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Sisters of Battle @ 2012/03/06 16:43:08


Post by: Tiarna Fuilteach


While trying to decide on my next army choice I came across SoB am just wondering are they hard to play? can they be competetive? what lists work/don't? are they fun to play?

Cheers


Sisters of Battle @ 2012/03/06 16:51:02


Post by: th3maninblak


Sisters are a fairly expensive army to collect, as most of their models are still pewter and haven't made the transition to resin or plastic. As for the WD codex, it's not very good, and has several auto includes. There is one general build that is seen as competitive, though.

HQ
-St. Celestine
-Uriah Jacobus
Death Cult Assassins/Crusaders
Rhino

Troops
-2 to 4x Sisters of Battle Squads
All the melta/flamer weapons you can get

Fast Attack
-2x Dominion Squads
2x Melta
Immholator with TL Multi Melta
-Seraphim Squad
2x2 Hand Flamer
Eviscerator

Heavy Support
-Some mix of Exorcists and Retributor squads


Sisters of Battle @ 2012/03/06 17:44:29


Post by: DPBellathrom


I've found that the lower the PTS the better sisters are

"As for the WD codex, it's not very good"

this I disagree with as if used right sisters are a very good army. in terms of contents its weak but there is a good balance of fun and competaive units in there


Sisters of Battle @ 2012/03/06 19:03:08


Post by: frgsinwntr


th3maninblak wrote:Sisters are a fairly expensive army to collect, as most of their models are still pewter and haven't made the transition to resin or plastic. As for the WD codex, it's not very good, and has several auto includes. There is one general build that is seen as competitive, though.

HQ
-St. Celestine
-Uriah Jacobus
Death Cult Assassins/Crusaders
Rhino

Troops
-2 to 4x Sisters of Battle Squads
All the melta/flamer weapons you can get

Fast Attack
-2x Dominion Squads
2x Melta
Immholator with TL Multi Melta
-Seraphim Squad
2x2 Hand Flamer
Eviscerator

Heavy Support
-Some mix of Exorcists and Retributor squads


pretty much the template.

I find combi weapons also to be autoincludes.
the regular battle sisters are WEAKSAUCE.... but the cool stuff is great : )


Sisters of Battle @ 2012/03/06 21:48:16


Post by: Tiarna Fuilteach


I had the white dwarf but seem to have binned them is there any way besides trying to back order them to get the codex?

That build looks pretty tempting and I've a 21st coming up so can get the chlann to treat me


Sisters of Battle @ 2012/03/06 23:04:48


Post by: DaKKaLAnce


Where can you get the WD SoB codex?


Sisters of Battle @ 2012/03/07 10:11:12


Post by: Tiarna Fuilteach


DaKKaLAnce wrote:Where can you get the WD SoB codex?


If that's a sarcastic question based on what I said I mean is there another way besides trying to back order them like a link on the GW site or something?


Automatically Appended Next Post:
What are the standard tactics for them?


Sisters of Battle @ 2012/03/07 18:36:44


Post by: Spidey0804


Rock, Paper ,Scissors…Power Klaw

So I have come to accept that guard is the one army that we are just meant to lose to, unless the guy playing it just isn’t competent with the army. In turn I wanted to make a listing of the good bad and ugly that we can handle or should be able to handle or a fairly regular basis. I know there are builds inside each codex so I will try and get them as close as possible for the purpose of the list.

First lets List out the dexs. I will base this off of Sisters being the Scissors

Space Marine- paper except one build Salamanders other than that we should take out this Codex on a rather higher than average win percentage. Keeping Multimeltas in your BSS makes drop-poding dreadies think twice.

Blood Angel – Paper for the most part. The amount of melta we can bring neutralizes a lot of what this army can do. They will always want to surge forward to maximize their fire power in turn they will always want to close to the 24 inch range where we become very effective.

Dark Angel- Paper the factor here is for a deathwing, the amount of 2+ saves they put on the field. Inturn this makes for a very low model count. This will allow us to force them to take multiple invulnerable saves that sooner or later the opponent will fail. If you can kill 5 models a Turn you should be in great standing come the end of the game.

Black Templar – Paper once again this army wants to close the distance with you attempting to get you into hand to hand. Most of the time they will want to do this with Land Raiders and those really don’t stand up well against scouted Melta on turn 1.

Space Wolfs – I preface this with as an even match up for the most part, and would call them scissors. There are primarily 2 builds you will see the Thunder Lord build or the Missile Launcher Spam list. The answer to the Lords is the DCA Bomb in their face. If they are running with a bunch of fenresion I tend to not go against the lords unless they don’t have an Invul I use the DCAs to cause massive amounts of wounds forcing them to take fearless saves. With that said the Missile Spam is best taken on with scouting Doms after they have punched a hole in the razorback spam.

Grey Knights- I have only faced them a few times but every time I have I was able to out shoot them. They still rely on transports to get their bombs around and if you can drop them in the backfield or after turn 1 you have a really good chance at tabling them on a regular basis.

Sisters of Battle - To this day I have never played another Sisters player and would say that it would be a complete and total blood bath between the two. Next time I’m in South Carolina maybe I can talk Neil into playing me.

Imperial Guard- POWER CLAW- I either do ok keeping it close till the end or I get wiped off the table by them. Outflanking Doms into a gun line is the only hope you have to beat them. Most of the time its answered with an intense beating to the Doms who maybe last a turn or two. Doing a larger squad would be needed to deal with this type of army. Something I am looking at doing is going with 10 man squad with 2 melta 2 flamers and a combi melta. That way I have a lot more bodies and can wound allocate stuff away if I need to verses losing all the melta in one or two turns.

Orks – Most of the time they are paper green tides can be chewed threw if you have enough flamers but if you build for the current Meta you could overlook the amount of templates you need to make them fold. The penitence engine is a true bane for Hordes and you should consider having 2 or more in a list if you think you are going to me running into something like this. Other than that most orks don’t last past turn 5 for an army that is heavy with heavy flamers in it.

Eldar- AP1 shooting is great for taking out stuff with stones on it. In the games that I have played I have been able to get enough shots on something to make it go down. A larger Guardian base paired with an Avatar can be troublesome the seer council on jetbikes is annoying buy manageable thru volume of fire and DCA’s.

Dark Eldar – Neutralizing thier mobility will allow you to take control of the of flow of battle. The open top vehicles can be taken out consistently with mass amounts of fire, Melta is more useful for dispatching the lighter vehicles most of the time and you don’t need to get the double dice on them to put them down needing a 2+ to take one out on a penetrating shot. The ability to turn you guns on the squads that pop out is the key to stopping a lot of the DE threat. In KP games you should have the advantage for the most part, making them have to push into you to pick up the KPs need to win a game.

Necron – I can’t say really anything about them I have never been able to play against them. However I do know for a fact that an 18 wraith list is devastating for just about any army it faces seeing this is what took first place at SVDM GT. I will have to get some games in against them in the future to better assess what a sister’s player might need to do to face this Codex.

Tau – Block LOS to your vehicles and push across to midfield, fighting there will bring into play a lot of your AP1 and you can knock off a lot of his heavy hitters with scouting Doms. After that is just mopping up.

Tyranids – I never have had problems with them, in general there are a couple pains in the side for me especially Doom but most of the time A sister has enough Str 8 to double him out before he totally wrecks face in your back field.

Chaos Daemons – Once again POWER KLAW Eternal warrior negates some serious advantages that sisters have. Couple that with the Invul save on everything thing in the army you have no chance to force them to have to wound allocate. A Fate Weaver list makes you work twice as hard to even get a single kill. Picking stuff up outside of the main bubble is the key to knocking them out and staying away from them until you can turn all of your shooting in on Fate Weaver.

Chaos Marines – Paper for sisters we have all the tools to make a Chaos list fold just like we have the ability to fold a Marines list.

There are 4 main strategies that we have to use on a regular basis if you can master them you have the chance of becoming an effective Sisters Player.

1. Target Priority. What is deadly for one army is not for others, knowing what is the strength and weakness of each of your units will allow to place them in better formations and allow you to force your opponent into to fire lanes that need to be established for your army.

2. Overlapping Fields of Fire. Most of the time we have an Effective range of 24 inches. These being our heaviest hitting guns. Your Multi Meltas, we can bring more of them in a single unit than most armies will field in their entire army. You should always have the ability to turn multiple ones onto a single High Priority Target that could cause you considerable pain if it’s not brought down.

3. Distance Visualization. Being able to see 6 inches without a ruler is important. When you need it to count (melta) you should know that you have the shot. Nothing is more frustrating when you pull up on that Land Raider hop out and you are at 6 and a quarter to the target and your fishing for 6’s for a glance.

4. Know the rules…. Minor things like if something is in hand to hand and you charge it with another unit you don’t swing at Int1… can you say DCA tactic. True line for sight means if you can see it you can shoot it. This goes both ways.


Automatically Appended Next Post:
frgsinwntr wrote:
the regular battle sisters are WEAKSAUCE.... but the cool stuff is great : )


You would be surprised how much fire it takes to wipe out a 20 man squad that is fearless...


Sisters of Battle @ 2012/03/07 21:22:24


Post by: frgsinwntr


DE seem to be my bane when it comes to playing as sisters... Necrons are rough but only because they have a shiney new codex...

I think dealing with wraiths requires you to focus the melta and exorcists there...

for example... say you have 2 scouting dominion squads and you get the drop on the wraith squad... you have 3 meltas (counting the combi) and 1 MM... you should instakill 1-2 wraiths with the firepower.... leaning more towards 1 if you don't get the TL off... Your immolator that has the Search lights on it should light up the wraiths and let the Exorcists pound it, again killing 1-2.... Instant death weapons vs them since they are only T4 is key



Sisters of Battle @ 2012/03/07 21:41:31


Post by: pretre


Sisters are pretty good, but not a great starting army. This is due to both price and learning curve. That being said, the standouts or base list (similar to above) is generally:

Celestine
Jacobus with Conclave in Rhino
2-4 Sisters Squads in Rhinos
3 Dominions
2-3 Exorcists
0-1 Retributors

So far, this type of army has been found pretty effective up to about 2000 points. I haven't seen any play above 2k, but we are theorizing that Celestine would need to be swapped for a second conclave and Kyrinov.

There's not a lot of variety in tested builds yet and we really need a lot more data. The problem is the small play base that currently uses them doesn't give us a lot of data.


Sisters of Battle @ 2012/03/07 21:55:32


Post by: Tiarna Fuilteach


They wouldn't be a starting army I've been playing daemonhunters since 3rd, this was for my possible second army


Sisters of Battle @ 2012/03/07 21:57:49


Post by: pretre


Tiarna Fuilteach wrote:They wouldn't be a starting army I've been playing daemonhunters since 3rd, this was for my possible second army

Well, since you were a DH player for so long, we know you are already a masochist. Feel free to jump right in then!


Sisters of Battle @ 2012/03/07 21:58:10


Post by: KestrelM1


pretre wrote:Sisters are pretty good, but not a great starting army. This is due to both price and learning curve. That being said, the standouts or base list (similar to above) is generally:

Celestine
Jacobus with Conclave in Rhino
2-4 Sisters Squads in Rhinos
3 Dominions
2-3 Exorcists
0-1 Retributors

There's not a lot of variety in tested builds yet and we really need a lot more data. The problem is the small play base that currently uses them doesn't give us a lot of data.


The reason there's not a lot of variety in builds is because there's no variety in the codex. The "base list" you described is essentially all the options there are. There's other choices in each slot, sure, but most are so pants-on-head bad compared to the others that there's no contest in what to take. Basically your choices are:

1. Celestine or Jacobus + Conclave (or both)
2. Retributors or Exorcists
3. Distribution of Meltaguns/Flamers in Sisters squads

You can only do so much with that list. Honestly the only interesting choice is Retributors vs. Exorcists, as it actually affects the gameplay of the army. Everything else is just deciding how and when you want to move Meltaguns and Flamers up the field.

I hate to do this, as I love Sisters as a "faction," but I would actively discourage you from starting a Sisters army at this time. It's ludicrously expensive to obtain minis due to virtually everything being out of production, and what you end up with is an army with essentially one (decidedly average) playstyle and special rules that are inconsistent at best. There are far better ways to spend your money. I would save up and hope that the Sisters receive a new codex/models sometime in the near future.


Sisters of Battle @ 2012/03/07 22:08:30


Post by: pretre


Well, the problem is KestrelM1, that no one has really tested out other builds to a significant degree. After all, a couple months ago the interwebs were saying there were no competitive SoB builds and now we have a couple based on that list above.

Isn't a far jump to say that there may be more builds we aren't considering.


Sisters of Battle @ 2012/03/08 09:13:31


Post by: Hollowman



I've been playing an entirely different build since the new codex, based around the improvements they made to the various assault units. It's mostly for fun, but It honestly plays a lot like your typical SoB army - it wants to be up close, it wins against any flavor or marine or assault army, it struggles against top tier shooting, it relies on AV11 spam.

The main difference is that it does best at 2k+, which is when other SoB armies start to fall down. The other difference is the AV being spammed is 2-3 immolators, 2 rhino filled with Repentia, and 6 Penitent Engines - plus the requisite troop and Uriah rhinos. Which surprises a lot of people and is pretty damn intimidating lined up on the board. It also nearly always wins - unfortunately it's weakness is just what tournie lists are built around - mass killing of av11 at range. I doubt I'll be taking it to a tournie anytime soon. But it has it's lessons.

It's a specialized build, and the PE really need that kind of target saturation to work. But what I am pretty sure would work in ANY build are the Repentia. Load them in a rhino, and you have a can of whoop-ass on wheels. Just open it up near something you want gone, and it get's gone. They do an amazing amount of heavy lifting in my army, and I'd recommend anyone try proxying them out. For all their "suicide unit" reputation, they can take a remarkably long time in getting to the suicide portion of their rampage.


Sisters of Battle @ 2012/03/08 10:25:33


Post by: Tiarna Fuilteach


Are those girls with chainaxes any use? the models look pretty cool


Sisters of Battle @ 2012/03/08 14:47:15


Post by: pretre


They are okay but suffer from no dedicated transport.


Sisters of Battle @ 2012/03/08 15:04:25


Post by: Tiarna Fuilteach


Ah that's a pity although they could always steal the transport of a troop choice sitting on an objective


Sisters of Battle @ 2012/03/08 15:09:40


Post by: pretre


That is one way. The better way to do it is to take a Retributor squad and buy them a transport. They don't need it, so the Repentia highjack it first turn.

Keeps your scoring mobile.


Sisters of Battle @ 2012/03/08 18:18:44


Post by: Tiarna Fuilteach


I thought they were elites? cool didn't think they were scoring


Sisters of Battle @ 2012/03/08 18:28:41


Post by: pretre


No, repentia are elites. I was saying don't give up a scoring unit's rhino for them, give up a retributor rhino.


Sisters of Battle @ 2012/03/08 19:06:12


Post by: Amerikon


I wonder how a list like this would fare:
Repentia Immo Spam wrote:Celestine

5x Repentia
5x Repentia
5x Repentia

Battle Sisters - Pick your guns, Rhino
Battle Sisters - Pick your guns, Rhino
Battle Sisters - Pick your guns, Rhino

5x Dominions - Melta, Melta, Combi-melta, MM Immo
5x Dominions - Melta, Melta, Combi-melta, MM Immo
5x Dominions - Melta, Melta, Combi-melta, MM Immo

5x Retributors - 4x Heavy Bolter, MM Immo
5x Retributors - 4x Heavy Bolter, MM Immo
5x Retributors - 4x Heavy Bolter, MM Immo

It's kind of an "every thing in 3s" approach, and it comes in a little under 2000. An interesting variant, would be to drop the Repentia and one of the Battle Sister squads for a 1500 point list. I've only got 2 Retributor squads so I'd have to proxy for the 3rd, but I might try that one out.


Sisters of Battle @ 2012/03/08 19:56:23


Post by: pretre


Let me know how it goes. It sounds pretty interesting. I have nowhere near enough HB for that though.


Sisters of Battle @ 2012/03/08 20:08:51


Post by: DaKKaLAnce


Tiarna Fuilteach wrote:
DaKKaLAnce wrote:Where can you get the WD SoB codex?


If that's a sarcastic question based on what I said I mean is there another way besides trying to back order them like a link on the GW site or something?


Automatically Appended Next Post:
What are the standard tactics for them?



I have been trying to find out how to get hold of the SoB codex for a long time, And im not sure which WD has the codex , Just need some sort of lead


Sisters of Battle @ 2012/03/08 20:14:45


Post by: pretre


IIRC, the UK GW site still has it.

Here's both for $35:
http://www.ebay.com/sch/i.html?_nkw=white+dwarf+380&_sacat=0&_odkw=white+dwarf+379&_osacat=0&_trksid=p3286.c0.m270.l1313


Sisters of Battle @ 2012/03/08 20:41:05


Post by: Spidey0804


Hollowman wrote:

The main difference is that it does best at 2k+, which is when other SoB armies start to fall down. The other difference is the AV being spammed is 2-3 immolators, 2 rhino filled with Repentia, and 6 Penitent Engines - plus the requisite troop and Uriah rhinos. Which surprises a lot of people and is pretty damn intimidating lined up on the board. It also nearly always wins - unfortunately it's weakness is just what tournie lists are built around - mass killing of av11 at range. I doubt I'll be taking it to a tournie anytime soon. But it has it's lessons.

It's a specialized build, and the PE really need that kind of target saturation to work. But what I am pretty sure would work in ANY build are the Repentia. Load them in a rhino, and you have a can of whoop-ass on wheels. Just open it up near something you want gone, and it get's gone. They do an amazing amount of heavy lifting in my army, and I'd recommend anyone try proxying them out. For all their "suicide unit" reputation, they can take a remarkably long time in getting to the suicide portion of their rampage.


I took 4th at the 11th company tournament with almost this exact build. You have a solid in your face list that can mow threw hordes, PA and av 11 its toughest match is the back line Guard gun line that can knock you all around in turn 1 and 2 but after that if you can weather the shooting its over for them.


Automatically Appended Next Post:
Amerikon wrote:I wonder how a list like this would fare:
Repentia Immo Spam wrote:Celestine

5x Repentia
5x Repentia
5x Repentia

Battle Sisters - Pick your guns, Rhino
Battle Sisters - Pick your guns, Rhino
Battle Sisters - Pick your guns, Rhino

5x Dominions - Melta, Melta, Combi-melta, MM Immo
5x Dominions - Melta, Melta, Combi-melta, MM Immo
5x Dominions - Melta, Melta, Combi-melta, MM Immo

5x Retributors - 4x Heavy Bolter, MM Immo
5x Retributors - 4x Heavy Bolter, MM Immo
5x Retributors - 4x Heavy Bolter, MM Immo

It's kind of an "every thing in 3s" approach, and it comes in a little under 2000. An interesting variant, would be to drop the Repentia and one of the Battle Sister squads for a 1500 point list. I've only got 2 Retributor squads so I'd have to proxy for the 3rd, but I might try that one out.


I would put 1 mm in the Retributor squads just to stop the backfield dread threat and put a storm bolter on the Ret Superior, I was able to shot down a Storm Chicken with one shot.


Automatically Appended Next Post:
You can get up to AV13 with a rending bolter shot.


Sisters of Battle @ 2012/03/08 21:00:51


Post by: Tiarna Fuilteach


Can you take squads of arcos, crusaders and DCA's with basic confessors or do you need to take the character?


Sisters of Battle @ 2012/03/08 21:11:08


Post by: pretre


You can take them with basic confessors, but the characters are better in every way.


Sisters of Battle @ 2012/03/08 21:33:07


Post by: calypso2ts


There is no reason to take the basic Confessors, they did a pretty poor job pricing special chars (or maybe pricing HQ's in general) in this book.

I really want to try to field a foot SoB list to break out of the normal Rhino spam tendencies. The problem (as Pretre mentioned) is the lack of Heavy Bolters. I own 4 total (I picked them up for $5 each at a firesale) and I wish I had grabbed 12-18 of them. E-bay is no help at all!

Also, I have this Karamazov model now that I bought way back in the day with no uses whatsoever, too bad he got ported...


Sisters of Battle @ 2012/03/08 21:39:24


Post by: pretre


Yeah, the only thing I'm thinking is that I may have to convert HB sisters from Land Speeder HBs and Heavy Weapon sisters and warzone hands.


Sisters of Battle @ 2012/03/08 21:52:29


Post by: calypso2ts


I was trying to figure out a way to use the Heavy Bolters leftover from my Immolators - I have 3 or 4 Servitors I converted from them.

My old go to for conversions used to be the Stormbolters that came with the box set but I turned all those into Meltas, so now I need to start digging into 'real' SoB to make it happen...

Just checked e-bay, SoB HB's are running for around 8-10 a pop plus shipping from the UK...

The problem with the HB list is also that I would, very badly, want to take the Command Squads as well, but that requires a near useless Canoness and forsaking the awesomeness of Conclaves.


Sisters of Battle @ 2012/03/08 21:59:09


Post by: Tiarna Fuilteach


So are they impossible to use well if you don't like using SC's?


Sisters of Battle @ 2012/03/08 21:59:55


Post by: pretre


You could always go with gun installations on 25mm bases. Have the 'Superior' be a sister with a bunch of control panel stuff and have all the HB be automated guns.



Automatically Appended Next Post:
Not impossible, but you are unnecessarily nerfing yourself. There's really no reason not to use SCs in any army now as they are basically just a specific build of character. There's no restrictions or anything else anymore and you can just re-fluff it to be your character.


Sisters of Battle @ 2012/03/09 00:27:00


Post by: Spidey0804


pretre wrote:You could always go with gun installations on 25mm bases. Have the 'Superior' be a sister with a bunch of control panel stuff and have all the HB be automated guns.


I love that idea.


Sisters of Battle @ 2012/03/09 08:05:04


Post by: meh_


How would you go about winning a game against IG parking lot?

Go second, full reserve, outflank dominions?


Sisters of Battle @ 2012/03/09 16:17:14


Post by: pretre


meh_ wrote:How would you go about winning a game against IG parking lot?

Go second, full reserve, outflank dominions?

If first, scout doms pop smoke. Arrange at exactly 12" away. Turn one, disembark 2", move 6, try to pop one chim, charge 6, krak open all those chimeras and or guardsmen.
If second, scout doms pop smoke and arrange to provide maximum cover to the rest of your army.

Reserving against guard just means you get shot a little at a time in many cases. Scout will get you closer than outflank most of the time and more timely.


Sisters of Battle @ 2012/03/09 16:42:03


Post by: calypso2ts


The nice thing about outflanking (or the potential to do so) is that it narrows an opponents deployment zone if they are trying to avoid it. If going second against guard, they will probably 'worry' about the potential for outflanking meltas and deploy more centrally which provides some opportunities to block LoS using terrain features.

I concur that reserving the whole army against them is asking to be tabled - SoB are not fast enough to pull this off and they need to close to that 12" kill box to be effective.

I love the idea of the single sister with the control panel, I wonder if I can get one of the Exorcist Organ SoB's and use her as the 'commander.' Also let's me reuse my servitors which are more robotic than organic...This 12x Heavy Bolter list may happen, and it also gives me an excuse to pull out the 20 Seraphim I have not used since 5th Ed started!


Sisters of Battle @ 2012/03/09 16:43:44


Post by: pretre


Oh and with 3 doms, leaving one for outflanking puts the fear of dom into them re: calypso2ts's point.

Let us know how that HB thing works out.


Sisters of Battle @ 2012/03/09 17:00:44


Post by: Spidey0804


Ok So spent some time on army builder last night and came up with quite a few builds, so Im sorry that his is going to be a marthon post but if you can read over them and tell me what you think. I have Ideas on how each should work so if you have questions just name the list and ask away.


2000pt Slash and Burn


HQ: Saint Celestine


Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Hand Flamers (x1); Two Inferno Pistols (x1);
Seraphim Superior Bolt Pistol; Eviscerator


Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Hand Flamers (x1); Two Inferno Pistols (x1);
Seraphim Superior Bolt Pistol; Eviscerator


Fast Attack: Dominion Squad (10)
Dominion Squad Flamer (x2); Meltagun (x2);
Dominion Superior Combi-Meltagun (x1)
Rhino


Heavy Support: Penitent Engine (3)


Heavy Support: Penitent Engine (3)


Heavy Support: Exorcist


Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta
Sister Superior Melta Bombs; Combi-Meltagun (x1)
Rhino

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta
Sister Superior Melta Bombs; Combi-Meltagun (x1)
Rhino

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta
Sister Superior Melta Bombs; Combi-Meltagun (x1)
Rhino


2000pt Seraphim List



HQ: Saint Celestine

HQ: Uriah Jacobus, Protector of the Faith

Battle Conclave (9)
Arco-Flagellant (3) Crusader (2) Death Cult Assassin (4)
Rhino Dozer Blade;Searchlight

Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Hand Flamers (x1); Two Inferno Pistols (x1);
Seraphim Superior Bolt Pistol; Eviscerator

Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Hand Flamers (x1); Two Inferno Pistols (x1);
Seraphim Superior Bolt Pistol; Eviscerator

Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Hand Flamers (x1); Two Inferno Pistols (x1);
Seraphim Superior Bolt Pistol; Eviscerator


Troops: Battle Sister Squad (10)
Battle Sister Squad; Meltagun (x1); Heavy Bolter
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Rhino Searchlight; Dozer Blade; Hunter-killer Missile;


Troops: Battle Sister Squad (10)
Battle Sister Squad; Meltagun (x1); Heavy Bolter
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Rhino Searchlight; Dozer Blade; Hunter-killer Missile;


Troops: Battle Sister Squad (10)
Battle Sister Squad; Meltagun (x1); Heavy Bolter
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Rhino Searchlight; Dozer Blade; Hunter-killer Missile;


Heavy Support: Exorcist Dozer Blade

Heavy Support: Exorcist Dozer Blade



2000pt Repentia Death and Flame



HQ: Uriah Jacobus, Protector of the Faith

HQ: Arch-Confessor Kyrinov

Heavy Support: Retributor Squad (9)
Retributor Heavy Flamer (x4);
Retributor Superior Melta Bombs; Storm Bolter; Power Sword );
Rhino Searchlight; Dozer Blade; Hunter-killer Missile;

Heavy Support: Penitent Engine (2)

Heavy Support: Retributor Squad (10)
Retributor Squad 9 Simulacrum Imperialis; Heavy Bolter (x2); Multi-melta (x2);
Retributor Superior Melta Bombs; Storm Bolter
Rhino Searchlight; Dozer Blade;

Elite: Repentia Squad (10)

Elite: Repentia Squad (10)

Battle Conclave (8)
Arco-Flagellant (2) Crusader (2) Death Cult Assassin (4)
Rhino Searchlight; Dozer Blade;

Battle Conclave (8)
Arco-Flagellant (2) Crusader (2) Death Cult Assassin (4)
Rhino Searchlight; Dozer Blade;

Elite: Priest Detachment Laspistol; Eviscerator

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta
Sister Superior Combi-Meltagun (x1); Power Sword (x1)
Rhino Searchlight; DozerBlade; Hunter-killer Missile

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta
Sister Superior Combi-Meltagun (x1); Power Sword (x1)
Rhino Searchlight; DozerBlade; Hunter-killer Missile



Automatically Appended Next Post:
2000pt Double Conclave


HQ: Arch-Confessor Kyrinov

Battle Conclave (9)
Arco-Flagellant (3) Crusader (2) Death Cult Assassin (4)
Rhino Dozer Blade

Elite: Priest Detachment (1) Laspistol; Eviscerator


HQ: Uriah Jacobus, Protector of the Faith

Battle Conclave (9)
Arco-Flagellant (3) Crusader (2) Death Cult Assassin (4)
Rhino Dozer Blade Searchlight; Dozer Blade


Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2)
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta;


Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2)
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta;


Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2)
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta;



Troops: Battle Sister Squad (17)
Battle Sister Squad Simulacrum Imperialis; Flamer (x1); Multi-melta; A
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Immolator Twin-Linked Heavy Bolter


Troops: Battle Sister Squad (17)
Battle Sister Squad Simulacrum Imperialis; Flamer (x1); Multi-melta;
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Immolator Twin-Linked Heavy Bolter

Heavy Support: Retributor Squad (10)
Retributor Squad Simulacrum Imperialis; Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior; Storm Bolter (x1);


2000pt Classic Mech

HQ: Saint Celestine


Troops: Battle Sister Squad (10ts)
Battle Sister Squad Flamer; Multimelta
Sister Superior Melta Bombs; Combi-Meltagun; Power Sword
Rhino Searchlight; Hunter-killer Missile

Troops: Battle Sister Squad (10ts)
Battle Sister Squad Flamer; Multimelta
Sister Superior Melta Bombs; Combi-Meltagun; Power Sword
Rhino Searchlight; Hunter-killer Missile

Troops: Battle Sister Squad (10ts)
Battle Sister Squad Flamer; Multimelta
Sister Superior Melta Bombs; Combi-Meltagun; Power Sword
Rhino Searchlight; Hunter-killer Missile

Troops: Battle Sister Squad (10ts)
Battle Sister Squad Flamer; Multimelta
Sister Superior Melta Bombs; Combi-Meltagun; Power Sword
Rhino Searchlight; Hunter-killer Missile

Troops: Battle Sister Squad (10ts)
Battle Sister Squad Flamer; Multimelta
Sister Superior Melta Bombs; Combi-Meltagun; Power Sword
Rhino Searchlight; Hunter-killer Missile

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta
Sister Superior Melta Bombs; Combi-Meltagun; Power Sword
Rhino Hunter-killer Missile


Heavy Support: Exorcist

Heavy Support: Exorcist

Heavy Support: Exorcist

Fast Attack: Dominion Squad (11 , 215 pts)
Dominion Squad Flamer (x2); Meltagun (x2)
Dominion Superior Combi-Flamer
Rhino


2000pt Cannoness Faithful DeathStar



HQ: Canoness Rosarius; Bolt Pistol; Power Sword (x1)

HQ: Uriah Jacobus, Protector of the Faith

Elite: Celestian Squad (10) Simulacrum Imperialis;Meltagun (x2);
Celestian Superior Power Sword

Elite: Priest Detachment (5)
Ecclesiarchy Priest Laspistol; Eviscerator
Ecclesiarchy Priest Power Sword; Plasma Pistol
Ecclesiarchy Priest Bolt Pistol; Power Sword
Ecclesiarchy Priest Bolt Pistol; Eviscerator
Ecclesiarchy Priest Power Sword; Plasma Pistol; Melta Bombs


Elite: Repentia Squad (8)

Elite: Repentia Squad (8)


Heavy Support: Penitent Engine (1)

Heavy Support: Penitent Engine (2)

Heavy Support: Exorcist (1) Searchlight; Dozer Blade

Troops: Battle Sister Squad (10)
Battle Sister Squad Meltagun (x1); Multimelta
Sister Superior Melta Bombs; Combi-Meltagun (x1)
Rhino Searchlight


Troops: Battle Sister Squad (10)
Battle Sister Squad Meltagun (x1); Multimelta
Sister Superior Melta Bombs; Combi-Meltagun (x1)
Rhino Searchlight


Troops: Battle Sister Squad (10)
Battle Sister Squad Meltagun (x1); Multimelta
Sister Superior Combi-Meltagun (x1)
Rhino Searchlight





Automatically Appended Next Post:
2000pt Alpha Strike SOB


HQ: Canoness Combi-Flamer (x1); Power Sword (x1)

HQ: Canoness Combi-Flamer (x1); Power Sword (x1)

Sororitas Command Squad (6)
Simulacrum Imperialis; Multi-melta (x3);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta


Sororitas Command Squad (6)
Simulacrum Imperialis; Multi-melta (x3);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta


Fast Attack: Dominion Squad (10)
Dominion Squad Simulacrum Imperialis; Bolt Flamer (x1); Meltagun (x3);
Dominion Superior Melta Bombs; Combi-Flamer (x1); Power Sword (x1);
Rhino Searchlight; Dozer Blade; Hunter-killer Missile



Fast Attack: Dominion Squad (10)
Dominion Squad Simulacrum Imperialis; Bolt Flamer (x1); Meltagun (x3);
Dominion Superior Melta Bombs; Combi-Flamer (x1); Power Sword (x1);
Rhino Searchlight; Dozer Blade; Hunter-killer Missile



Fast Attack: Dominion Squad (10)
Dominion Squad Simulacrum Imperialis; Bolt Flamer (x1); Meltagun (x3);
Dominion Superior Melta Bombs; Combi-Flamer (x1); Power Sword (x1);
Rhino Searchlight; Dozer Blade;


Troops: Battle Sister Squad (10)
Battle Sister Squad ; Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Meltagun (x1);
Rhino


Troops: Battle Sister Squad (10)
Battle Sister Squad ; Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Meltagun (x1);
Rhino

Heavy Support: Retributor Squad (5)
Retributor Squad Heavy Bolter (x2); Multi-melta (x2)
Retributor Superior Bolter; Acts of Faith; Divine Guidance; Shield of Faith
Immolator Twin-Linked Heavy Bolter


2000pnt Rage List


HQ: Saint Celestine

HQ: Uriah Jacobus, Protector of the Faith


Elite: Repentia Squad (10)

Elite: Repentia Squad (10)

Heavy Support: Penitent Engine (3)

Heavy Support: Penitent Engine (3)

Heavy Support: Exorcist

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Meltagun (x1)
Rhino Dozer Blade; Hunter-killer Missile

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Meltagun (x1)
Rhino Dozer Blade; Hunter-killer Missile

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Meltagun (x1)
Rhino Dozer Blade; Hunter-killer Missile

Battle Conclave (9)
Arco-Flagellant (3) Crusader (2) Death Cult Assassin (4)
Rhino Dozer Blade; Hunter-killer Missile



2000pnt MultiMelta Spam Meched UP


HQ: Canoness Melta Bombs; Bolt Pistol; Power Sword (x1);

HQ: Canoness Bolt Pistol; Power Sword (x1);

Sororitas Command Squad Simulacrum Imperialis; Multi-melta (x3);
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Bolter

Sororitas Command Squad Simulacrum Imperialis; Multi-melta (x3);
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Bolter

Heavy Support: Retributor Squad (6)
Retributor Squad Multi-melta (x4)
Retributor Superior Storm Bolter (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Flamer


Heavy Support: Retributor Squad (6)
Retributor Squad Multi-melta (x4)
Retributor Superior Storm Bolter (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Flamer


Heavy Support: Retributor Squad (6)
Retributor Squad Multi-melta (x4)
Retributor Superior Storm Bolter (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Flamer


Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Flamer (x1)
Rhino Searchlight; Dozer Blade;

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Flamer (x1)
Rhino Searchlight; Dozer Blade;

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Flamer (x1)
Rhino Searchlight; Dozer Blade;

Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Flamer (x1)
Rhino Searchlight; Dozer Blade;




Automatically Appended Next Post:
2000Pnt Jump List



HQ: Saint Celestine

HQ: Arch-Confessor Kyrinov

Troops: Battle Sister Squad (20)
Battle Sister Squad 19 Simulacrum Imperialis; Flamer (x1); Multi-melta;
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1);
Immolator Searchlight; Dozer Blade; Hunter-killer Missile; Twin-Linked Heavy Bolter

Troops: Battle Sister Squad (20)
Battle Sister Squad 19 Simulacrum Imperialis; Flamer (x1); Multi-melta;
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1);
Immolator Searchlight; Dozer Blade; Hunter-killer Missile; Twin-Linked Heavy Bolter

Fast Attack: Seraphim Squad (9)
Seraphim Squad Two Hand Flamers (x1); Two Inferno Pistols (x1)
Seraphim Superior Eviscerator; Plasma Pistol

Fast Attack: Seraphim Squad (9)
Seraphim Squad Two Hand Flamers (x1); Two Inferno Pistols (x1)
Seraphim Superior Eviscerator; Plasma Pistol

Fast Attack: Dominion Squad (10)
Dominion Squad Simulacrum Imperialis; Flamer (x2); Meltagun (x2);
Dominion Superior Melta Bombs; Combi-Flamer (x1); Power Sword (x1)
Rhino Dozer Blade

Heavy Support: Exorcist

Heavy Support: Retributor Squad (10)
Retributor Squad Simulacrum Imperialis; Heavy Bolter (x2); Multi-melta (x2);
Retributor Superior Storm Bolter (x1);


2000pnt Immolator Ret Spam

HQ: Saint Celestine

Heavy Support: Retributor Squad (6)
Retributor Squad Simulacrum Imperialis; Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter (x1);
Immolator Searchlight; Dozer Blade; Hunter-killer Missile; Twin-Linked Multi-melta;



Heavy Support: Retributor Squad (6)
Retributor Squad Simulacrum Imperialis; Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter (x1);
Immolator Searchlight; Dozer Blade; Hunter-killer Missile; Twin-Linked Multi-melta;



Heavy Support: Retributor Squad (6)
Retributor Squad Simulacrum Imperialis; Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter (x1);
Immolator Searchlight; Dozer Blade; Hunter-killer Missile; Twin-Linked Multi-melta;



Troops: Battle Sister Squad (10) Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Immolator Twin-Linked Heavy Bolter



Troops: Battle Sister Squad (10) Flamer (x1); Multimelta;
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Immolator Twin-Linked Heavy Bolter




Fast Attack: Dominion Squad (6)
Dominion Squad Flamer (x1); Meltagun (x1)
Dominion Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Immolator Searchlight; Dozer Blade; Hunter-killer Missile; Twin-Linked Multi-melta


Fast Attack: Dominion Squad (6)
Dominion Squad Flamer (x1); Meltagun (x1)
Dominion Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Immolator Searchlight; Dozer Blade; Hunter-killer Missile; Twin-Linked Multi-melta


Fast Attack: Dominion Squad (6)
Dominion Squad Flamer (x1); Meltagun (x1)
Dominion Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)
Immolator Searchlight; Dozer Blade; Hunter-killer Missile; Twin-Linked Multi-melta


2000 Pts -Sisters of Battle Fearless Horde Foot List


HQ: Arch-Confessor Kyrinov

Troops: Battle Sister Squad (20)
Battle Sister Squad Meltagun (x1) Multi-melta;
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)

Troops: Battle Sister Squad (20)
Battle Sister Squad Simulacrum Imperialis; Bolt Pistol Meltagun (x1); Multi-melta
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1);


Troops: Battle Sister Squad (20)
Battle Sister Squad Simulacrum Imperialis; Bolt Pistol Meltagun (x1); Multi-melta
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1);


Troops: Battle Sister Squad (20)
Battle Sister Squad Simulacrum Imperialis; Bolt Pistol Meltagun (x1); Multi-melta
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1);


Heavy Support: Retributor Squad (10)
Retributor Squad Simulacrum Imperialis; Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior ; Melta Bombs; Storm Bolter (x1); Power Sword (x1)



Heavy Support: Retributor Squad (10)
Retributor Squad Simulacrum Imperialis; Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior ; Melta Bombs; Storm Bolter (x1); Power Sword (x1)



Heavy Support: Retributor Squad (10)
Retributor Squad Simulacrum Imperialis; Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior ; Melta Bombs; Storm Bolter (x1); Power Sword (x1)


Fast Attack: Dominion Squad (7)
Dominion Squad Flamer (x1); Meltagun (x1)
Dominion Superior Melta Bombs; Combi-Meltagun (x1)





Automatically Appended Next Post:
2000 Pts A Little Bit of Spice


HQ: Arch-Confessor Kyrinov

HQ: Uriah Jacobus, Protector of the Faith

Battle Conclave
Arco-Flagellant (3) Crusader (2) Death Cult Assassin (4)
Rhino Dozer Blade


Battle Conclave
Arco-Flagellant (3) Crusader (2) Death Cult Assassin (4)
Rhino Dozer Blade


Ecclesiarchy Priest - Eviscerator;StormBolter


Retributor Squad 10
Simulacrum Imperialis; Bolt Pistol (x9); Bolter (x5);Heavy Bolter (x2); Multi-melta (x2);
Retributor Superior StormBolter
Rhino



Fast Attack: Dominion Squad (5)
Dominion Squad Bolter (x2); Flamer (x1); Meltagun (x1)
Dominion Superior Combi-Meltagun (x1)
Immolator Searchlight; Twin-Linked Heavy Bolter



Fast Attack: Dominion Squad (5)
Dominion Squad Bolter (x2); Flamer (x1); Meltagun (x1)
Dominion Superior Combi-Meltagun (x1)
Immolator Searchlight; Twin-Linked Heavy Bolter



Heavy Support: Exorcist
Searchlight


Heavy Support: Penitent Engine (2)


Troops:
Battle Sister Squad (14)
Simulacrum Imperialis; Bolter (x13); Flamer (x1); Multimelta;
Sister Superior Combi-Meltagun (x1);

Battle Sister Squad (14)
Bolter (x12); Flamer (x1); Multimelta;
Sister Superior


Elite:
Repentia Squad (7)


Total Cost: 2000


2000 Pnt Triple Ret Squad


HQ: Arch-Confessor Kyrinov

HQ: Saint Celestine

Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Hand Flamers (x2)
Seraphim Superior Bolt Pistol Eviscerator

Heavy Support: Retributor Squad (10)
Retributor Squad Simulacrum Imperialis;Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter
Rhino Smoke Launchers; Searchlight


Heavy Support: Retributor Squad (10)
Retributor Squad Simulacrum Imperialis;Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter
Rhino Smoke Launchers; Searchlight


Heavy Support: Retributor Squad (10)
Retributor Squad Simulacrum Imperialis;Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter
Rhino Smoke Launchers; Searchlight


Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2)
Dominion Superior Combi-Meltagun (x1); Power Sword (x1)
Immolator
Searchlight; Dozer Blade; Twin-Linked Multi-melta


Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2)
Dominion Superior Combi-Meltagun (x1); Power Sword (x1)
Immolator
Searchlight; Dozer Blade; Twin-Linked Multi-melta


Troops: Battle Sister Squad (17)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Combi-Meltagun (x1); Power Sword (x1)

Troops: Battle Sister Squad (18)
Battle Sister Squad Simulacrum Imperialis; Flamer (x1); Multi-melta
Sister Superior Melta Bombs; Combi-Meltagun (x1); Power Sword (x1)


2000 Pts Dual Cannoness List

HQ: Canoness
Melta Bombs; Bolt Pistol; Power Sword (x1);

HQ: Canoness
Melta Bombs; Bolt Pistol; Power Sword (x1);

Sororitas Command Squad (6)
Simulacrum Imperialis; Bolt Pistol (x3); Multi-melta (x3);
Immolator
Searchlight; Dozer Blade; Twin-Linked Multi-melta

Sororitas Command Squad (6)
Simulacrum Imperialis; Bolt Pistol (x3); Multi-melta (x3);
Immolator
Searchlight; Dozer Blade; Twin-Linked Multi-melta

Fast Attack: Dominion Squad (5)
Simulacrum Imperialis; Bolt Pistol (x4); Bolter (x2); Flamer (x1); Meltagun (x1);
Dominion Superior Combi-Melta (x1)
Immolator
Searchlight; Dozer Blade; Twin-Linked Heavy Flamer

Fast Attack: Dominion Squad (5)
Simulacrum Imperialis; Bolt Pistol (x4); Bolter (x2); Flamer (x1); Meltagun (x1);
Dominion Superior Combi-Melta (x1)
Immolator
Searchlight; Dozer Blade; Twin-Linked Heavy Flamer


Troops: Battle Sister Squad (20)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs Power Sword (x1)


Troops: Battle Sister Squad (20)
Battle Sister Squad Flamer (x1); Multimelta;
Sister Superior Melta Bombs Power Sword (x1)

Heavy Support: Retributor Squad (5)
Retributor Squad; Simulacrum Imperialis(x4); Heavy Bolter (x4);
Retributor Superior Storm Bolter (x1)

Heavy Support: Retributor Squad (5)
Retributor Squad; Simulacrum Imperialis(x4); Heavy Bolter (x4);
Retributor Superior Storm Bolter (x1)

Elite: Repentia Squad (10)


2000pt Pop and Mop

HQ: Saint Celestine

HQ: Canoness Power Sword (x1)

Sororitas Command Squad Simulacrum Imperialis; Multi-melta (x3)
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Bolter


Fast Attack: Dominion Squad (10)
Dominion Squad 9 Simulacrum Imperialis;Flamer (x2); Meltagun (x2);
Dominion Superior Melta Bombs; Combi-Flamer (x1); Power Sword (x1)
Rhino Searchlight; Dozer Blade; Hunter-killer Missile


Fast Attack: Dominion Squad (10)
Dominion Squad 9 Simulacrum Imperialis;Flamer (x2); Meltagun (x2);
Dominion Superior Melta Bombs; Combi-Flamer (x1); Power Sword (x1)
Rhino Searchlight; Dozer Blade; Hunter-killer Missile


Fast Attack: Dominion Squad (5)
Dominion Squad Simulacrum Imperialis; Meltagun (x2);
Dominion Superior Melta Bombs; Combi-Meltagun (x1)
Immolator Twin-Linked Multi-melta


Heavy Support: Exorcist


Heavy Support: Penitent Engine (2)


Heavy Support: Penitent Engine (2)



Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta (x1);
Sister Superior Combi-Meltagun (x1)
Rhino Searchlight


Troops: Battle Sister Squad (10)
Battle Sister Squad Flamer (x1); Multimelta (x1);
Sister Superior Combi-Meltagun (x1)
Rhino Searchlight


Sisters of Battle @ 2012/03/09 17:17:53


Post by: pretre


Spidey0804 wrote:Ok So spent some time on army builder last night and came up with quite a few builds, so Im sorry that his is going to be a marthon post but if you can read over them and tell me what you think. I have Ideas on how each should work so if you have questions just name the list and ask away.


Wow. In the future, I would summarize rather than post the whole thing.

2000pt Slash and Burn

Interesting. The Seraphim and PEs make for a fast moving wall that hurts if you get near it. It has the difficulty of having very little long range (1 exo).



2000pt Seraphim List

I generally don't bother with Arcos in Uriah's unit since he gives them FNP anyways. The S5 isn't worth giving up a DCA. Those huge Seraphim squads (in this and the last list) are EXPENSIVE. Yikes.


2000pt Repentia Death and Flame

I would swap the rhinos for Rets to TL-MM immos and drop the repentia to 5 or 6 models. Also cutting some upgrades here and you might even get another squad. 2 Troops is way too light for 2k.

2000pt Double Conclave

Interesting. Kyrinov makes those huge squads fearless, which makes them a giant pain in the butt. Double conclave keeps everyone else honest if they get anywhere near you. It makes whatever part of the board you are on a giant tarpit.

2000pt Classic Mech

You have WAY too many upgrades on your BSS. MeltaB, PW, searchlight, HKM. That 's like 26 points a squad right there and you have 6 of them! That's a whole other squad in upgrades. Ditch 3 Sisters squads and those upgrades and get 2 Dominions and a conclave. If you don't want a conclave, pick up some Celestians in a TL-MM immo.


2000pt Cannoness Faithful DeathStar

I'm not sure the point. Are you going to mob Uriah, the Canoness and all those priests together? That's soooo many points that you could do so much better with just DCA. Also, I think you tried to diversify equipment so as to wound allocate on priests, but they are all ICs so you don't need to.

2000pt Alpha Strike SOB

CCS can be relentless. Give them a rhino instead of an Immo so they can shoot 2 out the top and still move. I wouldn't even upgrade the canoness. She's basically just an unlock for the CCS. Going with anything but HB on the Rets is really not cost effective. If you really want to piss off a tank, just take a combi melta. Also, I said it above but your upgrades are OTT. For the most part, MB, PW, HK, etc on normal units aren't worth it.

2000pnt Rage List

Yep, those are some big squads of repentia and penitents. If you get there, it will be messy. If not...


2000pnt MultiMelta Spam Meched UP

Rets don't get relentless, so MM is a really poor choice for them.



I mean, they are all neat ideas but just keep in mind that enough upgrades mean another squad.


Sisters of Battle @ 2012/03/09 17:26:29


Post by: Spidey0804


This was just to prove a point, and it took me about 2 hours to make all the lists. Yeah I know some of the upgrades are OTT at 1 in the morning i was just trying to get points to balance out. There was alot of copy and pasting going but you still see what I talking about.


Sisters of Battle @ 2012/03/09 18:07:58


Post by: BC_Big_Chief


I've recently started playing the Sisters a bit, and I find their playing style to be pretty fun. I also feel there is pretty much one 'effective' list and that most Sisters armies will end up looking pretty much the same. I didn't copy anything off the internet when I designed my list, and it looks just like everyone else's! If you feel the need to switch up your army for various battles then they would not be a good choice compared to other armies out there. Here are my general thoughts on them:

First off, except for Exorcists and Heavy Bolters, nothing shoots more than 24 inches so you're forced to close with the enemy (as opposed to sitting back and shooting which I find gets rather boring). I enjoy the dynamic movement phases. I have also developed an appreciation for the ways their various units complement each other. In objective games I think Sisters are quite good. First off, the only Sisters troop choice is pretty vanilla and that works to your advantage. People will tend to ignore them. Granted, your enemy should always plan to attack the troops as quickly as possible in objective games but this is where the other Sisters units shine. First, anybody would be CRAZY to ignore the Jacobus + DCA/Crusaders unit. This thing will kill pretty much any unit that does not have an armour value (although toughness 6 might be rough) and it usually doesn't matter who charges. I run 3 crusaders and 6 assassins and I really like that ratio. Then you have the Exorcists which are nasty and people tend to focus on them once they start killing things. I really like the outflanking Dominions because a MM + 2 meltas is not a nice thing to suddenly have showing up on their side of the board where tanks tend to hang out. And then last you have Celestine, whom I consider a terrific annoyance unit. She has a stat line and abilities that people just can't ignore, and once she gets into a unit or 2 people will focus on her too. If she dies, its quite possible she will pop back up and then rinse/repeat. I find she really doesn't do much as far as killing, but she is great at distracting your opponent. A full unit of Seraphim, with a successful faith roll, can probably do around 20-25 wounds to a squad of toughness 4 models in one turn if you are within flamer range. I doubt this would happen much but its possible. So in the end I find that my Battle sisters tend to survive quite well sitting in their Rhinos near objectives, and they have a heavy flamer and melta in case something creeps close to them. I also find a squad of 4 heavy bolter Retributors are generally ignored unless your opponent has AV 10 vehicles which they will destroy with their 12 str 5 shots (rending does not matter because a 6 is a pen anyway).

Now I have found that Sisters have some big drawbacks too which can be quite difficult to overcome against certain armies. First is their short range. Massed lascannons and missile launchers make hiding your vehicles very important if you are to make it to within 24 inches. I either hide behind terrain or have a lead tank or two pop smoke and then the others try to hide behind them. This is why I really like objective games because then people can't castle up in a corner and shoot the crap out of you. Another drawback is hand-to-hand...they are pretty lousy. Why on earth every Sister has a pistol but no hand weapon is beyond me. Their only saving grace in hand-to-hand is the 3+ save, which will keep casualties down vs standard 1 attach non-power weaponed models. I only assault to tie up units and sometimes it works well. But the biggest drawback is that much of their stuff is reliant upon dice rolls, which can really swing momentum back and forth. Celestine is only toughness 3, and she will be instakilled by lots of stuff (even with 2+/4 armour). Will she get back up? My last game she stayed down for the last 3 turns and never got back up even though she could have made a big difference if she returned. Other games she gets up immediately and is a big thorn in the other army's side. Exorcists are variable shot, and when you roll a 6 your opponent will cringe as opposed to you cringing when you roll a 1. Faith is really a 50/50 dice roll, so you never know when you'll get rending on your Retributors, twin linking your dominions, etc. or not. If you're lucky, everything clicks and the Sisters shine. If its a crucial turn and everything fails then you will probably feel some pain. At this point I generally set my expectations low and plan accordingly (especially with faith). With kill point missions I think they are no better or worse than average (lots of vehicles, but your troops have power armour which is nice to keep them alive).

My 2 cents.


Sisters of Battle @ 2012/03/09 18:32:14


Post by: Amerikon


Has it ever been determined if Penitent Engines bought in the same HS slot are in a squadron or individual units?


Sisters of Battle @ 2012/03/09 18:40:21


Post by: pretre


Amerikon wrote:Has it ever been determined if Penitent Engines bought in the same HS slot are in a squadron or individual units?

Not really. It is a 'discuss with opponent' issue right now.


Sisters of Battle @ 2012/03/09 18:59:33


Post by: Spidey0804


pretre wrote:
Spidey0804 wrote:
2000pt Cannoness Faithful DeathStar

I'm not sure the point. Are you going to mob Uriah, the Canoness and all those priests together? That's soooo many points that you could do so much better with just DCA. Also, I think you tried to diversify equipment so as to wound allocate on priests, but they are all ICs so you don't need to.



Ok this one is up for interpretation and I will be the first to say I built it like that because if you read the WD it says the detachment is an IC and the detachment can have 0-5 per detachment (which I'm not even sure what they are talking about here) does this mean I can have 3 sets of 5 because they do not use up any force org? Could I run an entire priest army in 5 man squads and just add 2 troops and an HQ? Then it says "But are otherwise treated as separate Elite Units" the Units thing make me think I have take 5 of them only have to worry about 1 KP and then it becomes a whole different ball game. I would not do this if each on is a separate KP.

Call this Rules Lawyering but I think it should be 1 KP for the Unit and then you have to make them all different.

Still its a huge point sink but you have to look at what it can do.

First off everyone has FNP and +1 attack
Celestians give a +1 to Str and fearless when it goes off
Canoness gives the +1 ti initiative and preferred enemy.
The squad is stubborn with a leadership 10
With 2 faith points that goes off on a 3+ with a re-roll( will probably have taken at least 1 wound before they get there so 2+ with a re-roll)

So now lets look at the attacks from this beast.
Name STR(wF) INT(wF) ATT(on the Charge)
Canoness 3(4) 4(5) 5(6) PW
Celestian Squad (9) 3(4) 3(4) 3(4) =27 (36) SA
Cel Superior 3(4) 3(4) 4(5) PW
Uriah 3(4) 4(5) 5(6) SA
Priest w PW 3(4) 4(5) 4(5)= 12(15) PW
Priest w Eviserators 6(8) 1(2) 3(4)= 6(8) PW

for a Total of 21 PW att @ str4 32 Str4 standard Attacks and 6 str 8 PW attacks in normal combat
and a Total of 26 PW str4 42 str 4 normal attacks and 8 str 8 PW attacks on the charge.
Re-rolling misses on the charge, Re-rolling misses in hand to hand.
All the majors have a 4++ with the Celestians having the 3+ 6++

Its a death star that's it 4KP and 700pts I never said it was anything other than that lol.
But with everything you cant look at this codex unit buy unit, you have to look at the list I built it around.


Sisters of Battle @ 2012/03/09 19:02:28


Post by: Amerikon


In the INAT FAQ they're considered squadrons. That's a bit of a bummer. They might stand a chance if they could just swamp the enemy with targets. Squadron + Open Topped means penetrating hits will wreck them on a 3+. That's really bad.

If I can wishlist for a second, how awesome would it be to drop a PE from a Storm Raven?


Sisters of Battle @ 2012/03/09 19:15:36


Post by: pretre


It is 0-5 total preachers in the army for no slots and each one is an IC, hence a KP.


Sisters of Battle @ 2012/03/09 19:15:48


Post by: Spidey0804


BC_Big_Chief wrote:
With kill point missions I think they are no better or worse than average (lots of vehicles, but your troops have power armour which is nice to keep them alive).


The foot horde list I built only has 9 kps. Its all about how you want to run you SOB army and your play style.


Automatically Appended Next Post:
pretre wrote:It is 0-5 total preachers in the army for no slots and each one is an IC, hence a KP.


No really it doesn't say that.


Automatically Appended Next Post:
"An army can include 0-5 Ecclesiarchy Priest PER detachment. Priest do not use up any force organisation chart selections, but are otherwise treated as separate Elite Units."



Automatically Appended Next Post:
PG 87 WD


Sisters of Battle @ 2012/03/09 19:43:45


Post by: Aidoneus


Games workshop consistently uses the word "detachment" to mean force org chart. In almost every case, a detachment will just be the same as an army. But GW seems to envision armies consisting of multiple force orgs (which, I suppose, can happen in doubles games). The practical upshot of this is to mean you get 5 priests per army (although, if you're playing doubles with another SoB player, you could theoretically have 5 each).

The unit entry then specifically says each priest is a separate unit. That should end the controversy. Models that are separate units obviously don't all form one unit; I really shouldn't have to say that. So each of your 5 priests is a separate unit consisting of 1 independent character. Thus, each priest can join other squads, each priest gives up a KP, and each priest must be allocated wounds individually, even if they're all joined to the same unit and armed the same way.


Sisters of Battle @ 2012/03/09 19:50:53


Post by: pretre


Yeah, Aidoneus is right. You get 5 per army.


Sisters of Battle @ 2012/03/09 20:27:47


Post by: Spidey0804


Aidoneus wrote:Games workshop consistently uses the word "detachment" to mean force org chart. In almost every case, a detachment will just be the same as an army. But GW seems to envision armies consisting of multiple force orgs (which, I suppose, can happen in doubles games). The practical upshot of this is to mean you get 5 priests per army (although, if you're playing doubles with another SoB player, you could theoretically have 5 each).

The unit entry then specifically says each priest is a separate unit. That should end the controversy. Models that are separate units obviously don't all form one unit; I really shouldn't have to say that. So each of your 5 priests is a separate unit consisting of 1 independent character. Thus, each priest can join other squads, each priest gives up a KP, and each priest must be allocated wounds individually, even if they're all joined to the same unit and armed the same way.


OK so if that is the case why does the sentence read;

"A Sisters of Battle army can include 0-5 Ecclesiarchy Priests per detachment."

If it was written like this "A Sisters of Battle army can include 0-5 Ecclesiarchy Priests." I would agree with you, but it doesn't.


Sisters of Battle @ 2012/03/09 20:34:24


Post by: pretre


Reread Aidoneus' post.

"Games workshop consistently uses the word "detachment" to mean force org chart."

In Apoc, you can use multiple force orgs. So if you use multiple detachments or force orgs, you could have more than 5 priests.


Sisters of Battle @ 2012/03/09 20:34:53


Post by: Spidey0804


The following sentence is
"Priests do not use up any Force Organisation chart selections, but are otherwise treated as separate Elite units."

Here they are clearly stating a FO. This is the only place in the codex that its written like that so I don't think they are the same thing.


Sisters of Battle @ 2012/03/09 20:35:25


Post by: pretre


Notice the wording is not the same as Sanguinary priests where it says 'You can take 0-3 priests as an elite choice.' Much different.


Automatically Appended Next Post:
Define detachment then, spidey.


Sisters of Battle @ 2012/03/09 20:36:32


Post by: Spidey0804


LOL sorry im not a big APOC player. Im just looking at it from a 40k stand point.


Sisters of Battle @ 2012/03/09 20:38:07


Post by: pretre


By the way...

P87, Main Rulebook:
"Each detachment will be a separate army, using its own force organization chart."


Automatically Appended Next Post:
So, as we said, 0-5 priests per force org chart.


Sisters of Battle @ 2012/03/09 20:39:42


Post by: Spidey0804


Detachment "a permanently organized separate unit usually smaller than a platoon and of special composition"
Webster.


Sisters of Battle @ 2012/03/09 20:41:23


Post by: pretre


I meant in game terms, like from the rulebook.

P87, Main Rulebook:
"Each detachment will be a separate army, using its own force organization chart."



Sisters of Battle @ 2012/03/09 20:41:48


Post by: Spidey0804


pretre wrote:By the way...

P87, Main Rulebook:
"Each detachment will be a separate army, using its own force organization chart."


Automatically Appended Next Post:
So, as we said, 0-5 priests per force org chart.


I conceded that I can only have 5. Well played sir.


Automatically Appended Next Post:
Its still a crazy freaking unit.


Sisters of Battle @ 2012/03/09 22:47:57


Post by: Amerikon


Spidey0804 wrote:Its still a crazy freaking unit.

No arguments here, but at 700 points, I think you can do better.

For 650 points you could do something like this:
Uriah
7x Death Cultists
2x Priests w/ Eviscerators

Confessor
7x Death Cultists
2x Priests w/ Eviscerators

Those two units together would get (w/o charging) 7 regular S3 attacks, 49 S4 I6 PW attacks, 10 Eviscerator attacks.
If they charged it's 9 regular S3 attacks, 63 S4 I6 PW attacks, 14 Eviscerator attacks. All, of course, with re-rolls. And you can mount each of those units in Rhinos.


Sisters of Battle @ 2012/03/10 12:52:45


Post by: Tiarna Fuilteach


How would an all comers unit like confessor, 3 arcos, 3 crusaders and 3 DCA's in a rhino work? Load out the confessor however you like


Sisters of Battle @ 2012/03/10 15:14:34


Post by: Spidey0804


I was just looking to build a faithful bomb I'm not going to argue about the two dca squads of nasty. I love it might have to do something like that just to put an eviserator in the other dca squad


Automatically Appended Next Post:
Don't waiste the points on a confessor just take one of the named ones. Nothing you can build makes it worth it.


Sisters of Battle @ 2012/03/10 20:09:48


Post by: schadenfreude


Spidey0804 wrote:I was just looking to build a faithful bomb I'm not going to argue about the two dca squads of nasty. I love it might have to do something like that just to put an eviserator in the other dca squad


Automatically Appended Next Post:
Don't waiste the points on a confessor just take one of the named ones. Nothing you can build makes it worth it.


Especially when one of the named ones gives rerolls for the faith pool and can give fnp to a unit of dca.


Sisters of Battle @ 2012/03/11 04:10:13


Post by: calypso2ts


It is poor design in a poorly design, errr - army?, that the special characters completely dominate the HQ slot at just about all point levels.

There is a general bias against SC where I play, and it kills me a bit to take them.


Sisters of Battle @ 2012/03/11 18:02:41


Post by: Tiarna Fuilteach


Yeah I hate SC's which is why I was asking


Sisters of Battle @ 2012/03/11 19:31:05


Post by: J.Black


I don't like taking SC's either but the balance of the 'Codex' makes then necessary... Below 1750 i'll always take Celestine, above that, take Celestine + Jacobus/Jacobus + Kyrinov. SoB can be very nasty with just the basic choices but above a certain points level, I feel that a conclave (and Jacobus) are almost mandatory.

If anyone gives you grief over using SC's... just point to their shiny codex on the shelves then at the slowly dissolving bits of paper you have in lieu... If that fails, just use the WH 'Dex and smash their face with flying nuns and 3++ basic troops


Sisters of Battle @ 2012/03/11 19:37:21


Post by: Spidey0804


Tiarna Fuilteach wrote:Yeah I hate SC's which is why I was asking


That's cool I understand totally. I have just played without them for so long It was nice to have one that can actually make a difference for a change.


Sisters of Battle @ 2012/03/12 08:29:49


Post by: meh_


So I've played in my very first tournament this weekend and somehow managed to win it! I don't feel that I deserve it though, because I got veeery lucky with opponent draws. In addition, I'd like to mention that the level of play was kinda low (including me), but we'll see how the next time goes.

The first game was against SM army, which only had left 3 units after 5 game turns. The opponent was a young kid, so it felt kinda weird blowing his stuff left and right...

The second game I got to play against IG (2 leman russes, manticore, 3 vendettas, CCS and load of veterans in chimeras), which I somehow managed to win. I did full reserve my army (bar Celestine) against your advice and gave him first turn. Nevertheless, outflanking dominions destroyed manticore main gun turn 2. After the 6 turn I believe only his one vendetta was undamaged, all chimeras were wrecked, russes immobilised and so on. I guess if I had deployed normally I could have done even better.

The last game was against CSM, where I tabled my opponent. The CSM list was a stardard one with 2 DPs, marines, oblits and so on. I felt like I won that in deployment (DoW), because on turn 2 I could wreck all but one of his rhinos with my exorcists.

Several notes about SoB units:

Saint Celestine - I suppose no comments are needed. Celestine positions herself near transports containing enemy troops. Exorcists open them up and then Celestine follows up with heavy flamer and a charge, tying them up for a round or two.

Uriah+Conclave - they saw little action. In game 1 they got charged by the dreadnought (I wanted to contest objective turn 5), rolled 12 for morale check and finally got swept...

BSS - did some good shooting against IG catching out those vendettas.

Dominions - what would we do without those... scouting, outflanking and destroying lots of vehicles turn 1 and 2. Although I felt I didn't really need 2 domis with flamers, I kinda wished for them to be armed with meltas.

Exorcists - not even one died during 3 games. I guess in the next tournament they will be number one target.


Sisters of Battle @ 2012/03/12 14:27:00


Post by: Spidey0804


meh_ wrote:So I've played in my very first tournament this weekend and somehow managed to win it! I don't feel that I deserve it though, because I got veeery lucky with opponent draws. In addition, I'd like to mention that the level of play was kinda low (including me), but we'll see how the next time goes.

The first game was against SM army, which only had left 3 units after 5 game turns. The opponent was a young kid, so it felt kinda weird blowing his stuff left and right...

The second game I got to play against IG (2 leman russes, manticore, 3 vendettas, CCS and load of veterans in chimeras), which I somehow managed to win. I did full reserve my army (bar Celestine) against your advice and gave him first turn. Nevertheless, outflanking dominions destroyed manticore main gun turn 2. After the 6 turn I believe only his one vendetta was undamaged, all chimeras were wrecked, russes immobilised and so on. I guess if I had deployed normally I could have done even better.

The last game was against CSM, where I tabled my opponent. The CSM list was a stardard one with 2 DPs, marines, oblits and so on. I felt like I won that in deployment (DoW), because on turn 2 I could wreck all but one of his rhinos with my exorcists.

Several notes about SoB units:

Saint Celestine - I suppose no comments are needed. Celestine positions herself near transports containing enemy troops. Exorcists open them up and then Celestine follows up with heavy flamer and a charge, tying them up for a round or two.

Uriah+Conclave - they saw little action. In game 1 they got charged by the dreadnought (I wanted to contest objective turn 5), rolled 12 for morale check and finally got swept...

BSS - did some good shooting against IG catching out those vendettas.

Dominions - what would we do without those... scouting, outflanking and destroying lots of vehicles turn 1 and 2. Although I felt I didn't really need 2 domis with flamers, I kinda wished for them to be armed with meltas.

Exorcists - not even one died during 3 games. I guess in the next tournament they will be number one target.


Great Job! Dont throw yourself under the bus like that SOBs are can be very nasty its just the way we are built now. I have a tournment this weekend im going to planning on doing some battle reports for it.


Automatically Appended Next Post:
What do you guys think of Hybrid lists large foot squads and some mech? A lot of my lists use the larger foot squads just for the shear fact of making them fearless and creates tar pits. Also you can put 40 scoring bodies in 2 KP versus 8 KPs.


Automatically Appended Next Post:
In a Foot horde would you put in a priest with an eviscerator in your big sister squads? I know this is a point sink but 43 attacks with a re-roll can do a little something. This is one of those list I would like to run just to see how it plays out.


Sisters of Battle @ 2012/03/12 16:34:44


Post by: pretre


Man unlucky roll on the Conclave. I6 vs I4. :(

Thanks for the report though!

And generally I say if all my Exorcists are alive on turn 3-4, I've already won the game.


Sisters of Battle @ 2012/03/12 18:42:10


Post by: Spidey0804


pretre wrote:
And generally I say if all my Exorcists are alive on turn 3-4, I've already won the game.


Its been a while since i ran 3 of them might have to give it a go again.


Sisters of Battle @ 2012/03/12 19:46:41


Post by: J.Black


Spidey0804 wrote:
Its been a while since i ran 3 of them might have to give it a go again.


I used to get a lot of grief when i ran 3 Exorcists.... Most of the local players ran non-horde armies with a lot of mech; basically they were a perfect match up for SoB under the old WH codex. I get less problems now as most people think the SoB got nerfed pretty hard, however I think having 2 and a squad of HB rets is the way to go if you want to be truly competitive.

Exorcists are wonderful fire-magnets, opponents just can't seem to stop firing at them. Even when they have units with multiple melta guns closing in on their vehicles, they still try and shoot the exorcists. They are a great way of messing with your opponents target-priorities.

Has anyone tried running 3xHB ret squads yet?


Sisters of Battle @ 2012/03/12 19:54:58


Post by: Spidey0804


J.Black wrote:
Has anyone tried running 3xHB ret squads yet?


Yeah I don't like it. sucks up way to much faith to keep them going and you have to put the Simulacrums in to make them even somewhat constant. 3 HB + 1 MM works well or the 2 and 2 if they are rhinoed up works nice also. the 1 MM deters deep-strikers that would assault into them as you are hitting them in double dice range, thats from my play testing of the 4 HBs squads.


Sisters of Battle @ 2012/03/12 20:02:19


Post by: pretre


Spidey0804 wrote:
J.Black wrote:
Has anyone tried running 3xHB ret squads yet?


Yeah I don't like it. sucks up way to much faith to keep them going and you have to put the Simulacrums in to make them even somewhat constant.


I would second this point. You really have to minimize the number of units in your army that NEED faith to work (Repentia and Retributors mainly). Everyone else sees it as a nice bonus.

Also, re: Exos, I completely agree. Exos are great because either they suck down fire that leaves the rest of your army alone, or they leave them alone and cry. Unless they're playing a horde army that is and even then, those exos will be tank shocking the whole time.


Sisters of Battle @ 2012/03/12 20:20:08


Post by: Spidey0804


In my heavy slots I run 1 ret squad 1 exo and Penitence Engines 2 or 3 that means I can always have Rending if I want it and dont have to worry about law of averages. I also will run 2 Dominion Squads so most of the time I only need 2 or 3 faith per turn to way under, needing 4 or 5 to make an army work.

If you doing that you are depending way to much on the faith system and you are setting yourself up for failure. Capitalizing on the faith that you do have is important.


Sisters of Battle @ 2012/03/12 20:20:21


Post by: J.Black


So 2 Exos and one all HB ret squad is probably the way to go then? (would be nice as i won't have to buy any more HB models)

Now i'm just stuck on whether to run 3xdoms or stick with 2xdoms and my full unit of seraphim. Hmmz... thinking about it, i guess it depends on the points level. Below 1750 I'd rather have the extra flamers (and bodies) from the seraphim, whereas at 2k and above I'll have a battle conclave and would rather have more melta on the board to pop things open with.


Sisters of Battle @ 2012/03/12 20:24:56


Post by: Spidey0804


J.Black wrote:
Now i'm just stuck on whether to run 3xdoms or stick with 2xdoms and my full unit of seraphim. Hmmz... thinking about it, i guess it depends on the points level. Below 1750 I'd rather have the extra flamers (and bodies) from the seraphim, whereas at 2k and above I'll have a battle conclave and would rather have more melta on the board to pop things open with.


It really depends on your Meta how you run them. If you play a lot hordes a 10 man dom squad is golden. Heavy mech the 5 man squads do just fine against. 2 is a must for conclave speed bumping if you run 2 seris I would run the Saint with them.


Automatically Appended Next Post:
I really want to try 30 dominions just once to see how broken it is LOL.


Sisters of Battle @ 2012/03/12 20:43:02


Post by: pretre


I ran 2x5 Doms (2 Flamers, Combi-Melta in TL-MM) and 1x10 Doms (2xFlamers, 2xMeltas in Rhino) at a local 1850 and the 1x10 Doms made some folks cry. Even MEQ can't stand up to that many wounds.


Sisters of Battle @ 2012/03/12 20:44:27


Post by: Spidey0804


How are you running your 10 mans, 4 flamers and a combi flammer?


Automatically Appended Next Post:
I was thinking of running a 2 and 2 with a combi melta or flamer in there


Sisters of Battle @ 2012/03/12 20:52:57


Post by: pretre


2 flamer, 2 melta, IIRC.


Sisters of Battle @ 2012/03/12 20:54:54


Post by: J.Black


Yeah... i can see 3x10 dom squads all with double melta and double flamer in rhinos (and perhaps a cheeky combi-melta on each superior) making a lot of opponents cry, especially if your local group's meta is mech heavy and infantry light


Sisters of Battle @ 2012/03/12 20:58:15


Post by: pretre


Or even the other way around, the 2 and 2 really makes them a huge toolbox unit.


Sisters of Battle @ 2012/03/12 21:10:26


Post by: J.Black


I agree, they're a great unit for a TAC list, although even with what is percieved as an underpowered codex.. I can still see people crying cheese when you pull off your alpha strike.

This even makes me think that SoB could work at higher points levels too:

Jacobus + Kyrinov + 2 conclaves

2 SoB with flamer and MM

3 Doms as above

2 Exos + HB rets

I think that's around the 2k point mark (Don't have the 'dex to hand), 55 suits of power armour on the table plus a lot of inv. in the conclaves plus 9 tanks (10 if you mech up the rets... although i'm not sure that's worth it) gives you plenty of durability. Silly amounts of anti armour, good anti horde and 2 very nasty counter charge units...... Could be trying this out on the locals next time i get a chance


Sisters of Battle @ 2012/03/12 21:19:31


Post by: pretre


You're pretty close to a dual conclave. You should have enough to throw in a third BSS in there and be good to go.


Sisters of Battle @ 2012/03/12 21:25:28


Post by: J.Black


But if i try to run a third BSS, i'll have to buy more heavy/special weapon SoB's Or try converting again and cut even more chunks out of my thumb

Maybe i could make on the BSS squads 20 girls in size and run them up behind Kyrinov's Rhino? That'd be a nasty thing to try and shift off an objective.


Sisters of Battle @ 2012/03/12 21:28:14


Post by: pretre


That wouldn't be so bad. Just keep in mind that 2 troops at 2K is a rough road to run down.


Sisters of Battle @ 2012/03/12 21:33:23


Post by: J.Black


Point. I guess i'd probably be ok in 2 obj games, but if there are multiple obj's on the board i'm just asking for a draw aren't I?

What are the worst armies to come up against using a list like this? Will i have a few Rock/Paper/Scissors match-ups?


Sisters of Battle @ 2012/03/12 21:39:21


Post by: pretre


- Against anything with a 2+ or 3+, you will eat them alive if you play smart.
- Against hordes, you should have enough flamers to eat them up and plenty of vehicles to tank shock them into position for Flamers/DCA charges.
- Kan Wall can be a biznitch because it keeps your DCA out of action for so long and the conclaves are part of your anti-horde. A canny player will make it so you have to go through the Kans or risk getting counter charged and butchered by them. DCA cannot do anything about Kans.
- A good guard player will give you fits just with volume of fire at long range. If he can demech you far enough out, you're screwed. Luckily, Dominions can get a first turn charge against a Chimera wall placed poorly. Too bad most good IG would never do that.
- DE Venom Spam can be a difficult run since they have so many units and vehicles that are disposable AND flickerfields which render your single shot melta weapons a lot less reliable.

Other than that, you should be fine and even with those you can do okay.


Sisters of Battle @ 2012/03/12 21:51:46


Post by: J.Black


Thanks for the tips Goes a way to filling the gaps in my experience with the new SoB!

As a final note, i was musing over the option of giving the SS in each squad melta bombs and thinking it was kinda pointless.... but maybe worth taking if you have the points to spare just as a nasty surprise for any late-game objective-grabbing tank shocks?


Sisters of Battle @ 2012/03/13 13:35:07


Post by: Spidey0804


pretre wrote:That wouldn't be so bad. Just keep in mind that 2 troops at 2K is a rough road to run down.


With the larger Squads you I look at the number of bodies Im putting on the feild not the actual slots. If you take 2 15 man thats the same as dropping 3 10s I like to put 2 20 if I can you can cover alot of ground with that many scoring units. Most of the time I wont even start moving them till turn 3 but you can easily stretch between 2 objectives with that many bodies for the most part.


Automatically Appended Next Post:
J.Black wrote:Point. I guess i'd probably be ok in 2 obj games, but if there are multiple obj's on the board i'm just asking for a draw aren't I?

What are the worst armies to come up against using a list like this? Will i have a few Rock/Paper/Scissors match-ups?


I did a huge post on this on the first page.


Sisters of Battle @ 2012/03/13 14:26:06


Post by: J.Black


Spidey0804 wrote:
I did a huge post on this on the first page.


Yeah, but 2 opinions are always better than one

At 2k (when i can buy more stuff) I think i'm gonna try:

Jacobus + conclave (3crus, 6dca) in rhino

Kyrinov + conclave (same) in rhino

2 x BSS MM, F, combi-melta, rhino

1 x BSS HF, F, Combi-flamer, rhino

2 x Doms, 10 bodies, 2M, 2F, combi-melta, Rhino, searchlight

2 x Exorcist

1 x Rets, 4HB

all rhinos have EA natch. Comes in at 1997pts with 10 meltas, 9 flamers, 2 exorcist launchers, 4 (maybe rending) HB's, and 9 tanks in total... Should be fun!


Sisters of Battle @ 2012/03/13 15:08:37


Post by: Spidey0804


I think we should look at what 3, 10man doms bring to the field Vs a 3, 5 man Doms in Immies say with Twin-linked MMs on them. You also have an 11 man Foot build that we can look at.

What I like about the 10 man and 11 man squads is the amount of twin-liked firepower. Though I would say if I am doing this I would Kite these squads out to the max. Follow me on this one.

Lets go with a 10 man squad and throw a Priest in the with say a combimelta/flamer and eviscerator also. I would Also put a Power weapon on the Superior and Melta bombs once again making this squad a strike squad that can handle just about any thing. Minus a DCA or Deathstar unit. Making this type a unit you could put 6 flammers in or 3 and 3 what ever you need to make it work. They would advance with your larger squads or be on the front line to combat any fast movers/ tank shocking assaults from getting into the big sister squads.

As for the 10 man unit the tool kit method of 2 and 2 or 4 and 4 or 3 and 1 is really up to your meta. If you have more hordes/infantry that you face a 3 flamers and 1 melta gun with a combi melta in there would make for some nice pop and burn. My personal preference would be to also deck the Rhinos out with Hunter Killers,Search lights and Dozer Blades. This gives you an additional 3 more targets that you could possibly take out turn 2. If you Alpha Striking with this unit you'll have 26" Rhino drive by which most of the time can put you smack dab in the middle of even a long fangs squad that isn't on the board edge. Taking out 3 Long fang squads against a wolves player in turn 1 will be the end of the game for him before he can even get started.

Now for the 5 man/ Immolator combi. I find this is actually to be a weaker build. The reason is most of the time I have to make a choose between meltaing something with the squad or firing the twin-liked mm turn 1. Now don't get me wrong Scouting and taking out a Land Raider turn 1 is always awesome but I am then sitting in front of his entire army come bottom of 1 and the most of the time the MM gets shot out from the squad.

A tool box 10 Man squad cost roughly 260pnts

A minimalized 5 man Immolator squad comes for about 190.

And the 11 man Foot Squad come in around 280. Each type has its purpose in an army but which one is the best?


Sisters of Battle @ 2012/03/13 16:28:34


Post by: J.Black


I think the priest is far too many points for what he does; one-shot melta/flamer and some melee punch. It could be fun at higher points levels (2500 and up) when running a power armour horde, but the points can be better spent elsewhere at the level i'm gonna be playing at to start with.

Personally I think the 10girl squad in a rhino is worth the extra points: By taking 2 meltas and 2 flamers, you have great all-round ability plus if the rhino is taken out you will still have almost full capability in terms of firepower, albeit at much reduced mobility. Taking only a 5girl squad in a MM Immo, I think you have to take either 2 meltas or 2 flamers, taking one of each is unreliable (although maybe a good idea at 1250pts and lower) so you have to specialise. If the MM Immo is taken out, you lose one of your melta shots and your mobility.... Simply looking at it in terms of firepower I think taking the bigger squad in a rhino is a far better choice.

Another thing to consider is the survivability of the squad. 10 are much more likely to survive a round of combat than 5, and your opponent may think twice about assaulting a de-meched squad if there is a possibility of him being counter-charged by a conclave in the next turn.

I have used HK's on my thinos in the past and they are.... unreliable. Fine if you have the points to spare, but remember that your rhinos are there to get units where they need to be, not take potshots at enemy transports. I'm very much in favour of putting searchlights and dozerblades on the dominion rhinos though. Makes them more reliable in terms of getting to their target and your opponent may laugh when you fire your stormbolter at his tanks, but will certainly stop when exorcist missiles start raining down I fully expect the Dominion rhinos to be targetted after their alpha strike so making them targetable via the searchlights isn't gonna be a huge issue.



Sisters of Battle @ 2012/03/13 16:37:57


Post by: Spidey0804


What about a mix of 2 10 man and 1 five man or 2 Five man and 1 ten man?


Sisters of Battle @ 2012/03/13 16:45:24


Post by: J.Black


Really depends on the points level....... I think 2 full 10girl squads is enough for most armies, especially when they're backed up with exorcists and rets, you should have enough firepower to de-mech most armies.

I would tend to agree with Pretre and take some extra troops rather than worry too much about optimising the doms.


Sisters of Battle @ 2012/03/13 17:28:48


Post by: Spidey0804


The HKs on the Rhinos I have had sucess with. If you take 3 of them thats 30 points if you can take out even 1 vehicle with 1 you have made your points back. Also you can move 6 and still use them. That allows the squad to advance and the Rhino to stay close just in case it has to embark again.


Automatically Appended Next Post:
J.Black wrote:Really depends on the points level....... I think 2 full 10girl squads is enough for most armies, especially when they're backed up with exorcists and rets, you should have enough firepower to de-mech most armies.

I would tend to agree with Pretre and take some extra troops rather than worry too much about optimising the doms.


As for optimizing the Doms I think its a necessity. If you are planning on leaning on these squads to hit hard you want to have the ability to make sure your faith goes off. Twin-linking the flamers to maximize your wounds is the only way this squad is effective if you are going the flamer route.


Sisters of Battle @ 2012/03/14 01:43:18


Post by: J.Black


Spidey0804 wrote:The HKs on the Rhinos I have had sucess with. If you take 3 of them thats 30 points if you can take out even 1 vehicle with 1 you have made your points back. Also you can move 6 and still use them. That allows the squad to advance and the Rhino to stay close just in case it has to embark again.


Glad you had some success... I always seem to miss with the things :( The only time I ever move my Rhinos less than 12 is when using them to block fire lanes or prevent assault.



As for optimizing the Doms I think its a necessity. If you are planning on leaning on these squads to hit hard you want to have the ability to make sure your faith goes off. Twin-linking the flamers to maximize your wounds is the only way this squad is effective if you are going the flamer route.


Then maybe put a Simulacrum in each squad? Makes the faith a little bit more reliable although you will probably have to scavenge the points from somewhere else..... Like leaving the HK's off the rhinos? j/k


Sisters of Battle @ 2012/03/14 02:13:13


Post by: pretre


Not sure if this is covered but EA is a waste on all but the conclave. Dozers OTOH are good for most, required for conclave.


Sisters of Battle @ 2012/03/14 02:20:13


Post by: J.Black


pretre wrote:Not sure if this is covered but EA is a waste on all but the conclave. Dozers OTOH are good for most, required for conclave.


Really? I always take EA for my transports.....Keeping them moving is a priority. When I ran Immo spam lists under the WH 'Dex i didn't bother as I had enough tanks zooming around to not have to worry about the odd stunned result. With the new rules, I thik it's more important than ever to keep my mobility intact.


Sisters of Battle @ 2012/03/14 06:45:14


Post by: Avariel


Sisters are actually quite good and pretty fun but their troops are not all that good as frgsinwntr already stated.

The Sisters troops are quite a bit weaker then the old codex with the loss of the book of st lucius and the ability to get a 3+ invulnerable save kept your troops around for awhile in assault so that they might be saved by the dynamic duo of jump cannonesses you had for assault in the old list. Acts of faith for battle sisters were great. The rending heavy flamer + bolters was nice as well as the ability to go fearless to auto regroup.

Sisters are just mean going first with the dominion alpha strike and exorcists if you roll well fire a decent amount of missles that will hurt any mech list. However going second if the exorcists are taken out or shaken or stunned it can be an up hill battle.

Sisters still have the horde problem they did with the old codex.

Totally agree with the list of auto includes being
HQ
Saint Celestine (probably the best ic in the game for 115 points great in cc, good movement, ability to come back to contest is awesome)

Uriah (rerolls to faith and makes his unit of death cult assasins have feels no pain is just amazing)
Death cult assasins + crusader or two in Rhino with dozerblade, search light and extra armor (one of the nastier assault units with so many power weapon attacks at init 6 with a 5+/4+ fnp)

troops
2-4 10 Battle Sister units with 2 melta gun and combi flamer in rhino with search light

fast
2-3 5 Dominion units with 2 melta combi melta in immolator with twin linked multimelta and dozer blade (this is your alpha strike, dozerblade is a requirement as you might need to travel through terrain to make your alpha strike)

heavy
3 exorcists.

As far as dominions the 5 woman 2 melta / combi melta unit gives you 3 meltas to have a good chance of destroying the vehicle you aim at. With the immolator you can possible destroy 2 vehicles with the single unit on turn 1. With 2-3 such dominion units + 3 exorcists if lucky you can demech your opponent on turn 1.


Sisters of Battle @ 2012/03/14 09:19:42


Post by: J.Black


Avariel wrote:Sisters are actually quite good and pretty fun but their troops are not all that good as frgsinwntr already stated.

The Sisters troops are quite a bit weaker then the old codex with the loss of the book of st lucius and the ability to get a 3+ invulnerable save kept your troops around for awhile in assault so that they might be saved by the dynamic duo of jump cannonesses you had for assault in the old list. Acts of faith for battle sisters were great. The rending heavy flamer + bolters was nice as well as the ability to go fearless to auto regroup.

Sisters are just mean going first with the dominion alpha strike and exorcists if you roll well fire a decent amount of missles that will hurt any mech list. However going second if the exorcists are taken out or shaken or stunned it can be an up hill battle.

Sisters still have the horde problem they did with the old codex.

Totally agree with the list of auto includes being
HQ
Saint Celestine (probably the best ic in the game for 115 points great in cc, good movement, ability to come back to contest is awesome)

Uriah (rerolls to faith and makes his unit of death cult assasins have feels no pain is just amazing)
Death cult assasins + crusader or two in Rhino with dozerblade, search light and extra armor (one of the nastier assault units with so many power weapon attacks at init 6 with a 5+/4+ fnp)

troops
2-4 10 Battle Sister units with 2 melta gun and combi flamer in rhino with search light

fast
2-3 5 Dominion units with 2 melta combi melta in immolator with twin linked multimelta and dozer blade (this is your alpha strike, dozerblade is a requirement as you might need to travel through terrain to make your alpha strike)

heavy
3 exorcists.

As far as dominions the 5 woman 2 melta / combi melta unit gives you 3 meltas to have a good chance of destroying the vehicle you aim at. With the immolator you can possible destroy 2 vehicles with the single unit on turn 1. With 2-3 such dominion units + 3 exorcists if lucky you can demech your opponent on turn 1.


Umm.... you've just repeated near exactly what has been going on for three and a half pages..... not to be rude, but it may be best to read the thread before posting in it


Sisters of Battle @ 2012/03/14 14:29:55


Post by: Spidey0804


I just posted a new list that I'm taking to a RTT the 2k pop and mop. If I have to de-mech I have the ability to take out 5 vehicles turn 1 and 7 turn 2 by then the Engines should be getting close for cleaning up anything that is running around.

In objectives I'm going to take two and just sit on the other 3 for contesting. Most games with this army shouldn't last past turn 4 if the dice go well.

Over half my army will be over the mid field by turn 1 this is a hyper aggressive list that is ment to put even guard players on there heals.


Automatically Appended Next Post:
With the discussion about more troops selections what would you like to see?

I would like to see them as strike squad 5 man or combat squading. I would also like the Repressor to be moved into the normal codex so we have a half decent transport.

Other than that I like the squads. You have the ability to go mechanized with squad or horde with it.

Maybe more special weapons or the ability to add a second heavy weapon?


Automatically Appended Next Post:
Give the Superior the ability to have her Eveiserator again?


Sisters of Battle @ 2012/03/14 17:01:35


Post by: pretre


J.Black wrote:
pretre wrote:Not sure if this is covered but EA is a waste on all but the conclave. Dozers OTOH are good for most, required for conclave.


Really? I always take EA for my transports.....Keeping them moving is a priority. When I ran Immo spam lists under the WH 'Dex i didn't bother as I had enough tanks zooming around to not have to worry about the odd stunned result. With the new rules, I thik it's more important than ever to keep my mobility intact.

15 points to ignore one result on the table? Yuck. Not worth it. When it was 5 pts? Maybe. Even conclave now that I think of it, i wouldn't bother. You probably have enough points in EA for another squad.


Sisters of Battle @ 2012/03/14 17:21:42


Post by: Spidey0804


Has anyone tried to build a Heavy Bolter Spam list? I was thinking about how many I could fit in a list. If you can get 27 MM in a list this would be a crazy amount of shots. I think it probably get rolled by a mech list.


Automatically Appended Next Post:
pretre wrote:
15 points to ignore one result on the table? Yuck. Not worth it. When it was 5 pts? Maybe. Even conclave now that I think of it, i wouldn't bother. You probably have enough points in EA for another squad.


Heavy armor looks cool but not 15 pnts cool. I hope this is going to be something that gets changed with 6 edition, -1 on vehicle damage chart or something. then I can say yes I will pay for that. Would you pay for Laud haulers for your vehicles if they were to offer when(if) we get a real dex? What about a bhaal predator style vehicle with a Flame Cannon on? I would really like to see the return of Fast vehicles to our codex if possible.



Sisters of Battle @ 2012/03/15 09:57:37


Post by: Tiarna Fuilteach


Is DCA spam the best unit in the........(I really want to say book here)


Sisters of Battle @ 2012/03/15 16:14:20


Post by: Spidey0804


Tiarna Fuilteach wrote:Is DCA spam the best unit in the........(I really want to say book here)


You can't look at just one unit in this Dex. Yes Numbers in CC and the way we can build them they have it where it counts. Though how you implement them in to your entire army can make a huge difference. You always have to think about how are you going to get them there? If you put them up front they will never make it out of the back field. In a Seri list I dont think they work at all. I would just have 1 squad of them hanging in the back for counter assault.

You have to develop a synergy between you units that work. Spam lists really don't work for most Sisters Players, there are some builds that do spam things and most of the time will have all kinds of problems with those types of list. Many times if you start spamming you become faith starve. You cant say I'm going to have rending bolters every turn.

A scouting dominion squad can drop 5 flamer templates on a unit that are twin-linked. Stuff will just disappear when you drop 30+ wounds on it. Now times that by 3 and you have the synergy of what dominions could do.

Our fast section is solid. Triple Repentia squad is just gross coming from the elites. I have put down 6 PEs they make hordes disappear. Im not a Celestian fan but some people use them to put the confessors in so they can get a +1 to Str.

What units do you like? And how can you build your list around the units you like to play.




Sisters of Battle @ 2012/03/16 17:03:28


Post by: Spidey0804


Im thinking of going to Tourney in Reading its 1000pts. I was thinking of taking a Foot List. Any Ideas, Im thinking of 2 20man squads 2 rets and 2 repentia squad and a BC or something like that.


Sisters of Battle @ 2012/03/16 17:43:38


Post by: calypso2ts


I would always go with 4 10 man squads. It is more special weapons to bring to bear, they can generate cover for one another and there is very little benefit to going larger other than morale tests.

If you do go with a foot list I would bring Kyrinov for a fearless bubble and grab 3 squads of Rets. I also think Seraphim fit really well in this kind of list. Repentia remain mediocre.


Sisters of Battle @ 2012/03/16 17:57:52


Post by: Kirika


Grey Knights is better at DCA spam then Sisters as you can have up to 6 units with Coteaz and they get assault ramp transports in Storm Ravens and Land Raiders.

Sisters can have 2 with Uriah + DCA unit and Kyrinov + DCA unit or two Confessors each with a DCA unit if no special characters are allowed.

Uriah is really awesome for the FNP but Grey Knights get rad and win grenades so its a wash there.

I watched and played against Frgsinwntr and Avariel's Mech Sisters and they seem to do really well with Sisters till they run into Necrons and Horde Orks. Horde Orks still has Sisters number but don't see them all that often. Necrons scarab farm is a problem as neither runs flamer dominions and scarabs grow pretty fast with all the spiders having protection via night fight from Exorcists. I've gotten beat by both of them running IG so Sisters definitely can compete.

Repentia would suck less if they could buy their own transport. Right now you either have to huff it or bum a ride from retributors.

Will get around to playing and updating my own Sisters army at some point.


Sisters of Battle @ 2012/03/16 18:27:50


Post by: pretre


Kirika wrote:Uriah is really awesome for the FNP but Grey Knights get rad and win grenades so its a wash there.

GK don't get +1 Attack and Rerolls on the charge.

I watched and played against Frgsinwntr and Avariel's Mech Sisters and they seem to do really well with Sisters till they run into Necrons and Horde Orks. Horde Orks still has Sisters number but don't see them all that often. Necrons scarab farm is a problem as neither runs flamer dominions and scarabs grow pretty fast with all the spiders having protection via night fight from Exorcists. I've gotten beat by both of them running IG so Sisters definitely can compete.

Yep. Hordes are tough and necrons are tough. One of the reasons I still run flamers and some heavy flamers.


Sisters of Battle @ 2012/03/16 19:08:52


Post by: Spidey0804


pretre wrote:
Yep. Hordes are tough and necrons are tough. One of the reasons I still run flamers and some heavy flamers.


I lost to a Green Tide at SVDM GT because I was leaning to hard toward the meta, Since then I have adjusted my list back into tool kitting my squads as not to hamstring myself.


Automatically Appended Next Post:
calypso2ts wrote:I would always go with 4 10 man squads. It is more special weapons to bring to bear, they can generate cover for one another and there is very little benefit to going larger other than morale tests.

If you do go with a foot list I would bring Kyrinov for a fearless bubble and grab 3 squads of Rets. I also think Seraphim fit really well in this kind of list. Repentia remain mediocre.


Here is the Force ORG
1-2 HQ, 2+ troops, 0-2 Heavy suport, 0-2 elite, 0-2 fast attack. and its only 1000pts.


Automatically Appended Next Post:
Kyrnov and Uriah in a big sister squad with a priest w/eviscerator kited out. Small sister squad in a rhino w/MM and big seraphim squad and Repentia squads running round and squeeze a Ret squad in if I can?


Sisters of Battle @ 2012/03/21 14:19:48


Post by: Spidey0804


Over the past weekend I noticed that my list had become faith starved more than once. Being relegated to having to generate faith each turn I wanted to get your guys opinions on target priorities and application of faith when you’re on either the high end of faith utilizing units or have rolled low on the generation of faith.

Turn 1 – This is probably the hardest turn from me most games, due to the fact that I run 2 or 3 Dominion Squads and a Retributor squad. Most of the time my BSS don’t have to pull any faith and are just hanging back on moving forward so there isn’t any shooting I have to worry about.

So what happens on a faith starved roll – with the composition of my Retributor squad I use a Simulacrum Imperialis in it so I know that I will have a better chance of achieving my rending for that squad. If there is any faith remaining I will move on to the Dominion squads.

My target Priorities on turn 1
1. Fast moving transports
2. Dreads with Str 8 or higher weapons
3. AV 11, 12, 13, 14(unless we have the ability to drop one of the AV14s on turn 1)
4. Spawners (bugs and crons)
5. Infantry with Heavy weapons
6. All other infantry

As the game progresses depending on the mission type this stays in effect with the added caveat of imminent threats to my units or vulnerabilities to a particular target that my opponent has placed in front of me. Ex. a Paladin squad that has moved out of cover and is within 48 inches of my exorcist will be guaranteed that I will be being shot at it in the next shooting phase.

A good general will minimize the opportunities that you have to turn a large amount of shooting on a high value unit so when it presents its self I would recommend making that unit a target priority.

I feel the Simulacrum Imperialis have really become a necessity for units that need to have faith utilized on them on a regular basis. The loss of a faith point can be very painful if you were planning your TP against a unit achieving a result against a particular target.


Sisters of Battle @ 2012/03/21 18:48:40


Post by: pretre


@Spidey: One of the reasons that I generally stay away from Rets. Too much faith needed; too little generated.


Sisters of Battle @ 2012/03/21 22:29:33


Post by: Amerikon


Spidey0804 wrote:Over the past weekend I noticed that my list had become faith starved more than once. Being relegated to having to generate faith each turn I wanted to get your guys opinions on target priorities and application of faith when you’re on either the high end of faith utilizing units or have rolled low on the generation of faith.

For me, (in general) I'd say the point allocation priority is something like this:
1. Battle Sisters falling back
2. Seraphim shooting at something
3. Dominions shooting at something
4. Retributors shooting at something
5. Battle Sisters shooting at something

That pretty much holds for if I have 1 faith point or 6. There are always cases where situationally the order will get moved around a bit if it was "<Unit> shooting at something that must die now."

I'm hoping to try out a list with 3 Retributor squads (and no Uriah) soon so it will be interesting to see how faith dependent they really are. I'm thinking that the volume of fire alone should be useful for supressing AV11 even if I don't get the act of faith off. I'm also hoping that my five MM Immolators will be able to handle some of the tougher nuts.


Sisters of Battle @ 2012/03/22 01:56:47


Post by: Dervos


I've played 3 games with sisters but not once have I remembered to actually use my faith points.

I'll roll for faith points but I've never attempted any acts of faith.

Knowing me though I'd probably spend most of it on my dominion squads.

I've not liked the performance of flamers at all, even against tyranids(though my friend is a smart nid player and spreads his gaunts at max coherency possible when moving.) I've found myself become increasingly partial to melta guns and made a new list with many many melta guns, though it will probably come back to bite me against a horde list.

Next game at 2k I play will use this list

2k

HQ
--------------------
260
Kyrinov
x6 DCA
x3 Crusader
Rhino

260
Uriah Jacobus
x6 DCA
x3 Crusader
Rhino

Fast attack
--------------
220
4 Dominions & 1 Dominion Superior +5 Dominions
x4 melta guns
combi-melta
Rhino

220
4 Dominions & 1 Dominion Superior +5 Dominions
x4 melta guns
combi-melta
Rhino

220
4 Dominions & 1 Dominion Superior +5 Dominions
x4 melta guns
combi-melta
Rhino

Troops
-------
180
9 sisters+superior
x2 Melta gun
Rhino

180
9 sisters+superior
x2 Melta gun
Rhino

180
9 sisters+superior
x2 Melta gun
Rhino


Heavy support
----------------------
Exorcist 135
Exorcist 135

1990

21 melta guns and 3 combi meltas.

Usually I like to take 3 exorcists but I wanted another troop choice for objective games so I dropped on in favor of a sister squad.
Pretty much a standard double conclave list but small on frills, combi meltas being the only upgrades I took.

I've had good success with scouting dominons in my last few games with squads of five who really annoyed my opponents but I wanted to try something even meaner by using squads of 10 to use 5 melta guns(4+combi).(Although this could be a issue because they will be in the enemies teeth and be subject to swift retribution even with the rest of my army on the way to support them, though their chances at living would be higher with more members it's hard to be sure what the consequences will be other than the stakes for losing a huge portion of my army in a alpha strike being very high).

x6DCA/x3 Crusader works best for me, it't not too many crusader but gives me enough DCA's to really hurt squads without losing too much survivability in close combat, I've tried full DCA conclaves but they lose members too fast and usually only last long enough to be effective in 1 assault; and I don't see a reason why to up the number of crusaders any higher, it could be a great distraction and delaying force but it's not what I want to use it for.

Like I said, have had no luck with flamers, even with all flamers and hybrid(but it was only 3 games so that doesnt mean much) so melta spam is in order for the next game.


Sisters of Battle @ 2012/03/22 13:10:58


Post by: Spidey0804


Dervos wrote:I've played 3 games with sisters but not once have I remembered to actually use my faith points.

I'll roll for faith points but I've never attempted any acts of faith.

Knowing me though I'd probably spend most of it on my dominion squads.

I've not liked the performance of flamers at all, even against tyranids(though my friend is a smart nid player and spreads his gaunts at max coherency possible when moving.) I've found myself become increasingly partial to melta guns and made a new list with many many melta guns, though it will probably come back to bite me against a horde list.

Next game at 2k I play will use this list

2k

HQ
--------------------
260
Kyrinov
x6 DCA
x3 Crusader
Rhino

260
Uriah Jacobus
x6 DCA
x3 Crusader
Rhino

Fast attack
--------------
220
4 Dominions & 1 Dominion Superior +5 Dominions
x4 melta guns
combi-melta
Rhino

220
4 Dominions & 1 Dominion Superior +5 Dominions
x4 melta guns
combi-melta
Rhino

220
4 Dominions & 1 Dominion Superior +5 Dominions
x4 melta guns
combi-melta
Rhino

Troops
-------
180
9 sisters+superior
x2 Melta gun
Rhino

180
9 sisters+superior
x2 Melta gun
Rhino

180
9 sisters+superior
x2 Melta gun
Rhino


Heavy support
----------------------
Exorcist 135
Exorcist 135

1990

21 melta guns and 3 combi meltas.

Usually I like to take 3 exorcists but I wanted another troop choice for objective games so I dropped on in favor of a sister squad.
Pretty much a standard double conclave list but small on frills, combi meltas being the only upgrades I took.

I've had good success with scouting dominons in my last few games with squads of five who really annoyed my opponents but I wanted to try something even meaner by using squads of 10 to use 5 melta guns(4+combi).(Although this could be a issue because they will be in the enemies teeth and be subject to swift retribution even with the rest of my army on the way to support them, though their chances at living would be higher with more members it's hard to be sure what the consequences will be other than the stakes for losing a huge portion of my army in a alpha strike being very high).

x6DCA/x3 Crusader works best for me, it't not too many crusader but gives me enough DCA's to really hurt squads without losing too much survivability in close combat, I've tried full DCA conclaves but they lose members too fast and usually only last long enough to be effective in 1 assault; and I don't see a reason why to up the number of crusaders any higher, it could be a great distraction and delaying force but it's not what I want to use it for.

Like I said, have had no luck with flamers, even with all flamers and hybrid(but it was only 3 games so that doesnt mean much) so melta spam is in order for the next game.


Tank shocking is the key to getting good flamer attacks off. I tank shock right into gaunts with multi vehicles then you pop the hatch and drop two flamer templates. Dont get out of the vehicles cause they will swarm you if you do.

You might want to try melta gun combi melta and 3 flamers in one squad and keep the other ones tooled the way you have them just to see how they perform. Also if your not dropping faith on the dominions when you flame you are going to get average results. Twin linking flamers makes squads disappear(you don't need to get out of the vehicle to get your twin linking off either)


Sisters of Battle @ 2012/03/23 07:04:59


Post by: Amerikon


So I tried out my triple Retributor list (It was also the first time I'd run Dominions in MM Immolators). It was... inconclusive. The game was a bit of an outlier from the start since I was able to steal the initiative. Turning 5 MM Immolators against an unprepared opponent is pretty gross. After about turn 2 I was wishing I had less melta. I didn't have any problems with faith, but I wasn't really using it much either. The Rets never fired against a vehicle and they're not really amazing against marines. I was killing 2 or 3 marines per squad per turn. At the same time though, I wouldn't expect an Exorcist to do much better. I'm going to keep with this list for a while and see if faith ever becomes a real issue.


Sisters of Battle @ 2012/03/23 09:41:04


Post by: Jancoran


Sisters of Battle are awesome. Love 'em.

Crazy thing about that list is, I made the list as a test, so I just bought one of every unit, 2 troops. Thats what the list is, literally. Just one of everything. Lol. So much for "the usual build". But its 15-3-2 so hey. I'm cool with that. It's just so hard to figure out what theenemy needs to go after in that force. here's the list I did that with:

Unlimited Pts - Sisters of Battle Roster - 2000 Sisters of Battle

Heavy Support: Retributor Squad (9#, 181 pts)
7 Retributor Squad, Simulacrum Imperialis; Heavy Bolter x4;
1 Retributor Superior

1 Rhino Dozer Blade

Heavy Support: Penitent Engine (1#, 85 pts)

Heavy Support: Exorcist (1#, 135 pts)

Troops: Battle Sister Squad (11#, 170 pts)
9 Battle Sister Squad, Flamer x2;
1 Sister Superior

1 Rhino

Troops: Battle Sister Squad (11#, 170 pts)
9 Battle Sister Squad, Flamer x2;
1 Sister Superior
1 Rhino

Elite: Repentia Squad (5#, 90 pts)
4 Repentia Squad,
1 Mistress of Repentence

Elite: Celestian Squad (6#, 150 pts)
4 Celestian Squad, Meltagun x1; Multi-melta;
1 Celestian Superior Combi-Meltagun x1;
1 Rhino Dozer Blade;

HQ: Arch-Confessor Kyrinov (1#, 90 pts)

: Battle Conclave (11#, 190 pts)
1 Battle Conclave,
4 Arco-Flagellant (Unit Type: Infantry; Arco-flails; Feel No Pain)
2 Crusader (Unit Type: Infantry; Flak Armour; Power Weapon; Storm Shield)
4 Death Cult Assassin (Unit Type: Infantry; Flak Armour; 2x Power Weapons; Uncanny Reflexes)
1 Rhino Dozer Blade;

Fast Attack: Seraphim Squad (6#, 160 pts)
5 Seraphim Squad,Two Hand Flamers x2;
1 Seraphim Superior; Eviscerator;

Fast Attack: Dominion Squad (11#, 235 pts)
9 Dominion Squad, Meltagun x4;
1 Dominion Superior
1 Rhino, Dozer Blade;

HQ: Canoness (1#, 80 pts)
1 Canoness, Melta Bombs; Bolt Pistol; Power Sword x1;

: Sororitas Command Squad (6#, 260 pts)
3 Sororitas Command Squad, Simulacrum Imperialis; Bolt Pistol x3; Multi-melta x2; Heavy Flamer x1;
1 Sister Dialogus
1 Sister Hospitaler
1 Immolator, Dozer Blade; Twin-Linked Multi-melta;


Sisters of Battle @ 2012/03/23 13:16:59


Post by: Spidey0804


Amerikon wrote:So I tried out my triple Retributor list (It was also the first time I'd run Dominions in MM Immolators). It was... inconclusive. The game was a bit of an outlier from the start since I was able to steal the initiative. Turning 5 MM Immolators against an unprepared opponent is pretty gross. After about turn 2 I was wishing I had less melta. I didn't have any problems with faith, but I wasn't really using it much either. The Rets never fired against a vehicle and they're not really amazing against marines. I was killing 2 or 3 marines per squad per turn. At the same time though, I wouldn't expect an Exorcist to do much better. I'm going to keep with this list for a while and see if faith ever becomes a real issue.


Yeah 5 twin-linked MM turn 1 will really give an opponent a bad day, and make yours rather easy. I have often felt like that I had to much melta... if that is possible. So i started putting a flamer in with my squads so to have some templates that I can put down.


Automatically Appended Next Post:
Jancoran wrote:Sisters of Battle are awesome. Love 'em.

Crazy thing about that list is, I made the list as a test, so I just bought one of every unit, 2 troops. Thats what the list is, literally. Just one of everything. Lol. So much for "the usual build". But its 15-3-2 so hey. I'm cool with that. It's just so hard to figure out what theenemy needs to go after in that force. here's the list I did that with:

Unlimited Pts - Sisters of Battle Roster - 2000 Sisters of Battle


I know a guy from the 11th company forums that did exactly the same thing. It was just to see how every unit worked and he has be really successful with this also. it really is strange how people just cant seem to function against this list. I really think that people get trained to deal with spamming lists that they have no Idea how to take out a list that just has everything in it. LOL


Sisters of Battle @ 2012/03/23 22:19:16


Post by: Jancoran


I suspect thats me. =)


Sisters of Battle @ 2012/03/24 08:07:52


Post by: Spetulhu


I tried out a 1250 pts list against a mate's necrons last week, and won on points. We used the Battle Missions book, got a match where you got points at the end of the enemy turn if your scoring units sat on the objectives and weren't in CC. We both had 2 Troops and those both started on objectives - my SoB inside their Rhinos for extra protection.

St Celestine was bothering one of his scoring units and the other was eventually wiped out by a heavy rain of Exorcist missiles (had two), SoB squad Heavy Bolters and the two outflanking Dominion Squads in MM Immolators. The Lord accompanying that squad wiped out the Dominions in CC but they had already done their job, shooting down a barge and taking shots at the scoring unit. The Necrons did have some bad luck with reinforcements though - scarabs and the second barge came in too late to help and the Monolith deepstriked into a wall and was destroyed. Conversely my Seraphim didn't actually do anything useful before being wiped out.

All in all I wasn't too impressed with the Faith system, but the cheaper transports and units did make up for a lot IMO. The Dominions outflanking are probably what handed me the game - my opponent was forced to shoot them and the Seraphim while I was able to concentrate fire on one of his scoring units.


Sisters of Battle @ 2012/03/26 14:05:50


Post by: Spidey0804


You played the mission. That is a must for SOB if you think you can just run across the field and table someone your in for loosing a lot of games. We always always have to play the mission.


Sisters of Battle @ 2012/03/28 17:13:00


Post by: Spidey0804


This is something I'm just messing around with configuration wise.

The decked out BSS squad

BSS stormbolter(x1); MultiMelta(x1)
VBS stormbolter(x1)
Rhino w/DB; SL; Extra stormbolter; Hunter Killer

Its 202 pnts w/2 can-openers or 8 shots coming from it at 24" it would be run close to a can opening Dominion squad or be used to accompany Repentia squads, 3 or 4 of them tooled out would make for a somewhat constant amount of dice against infantry or as a nice camper for objectives.

Any thoughts?



Sisters of Battle @ 2012/03/28 17:16:57


Post by: pretre


It's interesting, but just doesn't seem to be worth what you're paying for it. Let us know how it goes though.


Sisters of Battle @ 2012/03/28 17:19:15


Post by: Smitty0305


Colclave
celestine
Melta sisters
dominions in melta immolators
Exorcists

Alot of short range firepower, not alot of close combat besides the HQ.


Sisters of Battle @ 2012/03/28 17:21:10


Post by: pretre


Smitty0305 wrote:Colclave
celestine
Melta sisters
dominions in melta immolators
Exorcists

Alot of short range firepower, not alot of close combat besides the HQ.


I'm not sure what your point is... The standard SOB list uses the HQ for countercharge and CC and the rest of the list for anti-tank, anti-horde.


Sisters of Battle @ 2012/03/28 17:53:00


Post by: Spidey0804


I want to try a SBer dominion squad to w/ 5 storm bolters in it LOL dont ask me why, I have no clue, I just have the models to do it.


Sisters of Battle @ 2012/03/28 18:36:08


Post by: pretre


Spidey0804 wrote:I want to try a SBer dominion squad to w/ 5 storm bolters in it LOL dont ask me why, I have no clue, I just have the models to do it.

Wow. Yuck.


Sisters of Battle @ 2012/03/29 02:42:13


Post by: Voldrak


While 5 storm bolters on dominions sounds like something to try, you have to ask yourself what role they would play.

The 24 inches on the stormbolters makes their scouting/outflanking "in your face" factor nearly useless. Using a faith on twin linking this would be a waste.

All that you would gain over a standard squad of bare dominions is 5 more str4 ap5 hits at 24 inches.

Mind you Stormbolters are not nearly as useless as they used to be in the previous codex, but dominions are definitely not the best unit to be carrying them.


Sisters of Battle @ 2012/03/29 15:19:50


Post by: Spidey0804


Yeah I will agree with that.. I think it would be more of a support unit to something that would open up transports.

Like I said I really have no clue just wanted to run it one time because I have the models to do it.

Maybe moving to center field and throwing down 15 TL shots at a long fangs squad or some camper a turn is something they couldn't ignore.

I mean after the scout move, you dump them midfield in terrain and you can jump out and start plinking away at something on the back line 10 TL shots turn 1


Sisters of Battle @ 2012/03/29 16:26:21


Post by: J.Black


Go for it if you have the models, but why not just drive closer and unload flamer/melta death? Dominions are your best unit for getting in your opponents face early on, in which case you want to be able to pop tanks/hose infantry..... giving them weapons that are more suited (but not optimal) for camping the midfield seems wasteful :S If they could take plasma guns, this might be a good tactic but, seeing as they can't, I think you'll just be handi-capping yourself.


Sisters of Battle @ 2012/03/29 16:30:06


Post by: pretre


Spidey0804 wrote:Maybe moving to center field and throwing down 15 TL shots at a long fangs squad or some camper a turn is something they couldn't ignore.

I mean after the scout move, you dump them midfield in terrain and you can jump out and start plinking away at something on the back line 10 TL shots turn 1

15 TL Shots.
13 1/3 Hits.
15/3 wound
15/9 dead.
Congrats, you just killed 1.66 Long Fangs! Not inspiring.


Sisters of Battle @ 2012/03/29 17:22:13


Post by: Spidey0804


Just got done listening to the 11th company pod cast and they were talking about kill point denial list. Is there a build that minimizes the amount of KPs that we put on the table?

But at the same time maximizes the strengths of the codex?

I know a lot of you guys are against the PEs but I think this is one time that they would be utilized. Any thoughts? The goal is to stay in single digits of KPs.



Sisters of Battle @ 2012/03/29 17:35:33


Post by: pretre


Single digit kps at any decent point level are going to be pretty hard with the SOB codex. You can do it, but it won't be competitive.

Maybe...
Kyrinov
4 x 20 Sisters
3 x 10 Retributors
1 x 10 Seraphim
Of course, that list is weak as all heck and still is 9 KP.

The big problem is that most of the stuff that makes the list effective or that you can spend points on is an extra KP (priests, command squad, conclaves, etc.) Even PEs aren't squadrons so they count for one KP each.


Sisters of Battle @ 2012/03/29 18:09:22


Post by: Jancoran


Well Horde Sisters do work, even now. Kyrinovs bubble helps two of the units and Uriah helps the third function.

On the Storm Bolter issue: one really good use for that army is a feint. the scout move will garner the enemy's attention, and a 5 stormbolter unit that can sucker an enemy sideways and play a fighting retreat could be pretty frustrating for an enemy. 10 STR 4 shots o nthe move is pretty good, and 20 when they rapid fire or just 10 and then they charge if that makes more sense.

Also their ability to dismount and spread out but still shoot is kind of important when templates or blasts are raining down, or are about to. When regrouping they aren't as hamstrung o nthe targets they can go after also. So there are some plus's to the idea. Its a very economical unit too and when an enemy knows you'll outflank, and they go to the 19" mark to avoid the rapid firing the first turn you come in, plus set up countercharge, it's kinda nice to be able to riddle them with 10 Storm Bolters shots on the turn you outflank.

So there are some virtues to it. You'd have to have a strategy for their use though (outflanking them seems the strongest suit).


Sisters of Battle @ 2012/03/29 18:15:05


Post by: pretre


Jancoran wrote:Well Horde Sisters do work, even now. Kyrinovs bubble helps two of the units and Uriah helps the third function.

Right, but how are you doing that for less than 10 KPs.
Kyrinov and Uriah are 2 right there.
3 Troops, + 3 Heavies, + Anything else is going to put you over.


On the Storm Bolter issue: one really good use for that army is a feint. the scout move will garner the enemy's attention, and a 5 stormbolter unit that can sucker an enemy sideways and play a fighting retreat could be pretty frustrating for an enemy. 10 STR 4 shots o nthe move is pretty good, and 20 when they rapid fire or just 10 and then they charge if that makes more sense.

Also their ability to dismount and spread out but still shoot is kind of important when templates or blasts are raining down, or are about to. When regrouping they aren't as hamstrung o nthe targets they can go after also. So there are some plus's to the idea. Its a very economical unit too and when an enemy knows you'll outflank, and they go to the 19" mark to avoid the rapid firing the first turn you come in, plus set up countercharge, it's kinda nice to be able to riddle them with 10 Storm Bolters shots on the turn you outflank.

So there are some virtues to it. You'd have to have a strategy for their use though (outflanking them seems the strongest suit).

I don't see this though. Playing against this unit, I would either assault it for free movement (or if I have 5+ or less armor save) or ignore it.

10 SB on an outflank? Oh noes! What is that going to hurt? Even Lootas... 80/9 hit, 80/18 wound, 80/36 after cover. So 2 dead lootas.

If you want anti-infantry, go 5 Flamers. Even with just 3 hits per flamer (low if they are in cover), you've got 45/4 wounds. No save. 11 dead lootas. Heck, that's even 45/12 or 3 and change dead marines. Better than your SB.

There's just no good reason to go SB instead of Melta/Flamer, imho.


Sisters of Battle @ 2012/03/29 18:59:09


Post by: Spidey0804


pretre wrote:
Kyrinov and Uriah are 2 right there.
3 Troops, + 3 Heavies, + Anything else is going to put you over.



Yeah I keep hitting that 11 to 10 mark at least to make it function, Which number wise still is really good and you are putting down a crazy amount of bodies.

6 (20)s with Kyrinov and Uriah puts you at 1992 and they are MM,MG,CM,PW, MB and Simulacrum Imperialis
Thats 8 KP and 122 bodies.


Sisters of Battle @ 2012/03/29 19:17:29


Post by: pretre


Spidey0804 wrote:Yeah I keep hitting that 11 to 10 mark at least to make it function, Which number wise still is really good and you are putting down a crazy amount of bodies.

6 (20)s with Kyrinov and Uriah puts you at 1992 and they are MM,MG,CM,PW, MB and Simulacrum Imperialis
Thats 8 KP and 122 bodies.


Yeah, but how do you kill stuff? You're still just power armor, fearless or not.

In this case, I'd just charge you and let fearless do the rest since you have no credible CC in the entire army.


Sisters of Battle @ 2012/03/29 19:50:46


Post by: Spidey0804


I think I would drop 1 squad and put in 2 10 man DCA squads that would only be 9 kp. Screen with Jacob in a 20 man squad backed by 2 10 man DCAs in front of Kyrinov in a 20 Man squad. And start trudging to midfield.


Sisters of Battle @ 2012/03/29 20:00:27


Post by: J.Black


Spidey0804 wrote: And start trudging to midfield.


Whilst being blasted apart by any army you come up against.

Sure, you can make a SoB list that only gives up a few KP but, there really isn't much point :(


Sisters of Battle @ 2012/03/29 20:17:21


Post by: Spetulhu


Spidey0804 wrote:6 (20)s with Kyrinov and Uriah puts you at 1992 and they are MM,MG,CM,PW, MB and Simulacrum Imperialis
Thats 8 KP and 122 bodies.


Also no long-range firepower, and no transports to get anywhere. Horrible losses if you try to advance, a draw at best if you stay in cover on your objectives.

No, sometimes you just have to offer up the KP in order to have an effective army for the missions that aren't KP. Melta Dominions in MM Immolators are 2 KP each, true... but they can Scout or Outflank for some tasty tank kills. Kills that will keep the rest of your army safe.


Sisters of Battle @ 2012/03/29 21:05:09


Post by: Jancoran


Pretre, the idea of assaulting the unit and winning is easier said than done. The enemy has to be there in order to do it or else be willing to take the initial shots, and two more rounds of it!

Do not misread me. i am not suggesting someone should favor the Storm bolter approach. I am just trying to think of ways to make it work. As i often have said, Warhammer isn't about figuring out what sucks. It's about figuring out how to USE things for their role.

so if the enemy is 19 inches away as they might try to be or I might want them to be, then i fire onse (10 shots). the enemy moves 6" but can't assault, can't rapid fire. Next round, I move and that's 20 shots. the enemy moves again but cant assault. I move up and fire 20 times. The enemy unit now has taken 40 STR 4 shots. If MEQ, that's 6 dead dead (and whatever allocation did for you is icing). 4 guys charge. Manageable. it's also going to be turn 4 or 5 when they charge me. frustrating for the enemy, yeah?

If they come in to hit Longfangs, just 10 shots will make the assault doable, killing 2 and then charging with 10 Sisters just to hold on to them for a phase. 3 Longfangs are still only getting 7 attacks (after counter attack) on the Sisters. Sisters are getting 22. Wolves are only killing 1.11 and the Sisters are killing 1.22. So it's gonna be close but doable.

Anyways like i say, food for thought, nothing more.


Sisters of Battle @ 2012/03/29 21:25:07


Post by: pretre


Jancoran wrote:Pretre, the idea of assaulting the unit and winning is easier said than done. The enemy has to be there in order to do it or else be willing to take the initial shots, and two more rounds of it!
snip math for an assault unit that only walks 6" a turn

Let's be conservative. Thunderwolves Cav, 19-24" charge range. 3 of them (PF/SS, SS, Normal) with Lord (SS/WC). Their range means that you won't get to shoot your 24" guns except at max range.

Lord Charges and kills (48/9 hit, 240/56 wd, 1200/336, 3.57 die)
TWC charge and kill (22/3hit, 110/18wd, 550/108, 5.09 die)
Fist (10/3 hit, 50/18wd, 250/108 kill, 2.31 die)
So, ~11 dead.

57 Sisters + 3 Superiors is 63 Attacks (assuming we base every single member of 3 squads for best/worst case scenario).
(63/2 hit, 63/12wd, 63/36 failed saves (3++ and I can assign the PW, so whatever))
1.75 wounds on a diverse unit, so no lost efficiency.

Go ahead and take 9 saves for each unit because you are fearless and lose another 3 sisters a piece. I just killed 20 sisters in one round.

It will continue like that until your fearless blob just dies or I get the lord in on Kyrinov.

That's not even a huge deathstar we're talking about. Note, I did not count Kyrinov's attacks in the charge because if he was based by any model in the TWC the entire thing is going to go south for the sisters real quick since he'll get popped round one and they won't be fearless.


Automatically Appended Next Post:
Also, how the heck would those 60 sisters get anywhere close to long fangs?


Sisters of Battle @ 2012/03/29 21:31:47


Post by: Spetulhu


Jancoran wrote:I am just trying to think of ways to make it work. As i often have said, Warhammer isn't about figuring out what sucks. It's about figuring out how to USE things for their role.


As you say, the forums are for discussing things before trying them out and that's what is going on. ;-)

I'd just be leery of so many squads of footslogging sisters - they don't have very many special weapons and all they have going for them in a close combat is a good armor save. On the other hand, six squads of them is still six scoring units... but is 20 sisters better than 10 in a Rhino? The ones with a ride can switch postions faster if needed, they're still scoring and if they get shot at the first unit has to try popping the Rhino. And with good placement you can disembark behind the wreck, still score and be out of LOS for more shooting that round.


Sisters of Battle @ 2012/03/29 21:34:46


Post by: pretre


Spetulhu wrote:but is 20 sisters better than 10 in a Rhino?

Good question!
Spetulhu wrote:The ones with a ride can switch postions faster if needed, they're still scoring and if they get shot at the first unit has to try popping the Rhino. And with good placement you can disembark behind the wreck, still score and be out of LOS for more shooting that round.

And answered in the same post.


Sisters of Battle @ 2012/03/29 21:59:16


Post by: J.Black


@Jancoran: I appreciate you trying to make this idea work, but you seem to be basing your thoughts on 60 SoB + Kyrinov against one squad (10 man) of MeQ

I agree that we figuring out how best to use something is half the fun when list-building, but this is a flawed concept to start with; trying to keep KP down when you should be looking to smash face!


Sisters of Battle @ 2012/03/30 04:45:51


Post by: Jancoran


@Pretre: Huh? This wasn't my example at all. And if you want to send Thunderwolf cavalry SIDEways and BACKwards in round 2 or 3 when these guys arrive...okay. I cant think of a worse thing to do but it is definitely an option. Kyrinov would not be near them as well. That seems obvious enough.

Your example doesn't really help or hurt. Sure, you COULD do that. and beat them up. and...then what? Ignore the real threats? Storm Bolter Dominion are NOT going to be a preimary target. They are NOT going to go after a "primary" target. They're just their to kill on the wings in my example.

And...I didn't say they were the shizl at any point. I pointedly said the opposite. So...




Automatically Appended Next Post:
Spetulhu wrote:
As you say, the forums are for discussing things before trying them out and that's what is going on. ;-)

...but is 20 sisters better than 10 in a Rhino?


My answer is yes. if the army is built specifically. The extra sisters of battle ARE the Rhino, and the Rhino in this case takes a lot more attention to kill (so to speak). It's also KP denial.

Now having said that and in fairness, the newest codex does not favor this OVER other builds like it did before. So while I will still endorse it as viable, I endorse it not in the general way that some might. I insted endorse it only when the list is entirely built for hordiness. I can probably post my list horde list later, but that would be my answer on that.


Automatically Appended Next Post:
J.Black wrote:@Jancoran: I appreciate you trying to make this idea work, but you seem to be basing your thoughts on 60 SoB + Kyrinov against one squad (10 man) of MeQ

I agree that we figuring out how best to use something is half the fun when list-building, but this is a flawed concept to start with; trying to keep KP down when you should be looking to smash face!


No I am assuming nothing other than the unit itself. I never said anything about 60 sisters, nor Kyrinov. That was injected by Pretre. I was talking about the move onto the board (10 shots) and then a move away from the enemy if necessary (10 instead of 20 shots) and then a move towards the enemy (20 shots). Now either side in this little conflict may well suffer casualties from elsewhere but I can't really account for that. All we can talk about here is potential when it is allowed to stay out of rapid fire range which stoirm bolters allow it to do.

Naturally, the enemy will, if they feel threatened, do something about it. But 40 shots sounds good. If we can get excited about 30 Blade storm shots, we can get excited about 40 Dominion shots (eventually). And its only one unit in the army. Such a unit, being twin linked, would be really nice against some softer armies especially where volume of fire is the key ingredient to victory.

This discussion wont make ANYONE want to take them. But given that one person wants to try it, why not help him think about how to do it AS successfully as it will ever be?



Sisters of Battle @ 2012/03/30 09:09:53


Post by: meh_


I played with 2 x 20 BSS and Kyrinov. They sucked hard, really. Only two/three short range special weapons (multi-melta didn't do anything , because they had to move, so let's look at meltaguns/combi-melta) when they should be widely spread, just can't control the whole area, the melta are out of range. Also, when they got charged, they got easily wiped even though I had added a Preacher w/ eviscerator to either squad.


Sisters of Battle @ 2012/03/30 11:02:16


Post by: Hollowman



Kyrinov and maxed out Sister squads seems... well, it seems like a pretty boring way to play for the draw. A 24" range gunline that can't fire on the move, but is really hard to budge with shooting; hunkered down in cover and power armor with fearless. I see a lot of sitting around watching your squads dwindle on objectives and relying on massed firepower within 24" to stop vehicles/assault units from finishing them off.

Might work. I bet you could pull draws, provided they don't blow Kyrinov away. Win KP missions. But those would be some supremely boring games, for pretty underwhelming results.


Sisters of Battle @ 2012/03/30 11:52:44


Post by: J.Black


@Jancoran: My apologies, I mixed up a couple of posts there :S

If you knew you were playing green tide orks or any other horde army, taking 3 squads of Doms with SB's would be fun especially as you could kite away from the front of the horde and really rack up the kills The downside is that a rhino only has 2 fire points so ideally you would make your scout move, disembark and unload first turn, then hope that you could use the rhino and some nearby cover to keep your squad safe for the next turn. I suppose this would also give you a pretty nice speed bump when the horde charges but, this is getting too far into list-tailoring for my liking. Against most armies these days (mech) taking all SB's just doesn't give you the tools to deal with the majority of threats that are gonna be thrown your way :(


Sisters of Battle @ 2012/03/30 14:19:17


Post by: pretre


Jancoran wrote:@Pretre: Huh? This wasn't my example at all. And if you want to send Thunderwolf cavalry SIDEways and BACKwards in round 2 or 3 when these guys arrive...okay. I cant think of a worse thing to do but it is definitely an option. Kyrinov would not be near them as well. That seems obvious enough.

Your example doesn't really help or hurt. Sure, you COULD do that. and beat them up. and...then what? Ignore the real threats? Storm Bolter Dominion are NOT going to be a preimary target. They are NOT going to go after a "primary" target. They're just their to kill on the wings in my example.

And...I didn't say they were the shizl at any point. I pointedly said the opposite. So...

NM, got mixed up and thought you were defending the 60 Sister Kyrinov thing.

The 10 Dominions with SB? Yeah, they'll get eaten by a random GH squad.


Sisters of Battle @ 2012/03/30 14:23:44


Post by: Spidey0804


meh_ wrote:I played with 2 x 20 BSS and Kyrinov. They sucked hard, really. Only two/three short range special weapons (multi-melta didn't do anything , because they had to move, so let's look at meltaguns/combi-melta) when they should be widely spread, just can't control the whole area, the melta are out of range. Also, when they got charged, they got easily wiped even though I had added a Preacher w/ eviscerator to either squad.


I like the 20 man squads. Most of the time I keep them rather close to make them Fearless. It makes them immune to Psyker Battle squads and they can take a beating most of the time even from artierary seeing as you can get the squads stretched across to make it into area terrain. The last KP mission I had was against VMs and It was DOW deployment. I was able to drop both squads and Kyrinov on the table and slowly advance them. to a point where they were firing into the back lines of the player. I kept kyrinov in the squad till it got so small that he would have to start taking wounds he then jumped to the second squad that was still 18 man strong keeping the squad that he just came out of with in his bubble. That initial squad lasted the whole game only having 3 models left in it but they still lasted.

I think 20 man fearless squads have an incredible amount of reliance. That is there purpose. As for line tactics if with dropping the the 6th squad and adding 2 DCA squads I think you have the abilty to take the brunt of most charges.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- - -Uriah(BSS1)

+++++++++ ====== Kr(BSS2)===== ++++++++
DCA+++++ = = = = = = = = = = = = = +++++DCA

(BSS3)######### ^^^^^^^^^^^^ ( BSS4)
############## ^^^^^^^^^^^^^^^^^^^^^

(BSS5)***************************************************


Deployment would look something like that. Center of the board. If the front squad get to beat up Uriah can just jump to a DAC squad or with Kyrnovs squad. I expect to loose 2 of the squads with Uriah and Ky having to fall back into BSS 3 and 4. BSS 5 would be a camper/ rear guard wrap.
You could also wrap BSS3 and BSS4 into L shaps to Bubble wrap the DCA squads.


Sisters of Battle @ 2012/03/30 14:25:53


Post by: calypso2ts


If SB were an awesome weapon we would see GK foot slogging it all over the place to shoot theirs (which are even better than SoB w/ S5). Unfortunately, SB's actually kind of suck.

A unit sucking too much to be worth killing is not a justification for its inclusion or effectiveness.

Maybe if you only include good units in the army, then they will always be good rather than perform okay until someone bothers to blast them into oblivion. I stand by that position for Penitent Engines, Repentia, Command Squads, and anything with a Priest attached to it

Edit: A Vanilla Marine player? They did have a set of Assault Terminators I assume? A Land Raider delivering that cargo into that squad is like an auto loss imo. Especially since a pair of 20 man squads is just too big....Why? because after you lose 12-15 SoB's from the charge, there is no way for you to assault with the DCA dues to the giant brick of SoB's blocking out any more assaults...


Sisters of Battle @ 2012/03/30 14:34:02


Post by: Spidey0804


LOL lets not over think the SB thing its just a idea and the only reason that I would ever run it would be to see what it does. I wouldn't consider it for competitive play just a fun play thing.


Automatically Appended Next Post:
I got an RTT tomorrow and Im thinking of taking this list to see how it goes.


2000 Pts -Sisters of Battle -2000pt RTT TEST LIST



HQ: Uriah Jacobus, Protector of the Faith

Battle Conclave (9) Crusader 4 Death Cult Assassin 5
Rhino Searchlight; Dozer Blade;

HQ: Saint Celestine

Fast Attack: Seraphim Squad (10)
Seraphim Squad 9 Two Hand Flamers (x2)
Seraphim Superior Bolt Pistol; Eviscerator

Fast Attack: Dominion Squad (5)
Dominion Squad 4 Meltagun (x2)
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Twin-Linked Multi-melta; Shield of Faith

Elite: Repentia Squad (8)

Heavy Support: Retributor Squad (9)
Retributor Squad 8 Simulacrum Imperialis; Heavy Bolter (x3); Multi-melta (x1);
Retributor Superior Storm Bolter (x1)

Heavy Support: Retributor Squad (9)
Retributor Squad 8 Simulacrum Imperialisn; Heavy Bolter (x3); Multi-melta (x1);
Retributor Superior Storm Bolter (x1)

Heavy Support: Penitent Engine (2)

Troops: Battle Sister Squad (10)
Battle Sister Squad 9 Storm Bolter (x1);Multi-melta;
Sister Superior Storm Bolter (x1)
Rhino Searchlight; Storm Bolter(x2); Hunter-killer Missile;

Troops: Battle Sister Squad (10)
Battle Sister Squad 9 Storm Bolter (x1);Multi-melta;
Sister Superior; Storm Bolter (x1);
Rhino ; Searchlight; Storm Bolter(X2); Hunter-killer Missile;

Troops: Battle Sister Squad (10)
Battle Sister Squad 9 Storm Bolter (x1); Heavy Bolter;
Sister Superior Storm Bolter (x1)
Rhino Storm Bolter(X2); Hunter-killer Missile;


Sisters of Battle @ 2012/03/30 16:47:17


Post by: Jancoran


Id split the Seraphim into two Flamer squads. They perfrom well at both sizes and usually lose combat at both sizes. Better to run, give yourself two chances to regroup and two chances to flame again. The init change was pretty brutal to them in close combat. Take the singular Melta Dominion instead of 2. You have a fair amount of antitank already.


Sisters of Battle @ 2012/03/30 16:55:16


Post by: pretre


Put Uriah's searchlight on the last BSS Rhino.

Last thing in the world you want is for everyone to be able to see that rhino in NF.

Looks pretty okay. Let us know.


Sisters of Battle @ 2012/03/30 17:51:58


Post by: Spidey0804


This will be the first time Im actually going to run Seraphims since the new dex has come out. I was thinking of attaching Celestine to them to run them across the board behind the Dominions in front of the Repentia.


Automatically Appended Next Post:
Jancoran wrote:Id split the Seraphim into two Flamer squads. They perfrom well at both sizes and usually lose combat at both sizes. Better to run, give yourself two chances to regroup and two chances to flame again. The init change was pretty brutal to them in close combat. Take the singular Melta Dominion instead of 2. You have a fair amount of antitank already.


I would love to do this but I am short 1 flamer model to do it. I only have 18 Seaphim and 3 flamers I need to do some converting to make Inferno pistols on a couple of them and pick up about 10 more of them.


Sisters of Battle @ 2012/03/30 18:07:05


Post by: calypso2ts


More importantly lose the storm bolters from the BSS and throw Meltas on them instead. I also do not see the point in paying for 1 extra S4 shot from the superior on the Rets squad (since a bolter fires 1 at 24" and they should never move anyway).

I assume the last squads heavy bolter is there because they sit back on the objective, if the repentia are stealing their ride I would throw a dozer on it.


Sisters of Battle @ 2012/03/30 18:31:30


Post by: Spidey0804


calypso2ts wrote:More importantly lose the storm bolters from the BSS and throw Meltas on them instead. I also do not see the point in paying for 1 extra S4 shot from the superior on the Rets squad (since a bolter fires 1 at 24" and they should never move anyway).

I assume the last squads heavy bolter is there because they sit back on the objective, if the repentia are stealing their ride I would throw a dozer on it.


Ill pay the 3 points to get one more rending shot at 24, doesn't bother me and I have done the conversion for the RVS

This is the other list im considering


Arch-Confessor Kyrinov

Uriah Jacobus

Troops: Battle Sister Squad (20)
Battle Sister Squad 19 Meltagun (x1); Heavy Bolter
Sister Superior Storm Bolter (x1); Power Sword (x1)

Troops: Battle Sister Squad (20)
Battle Sister Squad 19 Meltagun (x1); Heavy Bolter
Sister Superior Storm Bolter (x1); Power Sword (x1)

Fast Attack: Dominion Squad (5)
Dominion Squad 4 Flamer (x1); Meltagun (x1)
Dominion Superior Combi-Meltagun (x1)
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Bolter

Fast Attack: Dominion Squad (5)
Dominion Squad 4 Flamer (x1); Meltagun (x1)
Dominion Superior Combi-Meltagun (x1)
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Bolter

Fast Attack: Dominion Squad (5)
Dominion Squad Flamer (x1); Meltagun
Dominion Superior Combi-Meltagun (x1)
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta

Battle Conclave (9) Crusader (4) Death Cult Assassin (5)
Rhino Searchlight; Dozer Blade

Heavy Support: Exorcist

Heavy Support: Exorcist

Heavy Support: Exorcist

Elite: Repentia Squad (5)

Elite: Repentia Squad (5)


I haven't run a Triple Exorcist list in a while, LOL I love having so many figures that I can switch up my stuff.


Sisters of Battle @ 2012/03/30 18:38:10


Post by: pretre


Ugh, not bad, but the Searchlight on the conclave needs to go.
You should make the Immos TL-MM.

Looks like one of your Doms has a typo (4 flamers).

Drop the power swords on the SoB, you'll never use them and upgrade to Multi-melta or another melta.

Edit: Oh, they are walking. Yikes. Yeah, not a fan so much.


Automatically Appended Next Post:
I would trade the Melta/Flamer combi on the Doms for Flamer/Flamer/Combi-Melta and put them in TL-MM.

Put double melta in one of the big girl squads and melta/MM in the other.


Sisters of Battle @ 2012/03/30 19:27:50


Post by: Amerikon


Spidey0804 wrote:This will be the first time Im actually going to run Seraphims since the new dex has come out. I was thinking of attaching Celestine to them to run them across the board behind the Dominions in front of the Repentia.

I don't see the utility in added Celestine to the Seraphim squad. You can move them together, but keep her split. She doesn't need protection and your opponent will probably try to drop her with something big. Worst case you get charged before you can split them up and the she gets broken while part of a unit she can't leave.

Jancoran wrote:Id split the Seraphim into two Flamer squads. They perfrom well at both sizes and usually lose combat at both sizes. Better to run, give yourself two chances to regroup and two chances to flame again. The init change was pretty brutal to them in close combat. Take the singular Melta Dominion instead of 2. You have a fair amount of antitank already.

I don't think that what you get from a second small Seraphim squad is worth what you lose by dropping a Dominion squad. At 2000 you really don't have buckets of anti-tank in this army and you really need to pop rides early to make the best use of the Seras, Heavy Bolters, and assault elements.


Sisters of Battle @ 2012/03/30 19:37:53


Post by: pretre


Completely agree with Amerikon.

If you add her to the Seraphim, it makes the whole thing more of a target.

By herself, she is just as effective (she adds nothing to the Seraphim) and gives you two units capable of messing stuff up.


Sisters of Battle @ 2012/03/30 20:41:36


Post by: Hollowman


calypso2ts wrote:Maybe if you only include good units in the army, then they will always be good rather than perform okay until someone bothers to blast them into oblivion. I stand by that position for Penitent Engines, Repentia, Command Squads, and anything with a Priest attached to it


There's really not much that will "always be good" in the codex (and transported Repentia are on that list), so coming up with an actual strategy and building your list around it is probably going to be in the cards.


Sisters of Battle @ 2012/03/30 21:56:07


Post by: Jancoran


pretre wrote:No, repentia are elites. I was saying don't give up a scoring unit's rhino for them, give up a retributor rhino.


Agreed


Sisters of Battle @ 2012/03/30 21:59:27


Post by: pretre


Jancoran wrote:
pretre wrote:No, repentia are elites. I was saying don't give up a scoring unit's rhino for them, give up a retributor rhino.


Agreed


Yeah, hard to justify bringing them if you don't have Ret rhinos for them.


Sisters of Battle @ 2012/04/01 04:46:14


Post by: Spidey0804


Just got back from a small RTT didn't to bad didn't do great. I'll put up a battle report later its after midnight now
I am however noticing that the Meta for GTs differ greatly than the Local Meta for the local RTTs I have been going too. Around here is really Xeno heavy so Im going to start tooling with a Meched up list for a bit.


2000 Pts -Sisters of Battle -2000pt GT Flamming Mech


HQ: Uriah Jacobus, Protector of the Faith

Battle Conclave (9) Crusader 4 Death Cult Assassin 5
Rhino Searchlight; Dozer Blade;

Fast Attack: Dominion Squad (10)
Dominion Squad 9 Simulacrum Imperialis Flamer (x4)
Dominion Superior Melta Bombs; Power Sword (x1); Plasma Pistol (x1)
Rhino Searchlight; Dozer Blade

Fast Attack: Dominion Squad (10)
Dominion Squad 9 Simulacrum Imperialis; Flamer (x4)
Dominion Superior Melta Bombs; Power Sword (x1); Plasma Pistol (x1);
Rhino Searchlight; DozerBlade

Fast Attack: Dominion Squad (5)
Dominion Squad 4 Meltagun (x2)
Dominion Superior Melta Bombs;Combi-Meltagun (x1)
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta

Heavy Support: Exorcist Searchlight

Heavy Support: Exorcist Searchlight

Heavy Support: Exorcist Searchlight

Troops: Battle Sister Squad (10)
Battle Sister Squad 9 Storm Bolter (x1); Heavy Flamer
Sister Superior Storm Bolter (x1); Power Sword (x1)
Rhino Searchlight; Storm Bolter(x2); Hunter-killer Missile

Troops: Battle Sister Squad (10)
Battle Sister Squad 9 Storm Bolter (x1); Multi-melta
Sister Superior Storm Bolter (x1); Power Sword (x1)
Rhino Searchlight; Storm Bolter(x2); Hunter-killer Missile;

Troops: Battle Sister Squad (10)
Battle Sister Squad 9 Storm Bolter (x1);Heavy Flamer
Sister Superior Storm Bolter (x1); Power Sword (x1)
Rhino Searchlight; Storm Bolter(x2); Hunter-killer Missile;

Total Cost: 1998


I know your going to say drop the Swords but I have been getting beat by 1 or 2 kills in CC and its getting old LOL. This list is meant to be a solid block of advancing armor and anything that gets close to it gets popped then roasted. The 4 Storm Bolter BSS squads were great they threw down round after round of shooting and I really like the configuration. I have enough tank busting in the other squads that just allow the BSS to just keep putting pressure on squads with the steady stream of fire.


Sisters of Battle @ 2012/04/01 19:00:26


Post by: Lucre


Do ya'll have any tips for playing Sisters at the 500-1000 point level? They are looking really attractive to me at the moment but I am having trouble theorycrafting some lists that can cover it's ass adequately at those levels.


Sisters of Battle @ 2012/04/01 20:03:06


Post by: Spidey0804


Whats your For Org look like at that level?


Sisters of Battle @ 2012/04/01 20:04:25


Post by: calypso2ts


At 500 points SoB build themselves. You need 2 troops so that means 2 units of SoB they need to be in Rhinos in general so that is about 400 points there. Just enough leftover to buy Celestine (who is a house at that point level).


Sisters of Battle @ 2012/04/02 12:53:09


Post by: Spidey0804


Unless you were going fearless foot than its Kyrniov. If its escalation I would add Jacob and DCA squad next. I dont know a big squad with Uriah in a power weapon plasma pistol and a small basic squad in rhino would work too. Two flamers or a flamer melta combination.


Sisters of Battle @ 2012/04/02 15:57:25


Post by: Lucre


Thanks guys!
I was having trouble wrapping my head around what the most important bases to cover would be in the 750 and 1000 point levels. Sisters have a lot of redundancy, and the defining features seem to be efficiency as specializations of the jobs they all seem redundantly capable of.

I was wondering if anyone had any insights on which aspects of the standard armies were most important, and how to shore up game against heavy infantry counts and fast/tricksy deployment stuff, while keeping the saturation of anti meq/mech shooting through the roof.


Sisters of Battle @ 2012/04/02 16:04:31


Post by: pretre


Lucre wrote:Thanks guys!
I was having trouble wrapping my head around what the most important bases to cover would be in the 750 and 1000 point levels. Sisters have a lot of redundancy, and the defining features seem to be efficiency as specializations of the jobs they all seem redundantly capable of.

I was wondering if anyone had any insights on which aspects of the standard armies were most important, and how to shore up game against heavy infantry counts and fast/tricksy deployment stuff, while keeping the saturation of anti meq/mech shooting through the roof.


If you go with an army similar to the one that I run, you work your way up like this (which gives you a thought as to how I make my armies).

Required Units first:
1 HQ - Celestine at low points levels since she is cheapest (Good all-rounder and opponent mindfeth)
2 Troops - No choice here. I usually go one far and one near (Far = HF/Melta or Melta/Melta, Near = Melta/MM). Rhinos are required unless at SUPER low points levels. (required)
If you go over 1500, add another Far troop.
If you get to 2000, add another Far troop.

From there, go for pain:
Add 1 Dominion (I like 2xFlamer, Combi-melta in a TL-MM Immo) and 1 Exorcist (Doms are AT and Anti-Horde, along with mind-feth, redeployment and Exo is anti-tank, LR)
Add Uriah and Conclave in Rhino (Anti-infantry at its finest)
Add additional Dom/Exo in pairs, if possible, until you reach 3 of each.
If you have extra points, go for Celestian with 2xMelta in a Immo (TL-MM or TL-HF) until you hit 3. (I like TL-HF and 2xMelta personally for this unit, mix of AT/AH)

Doms are great for Deployment shenanigans as you can give your entire army cover turn 1, block fire/movement lanes or redeploy during scout moves.



Sisters of Battle @ 2012/04/02 16:24:49


Post by: Lucre


Hmm
Well 2 180 point bare bones sister squads (2x10pt weapons), a saint and a minimized dominion squad with 2 meltas and melta immolator put me at 645. I'm just not sure where to go from there.

I guess I could go another route and have the 2 troop choices and the saint and take 2 exorcists but I would feel a little funny doing that without any real infantry thinning or board position adjustment besides roaming rhinos.

It does sound like this army can be really fun in mid/low point levels though, if you build in some contingencies. It looks like it can really super saturate with the things that are good in 5th edition. Flamers, ap1, strength 8, melta rules, cheap transports, bs4 on cheap models, power armor on cheap models.


Sisters of Battle @ 2012/04/02 17:06:51


Post by: pretre


2x10 Sisters - Rhino, HF/Melta - 190 ea
Celestine - 115
Dominion - 2x Flamer, Combi, TL-MM Immo - 170
Retributors - 4 HB - 85
750 on the nose.


Sisters of Battle @ 2012/04/02 17:13:20


Post by: Kirika


Frgsinwntr got 3rd overall at Colonial GT this past weekend so Sisters can definitely compete.

We were talking about running a squadron of Pertinent Engines for fun with ample terrain or rhino wall for cover could be viable. D6+2 strength 10 dread combat weapon attacks that get more attacks per wound inflicted sound pretty awesome. The av11 open topped not so much.


Sisters of Battle @ 2012/04/03 14:07:39


Post by: SisterJoey


Tiarna Fuilteach wrote:While trying to decide on my next army choice I came across SoB am just wondering are they hard to play? can they be competetive? what lists work/don't? are they fun to play?

Cheers


Save your time and especially your money. I always felt that GW has wanted to kill them off, but they must have pictures of someone buggering a goat, as they still are around. They just get continuously more and more mediocre. I have about 2500 points of them, and I have to tell you, while the cachet of having a girl army in a mans universe is appealing, it isn't for the faint of heart, or wallet. Even on those rare times you get a new unit, it is garbage, like Sisters Repentia, or Penitant Engines. All metal, of course.

The WD SoB "Codex" was the final nail in my 40K coffin. 6th Ed better be awesome. I have 4000+ IG, and about 1500 White Scars, as well, and the Sisters cost WAY more than either.


Sisters of Battle @ 2012/04/03 14:13:05


Post by: pretre


SisterJoey wrote:Save your time and especially your money. I always felt that GW has wanted to kill them off, but they must have pictures of someone buggering a goat, as they still are around. They just get continuously more and more mediocre. I have about 2500 points of them, and I have to tell you, while the cachet of having a girl army in a mans universe is appealing, it isn't for the faint of heart, or wallet. Even on those rare times you get a new unit, it is garbage, like Sisters Repentia, or Penitant Engines. All metal, of course.

The WD SoB "Codex" was the final nail in my 40K coffin. 6th Ed better be awesome. I have 4000+ IG, and about 1500 White Scars, as well, and the Sisters cost WAY more than either.

Although I agree with the premise that they are an expensive army and in need of update, I disagree with the other points.

Clearly GW has had ample opportunity to kill of Sisters and have not. As well, the army has not 'gotten more and more mediocre'. The army was gone through a number of iterations, getting more competitive and adding units over time:
2nd - Own Codex
3rd - Black book no codex, very weak
3rd - Chapter Approved (White Dwarf) codex, fairly strong
3.5 to 5th - Codex: Witch Hunters, strong to fair depending on edition
5th - Codex: SoB (White Dwarf), strong.

During this time, they have only really lost one true SoB / Eccles unit, Frateris/Redemptionists. They have gained a few units since the original books and maintain much of the flavor that they have always have. Is the WD codex awesome? No, but it isn't the worst thing to happen either.


Sisters of Battle @ 2012/04/03 19:34:59


Post by: SisterJoey


pretre wrote:
Clearly GW has had ample opportunity to kill of Sisters and have not.


Which makes the fact that GW seemingly refuses to offer a plastic set, or even give hopes that there will be any down the line, even more baffling. Core troops from any other army can be had in plastic, but not SoB. What future do the Sisters have if GW is moving away from metals to their joke of a product, Finecast? The WD "Codex" bodes ill, as well. Do not get me wrong...I love the SoB and my Martyred Lady army will be buried with me, but I just see no future in them, at all. As to their mediocrity, I can't really argue, as I haven't played them in 5th, (but that is more a reflection on 40K as a whole, not any particular army. I haven't played my IG, either, I hate 5th that much) BUT I wasn't too thrilled with the WD 'dex, especially removing the Inquisitors.


Sisters of Battle @ 2012/04/03 19:50:54


Post by: pretre


SisterJoey wrote:Which makes the fact that GW seemingly refuses to offer a plastic set, or even give hopes that there will be any down the line, even more baffling. Core troops from any other army can be had in plastic, but not SoB. What future do the Sisters have if GW is moving away from metals to their joke of a product, Finecast? The WD "Codex" bodes ill, as well. Do not get me wrong...I love the SoB and my Martyred Lady army will be buried with me, but I just see no future in them, at all. As to their mediocrity, I can't really argue, as I haven't played them in 5th, (but that is more a reflection on 40K as a whole, not any particular army. I haven't played my IG, either, I hate 5th that much) BUT I wasn't too thrilled with the WD 'dex, especially removing the Inquisitors.

And this is perhaps the problem, we don't really have any middle ground.

If you haven't even played 5th, I don't really know what to say. 5th is probaby the best that the game has been since it started, in terms of playability. If you're waiting for it to go back towards the way it was before, I think you're in for a long wait.
As for metal troops, GW has plenty of niche armies that use metal troops, there are at least 3 or 4 variants of Guard that all use metal for their core minis, that hasn't changed. Sisters have always been a more specialized army, that has not changed. I would love for their to be plastic sisters, and it may happen someday, but their lack is not some great conspiracy, it is economics.


Sisters of Battle @ 2012/04/03 20:04:05


Post by: calypso2ts


The only point I would disagree on is that SoB are 'strong'. A single GT 3rd place does not mean they are strong, the strong books are (IMO and in no particular order as subgroups)

Top Flight
Space Wolves
Grey Knights
Necrons
Imperial Guard

Strong
Black Templar
Blood Angels
Dark Eldar
Orks

Mediocre
Dark Angels
Sisters
Space Marines
Tyranids (I think these are between these two cats, they are better than people think)
Daemons (too unpredictable to be competitive)

Weakest
Tau (Also underrated, but generally show their age)
Chaos Space Marines (Just lack that extra punch to finish games)
Eldar (Competitive lists exist, but too many bad matchups)

More than anything else though, the current SoB really rely on that Uriah bomb to crush enemies along with Celestine to be a continued annoyance.


Sisters of Battle @ 2012/04/03 20:42:16


Post by: pretre


calypso2ts wrote:The only point I would disagree on is that SoB are 'strong'. A single GT 3rd place does not mean they are strong, the strong books are (IMO and in no particular order as subgroups)

More than anything else though, the current SoB really rely on that Uriah bomb to crush enemies along with Celestine to be a continued annoyance.


SOBs are working quite well and definitely fit in your list of 'strong' armies. But we can agree to disagree, because I'm not going to get into tiering.


Sisters of Battle @ 2012/04/03 22:42:37


Post by: Jancoran


I agree with pretre. I hope Pretre goes to the Ambassadorial Tournament May 12th and shows everybody whats up. My understanding is that he's taken them to tourneys and done well and on a personal level, would love nothing more than them to prove their matal against the best of the rest.

Only... I cant play cause im running it. But it would be awesome to see.


Sisters of Battle @ 2012/04/04 03:17:22


Post by: pretre


Where's the ambassadorial?


Sisters of Battle @ 2012/04/04 14:42:34


Post by: calypso2ts


pretre wrote:

SOBs are working quite well and definitely fit in your list of 'strong' armies. But we can agree to disagree, because I'm not going to get into tiering.


But this is your opportunity to create a thread akin to 'GK are the most overpowered codex' (that was yours right, that thing got looooong).

If you do get a chance to run them in some tournaments or even take some snapshots of games Pretre I would enjoy reading the reports and seeing them in action.

Did you end up experimenting the the Dual Conclave build at all?


Sisters of Battle @ 2012/04/04 15:01:42


Post by: pretre


calypso2ts wrote:But this is your opportunity to create a thread akin to 'GK are the most overpowered codex' (that was yours right, that thing got looooong).

If you do get a chance to run them in some tournaments or even take some snapshots of games Pretre I would enjoy reading the reports and seeing them in action.

Did you end up experimenting the the Dual Conclave build at all?

Well, I did run them at one local tourney and took first, which was nice. I posted about it a month or two back:
http://www.dakkadakka.com/dakkaforum/posts/list/429752.page

Then I had another kid in Feb and my 40k time hit the floor. I may be able to get back into 40k in a month or two. (Although I'm working on a Bjorn firepower list right now...)

For sisters, I haven't had a chance to practice with dual conclave. I was putting together a 2500 dual conclave for 'AB, but look like I don't need to anymore.


Sisters of Battle @ 2012/04/04 15:21:53


Post by: calypso2ts


I remember that rep and it was so well done I would love to see another! (then again I should probably contribute here at some point too)

I am having the same problem too, had my first in March and it has really bit into my painting/playing time. I think that is a good thing overall.

I had originally thought she would make good terrain, but she is a bit too wiggly and I definitely think she would eat (or try to) any troops that venture too close. Super dangerous terrain maybe?


Sisters of Battle @ 2012/04/04 15:28:36


Post by: pretre


calypso2ts wrote:I remember that rep and it was so well done I would love to see another! (then again I should probably contribute here at some point too)

I am having the same problem too, had my first in March and it has really bit into my painting/playing time. I think that is a good thing overall.

I had originally thought she would make good terrain, but she is a bit too wiggly and I definitely think she would eat (or try to) any troops that venture too close. Super dangerous terrain maybe?

I had one TO tell me I could bring my kid and field him as a Warlord Titan.

On topic though, it'll definitely be a couple months but I will definitely try to get some more reports. I think that there are some other folks who are more reliable at events than I am that need to speak up. frsinwntr is posting a recap from a recent tourney in the BR section.


Sisters of Battle @ 2012/04/04 17:17:20


Post by: Jancoran


pretre wrote:Where's the ambassadorial?


In Tacoma:

http://www.dakkadakka.com/dakkaforum/posts/list/438307.page


Automatically Appended Next Post:
calypso2ts wrote:I had originally thought she would make good terrain, but she is a bit too wiggly and I definitely think she would eat (or try to) any troops that venture too close. Super dangerous terrain maybe?


Make her be a close combat oriented Titan. That should keep it fluffy.


Sisters of Battle @ 2012/04/04 17:38:47


Post by: pretre


Tacoma isn't so bad, but that's still a really full day. 11-9 for gaming plus six to eight hours of driving.


Sisters of Battle @ 2012/04/04 18:14:33


Post by: Jancoran


That's what hotels are for! hey it's bragging rights at stake here! This is serious!


Sisters of Battle @ 2012/04/04 19:18:14


Post by: pretre


Jancoran wrote:That's what hotels are for! hey it's bragging rights at stake here! This is serious!

Hotels make it two days away. New baby. lol. You're trying to get me killed.


Sisters of Battle @ 2012/04/04 19:40:33


Post by: Jancoran


Thats true, i constructed this tournament as a ruse to lure you, knowing full well the wrath of a woman spurned (for you see...i have children too).

Suspecting your recent child spawning, I slowlly plan to needle you until finally you have no choice but to prove your armed supremacy...and promplty be eaten by a fire breathing dragon when you return home, melting perfectly good prize support in the process.

Am i so transparent?


Sisters of Battle @ 2012/04/04 19:46:32


Post by: pretre


I KNEW IT!


Sisters of Battle @ 2012/04/06 15:07:51


Post by: Spidey0804


Jancoran wrote:I agree with pretre. I hope Pretre goes to the Ambassadorial Tournament May 12th and shows everybody whats up. My understanding is that he's taken them to tourneys and done well and on a personal level, would love nothing more than them to prove their matal against the best of the rest.

Only... I cant play cause im running it. But it would be awesome to see.


I wish there was something on the east coast like this. Any of you guys planing on heading to Nova this year?


Sisters of Battle @ 2012/04/06 15:18:24


Post by: pretre


Spidey0804 wrote:I wish there was something on the east coast like this. Any of you guys planing on heading to Nova this year?

HAHAHAHAHA

Oh wait, you were serious. Yeah, no. I would LOVE to go to Nova, but it is unlikely that I will ever attend unless I hit the Powerball.


Sisters of Battle @ 2012/04/06 16:26:00


Post by: Spidey0804


Have you guys ever played another sisters player? What would the outcome be? Say Celestine Uriah bomb VS a Double Conclave.


Sisters of Battle @ 2012/04/06 16:27:12


Post by: pretre


Spidey0804 wrote:Have you guys ever played another sisters player? What would the outcome be? Say Celestine Uriah bomb VS a Double Conclave.

As with most mirror matches, it is up to skill.


Sisters of Battle @ 2012/04/06 17:12:36


Post by: Jancoran


I am not so sure there would be a mirror. So many different builds are possible. My petri dish approach is not the spamalicious Stelek type recipe people like and the horde sisters vs. uber elite sisters seems like it is a totally different matchup too.

Then theres the 9 Penitent Engine lists which are... feast or famine. When they go off, they go OFF on ya' , But getting them there is the real trick and terrain plays big.

My question is: would you rather have double conclave... or conclave + Repentia? I am finding that having both makes things pretty flexible. Conclaves can't really hurt a vehicle unless you use a few arco-flsgellants (I do use arcos). Even then it's 50/50 depedning on how many you took.



Skill plays big in every game. How the opponent deploys tells you a lot...a LOT...right up front.


Sisters of Battle @ 2012/04/06 17:15:53


Post by: pretre


Jancoran wrote:I am not so sure there would be a mirror. So many different builds are possible. My petri dish approach is not the spamalicious Stelek type recipe people like and the horde sisters vs. uber elite sisters seems like it is a totally different matchup too.

Woah woah woah. Slow down there, killer.

So because we use redundancy in our armies, we are 'spamalicious Stelek type's?

My question is: would you rather have double conclave... or conclave + Repentia? I am finding that having both makes things pretty flexible. Conclaves can't really hurt a vehicle unless you use a few arco-flsgellants (I do use arcos). Even then it's 50/50 depedning on how many you took.

Double conclave. The entire rest of your list is there for anti-vehicle. Conclaves are your anti-horde, elites. I do not use arcos.

Skill plays big in every game. How the opponent deploys tells you a lot...a LOT...right up front.

There are three ways to win or lose a game: List, Deployment, Actual Gameplay.


Sisters of Battle @ 2012/04/06 17:27:04


Post by: njpc


4th way to lose games: Beer.
Colonial: $1.50 drafts. I was watching some fantasy and 40k games. There was many a bad call due to a the easy of walking 10 feet from the 40K hall to the bar. No complaints there by the way.

Just thought i'd chime that in there


Sisters of Battle @ 2012/04/06 19:04:22


Post by: Spidey0804


Jancoran wrote:I am not so sure there would be a mirror. So many different builds are possible. My petri dish approach is not the spamalicious Stelek type recipe people like and the horde sisters vs. uber elite sisters seems like it is a totally different matchup too.

Then theres the 9 Penitent Engine lists which are... feast or famine. When they go off, they go OFF on ya' , But getting them there is the real trick and terrain plays big.

My question is: would you rather have double conclave... or conclave + Repentia? I am finding that having both makes things pretty flexible. Conclaves can't really hurt a vehicle unless you use a few arco-flsgellants (I do use arcos). Even then it's 50/50 depedning on how many you took.



Skill plays big in every game. How the opponent deploys tells you a lot...a LOT...right up front.


I was under the same impression... 30 Repentia multi assaulting against 3 Dominion squads isn't much of a match I think the Repentia would walk away with 6 KPs leaving the follow up for the engines to walk through the back line. Counter assaulted by DCA squads would then fall to the PEs as they beat them in the face over the next couple turns. Rets would then have to attempt to pick up the Repentia or the Engines if they are even still around. 3 Doms on 3 Doms would be who can crack what first. support form triple Excorsits would wipe PEs off the board if they get a good round of shooting. A blood bath either way you look at it.


Sisters of Battle @ 2012/04/06 20:17:25


Post by: Jancoran


pretre wrote:
Jancoran wrote:I am not so sure there would be a mirror. So many different builds are possible. My petri dish approach is not the spamalicious Stelek type recipe people like and the horde sisters vs. uber elite sisters seems like it is a totally different matchup too.

Woah woah woah. Slow down there, killer.

So because we use redundancy in our armies, we are 'spamalicious Stelek type's?


I said Stelek type RECIPE.


Sisters of Battle @ 2012/04/06 20:20:08


Post by: pretre


Jancoran wrote:
pretre wrote:
Jancoran wrote:I am not so sure there would be a mirror. So many different builds are possible. My petri dish approach is not the spamalicious Stelek type recipe people like and the horde sisters vs. uber elite sisters seems like it is a totally different matchup too.

Woah woah woah. Slow down there, killer.

So because we use redundancy in our armies, we are 'spamalicious Stelek type's?


I said Stelek type RECIPE.


It is the same thing. Casting aspersions where none are needed. You could have just said 'I don't do redundancy/spam; I do diversity/unorthodoxy.' without taking jabs at anyone.


Sisters of Battle @ 2012/04/06 23:52:39


Post by: Jancoran


Not really sure there was an aspersion. Just a generalization attached to the guy most tied to that line of thinking.

In any event, the point being made is that like most codex's you don't get the same basic matchup all the time, even with Sisters.

My friend likes the mech'd up Celestians still with no Repentia nor battle conclave. Kind of interesting choice. Leaves him wit ha LOt more bodies on the field. Its not actually a horde list (as in huge units) but its hordISH in that it has a large number in total.

That was about all I was saying really. And as an aside, I never met stelek but he'll take a shot, gratuitously, at anyone and makes a career out of it. So I dont have a lot of sympathy for the guy. but I was not likening anyone to him, personally. Just using his recipe as an example.


Sisters of Battle @ 2012/04/07 04:49:30


Post by: Inquisitor_Dunn


I'm taking double conclave to the Bugeater GT in Omaha in June. My army is currently being stripped and repainted.

So far it playes very well. I might try to squeeze in SpringCon in May up in Saint Paul also if I finish ahead of schedule painting wise.

I think SoB are a strong codex. They might lack variety, but they have the tools needed to do any job. It's the lack of numbers that leads to their lack of respect.


Sisters of Battle @ 2012/04/07 09:00:04


Post by: Jancoran


People see the codex as really simple and sort of...common? As in, not glitzy and filled with awesome sauce rules. Plain?

I for one can say that it's an illusion that you can disabuse a few people of.


Sisters of Battle @ 2012/04/07 18:47:49


Post by: J.Black


Inquisitor_Dunn wrote:
I think SoB are a strong codex. They might lack variety, but they have the tools needed to do any job. It's the lack of numbers that leads to their lack of respect.


This. The WD 'dex was a bit more powerful imho but the new one certainly has it's benefits.

When i first started playing SoB (nearly 3 years ago) I was the only one in my locale who used them..... Now I have moved cities, I am still the only one

I think SoB still have a surprise value when people first play against them; a WD 'dex will always be perceived as weak even when the player using it is regarded as a veteran. I expect cries of 'cheese' in the near future, especially if I win my next game against..... Draigowing GK


Sisters of Battle @ 2012/04/07 19:56:31


Post by: pretre


Draigowing is one of the easiest matchups for the new SOB. Too much S8 AP1 for them.


Sisters of Battle @ 2012/04/08 11:36:52


Post by: Hollowman


Jancoran wrote: would you rather have double conclave... or conclave + Repentia? I am finding that having both makes things pretty flexible. Conclaves can't really hurt a vehicle unless you use a few arco-flsgellants (I do use arcos).


Conclaves are the best counter assault in the codex, while Repentia excel in the early game midfield. They really don't serve the same role, so I wouldn't say the two units compete... if anything, Repentia and Dominions fill similar roles. They both flash forward in the early turns, looking to smash high priority targets, slow the enemies advance and throw a wrench into their tactics. The punch of turn one Dominion Immo shooting followed by a turn two Repentia assault can stall an advance like nothing else out there. What makes them different?

First, Repentia can assault vehicles. It's easy to say SoB have plenty of anti-vehicle (we do!), but you can rush Repentia up and be sure they will have a unit to hit, while conclaves tend to have to hang back waiting for transports to get popped... it's just tactically bad to rush your conclave to the front lines in most situations. I can play much more aggressively with Repentia, because any target is viable, and they can take down high priority targets more reliably and earlier in the game than most of the codex.

They are also faster after their first strike, which also lends itself to more aggressive play - they have an 13-18" threat range after hopping out of their rhino, which means they can hit a unit quite a bit more often than a conclave on foot. Plus if there is a vehicle nearby you can peel one or two off in a multi-assault and pretty reliably kill it, racking up kill points and breaking transports before they can reach your main lines.

Conclaves don't really do any of that - unless you are going against a foot horde list, in which case a conclave will probably outperform a Repentia squad in the midfield. But a foot horde list isn't really what I'd build an all comers list to deal with. Against most folks, Conclaves are guarding your backfield, or wiping up after other units pop open transports - they excel in the late game and backfield, which is an entirely different role.





Sisters of Battle @ 2012/04/09 05:16:27


Post by: Jancoran


I don't disagree. I was just wondering. I take both units myself. Well... thats not saying much. I have one of everything in the codex, literally, in the army! I say why choose right? Hehehe. It all has purpose.

Conclaves are brutal. They really are one of the better units. Arcos have /4+FnP and can kill all but the AV 14 vehicles, Crusaders have 3+i and can give your unit just enough fortitude and Assassins are 5+i but hit like freight trains. It's just a lot of good stuff wrapped i na good wrapper with a good bow on top.

Repentia Sisters are the chainfists most units wish they had for hitting dreadnoughts. They are also not terrible against certain hardened units. It's like having a scalpel: limited in what it can really cut efficiently, but exquisit at its job.

Wow. Long thread.



Sisters of Battle @ 2012/04/09 13:32:29


Post by: Spidey0804


Jancoran wrote:I Arcos have 6+i/4+FnP and can kill all but the AV 14 vehicles.



??? ok so you might be thinking of some hammer handed ones those pesky GK can do but we kinda get stuck at av 11... and Arcos dont have the sheild of faith special rule so no 6++

I think you were talking about Repentia... correct me if I'm wrong.


Sisters of Battle @ 2012/04/09 19:53:33


Post by: Jancoran


Naw i just got in a hurry. Post fixed. Got to talking about both and just 'went there" mentally because I used to use Repentia models for Arco-Flagellants. Oops.


Sisters of Battle @ 2012/04/10 13:13:18


Post by: Spidey0804


Jancoran wrote:Naw i just got in a hurry. Post fixed. Got to talking about both and just 'went there" mentally because I used to use Repentia models for Arco-Flagellants. Oops.


Thats what I thought.


Sisters of Battle @ 2012/04/11 03:22:47


Post by: Zefig


I'm a bit late to this party here, but I've got a couple tidbits from personal experience.

On the sub-1000 pt level: I played in an escalation league and Celestine rocked face. She's a powerhouse in CC at that level, and still has all her fancy tricks. Then I found out that named characters weren't allowed in the league so I had to switch out, which sucked. I tried an exorcist and it was pretty much useless, but swapping that out for HB rets was by far the best decision I made the whole league. They were brilliant.

Apoc-level: Celestine is possibly the best avenue for delivering a vortex grenade that you can get. Her high BS is actually useful, she can deep strike without too much risk, and she's one of a very few models that can come back if she hits herself with the grenade.


Sisters of Battle @ 2012/04/11 10:46:39


Post by: Jancoran


Yup.


Sisters of Battle @ 2012/04/11 13:13:09


Post by: Spidey0804


What is the purpose of Celsetians?

I have been trying to see why I would field this squad but I am having a hard time with it.

What I have come up with are a couple variations of what this squad could do.

6 Man Melta(2) combi melta PS in an MM immolator.
Small Unit Hunting/ Anit tank unit.

8 Man HF Melta, PlasmaP PS In rhino w HQ and priest with Eviscerator
TOOL BOX Squad possible for Kyrnov to project a larger fearless bubble.

I dont think I would take a 10 Man squad unless I was doing a Foot Horde list and even then Im not sold on them.

I think there real strength is as a tar-pit unit, small diversified and becoming fearless to keep them in combat so that something can counter assault. A Power weapon is needed in this squad and pistol for the Superior so she can have 4 power weapon attacks.

In an Immolator spam list I can see them being outfitted with Multi Melta Flamer PP PW in a Immolator which would be following the lead Immolators from the Dominions backed by exorcists and rhino-ed troops. These would jump forward turn 1 pop smoke and disembark midfield to add fire support to dominions.



Sisters of Battle @ 2012/04/11 13:40:22


Post by: pretre


Zefig wrote:On the sub-1000 pt level: I played in an escalation league and Celestine rocked face.

Celestine is great at just about any point level. The only problem point is when you approach 2000+ you have to ditch her to get enough points in your list. The sheer amount of disruption she can cause is ridiculous.

Spidey0804 wrote:What is the purpose of Celsetians?

Celestians have no purpose any more until you have filled out 2 HQ, 4 Troops, 3 Fast and 3 Heavy. Once you've done that, they are what you use to fill the remainder of your points if you're playing mech and don't have retributors. If you have retributors, then you take some Repentia and then Celestians.

As an FYI, I'm running one squad of Celestians with 2xMelta in a HF-Immo. Cheap and good enough to take care of business.


Sisters of Battle @ 2012/04/11 18:32:57


Post by: Jancoran


Celestians are the road bump unit for the army. They can get STR 4 and then stall a unit. Good at it too, generally.


Sisters of Battle @ 2012/04/11 18:38:29


Post by: pretre


Jancoran wrote:Celestians are the road bump unit for the army. They can get STR 4 and then stall a unit. Good at it too, generally.

My point is that there are much better units in every slot than Celestians*, so until you fill up all those other slots, you might as well just skip them.

(Troops being the exception, since Celestians can be made cheaper than BSS, although Celestians can't score.)

If they had made Celestians a troops choice if you took a Canoness, things might be different.


Sisters of Battle @ 2012/04/11 20:07:51


Post by: frgsinwntr


pretre wrote:
Jancoran wrote:Celestians are the road bump unit for the army. They can get STR 4 and then stall a unit. Good at it too, generally.

My point is that there are much better units in every slot than Celestians*, so until you fill up all those other slots, you might as well just skip them.

(Troops being the exception, since Celestians can be made cheaper than BSS, although Celestians can't score.)

If they had made Celestians a troops choice if you took a Canoness, things might be different.


celestians are a filler unit for armies greater than 2000pts

basically 4 battle sister squads is all you need for 2kpts and anymore is a waste. After that you've already filled all of your heavy, fast, and HQs... you just have the elite celestians now for double melta TL MM tanks now. Now I'm going to surprise you with this... I've been experimenting with celestians with a priest attached... not so bad actually after you get the fast/heavy/HQ slots filled.


Sisters of Battle @ 2012/04/11 20:17:35


Post by: pretre


frgsinwntr wrote:celestians are a filler unit for armies greater than 2000pts

basically 4 battle sister squads is all you need for 2kpts and anymore is a waste. After that you've already filled all of your heavy, fast, and HQs... you just have the elite celestians now for double melta TL MM tanks now. Now I'm going to surprise you with this... I've been experimenting with celestians with a priest attached... not so bad actually after you get the fast/heavy/HQ slots filled.

Exactly. I keep thinking about the priests for Celestians, it fits in the 5 girl unit in the Immo and potentially gets a S7+2d6 power weapon. Let us know how it works.


Sisters of Battle @ 2012/04/11 21:32:17


Post by: Jancoran


I use a 5 girl Squad with Kyrinov. they are a great escort for him, into combat when need be.


Sisters of Battle @ 2012/04/11 21:42:01


Post by: pretre


Why not just leave him with the Conclave, if you are sending him forward?


Sisters of Battle @ 2012/04/11 23:26:21


Post by: Jancoran


The Conclave needs no help, but the Celestians do. no sense putting the eggs in the same basket.


Sisters of Battle @ 2012/04/12 03:39:04


Post by: J.Black


Jancoran wrote:The Conclave needs no help, but the Celestians do. no sense putting the eggs in the same basket.


But you already said that Celestians are a 'roadbump'. Why put a high value unit like Kyrinov in such a unit? It's not as if he's going to improve their chances in CC that much


Sisters of Battle @ 2012/04/12 03:54:10


Post by: Jancoran


He's not "high value". And He's wasted in a unit that's already too cool for school is the point, J Black. His Simulacrum is not useful to them and his weapon means nearly nothing to them.

On the other hand, he boosts Celestians from merely speed bumpers to actually dangerous against SOME softer units. He benefits the Celestians far more than he does the other unit. Now you have a dangerous unit and a semi dangerous unit instead of a dangerous unit and a "meh". That's better in my mind.



Sisters of Battle @ 2012/04/12 04:05:57


Post by: ZebioLizard2


Jancoran wrote:He's not "high value". And He's wasted in a unit that's already too cool for school is the point, J Black. His Simulacrum is not useful to them and his weapon means nearly nothing to them.

On the other hand, he boosts Celestians from merely speed bumpers to actually dangerous against SOME softer units. He benefits the Celestians far more than he does the other unit. Now you have a dangerous unit and a semi dangerous unit instead of a dangerous unit and a "meh". That's better in my mind.



People actually fear S4 things with only two to three attacks that cost as much as a space marine, over a necron warrior's cost, but has lower T?


Sisters of Battle @ 2012/04/12 13:36:06


Post by: pretre


I think that if you're going to put Kyrinov somewhere other than a conclave, it should be in a retributor unit.

Centering him in between 3 Rets means they are all fearless, get 1/6 of their faith points back and one of them gets a free Simulacrum.


Sisters of Battle @ 2012/04/12 14:11:41


Post by: calypso2ts


pretre wrote:I think that if you're going to put Kyrinov somewhere other than a conclave, it should be in a retributor unit.

Centering him in between 3 Rets means they are all fearless, get 1/6 of their faith points back and one of them gets a free Simulacrum.


This is exactly what I was thinking. Too bad it wastes his re-roll in CC.


Sisters of Battle @ 2012/04/12 14:15:30


Post by: pretre


calypso2ts wrote:
pretre wrote:I think that if you're going to put Kyrinov somewhere other than a conclave, it should be in a retributor unit.

Centering him in between 3 Rets means they are all fearless, get 1/6 of their faith points back and one of them gets a free Simulacrum.


This is exactly what I was thinking. Too bad it wastes his re-roll in CC.


Yeah, but he is much more a support character than Jacobus. He just doesn't lend enough to a conclave for me to want to waste him. If I could take a 9 girl troop squad, I'd put him in there, but alas.


Sisters of Battle @ 2012/04/12 16:31:35


Post by: Spidey0804


pretre wrote:
Yeah, but he is much more a support character than Jacobus. He just doesn't lend enough to a conclave for me to want to waste him. If I could take a 9 girl troop squad, I'd put him in there, but alas.


agree, I like him in a block of 20 sisters, hard to root out. Standing beside some Rets makes for a nice bubble wrapped fearless heavy and he can always jump out and join another squad.


Sisters of Battle @ 2012/04/12 18:45:14


Post by: Jancoran


ZebioLizard2 wrote:
People actually fear S4 things with only two to three attacks that cost as much as a space marine, over a necron warrior's cost, but has lower T?


I dont recall using the word fear in conjunction with them. Nope. Just checked. Never said that. What I said was... He makes Celestians better. He doesn't make the Conclave any better. So why suggest putting him there? There's really no point.

Also: no point in putting him in retributors, because then his bubble only helps one unit that realistically, won't need it that much. Be dead too soon to matter if they are any threat to the enemy. And if not a threat, he's doubly wasted.


Sisters of Battle @ 2012/04/12 19:01:14


Post by: pretre


Jancoran wrote:I dont recall using the word fear in conjunction with them. Nope. Just checked. Never said that. What I said was... He makes Celestians better. He doesn't make the Conclave any better. So why suggest putting him there? There's really no point.

He makes the conclave fearless and gives them rerolls on the charge, not to mention giving the frontline a fearless bubble. How is that not good?

Also: no point in putting him in retributors, because then his bubble only helps one unit that realistically, won't need it that much. Be dead too soon to matter if they are any threat to the enemy. And if not a threat, he's doubly wasted.

6" Bubble means that you can easily make three retributor squads fearless. And give them a Laud Hailer for recovering Faith. And give one squad a free Simulacrum. So that means your opponent has to either shoot the rets dead to the girl, or have to assault them. If they assault, you now have a power weapon with good WS in the unit, so they have to take it seriously.

I'm not saying he's the best ever (which is why I don't run rets or Kyrinov in most of my lists), but he helps out a Ret heavy army a lot more than sitting in a Celestian squad.


Sisters of Battle @ 2012/04/12 22:20:21


Post by: Jancoran


Can't have him in two places at once. Lol.

He makes them fearless at the frontline in the Celestian Squad also! So who cares where he's doing it from? Net zero on that end.

Conclave rerolls hardly matter when my conclave is pumping out what... 40 attacks of varying sorts? I mean... that's brutal and besides if you are TOO effective you end up out in the open (which unfortunately happens WITHOUT Kyrinovs help with alarming frequency). How is that...helping really? It's not helping in a good way.

If you put all the Retributors in one place you're making a mistake. Their range is too short for doing that. Wreckage and other LOS issues will make that look like a terrible idea at some point in the game and if something nasty gets to them, it's getting ALL of them. God forbid if the enemy has Colossi or something like it before that even happens.

Since I wouldn't ever use 3 Retributor Squads I guess for me its a moot point, so I just chalk this up to playstyle differences. For me, better to have more units be better than one unit be hellatiously awesome. I don't need them to be. I just need them to do their jobs and die when I need them to die (tactically).












Sisters of Battle @ 2012/04/13 02:22:38


Post by: pretre


40 attacks with rerolls isn't too much against two boyz squads. or a TWC death star.


Automatically Appended Next Post:
And obviously I wasn't sayin both at once. I was giving two better places than with Celestians. Heck disembark a BSS on your home objective an put him there. Still better.


Sisters of Battle @ 2012/04/13 16:28:28


Post by: Jancoran


This is definitely a playstyle thing. I'm not going to leave 5 forward units without his benefit to make ONE unit in the back stick better. Im not going to waste a simulacrum and a good weapon on a unit that will likely never use it and who, when using it, might benefit only marginally from it. And Im not putting it in a forward unit that has no need of a simulacrum. Im not goiung to group three Sisters units that close in the BACK in any games.

And thats just list and playstyle mostly, I think. Not impirically correct. Just correct for how my forces end up moving and deploying.


Sisters of Battle @ 2012/04/13 17:43:23


Post by: pretre


Are we still going on on this one?


Sisters of Battle @ 2012/04/13 21:13:45


Post by: Jancoran


I suppose not.


Sisters of Battle @ 2012/04/16 12:40:55


Post by: Spidey0804


OK so im looking at building my Nova Open List and I wanted to start practicing with it. Im looking at a triple dom triple exorcist list. My question comes with should I go THF Immy trip melta or TWMM double Flamer Combi Melta on the squad?


Sisters of Battle @ 2012/04/16 12:56:11


Post by: meh_


Think this way - if most of the time you will be scouting ahead to alpha strike or outflank to hit f.e. hidden medusa, then MM Immo with melta's inside would be much better, because then you can pop two transports.

I'd say have at least 1 MM Immos with 2/3 x melta. You can add heavy/flamers to your regular troops (with M/MM combo on the home objective sitting one) instead.


Sisters of Battle @ 2012/04/16 14:45:35


Post by: pretre


I disagree. I run TL-MM 2xFlamer, Combi-Melta on my doms.

Generally, you have so much melta, you need some anti-horde. I don't think I've ever had a game where I said 'Wow, I wish I had more melta.' I've definitely said the opposite.


Sisters of Battle @ 2012/04/16 14:48:31


Post by: Spidey0804


I'm going to agree with Pretre on this one I think that's the way I'm going to be leaning. I have a Repentia squad going in the list also so I'm not really worried about opening up vehicles at all.


Sisters of Battle @ 2012/04/17 04:18:02


Post by: Dervos


I really feel like sisters could get away with not taking flamers because of all of the sister and rhino bolts without even having to take retributors.

I feel like i'm biased against flamers solely because my friend is a very smart tyranid player and almost always has his units at max coherency so I'm lucky if i hit 2 or 3 nids with it which doesn't seem any better than a boltgun to me if they are going to be in my rapidfire range anyway, but that's just my personal situation.

I like to use my dominions in a slightly different way, and its probably a lot more risky since I pour so many points into them. I take 3 10 man squads with 4 melta guns. I used to take combi-meltas on all of the superiors but I decided that it was more worthwhile to me for every single squad of sisters in my army to have melta bombs instead of a one shot melta gun. I like krak grenades but I bet something will get into combat with me that will need that extra penetration roll.

I like a 5 man squad with two melta guns and a multi-melta immolator because they can either ride around in it all day before they get shot out, or they can get out and do their job, and if they die in the process that immolator has a multi-melta instead of it being a rhino with a bolter.

I used to gush all over exorcists and auto take 3 all the time for their 48" AP1 STR 8 guns but the D6 hits really messes with me and just doesn't seem as impressive in game as it does on paper. Which is why I've started going over to 3 squads of 5 girl squads of retributors instead. I know exactly what I'm bringing and if I get off any rending shots that just icing on the cake.

So for 2k its like

Jacobus
x6 dca
x3 crus
rhino

kyrinov
x6 dca
x3 crusader
rhino

x3 10 dom squad
x4 meltaguns
melta bombs
chain sword
rhino

x3 10 BS squad
x2 melta gun
chainsword
melta bombs
rhino

x3 5 retributors
x4 heavy bolters
storm bolter
melta bombs
chain sword

1999 if my math isn't off, just enough point for a searchlight i guess.

Also I have to say I like the storm bolter on a retributor superior that you were talking about earlier in the thread. I would have never considered it otherwise with the massive amount of BLAM storm bolters usually get compared to other weapon options.


Sisters of Battle @ 2012/04/17 13:38:07


Post by: pretre


Dervos wrote:I really feel like sisters could get away with not taking flamers because of all of the sister and rhino bolts without even having to take retributors.

You think that until the first time you run up against Green Tide.

I feel like i'm biased against flamers solely because my friend is a very smart tyranid player and almost always has his units at max coherency so I'm lucky if i hit 2 or 3 nids with it which doesn't seem any better than a boltgun to me if they are going to be in my rapidfire range anyway, but that's just my personal situation.

Two words: Tank Shock.
You tank shock a squad into a tight formation and then pop out to flame them.

Also I have to say I like the storm bolter on a retributor superior that you were talking about earlier in the thread. I would have never considered it otherwise with the massive amount of BLAM storm bolters usually get compared to other weapon options.

Storm bolters on Rets is a good idea since it can pen AV12.


Sisters of Battle @ 2012/04/17 15:18:37


Post by: Dervos


pretre wrote:
You think that until the first time you run up against Green Tide.


What's the Green Tide ? Is that a particularly large build of orks? I've only played against Orks one time but the guy's army wasn't that big, had a lot of copterz and kanz and it was 2 years ago I think....

Edit: Just looked it up, wow 180 orks sounds really impressive , I wonder if Tyranids can pull this off as well. That's a lot of models...

pretre wrote:
Two words: Tank Shock.
You tank shock a squad into a tight formation and then pop out to flame them.


You know I can't really say that I've ever used tank shock like that before, usually just to barge my way through to get somewhere.


pretre wrote:Storm bolters on Rets is a good idea since it can pen AV12.


Gotta love it when it works, I don't have much luck with my faith rolls at all.


Sisters of Battle @ 2012/04/17 15:43:23


Post by: pretre


Dervos wrote:What's the Green Tide ? Is that a particularly large build of orks? I've only played against Orks one time but the guy's army wasn't that big, had a lot of copterz and kanz and it was 2 years ago I think....

Edit: Just looked it up, wow 180 orks sounds really impressive , I wonder if Tyranids can pull this off as well. That's a lot of models...

Yeah, you need the flamers to try to whittle down all those bodies. Nids can do it, but not very successfully.

pretre wrote:
Two words: Tank Shock.
You tank shock a squad into a tight formation and then pop out to flame them.

You know I can't really say that I've ever used tank shock like that before, usually just to barge my way through to get somewhere.

I'll give you another one then. Say you want to charge your conclave at a unit in cover, but don't want to swing last. Tank shock the unit in cover so that your vehicle is left in the cover and the models in the unit you want to charge are displaced out of the cover. Then charge with conclave.


pretre wrote:Storm bolters on Rets is a good idea since it can pen AV12.

Gotta love it when it works, I don't have much luck with my faith rolls at all.

And that's why I don't run Rets. Faith is too unreliable now. At least with Exos, I know what I'm dealing with.


Sisters of Battle @ 2012/04/18 14:05:28


Post by: Spidey0804


pretre wrote:
And that's why I don't run Rets. Faith is too unreliable now. At least with Exos, I know what I'm dealing with.


your guaranteed 3 shots min if you go first and you have a target. After that its a crap shoot.


Sisters of Battle @ 2012/04/18 15:55:29


Post by: Jancoran


Faith is unreliable but you also rely on it a lot less now. So on one hand, you're right. On the other hand, not gettign the Rending doesn't make them impotent for a round. It just changes what they are going to go after that round. Just food for thought.

I like having one unit of them in there. I dont go hog wild on them like a lot of Sisters players report that they do but having one makes sense.


Sisters of Battle @ 2012/04/18 16:01:21


Post by: pretre


Jancoran wrote:Faith is unreliable but you also rely on it a lot less now. So on one hand, you're right. On the other hand, not gettign the Rending doesn't make them impotent for a round. It just changes what they are going to go after that round. Just food for thought.

I like having one unit of them in there. I dont go hog wild on them like a lot of Sisters players report that they do but having one makes sense.


Right, having 3xRets can be pretty tough if you blow faith. You do get to choose your targets but if you have no LR anti-tank that round, you're kinda screwed.


Sisters of Battle @ 2012/04/18 19:43:52


Post by: Jancoran


that is in the top ten reasons not to do three units! I wont convert anyone to my way of thinking on that but i feel relying on that as your antitank might be a mistake (not that you, in particular, do).


Sisters of Battle @ 2012/04/18 20:06:02


Post by: pretre


On this, at least, we agree. 3x Rets is kind of a silly list.


Sisters of Battle @ 2012/04/18 20:26:57


Post by: Spidey0804


Dervos wrote:

Jacobus
x6 dca
x3 crus
rhino

kyrinov
x6 dca
x3 crusader
rhino

x3 10 dom squad
x4 meltaguns
melta bombs
chain sword
rhino

x3 10 BS squad
x2 melta gun
chainsword
melta bombs
rhino

x3 5 retributors
x4 heavy bolters
storm bolter
melta bombs
chain sword

Also I have to say I like the storm bolter on a retributor superior that you were talking about earlier in the thread. I would have never considered it otherwise with the massive amount of BLAM storm bolters usually get compared to other weapon options.


Your still very Melta heavy with trip dom squads in rhinos that will scare lots of people into making mistakes, The double conclave is for cleaning up the messes and the Rets are on Large Squad clean up, its a solid list (they really wouldnt be used for Anit Vehicle in this list). Its a very points efficient list with max bodies for the job. I really dont think it would fair well against guard though. I might be wrong I think the army would probably stall out mid field.


Sisters of Battle @ 2012/04/18 22:27:58


Post by: Dervos


Spidey0804 wrote:
Your still very Melta heavy with trip dom squads in rhinos that will scare lots of people into making mistakes, The double conclave is for cleaning up the messes and the Rets are on Large Squad clean up, its a solid list (they really wouldnt be used for Anit Vehicle in this list). Its a very points efficient list with max bodies for the job. I really dont think it would fair well against guard though. I might be wrong I think the army would probably stall out mid field.


Thank you for the short summary, I was wondering if it looked ok. I guess I did all right, well except for pretre and jancoran thinking x3 rets is silly but I understand, it is a little silly I suppose

I think my very first game of Warhammer40k was against IG, me and a new dark eldar player teamed up together to play a teaching game with the guard player. That was 3 years ago I think? I have not seen a single imperial guard player since, my group has GK, DE, Tyranids, and Tau, I have Eldar, Sisters of Battle, (as soon as I'm done painting my eldar and SOB >_> I can start assembling my 1k chaos daemons of khorne yipee.) We proxy a bunch of stuff with cardboard after about 1800 points . I got 4 rhinos, 4 DCA, 2 crusaders, celestine, uriah, 22 boltgun sisters, 4 melta guns and 3 sisters superior with the power sword, most of them from ebay but still the cost is bonkers, I would like to have at least a 1,000 points in actual models at some point.

errr i'm getting off track, honestly I have no way of knowing until I try it against one.

I drop exorcists, our only long range AT fire option (multi-meltas and plasma guns are nice but not what I consider long range, this is still the realm of rapid fire and assault weapons to me) I dropped it, I have melta weapons everywhere, I can live with getting close to shoot tanks because SOB is inherently mid-range with our available options anyway, my whole army will be in relative proximity, expect for the rets. I would take more melta guns(combi-melta) but I just hate the one and done gun.

But retributors on the other hand! I would love to have a 36" anti horde gun on a squad that doesn't need to worry about taking objectives or moving, sure sisters have 24" boltguns....if they don't move and they will be moving whether they are in a rhino or not. They'll probably be more vulnerable than a exorcist but do you shoot at the backboard heavy bolter squads or do you shoot at the rhino careening towards your battle lines? Well if the player has the choice they;ll probably do both.

I'm pretty happy with the list I usually get carried away with extra options. I spend so much time writing lists, but its so much fun

As far as faith goes, I either

A. End up using it all on the dominions
B. Forget to use it at all

My fault really, I gotta keep my self from thinking its ok not use to what's available to me during the game even if I do forget, it just seems not to matter much, but boy when you really need it and it comes up it's great ain't it?

I know it's possible for ret's to rend, far be it from me to knock rending but my poor experience with rangers has associated rending in a negative light, which is why I don't use it for vehicle hunting, although it could technically work if I had no other choice but to try and do it, I'd probably just forget

Sorry if that was kinda rambling.

Edit: O Jancoran I think I saw you over at another forum in a sister thread, I'm glad most of our sister players over there I think are occupied with other things, nobodies touched the tactica in months I think. Apart from the occasional thread question and rare battle list that's about it. There seemed to be a bit more of a sister force presence on dakka though, but that just might be me thinking wishfully


Sisters of Battle @ 2012/04/19 02:30:42


Post by: Jancoran


Dervos:
I dunno. I didn't really post much on Dakka til recently. I dont know why. Just didn't.

Got more interested in forums in general once i started working on the Ambassadorial Tournament. It made it necessary for me to get on a few more so I did.

Sisters of Battle are the tourney army I have won very consistently with. In the old version I was very good with them. in the new edition it has been equally good. However I have used them a lot less since the new edition because I have armies from 7 codex's and i just tend to migrate a bit. I'm really a Tau player that played Sisters because they were painted better. Thats basically the reason. Cant argue with success though. i do love Sisters of Battle. I got a garage full of toys they won for me!


Sisters of Battle @ 2012/04/19 13:20:51


Post by: Spidey0804


Dervos wrote:

As far as faith goes, I either

A. End up using it all on the dominions
B. Forget to use it at all


Edit: O Jancoran I think I saw you over at another forum in a sister thread, I'm glad most of our sister players over there I think are occupied with other things, nobodies touched the tactica in months I think. Apart from the occasional thread question and rare battle list that's about it. There seemed to be a bit more of a sister force presence on dakka though, but that just might be me thinking wishfully


As for the faith thing I still forget every now and then too lol. It just takes time getting used to it.

What other forum are you on?


Sisters of Battle @ 2012/04/19 13:39:54


Post by: pretre


The one that I had the hardest time with in the new codex was Shield of Faith. Remembering the 6+ for vehicles always trips me up.


Sisters of Battle @ 2012/04/19 13:57:32


Post by: Spidey0804


pretre wrote:The one that I had the hardest time with in the new codex was Shield of Faith. Remembering the 6+ for vehicles always trips me up.


I love the look on someones face when you shield of faith things off.


Sisters of Battle @ 2012/04/19 14:01:26


Post by: pretre


Yeah, it is certainly rare, but has served me well. It usually works out on my Exorcists, amusingly enough.

"Roll to pen and on the pen table. Aww crap, wrecked. Oh wait, Shield of Faith! And... a 6..."



Sisters of Battle @ 2012/04/19 16:34:18


Post by: Spidey0804


I like when my PEs are slugging it out and that lone power fist hits and you go... Nope Shield of Faith.


Sisters of Battle @ 2012/04/19 16:35:38


Post by: Dervos


Not to advertise, but the other forum I mentioned was referring to Warseer, like I said, I came over for the SOB discussion; but it's getting hard to find things to talk about though.

Why would a 6" melta pistol cost 5 points more than a regular melta gun? I guess it's to reflect their ability to use 2 pistols as an "addtional cc" weapon to give them another atk...

I'm not sure why Seraphrim have a WS4 when they are kitted out for shooting,

Celestians are boggling.., they have the same exact loadout options as battle sisters but cost slightly more, because of one more attack and ws with a special rule that wants to encourage close combat, yet they have no options to be kitted out for it. They talk about how their numbers were drawn from former dominions and retributors but then talks about their "ardour in battle" giving them the strength to split skulls. I find it hard to split skulls with the flat end of a boltgun

O shield of faith, my group keep calling them "jesus saves" and shout "For the Emperor" when I roll them, it's pretty cool having a blanket invuln save for the entire army, the only other army that has something like that is daemons I think


Sisters of Battle @ 2012/04/19 17:01:28


Post by: pretre


Inferno pistols are costed for the extra CC attack and for Seraphim for the extra shot.

Celestians and Celestian Commands have their faith acts mixed up. Celestians should have the shooty one and CC should have the assaulty one.


Sisters of Battle @ 2012/04/19 19:30:33


Post by: Jancoran


I like Celestians for one reason: They remind me of Striking Scorpions in how you use them. Fire your pistols, assault at STR 4 with the cool ability. They don't get as many attacks but are also not as expensive. Being Fearless, either because Kyrinov is around (as he would be in my army) or because their Act of Faith makes them that way insures they do what Striking Scorpions can't guarantee: they stick into the enemies next round. Think of them as white blood cells. hehehe. Dont need many of them either as long as you're aggressive with them. they should "dissolve" on the correct phase allowing you to blast whats left, while having 'taken one for the team".



Sisters of Battle @ 2012/04/19 19:40:08


Post by: pretre


The problem is, and I know we've talked about it previously, that every other slot has better units that Celestians that you should probably take first.

You can certainly find uses for them, but they aren't optimal.


Sisters of Battle @ 2012/04/19 20:35:53


Post by: Jancoran


optimial is sometimes a function of playstyle.

I'll give you an example (a short one):

I explained to a player yesterday how it is good if my Tau Stealthcloud, worth over 300 points, loses to an assault squad coming from a Land Raider. He was quite adament until i explained it all to him. then he was like "oh...good idea". Long conversation, too long for here.

Getting that assault squad OUT of their indomitable shell means you can kill them. letting them stay in longer means you have to take on the indomitable shell for more rounds and they are that much stronger when you are that much weaker.

So there are advantages, good ones, for giving up units. and why take a "more optimal" unit if your plan isn't to survive. It's to let the wookie win.



Sisters of Battle @ 2012/04/19 20:39:15


Post by: pretre


Yeah, but you can do the same thing without sacrificing a 300 point unit.


Sisters of Battle @ 2012/04/19 21:47:27


Post by: Shandara


pretre wrote:The problem is, and I know we've talked about it previously, that every other slot has better units that Celestians that you should probably take first.

You can certainly find uses for them, but they aren't optimal.


It was really a downer when the celestians in the command squad can take close combat weapons, but the actual celestian squad can't.

With WS4 and +1 Str... if only you could equip them all with power weapons and have a non-conclave assault unit.

And then even the command squad can only take chainswords. The amount of customisation we have is pitiful when you consider other codices.


Sisters of Battle @ 2012/04/19 21:59:05


Post by: pretre


No argument.


Sisters of Battle @ 2012/04/19 22:06:01


Post by: Jancoran


pretre wrote:Yeah, but you can do the same thing without sacrificing a 300 point unit.


Oh i wouldn't lose the unit. thats the best part.

=)


Automatically Appended Next Post:
Shandara wrote:
The amount of customisation we have is pitiful when you consider other codices.


...and yet we win. So really...

I am sure most people who have played anything approximating a competent Sisters of Battle General has found they are a lot better than people thought initially. Those who still nay say it verbosely probably haven't gotten their spanking yet.

Every codex has give and take when they come out. i am very satisfied with some of the major Game Cons and how the sisters are faring. I've heard of them taking second at 60+ player events that are 6 or more games. That's darn good. I've even heard of them winning tournies (still haven't put mine in a tourney yet since I have to paint again).

I have to say: I'm not a sad Sisters of Battle player.


Sisters of Battle @ 2012/04/19 22:38:36


Post by: Shandara


I'm not naysaying that we have a bad codex, just wishing they'd gone that extra mile and give us the customisation options to make some subpar units actually moderately useful.


Sisters of Battle @ 2012/04/20 07:32:54


Post by: meh_


At least, they could have just added a rule from apocalypse, where Repentias and PEs lose their Rage USR while being near 6" Canoness...


Sisters of Battle @ 2012/04/20 11:46:48


Post by: calypso2ts


meh_ wrote:At least, they could have just added a rule from apocalypse, where Repentias and PEs lose their Rage USR while being near 6" Canoness...


This would have made both units much better and given you an actual reason to field a Canoness - I like it a lot. I think being in range of a confessor/priest would be more appropriate, but there are already 10 power weapon wielding reasons to take them.


Sisters of Battle @ 2012/04/20 14:07:31


Post by: pretre


calypso2ts wrote:
meh_ wrote:At least, they could have just added a rule from apocalypse, where Repentias and PEs lose their Rage USR while being near 6" Canoness...


This would have made both units much better and given you an actual reason to field a Canoness - I like it a lot. I think being in range of a confessor/priest would be more appropriate, but there are already 10 power weapon wielding reasons to take them.


"You got armor problems? I feel bad for you son; I got 99 problems and armor saves ain't one."

That would have been a cool and flavorful rule. Other things that would have helped the dex without adding a lot of time and effort or new units:
- PEs in Elite slot (we really thought this was going to happen after the first book based on their order in the list)
- Swap the two Celestian unit's faith powers
- Allow multiple rolls for faith (the FAQ nerfed this)
- Force Org switches (Celestians as Troops if you take a canoness or Seraphim as troops if you take a JP canoness)
- Retain wargear for Canoness from C:WH

ANYWAYS...


Sisters of Battle @ 2012/04/20 15:08:32


Post by: Spidey0804


pretre wrote:

That would have been a cool and flavorful rule. Other things that would have helped the dex without adding a lot of time and effort or new units:
- PEs in Elite slot (we really thought this was going to happen after the first book based on their order in the list)
- Swap the two Celestian unit's faith powers
- Allow multiple rolls for faith (the FAQ nerfed this)
- Force Org switches (Celestians as Troops if you take a canoness or Seraphim as troops if you take a JP canoness)
- Retain wargear for Canoness from C:WH


Those would be awesome! I would be taking a cannoness all the time!


Sisters of Battle @ 2012/04/20 15:10:00


Post by: pretre


Yeah, a super elite canoness army would have been cool. Oh well.


Sisters of Battle @ 2012/04/20 20:07:42


Post by: Spidey0804


I would have liked to see a named cannoness also, or may be one from each Order, like the Marine Chapter Captains.


Sisters of Battle @ 2012/04/20 20:09:42


Post by: pretre


Helena the Virtuous would have been an easy one. Although since they mentioned that each order had a style based on their founder, that would have been an easy adaptation based on which Canoness you took.


Sisters of Battle @ 2012/04/20 20:21:08


Post by: frgsinwntr


pretre wrote:Helena the Virtuous would have been an easy one. Although since they mentioned that each order had a style based on their founder, that would have been an easy adaptation based on which Canoness you took.


there was another special character cannoness... what was her name?

Anyways back to the celestians

So... I've tested out celestians.

They are only worth it if you want to run all seraphim in place of dominions.

I've come to the conclusion that my favorite fast attack load out is this...

2 units of dominions with 2 meltas each, and a combi melta with a MM immolator.
1 unit of seraphim with 2 twin hand flamers....

Its surprising how much dmg the twin hand flamers do vs a hoard of ork boyz, gene stealers, or even marines... if you cover 5 models or more with each template.


Sisters of Battle @ 2012/04/20 20:32:46


Post by: pretre


Good to know.

Saint Praxedes of Ophelia, btw.


Sisters of Battle @ 2012/04/20 20:37:50


Post by: Spidey0804


For the Fluff....
http://warhammer40k.wikia.com/wiki/Adepta_Sororitas
Its one of the most complete SOB sites you can find


Sisters of Battle @ 2012/04/20 20:43:01


Post by: Amerikon


pretre wrote:
- Swap the two Celestian unit's faith powers


This! 1000 times this!

Relentless Celestians would be such a cool unit, especially if the Canoness unlocked them as troops.


Sisters of Battle @ 2012/04/20 21:18:38


Post by: pretre


Amerikon wrote:
pretre wrote:
- Swap the two Celestian unit's faith powers


This! 1000 times this!

Relentless Celestians would be such a cool unit, especially if the Canoness unlocked them as troops.

Not to mention Celestians with BP/CCW, FNP, S4, I4, Fearless, Preferred Enemy would actually at least be entertaining.


Sisters of Battle @ 2012/04/21 09:00:32


Post by: Jancoran


Ah wish listing. So fun.

Speaking of that, can anyone tell me the Penitent Engines, which are now slower and even less likely to reach a battle than before, are really worth taking as more than a backfield emergency defender? Those semi-Blood talons are cool and all but... They gotta get there.

Hiding behind rhinos kinda works to help that out but it slows them down considerably. The 6+ save once in a blue moon. But really, I have just one in my petri dish list and it's about as much as I ever feel like its worth having, given points and other possible Heavy Support choices.Open topped, AV 11... Killa Kans seem the closest approximation to these but Kans have range and can add valuable and more accurate firepower to the force. So they really can do more.

Any thoughts on their use that would justify more of them? Or are they just a "field 9, 1 or none" type unit.



Sisters of Battle @ 2012/04/21 09:41:12


Post by: Hazardous Harry


pretre wrote:Yeah, it is certainly rare, but has served me well. It usually works out on my Exorcists, amusingly enough.

"Roll to pen and on the pen table. Aww crap, wrecked. Oh wait, Shield of Faith! And... a 6..."



Don't you roll your invulnerable save before they roll on the damage table?


Sisters of Battle @ 2012/04/21 11:11:49


Post by: pretre


Unless you forget, yeah


Sisters of Battle @ 2012/04/21 11:43:48


Post by: Hollowman


Jancoran wrote: Speaking of that, can anyone tell me the Penitent Engines, which are now slower and even less likely to reach a battle than before, are really worth taking as more than a backfield emergency defender? Those semi-Blood talons are cool and all but... They gotta get there.

Hiding behind rhinos kinda works to help that out but it slows them down considerably. The 6+ save once in a blue moon. But really, I have just one in my petri dish list and it's about as much as I ever feel like its worth having, given points and other possible Heavy Support choices.Open topped, AV 11... Killa Kans seem the closest approximation to these but Kans have range and can add valuable and more accurate firepower to the force. So they really can do more.

Any thoughts on their use that would justify more of them? Or are they just a "field 9, 1 or none" type unit.



I field them - I field either 6 in 3 units of 2, or 2 units of 2 and an exorcist. They come into their own against assault armies that would otherwise be in your face threatening your Sisters - the PE can create a pretty large zone that the enemy just doesn't want to get into, and they soak up a ton of fire that would otherwise be aimed at troops, transports, immo's and the like... they do most of their work without ever hitting an enemy (though they do some serious damage when they do). A dedicated gunline can usually drop them before they hit their backfield, which is why I run repentia and conclaves in transports up with them... people are generally more worried about the PE, and by the time they drop them everyone else is up in their lines wreaking havoc. As fun as three units of PE are, I've taken to bringing and exorcist in cover and 2 units - people are unreasonably terrified of exorcists, and the thing eats up a lot of shots that would otherwise be dropping my PE (the Exorcist also drops units shooting at my PE well before the PE can reach them). I don't like running 9 PE - the squadron rules make 3 PE not much more survivable than 2. Put those extra points into more threats (in vehicles, of course). The more you can spread out the targets for their AT, the longer your PE will live.

If you want to use PE successfully, you need to build a list around them to some extent. If they had fleet, or an act of faith giving them fleet, they'd be a good deal better just thrown into any mix. As is, they work pretty well if you build to their strengths.




Automatically Appended Next Post:
pretre wrote:
That would have been a cool and flavorful rule. Other things that would have helped the dex without adding a lot of time and effort or new units:
- PEs in Elite slot (we really thought this was going to happen after the first book based on their order in the list)
- Swap the two Celestian unit's faith powers
- Allow multiple rolls for faith (the FAQ nerfed this)
- Force Org switches (Celestians as Troops if you take a canoness or Seraphim as troops if you take a JP canoness)
- Retain wargear for Canoness from C:WH

ANYWAYS...


I love most of these, but...

Eck, PE in the elites slot! That takes the only unit in the codex able to support an assault by PE and makes them mutually exclusive. If you have PE in your face you can ignore one shot Multimelta rides, and you can ignore conclaves that can't open transports, and you can largely ignore exorcists sitting in the back and not about to beat your face in... but you can't safely ignore more AV11 beatsticks in the form of transported Repentia. Up to 6 units of AV11 protected close combat powerhouses rushing forward is always going to be more reliable than 3 units of the same, and I'm not sure any other unit in the codex really has synergy with either PE or Repentia. My greatest fear is that the new codex will finally give Repentia a dedicated transport - and then put them in the same slot as PE.

I suppose if they were to raise the AV and give PE fleet, maybe they could handle an assault on their own without getting gunned down. You'd need a lot of them though. I suspect if they do end up in elites they will only get used if there is some character who let's them ignore rage - they are just too fragile to carry an assault on their own. They really need CC support.

PE look like heavies to me anyway. What the SoB really need is a viable form of long range AT in another slot, so exorcists are not such an auto-include that other units get ignored no matter what they can do.


Sisters of Battle @ 2012/04/22 13:23:51


Post by: Spidey0804


I just played an RTT yesterday came out 2 major wins and a tie . It was good enough for me to take 2nd I'll post list and a battle report later.


Sisters of Battle @ 2012/04/23 01:52:10


Post by: Jancoran


saweet


Sisters of Battle @ 2012/04/23 13:39:41


Post by: pretre


Awesome. Let us know when you get the BR up.


Sisters of Battle @ 2012/04/23 14:18:48


Post by: calypso2ts


On a related note, it appears that there was not a single Sisters player for the WH 40k championship this year (I am getting this from the graph shown on BoLS). This puts SoB and Tyranids as the two unrepresented books in the 256 person event.

Any thoughts on it? With a field of ~20% GK, I think SoB lack of psychic defense really hurt them. Anyone have any experience against GK?


Sisters of Battle @ 2012/04/23 14:44:37


Post by: pretre


calypso2ts wrote:On a related note, it appears that there was not a single Sisters player for the WH 40k championship this year (I am getting this from the graph shown on BoLS). This puts SoB and Tyranids as the two unrepresented books in the 256 person event.

Any thoughts on it? With a field of ~20% GK, I think SoB lack of psychic defense really hurt them. Anyone have any experience against GK?


That is sad. GK is actually one of the easiest matchups for SOB. With the crazy amount of AP1, the 'elite' status of GK is meaningless. 22ppm means nothing to S8 AP1 or a Battle Conclave. I have only lost once to GK and I almost tabled him (damn end of game).


Sisters of Battle @ 2012/04/23 18:31:08


Post by: Jancoran


Sisters of Battle against Grey Knights seems like a fair enough matchup. Very few Psyker powers actuallyy reach out and effect the enemy really. Most of them are like Hammerhand and such and really, what's the diff when you're hitting on tough 3 models? lol.

I agree with Pretre. the sheer mass of AP in a Sisters of Battle army should positively terrify a Grey KNights player. Especially if they take a flank and are able to make the Grey Knight ranges work against them.

Needless to say the volume of fire that the Grey Knights pour out is a very good counter to the weak Sisters, but they simply have more KP's to exchange in general and they can definitely exchange-fight the GK's.

I'd think the GK's might not have been the biggest challenge for the Sisters. INteresting that there were no Tyranids nor Sisters though. That's pretty ridiculous. We really need to get some Sisters of Battle players going around here.


Sisters of Battle @ 2012/04/23 18:38:30


Post by: Spidey0804


There is only one thing that going to make that happen and you all know it as much as I do. Plastics.


Sisters of Battle @ 2012/04/23 18:46:40


Post by: pretre


Spidey0804 wrote:There is only one thing that going to make that happen and you all know it as much as I do. Plastics.

Not true. Sponsor me and I'll go to any GTs you want. I should have a kickstarter.


Sisters of Battle @ 2012/04/23 18:48:20


Post by: Jancoran


I don't really get that. But It's probably true. I mean the metal ones look really nice. So who cares i you can mod it. I personally find it annoying how often you have to sit there and fix models all the time.

In any event, maybeSisters of Battle stuff needs to be prize support more often...


Sisters of Battle @ 2012/04/23 18:48:40


Post by: Spidey0804


LOL that mean your coming to NOVA? Anyways Ill be representing us there.


Sisters of Battle @ 2012/04/23 18:51:24


Post by: pretre


Jancoran wrote:In any event, maybeSisters of Battle stuff needs to be prize support more often...

Sisters are direct-only, so that really limits the ability of a FLGS to use it as prize support.


Automatically Appended Next Post:
Spidey0804 wrote:LOL that mean your coming to NOVA? Anyways Ill be representing us there.

You paying? If yes, sure, I'll be there!


Sisters of Battle @ 2012/04/23 19:08:24


Post by: Chosen Praetorian


Ive been taking a list with 2 units of:
Canoness 65pts
Infero pistol
Sororitas Command Squad 185pts
3x Meltaguns Rhino with a dozer blade

Thats 250pts (500pts for 2) for 4 melta weapons with FnP. Ive been fighting SW, Necrons and Tau (Not the greatest lineup) and have been fairing pretty well.
I dont see why everyone loves Uriah Jacobus. He allows you to reroll for faith points, gives +1 attack and FnP to a unit. I never rely on faith tests because your average unit will pass on a 4+. The +1 attack and FnP is only good for Death Cult assassins which suck in this codex due to low armor non assault vehicle transports. At best youll get mid field and cry when your transport explodes and you eat S5 stormbolter fire. At the worst youll explode in your deployment area and eat S5 stormbolter fire as you dont even make it mid field. If theres something here that im missing with him, please let me know.

IMO the best units in this book are the scouting dominion squads. 210pts for 10 sisters with 4 meltaguns in a rhino or 125pts for 5 sisters with 2 melta guns in a rhino. This book can bring more meltaguns than any other army. And you can leave the heavy slot open to the retributors for anti infantry with heavy bolters or heavy flamers.


Sisters of Battle @ 2012/04/23 19:13:22


Post by: pretre


Chosen Praetorian wrote:Ive been taking a list with 2 units of:
Canoness 65pts
Infero pistol
Sororitas Command Squad 185pts
3x Meltaguns Rhino with a dozer blade

Thats 250pts (500pts for 2) for 4 melta weapons with FnP. Ive been fighting SW, Necrons and Tau (Not the greatest lineup) and have been fairing pretty well.

Really? 500 points for 2 units. We're talking Landraider costs for 4 melta weapons, only 2 of which can fire out. As you listed below, you can buy 2 5 Girl Dominions with Immos for that cost. That's crazy.


I dont see why everyone loves Uriah Jacobus. He allows you to reroll for faith points, gives +1 attack and FnP to a unit. I never rely on faith tests because your average unit will pass on a 4+. The +1 attack and FnP is only good for Death Cult assassins which suck in this codex due to low armor non assault vehicle transports. At best youll get mid field and cry when your transport explodes and you eat S5 stormbolter fire. At the worst youll explode in your deployment area and eat S5 stormbolter fire as you dont even make it mid field. If theres something here that im missing with him, please let me know.

Umm. That's great in theory, but bad in practice. My DCA have only failed to assault in one game and it was against Orks. In every other game (including plenty against GK), I have ripped multiple units apart with Jacobus and crew. Including an assault with Celestine against a full purifier squad with Bro Champ and Techmarine with Psychotrope through cover so I swung last. Conclaves are ridiculously good and Uriah makes them even better. There is no contest between 250 points of Conclave and 250 points of Canoness + Command Squad.

IMO the best units in this book are the scouting dominion squads. 210pts for 10 sisters with 4 meltaguns in a rhino or 125pts for 5 sisters with 2 melta guns in a rhino. This book can bring more meltaguns than any other army. And you can leave the heavy slot open to the retributors for anti infantry with heavy bolters or heavy flamers.

No disagreement on the Dominions. They are key. I can't deal with Rets right now though because of faith issues. That and I'm in love with Exorcists.


Sisters of Battle @ 2012/04/23 19:30:43


Post by: Jancoran


Spidey0804 wrote:LOL that mean your coming to NOVA? Anyways Ill be representing us there.


If i could paint worth a damn it would be worth going to NOVA. I don't. So it's not. I win best General awards like they are going out of style, but wins elude me becasuse of my paint scores. I went to a couple GT's and was just deflated by the paint/conversion scoring there. A recent local tourney just added fuel to my feeling that this can sometimes be more about how steady you are than how good a General you are.

Thats a lot of travel expenses for me to spend, just to learn what I already know: I'm average at the best of times when it comes to paint.

I can root you on though. THIS I can do.



Sisters of Battle @ 2012/04/23 19:32:56


Post by: pretre


@Jancoran: You know he's talking about Nova, right... The big event is for Best General, not Renaissance Man.