42471
Post by: flashkid123
I have won 7 games in a row
20774
Post by: pretre
flashkid123 wrote:I have won 7 games in a row 
I have never lost a game, am extremely well endowed and drive a space shuttle. Welcome to the Internet!
In all seriousness, however, we're just giving you feedback on your list. You may have done well with it so far against local opponents, but that doesnt mean you can't tinker to make it better.
42471
Post by: flashkid123
No im not bragging im just saying thats how effective the list is.
I will post up a revision soon. Automatically Appended Next Post: celestine 115
uriah 90
x7 death cult assasins 105
rhino 35
x2:
battle sister squad 125
x2 meltaguns 20
rhino 35
x3:
exorcist 135
x2:
dominion squad 70
x2 flamers 10
combi flamer 10
simulacrum imperialis 20
immolator 65
multimelta 15
1490
That gives me 10 points to play with.
Yes i want to kepp the sims
20774
Post by: pretre
Dozer blades?
3314
Post by: Jancoran
yeah, i get that but if they are in tanks, you hit nothing. thats the thing. Also, if they get out further away to the rear, your flamers might graze them a little but not like you'd really want them to. So that's all i am getting at. I spose you can always charge and grenade the vehicle to death. That's an option... Automatically Appended Next Post: Dozer blades are key for Dominion.
34332
Post by: Spidey0804
pretre wrote:Dozer blades?
I would try and work 3 into the list. 1 for the DCAs and 2 for the dominions.
42471
Post by: flashkid123
So what should i ditch? (apart from sims)
19377
Post by: Grundz
The only hole I'm seeing you could drop is the combi flamers
I'm looking at maybe starting sisters, so thanks for the extremely informative thread guys
20774
Post by: pretre
I wouldn't change it. Maybe use the 10 points to get 2 dozers for doms and leave it at that. Having it for the dca is almost required, but it is a low points level, so whatever.
34332
Post by: Spidey0804
Grundz wrote:The only hole I'm seeing you could drop is the combi flamers
I'm looking at maybe starting sisters, so thanks for the extremely informative thread guys 
Np. I know we are but a few I think this has been one of the best Threads I have ever participated in. If you dont have the models yet I really recommend proxying a couple different builds to see what you like best then once you find it build from that base.
42471
Post by: flashkid123
Well said.
The combiflamers are soooooo useful though because 3 TL flamers is dangerous even to terminators
3314
Post by: Jancoran
Well I guess the issue in a nutshell is, are you feeling lucky? Cause if you are you dont need the dozer blades and lets face it, they wont always be necessary. But I just think that getting them stuck in the backfield, while not "catastrophic", certainly does not help your strategy. getting the Battle Conclave stuck is less of an issue. So if you had to choose...
34332
Post by: Spidey0804
OK so I just signed up for a qualifier for the NOVA Invitational.
1750 pnts you guys know my list but its a 2k list that is built for the open. What should I shave to bring it down to 1750 with out losing its punch.
I attached the list just in case anyone doesn't feel like looking for it.
Or- Do in need to bring something entirely different?
18228
Post by: Amerikon
flashkid123 wrote:Well said.
The combiflamers are soooooo useful though because 3 TL flamers is dangerous even to terminators
Yeah, never get rid of your combi-weapons. They're just incredibly clutch.
20774
Post by: pretre
Drop some upgrades on the SoB rhinos and maybe a repentia squad or Seraphim squad and you should get down closer.
At 1750, I would run:
St C
Conclave
2-3 Doms
2 BSS
3 Heavies
34332
Post by: Spidey0804
Its Nova format though so 2 BSS isnt going to work need to have at least 3
20774
Post by: pretre
Spidey0804 wrote:Its Nova format though so 2 BSS isnt going to work need to have at least 3
Very true. Hmm. You're probably going to drop most of the Repentia and Seraphim to make it work then.
St C
Conclave with Uriah
3 BSS
2 Doms
3 Heavies
34332
Post by: Spidey0804
Im thinking dropping the Seraphim squad and 1 PE and then reducing the number of Repentia would get me really close. That way the list would play almost exactly the same way,
Automatically Appended Next Post:
As for Celestine im not even bothering with her lol
18228
Post by: Amerikon
Spidey0804 wrote:What should I shave to bring it down to 1750 with out losing its punch.
What can you drop? You can drop a BS squad and a PE, that'll put you around 1720, about enough to by two more Seraphim or Repentia. But I have to imagine that one PE is just about functionally equivalent to none at all. So in that case you could drop a BS squad, both PEs and add an Exorcist. You'd have to find 20 more points, but you could get that from dropping the HKs on your BSS Rhinos. You could drop the Seras and one of the Repentia squads, that should be right around 250 pts. Do you know what the missions are like? Is there a large emphasis on objectives? Automatically Appended Next Post: Ah, I missed the NOVA part. I did pretty well with the NOVA missions with only 2 Troops, although it was at 1500 pts and not 1750. If you want to keep your 3 BSSs, it's up to you what you'd rather have. Penitents or Repentia. If you want the Repentia you can drop the PEs and the Seraphim and have about 40 extra points. If you want the PEs you'd have to drop either both Repentia or a single Repentia and the Seraphim.
20774
Post by: pretre
Celestine at 1750 is brutal, but to each their own.
34332
Post by: Spidey0804
Yeah 5 objectives in all games troops count as full points even if there is 1 guy left in the squad for table quarters. So going with any thing less that 3 is already ham stringing me.
21789
Post by: calypso2ts
You need at least three troops for Nova missions.
This is really hard with the style of list you use (also, why do you use so many storm bolters - maybe I missed it somewhere but I have long since ditched them completely in favor of Meltas) Anyway...
You really need to have both Repentia in this list to make it work - right? The concept being to overload your opponent with those Power Weapon threats? I would, therefore, lose the Seraphim and a PE (I think that almost enough points 80 for PE and another 130 for the Seraphim?) The last 40 you can get by dropping one Rhino for a SoB squad, reserve them and walk onto your CnC objective since you absolutely know at Nova there will be a CnC objective there. If you drop the 4 points in storm bolters and ditch one searchlight, you should be spot on.
This is off the top of my head, so my math might be slightly off - I think this preserves the character of your list and playstyle.
20774
Post by: pretre
I would drop the HKs, DB and extra SBs on the BSS rhinos to get an easy 90 points before dropping a rhino. That's a 5 man repentia squad right there.
34332
Post by: Spidey0804
Looks like Im going to be spending some time on Army Builder tonight...
20774
Post by: pretre
Uriah - 90
5 DCA / 3 Crusaders - 120
Rhino w/ Dozer Blade - 40
BSS - 10 with Melta and SB, SB for Sup - 141
Rhino - 35
BSS - 10 with Melta and SB, SB for Sup - 141
Rhino - 35
BSS - 10 with Melta and SB, SB for Sup - 141
Rhino - 35
Dom - 5 with Melta x2, Combi - 100
Immo - TL-MM, Dozer - 85
Dom - 5 with Melta x2, Combi - 100
Immo - TL-MM, Dozer - 85
Rets - 5 with 3 HB, 1 MM, SB - 93
Rets - 5 with 3 HB, 1 MM, SB - 93
Penitents x2 - 170
Repentia x7 - 124
Repentia x7 - 124
1742
So just dropping the seraphim and the crazy bss rhino upgrades get you there.
34332
Post by: Spidey0804
Thanks pretre looks solid.
21789
Post by: calypso2ts
I did not even see the Rhino upgrades - I did not know people actually took extra SB's on them!
I might lose still lose at least one BSS Rhino and buy one for the Rets instead so they can ride in in Dawn of War or give it to another squad in other deployments.
20774
Post by: pretre
Yeah, I've been fighting him on it for weeks. Making each rhino cost 75 points is crazy to me.
3314
Post by: Jancoran
well shoot, he gets to fire 8 shots from that thing. It's a fair amount of shots from a vehicle whose contents are normally a non factor when inside. It's not totally horrible. Thats a lot of shots overthe course of a game potentially.
I'd say the rhino wont last but really, with more pressing threats inthe face of the enemy, it wont always be a burning target for enemies to focus on necessarily til the big boys are dropped and Dominion handled.
anyways, I'm not saying its the way to go. but I dont entirely hate that idea either.
18228
Post by: Amerikon
I can plausibly see a case for HK missiles on your BSS's Rhinos. Those tend to be the least fired upon of all my vehicles, so if I found myself with 20 or 30 points that I couldn't think of a way to spend, that seems like a pretty OK use of points.
34332
Post by: Spidey0804
Im thinking of adding a 10 man Dominions squad with 5 flamers so that I would have 3 Dom squads.
30532
Post by: Zefig
Can it be that sisters are actually getting a break? I didn't see them on the price-increase-list, unless ctrl+f managed to miss them entirely. Assuming the list is correct and complete, immolators could actually end up CHEAPER than rhinos.
Or strike one up for wishful thinking, as on the other hand, they might have just left sisters off the list to retailers since retailers don't stock sisters.
Which is sad.
34332
Post by: Spidey0804
Sad for who?... Sounds good the me LOL...
20774
Post by: pretre
Sad that they are direct only, is what I think he is saying. Let's keep the price increase out of this thread though, please.
@Spidey, the 5 flamer squad is pretty nasty.
34332
Post by: Spidey0804
They would have to have a Sim. That squad needs to be able to wipe anything it hits every time.
20774
Post by: pretre
Unfortunately, SIM doesn't really mean it will go off, but yeah. And now you're getting waaaay spendy.
34332
Post by: Spidey0804
LOL Pretre you know me I dont mind spending the points when I think it will pay off. I think this squad could easily make back any points I spend on it.
18228
Post by: Amerikon
Spidey0804 wrote:LOL Pretre you know me I dont mind spending the points when I think it will pay off. I think this squad could easily make back any points I spend on it.
I think a Simulacrum is worth it in a full size Dominion squad. Nothing's guaranteed, but at 4+ you've got a 75% shot and at 3+ it's almost 90%. When you've got 200pts riding on the outcome of that roll, an extra 20pts is a sound investment for a second chance. My question though, is what will you drop to add the Doms?
3314
Post by: Jancoran
simulacrum in full squad = win
34332
Post by: Spidey0804
I think I would base this list around the Dominions. With maybe double conclaves and going with 4 BSS.
20774
Post by: pretre
Spidey0804 wrote:I think I would base this list around the Dominions. With maybe double conclaves and going with 4 BSS.
We still talking 1750 or did we move to 2k?
34332
Post by: Spidey0804
No its still at 1750.
18228
Post by: Amerikon
Spidey0804 wrote:No its still at 1750.
Something's going to have to give then. Your other list with the PEs, Repentia, and Seraphim taken out, adding a second conclave, a flamer Dom squad, and a 4th BSS comes to right around 2000 pts.
You could get almost exactly 1750 by dropping the second Conclave.
20774
Post by: pretre
I think he's talking a new list with 3 Doms, 4 BSS and 2 Conclaves. Presumably with some rets and PEs to back it up or something.
3314
Post by: Jancoran
Just remember which horse got you there. You're facing less as well as deploying less, so structurally if what you're doing is working, try to keep it as close to that as possible. Bells and whistles may have to go but if the structure works for your strategies, I say go with that and just find the wargear and fat. Dont entirely abandon the form of the army if its working.
34332
Post by: Spidey0804
Jancoran wrote:Just remember which horse got you there. You're facing less as well as deploying less, so structurally if what you're doing is working, try to keep it as close to that as possible. Bells and whistles may have to go but if the structure works for your strategies, I say go with that and just find the wargear and fat. Dont entirely abandon the form of the army if its working.
Your exactly right... However I was looking at a quazi foot list last night. 3x (20) Bss wtih TW-LK MM Immoloator attached, 3x(6) man Repentia squad and Uriah and Kyrninov.
Low KP think its 11 total and the Troops are then worth 400 plus points when you attach the Immolator to it. In Nova style I only need 1 sole to survive to get the full 400 points for table quarter missions.
Im thinking I might reserve one or two of the BSS squads and put Uriah and Kyrniov in the 1 to start out with. If I even attempt it.
OK this is a Rules question..... So if I bought the Immolators for the BSS as a dedicated transport when I roll for reserves would I roll 1 time seeing as it is 1 unit? or would I have to roll for the Immolator and the BSS since a Combat squaded unit of space marines is rolled for 1 time and guard blob units are considered 1 unit. I would roll for them 1 time if they were in the Immolator It just would make scene that it all comes in at the same time. Anyways the reason I ask because I have never used this configuration before.
21789
Post by: calypso2ts
The Immolator is a separate unit from the squad it is bought for. If you do not embark a squad into the Immolator, and reserve both, you need to roll for them seperately.
20774
Post by: pretre
Second c2ts's point.
34332
Post by: Spidey0804
calypso2ts wrote:The Immolator is a separate unit from the squad it is bought for. If you do not embark a squad into the Immolator, and reserve both, you need to roll for them seperately.
Ok so I can put the BSS in Reserve and not the Vehicle than. Like I said before I ussally dont play with squads that are split up like this.
21789
Post by: calypso2ts
You can do that - nothing requires you to embark in a transport and unlike an IG Platoon or a SM Combat Squad, the BSS and Immolator are never considered to be a single unit.
34332
Post by: Spidey0804
Except for purchasing the vehicle for the unit.
20774
Post by: pretre
Even then they aren't considered one unit; they are considered one choice.
34332
Post by: Spidey0804
Ok maybe your misunderstanding the Question/ Statement. Because the Vehicle is purchased for the Unit the cost/points goes into the "Troop" category this then take the cost of the entire unit up.
An due to the fact that I purchased the Immolator for the BSS Squad the cost is added into their total. So if everything is destroy except 1 sister it still counts as having 100% of the unit in the quarter including the cost of the vehicle because the vehicle could not have been purchased if it wasn't for the Unit.
21789
Post by: calypso2ts
The vehicle does not count towards having a 'cost' in a table quarter unless it is actually in the table quarter (and alive at the end of the game). --A single sister being present from the unit that unlocked it as a dedicated transport is insufficient. In your example, most times you would only get 50% of the unit for totaling victory points in a table quarter because the unit is below half strength.
34332
Post by: Spidey0804
Nova Format isn't like that.
21789
Post by: calypso2ts
Just checked it, you are referencing the bias for Nova built into the existing VP rules which is:
SCORING units count as worth their full VP value regardless of damage sustained
I was not aware you were talking specifically to Nova. That said, you do not get credit for the transport taken with the BSS squad for determining their VP contribution to a table quarter.
20774
Post by: pretre
Yeah, the transport doesn't count to that at all. Automatically Appended Next Post: c2ts has my full confidence on this matter as I keep just echoing him. lol
51043
Post by: Lucre
Spidey0804 wrote:Im thinking of adding a 10 man Dominions squad with 5 flamers so that I would have 3 Dom squads.
My problem with this, is it doesn't have it's own reliable tank popper. It requires working in conjuction with something. Where as I like anything that makes your units feel like less of throwaway or helps allow more breadth than suicide alpha strike tactics, I don't like how it lumps a couple of your units together to constrict your number of actions. I can see it rolling up with a melta dominion squad with an immolator, hurting 2 transports and then your fire starters would play top hatch games or hop out for some bbq action. That might be good.
Times like these, I really wish the repressor was legal, or that sister superior upgrades were better. You know, I think I'd go out and buy an army of sisters if the repressor were legal, and the cononness had a couple of upgrades that called domina or celestial that allowed her to join up/be beneficial to those squads and their USR.
3314
Post by: Jancoran
This is in the BRB by the way, in the side bart on dedicated vehicles and in the missions section
34332
Post by: Spidey0804
Here it is, the only thing Im not sure about is the 2 heavy flamer Immolators and whether I should make them HBs
1750 Pts -Sisters of Battle Nova GT Invitational Qualifier
HQ: Uriah Jacobus, Protector of the Faith
Battle Conclave (9)
Crusader (4) Death Cult Assassin (5)
Rhino Searchlight; Dozer Blade
Troops: Battle Sister Squad (10) Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1)
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile;
Troops: Battle Sister Squad (10) Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1)
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile;
Troops: Battle Sister Squad (10) Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1)
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile;
Heavy Support: Retributor Squad (5)
Retributor Squad Heavy Bolter (x3); Multi-melta (x1);
Retributor Superior Storm Bolter (x1);
Immolator Dozer Blade; Twin-Linked Heavy Flamer
Heavy Support: Retributor Squad (5)
Retributor Squad Heavy Bolter (x3); Multi-melta (x1);
Retributor Superior Storm Bolter (x1);
Immolator Dozer Blade; Twin-Linked Heavy Flamer
Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2); A
Dominion Superior Combi-Meltagun (x1)
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta
Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2); A
Dominion Superior Combi-Meltagun (x1)
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta
Elite: Repentia Squad (5)
Elite: Repentia Squad (5)
20774
Post by: pretre
HF would be my pref.
3314
Post by: Jancoran
lOOKS STRONG. gO GIT EM
42471
Post by: flashkid123
Looks good.
Good luck!
19377
Post by: Grundz
Hey guys, quick question:
Whats the overall thoughts about seraphim? having what is basically 4X possibly twin linked flamers, a bunch of bolters, (do 2 pistols count as 2 ccw's?) and hit and run, they seem really nice.
But scouting meltas shore up the armor gap, so that is why they are generally unused?
34332
Post by: Spidey0804
Its all about list Synergy alot of us here have feeling about how out list run. I just recently started putting back into my 2k list. They won a permanent spot when I deep stuck then next to a 20 man BOYZ squad and did 45 hits and 26 wounds to them.. and that was 5 ladies.
Take this with a grain of salt but I think they will be even more menacing when 6th edition rolls out. That's if you believe all the beast of war rumor stuff.
They are a shooty style assult squad... If thats possible. I use them to clear objectives of clumpers or redirect the enemy to make them deal with them... Droping 4 flamer tempaltes on any squad hurts.
As for the Dual Inferno pistols If I was running 3 full squads of them I would consider putting 2 squads with the Inferno pistols and 1 squad with the dual flamers. The eviscerator could then be taken on the VS to give them a little dreadnought threatening also.
Don't get me wrong a 10 man squad kited out isn't cheap by a long shot but they can really lay some damage down if you can use them correctly. As for HQs to go with them, I would recommend the Saint and Uriah just for the fact of re rolling the amount of faith you have incoming. Also if its true that you can use your Pistol STR in Hand to Hand well there would be some serious consideration put into the Inferno pistols  ...
That's my 2 cents.
As for your questions yes on the 2 pistols, hit and run is only 50% effect now that they are INT 3.
As for shoring up the armor gap 2 Dom squads in MM immies have the posibilty of taking our 4 targets Turn 1, Seraphim just cant do that. Its not that they are bad they just require a differnt type of synergistic list that I dont care to experiment with right now... BTW 30 searphim list is coming  just because I want to try it out once..
Automatically Appended Next Post:
This is what my 2k Seraphim list would look like... might do a little tweaking to get eviscerators in the squads but the way i look at it I already have 30 of them on the field LOL
2000 Pts -Sisters of Battle -2k Fast moving Foot List
HQ: Saint Celestine
HQ: Uriah Jacobus, Protector of the Faith
Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Hand Flamers (x2)
Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Inferno Pistols (x2)
Fast Attack: Seraphim Squad (10)
Seraphim Squad Two Inferno Pistols (x2)
Elite: Repentia Squad (10)
Elite: Repentia Squad (10)
Elite: Repentia Squad (10)
Heavy Support: Retributor Squad (5)
Retributor Squad Heavy Bolter (x4)
Retributor Superior Storm Bolter (x1)
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2)
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade;
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade;
Total Cost: 1999
Model Count: 100
Automatically Appended Next Post:
I was also working on a revised Immolator Spam list that I think would punch just about anyone in the pearly whites  ... Simon I dedicate this list to you... Hope you come back to us..
2000 Pts -Sisters of Battle -Immolator Spam list
HQ: Arch-Confessor Kyrinov
: Battle Conclave (5)
Death Cult Assassin 5
Immolator Twin-Linked Heavy Bolter
HQ: Uriah Jacobus, Protector of the Faith
: Battle Conclave (5)
Death Cult Assassin 5
Immolator Twin-Linked Heavy Bolter
Troops: Battle Sister Squad (10)
Battle Sister Squad 9 Flamer (x1); Meltagun (x1);
Immolator Twin-Linked Heavy Bolter
Troops: Battle Sister Squad (10)
Battle Sister Squad 9 Flamer (x1); Meltagun (x1);
Immolator Twin-Linked Heavy Bolter
Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2)
Immolator Twin-Linked Multi-melta
Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2)
Immolator Twin-Linked Multi-melta
Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2)
Immolator Twin-Linked Multi-melta
Heavy Support: Retributor Squad (5)
Retributor Squad Heavy Bolter (x4)
Immolator Twin-Linked Heavy Bolter
Heavy Support: Retributor Squad (5)
Retributor Squad Heavy Bolter (x4)
Immolator Twin-Linked Heavy Bolter
Heavy Support: Retributor Squad (5)
Retributor Squad Heavy Bolter (x4)
Immolator Twin-Linked Heavy Bolter
Elite: Celestian Squad (5)
Celestian Squad Meltagun (x2)
Immolator Twin-Linked Heavy Bolter
BSS squads just get dumped into Reserve while everything else chews up whats out there.. I used HBs just so I could have 8 TL HB with TL wounding fire at anything I want it to... Thats 24 wnds a turn for the most part LOL
34332
Post by: Spidey0804
Just had my first play test with the list. It was against a KP denial Ork Foot list with 20 NOBZ (HA, FnP, Cyborg) Sniki WB Lootas and A couple of Boyz squads. Nova Format KPs Obj TQ for the missions. Well it turned out exactly how I thought it would. After winning the roll of I made the Ork player deploy first I then castled in the opposite corner from his Lootas and made him run the board. I ended up Tieing on KPs as he only had 9 and I took 8 of them but he was able to take 7 of mine... I was able to win on OBJ 2 to 0. I knew that this style list will be my biggest problem so its one of the first I wanted to run it against. For the second time 2 Repentia were able to turn an Orc WB into green stringy mush...
51043
Post by: Lucre
Hey guys, I'm still thinking about actually trying to put together a sisters army, but from my proxy games I'm still wondering what the advantages are against playing other midrange shooting armies. I guess scouting meltabacks are nice, and there are some really messy countercharge units, but that strikes me as something that other armies are just as capable of and efficiently shores up weaknesses rather than really being super awesome. It just strikes me as hard to make the most of the girls, because of little built in inefficiencies and costing that does not mitigate that very well.
Spidey0804 wrote:Here it is, the only thing Im not sure about is the 2 heavy flamer Immolators and whether I should make them HBs
I come from a place of inexperience, but I always worry about when I see different types of shooting clumped together.
3314
Post by: Jancoran
Big advantages for Sisters of Battle:
1. You can flood the field with shooting. Bolters do damage and you have a lot of them. The Sisters can put out a veritable TORRENT of firepower. So if you really like shaking your fists with the attendent sound of clacking polyhedrals, early and often, you'll like Sisters of Battle cause rolling dice is fun.
2. Let's face it: Scouting Dominion are pretty awesome and awfully scary. Being backed up by a Battle Conclave (properly balanaced) makes them even cooler.
3. No army can melta like Ssiters of Battle can melta. They just can't. There are more heavy Flamers and melta-type weapons in a Sisters army than anyone in the history of future mankind (see what I did there?) ever thought of bringing. So if you like sound effects like BAWOOOOOOOOOOOOOOOOOOSH, and Zoit Zot Zot Zot Zot, you'll like Sisters of Battle.
4. They are an army of gamer chix. Seriously. What more do you need to know?
Stop worrying about all that "comparison stuff". Follow the law of gaming: "That which is awesome must be fielded".
Now go ye forth and drop $500 on 'em so we can get to the fun part: arguing over the virtues of the virtuous Sisters of Battle in actual play.
34332
Post by: Spidey0804
I used the HF Immolators to roll in behind the Dominions so when the Doms Immolator got assaulted and wreck I was able to drop 2 heavy flamer templates on the assaulting squad was really effective.
3314
Post by: Jancoran
Excellent usage. EXCELLENT. Burn them down where they stand. Bwa hahahahaahahhahaha.
20774
Post by: pretre
Ha! $500 for sob gets you like 500 points.
3314
Post by: Jancoran
shut UP. Dont TELL himi that.
34332
Post by: Spidey0804
pretre wrote:Ha! $500 for sob gets you like 500 points. 
I saw a couple armies on ebay last week that went for about that.. they were easily 1200 to 1500 pnts
51043
Post by: Lucre
I'm not much of a tournament guy, though, I feel like it would be fun to take sisters to one, but seeing as about half the religious fun and flavor has been taken out of the sisters, I was considering making a counts-as sisters army from Pig Iron System Troopers. I could make it out to be human remnants, inquisitorial forces, tau conscripts or any number of other cute ideas. I just like the idea that they are normal humans, educated and with access to the best weapons technology feasible for them to carry, and they are damn efficient at it.
http://www.pig-iron-productions.com/index.php?main_page=popup_image&pID=57
It always struck me seeing humans with decent LD BS armour and weapons fielded in mass. It seemed like the sort of force we'd be trying to field, though I'm surprised there aren't more trixy support elements.
I'd probably stick with the rhinos and convert them a little, and have an awful lot of fun figuring out the conclave and jump infantry ideas, but I've always wanted to make a counts-as force. And by god would it be cheaper, besides the excessive purchase of bitz meltaguns
34332
Post by: Spidey0804
One of the guys has an Old Arbite army that he uses with the sisters new rules... Go for it
19377
Post by: Grundz
Yeah, I'm planning on making my "sisters" army a custodes / sisters of silence one, since I really dislike the current models.
Either that or aftermarket heads + dark eldar torso's + I dont know what else legs.
20774
Post by: pretre
What're you going to use rules-wise to represent Custodes? Nothing in the army really fits.
Sisters of Silence, I can kind of see.
34332
Post by: Spidey0804
I could see some really cool conversions with PEs and Retibutors. You could also make some of the Battle Conclave as Custodes.
Im not sure if this is true but with 6th edition Allies might becoming back. Then you could use Paladins also... Im taking that with a grain of salt though.
20774
Post by: pretre
I mean, it'll look cool and all, but Battle Conclave really don't fit the Custodes feel.
I wouldn't hang your hat on allies.
19377
Post by: Grundz
pretre wrote:What're you going to use rules-wise to represent Custodes? Nothing in the army really fits.
Sisters of Silence, I can kind of see.
troops of all types will be custodes w/ bolters/melta/whatever (they dont all have to be spear wielding jackwagons)
sisters of silence would be battle conclaves, repentia, ect.
20774
Post by: pretre
I guess my problem with that is a philosophical one then. That sets Custodes as less strong, tough, quick and proficient than a basic space marine, when they are actually faster, stronger and more proficient at the very least.
Either way, it's your army. I'm sure it will look very cool.
19377
Post by: Grundz
if fluff was accurate to the game a squad of assault marines would tear through 40 guardsmen like butter
instead it is a war of attrition that they will pretty much always lose.
20774
Post by: pretre
Grundz wrote:if fluff was accurate to the game a squad of assault marines would tear through 40 guardsmen like butter
instead it is a war of attrition that they will pretty much always lose.
Agreed, but even with the relative stats of the actual game, guardsmen are still weaker than marines. Having custodians be weaker than marines just seems wrong.
34332
Post by: Spidey0804
With Heavy Flamers now costing us 20pnts I'd like to know how many people are actually running them any more?... Apart from the PEs and the Immolators having them most of the time its the only way they make it into one of my lists.
Is there an effective way/ list synergy that you guys can come up with that would make them viable...
I really miss them in my BSS squads. It used to be a standard weapon I would take for them.
20774
Post by: pretre
I take them for one of my BSS. I usually run M/MM x2 and M/HF x1.
44083
Post by: quiestdeus
Spidey0804 wrote:With Heavy Flamers now costing us 20pnts I'd like to know how many people are actually running them any more?... Apart from the PEs and the Immolators having them most of the time its the only way they make it into one of my lists.
Is there an effective way/ list synergy that you guys can come up with that would make them viable...
I really miss them in my BSS squads. It used to be a standard weapon I would take for them.
I tried running them in one BSS, but found 2 flamers to be nearly just as effective and much more cost effective. I have started running with 2 Dom squads and 1 Seraphim squad with hand flamers, and my jumpy ladies have completely replaced the heavy-flamer-template-shaped void in my heart. Rerolling wounds from pistols and 4 templates... so, so good.
pretre wrote:I take them for one of my BSS. I usually run M/MM x2 and M/HF x1.
I have been playing with many different layouts for my BSS - HF/F, MGx2, MM/F and am having a hard time complimenting the MM. I've used both MGs and Flamers but both seem to just be wasted. Obviously everything is situational, but for the most part I find myself taking 24" shots with the MM from midfield while staying in range for a late game object move. When a squad has a MG it is never shot for the most part, as the heavy and assault weapons don't compliment each other as well as I'd like. I have found it better to take a shot with the MM from 24" rather than foregoing a turn of shooting try and get within melta range.
I am leaning towards running 3 BSS, with a layout of one with 2 melta guns, one with 2 flamers (or heavy flamer/flamer depending on points), and one squad with MM and 2 stormbolters (one on the superior). That would allow me to move the MM to midfield and take shots at range whilst getting at least 2 shots from the stormbolter (rather than the one 24" bolter shot I seem to take otherwise) or against more horde-y armies I can fire 4 stormbolter shots rather than using regular bolters. This way at least 2 of my BSS squads have "immediately useful" special weapons no matter what I'm facing (Either 2MGs and a MM against mech, or 2 flamers and 2 stormbolters against hordes) which allows me some nice (and much needed) flexibility.
I run squads of 5 dominions with melta, in MM immolators, so between them and 2 exorcists I tend to have plenty (or at least, enough) S8 flying around. I am really trying to find a better solution for when I see 90 boyz on the other side of the table one game, and an IG parking lot the next. For those of you that run with MM/ MG, how do you manage it? Do you park the squad midfield and shoot with the MM, or skip a turn (potentially multiple turns) of shooting with the MM to try and also get the MG in range?
20774
Post by: pretre
It isn't always either / or. People have a tendency to come to you in objective games.
44083
Post by: quiestdeus
pretre wrote:It isn't always either / or. People have a tendency to come to you in objective games. 
Absolutely true in a lot of cases, but those poor souls who do tend to not last too long anyway. Reflecting on that... I suppose my question is more specific now: What do you do with your MMs when you fight DE or IG parking lots? Those are the only two matchups where I can feel damned if I do [move up] and damned if I don't.
20774
Post by: pretre
Move to midfield and occupy. Even de and IG have to take objectives. If KP, get the MM to the middle and snipe.
44083
Post by: quiestdeus
pretre wrote:Move to midfield and occupy. Even de and IG have to take objectives. If KP, get the MM to the middle and snipe.
Yeah, exactly what I try and do. I just feel that the second special weapon with the MM squad is generally wasted because it never really got to shoot. That's why I want to give MM and 2 storm bolters a chance, minimal upgrade for longer-range sniping (2 S4 shots instead of 1) but it gives the squad some versatility if it needs to shoot 4 storm bolters shots and kite something.
MM and meltagun is definitely better than MM/flamer, but if I'm going to be advancing the unit I'd rather have 2 MGs, and if I'm going to be objective-holding I'd rather have something with a longer range than 12" - ya know?
Now at the end of the day I'm squabbling over what, 4 points (2 storm bolters rather than a meltagun)? So does it really matter? I do not know - I just feel like there has to be a better TAC option than MGx2, MM/ MG, Flamerx2
42787
Post by: THE_GODLYNESS
I am a fan or 4 hvy flamer 10 woman ret squad in a rhino with a sim of course. who loves rending flamers.
20774
Post by: pretre
THE_GODLYNESS wrote:I am a fan or 4 hvy flamer 10 woman ret squad in a rhino with a sim of course. who loves rending flamers.
The 'Easy Bake Oven' is an old favorite and would be better if HF weren't so damn expensive. Still good though.
34332
Post by: Spidey0804
pretre wrote:THE_GODLYNESS wrote:I am a fan or 4 hvy flamer 10 woman ret squad in a rhino with a sim of course. who loves rending flamers.
The 'Easy Bake Oven' is an old favorite and would be better if HF weren't so damn expensive. Still good though.
LOL.... I so want to run this unit but I just cant find a good spot for it in any of my current lists. I could see doing this times 3 if you had Seraphim with inferno pistols to open stuff up then run up and flame the crap out of stuff LOL. Hmmmm I might have to try that now lol.
56210
Post by: Dervos
Spidey0804 wrote:With Heavy Flamers now costing us 20pnts I'd like to know how many people are actually running them any more?... Apart from the PEs and the Immolators having them most of the time its the only way they make it into one of my lists.
Is there an effective way/ list synergy that you guys can come up with that would make them viable...
I really miss them in my BSS squads. It used to be a standard weapon I would take for them.
When i first started list building sister armies when the new codex came out in White Dwarf several of my first builds had heavy flamer loadouts in the squads, but after a while I steered away from it for several reasons.
1. The cost (costs 4 times more than a flamer and 2 times more than a melta gun)
2. My dislike of template weapons had developed further and was reinforced by this particular army choice, due to my experience of unreliability regarding them
3. The actual damage they dealt was not appreciable in my opinion either because i couldn't or didn't use them properly and had no interest in continuing to do so,(the cost of the models also contribute to this, I'm still trying to get rid of 3 flamer sisters and 2 heavy flamer sister models I bought from ebay)
I just really love melta guns lol
20774
Post by: pretre
Dervos wrote:I'm still trying to get rid of 3 flamer sisters and 2 heavy flamer sister models I bought from ebay)
Don't. You can use the HF sisters for conversions and the flamers may be useful later. If you have a small to medium sisters force, I always recommend having extra special weapons (even if you wont use them) for edition changes and such.
Example, I converted all my old MM sisters to Melta sisters when I moved to 5th, since MM sucked in C: WH. Boy was I in trouble when the new dex rolled around.
44083
Post by: quiestdeus
Dervos wrote:
2. My dislike of template weapons had developed further and was reinforced by this particular army choice, due to my experience of unreliability regarding them
3. The actual damage they dealt was not appreciable in my opinion either because i couldn't or didn't use them properly and had no interest in continuing to do so,(the cost of the models also contribute to this, I'm still trying to get rid of 3 flamer sisters and 2 heavy flamer sister models I bought from ebay)
Tank shock -> flame stuff! I highly recommend giving it a shot as the only thing better than dropping 2 flamer templates on a clustered up squad is dropping 4 templates rerolling wounds on it (Seraphim  ) While sisters are definitely the queens of melta-spam, it is certainly worth having a few templates floating around your army to fricassee what comes out of the tanks you're popping, and/or to have an answer to huge blobs of units.
34332
Post by: Spidey0804
Tank Shocking is an art that all SOB players have to master.
20774
Post by: pretre
Spidey0804 wrote:Tank Shocking is an art that all SOB players have to master.
QFT! Dominions who deploy sideways and scout ending sideways (12" away) can tank shock enemies on the first turn, which is hilarious!
34332
Post by: Spidey0804
Was messing around with army builder today and came up with this list.
How effective do you think it could be. I don.t see this list as heavy as the alpha striking Dominion lists but I think I would even cause guard to shutter a little come turn 2 and 3.
2000 Pts -Sisters of Battle -2k Heavy Jump List
HQ: Saint Celestine
HQ: Uriah Jacobus, Protector of the Faith
Fast Attack: Seraphim Squad (5)
Seraphim Squad Two Hand Flamers (x2)
Seraphim Superior Melta Bombs; Bolt Pistol(x2)
Fast Attack: Seraphim Squad (5)
Seraphim Squad Two Hand Flamers (x2)
Seraphim Superior Melta Bombs; Bolt Pistol(x2)
Fast Attack: Seraphim Squad (6)
Seraphim Squad Two Hand Flamers (x2)
Seraphim Superior Melta Bombs; Bolt Pistol(x2)
: Battle Conclave (9)
Crusader (4) Death Cult Assassin (5)
Rhino Dozer Blade
Heavy Support: Exorcist (1) Dozer Blade; Searchlight
Heavy Support: Exorcist (1) Dozer Blade;
Heavy Support: Exorcist (1) Dozer Blade; Searchlight
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile
Model Count: 75
The whole list is to move as a solid block BSS in front screening Seraphim and DCA with the Exorcist in the back of the block formation moving forward into the center of the board. Anything that gets blown open is then jumped on by the Seraphim. With Celestine doing her harassing of everything.
20774
Post by: pretre
I'd rather get eviscerators into those Seraphim squads, but YMMV.
I don't think it has enough pressure in the early turns, but it should be fine. Also, you are crazy for the number of upgrades you put on. 66 point rhinos make me shudder.
18228
Post by: Amerikon
I think you might also have a problem with not enough melta. Without Dominions, it will probably be worthwhile to double up meltaguns in your BSSs.
29655
Post by: Evil Lamp 6
pretre wrote:I'd rather get eviscerators into those Seraphim squads, but YMMV.
I don't think it has enough pressure in the early turns, but it should be fine. Also, you are crazy for the number of upgrades you put on. 66 point rhinos make me shudder.
This really. You are spending more points per Rhino than the IG player is for a Chimera. And they'll have more of them than you at 2k points. I would drop the dozer blades on the Exorcists too. They really shouldn't be making that many terrain checks to begin with. I also agree with the switching out of Melta Bombs on the Seraphim Superiors for Evisorators.
51043
Post by: Lucre
750 point Gutsy SOBs
I feel like I won't be playing the rapid fire and melta game as well as an army like csm or wolves at this point level, but I'm not really sure what other sort of game this army can play.
Conclaves seem too expensive at this point level, especially in vulnerable rhinos.
I wish immolator dominions were more of an option at this point level, but I'm just not sure what kind of bang for my buck I'd be getting with just the one unit.
So here are my ideas
Saint
- All on her lonesome
Backfield Ladies
- 10 Sisters
+ Melta, Multiplemelta
Forward Ladies
- 10 Sisters
+ 2 Meltas
Cougars
- 5 Dominions
+ 2 meltas, Combination Bolter-Melta, Melting Bombs.
Shewolves
- 5 Domions
+ 2 Meltas, Combination Bolter-Melta
oooooooor
Saint
- Do you think she has a boyfriend?
Backfield Ladies
- 10 Sisters
+ Melta, Multiplemelta
Forward Ladies
- 10 Sisters
+ 2 Meltas, Melting Bombs
The Exorcist
- N/A
Exorcist II: The Heretic
- ...
Proxying for some games next week and I'm looking for 750 point ideas!
30532
Post by: Zefig
I plaid a number of games in a low-points escalation league at around that level, and the two units that I found most useful by far were Saint Celestine and HB Rets. Celestine's cheap and can dish out quite a bit of damage at that level, and the same goes for the rets really. Considering what you're likely to face, rets were far more useful to me anyway than an exorcist, much less two. Personally I'd throw at least one more flamer into the lists as well.
51043
Post by: Lucre
Zefig wrote:I plaid a number of games in a low-points escalation league at around that level, and the two units that I found most useful by far were Saint Celestine and HB Rets. Celestine's cheap and can dish out quite a bit of damage at that level, and the same goes for the rets really. Considering what you're likely to face, rets were far more useful to me anyway than an exorcist, much less two. Personally I'd throw at least one more flamer into the lists as well.
That was something else I was considering, but it's such a weird unit to wrap my head around, I tend to just latch onto my comfier options. What is that like 1.2 rends per volley if you got your faith roll, and improving the faith roll is ridiculously expensive. I do sort of like the idea of having a warwalkery sort of unit like that in this sort of list, especially one that loves melta so much, but strength five is not strength six and when I think about how weirdly my tesla immortals perform I tend to shy away from strength five weaponry unless it's a durable scoring unit. 80 points is pretty neat though.
Having 2 cheap big bolter retributive squads and a cheap domion unit sounds pretty nice to me, but I think that puts me at 760 unless I start downgrading to flamers on my sister units.
Also are heavy bolter retributors better than cheap dominion flame tank set ups? I like the idea of having more tankshocks.
29655
Post by: Evil Lamp 6
Just had a 2.5k Team Tournament this last Saturday and while fun and enjoyable, with the exception of one game, we had our asses handed to us. Here are the units/lists we had problems with in general:
SW Thunder Cavalry Death Star: These guys just put out so much hurt and are difficult to get a wound on, much less kill. With 3+/3++ and diversified gear for wound allocation, as well as being T5 just makes for a hard nut to crack for Sisters. The best success I've had against them was with Sisters Repentia, but even then they still failed. Being that these guys have such a threat radius that they will be able to assault on their terms, what do you guys suggest to deal with these guys?
Necron Wraiths: Again with the 3+/3++ that makes it had for even some of our best weapons to get wounds to stick. Like the Thunder Wolves, they also have two wounds, but can at least be ID with some luck and Melta. But still, they will tear through most any unit that we have in their way and other than devoting an unholy amount of shooting at them at the expense of ignoring everything else, I'm out of ideas to deal with them.
SW Grey Hunters: Yes, just "simple" Grey Hunters. They cost just a few more points for a much better stat line over Battle Sisters and can field them in numbers that parallel ours, yet matches our shooting and absolutely overpowers SoB in CC, whether assaulting or being assaulted. Aside from counter charging with DCA/Crusaders, which can't be everywhere they are needed at once and are greatly outnumber by the number of Grey Hunters they have to deal with, I'm again at a loss for what to do.
DoA Blood Angles: Not so much a unit, but rather a style of list. I have had trouble with DoA BA lists before. With attached Sang Priests for FNP, along with all the other benefits DoA provides. There are usually plenty of Assault Marines as they save points on transports/vehicles in general (which aren't a problem at all for me; I eat Baal Predators for breakfast  ). The only effective solution I've found so far is actually massed PW attacks. Unfortunately, we only have three sources of that in our Codex, the previously mentioned Sisters Repentia, DCA/Crusaders, or Emperor forbid, Penitent Engines. But as with the Grey Hunters, there are usually more Assault Marines than either of those units can reliably deal with before they just run out of steam.
Please do not see this as a rant against those units listed here; it is not a rant. Rather I am looking for solutions within the SoB toolbox that others have found success with in dealing with these units. Whether that is through use of units or tactics or whatever, just as long as it gets results.
For TL;DR: How do SoB deal with SW Thunder Cav Death Stars, Necron Wraiths, SW Grey Hunters, and DoA BA lists?
34332
Post by: Spidey0804
Evil Lamp 6 wrote:Just had a 2.5k Team Tournament this last Saturday and while fun and enjoyable, with the exception of one game, we had our asses handed to us. Here are the units/lists we had problems with in general:
SW Thunder Cavalry Death Star:
Necron Wraiths:
SW Grey Hunters:
DoA Blood Angles:
For TL;DR: How do SoB deal with SW Thunder Cav Death Stars, Necron Wraiths, SW Grey Hunters, and DoA BA lists?
TWC/Wraiths= Volume of Fire a save is a save you have to make him make them. SOB CC is limited but not lame. To have an effective midfield CC deterrent you need at least 2 of the 3 CCers in your list with nice size squads. Unleashing str 8 ap 1 shots always helps to soften a unit up before it hits. A lot of good generals will use these two units to Misdirect you also then you start ignoring what the real threats are. Dont get me wrong these are both really nasty units but a 3+ is just a 3+ shot them and they will go down.
Grey Hunters = The reason these came into play is probably because you were focused in the TWC, To make GH hurt less you need to slow them down. Shot their rides out from under them early if you can so they cant get to your back field. Also a lot of this has to do with mission and transportation. GH fall like rocks to power weapons and Repentia/ DCA will cleave threw them.
As for DoA = Castling and str 8 ap1 and rending HB make any marine army hurt. Twin-linking Melta fire coming form a domions squad can really make a DoA player feel the pain. Last thing dont get isolated Evey unit should be with in 6 to 8 inches of each other. This makes coming down a little harder for him and when he does decide to drop in you will be able to turn the fire power of multiple squads on a single unit. DoA list are expensive to run and not very high in model count, for the most part.
I hope that helps a little bit.
20774
Post by: pretre
TWC, GH, DOA BA all are vulnerable to tank shock, templates and Conclaves.
Wraiths are, as Spidey said, volume of fire and tar pittable.
18228
Post by: Amerikon
pretre wrote:TWC, GH, DOA BA all are vulnerable to tank shock, templates and Conclaves.
That's certainly true for GH and BA, but I don't think you'll have much luck against TWC with any of those things. Maybe with Tank Shocks, although they should be Ld9 or Ld10 and their speed makes it harder for you to set them up for multiple shocks.
With a template, you're going to have a hard time getting many hits because they're such large models. And even if you do get some hits, you're either at 4+ to W or 5+ or 5+ w/ a re-roll. None of those are going to get many wounds past 3+ armor.
Same thing with a Conclave. 7 DCAs might get 3 or 4 wounds on the charge. That's not going to help you out very much.
20774
Post by: pretre
Amerikon wrote:pretre wrote:TWC, GH, DOA BA all are vulnerable to tank shock, templates and Conclaves.
That's certainly true for GH and BA, but I don't think you'll have much luck against TWC with any of those things. Maybe with Tank Shocks, although they should be Ld9 or Ld10 and their speed makes it harder for you to set them up for multiple shocks.
With a template, you're going to have a hard time getting many hits because they're such large models. And even if you do get some hits, you're either at 4+ to W or 5+ or 5+ w/ a re-roll. None of those are going to get many wounds past 3+ armor.
Same thing with a Conclave. 7 DCAs might get 3 or 4 wounds on the charge. That's not going to help you out very much.
Even Ld10 fails Ld checks.
Depending on the number of TWC, you can grind them down pretty easy with DCA.
It's all a numbers game.
3314
Post by: Jancoran
Mephiston can be pinned. I just cannot say that enough times. If there's one thing Tau live for, it's doing that.
Rush us will you? I think not. Hit him with little red dots til he's too terrified by it all and then plasma his arse.
Obviously, this is a tangent.
anyways one thing I just realized after typing that is this: Sisters of Battle have no pinning wepons, like any, right? Wierd. Funny that I just noticed that... How could I have been so blind!?
35704
Post by: DPBellathrom
Jancoran wrote:Mephiston can be pinned. I just cannot say that enough times. If there's one thing Tau live for, it's doing that.
Rush us will you? I think not. Hit him with little red dots til he's too terrified by it all and then plasma his arse.
Obviously, this is a tangent.
anyways one thing I just realized after typing that is this: Sisters of Battle have no pinning wepons, like any, right? Wierd. Funny that I just noticed that... How could I have been so blind!?
TBH I've never found pinning to be that useful :/ also, mephiston doesn't like a full round of exorcist shots either XD
thought I'd contribute to the lists on here, I've been having a lot of success with the following list at 600pts
saint
10 battle sisters
1 flamer
1melta
rhino
10 battle sisters
1 flamer
1melta
rhino
exorcist
at 600pts the saint is a real pain as you cant ignore her (every unit counts) and it takes a lot of fire power to bring her down which is pretty much wasted. also 20 power armoured models on the field is rather tasty. The exorcist I’m in love with at the moment as it works so well and takes some pretty big guns to bring down
30532
Post by: Zefig
My exorcist really didn't work out for me at that point level. Sure it never died, but it never had much of an impact either. It's probably more to do with the local meta than anything else. Especially at that point level, I ran into far more blobs of infantry than big nasties, and with one exorcist being nearly a quarter of the points in the list I didn't like how unreliable it was.
34332
Post by: Spidey0804
For the Pnts you could have a Ret Squad that is dual purpose.
20774
Post by: pretre
Yeah, at low points, Rets shine.
35704
Post by: DPBellathrom
yeah I've been looking at rets and they seem pretty good though I like my exorcist as it brings enough ire to take down stuff like dreadknights, mephiston etc that seem to crop up at 600pts :3
that being said though I think rather than getting a thrid one I'll pick up some rets as they seem pretty versatile
20774
Post by: pretre
Well... At higher point levels, I would not recommend HB rets. I, personally, do not run any of the units that require faith to do their job, since it is so unreliable.
I run 3x Exorcists at anything over 1500 or so.
34332
Post by: Spidey0804
In My 2k list and my 1750 I run 2 squads of Doms and 2 squads of Rets. I also field Uriah in both lists so I average 4 faith a turn. If it goes off Great if it doesn't they are still plenty of targets to shoot at..
I'm happy if it goes off but most of the time I have the Fire power to take care of any targets I am going after.
If 6th is kinder to the Exorcist I might start running them again.
20774
Post by: pretre
How could 6th be any kinder to the Exorcist? It is a dirt cheap 48" S8 Ap1 platform with front armor 13. Unless it can move 12 and fire large blasts, it doesn't get much better.
Automatically Appended Next Post: On a side note, I am probably going to a 2000 point Nova style RTT on Saturday. Here's what I'm probably bringing:
Saint Celestine
Uriah Jacobus with 9 Henchmen (6 DCA, 3 Crusaders)- Rhino (Dozer)
Celestian Squad (5) w/2xMeltagun, Bolt Pistol / Bolter / Meltabombs - Rhino
Battle Sister Squad (10) w/ Meltagun, Heavy Flamer, Bolt Pistol / CCW - Rhino
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Chainsword - Immo ( TL- MM, Dozer)
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Bolt Pistol - Immo ( TL- MM, Dozer)
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Bolt Pistol - Immo ( TL- MM, Dozer)
Exorcist
Exorcist
Exorcist
35704
Post by: DPBellathrom
pretre wrote:Well... At higher point levels, I would not recommend HB rets. I, personally, do not run any of the units that require faith to do their job, since it is so unreliable.
I run 3x Exorcists at anything over 1500 or so. 
 stop making me choose XD
30532
Post by: Zefig
I really found that even without the faith, 4 HBs at 600 pts was pretty darn great. Rending was just gravy.
What do you guys think about even lower point levels...kill team to be specific? I had 3 thoughts on it really.
Let the bodies hit the floor
Special weapons galore
Repressed urges
34332
Post by: Spidey0804
Can you take Rets, 5 of them with 4 HBs in only 89 pnts I think.
20774
Post by: pretre
85, but yeah.
30532
Post by: Zefig
I think kill team is limited to 2 troop, 1 elite, 1 fast attack, otherwise I'd be all sorts of over that. That would be killer.
34332
Post by: Spidey0804
Throw in a couple Repentia...  Eviscerator for 17pnts is always fun.
59615
Post by: OutlawBandit
Hey guys!
So ill be going to a 1250 team tournament in a few weeks with Blood Angels as my partner. He is bringing mostly CC troops (thankfully) so its up to me to hold down long/mid range shooting. I know SoB isnt the best army for this but I love my girls so im going to bring them anyway.
So here is my list, criticism is welcomed.
Uriah
6 DCA
3 Crusader
Rhino
BSS
M/MM
Rhino
BSS
M/MM
Rhino
Dominion
M/M
Combi-Flamer
MM-Immo
Dominion
M/M
Combi-Flamer
MM-Immo
Exorcist
Exorcist
My idea is to have my BSS sit on home objectives about 8-10 inches apart to overlap Str 8 AP 1 and have Uriah and Co. act as counter-charge against attacks on the BSS when they inevitably get their ride blown out from under them.
Dominions are the alpha strike. Get in, blow up ranged units, die a martyr.
Exorcists provide clean up/ additional long range support for my BA brothers.
So am I totally off base or does this look like a good support army for a very assault phase heavy BA team mate?
18228
Post by: Amerikon
If the BA player has CC covered, you should drop the Conclave for more shooting. For 260pts you can get Celestine and a 3rd Exorcist . Another option would be to take Kyrinov for the fearless bubble. That would give you enough leftover points to add a HB Retributor squad with a MM Immo.
29655
Post by: Evil Lamp 6
Amerikon wrote:If the BA player has CC covered, you should drop the Conclave for more sho oting. For 260pts you can get Celestine and a 3rd Exorcist . Another option would be to take Kyrinov for the fearless bubble. That would give you enough leftover points to add a HB Retributor squad with a MM Immo.
Basically this. The only other suggestions I have are to possibly consider taking a squad of HB Rets instead of a 3rd Exorcist and to make sure that the Team Tournament you are going to is allowing normal FOC for both halves of the team. I know of some Team Tournaments that use modified FOC so not every team brings six HS or whatever to the table. Otherwise it looks alright to me and good luck!
59615
Post by: OutlawBandit
Interesting.
Howa bout I drop Uriah and Co. Take Celestine instead and use the savings to put in a Ret squad with 4 HBs with a Sim. That still leaves 40 points I could use for extra ret bodies to suck up wounds until the Saint can bail them out.
This tourney says each team member gets the full force org so 3 heavy support would be ok.
29655
Post by: Evil Lamp 6
OutlawBandit wrote:Interesting.
Howa bout I drop Uriah and Co. Take Celestine instead and use the savings to put in a Ret squad with 4 HBs with a Sim. That still leaves 40 points I could use for extra ret bodies to suck up wounds until the Saint can bail them out.
This tourney says each team member gets the full force org so 3 heavy support would be ok.
I would give some Combi weapons to your BSS, probably Combi-Meltas. That would still leave you points for one extra Ret body, or a Combi weapon for your RSS. Or alternatively, you could not take the Simulacrum, nor the Combi's I suggested, and get exactly one fully manned Ret Squad with the Heavy Bolters still.
34332
Post by: Spidey0804
Just walked in the door from IFL Road to the NOVA Invitational Qualifier Tournaments
Went 3 and 0
Rnd 1 was against Jeff Payne with a BA list my dice were on fire and I was able to make alot of saves in the game. Ill post the lists later when I have a chance to write them up from what I can remember. I won on the Primary 8 to 5 KP
Rnd 2 was against Rob Baer with a GK henchmen list. It was a super tough game. It came down to Rob's Libby making a run roll on that last turn of the game to contest an objective and he fell short. I won on the Primary 2 to 1 Objectives.
Rnd 3 was against Jared Myers with his Space Wolves A knock down drag out fight that went to Secondary Objectives after tying table Quarters.
All three of the games were awesome and I really want to compliment them all for some of the best games I have had in 40k in a very long time.
Now its on to Rnd 2 in July.
20774
Post by: pretre
Went to a store nova tourney and won best overall. Got pics. I hope to post something on Monday.
3314
Post by: Jancoran
I just cannot wait to finish the OFCC tourney in August (Team Tau!) so I can turn attentions again to Sisters. LOT of positive outcomes happening for us out there. Can't win em all but Sisters are certainly winning their fair share right now.
34332
Post by: Spidey0804
pretre wrote:Went to a store nova tourney and won best overall. Got pics. I hope to post something on Monday.
Gratz! I cant wait to see the pics what did you go against?
Jancoran wrote:I just cannot wait to finish the OFCC tourney in August (Team Tau!) so I can turn attentions again to Sisters. LOT of positive outcomes happening for us out there. Can't win em all but Sisters are certainly winning their fair share right now.
Why did you decided to go Tau for the tourney in the first place lol...
20774
Post by: pretre
Mech IG, necrons and jump BA.
59615
Post by: OutlawBandit
Congrats Pretre and Spidey!!
I look forward to hearing more about your tournaments like your lists, pics, etc.
I went ahead and dropped Uriah and supplemented Celestine so I could get a ret squad. I did select the sim and 3 extra bodies for wound soaking. I figure their biggest thing is getting rending to go off thus the sim is more important to me than a full squad. The other 3 or so points left over I put into searchlights for the Doms. I already know several Necron guys going so searchlights should help.
I don't like to take combi-weapons on my BSS, I really prefer the Cc/bolt pistol on BSS superiors because I already have the squad armed with melta/MM and they should be in their ride at all times. Once it gets blasted apart and they get charged at least the superior will get an extra attack. It's not much it it's a free exchange and from the hatch only the M/MM will be firing anyway.
32977
Post by: Inquisitor_Dunn
Grats on the wins guys.
Any thoughts on how 6th will change our lists?
3314
Post by: Jancoran
Spidey0804 wrote:
Why did you decided to go Tau for the tourney in the first place lol...
Tau were my first army and one I am very successful with. But more importantly we wanted to have a themed team (OFCC is a 4 person-per-team, 22 team event where they pre-score all armies, from 1-3 and match them as closesly as possible during the tourney).
The one army all of us owned was Tau so we just said the heck with it, we're doing this! So we built these bizarre lists for it, and our goal as a team is to get the lowest pre-scoring possible as a team as a kind of challenge to ourselves.
PLus Im the oNLY one with a Sisters of battle army so it would be difficult to make THAT our theme even if I shared all my stuff with them. =)
29655
Post by: Evil Lamp 6
Spidey0804 wrote:Just walked in the door from IFL Road to the NOVA Invitational Qualifier Tournaments
Went 3 and 0
Rnd 1 was against Jeff Payne with a BA list my dice were on fire and I was able to make alot of saves in the game. Ill post the lists later when I have a chance to write them up from what I can remember. I won on the Primary 8 to 5 KP
Rnd 2 was against Rob Baer with a GK henchmen list. It was a super tough game. It came down to Rob's Libby making a run roll on that last turn of the game to contest an objective and he fell short. I won on the Primary 2 to 1 Objectives.
Rnd 3 was against Jared Myers with his Space Wolves A knock down drag out fight that went to Secondary Objectives after tying table Quarters.
All three of the games were awesome and I really want to compliment them all for some of the best games I have had in 40k in a very long time.
Now its on to Rnd 2 in July.
Congratulations on the win! I can't wait to see the Bat-Reps if you are going to do any.
pretre wrote:Went to a store nova tourney and won best overall. Got pics. I hope to post something on Monday.
Likewise, great job on the win! I also hope to see some Bat-Reps!
OutlawBandit wrote:I went ahead and dropped Uriah and supplemented Celestine so I could get a ret squad. I did select the sim and 3 extra bodies for wound soaking. I figure their biggest thing is getting rending to go off thus the sim is more important to me than a full squad. The other 3 or so points left over I put into searchlights for the Doms. I already know several Necron guys going so searchlights should help.
I don't like to take combi-weapons on my BSS, I really prefer the Cc/bolt pistol on BSS superiors because I already have the squad armed with melta/MM and they should be in their ride at all times. Once it gets blasted apart and they get charged at least the superior will get an extra attack. It's not much it it's a free exchange and from the hatch only the M/MM will be firing anyway.
Fair enough, let us know how it works out. Searchlights for the Dominions always seems like a good idea, especially with the recent upsurge of Necron lists. I personally really like the Combi on my Sister Superiors as it gives me the option of that "extra" special weapon shot when I really need it, and at worse it gives me another Bolter to fire. I'd rather have the shot at 24" or additional shot at 12" than the extra attack in CC, but that's me.
Inquisitor_Dunn wrote:Any thoughts on how 6th will change our lists?
With all the (contradictory) rumors currently going on about what is or is not in 6th makes it hard to tell at this point. My personal thoughts on the matter is that 6th might make either foot/horde SoB lists a more viable option as well as possibly making Penitent Engines better (can't really make them worse now can it?). Supposedly vehicles in general or possibly transports more specifically are supposed to get "worse" or "more balanced", but I can't say I've heard or seen anything against Walkers. And with the possible changes to Assault/Charge moves, Penitent Engines may get back some of the mobility they lost from C: WH. With the additionally possibility of there being some sort of universal or game-wide Psyker defense, SoB may no longer be left high and dry in that area too. I also strongly believe that our near army-wide 6++ will somehow become more beneficial or important than it now is in 5th. But these are just my personal thoughts/feelings based off of some possible 6th rumors and none of us will really know until it actually drops. But I'd love more discussion on it in the mean time.
18228
Post by: Amerikon
Evil Lamp 6 wrote:I also strongly believe that our near army-wide 6++ will somehow become more beneficial or important than it now is in 5th.
Can you explain this?
3314
Post by: Jancoran
I think he means comparatively because of the reduction of cover saves and FnP? Maybe?
59615
Post by: OutlawBandit
Our Uriah bomb is about to get a bit less effective with the rumored FNP nerf.
Maybe there will be a massive reduction to cover saves making our built in 6++ more treasured?
Fingers crossed for sob improvements!!
29655
Post by: Evil Lamp 6
Amerikon wrote:Evil Lamp 6 wrote:I also strongly believe that our near army-wide 6++ will somehow become more beneficial or important than it now is in 5th.
Can you explain this?
Jancoran wrote:I think he means comparatively because of the reduction of cover saves and FnP? Maybe?
Partially this, but otherwise it is just a gut feeling I have.
19377
Post by: Grundz
Also remember that (possibly) relentless may give users an extra shot if they stand still.
so command squads with double tap multi meltas = madness
59615
Post by: OutlawBandit
A small glimmer of hope for our disheveled Cannoness?!?!?!
3314
Post by: Jancoran
mmm mmm mmm
18228
Post by: Amerikon
Grundz wrote:Also remember that (possibly) relentless may give users an extra shot if they stand still.
so command squads with double tap multi meltas = madness
I hadn't heard this. If that 's the case, Obliterators and CML Terminators are going to be terrifying.
3314
Post by: Jancoran
6th Edition Rumor says Sisters Repentia will be getting 4 attacks o nthe charge. I'm just saying. We are SO going to kick ass.
20774
Post by: pretre
As much fun as the speculation is, can we wait for the rulebook and not pollute this thread with it? There's like 5 million 6th ed threads to talk about that stuff in.
34332
Post by: Spidey0804
You forgot that she can give them preferred enemy also that will allow them to re-roll ones in the shooting phase. LOL 4 Multi-Melta shots coming from a Rhino. That would be awesome.
18228
Post by: Amerikon
pretre wrote:As much fun as the speculation is, can we wait for the rulebook and not pollute this thread with it? There's like 5 million 6th ed threads to talk about that stuff in.
Yeah, but... but.. new stuff!
20774
Post by: pretre
Once we actually have the book, I'll be all over the new stuff with you.
3314
Post by: Jancoran
mmm mmm mmm
34332
Post by: Spidey0804
Dominions are the only ones that get combi-weapons in the list I build. For the most part I wont use them unless I have my Twin-linking faith power go off, Much better chance that It will be worth those 10pnts.
20774
Post by: pretre
Here's my BR. It is a bit quick and dirty, but you get the idea:
http://www.dakkadakka.com/dakkaforum/posts/list/456661.page
3314
Post by: Jancoran
Game 2, rounds 2-3 you gloss over it but...
I do not understand the Jacobus thing. You left him in the Rhino and brought the Battle Conclave out (fine). later he joins them but the thing is, the unit cannot move AFTER Jacobus joins the squad (by rule). They would have to move first and then Jacobus would have to join them. So how were you able to do this to the Spyders? If the Spyders were that close, why didn't they just charge you?
Pictures were a little blurry so i cannot rightly tell but this was confusing.
20774
Post by: pretre
Jancoran wrote:
Game 2, rounds 2-3 you gloss over it but...
I do not understand the Jacobus thing. You left him in the Rhino and brought the Battle Conclave out (fine). later he joins them but the thing is, the unit cannot move AFTER Jacobus joins the squad (by rule). They would have to move first and then Jacobus would have to join them. So how were you able to do this to the Spyders? If the Spyders were that close, why didn't they just charge you?
Pictures were a little blurry so i cannot rightly tell but this was confusing.
Jacobus is in the Rhino. I move the DCA forward to charge range of the spiders and leave a trailing model 10" from the rhino. Jacobus hops out 2", moves 6" and joins the unit. They then charge the spyders.
The Rhino also moved 12" after he got out so that someone else could get in it.
3314
Post by: Jancoran
I see. the charge threw me in this description. It did not seem like the Spyders would be that close without charging YOU. Why didn't they?
I guess now that you explain it, it seems like the Spyders just made a fatal mistake in the movement phase. too bad for them (but not really).
29655
Post by: Evil Lamp 6
Silly thought, but with the rumored allies, I could ally my SoB with SoB and take St. Celestine, Uriah, and Kirnov as well as four Exorcists?!? Yes please!
3314
Post by: Jancoran
wow... it has begun...
20774
Post by: pretre
Jancoran wrote:I see. the charge threw me in this description. It did not seem like the Spyders would be that close without charging YOU. Why didn't they?
I guess now that you explain it, it seems like the Spyders just made a fatal mistake in the movement phase. too bad for them (but not really).
Scarabs charged but spyders didn't have range. I was parked behind vehicles.
3314
Post by: Jancoran
K. Well gratz man!
20774
Post by: pretre
Heh thanks! Although I just found out I've been misplaying searchlights :(
Gonna drop a Dozer for some.
59615
Post by: OutlawBandit
Ahhh dozer blades... All this talk about the importance of tank shocking has made me retool my list to include them. It's not fun to try and shock a unit out of a building only to get immobilized on the outside wall.
I did win a practice match yesterday. Funniest thing was watching mepheston lose his last wound on a dangerous terrain test. Whop whop...
34332
Post by: Spidey0804
Evil Lamp 6 wrote:Silly thought, but with the rumored allies, I could ally my SoB with SoB and take St. Celestine, Uriah, and Kirnov as well as four Exorcists?!? Yes please!
What???? LOL Hmmmmm That would be interesting.
52163
Post by: Shandara
OutlawBandit wrote:
I did win a practice match yesterday. Funniest thing was watching mepheston lose his last wound on a dangerous terrain test. Whop whop...
Making Mephiston kill himself is my pride and joy with my Eldar army.
51043
Post by: Lucre
More dominion squads sounds really cool.
I wonder what armies could provide the strongest support for Sisters in terms of an HQ and a troop slot.
Something particularly long ranged maybe? A tough counter charge unit? Army wide buffs? Something that does a good job of keeping things in melta range safe or more troublesome to charge? I also like the idea of unlocking a potentially useful transport. I always felt like sisters were more in need of land raiders than anyone else.
29655
Post by: Evil Lamp 6
Lucre wrote:More dominion squads sounds really cool.
I wonder what armies could provide the strongest support for Sisters in terms of an HQ and a troop slot.
Something particularly long ranged maybe? A tough counter charge unit? Army wide buffs? Something that does a good job of keeping things in melta range safe or more troublesome to charge? I also like the idea of unlocking a potentially useful transport. I always felt like sisters were more in need of land raiders than anyone else.
Ally with SM and take Vulkan and a small Tac Squad or Scout Squad. Maybe grab a Land Raider for Sisters Repentia to ride around in. Twin-linked flamer-y, melta-y goodness for my SoB, while giving Repentia an Assault vehicle. *Drools* All dependent on how allies actually work and whether special rules will carry over or not.
20774
Post by: pretre
Yeah, Vulcan is a good choice. CCS with astropath and MOO with a platoon with auto cannons is a good choice. Gives us lr anti transport, a reason for the enemy to spread out and reserve buffs (plus makes outflanking doms reliable). Automatically Appended Next Post: Bonus points for Straken. FC conclave? Yes, please. Automatically Appended Next Post: My IG force is already a 'inquisition' army and my straken is a counts as inquisitor that was once in my WH.
34332
Post by: Spidey0804
DCA in a storm raven... or HF Retibutor unit, or just about freaking anything.!!!!!!!!! Lets got 6th Edition!!!!!!!! Automatically Appended Next Post: Teleporting a Dominion Squad into the backfield of an IG army LOL.... So if we take Ko-Cheeze does that make our battle conclaves scoring?
20774
Post by: pretre
Really, I don't think we need more transports or choppier units. We just need better LR transport poppers.
3314
Post by: Jancoran
well... I am conflicted on this. On one hand it returns the Sisters of Battle ability to take allies. On the other... it lets other races do it. Hmm... Just not entirely sure how I feel about it. That allows for some awful combinations and the feel of the game will be impacted dramatically. So... Just really conflicted about that
34332
Post by: Spidey0804
I still like the Idea of getting a 4th Fast slot or Heavy slot.
LOL or a 3rd Battle conclave. The possibilities are limitless
34332
Post by: Spidey0804
If the Landing pad isn't to crazy in points I Could see a very effective Real Decent of Angles list...
4 full Seraphim Squads, backed by 3 Exorcists. Celestine and Uriah 3 BSS Squads.
Only 1710 pnts, naked that is
20774
Post by: pretre
I was thinking about one of the bastions with AA guns, myself.
34332
Post by: Spidey0804
Not sure I want to tote around a Bastion to Tournies though..
20774
Post by: pretre
If it gives me non heavy slot 48" guns and the ability to shoot down flyers as well as something to hide my vehicles behind, I'll do it.
52163
Post by: Shandara
It makes me wish I didn't glue my bastions to scenic bases, that's for sure.
20774
Post by: pretre
Iirc, exorcists can see over the walls of one of these. Las cannon wouldn't hurt and who knows what the missile silo does.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440312a&prodId=prod340014a
44083
Post by: quiestdeus
Have any of you folks gotten a chance to look at the most recent WD? My FLGS apparently will not receive them until next week due to some reason I could not make out between the curses the owner was tossing around, lol
I ask because that youtube preview mentioned a few pages dedicated to reviewing how each army was affected by 6th, and I was curious what was written about our ladies, assuming SOB were even included as one of the studio armies
3314
Post by: Jancoran
they might say allies musy be from another codex.
14070
Post by: SagesStone
It'd probably not be for normal play though, but more narrative focused like how the WHFB one is I think.
59084
Post by: sdsg
Evil Lamp 6 wrote:Lucre wrote:More dominion squads sounds really cool.
I wonder what armies could provide the strongest support for Sisters in terms of an HQ and a troop slot.
Something particularly long ranged maybe? A tough counter charge unit? Army wide buffs? Something that does a good job of keeping things in melta range safe or more troublesome to charge? I also like the idea of unlocking a potentially useful transport. I always felt like sisters were more in need of land raiders than anyone else.
Ally with SM and take Vulkan and a small Tac Squad or Scout Squad. Maybe grab a Land Raider for Sisters Repentia to ride around in. Twin-linked flamer-y, melta-y goodness for my SoB, while giving Repentia an Assault vehicle. *Drools* All dependent on how allies actually work and whether special rules will carry over or not.
And sisters have combat tactics so they can swap it for twin-linked weapons?
20774
Post by: pretre
Vulcan doesn't require the swap, check his entry.
59084
Post by: sdsg
pretre wrote:Vulcan doesn't require the swap, check his entry.
Indeed, you are correct. Under current circumstances as RAW it could work. All will ofc depend on the allies wording - if joined detachement will be counted as separate army under your command or not. All in all, its not like this has potentional to be game-breaking combo anyway.
20774
Post by: pretre
Twin linking almost everything in my army for an hq and a troop? That'll piss off everyone. Lol
34332
Post by: Spidey0804
LOL... My head is starting to hurt with all the possible shenanigans we could do.
59084
Post by: sdsg
pretre wrote:Twin linking almost everything in my army for an hq and a troop? That'll piss off everyone. Lol
Yeah until someone pisses you off with something worse.
I already wrote somewhere here on dakka how funny it would be to take grey knight librarian for IG power-blob list. You get psychic hood, stackable hammerhand for + str for your blobs, lame grenades (from techmarine if you want them - and hey its another hammerhand which stacks pff) and mainly possibility to add another + 1 str and + extra d6 armour penetration for everyone in CC and having initiative 10 with everyone in blob at RANGE - librarian does not need to be in blob, he can cast it all (except hammerhand) at range and is able to do so at 160 point cost if you want to go cheap as possible.
And yeah, now you opened some slots from grey knight codex should you need them...
35704
Post by: DPBellathrom
I was thinking about taking GK's with my sisters but after that story.....I really cant trust them  although I'd like to use them together to give my sisters a much needed CC buff. though that would mean I'd have to give up celestine or jacobus for coteaz :/
I heard that sisters can be allied with eldar......that made me a little bit sad inside :/ though fluff be damned, I want a fortuned celestine XD
34332
Post by: Spidey0804
Twin linked relentless multi-meltas
59084
Post by: sdsg
Oh my god...
According to this http://www.games-workshop.com/gws/content/article.jsp?catId=&categoryId=§ion=&pIndex=8&aId=22400024a&start=9&multiPageMode=true lame knights can ally with orks...forget about power-blobs - now imagine ork boyz with initiative 10 str 6 and 2d6 armour penetration...
Poor, poor sisters - first thing I am reading in new rulebook are definately rules for allies...
51043
Post by: Lucre
Evil Lamp 6 wrote:Lucre wrote:More dominion squads sounds really cool.
I wonder what armies could provide the strongest support for Sisters in terms of an HQ and a troop slot.
Something particularly long ranged maybe? A tough counter charge unit? Army wide buffs? Something that does a good job of keeping things in melta range safe or more troublesome to charge? I also like the idea of unlocking a potentially useful transport. I always felt like sisters were more in need of land raiders than anyone else.
Ally with SM and take Vulkan and a small Tac Squad or Scout Squad. Maybe grab a Land Raider for Sisters Repentia to ride around in. Twin-linked flamer-y, melta-y goodness for my SoB, while giving Repentia an Assault vehicle. *Drools* All dependent on how allies actually work and whether special rules will carry over or not.
I doubt they will let you use armywides. Maybe a few area buffs will work depending on wording and a slew of FAQs. Would be pretty badass though. Repentia raider sounds great. You could even get a little terminator squad, say from BT, use them for shooting and have the raider drive your repentia up. I was also considering if the command squad would get more exciting if it was brought to mid-field cover with it's payload of multimeltas by an AV14 vehicle. The raider shoots more when it's not trying to be a speedy assault platform and the command squad will be making use of it's pseudo relentless. More anti av 12 guns is pretty nice too in the form of those lascannons. This army has a similar problem to eldar's reliance on dragons and str 6 shooting, except we don't even get so much of that...
20774
Post by: pretre
Jacobus attached to a 50 man guard blob with straken within 6. Extra attack, FNP, FC and CA.
59084
Post by: sdsg
Why limit yourself to one big blob with IC, when you could have several 31/32 men blobs dispersed with flexibility to buff most needed one at range with more (MUCH more) killing power and also giving up a chance to use psychic hood since IG and sisters cant get them? Throwing everything to a single blob will make it obvious target which will be easier to evade and will not have chance to handle walkers and could be also destroyed in close combat by more mobile opponent rather easily - if information about 3 inch pile-in + casualties from first rank in combat are true.
Jacobus IMHO is much better suited to buff some elite infantry rather than a swarm since he multiplies already existing attacks in opposite of GK librarian which can singificantly buff all attacks in a squad - what IMO makes him perfetct force multiplier for blobs and also provides psychic protection which they otherwise lack.
I would personaly roll Jacobus as an ally to SM codex with any flavour of librarians where he would lead assault terminators.
29655
Post by: Evil Lamp 6
Hello Sisters Repentia! 4 Attacks on the charge, AP 1, and no longer kited! Feth yeah! Automatically Appended Next Post: And no "No Retreat!" wounds!
34332
Post by: Spidey0804
Does rage give them +2 attacks on the charge or is all the time? Or would the get 5 Attacks on the charge? Automatically Appended Next Post: Does that mean PEs not get 1d6+4 on the charge? There base is 1d6+1...
29655
Post by: Evil Lamp 6
From my understanding it is just +2 attacks on the charge in place of the usual +1.
34332
Post by: Spidey0804
Ok so I just got a look at the new 2k force org... who's going to be the first to field 6 Exorcists?
14070
Post by: SagesStone
I probably would at one point, love that tank.
And because it might be helpful.
29655
Post by: Evil Lamp 6
Spidey0804 wrote:Ok so I just got a look at the new 2k force org... who's going to be the first to field 6 Exorcists?
Well I already have five of them...
34332
Post by: Spidey0804
Looks like I need to make 3 more LOL
Automatically Appended Next Post:
I think you going to see alot of the tournaments stay at the 1850 mark
Automatically Appended Next Post:
Here it is my first 6th edition list
2000 Pts -Sisters of Battle (Bring it down)
HQ: Saint Celestine
Heavy Support: Exorcist
Searchlight; Dozer Blade; Hunter-killer Missile; Exorcist Missile Launcher;
Heavy Support: Exorcist
Searchlight; Dozer Blade; Hunter-killer Missile; Exorcist Missile Launcher;
Heavy Support: Exorcist
Searchlight; Dozer Blade; Hunter-killer Missile; Exorcist Missile Launcher;
Heavy Support: Exorcist
Searchlight; Dozer Blade; Hunter-killer Missile; Exorcist Missile Launcher;
Heavy Support: Exorcist
Searchlight; Dozer Blade; Hunter-killer Missile; Exorcist Missile Launcher;
Heavy Support: Exorcist
Searchlight; Dozer Blade; Hunter-killer Missile; Exorcist Missile Launcher;
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1);Heavy Flamer;
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile;
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1);Heavy Flamer;
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile;
Troops: Battle Sister Squad (10)
Battle Sister Squad Storm Bolter (x1);Heavy Flamer;
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile;
Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2);
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Flamer;
Fast Attack: Dominion Squad (5)
Dominion Squad Meltagun (x2);
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Heavy Flamer;
Total Cost: 1999
Model Count: 52
20774
Post by: pretre
I think you going to see alot of the tournaments stay at the 1850 mark
I think this isvery true. Automatically Appended Next Post: 6 dominions with vulkan? Don't mind if I do. Poor you if I get first turn.
29655
Post by: Evil Lamp 6
Okay, this is an 1850 list designed with 6th in mind without Allies:
HQ:
St. Celestine (Warlord) 115
Elites:
Repentia Squad, 9 x Sisters Repentia, Mistress 175
Repentia Squad, 9 x Sisters Repentia, Mistress 175
Repentia Squad, 9 x Sisters Repentia, Mistress 175
Troops:
BSS, 7 x Bolters, 1 x MG, 1 x MM, SS w/ Combi-Melta & MB, Rhino 195
BSS, 7 x Bolters, 1 x MG, 1 x MM, SS w/ Combi-Melta & MB, Rhino 195
FA:
Dominion Squad, 2 x Bolters, 2 x MG, SS w/ Combi-Melta & MB, Rhino 140
Dominion Squad, 2 x Bolters, 2 x MG, SS w/ Combi-Melta & MB, Rhino 140
Dominion Squad, 2 x Bolters, 2 x MG, SS w/ Combi-Melta & MB, Rhino 140
HS:
Retributor Squad, 4 x Heavy Bolters, SS w/ Combi-Flamer, Rhino 130
Retributor Squad, 4 x Heavy Bolters, SS w/ Combi-Flamer, Rhino 130
Retributor Squad, 4 x Heavy Bolters, SS w/ Combi-Flamer, Rhino 130
1840 Points.
St. Celestine does her thing, Repentia jack Rets' Rhinos, BSS try not to die, Doms Scout Move/Outflank as usual but in Rhinos and don't get out, Rets move into good positions Snapfiring on the way there and Hull Point glancing to death any vehicles/fliers (with rending as needed/successful). Automatically Appended Next Post: Spidey0804 wrote:Looks like I need to make 3 more LOL
Automatically Appended Next Post:
I think you going to see alot of the tournaments stay at the 1850 mark
Automatically Appended Next Post:
Here it is my first 6th edition list
LIST
You are one HQ and Troop short of a legal 2k list.
34332
Post by: Spidey0804
2000 Pts -Sisters of Battle -6th Edition Fearlesss Foot Horde
HQ: Uriah Jacobus, Protector of the Faith
HQ: Arch-Confessor Kyrinov
HQ: Canoness Rosarius; Bolt Pistol; Eviscerator
HQ: Canoness Rosarius; Bolt Pistol; Eviscerator
Troops: Battle Sister Squad (20)
Battle Sister Squad Simulacrum Imperialis; Meltagun (x2);
Sister Superior Power Sword (x1);
Troops: Battle Sister Squad (20)
Battle Sister Squad Meltagun (x2);
Sister Superior Power Sword (x1);
Troops: Battle Sister Squad (20)
Battle Sister Squad Meltagun (x2);
Sister Superior Power Sword (x1);
Elite: Repentia Squad (10)
Elite: Repentia Squad (10)
Elite: Repentia Squad (10)
Heavy Support: Retributor Squad (6)
Retributor Squad Heavy Bolter (x3);Multi-melta (x1);
Retributor Storm Bolter (x1);
Heavy Support: Retributor Squad (6)
Retributor Squad Heavy Bolter (x3);Multi-melta (x1);
Retributor Storm Bolter (x1);
Total Cost: 2000
Automatically Appended Next Post: Your right... hmm going to have to figure something else out then.. Automatically Appended Next Post: forgot about needing 4 troops
3314
Post by: Jancoran
ugh
48768
Post by: Hollowman
Evil Lamp 6 wrote:Hello Sisters Repentia! 4 Attacks on the charge, AP 1, and no longer kited! Feth yeah!
Automatically Appended Next Post:
And no "No Retreat!" wounds!
True enough - but then fleet, feel no pain, and transports all look to be weaker, while shooting is getting buffed up. It remains to be seen how our eviscerator girls actually fare on the fields of 6th edition.
3314
Post by: Jancoran
the eviscerator chix already rock in 5th. How can they rock worse in 6th? Seems... well I'll just say this. It's brought a tear to my eyes, thinking of all the horrible ways my enemies are going to die.
40908
Post by: KestrelM1
Repentia gain much better Rage, but their primary defenses (Cover and FNP) are going to go from 4+/4+ to 5+/5+.
I still think they're rather overpriced for what they do, especially considering their longevity just dropped significantly.
20774
Post by: pretre
I would agree with Kestrel. Also, they still have a tendency to want their faith power to go off, which is pretty unreliable.
29655
Post by: Evil Lamp 6
KestrelM1 wrote:Repentia gain much better Rage, but their primary defenses (Cover and FNP) are going to go from 4+/4+ to 5+/5+.
I still think they're rather overpriced for what they do, especially considering their longevity just dropped significantly.
Perhaps this is just me, but cover has never really been that important for my Repentia. I just about always have them jack someone's else ride (usually Rets, sometimes BSS). I agree on the FNP point, but that's just something we are just going to have to live with. I still think Repentia have become a much better choice due to the changes and am going to try them out in my first game of 6th. Perhaps there are still rules we haven't seen yet that will further help/hinder our Sisters.
pretre wrote:I would agree with Kestrel. Also, they still have a tendency to want their faith power to go off, which is pretty unreliable.
Yeah, I do wish their Faith power was a bit more reliable. On that note, once in combat, does anyone feel like the Repentia Superior is mostly useless and use her to dump extra wounds on when you can? Yeah she initially can help with getting that Act off, but after that she becomes the bullet sponge so to speak.
48768
Post by: Hollowman
Evil Lamp 6 wrote: On that note, once in combat, does anyone feel like the Repentia Superior is mostly useless and use her to dump extra wounds on when you can? Yeah she initially can help with getting that Act off, but after that she becomes the bullet sponge so to speak.
Yea, I just use her to soak up attacks - with power armor and FnP she serves basically the same role as the Crusaders hanging out with my Death Cultists. Throw herself in front of the low save girls alive until she kicks the bucket.
34332
Post by: Spidey0804
well the one thing that is nice is if you cant see the model you cant kill it. With the ability to now hide and strike when I want to I gives me a lot more control over how they advance. Automatically Appended Next Post: -Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)-
Ok so say you can now fire 1 weapon while moving 12 inches at regular BS... That means MM Immolator will be getting double dice Turn 1, So you can drop the dom squad out they move 6 inches and fire and the Immolator now can move 12 and fire its MM.... Am I reading this wrong.
29476
Post by: pzbw7z
n0t_u wrote:I probably would at one point, love that tank.
And because it might be helpful.

Wow, this makes SoB awful at 2,000 points IMO. Four troops? How badly will this suck?
I guess there'll be no more 2,000-point tournaments for my girls.
20774
Post by: pretre
Just take guard allies and pretend you're playing c:WH.
34332
Post by: Spidey0804
LOL yeah Im racking my brains on how to put a 2k list back together...
Automatically Appended Next Post:
I would prefer to play at 1999 then 2k I can drop a spot light an not change my list 1 bit lol Automatically Appended Next Post: MVBrandt wrote:We're strongly looking at, both in seriousness and tongue-in-cheek,
3PO/1997 format
or simply 1/1999 format
Effectively, a 1999 point tournament, with 1 grace point you are allowed to go over by.
I think you might see alot of Gts doing this sort of thing also
47499
Post by: cowleyc
Please tell me I'm not the only one tempted to start laying scatter-free Orbital Bombardments on Celestine in assault, only to see her stand back up again...
That's worth 300 points in hilarity, right?
29655
Post by: Evil Lamp 6
cowleyc wrote:Please tell me I'm not the only one tempted to start laying scatter-free Orbital Bombardments on Celestine in assault, only to see her stand back up again...
That's worth 300 points in hilarity, right?
I was thinking the same thing except with IG SWS after they use their Demo Charge. But yeah, that's pretty brilliant.
51194
Post by: meh_
According to allies table, the only army SoB are "brothers in arms" is IG. That means that the army wide rules benefit each other and IC can join allied units (transports?).
I've been looking through IG codex to find how we could benefit and only thing I see is Uriah with IG blob for 150 attack rolls and Creed+Astropath for an outflanking army. In addition, if it's possible, then the orders could help a bit. Also, manticore. How could I forget about manticore.
The other one I am interested is GK. I dont like and wont spam 12p acolytes with vehicles, but I was thinking of taking some Paladins/Terminators, Inquisitors and Assassins for some extra oomph.
14070
Post by: SagesStone
Not sure Creed would be worth it, but orders would be quite nice.
34332
Post by: Spidey0804
cowleyc wrote:Please tell me I'm not the only one tempted to start laying scatter-free Orbital Bombardments on Celestine in assault, only to see her stand back up again...
That's worth 300 points in hilarity, right?
I'm not sure you can do that seeing as Celestine wouldn't be consider one of his units. GK are grudging allies so I would say you could only do that the the GK troops that you brought along.
20774
Post by: pretre
I would probably taken Straken CCS with Astropath in Chimera plus a platoon for Autocannons and Lascannons with warm bodies to hold objectives.
Also, Chimeras would be cheap transports for Repentia.
56210
Post by: Dervos
pzbw7z wrote:n0t_u wrote:I probably would at one point, love that tank.
And because it might be helpful.

Wow, this makes SoB awful at 2,000 points IMO. Four troops? How badly will this suck?
I guess there'll be no more 2,000-point tournaments for my girls.
I don't know... taking only 2 troop choices in a game over 2,000 points seems excessively risky. I think 4 troop choices for such a large game is a solid option. Besides it's not like were the only army with this problem. Although other armies do have other choices.
For me personally 6 dominions squads would be amazing, 4 hq units? if you can get past the standard confessor we can take 4 battle conclaves. 6 exorcists? Wow that sounds awesome (if expensive)
I'm excited by the expansion of the FOC but once you start getting closer to 3,000 it seems more like an apocalypse game, now i don't have anything against those games, i've have not even played one but I do know they are significant in length. It's good though that higher point games are inherently more flexible since they expanded the FOC, although you could house rule it anyway it's nice seeing the nod, but I'm sure GW has it's own reasons for doing that.
44083
Post by: quiestdeus
meh_ wrote:According to allies table, the only army SoB are "brothers in arms" is IG. That means that the army wide rules benefit each other and IC can join allied units (transports?).
I've been looking through IG codex to find how we could benefit and only thing I see is Uriah with IG blob for 150 attack rolls and Creed+Astropath for an outflanking army. In addition, if it's possible, then the orders could help a bit. Also, manticore. How could I forget about manticore.
The other one I am interested is GK. I dont like and wont spam 12p acolytes with vehicles, but I was thinking of taking some Paladins/Terminators, Inquisitors and Assassins for some extra oomph.
I've been doing the same... toying with the notion of repentia in a Vendetta. Will need to see the specifics on psychic powers before deciding between a CCS and the LD9 (  ) psyker HQ we could get though.
29655
Post by: Evil Lamp 6
quiestdeus wrote:I've been doing the same... toying with the notion of repentia in a Vendetta. Will need to see the specifics on psychic powers before deciding between a CCS and the LD9 (  ) psyker HQ we could get though.
With the possibility of repairing Hull Points, I'd almost consider a Tech-Priest for an allied IG HQ.
20774
Post by: pretre
Vendetta would be a poor choice since they would die horribly in a flyer crash and the Vend has to hover for them to disembark.
Also, taking a psyker? HERESY!
Take Straken for his FC / Counter attack bubble.
34332
Post by: Spidey0804
Do you think not taking allies will hurt a SOB list?
20774
Post by: pretre
Spidey0804 wrote:Do you think not taking allies will hurt a SOB list?
Hurt? No. SOB will still be good.
Could they be a lot better? Yeah.
Think back to how cool it was to have a durable, cheap scoring unit with a couple autocannons in C: WH. Now imagine you had scouting doms and conclaves. Yeah...
If I ally, I'll realistically just bring an Inquisitor (counts as Straken CCS) with retinue and some inducted guard ( PCS, 2 IS with Autocannons, HWS with Autocannons or LasC), maybe a Vendetta for giggles. My guard are already an inquisitorial force, so it is a perfect match.
44083
Post by: quiestdeus
pretre wrote:Vendetta would be a poor choice since they would die horribly in a flyer crash and the Vend has to hover for them to disembark.
Also, taking a psyker? HERESY!
Take Straken for his FC / Counter attack bubble.
Yeah, I have not really followed the rules for fliers, and was really hoping you could start them in "skimmer mode" and then use their scout move. Scouting Vendetta with Repentia and scouting Dominions would have been a nice alpha-strike. However, looking at how fliers have to start in reserve it seems less viable. I don't have a IG codex (yet), is Straken an IC? Could you put him in a Jacobus Conclave and stick them all in a chimera?
As for psyker heresy... if he can let my sisters overwatch at their regular BS, he'll be a-ok in my book
Has anyone seen anything about Walkers in 6th ed? Any chance Penitent Engines are slightly less prone to insta-dying the second I put them on the table? 1d6+3 attacks on the charge would be so nice to have running around.
I saw open-topped is still +1 to the damage table, but no indication if squadrons have changed, or if walkers get hull points too. Going super-meta here, but if terminators make a resurgence due to lack of AP1 and AP2, and people switch to plasma to deal with termis, AV11 gets a bit better (against S7 plasma rather than all the S8 missiles flying around). Alternatively, people could pick-up lascannons again, in which case PEs stay tucked away safely in their foam coffins... but I would love to see them getting 3 hull points and still being able to receive cover while advancing from behind a rhino.
29476
Post by: pzbw7z
Dervos wrote:
I don't know... taking only 2 troop choices in a game over 2,000 points seems excessively risky. I think 4 troop choices for such a large game is a solid option. Besides it's not like were the only army with this problem. Although other armies do have other choices.
Two and four aren't the only options; three is the right number for 2,000 points. Take four and one must drop a useful unit.
34332
Post by: Spidey0804
Hey guys I just uploaded some new pics to my facebook Daughters of the Emperor
http://www.facebook.com/groups/381650861862946/465901496771215/?comment_id=465903710104327¬if_t=group_comment
Would love to here what you have to say.
29655
Post by: Evil Lamp 6
Wow! I really loved your Rhinos. Your Jacobus, Seraphim, and especially your Repentia look stellar. I can't say I cared for your St. Celestine though.
57893
Post by: PewPewPewing
Sorry if this is a little off-topic, but anyone know when Sisters will be getting a new, full codex (beyond the WD thing)?
14070
Post by: SagesStone
Probably not for a couple years.
29655
Post by: Evil Lamp 6
Silly questions: Now that DCA + Crusaders Power Weapons are AP3 (outside of a new FAQ giving access to Power Axes, and then being reduced to I1), do you guys think that the Battle Conclave will have a diminished role? Along those same lines, do you see Eviscerators as having a greater role to play in 6th, and by extension Repentia? Also, I think that this is the first time I'm glad we have regular access to Eviscerators on just about every Sister Superior. Finally, with the change to Rage, the addition of Hull Points, Shield of Faith, and the possibility of a 12" assault range, do any of you see Penitent Engines getting some more use in 6th? Automatically Appended Next Post: PewPewPewing wrote:Sorry if this is a little off-topic, but anyone know when Sisters will be getting a new, full codex (beyond the WD thing)?
When Hell freezes over? I don't see a proper SoB codex for years to come I'm afraid.
14070
Post by: SagesStone
AP3 is still alright, though I expect there would probably be a fair amount of Terminators to try and take advantage of that change. I don't think they'll diminish much, just slightly change use.
48768
Post by: Hollowman
I'm hoping there is something I am missing in the rumours, because currently it looks like PE are, if anything, worse off. Hull points as the rumors have them are just another way to die, auto-wrecking you after a set number of glances (looks like 3 for walkers). In vehicles that is mitigated by increased speed and the fact that glances can't stop them firing, but for a close combat walker it just looks to make things deadlier. Open topped is as dangerous as before, and squadrons are reported to work the same.
On the plus side, you can keep them in cover easier with rage not controlling their movement. Extra hits is nice. And trying to spam 18 of them in high point games could be a hilarious, if questionable tactic.
20774
Post by: pretre
I would suggest using the dakka gallery. It is free and not work blocked. Automatically Appended Next Post: PE have never been good though, so no big surprise there. Automatically Appended Next Post: The only way they'd be good is if they ignored glances (i.e. only pens took off hull points).
52163
Post by: Shandara
The change to rage (rumored) would help alleviate a bit problem though, i.e. kiting.
Also squadrons are said to work differently now in how you damage them.
48768
Post by: Hollowman
My PE just crushed things my first dozen or so games. Then people figured them out, and now they die. I've never had a problem with them being kited though... Just being slow and easy to kill. Even if they get worse, I'm probably still willing to pay the "awesome model tax" to field a few of them... But Repentia have generally done more than PE for me, for a fraction of the points I spend on engines in my list. PE really only shine against assault lists that want to come to you fast and hard.
14070
Post by: SagesStone
I've just been waiting for them to become plastic myself. Saw one being built and decided even though the model is cool with its ability to be kited and other apparent weaknesses it isn't really worth the hassle.
34332
Post by: Spidey0804
Hollowman wrote:I'm hoping there is something I am missing in the rumours, because currently it looks like PE are, if anything, worse off. Hull points as the rumors have them are just another way to die, auto-wrecking you after a set number of glances (looks like 3 for walkers). In vehicles that is mitigated by increased speed and the fact that glances can't stop them firing, but for a close combat walker it just looks to make things deadlier. Open topped is as dangerous as before, and squadrons are reported to work the same.
On the plus side, you can keep them in cover easier with rage not controlling their movement. Extra hits is nice. And trying to spam 18 of them in high point games could be a hilarious, if questionable tactic.
But in there rules it specifilcly says that they ignore shaken and stun results to me this would mean that that they do not any an effect on them at all.
Also with the new rage rule PE goes to a base 4 attacks on the charge, with the top end being 9, If you have a good round with a single PE could have 18 attacks.
20774
Post by: pretre
Spidey0804 wrote:But in there rules it specifilcly says that they ignore shaken and stun results to me this would mean that that they do not any an effect on them at all.
Also with the new rage rule PE goes to a base 4 attacks on the charge, with the top end being 9, If you have a good round with a single PE could have 18 attacks.
With no glances anymore, ignoring stun and shaken loses its lustre.
14070
Post by: SagesStone
It'd still ignore 1-2 on the pen table. So at least it does something however little it is now.
Against AP3 and worse of course as the bonus to AP1 and 2 would make it entirely worthless... I think it's one of those things that are nice as an unplanned bonus.
34332
Post by: Spidey0804
Has anyone found out what Dreadnought close combat weapons are rated as in CC?
20774
Post by: pretre
AP2, supposedly.
3314
Post by: Jancoran
Wait...Power Weapons aren't going to be AP 2? Why? Isn't that the point? I mean if they wanna' dink around with non power weapons., okay fine. I dont like it but fine. But making what started as a power weapon incapable of killing terminators kinda butt hurts me a little. It's hard enough to kill the damn storm shileds as it is. Now they are making it so Storm Shields are hardly necessary?
hmm...
20774
Post by: pretre
Umm... Okay.
Some Power Weapons (swords, claws) are AP3
Some are AP2 (Axes, PF, Klaws)
Some are AP4 (Mauls)
44083
Post by: quiestdeus
pretre wrote:Spidey0804 wrote:But in there rules it specifilcly says that they ignore shaken and stun results to me this would mean that that they do not any an effect on them at all.
Also with the new rage rule PE goes to a base 4 attacks on the charge, with the top end being 9, If you have a good round with a single PE could have 18 attacks.
With no glances anymore, ignoring stun and shaken loses its lustre.
Yeah, with the new chart - shaken is 1-2 and stunned is 3... so it means half the pen chart is ignored. However, open-topped still means +1, and AP2 gets +1... so it just really ignores 1's. There is still a 50% chance of losing the PE to a pen, but I suppose that is technically better than the 66% chance there was in 5th ed.
Not losing PEs to immobilize anymore is interesting (squadron vehicles are no longer wrecked if they become immobile)... sure they are no longer offensively effective - but being able to hide sisters around/behind an immobile PE would be funny.
But yeah, I'm not seeing a lot that makes PEs worth it sadly, especially not when compared to twin-linked, rending retributors ( CCS with "Bring it down!" nearby  ), not to mention how awesome Exorcists will be with AP1.
20774
Post by: pretre
You're missing the big point though. The pen table sucks, but hull points suck more. Every glance or pen (ignored or not) is a hull point gone. All those shots that would normally shake or stun it (S4 to S6 weapons) now take off a Hull Point.
That means it dies in three hits no matter what.
44083
Post by: quiestdeus
Oh, no I totally get it. However, for those looking for a silver lining, that's potentially 2 more hits than it would have normally survived, heh.
48768
Post by: Hollowman
Actually on reflection, I think the silver lining is better than expected on PE in squadrons. Currently, I lose a lot of PE to glancing hits - with open topped and squadron they wreck pretty often on a glance.
Under the new rules, this does not happen. Assuming I have 3 Penitent Engines, I can put a glance on each and wrap it around (I assume?), meaning it takes 4 glances/pens before 1 PE loses a second hull point, and 7 to actually kill a single PE with glancing shots. Combined with the ability to ignore a larger number of pens, I think PE (and squadrons in general) might have got a good deal BETTER overall.
Of course, I might be missing any number of rules elements that might hurt, or help, PE. But in the sunny light of morning, I'm feeling better about them - run in full squadrons, at least.
20774
Post by: pretre
Pretty sure you stack the hits on the closest PE. Have to wait to see though.
35704
Post by: DPBellathrom
so, just won the school league with the list I posted earlyer and I have to say I'm pretty impressed with it. I'd have liked to try out 4 HB rets but the exorcist really pulled through in the end so I'm happy to keep it in there though at 750 I might think of adding 2 ret units :? the amount of shots they can pump out has finally sunk in :3
20774
Post by: pretre
DPBellathrom wrote:so, just won the school league with the list I posted earlyer and I have to say I'm pretty impressed with it. I'd have liked to try out 4 HB rets but the exorcist really pulled through in the end so I'm happy to keep it in there though at 750 I might think of adding 2 ret units :?
Very nice! Repost the list?
35704
Post by: DPBellathrom
pretre wrote:DPBellathrom wrote:so, just won the school league with the list I posted earlyer and I have to say I'm pretty impressed with it. I'd have liked to try out 4 HB rets but the exorcist really pulled through in the end so I'm happy to keep it in there though at 750 I might think of adding 2 ret units :?
Very nice! Repost the list?
celestine
10 women in a rhino with a melta and flamer X2
exorcist
if I'm honest, celestine is a little bit broken at 600pts as your opponent cant just ignore her, nor can they kill her :3 the exorcist pops anything that isnt AV14 and 20 power armoured bodies is always nice XD
20774
Post by: pretre
Yeah, Celestine is broken at most point levels, but at 600 points? That's just disgusting.
Congrats then!
35704
Post by: DPBellathrom
pretre wrote:Yeah, Celestine is broken at most point levels, but at 600 points? That's just disgusting.
Congrats then!
lol, thanks ^.^
48768
Post by: Hollowman
pretre wrote:Pretty sure you stack the hits on the closest PE. Have to wait to see though.
Almost as good - can't lose more than one to a firing squad (something that wasn't entirely uncommon in 5th), and you can move a wounded one to the rear for the next turn. Still, we'll see.
34332
Post by: Spidey0804
Hollowman wrote:pretre wrote:Pretty sure you stack the hits on the closest PE. Have to wait to see though.
Almost as good - can't lose more than one to a firing squad (something that wasn't entirely uncommon in 5th), and you can move a wounded one to the rear for the next turn. Still, we'll see.
I think you right... LOL wonder if I can get 12 of them on the feild...
44083
Post by: quiestdeus
Have been thinking about this a lot (too much?) lately, but the biggest issue to PEs is getting shot up as they cross the board.
What if they did not have to cross the board?
Creed lets you give a unit scout... Outflanking PEs? Toss an astropath in there and now we have what, nearly 90% certainty they will show up on the edge we want them to?
Definitely cannot wait to see the rules on Saturday and clear up some of these hypotheticals.
List discussion below:
20774
Post by: pretre
They can't assault from Reserves, according to the most recent rumors.
Also, not from scout as well. That would have been a better move to have them scout forward and first turn assault.
44083
Post by: quiestdeus
That would be a very interesting nerf to some DE webway shenanigans, and a huge nerf to genestealers...
Very curious.
20774
Post by: pretre
It would kill DE Webway lists without a FAQ and is definitely a problem for GS.
34332
Post by: Spidey0804
I heard something about not being able to named characters as allies...
20774
Post by: pretre
Spidey0804 wrote:I heard something about not being able to named characters as allies...
That keeps getting shot down, although we'll find out better on Saturday.
44083
Post by: quiestdeus
On a totally different note - given the hull point changes and the ability to rapidly glance a vehicle to death... do you guys think horde sisters will be more viable, especially given we can take guard blobs?
Looking at the math... assuming you drop 2 rhinos (BSS), 2 immolators (Doms), 2 exorcists and a chimera... you get 555 more points to work with. That's almost 4 more sets of 10 ladies or however many combinations of sisters and infantry platoons.
Think dropping 120+ sister and guard models on the table is a viable 6th strategy?
20774
Post by: pretre
Not really. You need something to do some actually hurt your opponent and troops aren't good at that.
If you're going to do horde with allies, do like 2 squads of sisters, a couple power blobs of guard, a bunch of heavy weapon squads, 3 retributors with HB, Straken, Kyrinov and Jacobus.
Fearless, furious charge, FNP, +1 Attack 50 man power blob? Don't mind if I do.
3314
Post by: Jancoran
One nice thing it going to be that i can actually recreate the old DaemonHunters army I used before.
When i got that army, I won it in a sales contest and I decided to play it at Ard Boyz that year, since I have never played Grey Knights before that. I added aN infantry Platoon with LasCannons, in order to force the enemy into my Psycannons. I made it to the second round of Ard Boyz doing that.
Seems like I could do something similar with the Sisters, forcing the enemy into my copious amounts of melta and flamage and it would be like old times.
20774
Post by: pretre
I used a PCS and 2 IS with my C:WH army, sometimes with a HWS or two. It was pretty effective.
29655
Post by: Evil Lamp 6
Another thought concerning 6th: Seraphim have become better. With a (potentially) increased charge range, the free strike at I10, and going on the assumption that Seraphim will be able to shoot their Bolt Pistols twice and cause 4d3 template hits from Hand Flamers, as is normal for them, for snapfire when they get assaulted. Thoughts?
29476
Post by: pzbw7z
pretre wrote:I used a PCS and 2 IS with my C:WH army, sometimes with a HWS or two. It was pretty effective.
One of my favorite lists of all times was a 2,000-point Witch-Hunters list with a big honking power-blob lead by Al'Rahem with a Witch-Hunters Priest attached to one of the squads and the obligatory Commissar.
18228
Post by: Amerikon
Evil Lamp 6 wrote:Another thought concerning 6th: Seraphim have become better. With a (potentially) increased charge range, the free strike at I10, and going on the assumption that Seraphim will be able to shoot their Bolt Pistols twice and cause 4d3 template hits from Hand Flamers, as is normal for them, for snapfire when they get assaulted. Thoughts?
Agreed. One of the rumors that I read was that Jump Infantry could use their jump either in the movement phase OR in the assault phase. So if you move 12" you don't get the I10 strike or the reroll to your charge range. That would be less good than getting the benefit in both cases, but with pre-measuring you can see how far away you are before you decide if you need to move 6" or more.
I'm worried about Seras and the "closest models get killed first" rule. It'll be hard to protect your flamers since they have to be in the front.
20774
Post by: pretre
pzbw7z wrote:pretre wrote:I used a PCS and 2 IS with my C:WH army, sometimes with a HWS or two. It was pretty effective.
One of my favorite lists of all times was a 2,000-point Witch-Hunters list with a big honking power-blob lead by Al'Rahem with a Witch-Hunters Priest attached to one of the squads and the obligatory Commissar.
Pretty I did that one too. wH priests weren't IC which was nice.
Guard does provide cheap scoring though.
48768
Post by: Hollowman
So what do you think a pure SoB army can run that shoots down fliers? I kind of assume Exorcists will get sky fire, just because I can't imagine anything else in the codex getting it. Any rumors of jump troops getting a bonus to attacking fliers?
20774
Post by: pretre
I really doubt Exos get skyfire. I'll be wicked happy if they do though. It doesnt really solve the problem since Exos are our only long range anything. I think a bastion will be pretty necessary.
3314
Post by: Jancoran
Bastions necessary? why necessary? Its an immobile tank yes?
20774
Post by: pretre
It is an AR14 building with access to Skyfire autocannon or Lascannon and comes with Heavy Bolters.
I would say Fortress of Redemption, but no one in their right mind will allow that in a tourney.
18228
Post by: Amerikon
Do we know (or at least "know") what the rules for the Aegis Line are? That seems like the cheapest way to get a skyfire autocannon. I don't know how vulnerable it would be compared to the Bastion though.
20774
Post by: pretre
Aegis is 50 base and gives you a 4+ cover save. You can get a Skyfire for like 30 points and the reserve thingy too.
Bastion is more like 90, but you can embark a squad in it and hide stuff behind it and you can get the guns.
Cheap is nice if you can get multiples (i'd take like 5 defense lines. lol), but if you can't get multiples I'll probably go for the bastion.
If some crazy bastard will let me take the Fortress, I'll take that. That thing is awesome. 3 Buildings, Lascannon or Autocannon with Skyfire, Fragstorm missiles (or krak storm if you pay more), can hide my whole army behind it.
18228
Post by: Amerikon
How does shooting against the Aegis Line work? Can you take out the autocannon? Doesn't the Bastion have a really nasty damage table as well? 4d6 hits on the embarked unit if it gets smashed?
20774
Post by: pretre
No, you can't shoot the aegis or the autocannon. They are landmarks and can be used by anyone who gets to them.
The bastion has a nasty damage table if you take down an AV14 building (which we have no idea how that works yet) and roll a 7 on the table. Automatically Appended Next Post: Also, if someone is putting their good AT into my bastion that has a SOB squad in it instead of my vehicles, I win.
29655
Post by: Evil Lamp 6
Ok, having done one read through of the BRB I have considered the following (without FAQs of course): Gunslingers makes Seraphims' rule redundant and just about the only upgrade character that can't take 2 x Plasma Pistols is the Seraphim Superior. Could 2 x Inferno Pistols (on Canonness) or Plasma Pistols be viable? Repentia will still suck unless they aren't put in a vehicle, but being screened by vehicles seems alright. Not that there was a good reason to get out of our Rhinos before, there now seems to be even less of an incentive to do so in 6th. Dominions Scouting sucks now compared to 5th, but Outflanking still seems good. Seraphim in general seem to be better than they were. Rets and Exorcists still seem as good as ever. That's it for now. Edited to add: Melta Bombs are awesome now.
14070
Post by: SagesStone
I'll just leave this here then.
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2420317a_Sisters_of_Battle_6th_Ed_V1.pdf
Some nice things in it such as being able to pass on acts of faith to a squad if an IC with it joins an ally and the other way around. It is pretty short though. But, I didn't expect all that much in it.
52163
Post by: Shandara
A cannoness joining for +1 initiave and preferred enemy would benefit a lot of allied squads.
14070
Post by: SagesStone
Not to mention any allies we take can fit in a touch better this way.
20774
Post by: pretre
Yeah, we're pretty much the only army that didn't get our 'aura' faq'd away.
14070
Post by: SagesStone
Perhaps we'll start to see more sisters then.
20774
Post by: pretre
Kyrinov works on allies. Automatically Appended Next Post: As does Jacobus. But the fearless bubble for allies is hilarious. Automatically Appended Next Post: Guard stuff doesn't work on us. But canonesses are awesome allies for guard now. Attach to give PE and init 4? Yeah! Automatically Appended Next Post: Sister will now be the goto ally choice for guard in competitive lists, I bet.
52163
Post by: Shandara
Less drawbacks to being fearless now too. Kyrinov + Uriah in a IG blob..
Hmm, I have to go borrow my borther's IG army.
14070
Post by: SagesStone
I guess in a smaller way an Exorcist or easybake oven could be tempting to some.
I'm tempted by the Vendetta, but more because I've just always liked the model.
20774
Post by: pretre
I own a vendetta for my guard. Very tempted.
35704
Post by: DPBellathrom
still need to read thr BRB but the FAQ looks interesting. now to think up a few combos of IC's and faith...........
20774
Post by: pretre
Celestine lost AP2 with her power sword but still is AP3. Also she gets saves against most pw. Automatically Appended Next Post: DPBellathrom wrote:still need to read thr BRB but the FAQ looks interesting. now to think up a few combos of IC's and faith...........
The easy one is power blob plus canoness. I believe her PE only works in assault. Pity. Add Jacobus And straken.
50 guys with PE, FC, init 4, extra attack and FNP? Ouch. Automatically Appended Next Post: On a side note, gonna leave my dca as swords and convert my crusaders to axes. Should be a good mix.
35704
Post by: DPBellathrom
pretre wrote:Celestine lost AP2 with her power sword but still is AP3. Also she gets saves against most pw.
Automatically Appended Next Post:
DPBellathrom wrote:still need to read thr BRB but the FAQ looks interesting. now to think up a few combos of IC's and faith...........
The easy one is power blob plus canoness. I believe her PE only works in assault. Pity. Add Jacobus And straken.
50 guys with PE, FC, init 4, extra attack and FNP? Ouch.
Automatically Appended Next Post:
On a side note, gonna leave my dca as swords and convert my crusaders to axes. Should be a good mix.
thats not a bad idea for the crusaders. they have a low enough I anyway and +2str will really give them some extra punch. it's too bad about celestine but I think the pros outweigh the cons. like you said she's immune to most power weapons and anything assaulting her gets a heavy flamer to the face. the added I10 auto hit on the charge is pretty usefull too. as for her sword, I never really trusted her around termies anyway :/ thats what my exo's are for. TBH the only real issue I can see her having is fighting characters with a 2+ save, pretty sure there aren't any MC's with a 2+
and yeah, that blobs going to be scary as hell :3
18228
Post by: Amerikon
If I'm reading it right, Celestine can also confer her Fearlessness to a squad of Seraphim (or any other squad, but Seras seem most natural). She also seems like a pretty good bullet catcher for them as well. Stick her at the front of the unit and make the enemy dump shots into her. The aggregate effect is that Celestine + Seraphim went from a lose/lose situation to a win/win. I'll definitely be trying that one out.
3314
Post by: Jancoran
1999 games will be common I hope. the doubles FOc type stuff is too crazy for me.
18228
Post by: Amerikon
Jancoran wrote:1999 games will be common I hope. the doubles FOc type stuff is too crazy for me.
I'm also uncertain about the double FOC. It takes 3000+ to fill out an FOC. Doubling it at 2K feels weird.
20774
Post by: pretre
Argh dominions can't scout move, they redeploy.
24696
Post by: Necrosis
Anyone thinking of using duel pistols now? Since our Canoness and superiors can take duel plasma/inferno pistols and can fire them both due to the gunslinger rule.
7301
Post by: Ivan
On behalf of the many many non-Sisters players who will be kidnapping Uriah Jacobus to ally into their armies... I apologize.
|
|