher without Pask will be a lot less effective. I'm not sure what it gives you. Since you're rerolling 1s with that unit the more traditional choice is the one with the plasma gun + plasma sponsons for 5 plasma blasts. Since it can shoot at a different target than Pask's Punisher, this lets you deal with other light vehicles/heavy infantry while Pask deals with whatever you want. Also gives the unit slightly more range than Pask's 24".
Flamer doms seem kind of pointless. I mean you have a unit that can already ignore cover for a turn, and probably won't live much beyond that. Anything 4 flamers are a threat to, you already handle well enough with Pask and his squad mate. The other dominion squad with only two melta guns also seems like a waste. 2 shots won't really guarantee you're popping anything. If you really want a 4 flamer unit, I'd say get retributors with 4 heavy flamers, toss in a priest and a few extra bodies and a simulacrum. They won't be as fast as the doms, but they will be able to shift infantry off an objective and then hold it with rending heavy flamers.
Yeah flamer doms are a little redundant in so much as they ignore cover all the time, sure dropping 4 flamer templates on a unit will hurt, but with access to 2x flamer or flamer+heavy flamer in the standard 5 (wo)man battle sister squads you really should be going for ignore cover meltas.
If you can maybe put the BSS in immolators and the Melta doms in rhinos so they can shoot out the top hatch.
I really like the idea behind the list, nice mixing of IG and SoB.
Could you scramble enough points for a SoB priest with lots of faith and some IG priests to go with the conscripts? Auto passing war hymns gives the conscrpts some teeth.
So, I am trying to make a different kind of sisters list just to see how it will do. While I am fully aware that it is going to get curb stomped by any semblance of a competitive list, I would still like to see how well it does. Our FLGS has a 1,000 point tournament coming up and I want to field penitent engines and possibly repentia sisters. Since I am running PE's, I am envisioning something more akin to a Kan wall, so I am wondering if I should just make this an all foot list.
With that in mind, I have the following available:
4 Peninent engines (was trying to get 6, but sigh)
2 x 10 Repentia sisters (with mistress)
1 x 9 repentia sisters (no mistress, would have to convert or acquire one)
7-9 priests of varying equipment
1 Uriah
1 St. Celestine
1 Canoness (alas no command squad though)
Enough sisters with meltas, flamers, Heavy Flamers, Multimeltas, and Heavy bolters to configure something.
Handful of seraphim (5 painted and ready to go, 10 more some assembly required)
I also have an assortment of Exorcists, Immolators, and Rhinos.
I was leaning towards 2 squadrons of 2 PEs backed up by 2 BSS squads, each with a priest. St. Celestine and a Ret Squad would round things out. But, I am throwing this out to other minds. What would you do with this mess of overly expensive metal models to make it work?
If you're going to run PE, you need to put immediate and hard pressure on your opponent. Foot isn't going to do that.
PE Squads
Dominions with melta in Rhinos/Immos/Repressors
BSS with melta/HF in Rhino/Repressors
Retributors with HF in Repressor?
Celestine and Seras
Just run the whole thing at your opponent turn one and hope for the best. You should have enough targets to cause targetting issues and MAYBE your PEs will actually get to assault.
I don't have my codex in front of me, but going from memory, I think I can field something like:
St. Celestine
2 Ministorum Priest
2x Battle Sister Squad with Heavy Bolters
2 x Dominion Squad (4 meltaguns) with TLMM Immolators
5x Seraphim with hand flamer
3x Penitent Engines
Priests go with the two BSS squads to keep them fearless as they camp on backfield objectives. Heavy bolters give them some range to reach out and touch someone.
The remainder march forward to serve the Emperor.
Or should I ditch the priests and scrape up some points for rhinos for the two BSS?
I agree. I will play around with the points when I get home (going from memory right now). It definitely has a chance to wreck face if it gets a chance to shoot first......
So, I played around with some numbers and here is what I came up with:
Canoness with Litanies of Faith
Battle Sisters x 5 (2 flamers) with Immolator TLMM Battle Sisters x 5 (2 flamers) with Immolator TLMM Dominion Squad x 5 (4 meltaguns) with Immolator TLMM Dominion Squad x 5 (4 meltaguns) with Immolator TLMM Penitent Engine x 2
Penitent Engine x 2
As I said, not expecting to do all that well, but maybe I catch someone napping....
Alright, so what do people think about upgrading superiors to vet superiors? The extra leadership may save you from running off the table, but it's 10pts that could be spent elsewhere. This is a question where the vet would be in troop choices in a priest bomb blob list, so no fearless to pass around like candy...
What does Dakka think? Worth it or no?.
Also, a little late to the party, but here's my Saint Celestine.
evildrcheese wrote: Alright, so what do people think about upgrading superiors to vet superiors? The extra leadership may save you from running off the table, but it's 10pts that could be spent elsewhere. This is a question where the vet would be in troop choices in a priest bomb blob list, so no fearless to pass around like candy...
What does Dakka think? Worth it or no?.
Also, a little late to the party, but here's my Saint Celestine.
D
Spoiler:
Work like that, it's never too late.
I always take vets on squads above 5, although I jump straight to 10, so YMMV. The extra leadership is excellent, but that extra attack has saved my ass on more then one occasion.
You also have to consider your Acts of Faith, not just whether or not the unit will run. You have a 72.22% chance of rolling an 8 or less, meaning you'll typically fail 5 Acts of Faith for every 18 you attempt.
You have an 83.33% chance of rolling a 9 or less, which are the same odds of a model with an initiative of 5 or higher failing an Initiative test for Hit and Run (1 in 6, or 3 in 18).
It may not be as big a deal for your baseline squads, but it could be crucial for your Seraphim, Retributors and Dominions.
I never take veteran superiors, except in 6th with the occasional seraphim. But that used to only be for challenge bait when i ran them with Celestine. Now that challenges are vastly different, i probably wouldn't. I also haven't run seraphim in 7th yet.
10pts is huge. that's another flamer or melta elsewhere. Not to mention, if you're that concerned you can take a simulacrum for the same pointt cost and have two 72% chances, or the laud hailer on 1 rhino for a 27" reroll bubble.
Well, remember that Celestine projects an Ld 10 bubble for acts of faith.
I'd say eating the challenge for Celestine is still worthwhile. Imagine a tough 2+ model with MEQ buddies. If the seraphim superior can eat the challenge for Celestine, she can murder his squad then Hit and Run away before having to eat high S AP2 wounds herself and Celestine can tank the low strccw attacks with her 2+. If your opponent has fewer attacks or you roll OK on your 6++ reroll able, he gets to be the one making the test to not run away. Without the superior, Celestine is swinging in effectively against 2+ hoping you won't fail a single 4++.
Only if you take her as your warlord. Jacobus is a pretty good warlord in his own right, and if I can make this Raptors list work my warlord will end up being Lias Issodon because his special rule requires him to be your warlord. Not that I'd balk at having infiltrating Dominions and Seraphim!
I always take a vet SS on my doms as I usually outflank with them and I don't want to fail my aof. I play on a ruins heavy board so being able to ignore cover is very important for me. Also they are usually way out of Celestine's bubble.
Yeah I'm not sold on the vet superiors being worth it.
Jaco will always be my warlord when running the blob. Celestine if running mechanised MSU, and I running msu, there's priests to lass around for fearless.
I can still appreciate the challenge bait worthiness of a veteran SS in a seraphim squad attached to celestine. But, in my last 6 6th games the squad always seemed to be annihilated before getting anywhere close to earning its points backs, so i just haven't' forgiven them yet, and haven't ran them in 7th
Automatically Appended Next Post: I don't know why this just popped into my head, but i'm going to try putting a vindicare in a rhino on top of my bastion. So the enemy has to strip 3 hull pts off of AV11 behind a 4+ cover save just to get to the gooey center of model that will then have a 3+cover/4++ save.
Shenanigans.
Automatically Appended Next Post: Unless assassins can't embark on transports, haven't looked,
deviantduck wrote: I can still appreciate the challenge bait worthiness of a veteran SS in a seraphim squad attached to celestine. But, in my last 6 6th games the squad always seemed to be annihilated before getting anywhere close to earning its points backs, so i just haven't' forgiven them yet, and haven't ran them in 7th
Automatically Appended Next Post: I don't know why this just popped into my head, but i'm going to try putting a vindicare in a rhino on top of my bastion. So the enemy has to strip 3 hull pts off of AV11 behind a 4+ cover save just to get to the gooey center of model that will then have a 3+cover/4++ save.
Shenanigans.
Automatically Appended Next Post: Unless assassins can't embark on transports, haven't looked,
Unyielding Hunger wrote: Welp, I got a little confused on just how I wanted my Sisters to act fluff-wise, so I went ahead and tried the Ordo generator, and came up with...this fiasco... So now I have to try and find a few units that can function with this.
Spoiler:
Order of...?
Order Type: Minor Order
Order Originator: Order of the Bloody Rose
Purpose of Founding: Strategic Prognostication
Order's Flaw: Faith in Suspicion
Order Demeanor: See, but don't be seen
Primary Saint: Celestian Commander
Deed of Legend: Fought a rebel army and brought an entire sector back to the light of the Emperor
Homeworld: Fleet Based
Rule of Homeworld: Advisory Role
Order Organization: Slight Variation
Order's Strategy: Stealth
Order Divergence: Modified Jump Pack
Method of Worship: Purity of Man
Order's Size: Endangered
Order's Allies: Adeptas Astartes
Order's Enemies: A particular chaos aligned group
About the only thing I know for sure is that I am going to need some dominions...and lots of Sanguinary Guard wings. I am just curious if we have any real other options available for deployment.
Never knew of this generator, will have to give it a try, and tweak some parts (paint scheme already Order of Our Martyred Lady colour swap).
As for stealth sisters.... In a campaign...? hmmmmm. Yelling "Burn the Heretics" at one's top voice with Laud Hailers blaring Hymns on the March (<Usual Combat Style), i think "Order Divergence" would have to be quite significant for Stealth...
If you have not read Faith and Fire (Sisters book) i'd recommend it. There is a "stealth moment" there, but it's more along the lines of Kill-Team and only because Impure Heretic said so....
evildrcheese wrote: Alright, so what do people think about upgrading superiors to vet superiors? The extra leadership may save you from running off the table, but it's 10pts that could be spent elsewhere. This is a question where the vet would be in troop choices in a priest bomb blob list, so no fearless to pass around like candy...
What does Dakka think? Worth it or no?.
Also, a little late to the party, but here's my Saint Celestine.
D
Spoiler:
Vet Upgrade: no unless you want extra weapons (Double Plasma Pistol on dominions was a thing for me for a while...), Laud Hailer on their transports worth it instead, and I did like Seraphim Superior with Power Lance (When i get away with it asking my opponent - I'm allowed a power Sword, can i make it a Lance...?)
SisterSydney wrote: I am -- assassin. I am -- silent. I am -- deadly. I am -- invisible. I am -- sitting in a tank on top of a tower. Yeah.
Love it. --- I'm good at Assassin. You sure that it was not an Ork you employed?
If you do get away with such awful Shenanigans, i'd convert a Bunker to the Shape & Size of a Rhino to put up top as my new "Sniper Nest"
>
I don't know why this just popped into my head, but i'm going to try putting a vindicare in a rhino on top of my bastion. So the enemy has to strip 3 hull pts off of AV11 behind a 4+ cover save just to get to the gooey center of model that will then have a 3+cover/4++ save.
Just wondering.
What happens when your opponent destroys that bastion first.....?
I cannot recall without my brb in front of me, but does the bastion become impassable terrain when destroyed?
I don't recall there being any rules for vehicles falling off buildings.
All sorts of headaches spring from this....
Why not just put your rhino on a skyshield and take the 4+ invul save?
Unyielding Hunger wrote: Welp, I got a little confused on just how I wanted my Sisters to act fluff-wise, so I went ahead and tried the Ordo generator, and came up with...this fiasco... So now I have to try and find a few units that can function with this.
Order of...?
Spoiler:
Order Type: Minor Order
Order Originator: Order of the Bloody Rose
Purpose of Founding: Strategic Prognostication
Order's Flaw: Faith in Suspicion
Order Demeanor: See, but don't be seen
Primary Saint: Celestian Commander
Deed of Legend: Fought a rebel army and brought an entire sector back to the light of the Emperor
Homeworld: Fleet Based
Rule of Homeworld: Advisory Role
Order Organization: Slight Variation
Order's Strategy: Stealth
Order Divergence: Modified Jump Pack
Method of Worship: Purity of Man
Order's Size: Endangered
Order's Allies: Adeptas Astartes
Order's Enemies: A particular chaos aligned group
About the only thing I know for sure is that I am going to need some dominions...and lots of Sanguinary Guard wings. I am just curious if we have any real other options available for deployment.
That generator stole a good bit of one of my Order ideas! At least the stealth, modified jump packs, and Astartes Allies.
If it weren't for the fact your Homeworld is 'fleet based' you could always use an urban camo-style paint scheme. Blacks, grays, and maybe some red.
Well, I have solidified a fair bit of what I am going to push for. My early list will consist of something in this general form.
The Visage Angelic These ride in the transport hunting along the flank.
Canoness w/ Mantle of Ophelia, Rosarius
Command Squad w/ 4 Storm Bolters, Simulacrum Imperialis, Immolator
The Faithful Host These EBCs run with their Priests in transport and are the main push.
Priest w/ EBC w/ 3 Arco-Flagellants, 3 Death Cult Assassins, 3 Crusaders w/ Rhino
Priest w/ EBC w/ 3 Arco-Flagellants, 3 3 Death Cult Assassins, 3 Crusaders w/ Rhino
Sovereigns of the Guard These are my backfield objective holders. The Rhinos move up however once their cargo has secured the area.
Battle Sisters Squad w/ Rhino
Battle Sisters Squad w/ Rhino
The Angels' Wrath These girls serve as a distraction for my main line and hunt for the objective holders, or for last minute pushes to contest objectives.
Seraphim Squad
Seraphim Squad
Seraphim Squad
Purity's Choir These are for the specific hunting of any monstrous creatures and armor on the field.
Exorcist
Exorcist
Retributor Squad w/ 4 Multi-Melta, Simulacrum Imperialis, Combi Melta, Immolator w Multi-Melta
Unyielding Hunger wrote: Well, I have solidified a fair bit of what I am going to push for. My early list will consist of something in this general form.
The Visage Angelic These ride in the transport hunting along the flank. Canoness w/ Mantle of Ophelia, Rosarius Command Squad w/ 4 Storm Bolters, Simulacrum Imperialis, Immolator
The Faithful Host These EBCs run with their Priests in transport and are the main push. Priest w/ EBC w/ 3 Arco-Flagellants, 3 Death Cult Assassins, 3 Crusaders w/ Rhino Priest w/ EBC w/ 3 Arco-Flagellants, 3 3 Death Cult Assassins, 3 Crusaders w/ Rhino
Sovereigns of the Guard These are my backfield objective holders. The Rhinos move up however once their cargo has secured the area. Battle Sisters Squad w/ Rhino Battle Sisters Squad w/ Rhino
The Angels' Wrath These girls serve as a distraction for my main line and hunt for the objective holders, or for last minute pushes to contest objectives. Seraphim Squad Seraphim Squad Seraphim Squad
Purity's Choir These are for the specific hunting of any monstrous creatures and armor on the field. Exorcist Exorcist Dominion Squad w/ 4 Multi-Melta, Simulacrum Imperialis, Combi Melta, Immolator w Multi-Melta
Thematic based army, or do you want to win some games?
Whichever it is, have you considered Allying Inquisition?
Drop a thing here or there, and replace "The Faithful Host These EBCs run with their Priests in transport and are the main push. Priest w/ EBC w/ 3 Arco-Flagellants, 3 Death Cult Assassins, 3 Crusaders w/ Rhino Priest w/ EBC w/ 3 Arco-Flagellants, 3 3 Death Cult Assassins, 3 Crusaders w/ Rhino"
with the same squads from Inquisition, and they can have a Land Raider. Make it more like 2 Crusaders, 6 Death Cult (i'd suggest dropping the Acro-F but you can still use some). And fit the Inquisitor either with them and Liber H (So the whole thing Scouts) or somewhere else (also with Scout, or other).
It'll help to win a little and also help with the "Stealth" Theme. Scouting Land Raider. Paint it black/Camo... =P
Automatically Appended Next Post: Oh, and another Issue:
The Angels' Wrath These girls serve as a distraction for my main line and hunt for the objective holders, or for last minute pushes to contest objectives.
Seraphim Squad Fast Attack
Seraphim Squad Fast Attack
Seraphim Squad Fast Attack
Purity's Choir These are for the specific hunting of any monstrous creatures and armor on the field.
Exorcist
Exorcist
Dominion Squad w/ 4 Multi-Melta, Simulacrum Imperialis, Combi Melta, Immolator w Multi-Melta Fast Attack
BlackTalos wrote: Thematic based army, or do you want to win some games?
Whichever it is, have you considered Allying Inquisition?
Drop a thing here or there, and replace
Unyielding Hunger wrote: The Faithful Host These EBCs run with their Priests in transport and are the main push.
Priest w/ EBC w/ 3 Arco-Flagellants, 3 Death Cult Assassins, 3 Crusaders w/ Rhino
Priest w/ EBC w/ 3 Arco-Flagellants, 3 3 Death Cult Assassins, 3 Crusaders w/ Rhino
with the same squads from Inquisition, and they can have a Land Raider. Make it more like 2 Crusaders, 6 Death Cult (i'd suggest dropping the Acro-F but you can still use some). And fit the Inquisitor either with them and Liber H (So the whole thing Scouts) or somewhere else (also with Scout, or other).
It'll help to win a little and also help with the "Stealth" Theme. Scouting Land Raider. Paint it black/Camo... =P
It's both thematic and potentially competitive. Also, I would have to drop quite a bit to make 500 points free for those land raiders.
The Angels' Wrath These girls serve as a distraction for my main line and hunt for the objective holders, or for last minute pushes to contest objectives.
Seraphim Squad Fast Attack
Seraphim Squad Fast Attack
Seraphim Squad Fast Attack
Purity's Choir These are for the specific hunting of any monstrous creatures and armor on the field.
Exorcist
Exorcist
Dominion Squad w/ 4 Multi-Melta, Simulacrum Imperialis, Combi Melta, Immolator w Multi-Melta Fast Attack
Well, the idea of the change was not really "those", but the 1.
With the price of 2 squads in Rhinos, who will probably be Las-Canoned down (probably be even Heavy-Boltered down...) because the enemy knows you have 2 CC units inside, which would also have to wait a turn outside (reason for the 3 Crusaders?)
you could put in 1 Land Raider Crusader, 12 Models (Inquisitorial Warband is 3-12) containing 2 Crusaders and possibly 10 Death Cult assassins (or 5 of each Acro-F and Assassins) for the same amount of points.
You'd still have to find the points for the Inquisitor and if you want to add another 2 priests w/ EBC.
But it would make a 15-Man world of pain (competitively), and if it gets Scouting due to the book, then it would also work Thematically for the stealth part...
Simple suggestion, i have considered adding Inquisition to my SoB army for a while but never got to it, so staying pure Sisters if fine too!
My friend held a mini-tournament at his place the other weekend. We had two tables setup on the living room. Was top.
Tried out my new 1000 point Sisters army and won all three games (vs CSM, Orks and Tau). The mix of melta and flamer shots cover a great range.
Also, those Exorcist tanks can be lethal.
The battle against the Orks was the closest as the horde numbers are crazy when they flat out on turn 1 and then pile in on turn 2. I was losing for the first three rounds but carried on...slowly clawed back the game by a single victory point.
Against Tau I lost a Rhino and Immolator before picking up a single die.
Lesson learnt: always play to the end.
Overall, I really enjoyed playing with the Sisters. The rules they have give them a clear focus and feel on the tabletop that separates them from being a SM army.
BlackTalos wrote: I have no idea if it is really just Sisters, but i often have the same impression of "clawing back" Victory.
Maybe it's just me facing hard-hitting Turn 1 Armies...
I face a lot drop pod armies, DS Grey Knights and bike heavy IF backed by sternguard and devastators so I get hit pretty hard early on. However, I think sisters have a good counter punch. As our domms start outflanking and our flamers get into range we really start to turn up the heat on our enemies. Due to our short range weapons we need a turn or two to get into postion before we can really start killing stuff. I've played so many games where I feel like I'm on the ropes by turn 2 but by turn 5 I'm often doing really well.
Not so much a tactical thing, but I just want to give my Immolator driver a gold star for her performance last weekend. Tank shocked a block of 20 BS 5 (thanks to Czeras) Necron Warriors who botched leadership and ran off the board off of the only objective the Necrons had. :3
BlackTalos wrote: Well, the idea of the change was not really "those", but the 1.
With the price of 2 squads in Rhinos, who will probably be Las-Canoned down (probably be even Heavy-Boltered down...) because the enemy knows you have 2 CC units inside, which would also have to wait a turn outside (reason for the 3 Crusaders?)
you could put in 1 Land Raider Crusader, 12 Models (Inquisitorial Warband is 3-12) containing 2 Crusaders and possibly 10 Death Cult assassins (or 5 of each Acro-F and Assassins) for the same amount of points.
You'd still have to find the points for the Inquisitor and if you want to add another 2 priests w/ EBC.
But it would make a 15-Man world of pain (competitively), and if it gets Scouting due to the book, then it would also work Thematically for the stealth part...
Simple suggestion, i have considered adding Inquisition to my SoB army for a while but never got to it, so staying pure Sisters if fine too!
Your fine, I understand completely. I just find it hard to run allies at smaller point games. Eventually, my plan is to run a Sisters of Battle/Black Templar/Inquisition Imperial Cult army.
From the looks of it though, it seemed you were aiming at 2000Pts, which is fine for allies.
1000-1500 you are right though, going without allies is better to save up points for your own units...
Once i do finish making-painting my Land raider i will try a few games with the favorite combo i've had in mind:
BlackTalos wrote: Ordo Malleus Inquisitor in Carapace Armour, with Hellrifle
Inquisitorial Henchmen Warband with 3 Plasma Cannon Servitors & 2 Jokearos
Land Raider Crusader (DT)
(Thx Goon)
Sister Repentia x 10
Turn 1: Inquisitor and friends disembark (if they even have to... - DT must have their unit, but what about "none"?), Repentia Embark, drive off 12" (Turbo not allowed i think)
Turn 2 : Repentia assault from transport (and just as useful as old codex) =)
Just double checked, and you may indeed deploy the transport "Alone", embark the repentia on turn 1, and move normally 12"+Flat out (if you don't really want to snap shoot)
Shandara wrote:Sisters models have been going out of stocks slowly, I'd imagine it is them selling off their remaining stocks of metal models.
But this is the first time a model that's gone is marked like that. At least I've never seen it before.
Keep an eye on this...1 of many things will happen. Either it is removed from the page, signifying that they will no longer carry that model, and we will know that Sisters are truly dead. It could be refilled, signifying that GW cares enough to about sisters to make more out of an expensive material, and we shall know that we are loved. Or, the end times come, and GW takes the time to start anew and turns away from the pewter molds and casts them out of a plastic or resin alternative. And we shall know that we have come into the times of His final judgement as we are either damned or eternally blessed with Finecast or Plastic Sisters of Battle, respectively.
I'm torn. I like painting the metal more, but having more poses and/or enough bits to actually represent our war gear options might be better. For example, I'd never take a power sword on an S3 model now that inquisitors can't guarantee that they will get Hammrrhand.
Normally they say out of stock, meaning the inventory is depleted temporarily. This is the first time i've seen it say sold out. Makes it seem like this model will be gone forever now. I guess we need to keep an eye to see if others start trickling off the site? The optimist in me says its because the new dex and line of models will be launched soon. But the pessimist in me keeps kicking myself in the balls when I think that.
Seeing as there's a different sister with storm bolter, it's also possible the model wasn't popular enough to justify having two versions and this means nothing in the grand scheme of things,
Mavnas wrote: Seeing as there's a different sister with storm bolter, it's also possible the model wasn't popular enough to justify having two versions and this means nothing in the grand scheme of things,
I feel that if they were to discontinue one of them it would be the one without the helmet. I don't see how the helmetless one with a face only The Emperor could love is more popular. Maybe since the one with the helmet is more popular they let it sell out to force any future storm bolter purchases to be of the helmetless one to sell it's stock a bit? Either way I'm sad that it's sold out cause I was just thinking of ordering some storm bolter sisters cause I had an idea for a command squad that I was gunna try out. Guess I'll have to proxie it for now or order quadruplets to make it happen. I've been on the plastic sisters re-release roller coaster for so long now that I no longer find much excitement out of things like this sadly. I'm hopeful it means something but I ain't gunna hold my breath.
Well, Sisters of Battle with Storm Bolter 1 is no longer in the roster, and the Command Squad is now Sold Out. Things are definitely heating up. That being said, I am very tempted to stop my SoB conversions to see if we might actually get some plastics here...
They are slowly dwindling from what it seems i've been noticing this since I started my SOB. sisters superior with chain sword and bolter are gone, flamer 2 is gone, seraphim 2 is gone, storm bolter 1 is gone, and meltagun 1 is gone. The last order I'd placed with them took forever because my order was of meltagun 1 SS w/bolter and chain sword and flamer 1. Took almost a month before it came. I gave them a call and said the reason why the order was taking so long was because the SS w/chain sword was "obsolete" as they put it. I guess it's time to go around with more hushed whispers for the2nd coming of sisters?
For the record I prefer the helmetless sisters with re-breathers
Maybe the mould wore out on the strombolter sister? I believe that's why we lost Arch Confessor Kriov and maybe the old 2ed Cannoness with combi flamer a long time ago.
Mavnas wrote: The issue with Repententia is if you go second, they might not live long enough to get on the LR.
True, but huddled up behind it might not be too bad. A lot of thing go awry if you go second, so i'd make sure they're somewhere safe...
I like the Drop Pod+LR of SW idea, but begrudge Wolf Lord+Grey Hunters tax... 1 25-point Inquisitor is so much more attractive.
As for the Sold Out on the site, i guess patience is the only thing we CAN have...
I also much prefer Sisters without helmets, even the Plastic one in the Immolator/Exorcist Kit.
Seeing the new plastic DE Wytches this month, i am having unnecessary Hope for once (again) lol Maybe they got over "Robes" by now...?
That or we're using Space Marine Codexes and become very sad....
BlackTalos wrote: True, but huddled up behind it might not be too bad. A lot of thing go awry if you go second, so i'd make sure they're somewhere safe...
I like the Drop Pod+LR of SW idea, but begrudge Wolf Lord+Grey Hunters tax... 1 25-point Inquisitor is so much more attractive.
As for the Sold Out on the site, i guess patience is the only thing we CAN have...
I also much prefer Sisters without helmets, even the Plastic one in the Immolator/Exorcist Kit.
Seeing the new plastic DE Wytches this month, i am having unnecessary Hope for once (again) lol Maybe they got over "Robes" by now...?
That or we're using Space Marine Codexes and become very sad....
[ED]:New Succubus, sorry
I can't recall if Inquisition get Heavy Support land laiders. That being said, I'm a fluff nut and would argue in favor of Black Templar since you can get far more land raiders our of them. Then again, the Inquisition has the cheapest tax...YMMV.
Unyielding Hunger wrote: I can't recall if Inquisition get Heavy Support land laiders. That being said, I'm a fluff nut and would argue in favor of Black Templar since you can get far more land raiders our of them. Then again, the Inquisition has the cheapest tax...YMMV.
Only Space Wolves get Heavy Support LRs, which was why pretre suggested as much...
So either you go with Space wolves so that your girls are embarked turn 1, with (horrendous IMHO) tax, or you go with the other Dedicated Transport LRs (Black Templars, Inquisition, Any Space Marines really) in which case i'd favour Inquisition...
Oh wait.
Just checked the Grey Knights Codex and may have found our answer... Return of the Witch/Daemon Hunters force!! lol (Still a pretty bad HQ+Troops tax though, but 'im okay with a few GKs)
Unyielding Hunger wrote: I can't recall if Inquisition get Heavy Support land laiders. That being said, I'm a fluff nut and would argue in favor of Black Templar since you can get far more land raiders our of them. Then again, the Inquisition has the cheapest tax...YMMV.
Only Space Wolves get Heavy Support LRs, which was why pretre suggested as much...
So either you go with Space wolves so that your girls are embarked turn 1, with (horrendous IMHO) tax, or you go with the other Dedicated Transport LRs (Black Templars, Inquisition, Any Space Marines really) in which case i'd favour Inquisition...
Oh wait.
Just checked the Grey Knights Codex and may have found our answer... Return of the Witch/Daemon Hunters force!! lol (Still a pretty bad HQ+Troops tax though, but 'im okay with a few GKs)
Land Raiders are heavy support in Codex Space Marines too. You might be thinking of Black Templar Crusader squads whuch can take them as Dedicated Transports in addition. Still, that would mean having to take Space Marine allies and they smell funny...
I would go with Inquisition Land Raiders too, but I would be putting Death Cult Assassins (from codex inquisition) in them instead. Now you will shred 3+ troop and elites, and you can add a Canoness with a couple of Priests from Codex Adepta Sororitas to the unit, all toting Eviscerators, for some AP2 action.
I am going for a well-balanced take-all-comers list with as much anti-infantry and anti-tank as possible, while also putting Fearless blobs and high AV tanks into play. I have played this list in some friendly games with great results but don't know how it will hold up in tournament play.
Saint Celestine
2 Priests, Book of Saint Lucius
5 Sisters, Immolator with TL Multimelta
5 Sisters, Immolator with TL Multimelta
5 Dominions, 4 meltaguns, Immolator with TL Multimelta, Dozer Blade
2 Exorcists
2000pts ..Saint Celestine and a Priest join the 45 Conscripts, giving them Fearless, Hit and Run, Adamantium Will and Hatred. These bubble wrap Pask and his fellow Executioner. The other Priest joins the 20 Guard blob giving them Fearless. The Book of Saint Lucius gives all friendly units within 12" auto regroup, so the Vets and PCS will stay within 12" of the blob Priest. The Eradicator will stay near Pask, forming an AV14 wall, with the Exorcists and Sisters transports behind them. The Dominions will either Scout first turn or outflank. One squad of Sisters will hitch a ride on the Vendetta for last turn objective claiming. PCS will trudge along behind the conscripts to give them orders. Wyvern will fire from cover but not be near any Objectives. Strategy is obviously dictated by my opponent but this list goes for midfield control, with Pask protected by the Conscripts, who can "pin" the opponent in place then Hit-and-Run allowing Pask to unleash his punishment. Also Celestine can go off on her own if needed, and with 3d6" Hit-and-Run could actually do last turn objective
claiming with the Conscripts.
I played a list similar to this several weeks ago but found it lacking in some areas, and got some feedback from here that I considered for this list.
Would appreciate ideas or thoughts to make this list as competitive as possible.
So, I had thought adding priests to an MSU list was a waste, but I'm starting to come around to the idea of 1-2 priests in the units that will be near the front or like the melta doms.
Today, I played a 750pt game vs. chaos. I rushed my doms forward in a poor attempt to pop a rhino that got my squad attacked by 10 CSM. They killed 2 doms with their pistols then charged. They lost 1 to overwatch from the 3 surviving meltas. The priest reminded everyone that the Emperor Protects and the 24 attacks from the enemy marines turned into a single casualty. (This is actually not very bad luck on the chaos part, 3+ to hit, 3+ to wound, rerollable 3+ to not die = 1.2 kills on average.) The challenge was another matter. The priest made both his invuln saves then turned around and cut the sergeant in half and took a second CSM with him (Yeah... 3 attacks at rerollable 4+ to hit 5+ to wound turning into 2 dead marines is a clear sign that the Emperor was on my side.) Technically at this point the CSM should have broken, but we forgot the penalty for how much they lost the assault by. In the end, they fought for another 3 assault rounds before Celestine showed up and scattered the chaos rabble like leaves on the wind (if the wind were made of fire). She actually killed 6 of the 7 on the charge (clearly the Emperor was with us today).
The priest never failed his War Hymns, but Celestine was within 12" for half of the checks, including the all important initial one which would have failed without her Beacon of Faith.
She would have intervened sooner had I realized she wasn't needed elsewhere (there was a sorceror with invis in a 10 man cultist squad). He'd failed his invis (only 3 dice thrown into it), and I desperately needed to cook that squad before he put more dice into his invis. As it turned out, 22 shredding handflamer wounds were more than enough to take off the whole unit before Celestine or any bolt pistols had a chance to fire.
The Helldrake never came on because the Chaos player conceeded after my turn 3. (Technically he could have rolled his turn 3 reserve roll to see if he was tabled or not, but I was up 11-1 at that point and sitting on 5 of the 6 objectives.)
I don't believe in using reserves in small points games, as having a significant chunk of your forces not on the table or having your flyer not show up on Turn 2 can be game breaking. So far in my 750pt escalation league, my decision to ignore anti-air has been vindicated. The 2 HP AV11 space marine flyer went down in a hail of heavy bolter fire, the Helldrake never arrived, and only the SW flyer is left to go in this round. It might be the scariest of the three, but maybe I can cripple the wolves before their reserves arrive?
pretre wrote: How'd you get rerolls to wound and saves from one priest?
Looks like he was only re-rolling saves (ie The Emperor Protects)? Priests also hand out Hatred though, so re-rolls To Hit in the first round of combat.
Priests do turn even small Sister squads into pretty decent tarpits against anything that doesn't have AP3 or better. I would be iffy on them if there wasn't some way to either straight up increase their leadership (Warlord Bubble from the Command Table perhaps) or help pass the Act of Faith test (Celestine/Warlord Trait or the Litanies) though.
Yeah, I wasn't getting rerolls to wounds. The Chaos player just rolled poorly against the 2 wounds I very luckily put out. On subsequent turns I was unable to remove any of the other CSMs until Celestine just straight up murdered them (I rolled 11 out of 12 dice 3+ 6 to hit and 6 to wound and master crafted took care of the miss on the to hit.) To be fair though, she just needed to make them fail the morale test than sweep them with her I7 so the exact number killed was somewhat unimportant.
The biggest thing really, is realizing that my melta doms are very scary to most enemies, well in excess of their actual achievements on the battlefield and will be focused. Forcing the enemy to remove every last model takes pressure off my other units turn 1. Though I'm deeply tempted to change the immolator to a rhino as its main purpose is to deliver the sisters 12" on the scout move and both pop equally easily. The rhino would let me add a couple extra bodies to the squad if I want to make them annoying to remove going forward. Normally, I don't like extra bodies in a squad, but I have so reliably managed to get my enemies to shoot this one squad first, that it might be worthwhile to get additional mileage out of the priest.
Alternatively, I could give him the book and take the guesswork out of activating War Hymns, because Celestine won't always be nearby.
I find Rhinos preferably to Immos for my Doms because of the fire points. Best not to jump out until you really need all 4 Melta shots and the act of faith.
evildrcheese wrote: I find Rhinos preferably to Immos for my Doms because of the fire points. Best not to jump out until you really need all 4 Melta shots and the act of faith.
D
I used rhinos back when you needed 10 girls to get 4 weapons. Then, I took 4 flamers and used this as my anti-infantry vehicle.
I prefer the immolator simply because its TLMM can reach out a bit further. I never expect my dominions to last long, so I prefer to have them get in someone's face, kill as much as possible, and then die an honorable and noble death for the Emperor. Also, it lets me split targets (Immolator at one, girls at another).
Shandara wrote: Immolators + Doms = 2 units destroyed if you're lucky enough with the immo.
Combined with a very killy unit(s) sitting in your opponent's face... that they have to deal with. This means, usually, your exorcists are left unmolested in the back.
I'm starting to wonder if I should experiment with space marine scout bikes. If I attached them to Celestine, I could bring her 12" forward and hide her in a T5 unit that can Jink, though the Seraphim are definitely better at tanking low AP ignores cover fire. (Does anyone else find it strange that our tankiest sisters are fast attack?)
Likewise with potentially killing two units with doms in an immo, there's potential to lose two of your killy units. I like to spread out where the pains coming from, make my opponent consider target priority.
Mavnas wrote: I'm starting to wonder if I should experiment with space marine scout bikes. If I attached them to Celestine, I could bring her 12" forward and hide her in a T5 unit that can Jink, though the Seraphim are definitely better at tanking low AP ignores cover fire. (Does anyone else find it strange that our tankiest sisters are fast attack?)
Put celestine in front to tank for the bikes. If it's instant death, then look out sir, otherwise all the incoming shots are against T5 and if they aren't ap2 then they aren't going to do much.Essentially the only weakness would be lascanons/meltas.
Automatically Appended Next Post: Also, i'd like to see st celestine on a bike.
I almost did a Google search for an image from a cheesy 1980s RPG called Biker Nuns From Hell... but then remembered that Google includes the images from Biker Nuns with Guns, which is a sexploitation flick from the 80s, and is definitely NSFW.
Well, sitting here at home after the rehearsal for my Sister's wedding and painting a harridan, and a thought crossed my mind. Do we have any real options from Forge World for transport fliers?
Well there's options, but I'm not sure how 'real' they are lol.
Aquila Landers and Arvus Lighters from Imperial Aeronautica can both be taken as Fast Attack choices for a Sisters Army. The Arvus Lighter is terrible though (75pts, 12 model capacity, AV10/10/10 and can only snap shot any weapons you pay for it). Unless you desperately want a Deep Strike option for a Battle Sister squad, then you'd be far better off just putting the girls in a Rhino.
But the Aquila Lander might do alright as a transport for a MSU of, say, Dominions. It's effectively a flying Rhino with a Heavy Bolter (or pay for a Multilaser or Autocannon), and a 7 model capacity for 110pts. Deep Strike it in hover mode so you can disembark those delicious melta guns in the enemy's backline somewhere then shoot things with the Autocannon.
I'm unimpressed by the FW Aquila rules, but J3f's fandex has a upgraded Aquila as well as some other homebrew fliers. Myself, I prefer Sororitas Valkyries, which you can legally get (without Shield of Faith and BS:4, of course) with IG allies.
I'm late to the Celestine show-off party, but some of the Celestine paintjobs a few pages back were so awesome that they literally made me go ahead and start collecting Sisters.
Anyway, I just wanted to show off a bit, I think she's easily one of my best painted models. Can't wait to put her on the tabletop with some Seraphim and go to town!
Dunno if this was mentioned before or not, but there was an update to our codex done on June 30th of this year. if you haven't already, might want to re-download it.
1) Awesome Celestine -- is her skin red-gold, or is that just my iPhone screen? I don't think I've ever seen highlight her supernatural nature that way.
I think it's just the lighting and your screen, unfortunately. Although now that I think about it, it would be pretty awesome to see a Celestine like that (not really how I would want mine to look, but I could dig it for someone else ). It'd be like a parallel to Guan Yu. I finished Romance of the Three Kingdoms a month ago and it was very awesome.
SOB CAD St Celestine
Priest
BSS (5) with Flamer/Melta in Repressor
BSS (5) with Flamer/Melta in Repressor
Dominions (5) with 4 Melta in Repressor
Dominions (5) with 4 Melta in Repressor
Exorcist
Exorcist
Retributors (5) with 4 heavy flamer and combi
COF Detachment
Harald
Iron Priest with TW Mount
Iron Priest with TW Mount
Thunderwolf x4 (SS/WC, SS/CCW, PF, BP/CCW)
Drop Pod
1850
Evil Lamp 6 wrote:Dunno if this was mentioned before or not, but there was an update to our codex done on June 30th of this year. if you haven't already, might want to re-download it.
SisterSydney wrote:1) Awesome Celestine -- is her skin red-gold, or is that just my iPhone screen? I don't think I've ever seen highlight her supernatural nature that way.
2) What got updated, specifically?
It was just the 'update' for 7th Edition - they changed the names of references to the core rulebook, and fixed up some formatting errors on the Condemnor Boltgun and Exorcist/Penitent Engine profiles. Nothing changed in terms of rules.
If you want SoB flyers then I highly recommend the storm wing formation. It gives you 2 storm talons and 1 stormraven in a formation with some extra rules. You can transport a single SoB unit in the stormraven which is even an assault vehicle (so it works well for crusader units and repentia units, in fact it is the only way I have found to run repentia and actually get usage out of them). I have been contemplating remodelling one of my stormravens with a SoB pilot but I think a tinted canopy and inquisition symbols like it currently is is good enough (considering that crusaders are usually the occupants).
SoB actually got 4 major indirect boosts from current releases.
1) SW being able to loan out drop pods can pretty great when you can stuff them with retributor units with 4 heavy flamers (which can gain rending for AoF). I have been toying with these and they make a mess of most units.
2) Imperial Assassins are an incredible addition to the army. If you go with 3 units of scouting doms in transports then you end up with so many high damage units in the opponent's face that they struggle to cope. I prefer the immolators for this as it puts more pressure and I prefer to keep the assassins alive.
3) Issodon, Chapter Master of the Raptors who automatically gets the Master of Ambush Warlord trait...being able to infiltrate 3 retributor units with MM in repressors or rhinos, or a 20 model SoB mob with priests, etc. is just incredible. Combine this with some scouting doms and you will start with the board under your control.
4) Forgeworld Imperial Knights or the Addy Lance. Combined with repressors and exorcists and you can make an extremely scary and effective army, AV13 wall is not just for necrons.
The only thing I have been frustrated with is that I still feel like my HQ is a tax. At least Celestine is pretty
pretre wrote: SOB CAD St Celestine
Priest
BSS (5) with Flamer/Melta in Repressor
BSS (5) with Flamer/Melta in Repressor
Dominions (5) with 4 Melta in Repressor
Dominions (5) with 4 Melta in Repressor
Exorcist
Exorcist
Retributors (5) with 4 heavy flamer and combi
COF Detachment
Harald
Iron Priest with TW Mount
Iron Priest with TW Mount
Thunderwolf x4 (SS/WC, SS/CCW, PF, BP/CCW)
Drop Pod
1850
My list for a one day bao style tourney.
Do you just stick the priest in with 1 of the dominions?
Automatically Appended Next Post: I'm currently working on a BAO/LVO list. I bought my first drop pod today.
Automatically Appended Next Post: or in with the rets with celestine?
Priest goes wherever. Although I may stick him with the TWC for rerolls on saves. Celestine starts with the TWC and either sticks with them or goes to the rets. Doms is a good place for the priest too. He can hop out and join the TWC later.
pretre wrote: Priest goes wherever. Although I may stick him with the TWC for rerolls on saves. Celestine starts with the TWC and either sticks with them or goes to the rets. Doms is a good place for the priest too. He can hop out and join the TWC later.
Can Celestine still do her Act of Faith (ie get back up) if she's with a Space Wolves unit though? Acts of Faith can only be performed if the entire unit is made up of models with either the Shield of Faith or War Hymns rules. Something to keep in mind maybe.
Evil Lamp 6 wrote:Dunno if this was mentioned before or not, but there was an update to our codex done on June 30th of this year. if you haven't already, might want to re-download it.
SisterSydney wrote:1) Awesome Celestine -- is her skin red-gold, or is that just my iPhone screen? I don't think I've ever seen highlight her supernatural nature that way.
2) What got updated, specifically?
It was just the 'update' for 7th Edition - they changed the names of references to the core rulebook, and fixed up some formatting errors on the Condemnor Boltgun and Exorcist/Penitent Engine profiles. Nothing changed in terms of rules.
Pretty much this. Also a GW copy-write line at the end with the date.
As I was looking for other changes, I didn't realize until just now that the Hospitaller and Dialogus are no longer mandatory for the Command Squad (if you're taking a Canoness anyway). As I also read it, I can equip all 5 of the Celestians of the Command Squad with special weapons. For about the same points (not counting the points spend on the Canoness), I could get essentially another Dominion squad that doesn't have Scout. This has given me cause to look at taking the Command Squad again.
I would like to try running the command squad as 4 storm bolters and a hospitaller, fairly durable I would think. Sadly I don't have any storm bolter sisters.
I've run them in the past as 4 power weapons and a hospitaller and it was effective but I think it's too much of a points sink unfortunately.
Evil Lamp 6 wrote: As I was looking for other changes, I didn't realize until just now that the Hospitaller and Dialogus are no longer mandatory for the Command Squad (if you're taking a Canoness anyway). As I also read it, I can equip all 5 of the Celestians of the Command Squad with special weapons. For about the same points (not counting the points spend on the Canoness), I could get essentially another Dominion squad that doesn't have Scout. This has given me cause to look at taking the Command Squad again.
Doesn't have scout and doesn't have the ignores cover act of faith. So... not really another dominion squad.
I still think the command squad is only ever really useful if you take the banner and have enough assault units to support them. (Like a couple 50 guardsmen blobs that suddenly get 3 attacks on the charge...)
Actually, I wanted to make a drop pod list with SW where there was a command squad with the banner and a grey hunter squad with their banner for +1/+2 attacks in a 12" radius. 5 units would come down in pods, 1 doms with meltas, 1 retributors with heavy flamers, 1 grey hunters with banner, 1 command squad with banner, and 1 blood claws? each unit would have a priest in it. I just haven't really figured out how to make the points work out and how to take a few extra drop pods and/or guarantee 2nd turn reserves. With guaranteed reserves, the banners could come down turn 2 to buff anyone that survived round 1 and is now ready to charge.
The big downside is this army would have no real mobility after initial deployment, and I couldn't take TWC because all the FA slots would be given over to pods for my sisters.
Evil Lamp 6 wrote: As I was looking for other changes, I didn't realize until just now that the Hospitaller and Dialogus are no longer mandatory for the Command Squad (if you're taking a Canoness anyway). As I also read it, I can equip all 5 of the Celestians of the Command Squad with special weapons. For about the same points (not counting the points spend on the Canoness), I could get essentially another Dominion squad that doesn't have Scout. This has given me cause to look at taking the Command Squad again.
Doesn't have scout and doesn't have the ignores cover act of faith. So... not really another dominion squad.I
For 150 points (again not including the Canoness) I get 5 Flamers in an Immolator. 155 points gets me 4 Flamers and a Combi-Flamer also in an Immolator. Sure the Dominions have Scout, but if taking Flamers the AoF is a wash.
I'm not saying the Command Squad is a replacement for Dominions at all (far from it). But if you are already taking a Canoness as an HQ and have already maxed out your FA slots, the Command Squad can act like a 4th "poor man's" Dominion Squad in the sense that they can take 5 Specials and a DT.
I know I have previously dismissed the Command Squad as wasted points, but I am rethinking that position given my new understanding of what the squad can take.
Automatically Appended Next Post: 1850 MSU List Utilizing Command Squads
SCS, 5 x Celestians, 5 x Meltaguns, Immolator 175 SCS, 5 x Celestians, 5 x Flamers, Immolator 150
Troops: BSS, 2 x Flamers, Combi-Flamer, Immolator 140 BSS, 2 x Flamers, Combi-Flamer, Immolator 140 BSS, 2 x Flamers, Combi-Flamer, Immolator 140
FA: Doms, 4 x Meltaguns, Combi-Melta, Immolator 175 Doms, 4 x Meltaguns, Combi-Melta, Immolator 175 Doms, 4 x Meltaguns, Combi-Melta, Immolator 175
HS: Exorcist 125 Exorcist 125 Exorcist 125
Comes in at 1795 as is. Could switch out to Rhinos for some. Could drop Combi's to get another BSS in Immolator. Could upgrade to some Vet Superiors. Could change some weapon load-outs, add upgrades, trick out a Canoness (or both!).
Evil Lamp 6 wrote: As I was looking for other changes, I didn't realize until just now that the Hospitaller and Dialogus are no longer mandatory for the Command Squad (if you're taking a Canoness anyway). As I also read it, I can equip all 5 of the Celestians of the Command Squad with special weapons. For about the same points (not counting the points spend on the Canoness), I could get essentially another Dominion squad that doesn't have Scout. This has given me cause to look at taking the Command Squad again.
Doesn't have scout and doesn't have the ignores cover act of faith. So... not really another dominion squad.I
For 150 points (again not including the Canoness) I get 5 Flamers in an Immolator. 155 points gets me 4 Flamers and a Combi-Flamer also in an Immolator. Sure the Dominions have Scout, but if taking Flamers the AoF is a wash.
I consider flamer doms a waste of a FA slot and points. Then again, I play against mostly MEQ. They could make a nasty melee unit but are hampered by the inability to take a few extra meat shields to protect their squishy T3 selves, though I could see a cannoness helping a bit in that regard.
pretre wrote: SOB CAD St Celestine
Priest
BSS (5) with Flamer/Melta in Repressor
BSS (5) with Flamer/Melta in Repressor
Dominions (5) with 4 Melta in Repressor
Dominions (5) with 4 Melta in Repressor
Exorcist
Exorcist
Retributors (5) with 4 heavy flamer and combi
COF Detachment
Harald
Iron Priest with TW Mount
Iron Priest with TW Mount
Thunderwolf x4 (SS/WC, SS/CCW, PF, BP/CCW)
Drop Pod
1850
My list for a one day bao style tourney.
I assume the HF rets are in the drop pod? How effective are you finding that as they're coming down turn 1, it doesn't give you much time to pod transports to get the the infantry inside and make them crispy.
Also, there doesn't appear to be any SW troops? How's that?
pretre wrote: SOB CAD St Celestine Priest BSS (5) with Flamer/Melta in Repressor BSS (5) with Flamer/Melta in Repressor Dominions (5) with 4 Melta in Repressor Dominions (5) with 4 Melta in Repressor Exorcist Exorcist Retributors (5) with 4 heavy flamer and combi
COF Detachment Harald Iron Priest with TW Mount Iron Priest with TW Mount Thunderwolf x4 (SS/WC, SS/CCW, PF, BP/CCW) Drop Pod 1850
My list for a one day bao style tourney.
I assume the HF rets are in the drop pod? How effective are you finding that as they're coming down turn 1, it doesn't give you much time to pod transports to get the the infantry inside and make them crispy.
Also, there doesn't appear to be any SW troops? How's that?
Evil Lamp 6 wrote: As I was looking for other changes, I didn't realize until just now that the Hospitaller and Dialogus are no longer mandatory for the Command Squad (if you're taking a Canoness anyway). As I also read it, I can equip all 5 of the Celestians of the Command Squad with special weapons. For about the same points (not counting the points spend on the Canoness), I could get essentially another Dominion squad that doesn't have Scout. This has given me cause to look at taking the Command Squad again.
Doesn't have scout and doesn't have the ignores cover act of faith. So... not really another dominion squad.I
For 150 points (again not including the Canoness) I get 5 Flamers in an Immolator. 155 points gets me 4 Flamers and a Combi-Flamer also in an Immolator. Sure the Dominions have Scout, but if taking Flamers the AoF is a wash.
I'm not saying the Command Squad is a replacement for Dominions at all (far from it). But if you are already taking a Canoness as an HQ and have already maxed out your FA slots, the Command Squad can act like a 4th "poor man's" Dominion Squad in the sense that they can take 5 Specials and a DT.
I know I have previously dismissed the Command Squad as wasted points, but I am rethinking that position given my new understanding of what the squad can take.
Automatically Appended Next Post: 1850 MSU List Utilizing Command Squads
SCS, 5 x Celestians, 5 x Meltaguns, Immolator 175 SCS, 5 x Celestians, 5 x Flamers, Immolator 150
Troops: BSS, 2 x Flamers, Combi-Flamer, Immolator 140 BSS, 2 x Flamers, Combi-Flamer, Immolator 140 BSS, 2 x Flamers, Combi-Flamer, Immolator 140
FA: Doms, 4 x Meltaguns, Combi-Melta, Immolator 175 Doms, 4 x Meltaguns, Combi-Melta, Immolator 175 Doms, 4 x Meltaguns, Combi-Melta, Immolator 175
HS: Exorcist 125 Exorcist 125 Exorcist 125
Comes in at 1795 as is. Could switch out to Rhinos for some. Could drop Combi's to get another BSS in Immolator. Could upgrade to some Vet Superiors. Could change some weapon load-outs, add upgrades, trick out a Canoness (or both!).
A good use for the 5 Special Weapons on the Command Squad is 5 Heavy bolters. Replaces the Retributors, you get 1 extra gun but no rending. Most importantly you have a spare Slot for another Exorcist. So overall, if you want to go to a more "shooty" Tau-Style, you can have a lot of Heavy Bolters and Exorcists in a standard CAD. Extra Canoness not really useful then, though.
evildrcheese wrote: I assume the HF rets are in the drop pod? How effective are you finding that as they're coming down turn 1, it doesn't give you much time to pod transports to get the the infantry inside and make them crispy.
Also, there doesn't appear to be any SW troops? How's that?
D
Someone else covered the troops bit. CoF detachment requires two elites (the iron priests) and an HQ (Harald).
Rets are not going to be great against a full mech force, but anything with elite infantry on the field (Cent Star) or hordes (orks, guard) are going to be unhappy to see them. Add to that the dual Dominions and if I get first turn, things are going to go poorly for my opponent.
BlackTalos wrote: A good use for the 5 Special Weapons on the Command Squad is 5 Heavy bolters. Replaces the Retributors, you get 1 extra gun but no rending. Most importantly you have a spare Slot for another Exorcist. So overall, if you want to go to a more "shooty" Tau-Style, you can have a lot of Heavy Bolters and Exorcists in a standard CAD. Extra Canoness not really useful then, though.
I've used my command squad as all HB before too, also done up with 4 HB and a hospitaller, makes for a good camping unit that's tough to shift. Only downsides if I remember correctly is that the CS is more expensive than a ret squad per model, and their act of faith doesn't help out the HB at all. It does however free up a HS slot and that may be worth the two downsides in and of itself.
I think he was referring to my idea of attaching her to a space marine scout bike squad.
Automatically Appended Next Post: So far it's the only unit I can think of that I can attach her to and be able to scout more than 6". (I think Khan would have to be my warlord to make regular bikers scout).
That's ok, I'm not a fan of most named characters, regardless of rules if I don't like the character I won't field it. I don't have a Celestine model so I won't field her and honestly I can't stand Jacobus, the crazy old coot. To be honest I quite like my canoness and she's pulled her weight for me on almost every match I've played as SoB. One day I may make a female priest that looks kool to field as a counts as: Jacobus and I'm sure I'll eventually get a Celestine model but until then I'm more than happy to field my canoness. And before anyone brings it up, I'm not a competitive player and I don't do torunaments (I live way too far away from any major city centre that hosts any to make it to one). I play for fun and beers with friends. I may have just invalidated my argument for the canoness in that last sentence but oh well
I don't think a Canoness is a bad model at all - in fact an Eviscerator/Rosarius/Mantle of Ophelia Canoness is my go-to HQ. Celestine is great, I'm not arguing that, however she has a huge downside in that she's a T3 model without Eternal Warrior. She's truly excellent at cutting through 3+ or worse models, but against S6 AP2 or higher she's in real trouble.
A Canoness on the other is capable of taking on Monstrous Creatures and TEQs. Mind you I always run her with 2 Priests with Litanies and a Celestian Squad for majority WS4. With Priests allowing re-rolls of saving throws, they become surprisingly resilient. A Rerollable 4+ is right between a 2+ and 3+ in terms of survivability. I've taken that squad up against a Hive Tyrant and Carnifex at the same time in CC and come out victorious. I've held out against an Iron Arm'd Demon Prince of Tzeentch who had the 4+ FNP Greater Demonic Reward for 3 rounds and was on the verge of killing it (Demon Prince was down to 1 wound, Canoness was the sole surviving member of the unit with 2 wounds left when the game ended). I tarpitted the hell out of Draigo + Paladins one game on those re-rollable 4+ invluns too.
I'm a big fan of making sure to cover all my bases in an army list. I don't like being without a unit that can handle itself in CC. The Canoness + Priests + Celestians can handle that
Probably, but I don't have any Death Cult Assassins. Plus I really like my Canoness Model lol. Though if I was going to field DCA, I'd be more inclined to field them from Codex: Inquisition for Land Raider dedicated transport + Inquisitor shenanigans.
Besides I've found opponents don't really give much attention to my Canoness/Celestian/Priest squad because they don't think much of it. Certainly it doesn't seem that impressive on paper, because it's the War Hymns that give the real power and make the Celestians half-way decent. If I threw down 7 dual wielding power-sword ladies who attack at I6 then I reckon an opponent is far more likely to gak a brick and focus some fire on them.
I always run Saint. with a squad Seraphim normally with an upgraded superior with 1x hand flamers and 1x inferno Pistols. Something about the possibility of 9 wounds from Wall of Death on the charge keeps them at bay.
Then a run a mix of melta's and flamers on battle sisters with immolator's.
With 3x Exorcist's heavy support.
Tactics are pretty simple I use the saint and her squad as bait. I hit and run in and out of combat till they start dealing with them. Exorcist's remove all the fast/ heavy units then start working on the troops. Worst thing I see is Terms deep striking to the Exorcist's, so I try and hug something that they can mishap by and stay on the board edge's.
About turn 3, I start unloading the Battle sisters to contest or jump on the objectives. By then I have them easy enough to deal with the 6 sisters and the immolator's to take over enough objectives for the win. Also I set the objectives out in the open a lot hehe. Nothing like a 10 man troop squad getting eaten with no cover by ap1.
pretre wrote: For the same points, couldn't you use Jacobus and a battle conclave and get better results?
Not against 2+ saves, but against most other things, yes.
priests can et eviscerators and smash. So yeah...
Yeah, but you can stick those in either unit I mean, if you really wanted you could make a 5 priest unit with maces and one of them taking the book instead. It'd be pretty deadly if they didn't die before I3 came up. The cannoness is going to be our best character in a challenge though. Celestine has never done well for me against anything with a 2+ save.
BlackTalos wrote: A good use for the 5 Special Weapons on the Command Squad is 5 Heavy bolters. Replaces the Retributors, you get 1 extra gun but no rending. Most importantly you have a spare Slot for another Exorcist. So overall, if you want to go to a more "shooty" Tau-Style, you can have a lot of Heavy Bolters and Exorcists in a standard CAD. Extra Canoness not really useful then, though.
I've used my command squad as all HB before too, also done up with 4 HB and a hospitaller, makes for a good camping unit that's tough to shift. Only downsides if I remember correctly is that the CS is more expensive than a ret squad per model, and their act of faith doesn't help out the HB at all. It does however free up a HS slot and that may be worth the two downsides in and of itself.
Never took the Hospitaller, there's enough S6 weapons trying to dislodge you and the 5th HB often made the difference. Most S5 or Below weapons just would not approach you anyway, as they are very area denying with 15 Shots at anything close lol.
Price per model is very close especially if you count the 5th HBolter (price up 4 CS squads against 5 Retributor Squads) but it's mainly the Free Heavy Support Slot which is the biggest reason for the swap.
I'd really really like it if they somehow made the celestians power "Any phase" rather than Assault Only. Heavy Bolter Command Squads would almost be a must take...
I think the hospitaller is most useful in a unit that you attach some ICs to and go charging things. Most of the incoming hits will be less than S6, but at that point you're dictating what units are hitting you.
pretre wrote: For the same points, couldn't you use Jacobus and a battle conclave and get better results?
Not against 2+ saves, but against most other things, yes.
priests can et eviscerators and smash. So yeah...
Yeah, but you can stick those in either unit I mean, if you really wanted you could make a 5 priest unit with maces and one of them taking the book instead. It'd be pretty deadly if they didn't die before I3 came up. The cannoness is going to be our best character in a challenge though. Celestine has never done well for me against anything with a 2+ save.
But for less points, you can take a priest with rosarius and eviscerator and get the same performance (except EW). I just don't think taking her just for challenges is a good idea. Even Celestine with rerolls is better.
pretre wrote: For the same points, couldn't you use Jacobus and a battle conclave and get better results?
Not against 2+ saves, but against most other things, yes.
priests can et eviscerators and smash. So yeah...
Yeah, but you can stick those in either unit I mean, if you really wanted you could make a 5 priest unit with maces and one of them taking the book instead. It'd be pretty deadly if they didn't die before I3 came up. The cannoness is going to be our best character in a challenge though. Celestine has never done well for me against anything with a 2+ save.
But for less points, you can take a priest with rosarius and eviscerator and get the same performance (except EW). I just don't think taking her just for challenges is a good idea. Even Celestine with rerolls is better.
The trouble with a priest with an eviscerator in a battle conclave is that you can't protect him from challenges without sacrificing another priest. Reroll able 4++ is nice, but still 25% chance to die before swinging. I wouldn't put that guy in a challenge against a normal MEQ sgt if I could help it. Too many points on a single wound. The canonness can take an average of 27 non-AP 3 wounds. The priest takes 4.
Yeah, hence why I fell back on Celestine. I want to say (and I don't feel like doing the math right now) that celestine is still better against 2+ armor than an evis canoness, but I'm probably wrong.
pretre wrote: Yeah, hence why I fell back on Celestine. I want to say (and I don't feel like doing the math right now) that celestine is still better against 2+ armor than an evis canoness, but I'm probably wrong.
Horribly so. The Canoness has better AP and higher S. That AP makes her 2-6 times as good per attack against 2+.
Celestine is at her best murdering MEQ or ICs with a 3+. The canonness is built to fight the enemy's big bad beatstick..
Automatically Appended Next Post: The more I think about it, the less I can think of a unit that could hold its own against a Cannoness and battle conclave at similar points cost.
So a little less than 3 times. Also doesn't take into account rerolls. Either way, I'll stick with Celestine. I have plenty of other things to deal with 2 plus. Celestine's mobility, solid trait and hit and run more than make up for it.
Automatically Appended Next Post: Re units that hold up against conclave and canoness, I would imagine volume units would do well.
Automatically Appended Next Post: Also, dreads and knights.
She is a solid character that murders anything with a 3+ or less save. I love challenging out powerfist Sargents either way my opponent is screwed . She also murders marine bike squads with her mobility and str 5 pw.
pretre wrote: So a little less than 3 times. Also doesn't take into account rerolls. Either way, I'll stick with Celestine. I have plenty of other things to deal with 2 plus. Celestine's mobility, solid trait and hit and run more than make up for it.
Automatically Appended Next Post: Re units that hold up against conclave and canoness, I would imagine volume units would do well.
Automatically Appended Next Post: Also, dreads and knights.
Well, 6 DCAs would get 24 attacks on the charge. If you toss in a couple priests, you get to reroll to hit, to wound, and saves. You would almost certainly sweep any non-fearless blob unit. Heck, if you got the charge against a pimped out Chapter Master and command squad with storm shields, you would probably be cursing the fact that ATSKNF is preventing you from sweeping him off the board.
Knights are of course going to do bad things to your Battle Conclave unless the priests have melta bombs... in which case you'll probably do nasty things to eachother. I seem to remember running the math last edition and deciding that in melee a 10 sister BSS with a priest with 2 total melta bombs should be able to take a knight assuming they made it into melee intact (which they might if you presented the knight with other scarier targets). I think the changes to the damage table skew that math a bit, but I could see a Cannoness + 2 priests all with melta bombs not having that much trouble with the knight unless bad rolls were made. You'd probably get a lot of your DCAs stomped on though.
But Celestine won't be any better against either of those either. I love her and take her as my warlord, but there's definitely a gap in terms of units that can go toe to toe with a melee death star and I have a tendency to lose her to the first bunch of S6 attacks that come in. (I guess she would be pretty broken if her toughness was higher.) I'm actually really looking forward to the BA book. I'm hoping they will have FA drop pods and more jetpack things that could keep up with Celestine. Realistically though, at the speed I paint, I would need to guess what will be awesome in 8th edition and get started now lol.
Celestine vs Chapter Master Smash*****
0.1646 wounds per round
-(5 attacks * (2/3 chance of hitting +* 1/3 chance needing MC * 2/3 chance of hitting)) * 1/2 chance of wounding * 1/6 chance of failing 2+ * 2/3 chance of failing FNP (Gorgon's chain adds +1) * 2/3 chance of failing IWND
Canoness w/ Eviscerator vs Smash*****
0.1491 wounds per round
-(3 attacks base * 1/2 chance of hitting) * 2/3 chance of wounding * 1/3 chance of failing 3++ * 2/3 chance of failing FNP * 2/3 chance of failing IWND
Iron Hands Chapter Master vs Celestine
.8333 wounds per round (or 83% chance of killing Celestine the first time) using a Thunder Hammer
-(4 attacks base * 1/2 chance of hittin) * 5/6 chance of wounding * 1/2 chance of failing 4++
Chapter Master vs Canoness
1.1852 wounds per round with Lightning Claw
-(4 attacks base * 2/3 chance of hitting) * (2/3 chance of wounding + 1/3 chance needing shred re-roll * 2/3 chance of wounding) * 1/2 chance of failing 4++
1.11 wounds per round with Thunder Hammer
-As above, except wounding chance is 5/6 instead of 7/9
Yeah, except the canoness has no reason not to have priests backing her up, whereas Celestine would not give up the mobility.
I guess really, I'd be counting on the canoness to be running with a supporting squad capable of wiping out Chapter Master Smash's squad easily, while Celestine would most likely be with Seraphim. Her job then would be to survive until wounds start spilling in.
Automatically Appended Next Post: Consider a squad of 2 priests, one with book so they can activate hymns without chancing a roll, 6 DCAs, 4 crusaders (So 215 point squad, not a fair comparison to Celestine, but cheaper than a fully upgraded command squad for the CM or roughly equivalent to a command squad with grav guns or only shields.)
If the Sisters charge, 24 attacks * 8/9 hit * 5/9 wound * 1/3 save * 2/3 chance of failing FNP (assuming an apothecary there) = 2.66 dead bikers if they have shields, squad wiped out and wounds spilling into the challenge or into ICs attached to the squad otherwise. 2.33 marines attack back for 7 attacks * 1/2 hit * 5/6 wound (let's assume any melee weapon upgrade) * 1/9 fail saves = .32 dead crusaders. Priests and crusaders swing 11-12 times * 3/4 hit * 11/36 wound * 1/3 fail saves * 2/3 fail FNP = about .55 more.
So before the challenge happens at I1, there should be about 3 dead marines, with some chance the apothecary is one of them (priests have precision strikes). The part where the canoness shines is staying alive until your squad kills the enemy squad and with wounds spilling into challenges in 7th...
Non charge:
DCA 3 * 1/2 * 5/9 * 1/6 * 2/3 = about .1 wound
Multiply that by 6, add in the the priests + crusaders for another 11-12 attacks at about half that chance to wound and the squad is stripping off about a wound a turn.
Really what you need is a third priest with a mace. He'd have 3 * 1/2 * 3/4 * 1/3 * 2/3 = .25 wounds (Not great, but if we're assuming a gorgon chain he gets to swing after everyone else has had a chance to strip off wounds so he might have an easier time of it.)
The canoness is taking only half a wound with the rerollable 4++, which gives you an average of 6 rounds to break the CM's defenses, which should be enough.
Actually... as long as you've placed a crusader in base contact with the CM you could just decline the challenge and have him put wounds into rerollable 3++.
Unsupported the canoness doesn't have a chance to shine against the CM, but the main thing the canoness does is buy you time to have a battle conclave cut through things. Celestine and her typical squad will be cheaper and way more mobile. I feel like trying to compare the two is like trying to compare a dominion squad to Celestine's Seraphim squad. Totally different roles even if they compete for slots.
Actually, I can very much see Celestine in a blob squad with multiple Priests and Uriah Jacobus, tanking wounds as they march down field. It's not ideal but it's certainly viable.
The problem with Celestine is S6 and up insta kills her. This makes it hard to fight challenges against the toughest characters or advance slowly up the field not using terrain and her jump pack. With a small squad and the ability to leap tall buildings in a single bound, she can work wonders. Tie her to some infantry and her squishiness becomes more of a thing.
I have been considering Uriah in a 10 Seraphim squad though. Rerollable 5++ all the time would be pretty nice, but Celestine's trait is really growing on me. (When I was only playing 500 point games with Sisters, there was never a squad close enough to Celestine that she wasn't already attached to.)
Taikishi wrote: Actually, I can very much see Celestine in a blob squad with multiple Priests and Uriah Jacobus, tanking wounds as they march down field. It's not ideal but it's certainly viable.
You missed my post:
BlackTalos wrote: As a side note to using Celestine in the 21+ blob with Jacobus and company, in a recent League game at 2000 points she Tanked all 17 Wounds from a SM Fellblade (the AP3 7" Blast) quite happily loosing no Wounds...
Would add that was his Turn 1 Shooting. She took another 3 or 6 Turn two, vague memory now... But definitely made all of those 2+ Saves! lol
Automatically Appended Next Post: I think she died Turn 3 to his Fellblade Alternate Fire, but that was the turn i charged his main Grav Centurion+Libby+Tigurus in the middle of the board over the Relic.
They won that combat (Celestine reviving and charging back in helped) as the Centurions had been slightly weakened by Exorcsist fire.
Outflanking Doms had a really bad throw at the Fellblade though... But Won because i was walking away with the Relic =P
You're also missing the idea that Celestine has Hit and Run as well. So you can't lock that squad down. Canoness is stuck until she or her opponent dies.
I didn't miss it, BlackTalos. I also neglected to include acts of faith in my probabilities, but that leads me to this question:
Am I better using a Seraphim squad's Shred AoF during the shooting phase to soften up the squad I'm about to assault and for less overwatch shots, or should I use it during the assault itself? Celestine + a squad of Seraphim with four hand flamers (two models x two hand flamers) leads me to think I'm better off using it during the shooting phase because of the templates and gunfighter rules but I'm not as certain.
Taikishi wrote: I didn't miss it, BlackTalos. I also neglected to include acts of faith in my probabilities, but that leads me to this question:
Am I better using a Seraphim squad's Shred AoF during the shooting phase to soften up the squad I'm about to assault and for less overwatch shots, or should I use it during the assault itself? Celestine + a squad of Seraphim with four hand flamers (two models x two hand flamers) leads me to think I'm better off using it during the shooting phase because of the templates and gunfighter rules but I'm not as certain.
Definitely use it during the shooting phase. The Shred USR works really well on weapons that throw lots of hits out, which Flamers most certainly do. With 4 Hand Flamer Templates, plus Celestine's own Heavy Flamer Template, its not uncommon to be throwing out 25+ hits (even if you can only cover 4 models with each template, that's still 20 hits and then the other Seraphim effectively get to 'rapid fire' their two bolt pistols). Being able to re-roll all those wounds is gravy.
Of course if you've ended up in combat without a chance to use the AoF before hand, it's possibly not a bad idea. Seraphim are WS4 with 2 attacks in CC (since two Bolt Pistols = two Close Combat Weapons = +1 Attack), so they're not entirely terrible. Better to at least get some use out of the AoF rather than having the unit die without using it.
Taikishi wrote: Oops! Somehow I missed the part that it was only shooting phase.
Nothing to see here...
Even if there was such a choice, i would always recommend it for the Hand flamers shooting. Deep Striking Terminators especially love Celestine and the 4 Hand flamers.
An opponent of mine, wise to the method, elected to Run with shooty Terminators (DA too, so with TL) rather than stay in the perfect circle and roll 25+ dice and hope not to see 1s...
Yeah. I caught 10 cultists and a chaos sorc bunched up closely. Yet again, flamers were fired and Celestine failed to make the charge (typically in every game where I use flamers I fail at least one charge), but this time it was OK because the Handflamers had wiped out the whole unit before the other weapons in the squad had a chance to fire.
Indeed. Not much survives a seraphim pistol party.
Don't be fooled by the jump packs and paired weapons - that may be the mark of an assault unit in other armies, but seraphim are unashamedly a shooting unit. Paired with Celestine, they're superb - she gives them fearless, they give her Hit & Run, she lets them use her initiative for the check and throws and extra heavy flamer into the mix. Hold the squad in the middle of your lines to use celestine's warlord trait, then jump forwards and incinerate something.
You want melee troops, either get celestians or (better) forgo a purely sororitas force and get a battle conclave.
That doesn't mean 'don't charge' - after all, if the enemy's still there (albeit a bit crispy) then charging into them is probably safer than standing around to be shot in the following turn. But seraphim are all about firepower.
I've got a 1500 point game against nurgle daemons tomorrow, and have a list written up, but I wouldn't mind getting people's opinions on what they'd use/suggestions on what would be good.
I can field just about anything, with the exception of Exorcists.
locarno24 wrote: Indeed. Not much survives a seraphim pistol party.
Don't be fooled by the jump packs and paired weapons - that may be the mark of an assault unit in other armies, but seraphim are unashamedly a shooting unit. Paired with Celestine, they're superb - she gives them fearless, they give her Hit & Run, she lets them use her initiative for the check and throws and extra heavy flamer into the mix. Hold the squad in the middle of your lines to use celestine's warlord trait, then jump forwards and incinerate something.
Celestine has Hit and Run.
The seraphim give her someone to LoS! high str shots to. With rerollable 6++, they're not terrible at taking low AP fire having about half a chance of surving (between the rollable 6++ and the enemy rolling a 1 to wound) any shot without cover.
Farseer Anath'lan wrote: I've got a 1500 point game against nurgle daemons tomorrow, and have a list written up, but I wouldn't mind getting people's opinions on what they'd use/suggestions on what would be good.
I can field just about anything, with the exception of Exorcists.
How can you not have exorcists? They're our bread and butter.
Also, ninja'd on the hit and run by a day. apparently there's a page 109.
Farseer Anath'lan wrote: I've got a 1500 point game against nurgle daemons tomorrow, and have a list written up, but I wouldn't mind getting people's opinions on what they'd use/suggestions on what would be good.
I can field just about anything, with the exception of Exorcists.
How can you not have exorcists? They're our bread and butter.
Also, ninja'd on the hit and run by a day. apparently there's a page 109.
Australian prices, for one, and the fact that I like to play as far forwards as possible. I run Rets with heavy bolters, but they'll push forward into a ruin before they start killing. Personal preference. I love the model, and one day I'll own 3, but not right now.
Farseer Anath'lan wrote: I've got a 1500 point game against nurgle daemons tomorrow, and have a list written up, but I wouldn't mind getting people's opinions on what they'd use/suggestions on what would be good.
I can field just about anything, with the exception of Exorcists.
How can you not have exorcists? They're our bread and butter.
Also, ninja'd on the hit and run by a day. apparently there's a page 109.
Australian prices, for one, and the fact that I like to play as far forwards as possible. I run Rets with heavy bolters, but they'll push forward into a ruin before they start killing. Personal preference. I love the model, and one day I'll own 3, but not right now.
As much as i'd recommend the Real model at least once, I would highly suggest converting the model. Also personal preference (real missiles rather than some weird music organ ) but you'd get the firepower any Sisters of Battle force lacks without them. It really is because you haven't got any and haven't played them yet. I'm quite sure that your first game at 1000pts or 1500 with 2 Exorcists will make you never leave them behind in your list building!
Also one of the few "Heavy support" tanks that can move 6" (and push forward if you want them to) and fire at full effectiveness.
locarno24 wrote: Indeed. Not much survives a seraphim pistol party.
Don't be fooled by the jump packs and paired weapons - that may be the mark of an assault unit in other armies, but seraphim are unashamedly a shooting unit. Paired with Celestine, they're superb - she gives them fearless, they give her Hit & Run, she lets them use her initiative for the check and throws and extra heavy flamer into the mix. Hold the squad in the middle of your lines to use celestine's warlord trait, then jump forwards and incinerate something.
Celestine has Hit and Run.
The seraphim give her someone to LoS! high str shots to. With rerollable 6++, they're not terrible at taking low AP fire having about half a chance of surving (between the rollable 6++ and the enemy rolling a 1 to wound) any shot without cover.
They give her Shred via AoF and LoS, that's pretty much it. But what Celestine brings to them is what makes the combination so good.
My big concern with them is that they are even more random and I am bad at rolling dice. The heavy bolter rets help with anti-horde in a way the rest of my army is mostly lacking and they have generally done well with rending things. (I wouldn't take HB without at least a turn if rending)
Maybe it's just me, but T5+ seems to be a problem for the army. Especially if they manage to get into close combat with you.
It was a stretch for me to do so, but I played 2000 points against Orks two weeks ago. He fielded a Warboss in a Nob bike squad along with a Pain boy and then a squad of 5 Deffkoptas. By the end of the game I had taken out 1 Deffkopta, his Pain Boy, and his Warboss from those squads. I benefited from most of the rest of his army being in Trukks and going first as I popped three of his four of his Trukks with my Immolators, but the game went downhill fast after that. Granted, on his first turn my 10-figure Heavy Bolter Retributor squad was shot at by 12 Deffguns plus a Rokkit from an 'Ardboyz squad, lost exactly 3 Sisters, and promptly broke and ran off the table without ever getting to use their act of faith. >.>
Which is part of my problem - I'm lacking in melta at the moment because I simply looked for cheap eBay auctions to get back into the game after having not played since 3rd and having sold my Blood Angels army.
He allowed me to proxy two 5-figure Melta-minion squads (one actually consisting of four flamers and a Superior, the other four Bolters and a superior), but s8 no longer insta-kills T5, 2 wounds. And I chose his Bike Squad as the target for one squad (the other was on the opposite flank). The wounds that did get through he saved with FNP from his Pain Boy.
Mavnas wrote: My big concern with them is that they are even more random and I am bad at rolling dice. The heavy bolter rets help with anti-horde in a way the rest of my army is mostly lacking and they have generally done well with rending things. (I wouldn't take HB without at least a turn if rending)
Yes, they are random. But, when fielded in threes and spread out over 4-5 games turns, it tends to average itself out.
Comparing them to HB Rets for anti-horde is not a fair comparison. Exorcists are str 8 AP 1. They are for breaking vehicles, wounding MCs, and wiping out swathes of terminators (when people used to run terminators).
And, if you want to talk about disappointment, lets talk about rending. THAT is always a huge disappointment. People clamor on the internet about how great rending HB Rets are (or were before the new AoF system). I have found them to be less than satisfying.
You get one, maybe two, turns per game, where you get 12 shots (assuming your bolters are out of range) that hit on 3's (8 hits) and rend on 6's (1 maybe 2). So, two rending shots per game versus an average of 3 AP 1 shots per turn. Even if you add 6 bolters (12 more shots), you are only picking up 1-2 more rends. I will take an exorcist any day of the week.
I've gotten first blood off a wraith lord my opponent foolishly left out of cover with a single HB squad. They've been my most consistent performers so far. They're also better at shooting things with good invuln/cover saves that my other squads can't break through. I really wish I could get more than two turns of rending, but many games I don't need that.
I think I'd take exorcists more if I ever do bring the drop pod allies list simply because they'd be more likely to still be on the board if I go second and they're the only thing the enemy can shoot at.
Or maybe I'm rationalizing so I don't have to paint more vehicles as they take me forever. You can see my immolator in my gallery, that thing took months :(
Green is Best! wrote: You get one, maybe two, turns per game, where you get 12 shots (assuming your bolters are out of range) that hit on 3's (8 hits) and rend on 6's (1 maybe 2). So, two rending shots per game versus an average of 3 AP 1 shots per turn. Even if you add 6 bolters (12 more shots), you are only picking up 1-2 more rends. I will take an exorcist any day of the week.
Only 12 shots? Try 15-18. Bastion with Ammo Dump ftw.
Don't get me wrong, RETs have their uses and are a great unit. However, I have also found myself expecting their rending to do a lot more than it really does.
Green is Best! wrote: Don't get me wrong, RETs have their uses and are a great unit. However, I have also found myself expecting their rending to do a lot more than it really does.
Their benefit over Exos is that they can consistently pump out anti-infantry fire, with the occasional rending shooting. They are certainly not a serious anti-armor choice. Not when compared to Exos.
I might try them in a SW pod. I think being able to deep strike them in, disembark 6" for optimal placement, then bake a unit might be a thing. Or even just having them in reserve will make the opponent hesitant to clump up in cover making it easier for me to catch things out in the open.
SisterSydney wrote: How about quadruple heavy flamer Retributors? I know they're not the legendary easy bake oven of old, but has anyone tried them in 7E?
I have been messing with them in 2 different ways.
1) with issodon to infiltrate the unit inside a repressor or immolator (in which case they have to disembark to flame). I usually have 3 dom units scout forward and 3 infiltrated units (2-3 of the HF rets) all in my opponents face. It is a truly devastating alpha strike and can almost finish a fight turn 1.
2) allied to SW for a drop pod. They drop in, disembark, and flame something. Again pretty good when combined with a general drop pod assault.
The great part about rending HF is that combined with the usual vehicle killer spam that the rest of my army is (immolators, exorcists, and doms) they sweep infantry away like flammable garbage, even 3+ SvSM in ruins will usually have most of the unit decimated.
Blood angel allies using the battle brothers or Sisters in this case.
Dante attaches to Seraphim squad load out 2x with dual inferno pistols upgrading one to Superior add plasma pistol and melta bomb. that is 5x short range inferno shots ( 4 from girls 1 Dante) 1x plasma with no scatter deep strike.
run the 2x assault marine squads with metla or flamers and drop pods for free no jump packs.
Run Saint with Honor guard with multiple metla bombs you can run chapter banner for +1 attacks adding more to saint getting the feel no pain 5+ in addition to Furious charge +1 str. You can load out these guys how ever with 4 flamers or combi-flamers, metla guns what ever and they will be hit and run as well.
This limits you on extra stuff but I think this would be easy to put this detachment with battle sister squads utilizing their cheapness for orb sec. and your 3x exorcists. You can deploy everything that the sisters squads out side of a transport rhino as a screen for the exorcists. while using the drop pods assault marines Dante and saint to get all up in there back field pushing them toward the wall of death. or you can use them to jump in and push that unit hiding in cover.
You could use the honor guard to make a champion to use as challenge bait.
I think the sisters using some allies is not been looked into all that well. Before they did not get along. Now they do and we can use there great str's like super cheap 3+ armor more heavy weapons as well for again cheap. They lack the cc or templates but we can add that with very little effort now.
How about a full squad of assault marines 10 2x melta guns /plasma guns and upgrade the sgt for challanges throw saint in the squad. Now you get to deploy her via deep strike with the decent of angels rule with a tougher cc unit and Dante still doing his no scatter strike to nuke something big and juicy.
So you can use her with honor guard no deep strike. or an assault squad to add with Dante for double the fun zone of goodness in the back field.
SisterSydney wrote: How about quadruple heavy flamer Retributors? I know they're not the legendary easy bake oven of old, but has anyone tried them in 7E?
I have been messing with them in 2 different ways.
1) with issodon to infiltrate the unit inside a repressor or immolator (in which case they have to disembark to flame). I usually have 3 dom units scout forward and 3 infiltrated units (2-3 of the HF rets) all in my opponents face. It is a truly devastating alpha strike and can almost finish a fight turn 1.
2) allied to SW for a drop pod. They drop in, disembark, and flame something. Again pretty good when combined with a general drop pod assault.
The great part about rending HF is that combined with the usual vehicle killer spam that the rest of my army is (immolators, exorcists, and doms) they sweep infantry away like flammable garbage, even 3+ SvSM in ruins will usually have most of the unit decimated.
Just got my first droppod and eventually running my dominions in them. Thinking of running the heavy flamer rets first off too if its worth it.
It does read page 52 in ba codex. Unit Honor guard, chapter blood chalice all friendly units within 6" of sanguinary novitiate a special character for the unit gains furious charge and fnp. The the banner says all friendly units within 12 get +1 attack long as they are in same unit.
They did edit the in the erra for 7th so the blood chalice has no effect on saint but the banner still give her +1 attacks.
Well, new BA codex is coming out in a month or so. We'll see if the banner still does that. I'm hoping BA also get FA drop pods so we have more choices than just wolves to get pods.
Automatically Appended Next Post: Just won the 750 round of the local escalation league with the narrowest of wins over Space Wolves (draw would have been enough too). The game was won when on turn 4 my immolator made it's 6++ to avoid an Explodes! and went on to hide in the enemy deployment zone and get Linebreaker to break the tie. (Had the game continued, it would have claimed one more objective and a lone sister would have had the linebreaker instead.)
Across the 5 games, Heavy Bolter rets were definitely my most consistently effective unit. The melta doms the most consistently useless (except for causing fear and drawing the enemy alpha strike). Celestine and her seraphim was mostly average, but she does play a role no other unit can. I don't have an exorcist, and I look forward to giving my regular battle sister squads some melta guns and possibly metal boxes so they can be more effective at pressuring the enemy and intercepting enemy vehicles.
It is filmed and commented by the dark eldar player. Turn count is a little off (turn 4 was actually turn 3 etc) but otherwise it's a good recap of how the game went.
He's not used to play against TAC lists (the guy he plays most often always fields a Trans C'Than) and I think he usually plays mostly purge the alien so he had a hard time shifting into getting the objectives.
Was still a very fun game.. and I definitely need to stop juggling my tape measure :O
How was you using a Land Raider with Sisters. I just wanted to point out they no longer have one in the army. You are playing against a new codex with either a non legal army or an outdated codex. I see you was running Inquisition allies but perfect timing should have no effect on the exorcist tank as they are not a unit and the ic cannot join a unit with a vehicle only that is not a transport. I could be wrong but pretty sure that is a mistake.
Land raider is a dedicated transport purchased for the death cult + crusader squad.
This is a small ally squad, with Coteaz as HQ, and since the canoness and the priests are independant characters they can join them during deployment inside the tank.
Exorcist tank is absolutely a unit. Even fortifications purchased for your army are considered units in 7th edition.
U need to reread BRB 7th edition page 166 2nd line.( Special rules on Independent Characters) They cannot join units that contain vehicles or monstrous Creatures. I went and looked it up because I thought it was sketchy. So you absolutely cannot it is prohibited in the rules.
And perfect Timing power effects the psyker and the unit he is with yes. But since it cannot even join the vehicle unit it is a mute point. I played sisters a lot and play against them as well that was the first time i ever seen it that is why it stuck out to me.
If it was allowed I would have learn something new. But with that is exorcists are good but not that good. There only weakness is the line of sight and cover save things. but like I have stated and is clearly in the rules that was a game won by not understanding on his part of the rules. Only reason I noticed it is the fact I do play sisters and that battle would have been way different with out that particular over sight.
Page 166 has nothing to do with what was going on.
The land raider is a completely separate unit then the crusader/dealth cult squad. The IC are joining the crusaders and assassins and page 127 not only allows this, but also allows you to embark upon battle brother transports.
You are absolutely right on perfect timing however. I usually play it when I have Coteaz in a squad of jokaeros and plasmacannon servitors so have never had a reason to cast it on something else. I wrongfully assmed it could be used like prescience.The only thing it had an impact on however was the farseer death in the end, so that unit should definitely still be alive. The other two attempts I tried to cast it he denied it by rolling four and five 6s which was fairly crazy on a deny the witch with 7 or 8 dices at most.
I noticed that you was using inquisition allies after I posted that is why I edited it while I was watching. But to say it had no game effect it absolutely effected the game it made him change his play style after you did it.( examples deny the witch on it and so on effected the way he moved around the board because Exorcists is all about controlling the board.) I never said anything about the cannoness joining them I knew that was allowed. SIsters are battle brothers with all IoM now so it would have been perfectly fine to see them with a space wolf allies and using drop pods. Page 122 has no effect over anything I said because that was never a play or rule in question. And You said yes you could do it at the start. that is why I cited a page # for you to see for yourself.
Other then that good video nice army. I do not use packs on my sisters I hate how they look. Nor do I use Repressor's yet. Mainly because I do not see the point investment nor the monetary investment on them. Since I all ready have 4 Immolators and 2 Rhino's all ready built for them. Plus it is less rules I need to remember or my opponent.
Inspired by this post of Nevelon's, I'm wondering if sticking Hunter-Killer Missiles on every vehicle might actually be a good idea. Given that everything else in our arsenal shoots at most 48", the chance to do a first-time anti-tank alpha strike across the length of the board might be worth adding 10 points to every vehicle in the army. "Hahaha, we rolled Hammer & Anvil, now my Tau gunline can sit back at long range and [whooshing sounds] holy feth! [things explode]"
SisterSydney wrote: Inspired by this post of Nevelon's, I'm wondering if sticking Hunter-Killer Missiles on every vehicle might actually be a good idea. Given that everything else in our arsenal shoots at most 48", the chance to do a first-time anti-tank alpha strike across the length of the board might be worth adding 10 points to every vehicle in the army. "Hahaha, we rolled Hammer & Anvil, now my Tau gunline can sit back at long range and [whooshing sounds] holy feth! [things explode]"
Hmm... I can see them working sometimes, but I just find it difficult to swallow 10pts each for a 1 shot S8 missile with only a 2/3 chance of hitting. I'm sure it has potential and could do well, but I think I'd rather spend points elsewhere and make my way up the board quickly. Terrain density will also play a big part in making that effective or not.
So, for a tournament coming up, I am going to run a penitent engine and repentia heavy list. As I was looking through the codex, I saw the Repentant Host Formation. I am still a little shaky on the 7ed rules for force org, formations, etc.
If I run this formation, can I run a separate CAD of sisters with it? What I am getting at, is if I run this and then take a CAD of sisters with HQ, 2 Troops, could I then start fielding exorcists legally?
The other option I was thinking was to just go completely silly, and take a SMCAD with this formation. This would include a MoF, a few techmarines, and all the ironclads and venerables I can squeeze in.
Green is Best! wrote: So, for a tournament coming up, I am going to run a penitent engine and repentia heavy list. As I was looking through the codex, I saw the Repentant Host Formation. I am still a little shaky on the 7ed rules for force org, formations, etc.
If I run this formation, can I run a separate CAD of sisters with it? What I am getting at, is if I run this and then take a CAD of sisters with HQ, 2 Troops, could I then start fielding exorcists legally?
The other option I was thinking was to just go completely silly, and take a SMCAD with this formation. This would include a MoF, a few techmarines, and all the ironclads and venerables I can squeeze in.
It's an Apocalypse formation. As far as I know, tournaments are not allowing these types of formations.
Typing it out, it feels very spammy. But if anyone were to actually give me grief over running this list, I think I would smack them in the head and tell them to repent and beg the Emperor's forgiveness.
But, if they were to allow formations, I would still have a legal CAD to add to it, would I not?
Typing it out, it feels very spammy. But if anyone were to actually give me grief over running this list, I think I would smack them in the head and tell them to repent and beg the Emperor's forgiveness.
But, if they were to allow formations, I would still have a legal CAD to add to it, would I not?
I played a game thursday against Orkdar / Eldork (whichever you prefer) and i ended up ramming 5 times in the game doing 3 hull points from the 5 attempts. I was hilarious. There's nothing like a rhino ramming a killa kan, dealing a hull point and then the emperor protecting the rhino from the Kan's counter ram attack. Fun was had by all.
Typing it out, it feels very spammy. But if anyone were to actually give me grief over running this list, I think I would smack them in the head and tell them to repent and beg the Emperor's forgiveness.
But, if they were to allow formations, I would still have a legal CAD to add to it, would I not?
You need some transports for those 5 sister squads otherwise they are going to do nothing and die horribly. I'll be interested to hear how it works out though.
You need some transports for those 5 sister squads otherwise they are going to do nothing and die horribly. I'll be interested to hear how it works out though.
I was planning on leaving those sisters to camp out on backfield objectives, possibly even walking on from reserves. The only way I can free up points for the rides would be to drop a Dominion Squad. That actually might not be a bad idea. It would free up some points for some Ministorum Priests which would add to the fluffiness of the repentia theme.
You need some transports for those 5 sister squads otherwise they are going to do nothing and die horribly. I'll be interested to hear how it works out though.
I was planning on leaving those sisters to camp out on backfield objectives, possibly even walking on from reserves. The only way I can free up points for the rides would be to drop a Dominion Squad. That actually might not be a bad idea. It would free up some points for some Ministorum Priests which would add to the fluffiness of the repentia theme.
Even on backfield, it doesn't take much to kill 5 T3 models. I'd rather not see you drop a dom, but you need rides. How many points is this?
Far as I can tell, yes. Was disappointed with the one I received off of eBay. The previous owner glued the turret on and the missile launcher was broken off in shipping.
Thankfully it'll glue back on, I just need to make time to do so.
Mavnas wrote: Although the real exorcist comes with all sorts of cool stuff to attach to the sides, hmmm...
The plastic Immolator kit has various bits and pieces of Sororitas/Ecclesiarchy iconography to attach to the vehicle. It's pretty easy to convert an Immolator to an Exorcist with Typhoon Missile Launcher bitz from the Landspeeder kit (ebay it). Place the circular hatch piece with the Sororitas emblem on the forward roof hole rather than the rear (so the turret mount is at the rear of the vehicle instead of the front). Mount the Typhoon Missile Launcher on the Immolator Turret behind the chair where the gunner sits and you have an Exorcist. Probably work out to be cheaper than the Forgeword Exorcist if you're outside the UK, when you take into account exchange rates/shipping.
Pah, all of you people who don't embrace the obscene bling that is the organ missile launcher are heretics as far as I'm concerned and should be burnt accordingly.
Mavnas wrote: Although the real exorcist comes with all sorts of cool stuff to attach to the sides, hmmm...
The plastic Immolator kit has various bits and pieces of Sororitas/Ecclesiarchy iconography to attach to the vehicle. It's pretty easy to convert an Immolator to an Exorcist with Typhoon Missile Launcher bitz from the Landspeeder kit (ebay it). Place the circular hatch piece with the Sororitas emblem on the forward roof hole rather than the rear (so the turret mount is at the rear of the vehicle instead of the front). Mount the Typhoon Missile Launcher on the Immolator Turret behind the chair where the gunner sits and you have an Exorcist. Probably work out to be cheaper than the Forgeword Exorcist if you're outside the UK, when you take into account exchange rates/shipping.
Exactly what i've done with mine.
Magnetised the front hatch though so it's actually an Immo/Exo kit now... mainly run as Exo though as i only have 2 =P
evildrcheese wrote: Pah, all of you people who don't embrace the obscene bling that is the organ missile launcher are heretics as far as I'm concerned and should be burnt accordingly.
D
In my defense, the bulk of my Sisters collection came from an ebay lot. Thats how my first Exorcist was done, so i wanted to keep them the same
evildrcheese wrote: Pah, all of you people who don't embrace the obscene bling that is the organ missile launcher are heretics as far as I'm concerned and should be burnt accordingly.
D
Haha I agree. I'm willing to spend the obscene amount of money and modelling headaches to get a killer organ - it's just so much more metal... both literally and figuratively.
Yeah... I do like metal. My main issue is it takes forever for me to paint vehicles (especially ornate ones) and my lists have been short of transports/exorcists as a result.
I guess I could just eBay some painted ones and play with those until I catch up.
Automatically Appended Next Post: Er... so my point was dual or triple use Rhino/Immo/Exorcists would give me flexibility without needing to paint an ungodly number of vehicles.
Yes, the FW Exorcist turret fits perfectly into a standard Immolator, Razorback or Predator turret ring.
Personally, I love combining the Exorcist top with the Deimos Rhino chassis and some extra bits from the Immolator sprue to create a weapon that is both Sisterly, looks like a relic, and is still a passable MLRS as opposed to something that looks like it should provide morale bonusses and free reforms.
I'm currently mulling over a 2000pt unbound list of 16 exorcists. If you space them an inch apart, they would take up the entire 6' edge of the table leaving no exposed rear.
deviantduck wrote: I'm currently mulling over a 2000pt unbound list of 16 exorcists. If you space them an inch apart, they would take up the entire 6' edge of the table leaving no exposed rear.