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New Sisters of Battle Codex Tactica @ 2017/05/31 17:11:59


Post by: PanzerLeader


 Inquisitor Lord Katherine wrote:
ERJAK wrote:

Don't forget that flamers get +d6 to their range due to being able to advance and shoot. It's actually a compelling choice now tbh, is just wish both were better.


Why are flamers able to fire after advance? Even with advancing, flamers achieve effectiveness out of 8+d6".

Also, Storm Bolters achieve equivalent effectiveness at 12" and half effectiveness out to 24"

pretre wrote:I'm thinking mixing weapons for Doms is a lot more important. After all, you can't ignore cover any more, so having a few flamers isn't as bad an idea.


It doesn't look like flamers ignore cover anymore, either, from the IG stuff. Eradicator Nova Cannon has a special clause to ignore cover, and flamers don't.


You may fire assault weapons after advancing.


New Sisters of Battle Codex Tactica @ 2017/05/31 17:14:15


Post by: deviantduck


So you can advance with melta as well...


New Sisters of Battle Codex Tactica @ 2017/05/31 17:19:57


Post by: Mr Morden


 Melissia wrote:
I'm imagining a groundpounder list that's heavier on hospitallers, but I really don't know if I want to put it together right now. Thinking maybe 3*15 battle sisters with storm bolters and meltaguns, 2*5 celestians with storm bolters, 2 hospitallers, canoness, and 2*5 retributors with heavy bolters.

More just to try it out than anything else. The hospitallers look quite useful, but also a bit fragile.


Yeah Snipers would be a pain but its a cool idea


New Sisters of Battle Codex Tactica @ 2017/05/31 17:57:19


Post by: pretre


I wasn't saying taking flamers to ignore cover, I was saying since we don't have an IC AOF, it doesn't make it as worth it to go all out Melta.


New Sisters of Battle Codex Tactica @ 2017/05/31 18:04:11


Post by: Inquisitor Lord Katherine


 pretre wrote:
I wasn't saying taking flamers to ignore cover, I was saying since we don't have an IC AOF, it doesn't make it as worth it to go all out Melta.



Actually, since cover is a buff to armoursave and high AP is a penalty to armoursave, then the Melta effectively does ignore cover better than flamers and storm bolters.


From earlier post:



A flamer outperforms a storm bolter by a few percent. A Meltagun outperforms both rather drastically.

I think the Storm Bolter is just better than the flamer, considering it has flexibility granted by superior range and is 5 points cheaper.

The Meltagun is better in most cases, since the chance of killing a second 1-wound model is fairly low with the Storm Bolter and Flamer, but does marginal superiority against medium infantry and significant improvement against armor warrant the extra points spent?


New Sisters of Battle Codex Tactica @ 2017/05/31 18:05:10


Post by: Melissia


Didn't you already post that?


New Sisters of Battle Codex Tactica @ 2017/05/31 18:09:37


Post by: Inquisitor Lord Katherine


 Melissia wrote:
Didn't you already post that?


Yes, I moved it here.

I didn't have any thoughts on it when I first posted it, so I figured since I decided to detail my own thoughts on the weapon comparison, then I might as well move it to where I was talking about it.


New Sisters of Battle Codex Tactica @ 2017/05/31 18:30:06


Post by: Anpu-adom


nevermind


New Sisters of Battle Codex Tactica @ 2017/05/31 19:50:44


Post by: troy_tempest


lol monte carlo applied to toy soldiers, love it!


Automatically Appended Next Post:
so on the subject of seraphim, is hand flamer still the weapon of choice? Celestine enabling AoF on a 2+ lets them shoot twice after deep striking in?


New Sisters of Battle Codex Tactica @ 2017/05/31 20:05:14


Post by: Inquisitor Lord Katherine


 troy_tempest wrote:
lol monte carlo applied to toy soldiers, love it!


Automatically Appended Next Post:
so on the subject of seraphim, is hand flamer still the weapon of choice? Celestine enabling AoF on a 2+ lets them shoot twice after deep striking in?


With regards to the latter, no, because it looks like Acts occur before movement, and therefore the Seraphim won't be on the board. But, conceivably, the Seraphim could stand next to Celestine, use her automatic one while she uses the 2+ one, then use Hand of the Emperor on turn 1 to move 12", then move 12", then shoot, then charge.

I'm not sure about hand flamers, but inferno pistols are still expensive, and both are better than bolt pistols.


New Sisters of Battle Codex Tactica @ 2017/05/31 20:22:59


Post by: troy_tempest


can i also clarify - the days of ICs joining units are behind us? eg a canoness will always be on her own? Celestine will always be alone (apart from gemini)?


New Sisters of Battle Codex Tactica @ 2017/05/31 20:30:50


Post by: Inquisitor Lord Katherine


 troy_tempest wrote:
can i also clarify - the days of ICs joining units are behind us? eg a canoness will always be on her own? Celestine will always be alone (apart from gemini)?


Yes, but the Canoness and Celestine can't be targeted unless they're the closest model to the enemy, and provide aura buffs to friendly models.


New Sisters of Battle Codex Tactica @ 2017/05/31 20:42:37


Post by: troy_tempest


what are ppls thoughs more generally on seraphim as a viable assult unit? They are so much cheaper now and pistols buffed in CC?


New Sisters of Battle Codex Tactica @ 2017/05/31 21:05:47


Post by: Inquisitor Lord Katherine


 troy_tempest wrote:
what are ppls thoughs more generally on seraphim as a viable assult unit? They are so much cheaper now and pistols buffed in CC?


Well, they're not really close combat units. They're shooting units with good mobility and hideously short range. As best, close quarters is for finishing off the unit they shot at.

It doesn't look like they have Hammer of Wrath anymore either, so they're just X+1 S3 AP0 melee attacks where X equals the number of Seraphim in your squad.

They could conceivably AoF move 12", Move 12", shoot, then charge, then next turn AoF shoot anyone left in the unit they charged, then move 12", then shoot, then charge again, and this would, at the very least, block some of the enemy shooting.


New Sisters of Battle Codex Tactica @ 2017/05/31 21:07:12


Post by: pretre


Yeah, I wouldn't use them as an assault unit.


New Sisters of Battle Codex Tactica @ 2017/05/31 21:12:34


Post by: deviantduck


Pretre: Since we can't shoot out of transports anymore, you need to revise your "Those you bail, fail." motto.


New Sisters of Battle Codex Tactica @ 2017/05/31 21:12:53


Post by: pretre


 deviantduck wrote:
Pretre: Since we can't shoot out of transports anymore, you need to revise your "Those you bail, fail." motto.

I know, right?


New Sisters of Battle Codex Tactica @ 2017/05/31 21:13:33


Post by: ERJAK


Anyone have the point roster for sob still? The 'full leaks' are missing SoB and the pic earlier in the thread looks like it's broken.


New Sisters of Battle Codex Tactica @ 2017/05/31 21:32:47


Post by: pretre


It's out there.


New Sisters of Battle Codex Tactica @ 2017/05/31 21:33:12


Post by: Mr Morden


 pretre wrote:
Yeah, I wouldn't use them as an assault unit.


Do they have fly - if so they can go attack Flyers


New Sisters of Battle Codex Tactica @ 2017/05/31 21:33:28


Post by: Inquisitor Lord Katherine


ERJAK wrote:
Anyone have the point roster for sob still? The 'full leaks' are missing SoB and the pic earlier in the thread looks like it's broken.


Working for me.

But even then, we only have two weeks more to wait.


New Sisters of Battle Codex Tactica @ 2017/06/01 00:20:13


Post by: Melissia


Looking more at it, I still honestly get the impression that Dialogous and Hospitaller characters will be more important to sisters than Imagifiers will. The ability to reroll failed morale checks-- and potentially not need to take casualties-- is really powerful, and Hospitallers will make battle sister squad bolter lines much more survivable for such a small investment. They're negligibly useful in combat compared to the imagifier, I will grant, but are also cheaper.


New Sisters of Battle Codex Tactica @ 2017/06/01 00:44:44


Post by: Hybrid Son Of Oxayotl


From what I got, the Imagifer are :
- Useless on embarked unit (not on the table at the beginning of the turn means no Act of Faith)
- Useless on tanks
- Useless if you can't keep up with the unit you want to buff (so no Seraphim)
So, basically I can only see two possible targets for imagifer: long-range Retributor (miam double shooting phase, but that won't really work on heavy flamer retrib because those need a transport) and foot-slogging BSS (and then usually maxed to maximize the AOF effect…).
If you have neither of those units just don't take any imagifer…

Still I wish the way the rule works exactly was made clearer!


New Sisters of Battle Codex Tactica @ 2017/06/01 01:12:15


Post by: Voldrak


 Hybrid Son Of Oxayotl wrote:
From what I got, the Imagifer are :
- Useless on embarked unit (not on the table at the beginning of the turn means no Act of Faith)
- Useless on tanks
- Useless if you can't keep up with the unit you want to buff (so no Seraphim)
So, basically I can only see two possible targets for imagifer: long-range Retributor (miam double shooting phase, but that won't really work on heavy flamer retrib because those need a transport) and foot-slogging BSS (and then usually maxed to maximize the AOF effect…).
If you have neither of those units just don't take any imagifer…

Still I wish the way the rule works exactly was made clearer!



It looks like almost everyone is misunderstanding how the Imagifiers work.


The Act of Faith special rule requires a unit with the "Act of faith" ability.

The imagifier requires a friendly unit with the "Order" keyword.


Essentially, they can AoF Rhinos, Immolators and... drumroll... Exorcists on a 4+

I'll let you workout the possibilities.


New Sisters of Battle Codex Tactica @ 2017/06/01 01:18:10


Post by: ERJAK


Voldrak wrote:
 Hybrid Son Of Oxayotl wrote:
From what I got, the Imagifer are :
- Useless on embarked unit (not on the table at the beginning of the turn means no Act of Faith)
- Useless on tanks
- Useless if you can't keep up with the unit you want to buff (so no Seraphim)
So, basically I can only see two possible targets for imagifer: long-range Retributor (miam double shooting phase, but that won't really work on heavy flamer retrib because those need a transport) and foot-slogging BSS (and then usually maxed to maximize the AOF effect…).
If you have neither of those units just don't take any imagifer…

Still I wish the way the rule works exactly was made clearer!



It looks like almost everyone is misunderstanding how the Imagifiers work.


The Act of Faith special rule requires a unit with the "Act of faith" ability.

The imagifier requires a friendly unit with the "Order" keyword.


Essentially, they can AoF Rhinos, Immolators and... drumroll... Exorcists on a 4+

I'll let you workout the possibilities.


He's right, and the way AoF is worded on the main page doesn't technically contradict it (though it's a close thing) RAI might not be right but RAW this is how it works. Loopholes!


New Sisters of Battle Codex Tactica @ 2017/06/01 01:43:11


Post by: Melissia


Yes, but you can't use that AoF aura of Imagifiers from within Rhinos, as the imagifier is not on the table.


New Sisters of Battle Codex Tactica @ 2017/06/01 01:47:24


Post by: ERJAK


 Melissia wrote:
Yes, but you can't use that AoF aura of Imagifiers from within Rhinos, as the imagifier is not on the table.


Sending transports 24" downfield, or going 12" and disembarking (again loopholes!) might still be worth though.


New Sisters of Battle Codex Tactica @ 2017/06/01 01:48:22


Post by: Melissia


Yes, but in the process, you're leaving the imagifiers behind.


New Sisters of Battle Codex Tactica @ 2017/06/01 02:11:00


Post by: Voldrak


Leaving them behind is fine, it all depends on what you do with them afterwards.

Here are two possible scenarios

Put a rhino with 9 repentias and a mistress on your 12 inch line. Leave another squad nearby that the imagifier can get to for subsequent turns.
AoF the rhino 12 inches up. Move 12 inches up. Next turn you can disembark and threaten almost anything with a nasty assault on his side of the table.

Depending on how this is ruled, it might be that the AoF move is not an actual move since its not in the move phase per say. If that is the case, you could disembark repentias turn 1 and, if your opponent deployed too close, you stand a good chance at charging with the mistress reroll


Instead of buying three Exorcists. Buy two and use the 160 points left over to buy 4 imagifiers.
You gain tactical flexibility across your army, or leave all 4 with those 2 exorcists. You stand a good chance at getting them both an AoF effectively shooting 4 exorcists for the cost of 3.


New Sisters of Battle Codex Tactica @ 2017/06/01 02:36:58


Post by: Melissia


And you also stand an equally good chance shooting two exorcists at the cost of three, as well.


New Sisters of Battle Codex Tactica @ 2017/06/01 03:56:19


Post by: ERJAK


 Melissia wrote:
And you also stand an equally good chance shooting two exorcists at the cost of three, as well.


I don't think you used the word 'equal' correctly here


Automatically Appended Next Post:
Okay, okay hear me out. If the SoB player has control of order of operations of AoF then you could do something like this:

1 canoness and standard 5M domis in an immo with MM, 2 imagifiers and Celestine. Vanguard the domis 12", then use your Turn AoF on Celestine to move her 12 or move+ advance depending. THEN use imag1 to move imag2 into range to AoF the immo, allowing the domis to disembark and the immo to move another 12. THEN use celestines AoF on the domis to double shoot. Now you got a 30+ inch first turn alphastrike with 12 melta shots rerolling 1s with at least the immolator's getting the 2D6 roll.

This is obviously just a thought exercise as a more efficient combo would have more redundancy and less points of failure AND they might now work in exactly this way but open your mind to the shenanigans!


New Sisters of Battle Codex Tactica @ 2017/06/01 08:42:26


Post by: Hybrid Son Of Oxayotl


ERJAK wrote:
He's right, and the way AoF is worded on the main page doesn't technically contradict it (though it's a close thing) RAI might not be right but RAW this is how it works. Loopholes!

GW's rule writing ability is still abysmal. Seriously that whole AoF thing, I cannot even in good faith understand precisely how it's meant to work!


New Sisters of Battle Codex Tactica @ 2017/06/01 11:35:34


Post by: troy_tempest


can i check this is right

repentia pv = X
eviscerator pv = Y

total points per model = X+Y = 4x cost of bolter sister?


New Sisters of Battle Codex Tactica @ 2017/06/01 11:48:29


Post by: ERJAK


 troy_tempest wrote:
can i check this is right

repentia pv = X
eviscerator pv = Y

total points per model = X+Y = 4x cost of bolter sister?


Lookinh at the wrong evisceratot. Repentia have 'penitent' or w/e evis which is 0 pts.

Repentia if i rember correctly are 17per. Which is waaaaaayyyy too high buy w/e. Correct me if i'm wrong though.


New Sisters of Battle Codex Tactica @ 2017/06/01 11:58:05


Post by: troy_tempest


Thx Erjak.

Anyone know whats happening with firepoints on vehicles? The leaks I've seen have nothing on this.


Automatically Appended Next Post:
ah it seems like firepoints on behicles have gone the way of the dodoo http://www.3plusplus.net/2017/05/40k-8th-edition-rumors/


New Sisters of Battle Codex Tactica @ 2017/06/01 12:40:19


Post by: Voldrak


Indeed.

To be able to fire from a vehicule now you have to be classified open topped.

Raiders, Orc trucks etc.


New Sisters of Battle Codex Tactica @ 2017/06/01 12:45:30


Post by: pretre



Okay, okay hear me out. If the SoB player has control of order of operations of AoF then you could do something like this:

1 canoness and standard 5M domis in an immo with MM, 2 imagifiers and Celestine. Vanguard the domis 12", then use your Turn AoF on Celestine to move her 12 or move+ advance depending. THEN use imag1 to move imag2 into range to AoF the immo, allowing the domis to disembark and the immo to move another 12. THEN use celestines AoF on the domis to double shoot. Now you got a 30+ inch first turn alphastrike with 12 melta shots rerolling 1s with at least the immolator's getting the 2D6 roll.

This is obviously just a thought exercise as a more efficient combo would have more redundancy and less points of failure AND they might now work in exactly this way but open your mind to the shenanigans!

Disembark says you can disembark if the transport hasn't moved yet. AoF says 'move as if it was the movement phase'. I'm a bit torn.

As for Imagifers, I see the RAW, although I doubt it was RAI. Celestine does the same thing. Hers doesn't have to be the same Ordo though.


Automatically Appended Next Post:
The lack of fire points is really going to hurt SOB.


New Sisters of Battle Codex Tactica @ 2017/06/01 13:24:53


Post by: Shandara


I may finally have a use for my 9 penitent engines!

EDIT: Am I right though in seeing that a single engine would cost 55+40+2x17 = 129 munchkins?


New Sisters of Battle Codex Tactica @ 2017/06/01 14:09:02


Post by: pretre


So, Dominions are fragile and can't disembark. What about using them as a 50 point add-on to an immolator?

Spearhead 1
Celestine and Gem - 250
5 Rets with 4 HB - 85
5 Rets with 4 HB - 85
5 Rets with 4 HB - 85
Imagifer - 40
Imagifer - 40

Spearhead 2
Canoness - 45
Exorcist - 160
Exorcist - 160
Exorcist - 160
Imagifer - 40
Imagifer - 40
5 Doms with Immolator (Immo Turret) - 153
5 Doms with Immolator (Immo Turret) - 153
1496


New Sisters of Battle Codex Tactica @ 2017/06/01 14:57:07


Post by: Inquisitor Lord Katherine


Because it would be cheaper to have 5 regular sisters to buy the Immolator.

And I'm not sure why Dominions can't disembark.
They scout 12", then disembark and move 6, and use their guns on a target.

It's certainly less good than it is now, where even the heaviest can't can almost be considered a write-off after being attacked by Dominions, but now will only loose maybe half it's wounds, but it works, I think.


New Sisters of Battle Codex Tactica @ 2017/06/01 15:05:11


Post by: pretre


I'm now also considering Seraphim. They are seem a lot cheaper. Used to be 95 points for 5 with HF and now they are 79.


Automatically Appended Next Post:
 Inquisitor Lord Katherine wrote:
Because it would be cheaper to have 5 regular sisters to buy the Immolator.

And I'm not sure why Dominions can't disembark.
They scout 12", then disembark and move 6, and use their guns on a target.

It's certainly less good than it is now, where even the heaviest can't can almost be considered a write-off after being attacked by Dominions, but now will only loose maybe half it's wounds, but it works, I think.

Only by 5 points and you get scouting on your immo this way.

They can disembark, but they are a lot less effective in doing so.


New Sisters of Battle Codex Tactica @ 2017/06/01 15:16:50


Post by: Inquisitor Lord Katherine


 pretre wrote:
I'm now also considering Seraphim. They are seem a lot cheaper. Used to be 95 points for 5 with HF and now they are 79.


Automatically Appended Next Post:
 Inquisitor Lord Katherine wrote:
Because it would be cheaper to have 5 regular sisters to buy the Immolator.

And I'm not sure why Dominions can't disembark.
They scout 12", then disembark and move 6, and use their guns on a target.

It's certainly less good than it is now, where even the heaviest can't can almost be considered a write-off after being attacked by Dominions, but now will only loose maybe half it's wounds, but it works, I think.

Only by 5 points and you get scouting on your immo this way.

They can disembark, but they are a lot less effective in doing so.


Ah, true, I didn't think of that.

I guess there's the question of whether or not the Immolator is worth bringing just for itself.


New Sisters of Battle Codex Tactica @ 2017/06/01 15:23:13


Post by: MacPhail


With the survivability of vehicles now, is a turn 2 bail-and-burn such a bad thing? If you rush 3 Dom Immos with Imagifier, they either draw fire from the rest of your army or they get their big double melta volley from ideal position slightly later in the game. Vanguard makes it less likely that you lose movement inches befote you can afford to. It could also help preserve Repentia transports or Penitent Engines while they get in position.


New Sisters of Battle Codex Tactica @ 2017/06/01 15:23:36


Post by: pretre


Well, now I'm considering Seraphim.

79 Points for 5 with 4 HF
62 Points for 5 with a PP.

Just great at harassing and taking objectives.

Hmm.


Automatically Appended Next Post:
Another note. Hunter Killers are only 6 Points now and 48" S8 AP-2 D6 wounds.

Storm Bolters are only 4 Points! And give you 4 shots at 12". So for 10 points you can more than double the fire power of a rhino or Immo.


New Sisters of Battle Codex Tactica @ 2017/06/01 16:19:26


Post by: troy_tempest


can i clarify deep strike/ fly? you come down 9 inches away. meaning you cant hit someone with hand flamers that turn? is there another move im missing?


New Sisters of Battle Codex Tactica @ 2017/06/01 17:09:14


Post by: Voldrak


 troy_tempest wrote:
can i clarify deep strike/ fly? you come down 9 inches away. meaning you cant hit someone with hand flamers that turn? is there another move im missing?



You are right. You will not want to deepstrike Seraphims for their firepower. You will only be able to use their bolt pistols and possibly the plasma pistol on the superior.
If you keep them in reserve, it's to drop them by an objective to score it on that turn.

They are much better starting on the table and using an AoF on them to move them 24 inches in a turn.

Fly them around while keeping cover for a 2+ save. Keep Celestine close and they also have a 5++ re-rollable.

If someone wants to charge them, he will have to get in close due to the -2 charge move while in cover and that should put him in range of your hand flamers for overwatch.


New Sisters of Battle Codex Tactica @ 2017/06/01 17:16:12


Post by: pretre


I plan on using both. Here's a sample list:

Outrider 1
C&G - 250
Exo with HKM - 166
5 Rets with 4 HB - 85
Imag - 40
Imag - 40
5 Seraphim with 2 2xHF, Sup with CS - 79
5 Seraphim with 2 2xHF - 79
5 Seraphim with Sup with PP/CS - 62

Outrider 2
Canoness - 45
5 Rets with 4 HB - 85
Imagifer - 40
5 Seraphim with Sup with PP/CS - 62
5 Dom with 4 Melta in Immo with Immo, SB, HKM - 231
5 Dom with 4 Melta in Immo with Immo, SB, HKM - 231
1495

Seras with HF are on the board
Seras with PP are either DS or on the board



New Sisters of Battle Codex Tactica @ 2017/06/01 17:34:43


Post by: Voldrak


HKMs are good, but as a one shot that has 33% chance to not do anything I think they require that a Canoness be nearby to mitigate the risk of missing. As an added bonus you get to re-roll the misses on the Exorcist Missile Launcher as well.

I think they are fine on Exorcists if you can keep the canoness close by, but on the dominions you're likely better off with just the extra stormbolter.


New Sisters of Battle Codex Tactica @ 2017/06/01 17:45:19


Post by: pretre


Fair enough. Also, Superiors can take Storm Bolters, which is nice for Rets.


Automatically Appended Next Post:
Adjusting:

Outrider 1
C&G - 250
Exo with HKM - 166
6 Rets with 4 HB, Sup with SB - 98
Imag - 40
Imag - 40
5 Seraphim with 2 2xHF, Sup with CS - 79
5 Seraphim with 2 2xHF - 79
5 Seraphim with Sup with PP/CS - 62

Outrider 2
Canoness - 45
5 Rets with 4 HB and Sup with SB- 89
Imagifer - 40
5 Seraphim with Sup with PP/CS - 62
5 Dom with 4 Melta in Immo with Immo, SB - 225
5 Dom with 4 Melta in Immo with Immo, SB - 225
1500


New Sisters of Battle Codex Tactica @ 2017/06/01 18:57:35


Post by: Melissia


Superiors taking storm bolters is nice for superiors of all squads, since there's very little point of giving them close combat weapons-- our only real dedicated close combat squad already has its own unique squad leader. Adds another bolter to battle sister squads for half the price, too, and a bolter to celestians for a third of hte price.


New Sisters of Battle Codex Tactica @ 2017/06/01 19:00:42


Post by: pretre


 Melissia wrote:
Superiors taking storm bolters is nice for superiors of all squads, since there's very little point of giving them close combat weapons-- our only real dedicated close combat squad already has its own unique squad leader. Adds another bolter to battle sister squads for half the price, too, and a bolter to celestians for a third of hte price.

Well, I think it really only fits with Rets or Doms, since there is almost literally no reason to take BSS or Celestians over Rets and Doms. Doms are already spendy enough though, so I'll avoid there.


New Sisters of Battle Codex Tactica @ 2017/06/01 19:17:00


Post by: Mr Morden


Does St C have the "you can only take one of this unit in an army" cos I cant see it?


New Sisters of Battle Codex Tactica @ 2017/06/01 19:25:19


Post by: pretre


 Mr Morden wrote:
Does St C have the "you can only take one of this unit in an army" cos I cant see it?

lol no.


Automatically Appended Next Post:
Supreme Command Detachment 1
C&G - 250
C&G - 250
C&G - 250

Supreme Command Detachment 2
C&G - 250
C&G - 250
C&G - 250
1500


New Sisters of Battle Codex Tactica @ 2017/06/01 19:40:43


Post by: Mr Morden


That is the His Will formation

Wierd that the Exorcist is LD7 and the Immolator / Rhino LD8.


New Sisters of Battle Codex Tactica @ 2017/06/01 19:51:16


Post by: pretre


So, their wording doesn't say the Invul bonus doesn't stack. So if you have multiples, you can get down to a 2++


New Sisters of Battle Codex Tactica @ 2017/06/01 19:52:00


Post by: troy_tempest


whats the deal with vehciles and ld? arent they fearless?


New Sisters of Battle Codex Tactica @ 2017/06/01 19:54:20


Post by: pretre


Seraphim get a reroll, so if you can get them in range, they have a rerollable 2++


New Sisters of Battle Codex Tactica @ 2017/06/01 19:55:57


Post by: Mr Morden


 troy_tempest wrote:
whats the deal with vehciles and ld? arent they fearless?


Not that I am aware of - however they are immune to Battleshock as they are single units


New Sisters of Battle Codex Tactica @ 2017/06/01 20:13:40


Post by: RabbitMaster


 pretre wrote:
 Mr Morden wrote:
Does St C have the "you can only take one of this unit in an army" cos I cant see it?

lol no.


Automatically Appended Next Post:
Supreme Command Detachment 1
C&G - 250
C&G - 250
C&G - 250

Supreme Command Detachment 2
C&G - 250
C&G - 250
C&G - 250
1500

Looks like deathstars 3.0: a bunch of Celestines staying close from each other (almost like a unit) to get that sweet +6 invul boost xD
Alternate the placement of the wounded celestines in the middle of the pack for some wound-allocation-ish shenanigan


New Sisters of Battle Codex Tactica @ 2017/06/01 20:17:52


Post by: pretre


It gets worse.

YOu can take 5 Celestines and 22 Seraphim at 1500. The seraphim could have a 2++ rerollable and you could use them to screen.

Plus there are all sorts of weird interactions with the Geminae. You can transfer them to different celestines and when you respawn celestine she could go next to any of them. Of course, if you fail your respawn, all your geminae disappear (from all the celestines)


New Sisters of Battle Codex Tactica @ 2017/06/01 20:21:53


Post by: RabbitMaster


 pretre wrote:
It gets worse.

YOu can take 5 Celestines and 22 Seraphim at 1500. The seraphim could have a 2++ rerollable and you could use them to screen.

Plus there are all sorts of weird interactions with the Geminae. You can transfer them to different celestines and when you respawn celestine she could go next to any of them. Of course, if you fail your respawn, all your geminae disappear (from all the celestines)

At least the turn after losing all the geminae, you still can resurect 4 of them with the other Celestine

Now.... where is that damn rule that will kill this Oh-so-funny concept....

P.S.: I didnt realized that Celestine resurect immediately, and not at the start of the next turn like it used to be. Which means she can now die, resurect and die again in the same turn if the ennemy can pull it off. That's a bummer.


New Sisters of Battle Codex Tactica @ 2017/06/01 20:26:59


Post by: pretre


I don't think there is a RAW argument against it. It needs to be FAQ'd. For now though, SOB are the most OP army.


New Sisters of Battle Codex Tactica @ 2017/06/01 20:35:18


Post by: Drider


on a slightly more conventional note.

How about...

Spearhead detachment.
2x Canoness
2x Imagifier
2x Rets, HBs
3x Exorcist

820 points

Putting a Canoness and Imagifiers between the Exos and the Rets infront of the characters to add more dakka and tank wounds.

A nice little fire base giving you re-roll ones to hit on everything and 2x 50/50 chance of double shooting the Rets.

And if you really want to get crazy, if an exorcist fluffs it's D6 shots on like a 1 or a 2 spend a command point and reroll it.


New Sisters of Battle Codex Tactica @ 2017/06/01 20:49:38


Post by: pretre


Drider wrote:
on a slightly more conventional note.

How about...

Spearhead detachment.
2x Canoness
2x Imagifier
2x Rets, HBs
3x Exorcist

820 points

Putting a Canoness and Imagifiers between the Exos and the Rets infront of the characters to add more dakka and tank wounds.

A nice little fire base giving you re-roll ones to hit on everything and 2x 50/50 chance of double shooting the Rets.

And if you really want to get crazy, if an exorcist fluffs it's D6 shots on like a 1 or a 2 spend a command point and reroll it.

Although I would split that into two spearheads and bring more HB rets and imagifers.

The imagifers work on the Exorcists, btw.

I think I posted the Spearhead spam list a page or so ago.


New Sisters of Battle Codex Tactica @ 2017/06/01 21:14:55


Post by: Drider


Yeah, you could totally expand this up the way to make a gunline list. We're probably still a bit meh at gunlines in the grand scheme of things but it's a lot more doable without having to pay a troop tax for every 3 heavy slots.

I was reading that whole exchange about the imagifiers.... My opinion is that it doesn't work like that. how can a unit without Keyword AoF use AoF even though the imagifier and AoF wording is so loose. If GW FAQ it and say it's legit then i'm totally spamming imagifiers and penitent engines. double move those bitches all over the table.


New Sisters of Battle Codex Tactica @ 2017/06/01 21:18:01


Post by: pretre


Penitent Engines don't have Order as a keyword, so it wouldn't work on them.


New Sisters of Battle Codex Tactica @ 2017/06/01 21:18:33


Post by: Voldrak


Act of faith is not a keyword. Its a special rule some models have.


Penitent engines do not have the Order keyword so no luck using AOF on them.


New Sisters of Battle Codex Tactica @ 2017/06/01 21:18:54


Post by: pretre


- Acts of Faith. Hoo boy. I am going to type out the rules for this since this will get nit-picky.

"Acts of Faith

Roll a D6 at the start of each of your turns. On a roll of 2+, one unit from your army with the acts of faith ability can perform an act of faith chosen from the following list. Some abilities may allow you to use more than one act of faith in the same turn; when this is the case, a different unit must be chosen to perform each Act of Faith.

Hand: The unit can immediately move as if it were the movement phase.

DG: The unit can immediately shoot as if it were the shooting phase.

Passion: The unit can, if it is within 1" of an enemy unit, immediately pile in and attack as if it were the fight phase.

Spirit: One model in the unit recovers D3 lost wounds, or you can return a single slain model to the unit with 1 wound remaining."

Okay, so one unit, anywhere on the battlefield with the AoF ability (which is just the infantry basically, Celestine, Canoness, Imagifer, Hospitaller, Dialogus, BSS, Seraphim, Celestians, Repentia, Mistress of Repentance, Retributors, Dominions) gets to do one of those acts per turn.

Now here's the fun part.

Celestine: "at the start of any of your turns, you can pick a friendly Adepta Sororitas unit within 6" of Celestine and perform an act of faith with it. This is in addition to the act of faith you are normally allowed to perform in a turn."

Imagifer: "Roll a D6 at the start of each of your turns; on a 4+ you can pick a friendly <Order> unit within 6" of this model and perform an act of faith iwth it. This is in addition to the act of faith you are normally allowed to use in a turn."


So both Celestine and Imagifer modify who is targetable by the Act of Faith special rule. Who, you might ask, in your army has the 'Adepta Sororitas' rule? Well, everyone I listed above, plus: Rhino, Immolator, Exorcist. Same is true for the Ordo special rule.


New Sisters of Battle Codex Tactica @ 2017/06/01 21:38:59


Post by: Voldrak


This all makes sense to me.

One of them is free and is a little limited in it's application while the others are more flexible given that you are paying for them.

For 40 points you get one on a 4+
For 250 points you get one automatically without having to roll.

I could see them releasing other, more expensive models, that give you one on a 3+ or even special units doing this forcing us to buy new models eventually.


Automatically Appended Next Post:
Disembark:

Any unit that begins its Movement phase embarked within a transport can disembark before the transport moves...


Acts of Faith

Roll a D6 at the start of each of your turns. On a roll of 2+, one unit from your army with the Act of Faith ability can perform an Act of Faith chosen from the following list....

There are distinctive terms in the rules now to define the following:

A Battle Round is Two turns
A turn is 6 phases
A phase can be Movement, Psychic, Shooting, Charge, Fight or Morale

Now, the Start of your Turn is not a phase itself. Its the Start of your turn.
A unit cannot Disembark in the Movement Phase if the transport moved.

If your transport moved at the Start of your turn, it did not do so in the Movement phase, as such you are allowed to disembark before your transport moves in the Movement Phase.


The same seems to be true for Dominions. They are moving before any phases have begun. They can as such move 12 with their special rule and disembark before the transport moves in the next phase


Is there a way to contradict this RAW?



New Sisters of Battle Codex Tactica @ 2017/06/01 21:59:55


Post by: pretre


I think that's a good read.


New Sisters of Battle Codex Tactica @ 2017/06/01 23:43:44


Post by: ERJAK


Drider wrote:
Yeah, you could totally expand this up the way to make a gunline list. We're probably still a bit meh at gunlines in the grand scheme of things but it's a lot more doable without having to pay a troop tax for every 3 heavy slots.

I was reading that whole exchange about the imagifiers.... My opinion is that it doesn't work like that. how can a unit without Keyword AoF use AoF even though the imagifier and AoF wording is so loose. If GW FAQ it and say it's legit then i'm totally spamming imagifiers and penitent engines. double move those bitches all over the table.


If it was just imagifiers I would think it was a mistake but celestine's is also very specific so I think it's deliberate and frankly completely brilliant design.


New Sisters of Battle Codex Tactica @ 2017/06/02 02:09:07


Post by: davidgr33n


Is it still possible to add a single Imperial Knight to a battalion force?

Also, other than for command points, is there a reason to bring Troops Sisters anymore?


New Sisters of Battle Codex Tactica @ 2017/06/02 02:12:49


Post by: pretre


There's a LOW detachment that you could add.

And no.


New Sisters of Battle Codex Tactica @ 2017/06/02 02:24:52


Post by: ERJAK


 pretre wrote:
There's a LOW detachment that you could add.

And no.


You're gonna want them if you do a gunline style list because they're cheap bubblewrap to stop first turn charges.


New Sisters of Battle Codex Tactica @ 2017/06/02 02:26:31


Post by: Voldrak


You will want Sisters once there are enough stratagems that are worth maximizing command points for.

Right now they are fairly lackluster


New Sisters of Battle Codex Tactica @ 2017/06/02 02:42:14


Post by: pretre


ERJAK wrote:
 pretre wrote:
There's a LOW detachment that you could add.

And no.


You're gonna want them if you do a gunline style list because they're cheap bubblewrap to stop first turn charges.

Retributors are just as cheap and can take 4 heavies. I'd rather take groups of them for bubble wrap.


Automatically Appended Next Post:
Voldrak wrote:
You will want Sisters once there are enough stratagems that are worth maximizing command points for.

Right now they are fairly lackluster

Yeah, if they add some stratagem better than what we have, I'll think about it. Right now, I just save it for rerolls on Celestine's return.


New Sisters of Battle Codex Tactica @ 2017/06/02 03:17:02


Post by: ERJAK


 pretre wrote:
ERJAK wrote:
 pretre wrote:
There's a LOW detachment that you could add.

And no.


You're gonna want them if you do a gunline style list because they're cheap bubblewrap to stop first turn charges.

Retributors are just as cheap and can take 4 heavies. I'd rather take groups of them for bubble wrap.


Automatically Appended Next Post:
Voldrak wrote:
You will want Sisters once there are enough stratagems that are worth maximizing command points for.

Right now they are fairly lackluster

Yeah, if they add some stratagem better than what we have, I'll think about it. Right now, I just save it for rerolls on Celestine's return.


Being able to take 4 heavies isn't as big as the 5 extra bodies, especially since you wouldn't take that many in a unit meant to die. That said, the could have definitely done more with the basic battlesister.


New Sisters of Battle Codex Tactica @ 2017/06/02 04:41:03


Post by: davidgr33n


So here's a quick 2000pt mechanized list I put together. I've always enjoyed playing mech with my Sisters...

Celestine
Canoness, plasma pistol
5 Sisters, Immolator, multimelta
5 Sisters, Immolator, multimelta
5 Sisters, Immolator, Immo Flamer
5 Sisters, Immolator, Immo Flamer
5 Sisters, Immolator, Immo Flamer
Exorcist
Exorcist
Exorcist
Knight Crusader, Avenger Gatling Cannon, Rapidfire Battle Cannon, Heavy Flamer, Heavy Stubbers

This list gives 3 CPs, and my 2 AoF per turn will be used to shoot 2 Exorcists prior to the Shooting Phase
Celestine and the Canoness can set up close to the Exorcists to give them 5++ and mini twin-linked (reroll to-hits of 1)


New Sisters of Battle Codex Tactica @ 2017/06/02 10:49:38


Post by: ERJAK


 davidgr33n wrote:
So here's a quick 2000pt mechanized list I put together. I've always enjoyed playing mech with my Sisters...

Celestine
Canoness, plasma pistol
5 Sisters, Immolator, multimelta
5 Sisters, Immolator, multimelta
5 Sisters, Immolator, Immo Flamer
5 Sisters, Immolator, Immo Flamer
5 Sisters, Immolator, Immo Flamer
Exorcist
Exorcist
Exorcist
Knight Crusader, Avenger Gatling Cannon, Rapidfire Battle Cannon, Heavy Flamer, Heavy Stubbers

This list gives 3 CPs, and my 2 AoF per turn will be used to shoot 2 Exorcists prior to the Shooting Phase
Celestine and the Canoness can set up close to the Exorcists to give them 5++ and mini twin-linked (reroll to-hits of 1)


Turn AoF can't be used on vehicles. Only Celestine's and imagifiers.


New Sisters of Battle Codex Tactica @ 2017/06/02 14:09:53


Post by: Voldrak


My attempt at double vanguard:


Celestine Geminae Geminae
15 Battle Sisters Heavy Flamer Flamer Combi-Flamer
Imagifier
Imagifier
5 Dominions Flamer Flamer Melta Melta Combi-Flamer
5 Dominions Flamer Flamer Melta Melta Combi-Flamer
Rhino Stormbolter Stormbolter
10 Seraphims Hand Flamers Hand Flamers Plasma Pistol Power Sword
Exorcist HKM


Canoness
Imagifier
5 Seraphims Hand Flamers Hand Flamers
5 Seraphims Hand Flamers Hand Flamers
5 Seraphims Hand Flamers Hand Flamers
5 Seraphims Hand Flamers Hand Flamers
5 Dominions Flamer Flamer Melta Melta Combi-Flamer
5 Dominions Flamer Flamer Melta Melta Combi-Flamer
Rhino Stormbolter Stormbolter
Exorcist HKM


Dominions squads are going in pairs in the two rhinos available. Once these squads come out, it's a lot of concentrated firepower.

Plenty of fast moving troops to jump on objectives and a squad of sisters to stay behind and provide a line of defense so the Exorcists don't get charged.


New Sisters of Battle Codex Tactica @ 2017/06/02 14:20:44


Post by: pretre


I'm not sure how much I like doubling up in vehicles. Seems like an eggs in one basket situation.


New Sisters of Battle Codex Tactica @ 2017/06/02 14:32:49


Post by: Voldrak


Agreed, it's risky, especially if you end up going second.

Those two transports saved however are extra seraphim squads on the table whom have an easier time staying alive in cover than those transports might have.




I am honestly so hyped to play my first game right now. Once we have more data on how we play against other armies we will be able to optimize.


New Sisters of Battle Codex Tactica @ 2017/06/02 15:36:26


Post by: ERJAK


I think with the consistently high damage and good survivability it has an immo could function as a ghetto dominion squad that's just really freakin fast. HB immos are actually pretty darn cheap for how much mobile firepower you get out of them.

Gonna be an interesting goddam edition that's for sure


New Sisters of Battle Codex Tactica @ 2017/06/02 16:21:53


Post by: pretre


Yeah, I was looking at HB immos with an extra SB for funsies.


New Sisters of Battle Codex Tactica @ 2017/06/02 17:17:20


Post by: Inquisitor Lord Katherine


I don't like double vanguard/spearhead/outrider because I want to have re-rolls for Celestine, for Exorcists, and for Acts of Faith. Celestine now has a 1-in-6 chance of not coming back compared to a 1-in-12. I also want re-rolls for the Exorcists, to give me a more consistent output. Short of 2500, I don't think I'll be able to get the Brigade, so Battalion+Spearhead+Outrider seems decent to me.

Would trading out 3 Battle Sisters Squads at 175 Ea, for an additional Exorcists or Dominions or such be worth the 2 CP?


New Sisters of Battle Codex Tactica @ 2017/06/02 17:36:10


Post by: pretre


Yes. You get 3 CP to start with. You get 2 from double Outrider/Vanguard/Spearhead.

Save one for getting Celestine back up and use the others for crucial rerolls.

It isn't worth taking all those BSS when you can get better squads for the same cost.


Automatically Appended Next Post:
Wow. So I was curious. Can you fit an effective Brigade in 1500? Yep.

C&G - 250
Canoness - 45
Canoness - 45
5 Rets with 4 HB - 85
5 Rets with 4 HB - 85
5 Rets with 4 HB - 85
Imag - 40
Imag - 40
Imag - 40
5 Sera, 2 HF - 79
5 Sera, 2 HF - 79
5 Sera, 2 HF - 79
10 BSS - 90
10 BSS - 90
10 BSS - 90
10 BSS - 90
10 BSS - 90
10 BSS - 90
1492


New Sisters of Battle Codex Tactica @ 2017/06/02 19:49:25


Post by: Taikishi


 pretre wrote:
- Acts of Faith. Hoo boy. I am going to type out the rules for this since this will get nit-picky.

"Acts of Faith

Roll a D6 at the start of each of your turns. On a roll of 2+, one unit from your army with the acts of faith ability can perform an act of faith chosen from the following list. Some abilities may allow you to use more than one act of faith in the same turn; when this is the case, a different unit must be chosen to perform each Act of Faith.

Hand: The unit can immediately move as if it were the movement phase.

DG: The unit can immediately shoot as if it were the shooting phase.

Passion: The unit can, if it is within 1" of an enemy unit, immediately pile in and attack as if it were the fight phase.

Spirit: One model in the unit recovers D3 lost wounds, or you can return a single slain model to the unit with 1 wound remaining."

Okay, so one unit, anywhere on the battlefield with the AoF ability (which is just the infantry basically, Celestine, Canoness, Imagifer, Hospitaller, Dialogus, BSS, Seraphim, Celestians, Repentia, Mistress of Repentance, Retributors, Dominions) gets to do one of those acts per turn.

Now here's the fun part.

Celestine: "at the start of any of your turns, you can pick a friendly Adepta Sororitas unit within 6" of Celestine and perform an act of faith with it. This is in addition to the act of faith you are normally allowed to perform in a turn."

Imagifer: "Roll a D6 at the start of each of your turns; on a 4+ you can pick a friendly <Order> unit within 6" of this model and perform an act of faith iwth it. This is in addition to the act of faith you are normally allowed to use in a turn."


So both Celestine and Imagifer modify who is targetable by the Act of Faith special rule. Who, you might ask, in your army has the 'Adepta Sororitas' rule? Well, everyone I listed above, plus: Rhino, Immolator, Exorcist. Same is true for the Ordo special rule.


They can't be modified by Celestine of Imagifiers, but Crusaders also gain access to your once per turn Acts of Faith now.


New Sisters of Battle Codex Tactica @ 2017/06/02 19:50:48


Post by: Drider


I'm been wondering about immo spam. With Immolation flamers you're looking at 24+D6 threat range before you even factor in stuff like vanguard moves.


New Sisters of Battle Codex Tactica @ 2017/06/02 19:55:19


Post by: Taikishi


 pretre wrote:
I'm not sure how much I like doubling up in vehicles. Seems like an eggs in one basket situation.


Agreed, and if the vehicle goes boom before it delivers its payload you could potentially lose both units.


New Sisters of Battle Codex Tactica @ 2017/06/02 20:20:43


Post by: pretre


Taikishi wrote:

They can't be modified by Celestine of Imagifiers, but Crusaders also gain access to your once per turn Acts of Faith now.

Good catch on the crusaders. I hadn't noticed that.


Automatically Appended Next Post:
Drider wrote:
I'm been wondering about immo spam. With Immolation flamers you're looking at 24+D6 threat range before you even factor in stuff like vanguard moves.

The problem is how expensive they are.


New Sisters of Battle Codex Tactica @ 2017/06/02 20:37:18


Post by: Freddy Kruger


Not really a Sisters player (but Max respect to those who do!) So here's a little .gif to remind us WHY sisters are fething awesome:



New Sisters of Battle Codex Tactica @ 2017/06/02 20:39:50


Post by: Mr Morden


 Freddy Kruger wrote:
Not really a Sisters player (but Max respect to those who do!) So here's a little .gif to remind us WHY sisters are fething awesome:



Ok so thats awesome - thanks


New Sisters of Battle Codex Tactica @ 2017/06/02 21:09:00


Post by: Drider


The problem is how expensive they are.


consider:

Celestine w/ 2 Geminae
5x Domions w/ melta and combi melta
5x Immo w/ Immolation flamer
1450 points

Celestine w/ 2 Geminae
6x Dominion w/ melta and combi(5 combi melta or 3 plas / 3 melta)
6x Immo w/ immolation flamer
2x Exorcist
under 2000 points.


New Sisters of Battle Codex Tactica @ 2017/06/02 21:15:21


Post by: pretre


Drider wrote:
The problem is how expensive they are.


consider:

Celestine w/ 2 Geminae
5x Domions w/ melta and combi melta
5x Immo w/ Immolation flamer
1450 points

Celestine w/ 2 Geminae
6x Dominion w/ melta and combi(5 combi melta or 3 plas / 3 melta)
6x Immo w/ immolation flamer
2x Exorcist
under 2000 points.

I'm not sure what you're getting at here.

Yes, those are what you get for those points and I feel like it is expensive to buy that many Immos.


Automatically Appended Next Post:
I love that picture but it bothers me that the melta shoots flame.


New Sisters of Battle Codex Tactica @ 2017/06/02 21:23:18


Post by: Taikishi


And some of us can't legally field our army without fielding that many Immos due to "not enough models"

For my part, I have a Repressor, a Repressor I haven't started building yet, 3 Exorcists, and I believe 3-4 Immolators and either 2 or 3 Rhinos


New Sisters of Battle Codex Tactica @ 2017/06/02 21:34:43


Post by: pretre


Fair enough. I'm still trying to decide if they are just more expensive or more expensive and not worth it.


Automatically Appended Next Post:
So, off of that idea, what about a walking Dominion crusade?

Take 10 strong Dom squads, Vanguard them before the first turn and then walk a wall of them forward. Take Imag and Canoness behind them to make them more killy and you'll be in your opponents face on turn 1. I figure you could probably get 6 10 mans with Meltas, 4 Imag, Celestine and a Canoness in 1500.


New Sisters of Battle Codex Tactica @ 2017/06/03 01:51:47


Post by: Taikishi


Even if I had that many models, or meltaguns (I don't on either), I still don't like it. We're still T3 and now our armor saves are worse. The boxes protect the payload.

That said, GW expects games to go back up to 2k like they were in 2nd edition. Certainly there's more wiggle room for vehicles at 2k?


New Sisters of Battle Codex Tactica @ 2017/06/03 02:20:15


Post by: Inquisitor Lord Katherine


 Freddy Kruger wrote:
Not really a Sisters player (but Max respect to those who do!) So here's a little .gif to remind us WHY sisters are fething awesome:



That's amazing. I love it.

On tactica, what do you think would be a good balance of flamers/storm bolters to meltaguns? I'm looking at having a pair of Exorcists and 3 Melta Dominion team with Multimelta Immolators in 2k, and I'm not sure if that's enough antitank power to dispense with a bunch of CQC troops in Rhinos, considering that we don't really have anything with staying power in assault save Celestine. But I'm also worried that if I have too many more AT guns, then I won't be able to kill what gets out of the rhinos.


New Sisters of Battle Codex Tactica @ 2017/06/03 03:18:46


Post by: MacPhail


I'm concerned about mixing weapons in squads. Split fire helps, but I think you still have to wrap up one squad before moving on. If you run a flamer melta mix in a Dom squad and the meltas don't pop a transport, the others may not have much to do. I think I'm inclined to focus and go for overkill.


New Sisters of Battle Codex Tactica @ 2017/06/03 03:38:42


Post by: Inquisitor Lord Katherine


 MacPhail wrote:
I'm concerned about mixing weapons in squads. Split fire helps, but I think you still have to wrap up one squad before moving on. If you run a flamer melta mix in a Dom squad and the meltas don't pop a transport, the others may not have much to do. I think I'm inclined to focus and go for overkill.


I won't be mixing weapons. But how many meltaguns do I need on the board vs how many flamers/storm bolters? I hypothetically have 1 turn to break up a Rhino rush, so I need to be able to take out at least some of the tanks, but I also need to have weapons that can kill the people who get out of the tanks.


New Sisters of Battle Codex Tactica @ 2017/06/03 05:58:41


Post by: MacPhail


 Inquisitor Lord Katherine wrote:
 MacPhail wrote:
I'm concerned about mixing weapons in squads. Split fire helps, but I think you still have to wrap up one squad before moving on. If you run a flamer melta mix in a Dom squad and the meltas don't pop a transport, the others may not have much to do. I think I'm inclined to focus and go for overkill.


I won't be mixing weapons. But how many meltaguns do I need on the board vs how many flamers/storm bolters? I hypothetically have 1 turn to break up a Rhino rush, so I need to be able to take out at least some of the tanks, but I also need to have weapons that can kill the people who get out of the tanks.


Ah... it must have been a different list that I saw with the mixed squads. I used to run 3 squads with 4 meltas each... I also messed with dropping one melta out of each, and also leaving one squad at home in lieu of Seraphim, both of which worked well enough. I'd say 8-12 in an 1850 game, assuming some multi melta Immos as well.


New Sisters of Battle Codex Tactica @ 2017/06/03 09:33:13


Post by: Mr Morden


New forgeworld 8th Edition website does not appear to have a Sisters as a faction.......


New Sisters of Battle Codex Tactica @ 2017/06/03 12:04:03


Post by: L1ttle


On the regular GW site it falls under adeptus ministorum now.


New Sisters of Battle Codex Tactica @ 2017/06/03 12:20:03


Post by: NenkotaMoon


Any reason why?


New Sisters of Battle Codex Tactica @ 2017/06/03 14:21:39


Post by: pretre


Taikishi wrote:
That said, GW expects games to go back up to 2k like they were in 2nd edition. Certainly there's more wiggle room for vehicles at 2k?

Yes, at 2k, you have a lot more wiggle room.


New Sisters of Battle Codex Tactica @ 2017/06/03 15:03:28


Post by: Melissia


So apparently unless I'm reading it wrong, they're bringing back FW repressors?


New Sisters of Battle Codex Tactica @ 2017/06/03 15:04:09


Post by: war


So rhinos have 10 wounds. How many melta shot would you need to cripple/kill one now that splitfire is important.

3.5 wounds if long range and 5 wounds per short range. Assume 1 out of every 3 that shoot will miss... and you could miss the wound roll... so 1 dominion squad, 4 melta, should take out 1 rhino per turn.



New Sisters of Battle Codex Tactica @ 2017/06/03 15:24:46


Post by: Mr Morden


 Melissia wrote:
So apparently unless I'm reading it wrong, they're bringing back FW repressors?

Cool

Where does it say that? thanks


New Sisters of Battle Codex Tactica @ 2017/06/03 15:28:28


Post by: MacPhail


war wrote:
So rhinos have 10 wounds. How many melta shot would you need to cripple/kill one now that splitfire is important.

3.5 wounds if long range and 5 wounds per short range. Assume 1 out of every 3 that shoot will miss... and you could miss the wound roll... so 1 dominion squad, 4 melta, should take out 1 rhino per turn.



The cripple/kill distinction is now an important one. Once you do the 5th wound to a Rhino, it drops to a speed that most infantry can walk. Without fire points, the occupants are only going to want to stay embarked if it can limp to an objective. With the 8th wound, you can start to consider ignoring it until late in the game.


New Sisters of Battle Codex Tactica @ 2017/06/03 15:28:33


Post by: Melissia


Here:


Very last entry.


New Sisters of Battle Codex Tactica @ 2017/06/03 15:35:27


Post by: pretre


Nice. Hopefully they will still be good.


New Sisters of Battle Codex Tactica @ 2017/06/03 15:43:37


Post by: Mr Morden


 Melissia wrote:
Here:


Very last entry.


Some good news


New Sisters of Battle Codex Tactica @ 2017/06/03 15:44:33


Post by: Jancoran


The Celestians are now the bodyguard unit. They work like Drones do now: they absorb wounds for a character as well as having two attacks.

So essentially now a command squad


New Sisters of Battle Codex Tactica @ 2017/06/03 15:52:36


Post by: Melissia


But remember that IIRC their bodyguard function is for all sororitas characters-- imagifiers, hospitallers, and dialogous included.


New Sisters of Battle Codex Tactica @ 2017/06/03 15:57:24


Post by: pretre


 Jancoran wrote:
The Celestians are now the bodyguard unit. They work like Drones do now: they absorb wounds for a character as well as having two attacks.

So essentially now a command squad

Was this just an observation or in response to something?

From what I've seen there is really no reason to take them for anything.


New Sisters of Battle Codex Tactica @ 2017/06/03 16:15:45


Post by: Melissia


In a mech list, definitely not. But I can see value of having them as a long line behind your groundpounder gunline, keeping your hospitallers, dialogous, and imagifiers alive in the face of snipers. as you stretch them out as much as possible to maximize their aura. Hell, the Imagifier is basically just an expensive celestian with an act of faith booster, so losing a celestian to save them doesn't even really reduce your firepower much.


New Sisters of Battle Codex Tactica @ 2017/06/03 20:50:51


Post by: NenkotaMoon


No longer do they have anti-psycher defenses apparently, Sisters of Silence have that now.


New Sisters of Battle Codex Tactica @ 2017/06/03 20:53:47


Post by: ShaneTB


 NenkotaMoon wrote:
No longer do they have anti-psycher defenses apparently, Sisters of Silence have that now.


They can dispel with a single D6.


New Sisters of Battle Codex Tactica @ 2017/06/03 23:24:17


Post by: pretre


 Melissia wrote:
In a mech list, definitely not. But I can see value of having them as a long line behind your groundpounder gunline, keeping your hospitallers, dialogous, and imagifiers alive in the face of snipers. as you stretch them out as much as possible to maximize their aura. Hell, the Imagifier is basically just an expensive celestian with an act of faith booster, so losing a celestian to save them doesn't even really reduce your firepower much.

Okay, I had not thought about snipers. I see this as their legit role now.


Automatically Appended Next Post:
Okay, so at the Gamer Garage sale today, I picked up 12 more HB bits that I can use to convert to HB sisters, which means something like this will probably be my 1500 list:

Outrider 1
StC and the G - 250
5 Rets with 4 HB - 85
5 Rets with 4 HB and SB - 89
Imagifer - 40
Imagifer - 40
5 Seraphim with 2 HF - 79
5 Seraphim with 2 HF - 79
5 Seraphim with PP - 62

Outrider 2
Canoness - 45
5 Rets with 4 HB and SB - 89
5 Rets with 4 HB and SB - 89
Imagifer - 40
5 Seraphim with PP - 62
5 Dominions with 4 Melta in Immo with SB - 225
5 Dominions with 4 Melta in Immo with SB - 225
1499


New Sisters of Battle Codex Tactica @ 2017/06/04 02:03:05


Post by: dan2026


How would you use Seraphim now?

Their sky strike doesn't land them close enough to use their hand famers.


New Sisters of Battle Codex Tactica @ 2017/06/04 02:47:33


Post by: pretre


On the table. Screen for big C and then run off and snag objectives / harass. The PP squad will probably sky strike.

You could also hold them for objective grabbing.


New Sisters of Battle Codex Tactica @ 2017/06/04 05:44:45


Post by: war


Pistols can be shot in hand to hand. Tiring up stuff may be worthwhile, but they'll still die to dedicated assault units. Melta pistols and flame pistols are interesting.


New Sisters of Battle Codex Tactica @ 2017/06/04 14:08:16


Post by: dan2026


 pretre wrote:
On the table. Screen for big C and then run off and snag objectives / harass. The PP squad will probably sky strike.

You could also hold them for objective grabbing.


When you say PP do you mean Plasma pistols?
Because only the Superior can take a Plasma Pistol.
The other can only take Bolt, Metla or Flamer pistols.


New Sisters of Battle Codex Tactica @ 2017/06/04 14:29:06


Post by: pretre


I am aware.


New Sisters of Battle Codex Tactica @ 2017/06/04 14:52:41


Post by: Melissia


The melta pistols might be worth taking for character hunting.


New Sisters of Battle Codex Tactica @ 2017/06/04 17:32:22


Post by: pretre


 Melissia wrote:
The melta pistols might be worth taking for character hunting.

They aren't bad, but the 6" thing and the cost is what put me off them.


New Sisters of Battle Codex Tactica @ 2017/06/04 17:34:31


Post by: Oberron


So anyone else notice that the entire section for sisters on the gw website is gone? Or did they move it in with something g else


New Sisters of Battle Codex Tactica @ 2017/06/04 17:43:38


Post by: Melissia


Ecclesiarchy and Sororitas units are now both under Adeptus Ministorum.


New Sisters of Battle Codex Tactica @ 2017/06/04 17:50:53


Post by: alextroy


Anyone think we need an new 8th Edition thread to clear out a few years of now irrelevant post on SOB Tactics?


New Sisters of Battle Codex Tactica @ 2017/06/04 17:59:32


Post by: war


Yea, we did that when the last edition rolled out. Probably worth it when the new edition drops


Automatically Appended Next Post:
So can immolators fire overwatch now? Seems pretty strong


New Sisters of Battle Codex Tactica @ 2017/06/04 18:47:08


Post by: dan2026


I think a new thread would be a good idea.


New Sisters of Battle Codex Tactica @ 2017/06/04 20:57:33


Post by: Mr Morden


war wrote:
Yea, we did that when the last edition rolled out. Probably worth it when the new edition drops


Automatically Appended Next Post:
So can immolators fire overwatch now? Seems pretty strong
Everything can including Exorcists


New Sisters of Battle Codex Tactica @ 2017/06/05 01:12:03


Post by: MrFlutterPie


If we are taking suggestions for a new thread may I suggest the title "New New Sisters of Battle Codex Tactica"


New Sisters of Battle Codex Tactica @ 2017/06/05 04:15:02


Post by: RabbitMaster


"Still No Plastic Surgery : Sister of Battle Tactica for 8th Ed"


New Sisters of Battle Codex Tactica @ 2017/06/05 08:51:54


Post by: Hybrid Son Of Oxayotl


war wrote:
Pistols can be shot in hand to hand.

Yeah that thing is very useless in reality. Especially on units with fly, who automatically have hit and run. It might be more useful on a big BSS squad, defensively, if enough of them are still alive after the first round of combat…


New Sisters of Battle Codex Tactica @ 2017/06/05 13:38:47


Post by: dan2026


I honestly can't see a use for Seraphim other than objective grabbers.



New Sisters of Battle Codex Tactica @ 2017/06/05 13:53:09


Post by: Hybrid Son Of Oxayotl


Rerollable 2++ death star with Celestine .


New Sisters of Battle Codex Tactica @ 2017/06/05 14:28:07


Post by: pretre


 Hybrid Son Of Oxayotl wrote:
war wrote:
Pistols can be shot in hand to hand.

Yeah that thing is very useless in reality. Especially on units with fly, who automatically have hit and run. It might be more useful on a big BSS squad, defensively, if enough of them are still alive after the first round of combat…

Some of them are still useful. You don't always want to charge out of combat every time.


Automatically Appended Next Post:
 dan2026 wrote:
I honestly can't see a use for Seraphim other than objective grabbers.


They are GREAT for zooming around and shooting the crap out of stuff. Also, keep in mind you can fall back and still shoot, jump over enemy units, etc.


Automatically Appended Next Post:
 Hybrid Son Of Oxayotl wrote:
Rerollable 2++ death star with Celestine .

My TO shut that down when I asked him, which was the right thing to do.


New Sisters of Battle Codex Tactica @ 2017/06/05 15:12:57


Post by: Taikishi


One of the employees at our FLGS threatened to beat anyone who brought that against her. My only argument (half-joking, of course) was that I already have two Celestine models because she had two different sets of rules in 7th!


New Sisters of Battle Codex Tactica @ 2017/06/05 15:45:36


Post by: pretre


A neat unit I'm thinking of adding is 40-50 Conscripts and a Commissar (150 - 180) for bubble wrap. Redemptionists, of course.


Automatically Appended Next Post:

Spearhead Detachment
St C and the G - 250
5 Rets with 4 HB and SB - 89
5 Rets with 4 HB and SB - 89
5 Rets with 4 HB and SB - 89
Exorcist - 160
Exorcist - 160
Exorcist - 160
5 Seras with 2 HF and Chainsword - 79
5 Seras with 2 HF and Chainsword - 79


Vanguard Detachment

Canoness - 45
Imagifer - 40
Imagifer - 40
Imagifer - 40
Imagifer - 40
Priest - 35
Commissar - 30
40 Conscripts - 120
5 Doms with 4 Melta in Immo with IF and SB - 225
5 Doms with 4 Melta in Immo with IF and SB - 225

2k

Use the Conscripts (redemptionists) as bubble wrap around the heavies.


New Sisters of Battle Codex Tactica @ 2017/06/05 16:43:46


Post by: Inquisitor Lord Katherine


 dan2026 wrote:
I honestly can't see a use for Seraphim other than objective grabbers.



I can. A unit locked in combat doesn't get to shoot after it falls back next turn. Jump across the board using AoF, shoot, then multicharge across the entire enemy gunline.

You can leave combat at will without penalty, because of fly, so you can always shoot the enemy but their front rank won't be able to shoot you. You can also AoF to make them shoot to finish off the unit they're in battle with, allowing them to attack the second enemy rank.

Also, what are the rules for debarking from transports destroyed in melee?


New Sisters of Battle Codex Tactica @ 2017/06/05 16:47:35


Post by: pretre


Same as normal debarkation. Just get out and take your lumps.


New Sisters of Battle Codex Tactica @ 2017/06/05 16:50:44


Post by: ERJAK


 pretre wrote:
Same as normal debarkation. Just get out and take your lumps.


Only if you can't be within 3" from the hull and outside 1" of the enemy you die.


Automatically Appended Next Post:
 Hybrid Son Of Oxayotl wrote:
war wrote:
Pistols can be shot in hand to hand.

Yeah that thing is very useless in reality. Especially on units with fly, who automatically have hit and run. It might be more useful on a big BSS squad, defensively, if enough of them are still alive after the first round of combat…


It's useful on large groups of seraphim who get charged, so long as they have maxed out pistols and at least 3 models survive.


New Sisters of Battle Codex Tactica @ 2017/06/05 16:59:14


Post by: Inquisitor Lord Katherine


 pretre wrote:
Same as normal debarkation. Just get out and take your lumps.


Here's the thing: right now:
P81: "any surviving passengers are not locked in combat with the unit assaulting their vehicle"
P82: "If, even by performing an emergency disembarkation, some models are unable to disembark, then any models that cannot disembark are removed as casualties."

Currently, I know an Ork player whose entire strategy is to make a ring of Orks around an enemy transport. Since it is illegal to place a model within 1" of an enemy model if you're not in combat, the disembarkation range from a wrecked vehicle is reduced to 3", most of or the entire unit within the transport is destroyed with their transport.


New Sisters of Battle Codex Tactica @ 2017/06/05 16:59:37


Post by: pretre


Also, the problem with jumping out is you can't re-assault same turn. Not a huge problem, but something to think about.


Automatically Appended Next Post:
 Inquisitor Lord Katherine wrote:
 pretre wrote:
Same as normal debarkation. Just get out and take your lumps.


Here's the thing: right now:
P81: "any surviving passengers are not locked in combat with the unit assaulting their vehicle"
P82: "If, even by performing an emergency disembarkation, some models are unable to disembark, then any models that cannot disembark are removed as casualties."

Currently, I know an Ork player whose entire strategy is to make a ring of Orks around an enemy transport. Since it is illegal to place a model within 1" of an enemy model if you're not in combat, the disembarkation range from a wrecked vehicle is reduced to 3", the most of or the entire unit within the transport is destroyed with their transport.

Yeah, fair enough. Don't get assaulted while in your vehicle.


New Sisters of Battle Codex Tactica @ 2017/06/05 17:03:49


Post by: Inquisitor Lord Katherine


 pretre wrote:
Also, the problem with jumping out is you can't re-assault same turn. Not a huge problem, but something to think about.


Automatically Appended Next Post:
 Inquisitor Lord Katherine wrote:
 pretre wrote:
Same as normal debarkation. Just get out and take your lumps.


Here's the thing: right now:
P81: "any surviving passengers are not locked in combat with the unit assaulting their vehicle"
P82: "If, even by performing an emergency disembarkation, some models are unable to disembark, then any models that cannot disembark are removed as casualties."

Currently, I know an Ork player whose entire strategy is to make a ring of Orks around an enemy transport. Since it is illegal to place a model within 1" of an enemy model if you're not in combat, the disembarkation range from a wrecked vehicle is reduced to 3", the most of or the entire unit within the transport is destroyed with their transport.

Yeah, fair enough. Don't get assaulted while in your vehicle.


If this condition holds, we could do this with seraphim too.

Surround a transport so it can't retreat, surround it, then bring in something that can deal the final blow in melee combat, like Repentia, or a Penitent Engine. Because Seraphim can cross the board in one turn, we could potentially tie down a number of transport tanks equal to the number of Seraphim squads brought on turn one, then destroy them and their transported unit. You can't tank shock your way out of assault anymore.


New Sisters of Battle Codex Tactica @ 2017/06/05 17:59:03


Post by: deviantduck


I'm leaning toward a Vindicare being an auto-include. Killing characters is one of the most important things this edition.


New Sisters of Battle Codex Tactica @ 2017/06/05 18:12:03


Post by: pretre


 deviantduck wrote:
I'm leaning toward a Vindicare being an auto-include. Killing characters is one of the most important things this edition.

Vindicare was the least impressive of the lot for me. I like the Callidus and Eversor.


New Sisters of Battle Codex Tactica @ 2017/06/05 19:18:13


Post by: dan2026


 Inquisitor Lord Katherine wrote:
 dan2026 wrote:
I honestly can't see a use for Seraphim other than objective grabbers.



I can. A unit locked in combat doesn't get to shoot after it falls back next turn. Jump across the board using AoF, shoot, then multicharge across the entire enemy gunline.

You can leave combat at will without penalty, because of fly, so you can always shoot the enemy but their front rank won't be able to shoot you. You can also AoF to make them shoot to finish off the unit they're in battle with, allowing them to attack the second enemy rank.

Also, what are the rules for debarking from transports destroyed in melee?


Hmm thats a good idea.
Tying up the enemies army and stopping them shooting is a solid plan.

I also like the Vindicare. I have 2 that I plan on putting towards Character blasting duties.
It helps that he is now a lot cheaper in points. 90 vs 150 is quite a saving!


New Sisters of Battle Codex Tactica @ 2017/06/05 19:40:43


Post by: deviantduck


 pretre wrote:
 deviantduck wrote:
I'm leaning toward a Vindicare being an auto-include. Killing characters is one of the most important things this edition.

Vindicare was the least impressive of the lot for me. I like the Callidus and Eversor.


They all look pretty good, but sniping the characters is crucial. Most units fall apart fast without character support. My group has about 20 games under it's belt and wiping away characters asap seems to be generally agreed upon.


New Sisters of Battle Codex Tactica @ 2017/06/05 20:15:08


Post by: pretre


Well, that is good to know. I have one game down so far.


New Sisters of Battle Codex Tactica @ 2017/06/05 20:21:03


Post by: NewTruthNeomaxim


It really depends on the opponent's army too. Sniper's are a non-threat to Tyranids outside of trying to off a Broodlord, as their best characters are also over the "safe" wound-count.

Other armies, like Orks, can be DRASTICALLY reduced in usefulness with just a handful of snipers.


New Sisters of Battle Codex Tactica @ 2017/06/05 20:25:42


Post by: PanzerLeader


I'm going to try this tonight.

BN:
Canoness
Canoness
3x10 Sisters, HF, flamer, combi-flamer
2x Exorcist
Penitent Engine, buzz blades, 2x HF
2x 5 dominions, 4 melta, combi-melta, immolator with twin multimelta
2x Imagifer

Vanguard:
Celestine
Mistress of Repentance
9 Repentia
8 Repentia

1992 points, 7 CP


New Sisters of Battle Codex Tactica @ 2017/06/05 20:37:15


Post by: pretre


Let us know. That's certainly not what i would run, but am curious.


New Sisters of Battle Codex Tactica @ 2017/06/05 20:46:24


Post by: Ossa


Crost post from army lists, but what do you think about this:

Well I just read at BOLS and confirmed for myself that Celestine isnt a 0-1 choice. The Emperor truly protects!

With his manyfould divine guidence, even the untrained masses can take on the forces of evil and truimph!

1850 Imperial Battallion with two High Command Detachments (5 CP)

[list] St. Celestine /w 1 Gemina
[list] St. Celestine /w 1 Gemina
[list] St. Celestine /w 1 Gemina
[list] St. Celestine /w 1 Gemina
[list] St. Celestine /w 1 Gemina
[list] St. Celestine /w 1 Gemina
[list] St. Celestine /w 1 Gemina
[list] Company Commander
[list] Commissar
[list] Priest
[list] 50 Conscripts
[list] 50 Conscripts
[list] 5 Sisters /w Heavy Bolter

Even if your enemy might have less units and thus the first turn, he'll hardly manage to kill 100 conscripts in a single turn. Better hide the commissar though. On your turn, you have 7 24" flying movement chargers of death hopping around killing his important units first. Who happen to come back when killed, first by their 2+ divine roll and after that by killing the saint before her gemina and then Act of Faithing her back with d3 wounds.


New Sisters of Battle Codex Tactica @ 2017/06/05 20:51:56


Post by: pretre


Ossa wrote:
Well I just read at BOLS and confirmed for myself that Celestine isnt a 0-1 choice. The Emperor truly protects!

BOLS is about a week behind. And no sane TO is going to allow multiple Celestines without a FAQ.

Also, we discussed this a while back, if you're going to take multiples, make sure to take Seraphim.


New Sisters of Battle Codex Tactica @ 2017/06/05 20:57:51


Post by: Mr Morden


Yeah Unless GW rule it so - thats not going to work....

Allthough maybe they really want to sell those Trimuverate boxes.....


New Sisters of Battle Codex Tactica @ 2017/06/05 21:11:23


Post by: pretre


 Mr Morden wrote:
Yeah Unless GW rule it so - thats not going to work....

Allthough maybe they really want to sell those Trimuverate boxes.....

The unfortunate part is that it does work UNLESS they speak up. Just no one will allow it. lol


New Sisters of Battle Codex Tactica @ 2017/06/06 12:05:12


Post by: Hybrid Son Of Oxayotl


ERJAK wrote:
 Hybrid Son Of Oxayotl wrote:
war wrote:
Pistols can be shot in hand to hand.

Yeah that thing is very useless in reality. Especially on units with fly, who automatically have hit and run. It might be more useful on a big BSS squad, defensively, if enough of them are still alive after the first round of combat…


It's useful on large groups of seraphim who get charged, so long as they have maxed out pistols and at least 3 models survive.

Large groups of seraphim that get charged have two options during their next move phase:
- either they fall back, shoot and charge to be sure to fight first
- or they stay in combat, shoot, and then maybe fight first maybe last
The second option is strictly worse than the first one.
Hence shooting pistols in combat is useless for Seraphims.


New Sisters of Battle Codex Tactica @ 2017/06/06 12:53:03


Post by: Twoshoes23


if I ran 2 squads of 9 Repentia supported behind a Mistress, all behind a blob of conscripts, how valid/threatening is that from all of your vantage points?


New Sisters of Battle Codex Tactica @ 2017/06/06 13:45:00


Post by: dan2026


 Twoshoes23 wrote:
if I ran 2 squads of 9 Repentia supported behind a Mistress, all behind a blob of conscripts, how valid/threatening is that from all of your vantage points?


I think the Repentia/Mistress would be better off in a transport, either a Rhino or an Exorcist to help them reach combat.
Maybe with a Priest too to get them that extra attack.

But to be honest with you I think Death Cult Assassins are the better Ministorum combat unit.
Supported by a priest.
They both cost the same amount of points (17) but I think the Assassins are flat out better.


New Sisters of Battle Codex Tactica @ 2017/06/06 13:59:11


Post by: pretre


 Hybrid Son Of Oxayotl wrote:

Large groups of seraphim that get charged have two options during their next move phase:
- either they fall back, shoot and charge to be sure to fight first
- or they stay in combat, shoot, and then maybe fight first maybe last
The second option is strictly worse than the first one.
Hence shooting pistols in combat is useless for Seraphims.

If Seraphim fall back, they can't charge again that turn.

- either they fall back, shoot and allow the rest of the army to shoot
- or they stay in combat, shoot, and fight again, locking the unit down


Automatically Appended Next Post:
 dan2026 wrote:
 Twoshoes23 wrote:
if I ran 2 squads of 9 Repentia supported behind a Mistress, all behind a blob of conscripts, how valid/threatening is that from all of your vantage points?


I think the Repentia/Mistress would be better off in a transport, either a Rhino or an Exorcist to help them reach combat.
Maybe with a Priest too to get them that extra attack.

But to be honest with you I think Death Cult Assassins are the better Ministorum combat unit.
Supported by a priest.
They both cost the same amount of points (17) but I think the Assassins are flat out better.

Crusaders are a bit slower, but get AoF.

And Repentia are just waaaay too expensive.


New Sisters of Battle Codex Tactica @ 2017/06/06 14:07:42


Post by: dan2026


 pretre wrote:
 Hybrid Son Of Oxayotl wrote:

They both cost the same amount of points (17) but I think the Assassins are flat out better.

Crusaders are a bit slower, but get AoF.

And Repentia are just waaaay too expensive.


Hmm you make a great point there.
Crusaders get AoF, Storm Shield and Power Swords for 15 points.
1 less movement and strength and 2 less attacks as DC Assassins.
But better armour penetration and that 3++ is mighty sexy, yes it is.

Either way they are both miles better than Repentia.


New Sisters of Battle Codex Tactica @ 2017/06/06 14:28:19


Post by: Twoshoes23


sad panda :( I have 1 crusader, 2 death cults, and 17 repentia...I shall press on regardless and inform you all of the mounting causalities of the scantily clad.


New Sisters of Battle Codex Tactica @ 2017/06/06 14:41:12


Post by: pretre


 Twoshoes23 wrote:
sad panda :( I have 1 crusader, 2 death cults, and 17 repentia...I shall press on regardless and inform you all of the mounting causalities of the scantily clad.

Do yourself a favor and get any set of plastic fantasy infantry with shields. Bam you've got crusaders.


New Sisters of Battle Codex Tactica @ 2017/06/06 14:51:04


Post by: Twoshoes23


haha great idea!!

Also side note here, while i was lamenting the loss of the Sororitas command squad ( as I ran them with dual heavy flamers in a Repressor) I suppose I can do that still for cheaper with Retributors now. They are just worse at CC, but who am I kidding I hardly used them for CC anyway. Do loose a heavy support slot doing that though


New Sisters of Battle Codex Tactica @ 2017/06/06 14:52:59


Post by: Hybrid Son Of Oxayotl


 pretre wrote:
If Seraphim fall back, they can't charge again that turn.

I thought fly allowed them to do that.


New Sisters of Battle Codex Tactica @ 2017/06/06 14:54:33


Post by: pretre


 Twoshoes23 wrote:
haha great idea!!

Also side note here, while i was lamenting the loss of the Sororitas command squad ( as I ran them with dual heavy flamers in a Repressor) I suppose I can do that still for cheaper with Retributors now. They are just worse at CC, but who am I kidding I hardly used them for CC anyway. Do loose a heavy support slot doing that though

There's no 'losing' heavy support slots. Just take a spearhead and all HB rets.

As an aside, I managed to trade for Chaos marine HB, which look to work perfect with Heavy Weapon sisters and I will be fielding 12 or so HB in my 2k list.


Automatically Appended Next Post:
 Hybrid Son Of Oxayotl wrote:
 pretre wrote:
If Seraphim fall back, they can't charge again that turn.

I thought fly allowed them to do that.

Not that I saw. Just shoot.

Find me a page reference though, if you can.


New Sisters of Battle Codex Tactica @ 2017/06/06 15:40:03


Post by: RabbitMaster


Our SoF anti-psychic ability seems pretty disappointing. Basically it's a 1.8% chance of denying a WC5 power (Smite most likely). It doesnt work on any power that has a WC of 6 or more, and I don't think there is any power with WC4 or less currently in the game.
And my beloved condemnor boltgun is gone, sad :-( I think it's time to call the Culexus hotline for anti-psy stuff.


New Sisters of Battle Codex Tactica @ 2017/06/06 15:55:46


Post by: PanzerLeader


 pretre wrote:
Let us know. That's certainly not what i would run, but am curious.


Ended up playing a Necron list with 3 command barges, 2 ghost arcs, one monolith, 5 wraiths, 3x 10 warriors and 9 immortals. Mission was Big Guns and the Necron player choose Vanguard because he could get two in his corner and force me to attack towards the center of the table (knowing the Necron player would pick deployment, I had deliberately spaced my two objectives to prevent him from getting three in any zone).

Mixed reviews for the list.

The Repentia are still too fragile. I was able to use Act of Faith movement to get a turn one charge with one unit into a warrior blob that had advanced towards center and my opponent spent the CP to interrupt the charging fighters to swing the warriors first (I had fought a penitent engine combat first since the engine had charged the wraiths). Stock warriors hitting on 3s, wounding on 3s simply decimated them. The other unit had been vaporized by Necron fire on turn one. A Rhino would probably help, but that pushes the total cost for a unit of 9 into dominion range and I don't think they add enough utility.

The Penitent Engine was really good. The dice were fluky (I missed a lot of attacks and rolled a lot of 1s when trying to wound, but made a lot of 5+ saves in return) but he managed to frustrate the wraiths enough that the Necron player decided to abandon the combat rather than grind it out. The automatic damage of 3 is fantastic and between buzz blades and heavy flamers they pack a decent punch. Well worth the 129 points. Movement 7" is also fast enough to make it to combat relatively unhurt.

The foot sisters did well. With two canonesses it was easy to keep them buffed up and when the command barges came close, 3d6 flamer hits plus 16 boltguns rerolling ones does a surprising amount of damage. They were really good at clearing out Necron warrior squads too.

Acts of Faith are awesome. Out of sequence actions are huge right now. I twice freed up Celestine with a bonus fight phase to kill the 1-2 models tying her up and then took a normal turn and dominion out of phase shooting killed a command barge.





New Sisters of Battle Codex Tactica @ 2017/06/06 16:05:54


Post by: dan2026


There is probably some math to be done on DC Assassins vs Crusaders. I think they both have their uses.

Repentia sadly not.


New Sisters of Battle Codex Tactica @ 2017/06/06 16:27:42


Post by: MacPhail


So the old mixed units of Ministorum or Inquisition agents are gone, but because of the new transport rules you can still deliver a mix of models to a spot on the board with a particular purpose. What about a Priest and a combination of Crusaders and DCAs plus an Inquisitor. Extra attacks from the Priest, LD 9 from the Inquisitor, pretty good AP modifiers on the attack, plus rerolls from Zealot, good saves with the Storm Shields... you could even fill empty seats with 3-wound Acolytes. Obviously your opponent can select targets at will in the shooting phase, but if the transport held up, they could almost arrive as a unit.

Downsides are being targeted individually, taking up multiple FoC slots, and giving up tons of VPs in certain missions. Is it even worth experimenting with?


New Sisters of Battle Codex Tactica @ 2017/06/06 16:35:25


Post by: pretre


 RabbitMaster wrote:
Our SoF anti-psychic ability seems pretty disappointing. Basically it's a 1.8% chance of denying a WC5 power (Smite most likely). It doesnt work on any power that has a WC of 6 or more, and I don't think there is any power with WC4 or less currently in the game.
And my beloved condemnor boltgun is gone, sad :-( I think it's time to call the Culexus hotline for anti-psy stuff.

Yes, SoF sucks at Denying.

Condemnor still exists though.


Automatically Appended Next Post:
 MacPhail wrote:
So the old mixed units of Ministorum or Inquisition agents are gone, but because of the new transport rules you can still deliver a mix of models to a spot on the board with a particular purpose. What about a Priest and a combination of Crusaders and DCAs plus an Inquisitor. Extra attacks from the Priest, LD 9 from the Inquisitor, pretty good AP modifiers on the attack, plus rerolls from Zealot, good saves with the Storm Shields... you could even fill empty seats with 3-wound Acolytes. Obviously your opponent can select targets at will in the shooting phase, but if the transport held up, they could almost arrive as a unit.

Downsides are being targeted individually, taking up multiple FoC slots, and giving up tons of VPs in certain missions. Is it even worth experimenting with?

Yeah, I just don't see it working that well.


Automatically Appended Next Post:
PanzerLeader wrote:
The Repentia are still too fragile. I was able to use Act of Faith movement to get a turn one charge with one unit into a warrior blob that had advanced towards center and my opponent spent the CP to interrupt the charging fighters to swing the warriors first (I had fought a penitent engine combat first since the engine had charged the wraiths). Stock warriors hitting on 3s, wounding on 3s simply decimated them. The other unit had been vaporized by Necron fire on turn one. A Rhino would probably help, but that pushes the total cost for a unit of 9 into dominion range and I don't think they add enough utility.

A note here. The CP interrupt only works after a unit has swung on the charge. So you want to pick your fragile unit to swing first, then they can CP, then you do the rest of your chargers.

The Penitent Engine was really good. The dice were fluky (I missed a lot of attacks and rolled a lot of 1s when trying to wound, but made a lot of 5+ saves in return) but he managed to frustrate the wraiths enough that the Necron player decided to abandon the combat rather than grind it out. The automatic damage of 3 is fantastic and between buzz blades and heavy flamers they pack a decent punch. Well worth the 129 points. Movement 7" is also fast enough to make it to combat relatively unhurt.

Good to hear!


Acts of Faith are awesome. Out of sequence actions are huge right now. I twice freed up Celestine with a bonus fight phase to kill the 1-2 models tying her up and then took a normal turn and dominion out of phase shooting killed a command barge.

Bonus fight phase for Celestine is awesome. Also, the double move on turn 1 almost always gets you a charge.


New Sisters of Battle Codex Tactica @ 2017/06/06 17:49:34


Post by: The Happy Anarchist


What about taking the Culexus and/or Karamazov for the penalties to Psychic tests? If they get a -1 to 3 to their tests, suddenly beating them with a single d6 seems possible as a lot more tests will barely succeed?

On the whole though, I'm not 100% sure it's actually worth doing simply because psychic powers seem so weak this edition. There are a few very strong ones though, so maybe it's worth the added insurance against Eldar/Orks/Nids?

In regards to Repentia, what about using them as counter chargers? Basically, hanging them back to charge whatever gets in with your other squads? Especially if it is something like a Dreadnaught, Wraithlord or other Monstrous creature? Or even just the toughness 5 -6 type stuff? It would seem like Repentia would do much better against them. 5+ against Toughness 8 vs 6+, toughness 7 is the same, 4+ against toughness 6 vs 5+, and 3+ vs toughness 5 instead of 5+?

It also helps mitigate their frailty since they aren't going to be out in the front lines. That is pretty much their one advantage of Death Cultist. Death Cultist get loads of attacks and inherent Zealot - Repentia can pay for a Mistress and get rerollable advance/charges and hits (which more than makes up for 4+ instead of 3+) Repentia also get more value out of the +1 Attack from Priests. Also, Repentia get Acts of Faith. Even if you kill half the unit, the other half can potentially fight twice - once before you have a chance to bring the fight back. Crusaders do too, but Crusaders are S3 - which means 6+ starting at toughness 6 and 5+ starting at toughness 4. The 3+ invulnerable is nice, no doubt but for counterchargers OR a unit that is hanging out in a transport, I don't think that will be quite good enough to make up for S3 vs S6.


New Sisters of Battle Codex Tactica @ 2017/06/06 18:02:32


Post by: Voldrak


Here is something worth discussing.

Should we aim to go First or are we fine with going Second in the turn order?


Going first means you can cripple key targets in your opponents army before they get a chance to react, especially with double shooting turns from acts of faith.
It does however limit you in the detachments you can use. Going for a Brigade almost necessarily means you will have more drops than your opponent since you have to go somewhat MSU.


Going second means you are giving your opponent possible turn 1, almost certainly turn 2 charges and these could tie up critical units of yours. He also gets to shoot you, removing some of your firepower, before you can return it.
It does however mean you don't have to care about the number of drops you have and can optimize for as many command points as possible. You also get the last word on objective grabbing.


I am curious to find out what people think based on the above. Do you want to try and get first turn? If so, what list will you bring? And if you're playing for the second turn, and objective grabbing, how are you going to make this happen?











Automatically Appended Next Post:
In line with my previous post, here is my attempt at going first with double outrider detachments



1 Celestine Geminae Geminae
1 Canoness

1 Imagifier

5 Dominions Meltagun Meltagun Meltagun Meltagun
1 Immolator Immolation Flamer StormBolter
5 Dominions Meltagun Meltagun Meltagun Meltagun
1 Immolator Immolation Flamer StormBolter
9 Dominions Flamer Flamer Flamer Flamer Combi Flamer
1 Rhino Storm Bolter Storm Bolter

10 Retributors Multi Melta Multi Melta Multi Melta Multi Melta


1 Canoness

2 Imagifier

5 Dominions Meltagun Meltagun Meltagun Meltagun
1 Immolator Immolation Flamer StormBolter
5 Dominions Meltagun Meltagun Meltagun Meltagun
1 Immolator Immolation Flamer StormBolter
9 Dominions Flamer Flamer Flamer Flamer Combi Flamer
1 Rhino Storm Bolter Storm Bolter


1990 points out of 2000. Total of 11 drops.

All Immolator dominions scout forward. Disembark on their move phase and do their things. Could also move another 12 inch forward and disembark next turn.

Canonesses go with the Rhino Dominions. Celestine and the imagifiers AoF those Rhinos so they can move up, disembark and support the Immolator Dominions on first turn.

Imagifiers start on the edge of your deployment zone and move up turn one, possibly advancing to try and catch up with the rest of your army. They should be shielded by the Retributors. If anything this unit is a bait and if your opponent doesnt deal with it, turn 2 it's likely in his phase shooting 4 multi meltas twice due to the 3 imagifiers.




New Sisters of Battle Codex Tactica @ 2017/06/06 19:01:22


Post by: pretre


The Happy Anarchist wrote:
What about taking the Culexus and/or Karamazov for the penalties to Psychic tests? If they get a -1 to 3 to their tests, suddenly beating them with a single d6 seems possible as a lot more tests will barely succeed?

Not a fan of taking something to counter a minority of lists.

In regards to Repentia, what about using them as counter chargers? Basically, hanging them back to charge whatever gets in with your other squads? Especially if it is something like a Dreadnaught, Wraithlord or other Monstrous creature? Or even just the toughness 5 -6 type stuff? It would seem like Repentia would do much better against them. 5+ against Toughness 8 vs 6+, toughness 7 is the same, 4+ against toughness 6 vs 5+, and 3+ vs toughness 5 instead of 5+?

Yuck. We go through this every edtion. I just don't think they are that good even counter charging.


Automatically Appended Next Post:
@Voldrak: That's pretty standard Dom list. Keep in mind that sometimes you just won't get to go first though.


New Sisters of Battle Codex Tactica @ 2017/06/06 20:28:25


Post by: RabbitMaster


 pretre wrote:
 RabbitMaster wrote:
Our SoF anti-psychic ability seems pretty disappointing. Basically it's a 1.8% chance of denying a WC5 power (Smite most likely). It doesnt work on any power that has a WC of 6 or more, and I don't think there is any power with WC4 or less currently in the game.
And my beloved condemnor boltgun is gone, sad :-( I think it's time to call the Culexus hotline for anti-psy stuff.

Yes, SoF sucks at Denying.

Condemnor still exists though.

Yeah, but it changed drastically. It's not the psyker sniper it once was.
I just realized that i'm missing the point page for Sister in the leaks I downloaded, but if it's 1pts/condemnor like the inquisition one, it might be interesting to have every superior wielding one (if the psyker become a threatening enough part of the meta of course).


New Sisters of Battle Codex Tactica @ 2017/06/06 20:35:27


Post by: pretre


It's 1pt.


New Sisters of Battle Codex Tactica @ 2017/06/06 21:07:41


Post by: deviantduck


I can't decide how many exorcists are too many.


New Sisters of Battle Codex Tactica @ 2017/06/06 21:14:08


Post by: RabbitMaster


When you can't lift you army transport bag/box anymore, then it's too many.


New Sisters of Battle Codex Tactica @ 2017/06/06 21:15:17


Post by: pretre


 deviantduck wrote:
I can't decide how many exorcists are too many.

I think you want a mix of stuff. Exos are great but don't do horde well. HB rets though? They can handle that.


New Sisters of Battle Codex Tactica @ 2017/06/06 22:52:18


Post by: Jancoran


Heavy Bolters are pretty big winners in this edition. I might actuallu have to field some just because the horde armies scare me enough.


New Sisters of Battle Codex Tactica @ 2017/06/07 00:00:58


Post by: The Happy Anarchist


 pretre wrote:
In regards to Repentia, what about using them as counter chargers? Basically, hanging them back to charge whatever gets in with your other squads? Especially if it is something like a Dreadnaught, Wraithlord or other Monstrous creature? Or even just the toughness 5 -6 type stuff? It would seem like Repentia would do much better against them. 5+ against Toughness 8 vs 6+, toughness 7 is the same, 4+ against toughness 6 vs 5+, and 3+ vs toughness 5 instead of 5+?

Yuck. We go through this every edtion. I just don't think they are that good even counter charging.


In previous editions, Repentia struck last always, right? Striking last while relying on toughness 3 and a 6+ save is a whole lot different than charging, striking first and then having the low save after the fact. Moreover, transporting in a Rhino is a lot different. Before, Rhino blows up, they would lose half the unit. Now Rhino blows up and you lose 1-2. So the Rhino if you take it, adds to their survivability instead of making them even more vulnerable.

Things have changed drastically enough that I think it's worth looking at, at the very least. Compare Repentia with Death Cultist for counter charging duty.

Priest with a Power Axe and 10 Death Cultist - 210 points and 2 Elite choices.
Priest with a Power Axe, Mistress with her whips and 8 Repentia. 214 points and 3 Elite choices, helpful for filling out Brigade if you are looking for that.

The Death Cultists have very slightly more survivability with a 5++ save - though it is worth noting if Celestine is hanging out the Repentia also have a 5++ save. Death Cultists are Move 7" but Repentia get to reroll advance and charge distances. Death Cultists hit on a 3+ likely with a reroll, Repentia on a 4+ with a reroll as long as Mistress is alive. Death Cultists get 5 Str 4 AP -2 D1 attacks. Repentia get 3 Str 6 AP -2 D2 attacks per model.

50 Death Cultist attacks average 45 hits with the rerolls. Repentia 24 attacks average 18 hits with the rerolls. The Mistress maybe adds one kill so I'm going to discount her.

Against GEQ the Death Cultists get around 30 kills. Repentia get about 15. Clear win to Death Cultist.
Against MEQ the Death Cultists get around 15 kills. Repentia get about 12. Solid win to the Death Cultist.
Against Primaris (or most races bikers as a note), the Death Cultists get around 7-8 kills. Repentia get about 12. Solid win to the Repentia.
Against Termies, the Death Cultists get 5-6 kills. Repentia get about 8 kills. Solid win to the Repentia.
Against Marine Bikers or Deathguard, Death Cultists get 5 kills. Repentia get 8 kills. Solid win to the Repentia.

Then we get to the big guys. Against toughness 7, Str 6 and Str 4 are identical. Dreadnaughts are toughness 7. This is a best case scenario for Death Cultists against tough models, so we will start with them. Toughness 7 8 wounds 3+ save.

Death Cultists 10 wounds! It's a kill! Repentia average 8 wounds as well - though it's exactly the 8 wounds so much less reliable. Against the specific example of Toughness 7 multiwound models, Death Cultists are better!

Toughness 6 3+ save? Death Cultists still only 10 wounds. Repentia in that example get 12 wounds. Toughness 8 3+ save? Death Cultists get maybe 5 wounds. Repentia get 8 wounds.

Note that in all these cases I am discounting the input of the Mistress which is fairly mediocre over all.

The biggest difference is how commonly you expect to see multiwound things that you need to countercharge. Primaris, Terminators, Nobz, monstrous creatures, bikers. That sort of thing. It's also worth noting that more hordey infantry are also hurt by flamer Overwatch so long as they start the charge within 8", as well as being more vulnerable to all the Bolter fire and Immolation flamers and heavy bolters and the like. In contrast, we have little that efficiently kills multiwound things like bikers, Termies and Primaris. Melta weapons seem pretty heavily overkill - especially if you get unlucky and roll that 1 for damage. Exorcist seems fairly inefficient as well. We don't have quite the access to Plasma that others do. So I could easily see those being somewhat more of a problem.

The other thing to note is that none of this accounts for Acts of Faith. If Repentia or Death Cultists are involved in a multi-round combat - Death Cultists lose Zealot and Repentia gain the potential for a before combat round of attacks. Which is a huge deal. There aren't going to be bucketloads of them getting additional attacks - but even 3-4 leftover can do an extra 9-12 attacks before combat even begins. That can easily off another 2-3 models. Or potentially get them a long range reposition for a charge where the enemy wasn't expecting it. They'll leave the Priest and Mistress behind which sucks a lot, but may be worth it if they get into something the opponent thought was safe.

Could be none of that matters. Could be Primaris are a dead, people abandon bikers in droves and nobody uses Termies to assault. Death Cultists would be crazy hot in that world. I just don't think it's a good idea to discount them out of hand because of prior editions. They sucked so bad in prior editions because they were too vulnerable and they struck last, right? Now they are less vulnerable and they strike first on the charge! Worth looking at, right?


New Sisters of Battle Codex Tactica @ 2017/06/07 00:13:45


Post by: Melissia


I don't have access to the book at the moment-- what armor save do Crusaders have, or is it just the shield? Cause I'm seriously thinking of adapting some sword and board dnd models as a Crusaders squad if I can find some of the right scale.


New Sisters of Battle Codex Tactica @ 2017/06/07 00:30:57


Post by: Voldrak


The problem with repentias is not their damage output, it's how fragile they are.

It's over 200 points and close to 300 once you account for the Rhino to get them where they need to do.

There are units that are much more efficient for that point cost.

If you want to make them more resilient, while keep them in the spirit, they need the following changes:

Repentias gain Driven Forward by default. This should be on them and not granted by the mistress.


Mistresses Angelic Visage needs to apply to herself and any units of repentias within 6 inches.
Add a Special ability to the mistress where she can bring back 1d3 dead repentias back, to a single unit within 6 inches, at the beginning of your turn. Would be in character where she whips them back up to continue the fight.

Wishlist aside, 17 points a model for how fragile they are will not see them in any competitive lists. They will show up for fun once in awhile, but they're still a sub-optimal choice.


New Sisters of Battle Codex Tactica @ 2017/06/07 00:44:10


Post by: ERJAK


Yeah just take a penitent engine and a priest. Same amount of points as 8 repentia only with a 4+ save (no invul hurts but meh) and against anything T9 or lower it's 5 attacks hitting on 3s rerolling wounding on 3s (2s against T5) with 3 damage with better rend and the double attack a pengine does 11.11 damage on average to a T6-9 3+ save model AND still has 2 heavy flamers AND gives you a priest buff AND doesn't waste AoFs.


New Sisters of Battle Codex Tactica @ 2017/06/07 02:14:38


Post by: deviantduck


Oh man, you don't even know. I put a pound of nuts in each of my vehicles. I was sick of the exo's being heavy and my rhinos and repressors light. So each vehicle is full with nuts that are glued in place.


New Sisters of Battle Codex Tactica @ 2017/06/07 03:20:00


Post by: The Happy Anarchist


ERJAK wrote:
Yeah just take a penitent engine and a priest. Same amount of points as 8 repentia only with a 4+ save (no invul hurts but meh) and against anything T9 or lower it's 5 attacks hitting on 3s rerolling wounding on 3s (2s against T5) with 3 damage with better rend and the double attack a pengine does 11.11 damage on average to a T6-9 3+ save model AND still has 2 heavy flamers AND gives you a priest buff AND doesn't waste AoFs.


Priest doesn't buff the Engine It's not infantry. So it only gets 4 attacks.

The Penitent Engine is theoretically tougher than Repentia. It's also impossible to hide, will have trouble taking advantage of cover and is not substantially tougher when you consider the fact that it's gonna be eating a large portion of the anti-tank weaponry. Offense wise, I think the Penitent Engine isn't quite equal to a Priest backed squad of Repentia. If you get the extra round of combat half the time, on average it's similar to 6 attacks a turn. It has zealot so we will give it the reroll to hit. Should easily get 5 hits. Str 10 means it wounds on a 2+ all the way up to toughness 5. So pretty much any infantry/termies/bikers you are getting 4 wounds very reliably. AP -3 means 5+ to 6+ saves. So killing 3 Termies, and 3-4 bikers or 3+ save stuff. Against the same sort of stuff Repentia end up getting 8-12 kills. It's not even really close. The Engine has some other big advantages though of course. Toughness 6 4+ save and 7 wounds is much more resilient than the Repentia. Except if the enemy starts shooting it with Krak Missiles or Lascannons. 4 of those actually kills a Penitent Engine on average.

Which is why I think Repentia work better as counter chargers in a footslogging list. This goes for Death Cultists too since they are very similar, just better against different targets. You don't need the Rhino, so you can go with the full 10 of them. They will be hanging out behind the other sisters so you don't have to worry about incoming fire unless it ignores LOS.

Penitent Engines in a mech list? I think that's much more a potential option. You don't have to worry about keeping Priest/Mistresses/Imagifiers/Celestine in range. The enemies anti-tank is going to be spread thin between all the vehicles running around. Tasking 4 anti-tank weapons to the Penitent Engine has a much bigger opportunity cost than when they are gonna have nothing to shoot but the Penitent Engine or maybe an Exorcist. Though even that I'm not sure I would take in a footslogging list because again - every single anti-tank weapon the enemy has is going to have an open target.

Though if we are wishlisting, I think just giving them Angelic Visage would help a lot. That's a 30% chance to save, 55% with Celestine nearby. That puts them right near or surpassing the survivability of Death Cultists.


New Sisters of Battle Codex Tactica @ 2017/06/07 03:51:41


Post by: ERJAK


Why even waste time thinking about a footslog list? Sisters can't pull any kind of infantry heavy build off just based on having next to nothing to mitigate battleshock.

You go mech or you lose, the only question is 'how do i mitigate turn 1 charges.' The answer there is either Battle Sisters, Repentia, Death Cults, Crusaders, or Penitent Engines. Basic Battle Sisters are cheap bubblewrap but don't do much else. Repentia and death cult are killy but so fragile a stiff fart will knock out 2 units of either, crusaders are tough but hit like a wet noodle and Penitent engines fold hard under d6 damage attacks.

The Penitent Engine just has the best mix of survivability and damage output. Keep in mind the comparison you made from the previous wall of text is a 9 unit of repentia with a priest, which is approaching the cost of 2 pengines. Point for point repentia do significantly less damage which means you save all those points you spend buffing up your chaff for a unit that does the same job almost as well but you have an extra rhino now


New Sisters of Battle Codex Tactica @ 2017/06/07 04:47:58


Post by: Melissia


If by "Battleshock" you mean "morale checks", there's a character for that who's actually pretty cheap, in the Dialogous.


New Sisters of Battle Codex Tactica @ 2017/06/07 08:44:56


Post by: Hoboanarki


Rerolls to morale are risky though, you could end up killing more models if you roll badly the second time.

If you have the points, Inquisitors can boost your leadership, although not by much.


New Sisters of Battle Codex Tactica @ 2017/06/07 11:21:40


Post by: PanzerLeader


You have to lose three sisters before you can fail morale (and then you only lose one on a 6). I think foot Sisters can be viable now given the reduced damage against them by some of the popular S5 weapons and the relative ease with which infantry gain cover.


New Sisters of Battle Codex Tactica @ 2017/06/07 13:29:07


Post by: pretre


I'm using Conscripts to mitigate first turn charges because I have a ton of Redemptionists. 50 for 150 is a steal. Get a 30 point Commissar and they aren't running either.


Automatically Appended Next Post:
The Happy Anarchist wrote:
 pretre wrote:
In regards to Repentia, what about using them as counter chargers? Basically, hanging them back to charge whatever gets in with your other squads? Especially if it is something like a Dreadnaught, Wraithlord or other Monstrous creature? Or even just the toughness 5 -6 type stuff? It would seem like Repentia would do much better against them. 5+ against Toughness 8 vs 6+, toughness 7 is the same, 4+ against toughness 6 vs 5+, and 3+ vs toughness 5 instead of 5+?

Yuck. We go through this every edtion. I just don't think they are that good even counter charging.

I didn't say that.


Automatically Appended Next Post:
 Jancoran wrote:
Heavy Bolters are pretty big winners in this edition. I might actuallu have to field some just because the horde armies scare me enough.

That's why I just traded for a butt ton of HB bits and my lists has 3 squads of them.


New Sisters of Battle Codex Tactica @ 2017/06/07 14:00:17


Post by: The Happy Anarchist


Yeah, something went weird with the quote. It swapped our names.

In regards to morale. Max squad size we get is 15. Dialogus costs 15. Leadership is 8 pretty much across the board.

Taking 5 casualties leads to d6-3 extra casualties. Ten is d6+2. don't think the rerolls are that risky overall. You don't reroll a 3 or maybe even a 4 unless you take a lot of casualties and it will wipe the unit anyway, or just a few even if you roll high.

I've seen people talk about stopping killing big units when you get to certain morale levels but that in and of itself is risky. Kill ten sisters and stop, hoping for morale to finish them and you can just spend 2CP to no sale it.

Dialogus is plenty to help the ten sister units stand and CP can help the big ones if needed. It's much easier in a foot slogging list to get lots of CP as well.

Conscripts and Commissars sound awesome.


New Sisters of Battle Codex Tactica @ 2017/06/07 14:05:29


Post by: pretre


If you take little units, you don't care about morale.


New Sisters of Battle Codex Tactica @ 2017/06/07 15:45:45


Post by: Voldrak


The problem with small squads is that you're going to have a harder time holding objectives.

Whatever unit has the most models is the one that will be holding the objective.

There are so many things contradicting themselves, making you go one way only to push you in the other direction right now that it's impossible to predict how armies are going to evolve.

Except maybe for Orcs. Mass group of boys are going to be great for morale AND objective holding


New Sisters of Battle Codex Tactica @ 2017/06/07 15:48:19


Post by: pretre


Right now, and this may change, my theory is that small squads help me kill stuff. Except for my Conscripts.


New Sisters of Battle Codex Tactica @ 2017/06/07 16:17:42


Post by: MacPhail


What do y'all think of doubling up units in transports?

If you load 2 BSS units with F+HF+CF in a Rhino with double SB, that's 2d6 auto hits at S5/AP-1 and 4d6 auto hits at S4/AP0. In a pinch, you could give up your HF hits to Advance in order to get the rest into 8" range. That's a 241 point package of three units. Three such combos is 723 points and forms the six-Troop basis for a Brigade.

Do the same trick with Retributers (4xHF+CF) and you've got 8d6 auto hits at S5/AP-1 and 2d6 at S4/AP0. That group needs to arrive in 8" range without Advancing, making it a little riskier. That outfit is 325 points.

Selective use of the CP re-rolls and AoF extra phases amplifies the impact of these combos.

I hear the "too many eggs in one basket" objection, but if you could really be decisive about how you advance, choose when and where you're likely to get your Rhino shot out from under you, and diligently avoid losing models to the "can't be placed" rule, I think it might work for a mech army. If you also deploy tons of Exos and Immo Doms to force your opponent to spread his anti-tank around, you're that much more likely to unload safely in range.

I might look at a list with 3x Exos, 3x Immo Doms, and 3x double BSS Rhinos as the basis for a 2000 point Brigade. There's room for Celestine & Friends, 2 Canonesses, 3 Imagifiers, and even a squad of HF Seraphim by my back o' the napkin math. Lots of anti-tank, lots of anti-horde, and lots of vehicle wounds to chew through.



New Sisters of Battle Codex Tactica @ 2017/06/07 16:24:29


Post by: pretre


My problem with that is Ork Boys or Hormies or Scarabs. You advance to within range for a next turn shot, they surround and you lost three units.

If you can get enough threats to make them not want to go for the double transport, that'll be good, but it seems to me that the 'three for one' would be the best target even with multiple threats.


New Sisters of Battle Codex Tactica @ 2017/06/07 17:44:37


Post by: Taikishi


If you're going to do this, and I don't advise it, do it with Dominions. Pre-game vanguard 12+1d6, drop payload, advance the Dominions 6+1d6. Minimum 28" threat range with flamers, 32" with meltaguns, or 44" with storm bolters


New Sisters of Battle Codex Tactica @ 2017/06/07 18:38:39


Post by: Voldrak


Taikishi wrote:
If you're going to do this, and I don't advise it, do it with Dominions. Pre-game vanguard 12+1d6, drop payload, advance the Dominions 6+1d6. Minimum 28" threat range with flamers, 32" with meltaguns, or 44" with storm bolters



You raise a point that I have been wondering about.

The Vanguard move mentions "As in the movement phase..." and the same is true for our Act of Faith allowing us to move.

This is not our movement phase and that seems to be clear enough, but what exactly can we do?

Can you indeed move + advance and then still fire weapons in your shooting phase since it did not happen in your actual movement phase? If that is true, then it makes our AoF for moving even more powerful.


New Sisters of Battle Codex Tactica @ 2017/06/07 18:43:33


Post by: pretre


Ooh good call on advancing.


Automatically Appended Next Post:
Unfortunately, you couldn't shoot or charge. But still neat that you can do it in the pre-game Vanguard.


New Sisters of Battle Codex Tactica @ 2017/06/07 19:00:57


Post by: Taikishi


Voldrak wrote:
Taikishi wrote:
If you're going to do this, and I don't advise it, do it with Dominions. Pre-game vanguard 12+1d6, drop payload, advance the Dominions 6+1d6. Minimum 28" threat range with flamers, 32" with meltaguns, or 44" with storm bolters



You raise a point that I have been wondering about.

The Vanguard move mentions "As in the movement phase..." and the same is true for our Act of Faith allowing us to move.

This is not our movement phase and that seems to be clear enough, but what exactly can we do?

Can you indeed move + advance and then still fire weapons in your shooting phase since it did not happen in your actual movement phase? If that is true, then it makes our AoF for moving even more powerful.


Don't see why not. Believe the FLG guys mentioned doing it in their Q&A videos with things like (I think) Genestealers. Doesn't mean they were playing it right, but as written you move as if it were the movement phase, meaning you can advance an additional 1d6 inches.


Automatically Appended Next Post:
 pretre wrote:
Ooh good call on advancing.


Automatically Appended Next Post:
Unfortunately, you couldn't shoot or charge. But still neat that you can do it in the pre-game Vanguard.


Except that, other than the storm bolters (because I keep forgetting they're rapid fire now), Dominions can advance and still fire their meltaguns at -1 to hit, or fire flamers with no penalty.


New Sisters of Battle Codex Tactica @ 2017/06/07 19:03:14


Post by: pretre


Yes, you could do it with -1 to hit if you did it with Faith or during the movement phase.


New Sisters of Battle Codex Tactica @ 2017/06/07 19:50:09


Post by: The Happy Anarchist


 pretre wrote:
If you take little units, you don't care about morale.


I worry about objectives. Not just claiming them, since it's numbers of models and ten dudes vs two groups of five is the same. The bigger issue is that a whole lot of the objectives are destroy a unit or multiple units. Having a bunch of five man units males it much easier to score VPs off of you.


New Sisters of Battle Codex Tactica @ 2017/06/07 19:54:20


Post by: pretre


Sure. But the reverse is true as well.


Automatically Appended Next Post:
Since I'm sure a couple people might need a method for making more HB sisters, I figured I'd do a quick pic of what I'm doing to make my extra 6.

This is quick and dirty and I only used enough glue to hold it in place for the pic.











Automatically Appended Next Post:
That's a Chaos 'tactical' heavy bolter from the main CSM kit. Pretty much any non-backpack fed HB would work though (scout, Sternguard, etc).


Automatically Appended Next Post:
I could also turn the hand and add a Peg to the top of the HB so she's holding it like the existing one. Not sure if I'll put that much effort in though.

Alternatively, turn the hand and cradle the bottom.


New Sisters of Battle Codex Tactica @ 2017/06/07 20:15:47


Post by: Inquisitor Lord Katherine


Do you cast the body?


New Sisters of Battle Codex Tactica @ 2017/06/07 20:16:30


Post by: pretre


 Inquisitor Lord Katherine wrote:
Do you cast the body?

No, but I have tons of heavy sisters, I have a tendency just to pop off the heavy and pop a new one on based on what I need.


New Sisters of Battle Codex Tactica @ 2017/06/08 00:24:30


Post by: Voldrak


Not sure if this was brought up before.


Heavy flamers are now heavy d6. We already know this and it means you cannot advance and still shoot like you would a normal flamer.

The Immolation Flamer however is Assault 2d6.. so yeah you can always advance with your immolator and still shoot the weapons.
These things are going to be great to zoom around the battle field where you need them.


New Sisters of Battle Codex Tactica @ 2017/06/08 00:52:55


Post by: deviantduck


If anyone needs some heavy bolters I can cast you some. As long as you're not a prick and don't mind waiting a few weeks.

20170607_182710 by deviantduck, on Flickr


New Sisters of Battle Codex Tactica @ 2017/06/08 01:08:05


Post by: MacPhail


 deviantduck wrote:
If anyone needs some heavy bolters I can cast you some. As long as you're not a prick and don't mind waiting a few weeks.

20170607_182710 by deviantduck, on Flickr


Those look fantastic! Sign me up for four, and let me know what you can use in return.


New Sisters of Battle Codex Tactica @ 2017/06/08 01:15:39


Post by: pretre


I appreciate the offer but it's quicker and easier to just convert.


New Sisters of Battle Codex Tactica @ 2017/06/08 03:18:59


Post by: The Happy Anarchist


 pretre wrote:
Sure. But the reverse is true as well.


How do you figure? The smaller squads kill the bigger squads faster? I don't understand how? Extra special weapons helps some, but not so much so that it accounts for an extra 50% bodies.


New Sisters of Battle Codex Tactica @ 2017/06/08 03:20:37


Post by: deviantduck


So.... what's stopping us from giving a Canoness a Penitent Buzz Blade and a Heavy Bolter for a total 95 pts?




Automatically Appended Next Post:
And can we give a heavy bolter to Retributor superior for 10 pts?


Automatically Appended Next Post:
Nevermind, the list is in the front of their section, not the point lists in the back. I'm dumb.


New Sisters of Battle Codex Tactica @ 2017/06/08 03:39:18


Post by: Inquisitor Lord Katherine


The Happy Anarchist wrote:
 pretre wrote:
Sure. But the reverse is true as well.


How do you figure? The smaller squads kill the bigger squads faster? I don't understand how? Extra special weapons helps some, but not so much so that it accounts for an extra 50% bodies.


Because 15 Sisters buy 2 Special Weapons when in 1 big squad, but 15 Sisters buy 6 special weapons when in 3 small squads.

A Storm Bolter is half the price of an extra Sister, and achieves the same added shooting output [and dies last, of course].


New Sisters of Battle Codex Tactica @ 2017/06/08 03:52:07


Post by: Melissia


The main drawback to MSUs is you also have to split acts of faith. Using an AoF on the 15-girl squad results in every single one getting said AoF, while each of the individual MSUs will need their own AoF.

Granted, I don't think AoFs are really going to be something you'd want to rely on heavily anyway, so I don't consider this a HUGE drawback.


New Sisters of Battle Codex Tactica @ 2017/06/08 04:14:55


Post by: ERJAK


 Melissia wrote:
The main drawback to MSUs is you also have to split acts of faith. Using an AoF on the 15-girl squad results in every single one getting said AoF, while each of the individual MSUs will need their own AoF.

Granted, I don't think AoFs are really going to be something you'd want to rely on heavily anyway, so I don't consider this a HUGE drawback.


I'm gonna go ahead and say that so long as they don't work on vehicles AoFs aren't even something to consider unless you plan to run Seraphim and/or Retributors. Because outside of those two units AoFs are most effective for a turn 3-4 "Gotcha Bitch!" moment and not something you build the army around.

Even acting twice a turn a squad of 15 Battle Sisters is fodder at best. Taking one for early charge blocking is decent enough but not so much that investing in an imagifier is really all that woth it, especially when you consider how good priests and hospitallers can be.


New Sisters of Battle Codex Tactica @ 2017/06/08 04:34:05


Post by: Melissia


Was more thinking an additional shooting round. Because that WOULD make a difference for a 15-woman squad, especially against assault armies that try to close the gap quickly-- but wouldn't be impressive on an MSU army.


New Sisters of Battle Codex Tactica @ 2017/06/08 05:56:11


Post by: MacPhail


Have we determined through some means that they don't affect vehicles? I thought the wording on some sources seemed to leave room for that.


New Sisters of Battle Codex Tactica @ 2017/06/08 05:59:15


Post by: Jancoran


The Happy Anarchist wrote:

In previous editions, Repentia struck last always, right? Striking last while relying on toughness 3 and a 6+ save is a whole lot different than charging, striking first and then having the low save after the fact. Moreover, transporting in a Rhino is a lot different. Before, Rhino blows up, they would lose half the unit. Now Rhino blows up and you lose 1-2. So the Rhino if you take it, adds to their survivability instead of making them even more vulnerable.

Things have changed drastically enough that I think it's worth looking at, at the very least. Compare Repentia with Death Cultist for counter charging duty.

Priest with a Power Axe and 10 Death Cultist - 210 points and 2 Elite choices.
Priest with a Power Axe, Mistress with her whips and 8 Repentia. 214 points and 3 Elite choices, helpful for filling out Brigade if you are looking for that.

The Death Cultists have very slightly more survivability with a 5++ save - though it is worth noting if Celestine is hanging out the Repentia also have a 5++ save. Death Cultists are Move 7" but Repentia get to reroll advance and charge distances. Death Cultists hit on a 3+ likely with a reroll, Repentia on a 4+ with a reroll as long as Mistress is alive. Death Cultists get 5 Str 4 AP -2 D1 attacks. Repentia get 3 Str 6 AP -2 D2 attacks per model.

50 Death Cultist attacks average 45 hits with the rerolls. Repentia 24 attacks average 18 hits with the rerolls. The Mistress maybe adds one kill so I'm going to discount her.

Against GEQ the Death Cultists get around 30 kills. Repentia get about 15. Clear win to Death Cultist.
Against MEQ the Death Cultists get around 15 kills. Repentia get about 12. Solid win to the Death Cultist.
Against Primaris (or most races bikers as a note), the Death Cultists get around 7-8 kills. Repentia get about 12. Solid win to the Repentia.
Against Termies, the Death Cultists get 5-6 kills. Repentia get about 8 kills. Solid win to the Repentia.
Against Marine Bikers or Deathguard, Death Cultists get 5 kills. Repentia get 8 kills. Solid win to the Repentia.

Then we get to the big guys. Against toughness 7, Str 6 and Str 4 are identical. Dreadnaughts are toughness 7. This is a best case scenario for Death Cultists against tough models, so we will start with them. Toughness 7 8 wounds 3+ save.

Death Cultists 10 wounds! It's a kill! Repentia average 8 wounds as well - though it's exactly the 8 wounds so much less reliable. Against the specific example of Toughness 7 multiwound models, Death Cultists are better!

Toughness 6 3+ save? Death Cultists still only 10 wounds. Repentia in that example get 12 wounds. Toughness 8 3+ save? Death Cultists get maybe 5 wounds. Repentia get 8 wounds.

Note that in all these cases I am discounting the input of the Mistress which is fairly mediocre over all.

The biggest difference is how commonly you expect to see multiwound things that you need to countercharge. Primaris, Terminators, Nobz, monstrous creatures, bikers. That sort of thing. It's also worth noting that more hordey infantry are also hurt by flamer Overwatch so long as they start the charge within 8", as well as being more vulnerable to all the Bolter fire and Immolation flamers and heavy bolters and the like. In contrast, we have little that efficiently kills multiwound things like bikers, Termies and Primaris. Melta weapons seem pretty heavily overkill - especially if you get unlucky and roll that 1 for damage. Exorcist seems fairly inefficient as well. We don't have quite the access to Plasma that others do. So I could easily see those being somewhat more of a problem.

The other thing to note is that none of this accounts for Acts of Faith. If Repentia or Death Cultists are involved in a multi-round combat - Death Cultists lose Zealot and Repentia gain the potential for a before combat round of attacks. Which is a huge deal. There aren't going to be bucketloads of them getting additional attacks - but even 3-4 leftover can do an extra 9-12 attacks before combat even begins. That can easily off another 2-3 models. Or potentially get them a long range reposition for a charge where the enemy wasn't expecting it. They'll leave the Priest and Mistress behind which sucks a lot, but may be worth it if they get into something the opponent thought was safe.

Could be none of that matters. Could be Primaris are a dead, people abandon bikers in droves and nobody uses Termies to assault. Death Cultists would be crazy hot in that world. I just don't think it's a good idea to discount them out of hand because of prior editions. They sucked so bad in prior editions because they were too vulnerable and they struck last, right? Now they are less vulnerable and they strike first on the charge! Worth looking at, right?


Well I'm not going to beat the dead horse too much but I think I showed that the oversimplification of Sisters Repentia in 6th/7th was to read the stat line and stop reading, and that they could be more..

I enjoyd them a lot. I am going to try them in this new edition. I have no bold predictions at this point. Looking at the buffs you can kind of pile on them, they look pretty dangerous and just like before the art of it will be getting them there...which was made imminsely easier in this edition. Striking first is sort of last on the list of bonus's this edition gave them, not first, but I am still excited about that also.

But again... No bold predictions.


New Sisters of Battle Codex Tactica @ 2017/06/08 07:11:25


Post by: Melissia


The biggest criticism of Repentia in previous editions was that they had no way to actually reliably get in to combat. With them able to go in to transports and assault out of them, this is gone. But with that also came a nerf to their weaponry, which now functions as weaker than before.

So... IDK. My guess is they'll remain a niche, rarely used unit, which can surprise people that aren't used to them. And... that's it.


New Sisters of Battle Codex Tactica @ 2017/06/08 11:31:37


Post by: Twoshoes23


 Melissia wrote:
The biggest criticism of Repentia in previous editions was that they had no way to actually reliably get in to combat. With them able to go in to transports and assault out of them, this is gone. But with that also came a nerf to their weaponry, which now functions as weaker than before.

So... IDK. My guess is they'll remain a niche, rarely used unit, which can surprise people that aren't used to them. And... that's it.


Still theorycrafting for them here, is putting them in reserves for turn 1 ( to avoid getting shot up), then using them to counter attack turn 2 or 3 a better idea here? Seeing as they are better against bigger multiwound things over DCA, I'm thinking counter attacking that first turn charge trygon and genestealer squad ( and prolly dying in the process). That said, Im still a little confused as to how reserves work now.


New Sisters of Battle Codex Tactica @ 2017/06/08 13:06:54


Post by: deviantduck


 Twoshoes23 wrote:
 Melissia wrote:
The biggest criticism of Repentia in previous editions was that they had no way to actually reliably get in to combat. With them able to go in to transports and assault out of them, this is gone. But with that also came a nerf to their weaponry, which now functions as weaker than before.

So... IDK. My guess is they'll remain a niche, rarely used unit, which can surprise people that aren't used to them. And... that's it.


Still theorycrafting for them here, is putting them in reserves for turn 1 ( to avoid getting shot up), then using them to counter attack turn 2 or 3 a better idea here? Seeing as they are better against bigger multiwound things over DCA, I'm thinking counter attacking that first turn charge trygon and genestealer squad ( and prolly dying in the process). That said, Im still a little confused as to how reserves work now.


Can you even put them in reserves? I thought the unit had to have permission in its entry to be able to not start on the table.


New Sisters of Battle Codex Tactica @ 2017/06/08 13:29:48


Post by: pretre


The Happy Anarchist wrote:
 pretre wrote:
Sure. But the reverse is true as well.


How do you figure? The smaller squads kill the bigger squads faster? I don't understand how? Extra special weapons helps some, but not so much so that it accounts for an extra 50% bodies.

Yes. The 2 Squads of Rets for 1 squad of sisters has more reach, does more damage and is more efficient.

MacPhail wrote:Have we determined through some means that they don't affect vehicles? I thought the wording on some sources seemed to leave room for that.

They affect vehicles at least the Imag and StC ones.


Automatically Appended Next Post:
 Melissia wrote:
The biggest criticism of Repentia in previous editions was that they had no way to actually reliably get in to combat. With them able to go in to transports and assault out of them, this is gone. But with that also came a nerf to their weaponry, which now functions as weaker than before.

So... IDK. My guess is they'll remain a niche, rarely used unit, which can surprise people that aren't used to them. And... that's it.

I don't know if that was their biggest criticism. It was one of them. Even losing that one, they still have:
They are over costed.
They are super fragile.
They don't hit hard enough.


New Sisters of Battle Codex Tactica @ 2017/06/08 13:54:14


Post by: PanzerLeader


 deviantduck wrote:
 Twoshoes23 wrote:
 Melissia wrote:
The biggest criticism of Repentia in previous editions was that they had no way to actually reliably get in to combat. With them able to go in to transports and assault out of them, this is gone. But with that also came a nerf to their weaponry, which now functions as weaker than before.

So... IDK. My guess is they'll remain a niche, rarely used unit, which can surprise people that aren't used to them. And... that's it.


Still theorycrafting for them here, is putting them in reserves for turn 1 ( to avoid getting shot up), then using them to counter attack turn 2 or 3 a better idea here? Seeing as they are better against bigger multiwound things over DCA, I'm thinking counter attacking that first turn charge trygon and genestealer squad ( and prolly dying in the process). That said, Im still a little confused as to how reserves work now.


Can you even put them in reserves? I thought the unit had to have permission in its entry to be able to not start on the table.


This is correct. Units can no longer start the game in reserves unless they have a special rule allowing it.


New Sisters of Battle Codex Tactica @ 2017/06/08 17:47:47


Post by: Melissia


 pretre wrote:
I don't know if that was their biggest criticism. It was one of them. Even losing that one, they still have:
They are over costed.
They are super fragile.
They don't hit hard enough.
Even with all of that, if they had the ability to assault out of transports, they'd have at least been a potentially useful elite slot choice. Certainly not a top tier power unit, but useful. But now they feel even more fragile and don't hit as hard, so getting the ability to assault out of a transport isn't as big of a buff...


New Sisters of Battle Codex Tactica @ 2017/06/08 17:54:30


Post by: pretre


The fix for Repentia is simple: <=9 ppm. If they were 9ppm, I would take them, even with their current stats.


New Sisters of Battle Codex Tactica @ 2017/06/08 18:26:10


Post by: Twoshoes23


 pretre wrote:
The fix for Repentia is simple: <=9 ppm. If they were 9ppm, I would take them, even with their current stats.
Of course, though I was thinking a more modest 12ppm, 9 for basic sister, 3 for the nerfed eviserator. Do you all think 17ppm would be worth it if they brought penitent eviscerator back up to -4 rend? I know I know, wishlisting. But at least we have a somewhat chance to get those points adjusted now in a somewhat decent timeframe.


New Sisters of Battle Codex Tactica @ 2017/06/08 18:28:53


Post by: pretre


 Twoshoes23 wrote:
 pretre wrote:
The fix for Repentia is simple: <=9 ppm. If they were 9ppm, I would take them, even with their current stats.
Of course, though I was thinking a more modest 12ppm, 9 for basic sister, 3 for the nerfed eviserator. Do you all think 17ppm would be worth it if they brought penitent eviscerator back up to -4 rend? I know I know, wishlisting. But at least we have a somewhat chance to get those points adjusted now in a somewhat decent timeframe.

They aren't a basic sister though. They have a 7+ save (much worse), a 3+ WS (slightly better) and 2 Attacks (better). And no, -4 rend does not make them 17ppm.

Short of a 12" move or a 3+ save, I don't see 17ppm being worth it.





New Sisters of Battle Codex Tactica @ 2017/06/08 21:18:33


Post by: Voldrak


Faced off against a 2000 points Chaos list today using the Dominion list I posted previously.

Belakor
Skarbrand
Kharn
Renegade knight with battle canon and gatling gun
3 x 5 Khorne Berserkers in Rhinos
Helldrake


He was going first due to have less drops than me, but I managed to steal the initiative. Turn one I boxed him in with the dominions and their Immolators. Killed the helldrake and dropped the Knight to 9 wounds. I then charged all of his rhinos with my dominions. I knew he was going to get the charge off anyway so wanted to make sure I kept him on his side of the table and not able to drive for objectives.

by turn 4 all he had left was Skarbrand daisy chaining from one combat to the next with consolidates and in the end I managed to table with him my Eviscerator Canoness bringing Skarbrand down.

I had Celestine down to 1 wound (already had died once). My squad of HB Rets, 2 Immolators, 2 Imagifiers and the canoness left.


A lot of the damage done to his army was from one of his rhino and his knight actually blowing up. Since he was boxed in, he dealt a huge amount of mortal wounds to himself in the explosions.

Was very fun game in any cases. Took a little under two hours to get those 2000 points done.


New Sisters of Battle Codex Tactica @ 2017/06/08 21:40:49


Post by: pretre


Nicely done!


New Sisters of Battle Codex Tactica @ 2017/06/08 21:54:11


Post by: Mr Morden


Voldrak wrote:
Faced off against a 2000 points Chaos list today using the Dominion list I posted previously.

Belakor
Skarbrand
Kharn
Renegade knight with battle canon and gatling gun
3 x 5 Khorne Berserkers in Rhinos
Helldrake


He was going first due to have less drops than me, but I managed to steal the initiative. Turn one I boxed him in with the dominions and their Immolators. Killed the helldrake and dropped the Knight to 9 wounds. I then charged all of his rhinos with my dominions. I knew he was going to get the charge off anyway so wanted to make sure I kept him on his side of the table and not able to drive for objectives.

by turn 4 all he had left was Skarbrand daisy chaining from one combat to the next with consolidates and in the end I managed to table with him my Eviscerator Canoness bringing Skarbrand down.

I had Celestine down to 1 wound (already had died once). My squad of HB Rets, 2 Immolators, 2 Imagifiers and the canoness left.


A lot of the damage done to his army was from one of his rhino and his knight actually blowing up. Since he was boxed in, he dealt a huge amount of mortal wounds to himself in the explosions.

Was very fun game in any cases. Took a little under two hours to get those 2000 points done.


Thanks for the info - more I hear baout 8th the better it sounds in terms of variety of units and fun gameplay.....


New Sisters of Battle Codex Tactica @ 2017/06/09 00:13:49


Post by: Voldrak


Oh yeah.
The one thing I learned from that fight.

Do not let Skarbrand get into close combat with anything if at all possible. 2+ to hit. 2+ to wound and d6 dmg. 7+ attacks per round.

He kills whatever he touches and anything within 8 inches of him cannot fall back. If you get multi assaulted, you basically are waiting for him to consolidate from one fight to the next and eat everything up.


New Sisters of Battle Codex Tactica @ 2017/06/09 12:35:54


Post by: deviantduck


Voldrak wrote:
Oh yeah.
The one thing I learned from that fight.

Do not let Skarbrand get into close combat with anything if at all possible. 2+ to hit. 2+ to wound and d6 dmg. 7+ attacks per round.

He kills whatever he touches and anything within 8 inches of him cannot fall back. If you get multi assaulted, you basically are waiting for him to consolidate from one fight to the next and eat everything up.


He's on my painting table right now. I'm glad they kept the fluff of him and let him get better as he takes wounds. Angry Skarbrand for the win... unless he's facing Sisters, then there's no hope for him.


New Sisters of Battle Codex Tactica @ 2017/06/09 13:09:09


Post by: PanzerLeader


This is my working list right now. What do you all think? I'd love to squeeze a third canoness in but have no idea where the points would come from.

Battalion Detachment

HQ 1: Canoness

HQ 2: Canoness

Troops 1: 10 Sisters of Battle, Heavy Flamer, Flamer, Combi-Flamer

Troops 2: 10 Sisters of Battle, Heavy Flamer, Flamer, Combi-Flamer

Troops 3: 10 Sisters of Battle, Heavy Flamer, Flamer, Combi-Flamer

Elite 1: Imagifer

Elite 2: Imagifer

Heavy 1: 7 Retributors , 4 Heavy Bolters

Heavy 2: 6 Retributors , 4 Heavy Bolters

Fast 1: 5 Dominions, 4 melta gun, combi-melta, Immolator w/ twin-multi melta

Fast 2: 5 Dominions, 4 melta gun, combi-melta, Immolator w/ twin-multi melta

Detachment Total: 1275

Spearhead Detachment

HQ1: Celestine

Heavy 1: Exorcist

Heavy 2: Exorcist

Heavy 3: Penitent Engine with Buzz Blades, 2x Heavy Flamer

Heavy 4: Penitent Engine with Buzz Blades, 2x Heavy Flamer

Detachment Total: 728

Points Total: 1994 points
CP Total: 7


New Sisters of Battle Codex Tactica @ 2017/06/09 13:32:49


Post by: pretre


Not so sure about the brigade. Also, that's a lot of points in Combis. Let me know how the PEs work out. I'm still curious.


New Sisters of Battle Codex Tactica @ 2017/06/09 18:29:13


Post by: The Happy Anarchist


 pretre wrote:
The Happy Anarchist wrote:
 pretre wrote:
Sure. But the reverse is true as well.


How do you figure? The smaller squads kill the bigger squads faster? I don't understand how? Extra special weapons helps some, but not so much so that it accounts for an extra 50% bodies.

Yes. The 2 Squads of Rets for 1 squad of sisters has more reach, does more damage and is more efficient.


Well sure, but 2 squads of Rets is 2 heavy support choices costing substantially more than 1 squad of Sisters as one troop choice. Heavy vs Troop isn't quite the big deal it was, but troop detachments do give you way more command points.

The more relevant questions to me are comparable points and comparing choices to themselves. For example, 15 sisters vs groups of 5 sisters in a troop squad, or 5 Rets vs 10 Rets for the extra protection for the special weapons and cheaper cost. It's hard to determine the examples though. 5 sister squads are frequently taken in transports with close range weapons like flamers/meltas. Conversely, 15 sister squads are by definition walking and far more likely to take weapons like Heavy Bolters, possibly MultiMelta and Stormbolters/Combi Plasma on the Superior.

Still, lets try to get a baseline comparison going. I'll compare sisters with 2 Flamers & Combi Flamer in 5 vs 15 squad and I'll also compare 5 Retributors with Heavy Bolters with the 10 Retributor versions of the same. It's harder to compare melta/multimelta sisters across categories because they prefer to shoot tanks rather than sisters, but I included the relevant point costs. I also want to point out just how much more vulnerable 5 person units with 4 heavy weapons will be to eating a bunch of anti-infantry fire now that units can split fire. Losing 27 point multimeltas rapidly seems terrible.

Relevant point costs

5 Sisters with 3 flamers 74
15 Sisters 3 flamers 164
5 sisters with 3 meltas 96
15 sisters with 3 meltas 186

5 Retributor with Heavy Bolters 85
10 Retributor with Heavy Bolters 130
5 Retributor with Multimeltas 153
10 Retributor with Multimeltas 198

So two units of 5 sisters with 3 flamers vs 14 Sisters with 3 flamers (to make the points more even, though still in the MSU favor). Outside of flamer range it should be obvious - 6 bolters on one side vs 12 on the other. Moreover, as soon as a squad takes 3 wounds they lose one of the flamers. So we will just assume that you close into point blank range automatically. The math is easy because it's all Str 4 AP - hits.

On the MSU side, 6 flamers average 21 hits. The 4 Bolters not on the superior get 8 shots averaging just over 5 hits. The Superior gets 2 shots hitting on 4+ for another hit. 27 hits average 6 wounds rounding up, leaving 8 Sisters in the other unit. Battleshock could easily account for another d6-2 or 1-2 more kills, assuming no dialogus.

On the big unit side, 3 flamers average 10 hits rounding down. The 13 bolters on line sisters get 26 shots, averaging 17 hits rounding down. 27 total hits, which makes the math really easy because it's basically the same as the above. If you go for one squad you wipe it out with overkill. If you split 50/50 towards each squad you reliably kill all the bolters and one of the flamers from each squad. More likely though, you put all the flamers on one squad because you can't really split 3 flamers 50/50. So more likely going to end up with a 4/2 split if you try and split the fire. Same result in the end though, 2 dead flamers and 4 dead bolter sisters. Battleshock in the case of the 4/2 split is d6-4 - so you have to get lucky to get 1 kill out of battleshock.

There are positives and minuses in both direction there - but I do think it is worth pointing out that this is best case scenario for directly comparing the small elite unit vs the big unit. One thing I am wondering is if we are discounting how good basic weapons actually are now? Or maybe overestimating how good flamers are? I wonder if the variance adds up to anything? A flamer rolling a 4, 5 or 6 is getting extra guaranteed hits compared to things rolling to hit, so maybe high rolls having more impact mattes more? Or maybe Stormbolters are really a much better choice than we think?

Comparing Heavy Bolters. Two Retributor squads with Heavy bolters vs one 10 person squad is 170 vs 130. I'll just keep things simple and throw an extra 4 bolter sisters on the Retributors side to vaguely compare the value of the extra 40 points you get. Not a great comparison as 4 HB is generally speaking > 4 basic sisters and you can probably fine better uses for the points, so whatever.

MSU side gets 24 HB shots for 16 hits, about 5 unsaved wounds. With the two extra bolter shots we can round up for 6 kills. It would kill either the superior or one of the HB sisters on average, plus the potential for battleshock.

Full unit side gets half the HB shots for about 2.5 unsaved wounds from HB fire. The 10 bolters get another 1.5 wounds. So generously assuming you are within bolter range you get 4 kills. Battleshock is again, get lucky and you might get one more.

Where this makes the bigger impact is this. Those 4 kills kill 3 heavy bolters. At first, I thought this looked simple. Big units for troops and closer range because rapid fire bolters are actually pretty good. But the MSU are doing 64-82 points worth of damage depending on battlecheck results because of the big units plain sisters absorbing a lot of the damage, and still has output. The full unit side does less kills, but does 66 points of damage because of the Heavy Bolters. And that's with the cheapest possible heavy weapons. Your squad of 4 Multi Melta sisters? Loses 117 points from the same damage.

And that's the rub for me. MSU makes it really easy to defang units, even with relatively basic weaponry. You get more damage UNTIL you take damage, at which point you start doing substantially less damage. Which I guess isn't shocking - but when you add in my original issue with people getting VPs? I'm fairly certain that even with the added special weapons it seems to be much easier to score VPs off MSU than it is off of big full units. Much, much, much easier!

 pretre wrote:

MacPhail wrote:Have we determined through some means that they don't affect vehicles? I thought the wording on some sources seemed to leave room for that.

They affect vehicles at least the Imag and StC ones.


They currently do as written. I'd be wary about relying heavily on that as it seems like exactly the sort of thing they didn't intend and end up ruling against in a FAQ/Errata.

 pretre wrote:
The fix for Repentia is simple: <=9 ppm. If they were 9ppm, I would take them, even with their current stats.


Are you kidding me? 9 points per model! You aren't even remotely on the same planet as anything balanced. Do you also think Death Cultists should be 9ppm? I already demonstrated above that Repentia do similar levels of damage to Death Cultists WITHOUT including Acts of Faith. Remember, I was comparing like point costs as well, so it was 8 Repentia Mistress & Priest compared to 10 Death Cultist + Priest. The only thing the Death Cultists did much better against was the toughness 3 5+ stuff. They did slightly better against toughness 4 3+ save. Anything with multiwounds except for the specific category of Toughness 7 (exactly 7 only) and 3+ save, Repentia did better. And in all cases except cheap spam Repentia performed close. Your suggestion of making them half the cost would catapult them to being similarly effective against conscripts and more than twice as good against everything else including MEQ. All of this not even accounting for acts of faith. Survivability they are closer than you think. 6+ vs 5+ isn't hugely different, in both cases you absolutely have to protect them on the way in because a 5+ is certainly not saving you. If Celestine is going in with the unit, they are actually equivalent. 5++ vs 5++.

If you are looking for the role of a melee infantry unit that can walk up the board and charge into enemy combat, I don't think anything works in that role for Sisters. Maybe Crusaders, but even then 15 points is a lot to pay. They do get 3++ and access to acts of faith though so you can catapult them up a bit faster, but that's still a lot of points and their damage output on arrival is positively anemic compared to DC or Repentia. Really though, you won't find that role in the faction.

If you are trying to use them properly though, as a countercharge unit that you keep back and protected until it is time to go in? Definite potential there for either DC or Repentia and which is better depends entirely on how the meta develops. Lots of cheap spam, horde play or baseline MEQ? DC going to be better. Lots of Primaris, bikers, big bulky multiwound things or vehicles? Repentia will be better. I'm leaning towards the meta developing more towards cheap spam than tougher things, but Sisters as a faction do much better against hordes in general so it may still be better to have them in your back pocket. What I can tell you for certain 100% is that 9 point Repentia would be unbelievably, stupidly undercosted. To a degree that is almost crazy. If Repentia need to be cut in price by 50% then pretty much every other elite close combat unit does too, and then where does that leave the cheap close combat stuff?


New Sisters of Battle Codex Tactica @ 2017/06/09 18:44:39


Post by: pretre


I wouldn't take DCA at their current cost either.


Automatically Appended Next Post:
I'm not even going to try to address that whole wall of text.

The difference with HB MSU vs HB big squads is threat overload. If everything I have puts threat down the table, it makes my opponent's choices harder.

Yes, they degrade faster, but they also do damage faster.

And the good comparison is
3x 5 Rets with 4 HB - 255
2x 10 Rets with 4 HB - 260


Automatically Appended Next Post:
Also, keep in mind that 3 squads of Rets gets me a Spearhead, 2 gets me added into something else.


New Sisters of Battle Codex Tactica @ 2017/06/09 19:01:47


Post by: ERJAK


 pretre wrote:
I wouldn't take DCA at their current cost either.


I personally think Crusaders and penitent engines are the 'winners' for melee.

Crusaders at 16pts are good enough in combat to mess up deepstrike infantry charges and that 3++ makes shooting at them just such a waste of time. As a screening unit I think 10 of these guys is gonna be hard to beat in terms of efficiency, especially with them benefiting from AoF. That said, they're more viable than DCA or Repentia because they don't really do much outside of the 1 thing they excel at and as such are likely to be ignored.

Penitent engines are moderately more survivable(to much more survivable depending on how meched up you are) than DCA or Repentia while dishing out some pretty crazy damage potential.


Repentia and DCA are just...bleh. DCA I would say are slightly less effective than Seraphim at just...just everything and Repentia are a joke unit you throw into a rhino and catch someone who doesn't know anything about sisters off guard. Being cheaper than battle sisters is a bit of a stretch but being 50% more expensive than seraphim is a bit silly.


New Sisters of Battle Codex Tactica @ 2017/06/09 19:14:14


Post by: pretre


I basically agree with Erjak on this one.


New Sisters of Battle Codex Tactica @ 2017/06/09 20:55:29


Post by: Melissia


Likewise. I'm actually considering getting some old fantasy sword-and-board paladin models and painting them up as crusaders.


New Sisters of Battle Codex Tactica @ 2017/06/09 21:36:20


Post by: Jancoran


LOVE Pentient Engines now. SO happy to see them in lists.,


New Sisters of Battle Codex Tactica @ 2017/06/09 21:43:19


Post by: pretre


 Jancoran wrote:
LOVE Pentient Engines now. SO happy to see them in lists.,

I think I have 9 unassembled that I need to put together one of these days.


New Sisters of Battle Codex Tactica @ 2017/06/09 22:07:04


Post by: dan2026


 Melissia wrote:
Likewise. I'm actually considering getting some old fantasy sword-and-board paladin models and painting them up as crusaders.


Have you got any suggestions for Crusader models?


New Sisters of Battle Codex Tactica @ 2017/06/10 00:56:05


Post by: pretre


 dan2026 wrote:
 Melissia wrote:
Likewise. I'm actually considering getting some old fantasy sword-and-board paladin models and painting them up as crusaders.


Have you got any suggestions for Crusader models?

Arbites with Shield and Maul?
Bret Men at Arms? Warrior Priests?
Stormcast?

I mean pretty much anything with a sword and shield, which is like every fantasy mini ever, would work.


Automatically Appended Next Post:
Temple flameguard from WarmH.


New Sisters of Battle Codex Tactica @ 2017/06/10 05:13:16


Post by: Inquisitor Lord Katherine


The Happy Anarchist wrote:
 pretre wrote:
Sure. But the reverse is true as well.


How do you figure? The smaller squads kill the bigger squads faster? I don't understand how? Extra special weapons helps some, but not so much so that it accounts for an extra 50% bodies.


Yeah, it does. Equal points:
11 Sisters + 3 Storm Bolters = 111 points, equivalent firepower of 14 boltguns
2 squads of 5 Sisters + 3 Storm Bolters = 114 points, equivalent firepower of 16 boltguns
Compared to the big squad, the two smaller squads have 91% of the survivability and 114% the firepower.

Edit: well then. It appears the original iteration of my response showed up again. Huh. Must have become lost it the pipes or something.

Well then, on Crusaders, I might try to give some guardsmen tower shields or something.


New Sisters of Battle Codex Tactica @ 2017/06/10 06:25:25


Post by: ERJAK


Trying to find decent female crusader models while Raging heroes drags ass on knights of the chalice (the only good infantry models they make since they 'updated' everything to have ridiculous high heels) is a giant pain. I don't convert.


New Sisters of Battle Codex Tactica @ 2017/06/10 15:17:07


Post by: Twoshoes23


I have a penitent engine, but am just nervous on the prospect of actually transporting it anywhere...any tips?


New Sisters of Battle Codex Tactica @ 2017/06/10 16:15:46


Post by: Hoitash


 Twoshoes23 wrote:
I have a penitent engine, but am just nervous on the prospect of actually transporting it anywhere...any tips?


For that matter any tips on building them? If they're actually viable now I'll need to pick up a few at some point and I am NOT looking forward to building them.


New Sisters of Battle Codex Tactica @ 2017/06/10 16:57:22


Post by: NewTruthNeomaxim


Do you mean using the PE in game, or literally transporting them?

My wife has tried running three PE in a squad a couple times thus far in 8th, and she tells me she's accepted that one will be dead by the time they get to the fight. That said the two survivors have proceeded to earn back the entire unit's worth at the least, both times.

Transport wise, because 90% of her army is Toughest Girls in the Galaxy, and thus criminally fragile, she's magnetized all the bases (including the PE) and transports things standing upright in a metal lined box. They're literally too fragile to even survive being pulled into and out of pluck-foam. :-p HORRIBLE models.


New Sisters of Battle Codex Tactica @ 2017/06/10 17:30:16


Post by: The Happy Anarchist


 pretre wrote:
I wouldn't take DCA at their current cost either.


Automatically Appended Next Post:
I'm not even going to try to address that whole wall of text.

The difference with HB MSU vs HB big squads is threat overload. If everything I have puts threat down the table, it makes my opponent's choices harder.

Yes, they degrade faster, but they also do damage faster.

And the good comparison is
3x 5 Rets with 4 HB - 255
2x 10 Rets with 4 HB - 260

Also, keep in mind that 3 squads of Rets gets me a Spearhead, 2 gets me added into something else.


15 bodies vs 20 bodies. It's so much easier to lose special weapons. That's just with the cheap Heavy Bolters too as opposed to expensive weapons like Multimeltas. Then again - you would have to lose 4 heavy bolters in that example before you would even out the number of heavy bolters, so maybe it's not so bad after all. And filling out formations is nice.

I'm still not sure that it doesn't leave you far more vulnerable to losing squads and giving up VPs through a combination of losing squads faster and not having as many models to put on point. And if the sisters with Bolters get even to the 24" range, it becomes 36 HB shots and 4 bolter shots vs 24 HB shots with 12 bolter shots. Not as good as the 3 person squad but not anemic either. I think with things like Heavy Bolters that are very cheap and longer range it would be better to have smaller squads. With ones that are going to get close, the bolters are going to do more damage and can make up for more of the output.


New Sisters of Battle Codex Tactica @ 2017/06/10 18:06:52


Post by: pretre


There's a reason I'm not taking Multi-meltas in my squads.


Automatically Appended Next Post:
 Hoitash wrote:
 Twoshoes23 wrote:
I have a penitent engine, but am just nervous on the prospect of actually transporting it anywhere...any tips?


For that matter any tips on building them? If they're actually viable now I'll need to pick up a few at some point and I am NOT looking forward to building them.

You're going to want to pin them. That's the easiest way to make sure they stay together.

As for transport, I would suggest a tablewar case. If you're not made of money, then I would suggest magnetizing them with strong magnets on the base and using a cookie sheet to place them on. I'm starting to hate foam and keeping my models standing helps a lot with removing damage.


New Sisters of Battle Codex Tactica @ 2017/06/10 18:27:24


Post by: Inquisitor Lord Katherine


I keep mine standing on a table when they're not being moved, and I line up all my tanks neatly side-by-side in a big corrugated plastic container when I need to move them. The penitent engine and custodian dreadnought go in the space between the rows of tanks.


New Sisters of Battle Codex Tactica @ 2017/06/10 18:28:43


Post by: pretre


A cheap option would be to get a Wine Box (with the bottle dividers) and cut it down to the right height (say 6 inches tall) and then place one in an individual bottle space.


New Sisters of Battle Codex Tactica @ 2017/06/10 19:23:03


Post by: Voldrak


Reaper have a lot of somewhat cheap minis that dont require much converting (maybe just an aquilla on a shield) to use as Crusaders. They also can be all females if you want.


Some examples:








and finally either a novitiate or ratling crusader




New Sisters of Battle Codex Tactica @ 2017/06/10 21:06:54


Post by: Mavnas


So with new acts of Faith... is it just me or can Retributors end up pretty much anywhere on turn 1 between the Vanguard move, an AoF move, and then their actual move?

This would give two units 24 + 2d6" if you use a rhino before they actually move. Anyone know how disembarking from a transport works now? Can you move the transport and disembark still?


New Sisters of Battle Codex Tactica @ 2017/06/10 23:28:02


Post by: frgsinwntr


Mavnas wrote:
So with new acts of Faith... is it just me or can Retributors end up pretty much anywhere on turn 1 between the Vanguard move, an AoF move, and then their actual move?

This would give two units 24 + 2d6" if you use a rhino before they actually move. Anyone know how disembarking from a transport works now? Can you move the transport and disembark still?


Dominions have vanguard, not retributors.

you can't use the original act of faith on the tanks, but you can use celestines or an imigifiers ability to activate an act of faith on the tanks.

you disembark at the start of the movement phase, before the tank goes... all within 3 inches of the tank but you can then move an act normally.


I have found that a unit of 3 penitent engines murders pretty much anything it charges. the real benefit here is the 4+ swing/pile in again where you get to trap units so they can't fall back AND pile into other units as well as swing again.


New Sisters of Battle Codex Tactica @ 2017/06/10 23:55:40


Post by: pretre


Man, you guys really are making me want to play PE.


New Sisters of Battle Codex Tactica @ 2017/06/11 01:00:52


Post by: Voldrak


The two penitent engines I played did not do much.

One of them got shot to death before they could get a charge off.

I then managed to charge Belakor with mine, attacked with it first because it was fragile, rolled my 4+ to attack again and then my opponent used 2 CPs to interupt my combat order and killed my penitent engine before it could do more dmg to belakor.


New Sisters of Battle Codex Tactica @ 2017/06/11 02:13:39


Post by: PanzerLeader


Voldrak wrote:
The two penitent engines I played did not do much.

One of them got shot to death before they could get a charge off.

I then managed to charge Belakor with mine, attacked with it first because it was fragile, rolled my 4+ to attack again and then my opponent used 2 CPs to interupt my combat order and killed my penitent engine before it could do more dmg to belakor.


You can't interrupt after the 4+ roll as it is part of the charging units activation, not a separate one. It's all the same unit activation.


New Sisters of Battle Codex Tactica @ 2017/06/11 13:00:57


Post by: Voldrak


That is arguable and is why I let him do it.


Counter-offensive says it is used right after an enemy unit that charged has fought.

Technically I had fought. I rolled a 4+ to get a second pile in.

I guess it would need clarification since the Khorne berserkers can also fight twice per fight phase, but don't indicate what happens if they charged, do they go first both times, does it happen before you can interrupt etc


New Sisters of Battle Codex Tactica @ 2017/06/11 16:52:36


Post by: PanzerLeader


I think the PE wording makes it very clear that it can't be interrupted. It tells you to roll after the first set of attacks, then immediately pile in and fight again on a 4+. All one activation and the unit isn't done fighting until it either a) swings all its attacks or b) rolls a 1-3.


New Sisters of Battle Codex Tactica @ 2017/06/11 17:26:18


Post by: NewTruthNeomaxim


PanzerLeader wrote:
I think the PE wording makes it very clear that it can't be interrupted. It tells you to roll after the first set of attacks, then immediately pile in and fight again on a 4+. All one activation and the unit isn't done fighting until it either a) swings all its attacks or b) rolls a 1-3.


Agreed. Anything which gets a second, SEPARATE pile-in and attack in the fight-phase is worded completely differently. The PE definitely gets its "Desperate for Redemption" attacks back-to-back as one extended activation.


New Sisters of Battle Codex Tactica @ 2017/06/11 18:59:21


Post by: MacPhail


So I got my first couple of games in using 8th edition rules. Both were small, around 500 points / 30 Power Levels. Each took a few hours, mainly because we were double-checking rules in tedious PDFs of leaked photos. Both games were No Mercy (VPs per unit plus First Blood, Warlord, and Linebreaker) on a pretty conventional 4x4 board with Dawn of War deployment.

The first game was against Orks. I brought two 5-strong BSS units loaded down with F/HF/CF with one mounted in an HB Immolator, a 10-strong HB Retributer unit, and a Canoness. My opponent had a 20-strong Boyz mob on Foot with Rokkits and a Nob, a smaller Boyz mob in a Trukk with Burnaz and a Nob, and his Warboss with Burna and Power Klaw.

I wanted to test the "everything hurts everything" notion and hadn't brought any dedicated anti-tank, so I poured everything into the Trukk. HBs are great, especially with the Canoness letting the re-roll 1s to hit. They used all of my AoFs that game. I blew up the Trukk on turn 1, and it took out both Boyz and Sisters with a roll of 6 on its Explodes result. My Sisters were devastating at both medium and short range... the -1AP on both HBs and HFs was ruinious to the Orks' 6+ saves. The Orks were similarly awesome in combat; they overkilled both units they fought by several wounds. In end I was able to get enough separation to gun down the last of his Boyz and the Immo's HBs finished the Warboss. Sister victory on Turn 2 with a tabled opponent.

The second game was against Chaos. I brought the same two 5-strong BSS units loaded down with F/HF/CF, upgraded the Immo to a Multi-Melta, kept the 10-strong HB Retributer unit, added an Inferno pistol to the Canoness (just because I had the model), and added an Imagifier. My opponent brought Berserkers with a Dark Apostle in a Rhino and a squad of Plague Marines.

I grabbed a couple of AT upgrades this time. Had I taken more time, upgrading the Canoness to include a Power Sword would have been smart. The MM on the Immo and the Inferno Pistol were intended to see if I could crack a transport any faster... the Trukk had taken all of my Turn 1 shooting last game. He rushed the Berserkers at me to make use of their rule that lets them fight twice in a turn. Despite having some AT, I couldn't crack the Rhino before it delivered its cargo. The Berserkers were brutal, but so was my Overwatch. I didn't get the separation I needed this game... he consolidated into my Retributers, denying them Overwatch and forcing them to Fall Back on my following turn. They didn't survive the second Charge, but left only a few Berserkers alive. We called that game a Chaos victory at the end of Turn 4 when I was down to a single Sister and an unharmed MM Immolator and he had the Apostle, 2 Berserkers, and 4 Plague Marines. He was up on victory points and I didn't see a path to tabling him other than several turns of tactical withdrawal and multi-melta attrition.

My takeaways seem pretty obvious, although that didn't stop me from making the errors. If you're using PLs instead of points, load everybody up with pistols and power weapons. Keep your squads far enough apart that melee-focused armies can't use their consolidate moves to deny you Overwatch and a turn of shooting. Don't forget your krak grenades in shooting, and don't forget your pistols in melee. Don't embark your Imagifiers-- you need them Turn 1. HBs are indeed awesome with the S/T mechanics, but don't discount the value of bolters and storm bolters. Flamers are excellent at forcing saves and give good movement flexibility. AoFs are a significant advantage... I'm still undecided on the value of the Imagifier, though.

Overall, this edition feels pretty good. All of my units were useful, everything did what it was supposed to do and felt fluffy doing it. The armies were well matched and put the pressure on the player's tactics. Games will be won and lost on the battlefield in this edition, not in the codex or in the army list. Character aura buffs are the central factor, much more than Command Points. Things die quickly, especially when they're not vehicles. Games will go quickly once we get this rules down... the mechanics are simple and functional. I'm pretty satisfied and have reasonably high hopes for the Sisters!


New Sisters of Battle Codex Tactica @ 2017/06/11 22:37:24


Post by: Melissia


Reaper was going to be my suggestion for Crusader minis, too.


New Sisters of Battle Codex Tactica @ 2017/06/11 23:15:27


Post by: Drider


Has anyone math hammered Melee weapons for Cannoness yet? really interested to know which power weapon comes out ahead.


New Sisters of Battle Codex Tactica @ 2017/06/12 00:55:32


Post by: Rubenite


Quick and dirty math hammer, Power Axe seems to still be king of all situations except against T5, where sword and axe would both be wounding on 5+ . Fortunately this toughness value is reasonably uncommon.
(EDIT: Sword would also be better against T8 and above where Sword/Axe both wound on 6+)

The below chart of unsaved wounds assumes all 4 of the Canoness' attacks hit (pretty likely given WS2+ with rerolling 1s)




Automatically Appended Next Post:
Also Combi-Plasma seems like a great choice for the Canoness' ranged weapon as you can supercharge it and reroll the 1s using her ability. Not sure how to work out the overall probability for two dice (rapid fire), but it's a <3% chance to roll a one followed by another one.


New Sisters of Battle Codex Tactica @ 2017/06/12 01:42:20


Post by: Melissia


Yeah I pretty much predicted the axe was gonna stay the king as well, hrm.


New Sisters of Battle Codex Tactica @ 2017/06/12 03:35:21


Post by: Anpu-adom


<insert perennial Sisters Players with for plastic kits>
5 Kits, GW... surely you can make 5 kits for us... right?
Plastic Retributors/Command Squad
Plastic Sisters/Dominion Squad
Plastic Seraphim/Repentia
Plastic Canoness/Mistress of the Repentia
Plastic Penitent Engine


New Sisters of Battle Codex Tactica @ 2017/06/12 14:06:50


Post by: Twoshoes23


anyone considering inferno pistol seraphim? I thought to keep them on the board for a first turn objective grab/ shoot assault via AOF, roasting with hand flamers, but its entirely possible to get within 6inchs with two 12 + d6 movement phases.


New Sisters of Battle Codex Tactica @ 2017/06/12 14:15:44


Post by: Taikishi


Rubenite wrote:
Quick and dirty math hammer, Power Axe seems to still be king of all situations except against T5, where sword and axe would both be wounding on 5+ . Fortunately this toughness value is reasonably uncommon.
(EDIT: Sword would also be better against T8 and above where Sword/Axe both wound on 6+)

The below chart of unsaved wounds assumes all 4 of the Canoness' attacks hit (pretty likely given WS2+ with rerolling 1s)




Automatically Appended Next Post:
Also Combi-Plasma seems like a great choice for the Canoness' ranged weapon as you can supercharge it and reroll the 1s using her ability. Not sure how to work out the overall probability for two dice (rapid fire), but it's a <3% chance to roll a one followed by another one.


Chance of rolling at least one 1 on 2d6 with a re-roll is 5.48%

C(at least one 1) = 1 - (odds of no 1s)
c(a1) = 1 - (5/6+(1/6*5/6) * (5/6+(1/6*5/6)
c(a1) = 1 - (35/36) * (35/36)
c(a1) = 1 - (35/36)^2
c(a1) = 1 - (1225/1296)
c(a1) = 1 - 0.9452
c(a1) = 0.0548


New Sisters of Battle Codex Tactica @ 2017/06/12 18:45:18


Post by: Voldrak


 Twoshoes23 wrote:
anyone considering inferno pistol seraphim? I thought to keep them on the board for a first turn objective grab/ shoot assault via AOF, roasting with hand flamers, but its entirely possible to get within 6inchs with two 12 + d6 movement phases.



They are hard to use due to only being 6 inches range, they are somewhat expensive and 4d6 str 3 hits is awesome to force saves on just about anything to be honest.

My two squads of seraphims with hand flamers did a number on Khorne Berserkers. I loved how they did.


New Sisters of Battle Codex Tactica @ 2017/06/12 20:02:28


Post by: Mavnas


I tried inferno pistols in the previous edition and found it incredibly hard to get them into range and almost impossible to get them into melta range. The one time I managed, I lost 2 seraphim when their target exploded in their face.


New Sisters of Battle Codex Tactica @ 2017/06/12 20:33:30


Post by: RabbitMaster


Using an act of faith on the seraphims helps a lot for the short range.

I played a squad of 10 with hand flamers last saturday, and flamers are great no doubt. But at some point I charged a razorback who was against a wall (blocking it in the process) so they were not shootable. I sure wished they had inferno pistol at that point so I could have shot the vehicle to death while staying engaged.



New Sisters of Battle Codex Tactica @ 2017/06/12 20:47:19


Post by: NewTruthNeomaxim


Inferno Pistol suicide squads have done work for my wife so far. They're so good flying up-table, turn-1 alongside a Celestine at removing a particularly troublesome target.

Yes, the Flamer Pistols will tend to do more work but neither are bad.


New Sisters of Battle Codex Tactica @ 2017/06/12 22:37:54


Post by: Paimon


I feel like, with the number of Melta Dominions that we've got access too, that using St. Celestine and the Seraphim to roast larger blobs of things is probably a good idea, just so that we don't put all of our eggs into the 'kill tough, high wounds' basket.


New Sisters of Battle Codex Tactica @ 2017/06/12 23:10:22


Post by: Twoshoes23


 Paimon wrote:
I feel like, with the number of Melta Dominions that we've got access too, that using St. Celestine and the Seraphim to roast larger blobs of things is probably a good idea, just so that we don't put all of our eggs into the 'kill tough, high wounds' basket.


agreed, and I think it does depend on your opponent. If I am facing hordes, certainly take the flamers. But, consider the I go, you go, deployment. I feel like most people will see a 4x meltagun dominion squad in a MM immolator as a major threat to their vehicle/monster/etc, and so deploy accordingly. THAT is a situation I want inferno pistol seraphim, as they can counter deploy that and move 24+ 2d6 to get in that 6 inch range.


New Sisters of Battle Codex Tactica @ 2017/06/12 23:25:25


Post by: Bionid


I'm trying the opposite direction. I've done the melta spam and it doesn't feel nearly as good with 2d6 damage pick highest instead of 2d6 for armour pen (You'd think they'd do 2d6 for wound pick the highest instead of damage). Instead I'm going back to exorcists and using Imagifiers on them for the acts of faith from turn 2. Turn 1 is to rush up all the HF rets.

2000 points:

Detachment 1:
HQ1: Celestine (250)
FA1: Seraphim x5, 2x2HF (79)
FA2: Seraphim x5, 2x2HF (79)
E1: Imagifier (40)
E2: Imagifier (40)
HS1: Rets 4xHF (103)
DT1: Immolator – Immolation Flamer (103)
HS2: Rets 4xHF (103)
DT2: Immolator – Immolation Flamer (103)
HS3: Rets 4xHF (103)
DT3: Immolator – Immolation Flamer (103)

Detachment 2:
HQ2: Cannoness (45)
FA3: Seraphim x5, 2x2HF (79)
E1: Imagifier (40)
E2: Imagifier (40)
HS4: Rets 4xHF (103)
DT4: Immolator – Immolation Flamer (103)
HS5: Exorcist (160)
HS6: Exorcist (160)
HS7: Exorcist (160)

I've ~15 2k games since 8th leaked and the meltas seem underwhelming, though most of my games have been against Daemons, Orkz, Quins, Tau and Marines so that will be skewing it somewhat. Facing knights tomorrow with this so that'll be the big test of if it can handle big tough guys.


New Sisters of Battle Codex Tactica @ 2017/06/13 01:06:45


Post by: jim300


Hello friends. I heard about our new AoF and very interested about it. When I saw the rule, I thought about melta-dominion squad with immolator who move scout moving and move more by AoF so they can bring the death of vehicle and monster.

But I'm little bit upset now because many people in this thread are saying that we can't use AoF when they are riding the vehicle. I re-read my index again and again but I can't find out the reason we can't use Aof in the vehicle. Is there any kind guy who can help this poor faith-binding brother?


New Sisters of Battle Codex Tactica @ 2017/06/13 01:16:50


Post by: ERJAK


jim300 wrote:
Hello friends. I heard about our new AoF and very interested about it. When I saw the rule, I thought about melta-dominion squad with immolator who move scout moving and move more by AoF so they can bring the death of vehicle and monster.

But I'm little bit upset now because many people in this thread are saying that we can't use AoF when they are riding the vehicle. I re-read my index again and again but I can't find out the reason we can't use Aof in the vehicle. Is there any kind guy who can help this poor faith-binding brother?


Firstly, just to clarify, it is NEVER possible to AoF someone IN a vehicle or for an imagifier to use it's AoF while it is embarked due to the transport rules.

Basically the Acts of Faith rules states that no one can use the 2+ role at the beginning of the turn who doesn't have AoF but doesn't specifically stop people from using acts of faith.

Add on to that that both Celestine and the Imagifiers rules allow their AoFs to apply to units that do not have the AoF rule and that's how we get Aofs on vehicles.

However it has been indicated by playtesters and people who have a more conservative interpretation of the rule was that the Intent of the rule was to stop anything that doesn't have AoF from benefiting from it, even though it doesn't actually do that.


New Sisters of Battle Codex Tactica @ 2017/06/13 01:30:35


Post by: pretre


Yeah, I imagine once we get faqs that it will get removed from anything without the AoF special rule.


New Sisters of Battle Codex Tactica @ 2017/06/13 01:38:45


Post by: Rubenite


Jim, there are two reasons we are saying this.

Firstly, in the Transports section of the core rules, it states that:
'embarked units cannot normally do anything or be affected in any way whilst they are embarked. Unless specifically stated, abilities that affect other units within a certain range have no affect whilst the unit that has the ability is embarked.

As Acts of Faith occur at the start of your turn (before the movement phase where you disembark), this means:

- No Act of Faith on units inside a transport
- Embarked Imagifier cannot affect any other units with its ability
- You have to disembark and wait till the start of your next turn to use the Imagifier's ability

Secondly, and this is up for some debate, it is unclear whether the Imagifier can be used to grant an Act of Faith to a vehicle itself as the wording simply reads 'Pick an <ORDERr> unit within 6" and perform an Act of Faith with it'. Some people are reading this as bypassing the restriction in the Act of Faith Ability which states 'one unit from your army with the Acts of Faith ability can perform and Act of Faith chosen from the following list'. Vehicles do have the <ORDER> keyword but do not have the Act of Faith ability, nor have they in previous editions, so I would very much expect this to be FAQ'd very soon as not possible with the Imagifier. Same for Celestine's 'Saintly Blessings' ability (vehicles do also have the ADEPTA SORORITAS keyword.




Automatically Appended Next Post:
The Ynnari soulburst ability from last edition is a good precedent in that people also interpreted that the same way to grant vehicles a soulburst action when they did not inherently have this ability. They've reworded this ability in the new edition to be more explicit that vehicles can never perform a soulburst, and I full expect them to do the same with Acts of Faith.


New Sisters of Battle Codex Tactica @ 2017/06/13 03:55:31


Post by: Inquisitor Lord Katherine


I've got an idea of Inferno Pistol Seraphim.

I'm expecting to see a lot of mounted up troops.

Since Seraphim can cross the board on turn 1, I was thinking that I could AoF them forward, move 12", Inferno pistol a transport for half it's Wounds, then charge it and surround it completely and inferno pistol it with an AoF at the beginning of the turn two to blow it up and get the guys inside as a bargain.


New Sisters of Battle Codex Tactica @ 2017/06/13 05:06:36


Post by: RabbitMaster


 Inquisitor Lord Katherine wrote:
I've got an idea of Inferno Pistol Seraphim.

I'm expecting to see a lot of mounted up troops.

Since Seraphim can cross the board on turn 1, I was thinking that I could AoF them forward, move 12", Inferno pistol a transport for half it's Wounds, then charge it and surround it completely and inferno pistol it with an AoF at the beginning of the turn two to blow it up and get the guys inside as a bargain.

Blocking the passenger from disembarking is a lot harder now.

Models that disembark are set up anywhere within (and not fully within) 3" of the vehicle, so you have to block an enormous zone to prevent them from being place don the board. Basically, you need one row of model 1-2" away fro, the hull, then a second row 3-4" away. I did it on a stormraven, but I had to use 10 seraphims, 10 sisters and a couple rhino/immolators.



New Sisters of Battle Codex Tactica @ 2017/06/13 12:41:40


Post by: the_Jakman


I haven't seen the Index yet, but I thought I might float an idea. The buff to stormbolters may give me a reason to use all my unused SB Sisters.

Im assuming the vanguard rule works similar to scout, SBs get 4 shots under 12", and theres an AoF that allows 2 rounds of shooting for a squad. A 10 strong Dominion squad in a Rhino with 4x stormbolters and another on the Superior, would have 60 shots in one turn, from one squad. Plus another potential 8 if you give the rhino 2 of them. Thats almost 70 shots, how many points would this squad cost? I cant imagine its much.

I think this would be pretty cool. Thoughts?


New Sisters of Battle Codex Tactica @ 2017/06/13 13:36:11


Post by: Twoshoes23


Just realized something. Our hand flamers are d6 hits for 6pts, blood angels hand flamers are d3 for 8pts? hope the blood angels one is the typo.

Also their inferno pistols much more expensive, but maybe thats due to them having much better stats.

On another note, what do yall think of Uriah so far. worth the 100 pts???

oh and the__Jakman, yes that is pretty cool, but is it worth it over melta spam??



New Sisters of Battle Codex Tactica @ 2017/06/13 14:39:28


Post by: MacPhail


the_Jakman wrote:
I haven't seen the Index yet, but I thought I might float an idea. The buff to stormbolters may give me a reason to use all my unused SB Sisters.

Im assuming the vanguard rule works similar to scout, SBs get 4 shots under 12", and theres an AoF that allows 2 rounds of shooting for a squad. A 10 strong Dominion squad in a Rhino with 4x stormbolters and another on the Superior, would have 60 shots in one turn, from one squad. Plus another potential 8 if you give the rhino 2 of them. Thats almost 70 shots, how many points would this squad cost? I cant imagine its much.

I think this would be pretty cool. Thoughts?


197 points by my count.

I like the 102 point version with 3 stormbolters on a 10-strong BSS who maybe give up an early turn of shooting to advance into some midfield cover and hunker down. Running one of those up each flank while your Dominions draw fire in the center should set them up with good LoS and a 2+ save. 26 shots per turn at short range even without AoFs should see them making back their points over the course of a game.

I think Dominions using Vanguard without a transport could pull a similar stunt. I'd probably do the 70-point min/max version for 20 shots per turn at short range.


Automatically Appended Next Post:
 Twoshoes23 wrote:
Just realized something. Our hand flamers are d6 hits for 6pts, blood angels hand flamers are d3 for 8pts? hope the blood angels one is the typo.

Also their inferno pistols much more expensive, but maybe thats due to them having much better stats.

On another note, what do yall think of Uriah so far. worth the 100 pts???

oh and the__Jakman, yes that is pretty cool, but is it worth it over melta spam??



My thinking on Jacobus is that if he's worth it, it's probably not in a pure Sisters army. I think he'd be good standing between two conscript blobs with Commissars. LD 9, no big losses to Morale, extra attacks in CC. I think he's overcosted in general.


New Sisters of Battle Codex Tactica @ 2017/06/13 17:51:37


Post by: deviantduck


Ok.. I think I finalized my 2k list for the 3 inaugural 8th games i'm playing Friday. Our FLGS is doing an 11pm to 6am release party. We can pick up our books at midnight and it's BYOB with 12 open tables.

Vanguard
HQ
Celestine
2x Geminae

Elites
Imagifer x 3
Hospitaler x2
Vindicare Assasin x1

Fast Attack
Dominions Melta x1
Seraphim Flamer x1

Spearhead
HQ
Canoness x1

Fast Attack
Dominions Melta x2
Immolator x2

Heavy
Retributor Bolter x 3
Exorcist x3

I plan on making a nice rear blob with Retributors in front, imagifers, hospitalers, and canoness in middle, and 3 exorcists in back. So all 6 heavies get to reroll 1s, and the 3x 4+ AoF can go on anti horder bolters or exorcists. And 2x hospitalers to keep the rets at full strength and a meat shield. Celestine and Seraphim to harass. 2 Dominions in 1 immolater, and 1 dominion in the other, or save the other immolators to load up with canoness, 3x imagifers and hospitaler if i'd like to do some deployment shenanigans to go first. And the vindicare will hang out in some cover somewhere picking off the enemy characters.

At some point i'll stick a squad of 50 conscripts around the front as bubble wrap, but I don't have any suitable models for that yet.




New Sisters of Battle Codex Tactica @ 2017/06/13 19:11:03


Post by: vipoid


By the way, are any of you at all worried about Celestine losing 1-2 of her Geminaes and then dying in the morale phase (with the wording preventing her from resurrecting)?


New Sisters of Battle Codex Tactica @ 2017/06/13 19:35:02


Post by: Taikishi


It's not possible for Celestine to die in the morale phase; her leadership is 10 and the highest you can roll if you lose both of her geminae is an 8. 6+2

Morale is models lost, not wounds lost.

Also, on the matter of eviscerators and power weapons (because Rubenite's data doesn't include chance to miss):

https://docs.google.com/spreadsheets/d/1HnXYfQ5IYq6MZFIe3hD1ISOY1KAaglqM-y9Za0kwldY/edit#gid=0


New Sisters of Battle Codex Tactica @ 2017/06/13 19:38:12


Post by: vipoid


Taikishi wrote:
It's not possible for Celestine to die in the morale phase; her leadership is 10 and the highest you can roll if you lose both of her geminae is an 8. 6+2

Morale is models lost, not wounds lost.


Ah, I hadn't noticed that morale only used one dice. Good catch.

Minor point, but Celestine actually only has Ld9 for some reason. I know it's irrelevant in this case but I might as well mention it.


New Sisters of Battle Codex Tactica @ 2017/06/13 20:41:01


Post by: Rubenite


Taikishi wrote:


Also, on the matter of eviscerators and power weapons (because Rubenite's data doesn't include chance to miss):

https://docs.google.com/spreadsheets/d/1HnXYfQ5IYq6MZFIe3hD1ISOY1KAaglqM-y9Za0kwldY/edit#gid=0


Awesome stuff Taikishi! Thank you so much for doing the hard work and sharing it with us. That's certainly a comprehensive spreadsheet!

Whilst I do still think the Axe is the go-to, the Eviscerator is certainly a fun choice! The D3 damage per hit is is where it really shines, as so many 2+ saves have an Invul. It's perfect as a character killer. Expensive though, so you may wish for her to be accompanied by a small squad of Celestians to increase her survivability. Add a priest for the +1 attack, and a Power Axe on the Celestian Superior (who has 3 attacks base) and you have a pretty mean CC unit starting to come together - could this be a combo worth taking?


New Sisters of Battle Codex Tactica @ 2017/06/13 20:47:12


Post by: pretre


 vipoid wrote:
Taikishi wrote:
It's not possible for Celestine to die in the morale phase; her leadership is 10 and the highest you can roll if you lose both of her geminae is an 8. 6+2

Morale is models lost, not wounds lost.


Ah, I hadn't noticed that morale only used one dice. Good catch.

Minor point, but Celestine actually only has Ld9 for some reason. I know it's irrelevant in this case but I might as well mention it.

I screwed that up in a game and lost so many squads, including Celestine.


New Sisters of Battle Codex Tactica @ 2017/06/13 21:05:23


Post by: Rubenite


On the subject of Celestine, has anyone thought about or playtested only taking one Geminae over two?

In my theoryhammer, taking one seems like the better choice, as you could spend 55 points on 5 Seraphim instead of 50 points on one Geminae, and they have:

- More wounds (5 vs 2)
- 5++ reroll (thanks to Celestine's buff + Angelic visage) is better than 4++
- You can stick them in front of Celestine so her unit cannot be targeted (as they have Character keyword)
- More versatility as objective holders etc.
- Good synergy with Celestine's 6" bonus Act of Faith



New Sisters of Battle Codex Tactica @ 2017/06/13 21:22:38


Post by: vipoid


Rubenite wrote:
On the subject of Celestine, has anyone thought about or playtested only taking one Geminae over two?


I've considered it. To be honest, I've also considered taking no Geminaes at all. It's a waste of Celestine's Healing Tears ability, but at the same time she's still insanely good for a mere 150pts (how many other HQs at that price can boast a 12" move, fly, 7 wounds, a 2+/4+, a 6++ aura, a heavy flamer, 6 S7 AP-3 D2 attacks that hit on 2s, an automatic Act of Faith each turn and resurrection on a 2+?).

Anyway, I think I'd view the Geminaes - and the second Geminae especially - as being a bonus rather than a must. I mean, they're well armoured but their damage output is pretty meh for 50pts. I'd be inclined to take one and then build the rest of my list to see whether I have enough points to add a second one.

However, I say this as someone considering Celestine to lead an IG army, so feel free to take this with a pinch of salt.


New Sisters of Battle Codex Tactica @ 2017/06/13 21:27:13


Post by: pretre


Why not both?


New Sisters of Battle Codex Tactica @ 2017/06/13 21:31:58


Post by: Drider


The problem I see with it is that once Big C takes a wound you then have to allocate wounds to the wounded model in a unit. She'd be taking all the wounds even if she had one or more geminae. you'd then have to spend you're AoF on healing her up to full so that you can allocate wounds to the geminae.

I, and i think most people, plan on running Big C with both geminae and by 10 seraphim. It seems pretty mandatory to take to take Celestine and it seems even more mandatory to bring the seraphim to tank for her.


New Sisters of Battle Codex Tactica @ 2017/06/13 21:33:50


Post by: vipoid


Would you ever consider taking Celestine with no geminaes at all?


New Sisters of Battle Codex Tactica @ 2017/06/13 21:39:37


Post by: pretre


Drider wrote:
The problem I see with it is that once Big C takes a wound you then have to allocate wounds to the wounded model in a unit. She'd be taking all the wounds even if she had one or more geminae. you'd then have to spend you're AoF on healing her up to full so that you can allocate wounds to the geminae.

I, and i think most people, plan on running Big C with both geminae and by 10 seraphim. It seems pretty mandatory to take to take Celestine and it seems even more mandatory to bring the seraphim to tank for her.

Never allocate to Celestine if there are Geminae up.


New Sisters of Battle Codex Tactica @ 2017/06/13 22:05:13


Post by: Rubenite


 pretre wrote:
Drider wrote:
The problem I see with it is that once Big C takes a wound you then have to allocate wounds to the wounded model in a unit. She'd be taking all the wounds even if she had one or more geminae. you'd then have to spend you're AoF on healing her up to full so that you can allocate wounds to the geminae.

I, and i think most people, plan on running Big C with both geminae and by 10 seraphim. It seems pretty mandatory to take to take Celestine and it seems even more mandatory to bring the seraphim to tank for her.

Never allocate to Celestine if there are Geminae up.


Hmmmmm I see what Drider is saying - a common scenario will be:

- Celestine's unit gets hit with enough firepower to kill Geminae and wound Celestine
- Your next turn you revive Geminae, but as Celestine is still wounded any further hits will have to be allocated to her before Geminae as per core rules
- You can mitigate this somewhat by using AoF to heal D3 wounds, but you'd need to restore her to full to be able to allocate to Geminae again.

This to me just emphasises the value in taking the Seraphim in a ring around her so that her Character unit is never the closest target. I've got 6 Seraphim in my current list, but with big C handing out a leadership buff to 9 a blob of 10 would probably fare reasonably well under morale.