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Sisters of Battle @ 2012/07/01 05:26:46


Post by: SagesStone


About time.


Sisters of Battle @ 2012/07/01 12:54:45


Post by: pzbw7z


pretre wrote:
Automatically Appended Next Post:
Guard stuff doesn't work on us. But canonesses are awesome allies for guard now. Attach to give PE and init 4? Yeah!
Automatically Appended Next Post:
Sister will now be the goto ally choice for guard in competitive lists, I bet.


Even if it is decided that the Canoness alone will give a 3+ on the roll, one chance at re-rolls on the charge and an initiative bump probably isn't going to be all that appealing. I guess it will actually be two chances, but the price is nearly 200-points, more likely well over 200-points. I think IG players will have to be convinced that those points are well spent based on what the units can do on their own.

Kyrinov and Jacobus would be more popular if allowed; are named-characters allowed as allies?


Automatically Appended Next Post:
pretre wrote:
On a side note, gonna leave my dca as swords and convert my crusaders to axes. Should be a good mix.


This sounds logical, good call. I guess my power-hammers will count as power axes now.


Sisters of Battle @ 2012/07/01 15:50:15


Post by: Scottiebhoy


Ivan wrote:On behalf of the many many non-Sisters players who will be kidnapping Uriah Jacobus to ally into their armies... I apologize.


Don't think you will as I'm sure you can't take special characters as an ally HQ


Sisters of Battle @ 2012/07/01 16:05:57


Post by: pretre


Scottiebhoy wrote:
Ivan wrote:On behalf of the many many non-Sisters players who will be kidnapping Uriah Jacobus to ally into their armies... I apologize.


Don't think you will as I'm sure you can't take special characters as an ally HQ

Pretty sure you can. Check your rulebook.


Sisters of Battle @ 2012/07/01 16:20:50


Post by: Scottiebhoy


Looks like you can, thought there was something that stopped people taking others special characters. Oh well


Sisters of Battle @ 2012/07/01 17:05:26


Post by: Ivan


Heh. Yarrick and St Celestine in the same army should be amusing.

"We don't need no stinking resurrection protocols".


Sisters of Battle @ 2012/07/01 17:06:22


Post by: kore5022


Unless they play guard it makes no dif anyway as they wont get the special rules from uriah


Sisters of Battle @ 2012/07/01 17:09:45


Post by: Jancoran


Yeae...lame...


Sisters of Battle @ 2012/07/01 18:05:10


Post by: Amerikon


pretre wrote:Argh dominions can't scout move, they redeploy.
I'm not exactly sure on how this works out, but it could be just a difference of wording. Do Dominions get a 6" redeploy or a 12" (for being in a vehicle)?

EDIT: Gah! If it's a "redeploy" are they restricted to the deployment zones?


Sisters of Battle @ 2012/07/01 20:56:43


Post by: pretre


Yeah, that needs a FAQ. I thought it was just deployment Zone but then it says stay 12 from opponent.
Outflank is better now though with a 3 plus reserve roll.


Sisters of Battle @ 2012/07/02 02:18:39


Post by: pzbw7z


pretre wrote:Yeah, that needs a FAQ. I thought it was just deployment Zone but then it says stay 12 from opponent.
Outflank is better now though with a 3 plus reserve roll.


Scouts can re-deploy "anywhere entirely within 12" of their current position", it's a HUGE nerf to Valkyries, Vendettas, Deff Koptas and all sorts of things but only a small nerf to Immolators - the entirely bit limits the move, but Immolators can't turbo-boost so they aren't getting toned-down as badly as many things are.

The real down-side for us will be the inability to blow smoke when going second unless some other change I haven't got to yet allows it.


Sisters of Battle @ 2012/07/02 02:24:11


Post by: pretre


Anywhere. Hmm so can move out of deployment you think?


Automatically Appended Next Post:
Smoke is denied by the Baal entry In the BA FAQ.


Sisters of Battle @ 2012/07/02 02:46:10


Post by: pzbw7z


pretre wrote:Anywhere. Hmm so can move out of deployment you think?


Automatically Appended Next Post:
Smoke is denied by the Baal entry In the BA FAQ.


Anywhere should cover it. Bummer about the smoke. Maybe there's still something in the mission rules.


Sisters of Battle @ 2012/07/02 04:50:13


Post by: pretre


Hey, I'm just stoked I can still scout forward. no dang terrain for redeploying either. Oh and we get inv vs dang now, right?


Sisters of Battle @ 2012/07/02 06:32:08


Post by: SagesStone


Didn't we used to get them anyway?


Sisters of Battle @ 2012/07/02 11:18:48


Post by: pretre


Nope, not for vehicles.


Automatically Appended Next Post:
Someone brought up a GREAT point on another forum.
- DCA have 2 Power Weapons.
- Power Weapons are what you modeled.
- Two different special CC weapons allow you to choose which one during assault
- Unless the weapon has specialist weapon, you get an extra attack.
- Model all your DCA with a sword in one hand and an axe in the other.
- Profit!

You have to choose which one to use each combat, but that's a huge bonus for no cost.


Sisters of Battle @ 2012/07/02 18:55:46


Post by: streamdragon


n0t_u wrote:I'll just leave this here then.
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2420317a_Sisters_of_Battle_6th_Ed_V1.pdf

Some nice things in it such as being able to pass on acts of faith to a squad if an IC with it joins an ally and the other way around. It is pretty short though. But, I didn't expect all that much in it.

I have to admit I'm extremely confused by the ruling of AoF applying to joined units. The WD army list specifically requires the unit to have the Acts of Faith special rule for AoF to work on them; this is the reason that Battle Conclaves can't gain any benefit from them. The FAQ did nothing through errata to actually remove that requirement. That FAQ question, though, seems to conflict with the actual WD rules for Sisters...


Sisters of Battle @ 2012/07/02 19:39:44


Post by: pretre


Fun fact:
4 DCA (Sword/Maul)
2 DCA (Sword/Axe)
3 Crusader (Axe)
Jacobus

This unit will drop 2.96 hull points on the charge against Armor 12. Take that dreadnought! lol (Not counting the krak grenade from Jac).


Sisters of Battle @ 2012/07/02 20:46:00


Post by: Amerikon


streamdragon wrote:
n0t_u wrote:I'll just leave this here then.
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2420317a_Sisters_of_Battle_6th_Ed_V1.pdf

Some nice things in it such as being able to pass on acts of faith to a squad if an IC with it joins an ally and the other way around. It is pretty short though. But, I didn't expect all that much in it.

I have to admit I'm extremely confused by the ruling of AoF applying to joined units. The WD army list specifically requires the unit to have the Acts of Faith special rule for AoF to work on them; this is the reason that Battle Conclaves can't gain any benefit from them. The FAQ did nothing through errata to actually remove that requirement. That FAQ question, though, seems to conflict with the actual WD rules for Sisters...
Yeah, it's a weird and deliberate inclusion. Maybe it's in there to allow for some future faithful allies?


Sisters of Battle @ 2012/07/03 00:15:10


Post by: J.Black


One thing that worries me reading the new rules; how do we deal with fliers?

Take allies? Rather not run down that road tbh... but if there's no other way


Sisters of Battle @ 2012/07/03 00:36:09


Post by: Griever


J.Black wrote:One thing that worries me reading the new rules; how do we deal with fliers?

Take allies? Rather not run down that road tbh... but if there's no other way


Most armies lack "efficient" AA. Your best bet is to just shoot at it and hope you roll a 6. Remember that flyers are pretty expensive and have low armor values.


Sisters of Battle @ 2012/07/03 01:01:01


Post by: J.Black


Griever wrote:

Most armies lack "efficient" AA. Your best bet is to just shoot at it and hope you roll a 6. Remember that flyers are pretty expensive and have low armor values.


Sounds a lot like how I used to deal with monoliths; ignore the buggers

I'm not too concerned about 'shooty' fliers as all the units in my army have a pretty even target-priority for my opponent. My issue is with flying transports; being able to drop units off where they are needed looks to be a huge factor in this edition. Seeing how SoB have (currently) no fliers, coupled with the general nerf to all transports, being consistently out manoeuvered by a flier-heavy opponent is a real problem :(


Sisters of Battle @ 2012/07/03 01:32:25


Post by: pretre


Ignore or take a fortification.


Sisters of Battle @ 0190/01/03 03:32:59


Post by: Jancoran


well... Flyers must start in reserve which is interesting. There's no option not to.

Hopefully you killed the important stuff before it shows up.


Sisters of Battle @ 2012/07/03 03:35:11


Post by: pretre


I'll probably grab an aegis with quad gun for like 85 just to keep flyers honest.


Sisters of Battle @ 2012/07/03 05:48:21


Post by: SagesStone


I guess if you run Exorcists you could just keep pumping out music until it goes down if it is such a threat. But, then it's because I just love the Exorcist anyway.
This does open weakness elsewhere though. But can't you sort of knock them into reserves by getting them stuck at speed?


Sisters of Battle @ 2012/07/03 06:30:16


Post by: meh_


pretre wrote:Fun fact:
4 DCA (Sword/Maul)
2 DCA (Sword/Axe)
3 Crusader (Axe)
Jacobus

This unit will drop 2.96 hull points on the charge against Armor 12. Take that dreadnought! lol (Not counting the krak grenade from Jac).


Is it possible to alter wargear of the model, if codex states its a power weapon (=sword)? I saw it mentioned couple of times, but I'd like a clarification. It would almost make crusaders 15pts th/ss terminators and I find it hard to believe. In addition, do we have any new questions regarding wddex + 6ed? We could compile some questions needing answers and email them.


Sisters of Battle @ 2012/07/03 07:17:52


Post by: Shandara


Power 'weapons' are not exclusively power swords, but the choice is up to the modeler. Since our FAQ specifically said to change all instances of power swords to 'weapons', you can do what you want it seems.


Sisters of Battle @ 2012/07/03 13:42:39


Post by: pretre


The only problem with jacobus now is the problem of movement and disembarking. Since we have no assault vehicle, you have to disembark him the turn before you assault with him. Just seems unlikely that you're going to get any juicy charges off now.


Sisters of Battle @ 2012/07/03 15:00:46


Post by: Scottiebhoy


I agree, they will just got shot with everything when they get out to wait a turn to assault and if you walk them across they wont last long in my opinion, thinking of using him in a big unit of sisters


Sisters of Battle @ 2012/07/03 15:09:20


Post by: pretre


I'm thinking of using him or Kyrinov with a big blob of guardsmen for objective holding and long range fire. Fearless Infantry Squads and Heavy Weapon Teams are certainly pretty interesting.

I want to keep using him, but I think the disembark problem will make him useless.


Sisters of Battle @ 2012/07/03 15:37:18


Post by: Scottiebhoy


I want to keep using him too, specially for re-rolling my faith points. Im gonna try him in a big squad of sisters to hold an objective.


Sisters of Battle @ 2012/07/03 15:47:56


Post by: pretre


Yeah, I think he'll still be a staple, but the conclave may die to this edition.


Sisters of Battle @ 2012/07/03 19:00:29


Post by: Lucre


I really worry about sisters if the conclave can no longer charge reasonably and hitch a ride midfield.

What else do we have that works well in counter charge situations? Allies? We can't fit a repentia squad in any assault vehicles it seems.

For a new codex, sisters sure get an awful lot of whacky purpose/rule interactions.


Sisters of Battle @ 2012/07/03 19:35:21


Post by: Amerikon


Lucre wrote:I really worry about sisters if the conclave can no longer charge reasonably and hitch a ride midfield.

What else do we have that works well in counter charge situations? Allies? We can't fit a repentia squad in any assault vehicles it seems.

For a new codex, sisters sure get an awful lot of whacky purpose/rule interactions.
I haven't played the new rules yet, but it could be a viable tactic to just keep them on foot behind their tank. It's not as safe as being in the tank but with the new rules where you can only kill the models you can see it should provide some pretty good protection.


Sisters of Battle @ 2012/07/03 19:46:56


Post by: Hollowman


Well, we have tons of girls with bolters, melta and flamers who get at least one turn of shooting against anyone who pops out of their transport, along with overwatch. That's not too bad. With assault getting harder and shooting getting better, our basic girls are pretty happy.

As for our assault units, they are in the same boat as most other assault units. Still waiting on my book, so not sure which route to go with them. I hear only models in Los can be shot within a unit(?) which might well make using vehicles to blos/give cover to disembarking assaulters a good tactic. Just have to get good at positioning. With fleet and ap2 native, reps might be a bit better comparatively.

I also want to try using Penitent Engines in squadrons to take advantage of hull allocation shenanigans. Might work, might not, we'll see. New rage makes them a lot more tactically flexible.

I really want that assault ramp Repressor in the WD now.





Sisters of Battle @ 2012/07/03 19:48:45


Post by: pretre


That's a really good idea, Amerikon. Just do the rolling cover idea. lol


Sisters of Battle @ 2012/07/03 20:06:04


Post by: Lucre


Ah poop, this edition is going to make v formation rhino blocking really tricky isn't it? I guess I can kiss the bolter shots goodbye.


Sisters of Battle @ 2012/07/03 20:31:02


Post by: quiestdeus


Jury is still out on the viability of Penitent Engines, have played 2 games with them scouting (via Creed). One game they utterly demolished some BAs and the next they managed to kill a couple grey knights before getting psycannoned into oblivion. Both games they have done much better than before, and getting 6d3 heavy flamer hits when they are charged is just a cherry on top. They are definitely sturdier, the question is are they sturdy enough...

Depending how the battle conclave fairs I am seriously considering swapping it out for 3 outflanking PEs


Sisters of Battle @ 2012/07/04 03:48:07


Post by: Amerikon


Cheese and Crackers! How did I not notice this before?

The rules for both Fearless and Hit and Run require only a single model in a unit for the effects to apply. On top of that, the rules for characteristic tests say that when taking the test "use the highest relevant characteristic in the unit".

So let me get this straight. If I put Celestine in a squad of Seraphim they become Fearless, can Hit and Run at I7, and (if she's positioned right) can pawn off wounds on an IC that can't die?

Yeah, that's going to work pretty well for us.


Sisters of Battle @ 2597/01/04 03:55:47


Post by: pretre


Ooh nice catch. I might actually run a squad f seraphim now.


Sisters of Battle @ 2012/07/04 09:47:04


Post by: meh_


Amerikon wrote:Cheese and Crackers! How did I not notice this before?

The rules for both Fearless and Hit and Run require only a single model in a unit for the effects to apply. On top of that, the rules for characteristic tests say that when taking the test "use the highest relevant characteristic in the unit".

So let me get this straight. If I put Celestine in a squad of Seraphim they become Fearless, can Hit and Run at I7, and (if she's positioned right) can pawn off wounds on an IC that can't die?

Yeah, that's going to work pretty well for us.


Hit and Run at I7 ? I missed it too.


Sisters of Battle @ 2012/07/04 10:17:19


Post by: Shandara


It's still a fail if you roll 6 though, isn't it?


Sisters of Battle @ 2012/07/04 12:35:38


Post by: Voldrak


Don't think the fail on 6 applies to initiative tests.
it's your ini +d6 against your opponent's ini +d6 if both were to fail because they rolled 6 silliness would ensue.

And yeah Celestine is a decent meatshield for a lot of squads now. Can have her leading repentias as well. Make's her a little slower, but it's fluffy and helps get your beat stick safely into melee.


Sisters of Battle @ 2012/07/04 13:14:05


Post by: Shandara


Didn't have my rulebook before, but have now:
Initiative tests are purely for the model itself, not measured against the opponent. It specifically says a dice roll of 6 is always a fail. (and 1 always success).

Still, a 5/6 chance to escape combat with Celestine is good enough!


Sisters of Battle @ 2012/07/04 15:10:31


Post by: Voldrak


You are right.
I was running an initiative test like a sweeping advance.


Sisters of Battle @ 2012/07/04 15:13:04


Post by: Lucre


Anyone hear about the new plastics yet? I might end up playing a legal sisters army one day!

So are retributors still our best bet for reliable multi target torrenting?

Any ideas from allies? Anything that can kill a lot of high armor save targets at once?

Rumor about getting penitent engine alternative in the box, like the prism box, with it's own legal gw rules... Still no word on our repressor though.


Sisters of Battle @ 2012/07/04 15:48:21


Post by: pretre


Lucre wrote:Anyone hear about the new plastics yet? I might end up playing a legal sisters army one day!

So are retributors still our best bet for reliable multi target torrenting?

Any ideas from allies? Anything that can kill a lot of high armor save targets at once?

Rumor about getting penitent engine alternative in the box, like the prism box, with it's own legal gw rules... Still no word on our repressor though.

Chance of sisters plastics anytime soon? Nil.
Doms do torrent better with flame.
Allies are really only guard. We have ap1 covered we just need long range.

Where'd you hear about a new PE?


Sisters of Battle @ 2012/07/04 16:59:48


Post by: kore5022


Lucre wrote:Anyone hear about the new plastics yet? I might end up playing a legal sisters army one day!

So are retributors still our best bet for reliable multi target torrenting?

Any ideas from allies? Anything that can kill a lot of high armor save targets at once?

Rumor about getting penitent engine alternative in the box, like the prism box, with it's own legal gw rules... Still no word on our repressor though.


Even if the plastics where ready to be dropped, there is such a large rumored release schedule its not anytime soon.

As for allies, imo they aren't worth taking unless there battle brothers which basically leaves guard.
I really (really, really) have been considering a vendetta squadron having multiple twin linked lascanons that don't need 6's to hit vehicles. Maybe a psyker for the HQ choice and a unit or two of flashlight warriors with some auto cannons or missile launcher wep teams. My only issue with it is that i love my pure sisters force but the potential boost to the army vendettas can provide is quite strong.


Sisters of Battle @ 2012/07/04 17:51:39


Post by: Shandara


kore5022 wrote:
Lucre wrote:Anyone hear about the new plastics yet? I might end up playing a legal sisters army one day!

So are retributors still our best bet for reliable multi target torrenting?

Any ideas from allies? Anything that can kill a lot of high armor save targets at once?

Rumor about getting penitent engine alternative in the box, like the prism box, with it's own legal gw rules... Still no word on our repressor though.


Even if the plastics where ready to be dropped, there is such a large rumored release schedule its not anytime soon.

As for allies, imo they aren't worth taking unless there battle brothers which basically leaves guard.
I really (really, really) have been considering a vendetta squadron having multiple twin linked lascanons that don't need 6's to hit vehicles. Maybe a psyker for the HQ choice and a unit or two of flashlight warriors with some auto cannons or missile launcher wep teams. My only issue with it is that i love my pure sisters force but the potential boost to the army vendettas can provide is quite strong.


I've been considering a space marine allied detachment (say Blood Angels, since they are allies of convenience) for an assault squad + assault vehicle + assault HQ. Blood Angels have assault marines as troops after all. Couple it with
a Death Company dreadnought for instance..

Librarian in power armour
Assault Squad of 10 with sergeant with power weapon
Stormraven
Total: 515 pts

Or

Librarian
3 Death Company with power swords
1 DC dread
Stormraven
Total: 530 pts



Sisters of Battle @ 2012/07/04 18:50:26


Post by: Amerikon


I think if I allied with the Blood Angels, it'd be for the lols of having Celestine and The Sanguinor in the same army.


Sisters of Battle @ 2012/07/04 19:01:03


Post by: pretre


Too bad you can't the SR for the battle comclave.


Sisters of Battle @ 0009/09/24 07:53:24


Post by: Shandara


pretre wrote:Too bad you can't the SR for the battle comclave.


Well with a Reclusiarch you can simulate Uriah's re-rolls (and it's to-hit and to-wound). Shame Furious Charge doesn't give +1 I, but at least you get another attack from Rage.

Only problem is it'd be so totally wrong to ally with Blood Angels in my eyes.. heh.


Sisters of Battle @ 2012/07/04 19:56:31


Post by: pretre


They can't join each other sice they aren't BB.


Sisters of Battle @ 2012/07/04 20:37:13


Post by: Shandara


I meant the Reclusiarch with Death Company friends as a substitute for Uriah + DCA.


Sisters of Battle @ 2012/07/04 21:02:18


Post by: Jancoran


+1 favorite rule so far:

Models that move count as having moved while ones who dont, don't. Thank you GW for making something that makes sense happen in the new edition.

With pre-measuring, i was able to move some sniper drones and not others to get them in range. Shots I could not have made I now can and I don't lose the accuracy on the other models. Hooray!


Sisters of Battle @ 2012/07/05 01:40:21


Post by: Lucre


http://natfka.blogspot.ca/2012/07/new-sisters-of-battle-models.html

Rumors! Freely given and freely taken!


Sisters of Battle @ 2012/07/05 02:32:49


Post by: sudojoe


ooooo new sisters models. I might just get some now. In that vein, knowing I'm not gonna be too super competitive, but still wanting to do a good fight, any good synergy between sisters and GK?

I'm hoping for a thematic thing. Maybe crowe + celestine and purifiers and seraphim as above?

How about dreadknight + repentias and PE squadron for big choppy goodness?

Throw down a bunch of pipe organs and make a GK attachment for psycannon shootyness?


Sisters of Battle @ 2012/07/05 02:36:14


Post by: pretre


Heard it before. We will see.


Sisters of Battle @ 2012/07/05 02:36:45


Post by: kore5022


The rumor page seemed reasonable up until the plasma gun/cannon part that would completely go against years of fluff.
Less nekked repentia would be a complete shame tbh


Sisters of Battle @ 2012/07/05 03:29:31


Post by: Spidey0804


Got one game in so far Rets still are pulling there weights. PEs were insane and the 10 man seraphim squad was incredible. Bc got shot to peices because I hade the models in the wrong formation. Crusaders need to be up front on the march and 5up FnP really seemed to hurt there durability. Been working some old rhino screening techniques and really considering buildibg a list around the fortress. Hoping to get in 5 or 6 more games over the next couple weeks will report back when I have had more time on the table.


Sisters of Battle @ 2012/07/05 05:54:20


Post by: oSimkin


Hello everybody!

I just got my hands on a Sisters army last Friday from a collector who was trying to get out of the scene. I am going to be playing my first game with them this coming Friday and was hoping I might run my 1750 list by you guys and get some feedback. I usually run GK's so I'm used to the mid range shooting, but outside of that it's all new tactics and would love some helpful tips on how to best utilize the squads I have set up here. So without further ado... I bring you... The Sororitas Tampaxius (so dubbed by my girlfriend, who partly owns these models as well)

HQ -
- Celestine - 115 pts
- Jacobus with 3x Crusader, 6x DCA Conclave in Rhino with Stormbolter, Extra Armor, and Searchlight - 286 pts

Troops -
- 10x Battle Sister Squad with Meltagun x2, Superior with PW, Combi-Flamer, and Melta Bombs; put in a Rhino with Stormbolter and Searchlight - 216 pts x3 = 648 pts

Fast Attack -
- 5x Dominion Squad with Meltagun x2, Superior with Combi-Melta, PW, and Melta Bombs put in a Rhino with Searchlight - 151 pts
- 5x Seraphim Squad with Hand Flamers x2, Superior with Eviscerator and Bolt Pistol - 145 pts (To go with Celestine)

Heavy Support -
- Exorcist with Searchlights - 136 pts
- Exorcist with Searchlights - 136 pts
- 5x Retributor Squad with 4x Heavy Bolters, Superior with Combi-Flamer and Stormbolter, in a Rhino with Stormbolter and Searchlight - 144 pts

TOTAL - 1746 pts

I have about 40 more Battle Sisters, 15 more Retributors, every HQ model, and 7 more Seraphim available to mess around with. Hopefully there's something solid here I can start to shape. Thank you all in advance for any and all insight provided here in response, it's greatly appreciated.


Sisters of Battle @ 2012/07/05 06:47:05


Post by: Amerikon


Yep, looks like a Sisters army.

There's not a whole lot to change because we don't really have many options! Personally I'd ditch all the Stormbolters, the Exorcist searchlights, and the Retributors' Rhino. That'll get you about 100 pts. Ditch the Eviscerator on the Seraphim VSS for Meltabombs, buy a MM Immolator for the Rets, and spend what you have left to build out the Seraphim squad.

If you want another Dominion squad you could do the changes that got you those 100 points, then swap an Exorcist for another HB Retributor squad. That'll give you 150pts free, which can get you a second Dominion squad.


Sisters of Battle @ 2012/07/05 11:36:34


Post by: kore5022


regarding celestine in serpahim. Are you guys sure she gets hit and run from the unit, the wording of independant characters in the special rules section reads like she doesn't get hit and run and the seraphim don't get her specials


Sisters of Battle @ 2012/07/05 11:44:18


Post by: Shandara


The USR entries for both Hit & Run and Fearless say
"As long as one model in the unit has.. "



Sisters of Battle @ 2012/07/05 11:58:01


Post by: pretre


I second dropping upgrades. Drop the pw, storm bolters on sob and Dom. Keep the evis and get more bodies for seras. Maybe upg ret rhino to immo.


Sisters of Battle @ 2012/07/05 12:39:57


Post by: SagesStone


I was just thinking. Seeing as we're looking at a recession in mech, wouldn't we need to come up with an alternate set up for normal sister squads?

Possibly something like one melta and one flamer. My list still needed work from when we changed over from the WH codex anyway. Figured hold out for 6th.


Sisters of Battle @ 2012/07/05 12:42:05


Post by: Shandara


n0t_u wrote:I was just thinking. Seeing as we're looking at a recession in mech, wouldn't we need to come up with an alternate set up for normal sister squads?

Possibly something like one melta and one flamer. My list still needed work from when we changed over from the WH codex anyway. Figured hold out for 6th.


The few test games I've done so far have made me love the Heavy Flamer. Get charged and kill 1-3 (apart from Marines of course) from the flamer alone.


Sisters of Battle @ 2012/07/05 12:42:57


Post by: Vindicare-Obsession


Thats what I'm running them with. Single melta and flamer has worked well in my test lists. It gives me the ability to handle both while keeping the sisters units mobile. Anyone hear anything about them changing the rage on repentia in an FAQ?


Sisters of Battle @ 2012/07/05 12:47:55


Post by: quiestdeus


Spidey0804 wrote:Got one game in so far ... PEs were insane ...


Can you elaborate on this a bit more Spidey? How many did you run, did you just advance them behind some rhinos for cover, what army did you play against?

Thanks!


Sisters of Battle @ 2012/07/05 12:54:02


Post by: SagesStone


Not mentioned in the FAQ yet.

May as well post what I have as a list so far. Going to play my first game of 6th with them tomorrow, at 1000 points.

Canoness
Plasma Pistol, Power Sword, Rosarius
SCS
Immolator
Multimelta, Searchlight

SoB - 10
2 flamer
Rhino
HK, SB, Searchlight

SoB - 10
Flamer, Multimelta
Rhino
HK, SB, Searchlight

Exorcist
Extra Armour, Searchlight

Exorcist
Extra Armour, Searchlight


Given how supposedly crappy it has become I'm looking to remove the extra armour from the Exorcists. Don't really remember why I took it in the first place anymore.
The Searchlights were simply because I had the points leftover at the time. It's sort of obvious it could use some work too.


Sisters of Battle @ 2012/07/05 12:58:36


Post by: Vindicare-Obsession


Just pray you dont run into flyers. Played with my crons yesterday and the scythe was a force to be reckoned with.

But yeah, with the way they changed rage I'm hoping that they fix it on the sisters repentia so that I can field some in my list. With the new rage rules they are liable to be a nasty group to deal with in CC. (Specially cinsidering they are one of the few weapons still AP2)

It just hit me......
Buy up one of those cheap 90 point buildings that have the Icarus Las-Cannon and put it behind a ruin. The Icarus has skyfire so any flyers should either give it a wide birth or get smacked down.


Sisters of Battle @ 2012/07/05 16:28:20


Post by: Dervos


Played a small test game with my friend that plays tau.

Rapid fire is great, the fact that the rule book actually says half range now instead of 12" makes him very happy. Moving and shooting is great I don't feel anchored to any one particular spot now, the game feels more fluid instead of everyone stopping and shooting.

At first i hated that fact that nightfighting was in every single mission but after playing with it, it makes more sense to me now. It cuts down on the chances of that first turn alpha strike completely destroying the opposition first turn(I'm looking at you parking lot IG) I suppose it fairly easy to counter with spotlights but that has it downsides, revealing yourself to the enemy, The fact that the turn that it happens is now random I think is fine because it gives you a chance to move around relatively unabated.

Vehicles felt more balanced and it felt like I had a chance to actually use them, where before they got glanced into a unmovable, unshootable oblivion they now had a chance to to participate even if it was snap fire. Taking extra weapons on a exorcist was a good call since the weapon destroyed is random(took a hk missile and storm bolter, gotta protect that launcher as much as possible) Glances are much easier to get but so are cover saves, they are better slightly than our shield of faith but not every army has a free invulvn save on it's models(cept chaos daemons)

Throwing grenades is a blast!(haw haw) regular troops are a threat against vehicles in shooting without meltaguns or melta bombs(w/ sup) I really like krak grenades, I didn't get a chance to try frag, but I'm not of fan of blast weapons + its S3 though I get 10 blast weapons even if S3 would be a nuisance for horde units.

Words cannot express the ability for Saint Celestine to effectively deny 2 VP points, she was an amazing HQ unit in 5th edition but in 6th edition I feel like she still got buffed a little.I have almost no reason not to make her my go to warlord now.

The removing from the front thing is a little akward but I think it's not only easier, it also makes sense to me anyway. The shenanagians with wound allocation really got nerfed it would appear, there is still the Look out Sir but it's nowhere near the level of preposterousness of the wound allocation from 5th. Choosing which wounds get resolved first is nice it gives me the option of reacting to how my opponent positioned his troops wether he put squishes in the front or back or which unit had the higher save. I also like that you have to removed whole models first, yes at times because of the number of different models and depending on whos closest you might have to roll 1 dice at the time but I find this system more preferable to the last one.

I also like a lot of the new missions you have the same odds of giving a KP or VP mission but it feels more varied even though most of them are similiar.

One thing I didn't like are the huge amount of random terrain rules, they feel like a unnecessary hassle unless your playing a fluffy campaign.

I also think its hilarious that every army has access to the same imperial guard type fortifications but it also gives other armies with no other anti aircraft weaponry a chance to fight against flyers. Lol at bloodletters and tryanids firing Icarus lascannons and quad guns, daemons deepstriking in out landing pads or termagaunts manning a bastion or fortress of redemption.

I feel like it opens a huge amount of modeling opportunities though since GW wants us to take fortifications. In our armies


Sisters of Battle @ 2012/07/05 17:21:15


Post by: Inquisitor_Dunn


So I'm in the process of stripping and repainting/basing my entire SOB army and have the opertunity to rearm my sargents and some other models. What is everyone's thoughts on double pistols for sargents in battle squads? I'm thinking of trying out double plasma pistols for fun. also is it better to go axes on sargents over the swords.

Yes Petre I'm doing the axes/swords on my DCA and axes on crusaders.


Sisters of Battle @ 2012/07/05 17:37:47


Post by: Necrosis


I've played a single game with double plasma pistols with all my Superiors and double Inferno Pistols with my canoness. The game ended with me having 12 VP and my opponent having only 3 VP. Double Plasma works well with a regular sister of battle squad due to them being able to use their act of faith to reroll 1's to hit and thus not suffer get's hot. This also allows me to get two flamers instead of a flamer and melta which helps me survive charges or even stop them.


Sisters of Battle @ 2012/07/05 22:18:00


Post by: Jancoran


I am liking the idea of the return of my Horde Sisters now. It's suddenly much more viable. I played with ONE tank in my army for so long that I never even bothered thinking about them much.

Now that charge ranges are better, I now have pistols and the rules on defensive fire make bigger units better units, This is just screaming out for me to give it a whirl the old fashioned way. Imagine 36 Bolter shots and a couple flamers going off in defensive fire! Yeehaw. Assault THIS, you mongrels.

I do worry about the AP3 powerweapon thing though. If we didn't have so many Meltas in our army, I'd cry about it.







Sisters of Battle @ 2012/07/05 22:20:36


Post by: Shandara


Overwatch fire has been less than impressive so far, apart from the flamers, really. Not to mention some armies (i.e. marines) laugh at flamers.


Sisters of Battle @ 2012/07/05 23:13:01


Post by: Jancoran


"Narrative terrain" is just another way of saying "Ignore the terrain rules if they are too complicated". Lol. i think there will be a lot of "narrative terrain" battles. Just a guess. =)


Sisters of Battle @ 2012/07/06 01:31:05


Post by: pretre


@not_u: are you sold on the scs? It's a lack luster points sink. I hate to beat the same drum, but Celestine is even better now.

As well, you have a lot of upgrades which could be better spent on another unit.


Sisters of Battle @ 2012/07/06 01:40:31


Post by: SagesStone


It was more of I what I had on hand at the time. Figured if I was to get more stuff, I'd get the list structured properly first.

Was tempted to get a living saint, but it just didn't fit with the rest of the list before. Guess now that a hybrid of mech and foot would likely be better than pure mech she could fit in. As for the upgrades, it just shows I have no idea.

More or less when we got the WD dex I sort of shelved them until more recently. Though I sort of want to keep the list pure sisters still, I do have a Macharius around somewhere I could use in place of Uriah. Hell this art is how I picture the wings on a Living Saint would actually be.



What upgrades would you suggest?


Sisters of Battle @ 2012/07/06 02:08:29


Post by: pretre


The living saint is insane, especially at low points.

If you drop the extra armor, HKs and SBs, that's 80 right there. If possible, Celestine + a small seraphim squad would treat you well in the place of the canoness and scs.

The scs suffers from the wrong load out/ faith act in the wrong FOC slot. All the characters are better than a canoness and cheaper.


Automatically Appended Next Post:
I think female conversions for Uriah and Kyrinov are perfectly acceptable and help you go pure sisters.


Sisters of Battle @ 2012/07/06 02:42:06


Post by: SagesStone


Looks like building a saint is going on my to do list then.


Sisters of Battle @ 2012/07/06 02:46:58


Post by: DPBellathrom


pretre wrote:The living saint is insane, especially at low points.

If you drop the extra armor, HKs and SBs, that's 80 right there. If possible, Celestine + a small seraphim squad would treat you well in the place of the canoness and scs.

The scs suffers from the wrong load out/ faith act in the wrong FOC slot. All the characters are better than a canoness and cheaper.


Automatically Appended Next Post:
I think female conversions for Uriah and Kyrinov are perfectly acceptable and help you go pure sisters.


that's what I did for mine, I'll throw some pics up when I get the chance


Sisters of Battle @ 2012/07/06 02:48:11


Post by: pretre


n0t_u wrote:Looks like building a saint is going on my to do list then.

Yeah, well worth it. Show pics when you finish.


Sisters of Battle @ 2012/07/06 02:49:31


Post by: SagesStone


Whenever it is I get to it, I did just get some more Daemons.


Sisters of Battle @ 2012/07/06 02:56:05


Post by: pretre


n0t_u wrote:Whenever it is I get to it, I did just get some more Daemons.

Resist the temptation of chaos!


Sisters of Battle @ 2012/07/06 02:58:01


Post by: Zefig


Build the harbinger saint, you know you want to


Sisters of Battle @ 2012/07/06 03:01:16


Post by: SagesStone


Yeh, I do have that lazy concept of it.


Sisters of Battle @ 2012/07/06 03:20:08


Post by: Zefig


Hey, if I can pull it off, I have faith that you can too.


Sisters of Battle @ 2012/07/06 04:25:45


Post by: oSimkin


I feel odd posting this now since the conversation has moved on. But I wasn't able to get back to the computer until now and just wanted to say thank you to all who posted feedback to my earlier post.

I've cut all the SB's on the Rhino's and and ditched the PW's. Then switched out the Retribs from the Rhino to the Immolator with Multi-Melta, and threw melta bombs into the Seraphim squad. All in all it was exactly what I needed to do... trim the fat and add in those little essentials.

I'm playing my first battle here tomorrow evening, I'll let you all know how it goes come Sunday. Thanks again for being so friendly to a new comers, hope to contribute once I get a better feel for the army in general and in 6th edition.


Sisters of Battle @ 2012/07/06 04:36:12


Post by: pretre


Awesome. Let us know.


Sisters of Battle @ 2012/07/06 10:24:16


Post by: sudojoe


That's an awesome picture of the living saint. I always wanted wings in the shape of a baneblade lol.

Makes me want to make a sisters cohort so much but I just can't afford them just yet. Gotta buy terrain next XD

I actually use a modified living saint that I also have a magnetized base that doubles as a daemon princeess with wings <_<

http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat490044a&prodId=prod1110210

+ wings from

http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod1150009

It's more expensive than a st. celestine but I just like the look more.



Sisters of Battle @ 2012/07/06 12:27:38


Post by: pretre


Nice!


Sisters of Battle @ 2012/07/07 01:02:52


Post by: Dervos


sudojoe wrote:That's an awesome picture of the living saint. I always wanted wings in the shape of a baneblade lol.

Makes me want to make a sisters cohort so much but I just can't afford them just yet. Gotta buy terrain next XD

I actually use a modified living saint that I also have a magnetized base that doubles as a daemon princeess with wings <_<

http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat490044a&prodId=prod1110210

+ wings from

http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod1150009

It's more expensive than a st. celestine but I just like the look more.



That does look pretty good. I like the Celestine model but I felt like the cloak with flying cherubs was a little much >_> and left it off.

I really like that inquisitor model.


Sisters of Battle @ 2012/07/08 03:17:11


Post by: oSimkin


So I played my first game of Sisters last night. As I'm still pretty unfamiliar with the army, my only true insight in terms of 6th edition right now is Seraphim on overwatch are straight terror with 2x dual hand flamers. I'm not sure if I was using them correctly or not but with that set up I was able to do 5d3 when being charged. (2 hand flamers for 4 flamers + Celestine's template as well) I'm sure someone can correct me on this if I was using it incorrectly.

And something else I'm sure you're all VERY familiar with... damn I love exorcists...when they're being kind...damn fickle things they are.


Sisters of Battle @ 2012/07/08 07:53:39


Post by: Jancoran


Yup. Can't really take just one and expect great things, but multiple Exorcists are scary, even in the land of paper Hulls.


Sisters of Battle @ 2012/07/08 08:28:38


Post by: grifter


oSimkin wrote:So I played my first game of Sisters last night. As I'm still pretty unfamiliar with the army, my only true insight in terms of 6th edition right now is Seraphim on overwatch are straight terror with 2x dual hand flamers. I'm not sure if I was using them correctly or not but with that set up I was able to do 5d3 when being charged. (2 hand flamers for 4 flamers + Celestine's template as well) I'm sure someone can correct me on this if I was using it incorrectly.

And something else I'm sure you're all VERY familiar with... damn I love exorcists...when they're being kind...damn fickle things they are.


Well, don´t forget that Handflamers have a worse profile then regular ones. Still great when you get charged though.


Sisters of Battle @ 2012/07/08 16:26:18


Post by: lemminkäinen


I'm a brand new player to Warhammer. Been lurking alot of rules and I think I got a grasp of the game.
So I really like the models and the basic fluff I've read about Sisters of Battle, but I was wondering what rules they follow, or rather which codex?
I can't find any on Games Workshop's webpage, which is weird since all the other armies have one.


Sisters of Battle @ 2012/07/08 16:47:00


Post by: grifter


lemminkäinen wrote:I'm a brand new player to Warhammer. Been lurking alot of rules and I think I got a grasp of the game.
So I really like the models and the basic fluff I've read about Sisters of Battle, but I was wondering what rules they follow, or rather which codex?
I can't find any on Games Workshop's webpage, which is weird since all the other armies have one.


Sadly, they have a Codex that was only published in the White Dwarf magazine. I´m sure you can find it if you google for it though.


Sisters of Battle @ 2012/07/08 19:21:25


Post by: Vindicare-Obsession


lemminkäinen wrote:I'm a brand new player to Warhammer. Been lurking alot of rules and I think I got a grasp of the game.
So I really like the models and the basic fluff I've read about Sisters of Battle, but I was wondering what rules they follow, or rather which codex?
I can't find any on Games Workshop's webpage, which is weird since all the other armies have one.


As a new player you are picking a rather expensive (not to mention slightly unforgiving) army to play. That being said, if your heart is set on SoB, first of all welcome, second of all there really isint a better time to start, since the new book is out it means that most of your veteran players (myself included) will still have 5th edition memorized and so, will forget key advantages 6th gives you. You should surf through the lits building section to find players ideas for lists and look online for the SoB WD release.


Sisters of Battle @ 2012/07/09 03:21:48


Post by: Dervos


I finally took the dive and tore up my White dwarf codex and put the pages in a binder.

So much easier than flipping through a magazine


Sisters of Battle @ 2012/07/09 03:30:02


Post by: Evil Lamp 6


Dervos wrote:I finally took the dive and tore up my White dwarf codex and put the pages in a binder.

So much easier than flipping through a magazine
I did that first thing upon getting both issues and haven't looked back.


Sisters of Battle @ 2012/07/09 03:37:56


Post by: Zefig


I put mine in a plastic folder inside page protectors. Makes it really easy to add on things like the FAQs, repressor stat page, etc.


Sisters of Battle @ 2012/07/09 03:52:24


Post by: pretre


I printed the PDF version and stapled it. I carry the two wds in my mini case in case someone disputes it.


Sisters of Battle @ 2012/07/09 07:24:31


Post by: Evil Lamp 6


I should have posted this earlier but I've been lazy. Had my first 6th game on the 30th of June vs Necrons at 1000 points. Lists were as follows:

Me:
St. Celestine (Warlord - rolled for Strategic instead of just picking and then rolled the trait for re-rolling reserves)
5 Sisters Repentia & Mistress
BSS w/ MG, MM, Combi-Melta in Rhino
BSS w/ MG, MM, Combi-Melta in Rhino
5 Seraphim w/ 2 x Hand Flamers, Eviscerator
4 Heavy Bolter Rets, Simulacrum, Combi-Flamer
Penitent Engine

My Opponent:
Nemesor Zahndrekh (Warlord - He rolled Night Fighting)
Vargard Obyron
10 Immortals w/ Zahndrekh attached deployed on the table
10 Immortals w/ Obyron & Night Scythe in Reserves
and one of the new Necron fliers in Reserves (he was at 1005 points because of this so we really played a 1005 point game)

We rolled mission and out of all the new 6th missions and deployment types to get we got: Pitched Battle - Seize Ground (rather the 6th equivalents). Big let down there, but at least we knew what we were doing. He wins roll for deploy/turn and takes it; I choose not to try to seize. As mentioned above he deployed his one Immortal squad with HQ on the table, his other Immortal squad with HQ in the Night Scythe in Reserves and his flyer had to be in Reserves. I deploy everything except my Seraphim.
His turn 1 he moved up and shot at my Penitent Engine, glancing once or twice but nothing else. I lose a HP or two.
My turn 1 sees me move up everything as fast as possible to bring everything I have in range. St. Celestine, PE, and Reps run, Rets fail AoF, but since they didn't move and are already in range, fire to full effect. With boosted cover from Night Fighting, I only manage to put down 2 Necrons, but at least they stay down. BSS Rhinos move another 6.
His turn 2 sees him make none of his Reserves rolls (this is crucial on my turn). He moves up again to get St. Celestine in 12" to Rapid Fire while staying in Cover so he is still packed close together. Through torrent of fire, she goes down. Being that is still his only unit on the table, he's done.
My turn 2 sees St. Celestine getting back up with 1 wound remaining and my Seraphim coming in thanks to the re-roll from my Warlord trait. They DS on target about 4-5" away from the Immortals. My PE and Reps move up again to within 12" of the Immortals and Celestine moves as Infantry so she can assault as JI. BSS Rhinos move 6". Shooting starts with the Seraphim. They landed perfectly and with how the Immortals were bunched up for cover, I managed about 40 hits on a unit of 9. Also due to placement of models, Zahndrekh was the closest model (just as planned)! However, due to LOS and 2+ saves, I only managed 3 Immortals (one of which got back up) and 2 wounds on Zahndrekh. St. Celestine fired next but to no effect. Same with both BSS thanks to Snap Fire. Rets managed to get off their AoF and took down 2 more Immortals (1 got back up of these and he passed morale). Finally we come to my Assault phase. I have 3 units that could potentially assault and all 3 would be devastating to his remaining Immortals and Zahndrekh. I also had a hard choice to make as St. Celestine was closest but only had 1 wound left, my PE was a little closer than my Reps, but had only 1 HP left, and my Reps were unharmed but were farthest away. I was going to assault with all 3, but which to try first and which would my opponent Overwatch? I chose the middle option of my PE first and to my delight he decided to Overwatch it. He hit twice, but rolled no 6's to do any damage. I however failed to make the charge range due to poor rolling. I do Celestine next for the sure thing and she easily makes it. Here's where my opponent's lack of knowledge about 6th hurt; he thought he could Overwatch multiple times. This being both of our 1st game of 6th, I offered to let him take the shots anyway, but he politely refused and said he would remember this tactical mistake of his to not ever repeat it. My Reps also failed to make it.
So here we were, St. Celestine with 1 wound left, Zahndrekh with 1 wound left, and about 6 Immortals left. I, as the charging player, declare my challenge. Zahndrekh rightly refuses as if he accepts, Celestine has a very good chance of taking him down and none of the Immortals could swing on Celestine. With Zahndrekh effectively out of the fight, Celestine takes down 4 Immortals and the remaining 2 both hit and wound her but she makes her saves. Necrons having lost combat by 4, fail their morale check. I roll a 6 for Sweeping Advance. Bye Necron unit. Also, as this was the end of game turn 2 and my opponent had no more models on the table, I had won. We were both blindsided by that one and were just in awe of that. Bottom of turn 2 win by tabling (sorta). Reserves may have received a big boost, but at the worse consequence of possibly losing before getting them in.
In hindsight, this was and wasn't a very good first game of 6th, but we both did learn many things.

TL;DR: Victory to the Sisters of Battle!


Sisters of Battle @ 2012/07/09 10:43:34


Post by: Vindicare-Obsession


Well done. Yeah I learned the hard way not to play reserve crons too. What is with everyone fielding MM's in SoB squads? Dosent that limit your manuverability? I'd rather field normal meltas and still be able to move around to my full extent.


Sisters of Battle @ 2012/07/09 11:28:56


Post by: Evil Lamp 6


Vindicare-Obsession wrote:Well done. Yeah I learned the hard way not to play reserve crons too. What is with everyone fielding MM's in SoB squads? Dosent that limit your manuverability? I'd rather field normal meltas and still be able to move around to my full extent.
Thanks. Yeah lessons learned. I used to run 2 x MG, but with convincing from this very thread, my own experiences, and the change to 6th, MM are a more attractive option for the following reasons:

Increased threat radius for the squad
Can choose to not move the MM model if on foot while still moving most of the squad while maintaining coherency and still fire at normal BS
Can move the MM or if in vehicle can still fire albeit at BS1
AoF can help mitigate the reduced BS if Snap Firing

More I'm sure, that is just the quick and dirty.


Sisters of Battle @ 2012/07/09 11:45:46


Post by: Vindicare-Obsession


Good points. I forgot the faith power......
Time to re-examine the list for my sisters


Sisters of Battle @ 2012/07/09 16:19:58


Post by: Lucre


I guess I'll be the resident excitable rumormonger. I hear this rumor regarding a whole whack of forge world material becoming assimilated into the normal game via FAQs and the first thing I think is: Repressor!

Now I know an awful lot of armies will benefit from this more than we will (I'm thinking fliers, Eldar Hornets, the off chance of Chimerae with Autocannons and weird Kroot monsters) but would anyone be mixing up their lists if it became unlocked at a dedicated transport? It really isn't the cheapest way to run a sisters army, but I love those firepoints.

Thoughts?


Sisters of Battle @ 2012/07/09 16:41:37


Post by: Vindicare-Obsession


Sisters expensive? Finally, something new and exciting for us


Sisters of Battle @ 2012/07/09 16:44:02


Post by: Shandara


The repressor is actually quite cheap, only a small markup compared to the usual FW pricing shenanigans!

Ahem.


Sisters of Battle @ 2012/07/09 17:07:58


Post by: pretre


@Evil Lamp 6: Great job! Thanks for the report.


Sisters of Battle @ 2012/07/09 17:52:41


Post by: Evil Lamp 6


Vindicare-Obsession wrote:Good points. I forgot the faith power......
Time to re-examine the list for my sisters
Ah, but the really great thing for us is that our MM and MG cost the same number of points so as long as you have the models it is really easy to make the switch!
Lucre wrote:I guess I'll be the resident excitable rumormonger. I hear this rumor regarding a whole whack of forge world material becoming assimilated into the normal game via FAQs and the first thing I think is: Repressor!

Now I know an awful lot of armies will benefit from this more than we will (I'm thinking fliers, Eldar Hornets, the off chance of Chimerae with Autocannons and weird Kroot monsters) but would anyone be mixing up their lists if it became unlocked at a dedicated transport? It really isn't the cheapest way to run a sisters army, but I love those firepoints.

Thoughts?
Having not really looked at any IA stuff, Sisters or otherwise, I don't really know the rules for the Repressor. You mention fire points, so I can only assume it has more than a Rhino's two. I generally find that Rhinos are fine for most units to use and fire out of, however Rets and Doms sound like they could make some good use of one. Also, if a Repressor is an Assault vehicle at all, I'm game.
pretre wrote:@Evil Lamp 6: Great job! Thanks for the report.
Thanks!


Sisters of Battle @ 2012/07/09 17:54:10


Post by: pretre


Are repressors assault vehicles? If they are, I'm gonna need emergency pants.


Sisters of Battle @ 2012/07/09 17:57:57


Post by: Vindicare-Obsession


pretre wrote:Are repressors assault vehicles? If they are, I'm gonna need emergency pants.

1+'d and 2nded


Sisters of Battle @ 2012/07/09 18:00:35


Post by: Kirika


If forge world ends up being legalized without opponent permission for 40k then the Repessor if an assault vehicle will be a good option for the conclave.

I think IG allies is really awesome for Sisters.

The Uriah DCA conclave might have been nerfed by the no Rhino disembark but large blob of guardsman with power weapon sarges, with las cannons joined by Uriah (+1 attack and FNP) and Celestine (fearless) for camping your home objective sounds awesome.

Vendetta is really awesome.

Manticores are awesome.

Test 2k list

HQ
Celestine 115

Uriah 90

Troops
10 Sisters with 2 melta gun in Rhino w SL 181

10 Sisters with 2 melta gun in Rhino w SL 181

Heavy Support
Exorcist SL 136

Exorcist SL 136

Exorcist SL 136

Fortification
Aegis Defense line with Icarus Las cannon (cover for blob if needed) 100

IG Allies
HQ
CCS 3 Melta Gun Chimera 135

Troop
Platoon
PCS 3 Melta gun Chimera 115
combined squad
Infantry squad power axe las cannon 80
Infantry squad power axe las cannon 80
Infantry squad power axe las cannon 80
Uriah + Celestine go here

Veterans 3 Melta Gun Chimera 155

Fast
Vendetta 130

Heavy
Manticore 160

Combined squad with uriah + celestine camps your objective behind a Aegis defense line with celestine for bs 4 using the icarus las cannon. Sisters squads, pcs and vets move up to melta stuff. Exorcists and Manticore provide fire support

Might be a little weak on anti air but you have the icarus las cannon and can order bring it down on the combined squad along with a Vendetta of your own.



Sisters of Battle @ 2012/07/09 18:01:23


Post by: SagesStone


No, but six can shoot out of it.

Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.


Sisters of Battle @ 2012/07/09 18:01:45


Post by: pretre


Heheh. Nasty.


Sisters of Battle @ 2012/07/09 18:07:29


Post by: Vindicare-Obsession


I feel like I want to put your repressor comment in my signature


Sisters of Battle @ 2012/07/09 18:08:46


Post by: pretre


lol. Feel free.

@not_u: Thanks! I guess my pants are safe and clean after all.


Sisters of Battle @ 2012/07/09 18:12:23


Post by: Vindicare-Obsession


So now that repentia rage has been changed, anyone thinking about taking them? I've got a hankering to do just that.


Sisters of Battle @ 2012/07/09 18:15:27


Post by: pretre


Vindicare-Obsession wrote:So now that repentia rage has been changed, anyone thinking about taking them? I've got a hankering to do just that.

Nope. They were always a 'if I have points' choice for me since they are a bit unreliable. Now that the 'if I have points' choices can be filled with forts and allies? No way. Much rather throw in a blob with ACs or a Vendetta.


Sisters of Battle @ 2012/07/09 18:17:57


Post by: Vindicare-Obsession



Thats cold. I feel like if I think hard enough I could find a way to use them........

Transports got killed....
They are still I1.....
guess it'll take some time to figure out how huh?


Sisters of Battle @ 2012/07/09 18:18:27


Post by: Evil Lamp 6


Vindicare-Obsession wrote:So now that repentia rage has been changed, anyone thinking about taking them? I've got a hankering to do just that.
Yeah, I've been trying them out. Biggest hurdle for them is the lack of an Assault vehicle that they can use, and the changes to disembarking from non-Assault vehicles being much much worse. I've been working on footslogging them behind BSS Rhinos for cover/non LOS for my opponent, but it is a work in progress. I'm hopeful for their future too as well as with Penitent Engines.


Sisters of Battle @ 2012/07/09 18:21:00


Post by: Necrosis


n0t_u wrote:No, but six can shoot out of it.

Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.

It comes with a dozer blade and a free storm bolter. Also 1 person can shot any weapon from the top hatch while 6 people can shot basic weapons from it's fire points.


Sisters of Battle @ 2012/07/09 18:24:37


Post by: pretre


Necrosis wrote:
n0t_u wrote:No, but six can shoot out of it.

Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.

It comes with a dozer blade and a free storm bolter. Also 1 person can shot any weapon from the top hatch while 6 people can shot basic weapons from it's fire points.

Basic weapons equal bolters or anything they are carrying?


Sisters of Battle @ 2012/07/09 18:26:10


Post by: Evil Lamp 6


What other FW units are out there for us, aside from the Repressor?


Sisters of Battle @ 2012/07/09 18:27:35


Post by: pretre


Also, most of the FW rumor got debunked and the N&R thread closed, so don't get your hopes too up.


Sisters of Battle @ 2012/07/09 18:29:47


Post by: Necrosis


pretre wrote:Basic weapons equal bolters or anything they are carrying?

I believe basic weapons is a reference to the witch hunter codex, where bolters were basic weapons.


Sisters of Battle @ 2012/07/09 18:31:32


Post by: pretre


Necrosis wrote:
pretre wrote:Basic weapons equal bolters or anything they are carrying?

I believe basic weapons is a reference to the witch hunter codex, where bolters were basic weapons.

Ewww. So it's kinda worse than a rhino, except it comes with a HF on the top. One shot out the hatch plus bolters is not better than 2 shots out the hatch.


Sisters of Battle @ 2012/07/09 18:32:24


Post by: Amerikon


I'm planning on getting an Aegis Defense Line for my army. I know that most people are viewing it as the cheapest way to get a Quad Gun, but I'm thinking about running it w/o any gun emplacements. At 50 pts it seems like having 30" of deployable 4+ cover/difficult terrain is pretty amazing.

It's uses will vary with the board (part of why I find it so appealing), but even if you only use it as an "Exorcist pen" I think it will make its points back. Anyone thinking of interesting uses or disadvantages to taking an ADL?

EDIT: As a side note, here's the 1500pt army I'm using with the ADL. I need to test it out, but I think this is what I'll be taking to the Golden Throne GT in August.
1500pt GT List wrote:
HQ
St Celestine (115pts)

Troops
BSS - Melta, Hvy Flamer, Combi-melta, Rhino (200pts)
BSS - Melta, Hvy Flamer, Combi-melta, Rhino (200pts)

Fast Attack
Dominions - 2x Melta, Combi-melta, MM Immo (180pts)
Dominions - 2x Melta, Combi-melta, MM Immo (180pts)
Seraphim - 10x, 2w/ Hand Flamers, VSS w/ meltabombs (200pts)

Heavy Support
Exorcist (135pts)
Exorcist (135pts)
Retributors - 4x Heavy Bolter, Simulacrum (105pts)

Fortifications
Aegis Defense Line (50pts)


I'm not sure about the Heavy Flamers, but I had 20pts left over. I dropped the Eviscerator from my Seraphim VSS because I expect that her meltabombs and their kraks will keep me safe from being tarpitted by walkers.


Sisters of Battle @ 2012/07/09 18:34:31


Post by: pretre


Wow. I didn't notice that Defense Lines work for any model. Combined with only needing 25% coverage, that's awesome. Good find, Amerikon!

I'm thinking of taking an ADL + Quad gun and put Uriah and DCA/Crusaders behind it. Uriah runs the gun and the squad rocks the 4+ cover / FNP. Go ahead, come and take my objective or come within 8-18" of me.


Sisters of Battle @ 2012/07/09 18:38:43


Post by: Shandara


Adding the gun emplacement is an easy way to get some long range AT though. The icarus cannon is pretty damn nifty. Although SoB can't pull easily shenanigans like other armies with cheap BS5 characters firing it or having squads with special rules fire them.

EDIT: Dominions for re-rolls or Retributors for rending I guess.


Sisters of Battle @ 2012/07/09 18:39:42


Post by: Necrosis


Shandara wrote:Adding the gun emplacement is an easy way to get some long range AT though. The icarus cannon is pretty damn nifty. Although SoB can't pull easily shenanigans like other armies with cheap BS5 characters firing it or having squads with special rules fire them.


Can also get a canoness to fire it! We can always twin link it or make it rending with our acts of faith.


Sisters of Battle @ 2012/07/09 18:39:56


Post by: Vindicare-Obsession


Unless people resort to our tactics and flame us out.....
Would suck to be on the reciving end of that lol


Sisters of Battle @ 2012/07/09 18:41:08


Post by: pretre


Uriah is BS5. That's why he's running the gun.


Sisters of Battle @ 2012/07/09 18:41:17


Post by: Shandara


Rending's a good choice to glance land raiders to death or penetrate necron vehicles.

Still sinking 65 pts (naked Canoness) + 85-100 (ADL + gun) is quite a bit. Then again we lack any other reliable anti-flyer/anti-tank.


Sisters of Battle @ 2012/07/09 18:42:55


Post by: Vindicare-Obsession


And thats when you take IG allies with hydra tanks


Sisters of Battle @ 2012/07/09 18:43:35


Post by: Necrosis


I would just put a retributor squad with it and give it rending. Your retributors still fire their heavy bolters while the superior is manning the turret.


Sisters of Battle @ 2012/07/09 18:43:57


Post by: Amerikon


Shandara wrote:Adding the gun emplacement is an easy way to get some long range AT though. The icarus cannon is pretty damn nifty. Although SoB can't pull easily shenanigans like other armies with cheap BS5 characters firing it or having squads with special rules fire them.

EDIT: Dominions for re-rolls or Retributors for rending I guess.
Are the gun emplacements subject to the Skyfire restriction of BS1 vs ground units? If so it'd make them very situational. That said, I like your idea about using the Rets. Put your Ret VSS on the Quad Gun and get some twin-linked rending autocannon beastliness. I might try to trim an additional 50pts from my list and try that trick out.


Sisters of Battle @ 2012/07/09 18:44:56


Post by: pretre


Shandara wrote:Rending's a good choice to glance land raiders to death or penetrate necron vehicles.

Still sinking 65 pts (naked Canoness) + 85-100 (ADL + gun) is quite a bit. Then again we lack any other reliable anti-flyer/anti-tank.

Not to mention that the Canoness is pretty useless otherwise, whereas Uriah is still awesome.


Automatically Appended Next Post:
@Amerikon: list looks pretty good. Let us know how it works.


Automatically Appended Next Post:
Also, the gun emplacements have interceptor, so full BS.


Automatically Appended Next Post:
Necrosis wrote:I would just put a retributor squad with it and give it rending. Your retributors still fire their heavy bolters while the superior is manning the turret.

That is a good idea.

As for Hydras, they kinda are bad now, so I'd go for something else if you're allying IG. Maybe a Manticore?


Sisters of Battle @ 2012/07/09 18:47:15


Post by: Necrosis


Does anyone else run canoness? I run two right now and give them both inferno pistols. I actually like this build cause I can shot 4 melta shots out of a rhino.


Sisters of Battle @ 2012/07/09 18:48:34


Post by: Vindicare-Obsession


I might after reading gunfighter or whatever the rule is for 2 pistols


Sisters of Battle @ 2012/07/09 18:53:36


Post by: pretre


Necrosis wrote:Does anyone else run canoness? I run two right now and give them both inferno pistols. I actually like this build cause I can shot 4 melta shots out of a rhino.

Yeah, but it's just 6" and 3" for Melta. Seems pretty yucky for the points. Especially since the opportunity cost is Uriah or Kyrinov and Celestine.


Sisters of Battle @ 2012/07/09 18:56:03


Post by: Amerikon


Necrosis wrote:Does anyone else run canoness? I run two right now and give them both inferno pistols. I actually like this build cause I can shot 4 melta shots out of a rhino.
I like how the Canoness can get twin Inferno pistols for less than a Serphim even though she's BS5. That would be a really cool HQ if they hadn't taken away her ability to buy a Jump Pack. (Didn't the old 2E Codex have a veteran Seraphim character?) The Passion would also be a nice buff to Seras in the assault phase as well.


Sisters of Battle @ 2012/07/09 18:57:59


Post by: Necrosis


Actually the point cost for 2 inferno pistols for a canoness is the same as duel inferno pistols for seraphims. You know what really bugs me. Every Sister Superior can get two plasma pistols expect the seraphim superior!


Sisters of Battle @ 2012/07/09 19:01:34


Post by: Amerikon


Necrosis wrote:Actually the point cost for 2 inferno pistols for a canoness is the same as duel inferno pistols for seraphims. You know what really bugs me. Every Sister Superior can get two plasma pistols expect the seraphim superior!
Ah, I thought it was 40pts for the Sera's twin-meltas. That is pretty silly, although I think if she did have twin-plasmas she'd die a lot. A Dominion VSS with twin-plasma would be pretty nifty though. Can you really do that?


Sisters of Battle @ 2012/07/09 19:05:10


Post by: Necrosis


Right now I give all my sisters of battle superiors twin plasma pistols. It helps out verse tanks and killing heavy infantry. Also the act of faith allows me to reroll 1's to hit which stops me from over heating.


Sisters of Battle @ 2012/07/09 19:07:11


Post by: pretre


That's a pretty interesting idea. I like the gunfighter aspect of it. Hmm.


Automatically Appended Next Post:
Still, 30 points per model is pretty steep.


Sisters of Battle @ 2012/07/09 19:09:22


Post by: Vindicare-Obsession


Yeah but we have so little to handle TDA anything helps.


Sisters of Battle @ 2012/07/09 19:10:21


Post by: Necrosis


It is steap, some people like to simply give them a combi plasma or even two combi plasma. I still like to use the duel plasma pistols since it also gives me an extra attack in close combat. Also it sort of gives me a third special weapon without having to pay for a new squad.


Sisters of Battle @ 2012/07/09 19:43:51


Post by: evildrcheese


Do we think Sister blob squads are a viable troops choice?

I'm contemplating running 20 (wo)man squads since with the sheer number of bolter rounds and 2 specials weapons, I reckon in over-watch there's potential to stop any charges in their tracks before they get to you?

I do admit it’s pretty pricey though, another downside is you still only get 2 special weapons even though the unit size has doubled.

Thoughts?

D


Sisters of Battle @ 2012/07/09 19:46:49


Post by: pretre


evildrcheese wrote:Do we think Sister blob squads are a viable troops choice?

I'm contemplating running 20 (wo)man squads since with the sheer number of bolter rounds and 2 specials weapons, I reckon in over-watch there's potential to stop any charges in their tracks before they get to you?

I do admit it’s pretty pricey though, another downside is you still only get 2 special weapons even though the unit size has doubled.

The problem with Sisters blob squads is that no matter how many models you put in the squad they are still a sister squad. Our troops are really a tax we pay to take the rest of the army right now. If you want to run a 20 girl squad, make sure to grab a priest and Kyrinov. Fearless so they don't get rundown and a Priest so you can get a hidden Evis in the squad.

I just don't really see it as working. 2 special weapons, only one character for challenges (until you add Kyrinov and Priest).

I think that I will be doing what I did with C:WH, 2 Sisters Squads + the rest of my troops from C:IG for cheap scoring, etc.


Sisters of Battle @ 2012/07/09 19:54:24


Post by: Amerikon


evildrcheese wrote:Do we think Sister blob squads are a viable troops choice?

I'm contemplating running 20 (wo)man squads since with the sheer number of bolter rounds and 2 specials weapons, I reckon in over-watch there's potential to stop any charges in their tracks before they get to you?

I do admit it’s pretty pricey though, another downside is you still only get 2 special weapons even though the unit size has doubled.

Thoughts?

D
To what's been said, I'll add that there's nothing you get from one squad of 20 women that you can't get better with two squads of 10. Remember that these are your only Troops, so if you're not taking IG allies the last thing Sisters need is fewer/more expensive scoring units. Even with an extra 20 bolter shots on Overwatch you're only going to get an extra 1 or 2 wounds from a charging T4 unit.


Sisters of Battle @ 2012/07/09 20:08:09


Post by: Hollowman


pretre wrote:Are repressors assault vehicles? If they are, I'm gonna need emergency pants.


The White Dwarf blurb on the Repressor says "with a capacity of ten multiple firepoints and a turret mounted heavy flamer, not to mention its assault ramps..." blah blah you should buy this vehicle.

The Forge World rules mention none of this. I'm hoping this means the Repressor is due for an update, but it probably just means White Dwarf was playing cruel, cruel games with us.


Sisters of Battle @ 2012/07/09 20:17:11


Post by: evildrcheese


pretre wrote:The problem with Sisters blob squads is that no matter how many models you put in the squad they are still a sister squad. Our troops are really a tax we pay to take the rest of the army right now. If you want to run a 20 girl squad, make sure to grab a priest and Kyrinov. Fearless so they don't get rundown and a Priest so you can get a hidden Evis in the squad.

I just don't really see it as working. 2 special weapons, only one character for challenges (until you add Kyrinov and Priest).

I think that I will be doing what I did with C:WH, 2 Sisters Squads + the rest of my troops from C:IG for cheap scoring, etc.


Yeah I agree that our troops choice feel like a tax, I don't currently play IG, but am seriusly considering picking up a codex and looking at the possibilities (although I had promised myself I wouldn't buy any more models until all my BA painted) I must say the Aegis Defence Line with Retributr VSS and 4 H.Bolters sounds a bit cunning.

I still think if you wanted to take SoB as allies (rather than the primary force) you could use a sister blob as a good deckchair unit. Uriah as a HQ would give you stubborn (not as good as Fearless but still pretyy hard to shift) and the befit of FNP and + 1 A.

I am convinced that 2 10 (wo)man units are better when running SoB as the Primary Force though.

D


Sisters of Battle @ 2012/07/09 20:34:20


Post by: Hollowman


Vindicare-Obsession wrote:So now that repentia rage has been changed, anyone thinking about taking them? I've got a hankering to do just that.


I've been running two full squads since the WD codex dropped. They worked great then - I loaded them in a stolen rhino, zoomed up, popped out and fleeted up to kill things in the middle (typically got off a multi-assault with them). I'd usually lose 2-4, which is enough to cripple a squad of 5, but leaves a full squad with 15 eviscerator swings back at worst (even without the AoF), which meant I'd win nearly any combat I went into, unless I hit something sporting too many power weapons. I used them as my second wave, after the dominions hit first turn they'd hit second. If anything, they generally far outstripped my Dominions in terms of damage.

In 6th though, I'm still getting a handle on them. They still need big squads to be effective (overwatch and the 5+ FnP see to that), fleet is slower, and they can't assault out of their stolen ride. Not all bad though - new rage makes them more tactically flexible and the extra rage hits make up for the slight increase in losses, the fleet re-rolls are actually pretty great with the longer charge range, and their weapons got a buff just by remaining un-nerfed. Plus, Power weapons no longer cut through FnP. I'm still playing with zooming them up in rhino, dropping them off out of los behind it and then getting off a charge, but it is a bit more awkward.

Speaking of rage, Penitent Engines in squads of 3 have been working out nicely for shuffling low hull point models to the back so far, but I haven't come up against a serious AT list yet - so how they fare ultimately remains to be seen. Against not so serious AT lists, they are pretty terrifying.


Sisters of Battle @ 2012/07/09 22:35:27


Post by: Necrosis


Speaking of Canoness, what does everyone think of their act of faith, cause in 6th edition it got buff were you now also reroll 1's to wound. If we use it with the celetines act of faith then were hitting harder then space marines.


Sisters of Battle @ 2012/07/09 22:46:53


Post by: pretre


She is still a unit without a use. The only good spot for her is a Command squad which can't take good assault weapons.


Sisters of Battle @ 2012/07/09 22:48:59


Post by: Amerikon


Necrosis wrote:Speaking of Canoness, what does everyone think of their act of faith, cause in 6th edition it got buff were you now also reroll 1's to wound. If we use it with the celetines act of faith then were hitting harder then space marines.
True, but I have a hard enough time getting my acts off one at a time, let alone combo-ing them. I think that's the biggest problem with it. You're testing on 3+ and you can get the Simulacrum for re-rolls but it just feels like too many points of failure and then too many points to get basically a slightly better Tac Squad.

I haven't played the new rules yet, but the restriction on assaulting from a vehicle makes me that much more leery of the whole thing, because as a foot unit they're just too slow to count on. Another thing to consider is that you can't assault after shooting your bolters. If you could use these acts in your opponent's assault phase, that would be stronger. As long as we're wishlisting, if regular Celestians had the Relentless AoF from the SCS that would be even better still.

Give it a shot and let us all know what happens.


Sisters of Battle @ 2012/07/09 22:56:34


Post by: Necrosis


The way I run it is a Canoness with 2 Inferno pistols, a Superior with 2 plasma pistols and two flamers. Thus shooting bolt pistols instead of bolters doesn't affect my shooting much. It's also much better then a Tac Squad, as you are getting an extra attack (tacs only get 2 on the charge, you get 3), rerolling failed to hit, striking at s4 and rerolling 1's to wound. It's not meant to kill close combat squads but it can kill necron immortals and other fire support units (like devastators). Also rolling getting two acts of faith in a row isn't hard especially if you have taken a causality as it then goes off on a 2+. I usually find them assaulting after I have killed a transport or a bastion.


Sisters of Battle @ 2012/07/09 22:58:51


Post by: pretre


How many points? And that must be a standard celestian aqua if you're talking S4.


Sisters of Battle @ 2012/07/09 22:59:09


Post by: Amerikon


Necrosis wrote:The way I run it is a Canoness with 2 Inferno pistols, a Superior with 2 plasma pistols and two flamers. Thus shooting bolt pistols instead of bolters doesn't affect my shooting much. It's also much better then a Tac Squad, as you are getting an extra attack (tacs only get 2 on the charge, you get 3), rerolling failed to hit, striking at s4 and rerolling 1's to wound. It's not meant to kill close combat squads but it can kill necron immortals and other fire support units (like devastators). Also rolling getting two acts of faith in a row isn't hard especially if you have taken a causality as it then goes off on a 2+. I usually find them assaulting after I have killed a transport or a bastion.
Do you run them on foot or in a Rhino?


Sisters of Battle @ 2012/07/09 23:01:20


Post by: Necrosis


Usually I start them off in a rhino but they get off after a while and start shooting stuff (or sometimes my opponent wrecks the rhino). They will usually assault by turn 3 (get off on turn 2).

Yes I take the standard Celetine Squad not the command squad (to expensive and no faith boost and not as good in combat).


Sisters of Battle @ 2012/07/10 00:22:28


Post by: quiestdeus


Hollowman wrote:Speaking of rage, Penitent Engines in squads of 3 have been working out nicely for shuffling low hull point models to the back so far, but I haven't come up against a serious AT list yet - so how they fare ultimately remains to be seen. Against not so serious AT lists, they are pretty terrifying.


Played a bunch of games with them so far... they have decimated everything except a GK 3 land raider list (just 1 round of lascannon and S6 heavy bolter fire from 2 LRs is all it took to make the PEs go away... like the good ole days!) and Necrons (gauss is just dumb). So far they are head and shoulders above where they were in 5th... but whether they will be mainstays will result from how the meta changes. If everything goes to foot lists and termi's PEs will be super viable - if not, they will probably stay shelved.


Sisters of Battle @ 2012/07/10 05:30:23


Post by: Amerikon


I've suspected about the same. If you bring PEs you'll either fight an opponent who will shred them or they'll get to your enemy's lines first and wreck them. I think in a competitive (take all comers) environment they're a liability more than a benefit.


Sisters of Battle @ 2012/07/10 07:11:34


Post by: grifter


Have been thinking about allying Sisters with IG. Here´s what I´ve come up with for 1250pts:

Celestine
Uriah
Battle Conclave (5 DCA, 4 Crusaders)
Primaris Psyker (allied HQ)
BSS w/Multi-Melta, Flamer
BSS w/Multi-Melta, Flamer
Infantry Platoon (allied): PCS w/Lascannon + 3x Infantry Squads w/P-Axe, Lascannon, Melta
Retributor Squad w/3 H.Bolter, Multi-Melta
Retributor Squad w/3 H.Bolter, Multi-Melta
Aegis Defense Line

Uriah goes with the Platoon, giving them an absurd number of attacks on the charge, FnP and Stubborn. If your opponent doesn´t want to engage them they still fire 3 Lascannons and a ton of lasguns each round.
The Psyker goes either with the Conclave for CC-shenanigans or the Retributors for some rending Witchfires.
Celestine either goes off to harass something on her own or sticks with Uriah for an extra punch/extra defense for the Platoon.

Besides the IC-shenanigans this adds an additional CC-threat besides the standard Conclave to the sisters as well as some much-needed long range fire power that forces your opponent to come to you. Against gunline armies you´ll still have a hard time, but at least you have some more tricks up your sleeve then a pure Sisters army does IMO. At least you lack any legit targets for their AT.
At 1250, three solid troop choices is pretty ok I think, though I would really like to get the anti-aircraft gun on the defense line but I don´t know what to drop for the extra 35 points. I´m not too worried about flyers for now though, because the rules for Flying MC are still iffy until a FAQ comes out, and I think actual aircraft are a bit overrated right now. They will have what, maybe 2-3 turns of actually doing something? Also most of them are AT, not AI; and this is 1250, so how many are you going to see? They´re pretty expensive for what they do.

AT a higher point level I would definitly add Anti-Aircraft though; plus a CCS and another Infantry Platoon in place of Celestine, a BSS and a Rets squad; some Ratlings (cause snipers rule now), Stormtroopers or the always underrated Ogryns as meatshields/best pals for Uriah/the Primaris Psyker turning it into an IG army with SoB allies.

Anyone have any suggestions or other comments?


Sisters of Battle @ 2012/07/10 07:11:54


Post by: meh_


I'm tinkering with this list currently:

----> IG AUXILIARY 555

HQ:
Company Command Squad (4xplasma gun), Chimera

Troops:
10 Veteran Squad (demolitions)

FA:
Vendetta Gunship

HS:
Manticore Rocket Launcher



----> SoB PRIMARY 1195

HQ:
Saint Celestine

Elite:
10 Repentia

Troops:
15 Battle Sister Squad (heavy flamer, meltagun)
15 Battle Sister Squad (heavy flamer, meltagun)

FA:
10 Seraphim Squad (handflamers, handflamers, eviscerator)

HS:
5 Retributors Squad (heavybolter, heavybolter, heavybolter, heavybolter)
2 Penitent Engines

Haven't exactly decided how to run Repentia, PEs and BSS yet.


Sisters of Battle @ 2012/07/10 13:31:52


Post by: Spidey0804


Vindicare-Obsession wrote:So now that repentia rage has been changed, anyone thinking about taking them? I've got a hankering to do just that.


Both my 2k list and my Nova Open Invitational lists have 2 squads of them in... Not sure about retooling now just I really want to build a list around the Fortress of Redemption though..(seeing I only need to obscure 25% of the vehicle I can get a 3+ cover saves off the corners of the building... )


Automatically Appended Next Post:
Necrosis wrote:The way I run it is a Canoness with 2 Inferno pistols, a Superior with 2 plasma pistols and two flamers. Thus shooting bolt pistols instead of bolters doesn't affect my shooting much. It's also much better then a Tac Squad, as you are getting an extra attack (tacs only get 2 on the charge, you get 3), rerolling failed to hit, striking at s4 and rerolling 1's to wound. It's not meant to kill close combat squads but it can kill necron immortals and other fire support units (like devastators). Also rolling getting two acts of faith in a row isn't hard especially if you have taken a causality as it then goes off on a 2+. I usually find them assaulting after I have killed a transport or a bastion.


How much is this squad estimated???


Sisters of Battle @ 2012/07/10 14:13:30


Post by: pretre


Yeah, I think the Vendetta is required for IG allies. The sisters need the anti-flyer defense.


Sisters of Battle @ 2012/07/10 14:16:52


Post by: Vindicare-Obsession


Nah, Aegis defense is more than enough IMNSHO


Sisters of Battle @ 2012/07/10 14:23:39


Post by: pretre


Aegis has 2 wounds and is toughness 7. 4+ cover from being behind the ADL.

It's going to go down pretty quick to a decent flyer list.

Aegis + Vendetta? A little harder.


Automatically Appended Next Post:
Here's my idea:

Saint Celestine
Uriah Jacobus
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Chainsword - Immo (TL-MM, Dozer)
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Bolt Pistol - Immo (TL-MM, Dozer)
Seraphim Squad (10) w/ 2x Hand Flamers, Meltabombs
Exorcist
Exorcist

Primaris Psyker
Marbo
PCS w/ 3x Plasmagun
Infantry Squad w/ Meltagun, Autocannon
Infantry Squad w/ Autocannon
Infantry Squad w/ Autocannon
Vendetta

ADL with Icarus

Celestine goes with the Seraphim or by herself and the Seras deep strike. Uriah goes with the blob behind the ADL and he runs the gun. PCS is in the Vendetta.


Sisters of Battle @ 2012/07/10 16:18:15


Post by: Necrosis


Spidey0804 wrote:How much is this squad estimated???

Including the rhino and Canoness it is 265. Do note that I do take an extra Celestine in this squad (so the total number is 7 including the canoness).


Sisters of Battle @ 2012/07/10 16:52:57


Post by: Hollowman


Vindicare-Obsession wrote:Nah, Aegis defense is more than enough IMNSHO


Twin linked units helps a lot too - boosting your chances of a hit up to about 30% per shot. I've had good success pointing 2 MM immolators at a flyer, and I could see rets doing a number of low AV flyers too.


Sisters of Battle @ 2012/07/10 17:06:15


Post by: Amerikon


pretre wrote:Here's my idea: [A List]
How many points is that? Over 2000?


Sisters of Battle @ 2012/07/10 17:25:14


Post by: pretre


Amerikon wrote:
pretre wrote:Here's my idea: [A List]
How many points is that? Over 2000?

2k on the dot.


Automatically Appended Next Post:
Someone suggested taking a PBS as it synergizes nicely with a Primaris with Telepathy. Towards that end:

Saint Celestine
Uriah Jacobus
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Chainsword - Immo (TL-MM, Dozer)
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Bolt Pistol - Immo (TL-MM, Dozer)
Seraphim Squad (8) w/ 2x Hand Flamers, Meltabombs
Exorcist
Exorcist
Primaris Psyker
PBS (9 Psykers and 1 Overseer)
PCS w/ 2 x Plasmagun
Infantry Squad w/ Meltagun, Autocannon
Infantry Squad w/ Autocannon
Infantry Squad w/ Autocannon
Vendetta

Dropped 2 Seraphim and 1 Plasma from the PCS to fit them in. I'd like to get them a Chimera but hiding behind the Aegis will have to do. I went with the full body count to try to cover up for casualties.


Telepathy + PBS. Okay, so my PBS dropped you to 2 LD.

Psychic Shriek - Roll 3d6 and Subtract 2. Take that many wounds with only invuls.
Dominate - Roll a 2 on 2d6 everytime you want to do anything in a phase.
Terrify - Roll a morale check and try to get a 2. Oh you're fearless? Yeah, that doesn't matter.

With that combo, it doesn't even matter that you don't get Hallucination or Invisibility. lol

edit: And this may be obvious, but the negative to leadership lasts for that turn, so if I assault the Terrify'd fearless unit, they would almost automatically fail and get wiped out right then and there. I'd have to do it or they'd just regroup when the PBS effect wears off on my player turn.


Sisters of Battle @ 2012/07/10 19:38:26


Post by: Spidey0804


So did you get to use it yet?


Sisters of Battle @ 2012/07/10 19:43:22


Post by: pretre


Not yet. I'll probably try a game this weekend.


Sisters of Battle @ 2012/07/11 10:32:46


Post by: Vindicare-Obsession


Its not bad. Best of luck with it.


Sisters of Battle @ 2012/07/11 12:36:07


Post by: Spidey0804


Got a question about guns for fortifications... Did I miss it, can you only purchase 1 gun emplacement? Also when a model is beside the Gun it uses all special abilities that the firer had right... So If I were to put my Vet Retributor Sisters on the Quad Gun that is twin-linked and my Faith power goes off, If I roll any 6's I can choose who I hit, Also the weapon becomes rending? That's If I'm reading this right..


Sisters of Battle @ 2012/07/11 12:39:42


Post by: Shandara


Spidey0804 wrote:Got a question about guns for fortifications... Did I miss it, can you only purchase 1 gun emplacement? Also when a model is beside the Gun it uses all special abilities that the firer had right... So If I were to put my Vet Retributor Sisters on the Quad Gun that is twin-linked and my Faith power goes off, If I roll any 6's I can choose who I hit, Also the weapon becomes rending? That's If I'm reading this right..


Yes, the emplaced guns are quite nice. Rending twin-linked quad gun.

You can only purchase 1 extra gun, but some of the fortifications come with weapons already, like the Bastion, which has 4 heavy bolters (1 on each side) already.



Sisters of Battle @ 2012/07/11 12:53:42


Post by: Spidey0804


I was thinking of doing the Bastion and putting both Ret squads in it. The VS could then fire the HB that is mounted from the inside wall for a 5HB squad... Then placing the Second Ret squad on the Roof with the Quad gun. I might make this squad a little bigger than the normal just so I can have some Wound soaks and maybe put a Simulacrum in with them.

Will have to start play testing this idea.


Sisters of Battle @ 2012/07/11 13:38:56


Post by: pretre


Yes, although keep in mind you can't rend when using interceptor.

It is one gun per emplacement.


Sisters of Battle @ 2012/07/11 13:41:33


Post by: Vindicare-Obsession


Why can't you rend on intercepter?


Sisters of Battle @ 2012/07/11 13:52:29


Post by: pretre


Faith powers only work on your turn. Interceptor is during your opponent's movement phase.


Sisters of Battle @ 2012/07/11 13:53:56


Post by: Vindicare-Obsession


Well then....
I dont know why I thought it laster until the start of your next turn..


Sisters of Battle @ 2012/07/11 13:54:35


Post by: pretre


In general, faith acts only last for the phase they are used in. Canoness would be a lot cooler if she could give PE in the shooting phase.


Sisters of Battle @ 2012/07/11 14:12:06


Post by: Dr Mathias


I for one am looking forward to playing Sisters in this edition. The emphasis on defenses and shooting really fits the theme, it seems like the Sisters are always defending some shrine and gunning down attackers in the fluff.


Sisters of Battle @ 2012/07/11 14:19:01


Post by: Vindicare-Obsession


Or getting evicerated by the gk's when they try to take back a shrine.....
Still dont like that story......


Sisters of Battle @ 2012/07/11 14:19:34


Post by: pretre


Vindicare-Obsession wrote:Or getting evicerated by the gk's when they try to take back a shrine.....
Still dont like that story......

Do not Draigo our nice civilized thread. I will stop talking to you.


Sisters of Battle @ 2012/07/11 14:21:32


Post by: Vindicare-Obsession


Though I have no idea what that phrase means, I offer my sincerest apologies


Sisters of Battle @ 2012/07/11 14:25:24


Post by: pretre


Vindicare-Obsession wrote:Though I have no idea what that phrase means, I offer my sincerest apologies

From my Sig:
Draigo's Law: As a DakkaDakka discussion grows longer, the probability of someone complaining about Ward/Draigo/Bloodtide approaches 1.

It is an annoying feature of most discussions and generally signals the demise of a thread.

@Dr Mathias: Yes, I think that a bastion or even an ADL could really be spruced up to look great and fluffy for sisters. I have so many banners and relics left over, they will get slapped on some stuff!


Sisters of Battle @ 2012/07/11 14:33:09


Post by: Vindicare-Obsession


I feel like the aegis is something we are going to be seeing quite alot in future games. Its one of the best trade-offs for what you get. Deployable cover with an anti air gun? Sign me up


Sisters of Battle @ 2012/07/11 14:37:24


Post by: pretre


Vindicare-Obsession wrote:I feel like the aegis is something we are going to be seeing quite alot in future games. Its one of the best trade-offs for what you get. Deployable cover with an anti air gun? Sign me up

Yeah, definitely. For 50 to 100 points, you can't lose.


Sisters of Battle @ 2012/07/11 14:41:12


Post by: Vindicare-Obsession


Just for thought, has anyone tried the icarus instead of the quad?


Sisters of Battle @ 2012/07/11 14:44:14


Post by: pretre


Not yet, but I will. Icarus gets better Pens, but less shots. We'll see how that works out. BS5 should help mitigate.


Sisters of Battle @ 2012/07/11 14:45:00


Post by: Vindicare-Obsession


Is it TL? Don't have my rulebook on me as im at work.


Sisters of Battle @ 2012/07/11 14:48:43


Post by: pretre


No, the Icarus is just one shot, Skyfire and Interceptor.


Sisters of Battle @ 2012/07/11 14:51:12


Post by: Shandara


Twin-linked only if you station a dominion squad near it. BS5 if you attach a character to it.

Still, with flyer AV not being that high, I prefer using the quad gun.

But even BS5 didn't help my Dark Reaper Exarch firing it.. double 1s, ugh.


Sisters of Battle @ 2012/07/11 14:52:55


Post by: Vindicare-Obsession


Flyers are rough, no denying that. Wonder if we'll get any....
Maybe something that used fire bombs kinda like the hellhound. That would be extremly nifty


Sisters of Battle @ 2012/07/11 22:26:16


Post by: Dr Mathias


I don't think Sisters should get flyers of their own per se, unless they're Marine variants of some sort. Although there's a really old blurb somewhere (pre-2nd ed. codex) that says Adeptus Sororitas had their own fleet, that got nixed and in the novels Sisters are typically ferried down to planets by the Navy. I think they should have full access to Navy air support- just not piloted by Sisters.

I'd be happy if Sisters could have Thunderhawks etc. but the fluff hasn't ever supported that.

Would be nice to have drop pods as an option- I like the Hereticus Strike Force list in Citadel Journal, and as long as the occupants are in sealed PA I don't see any reason whatsoever that Sisters shouldn't have them. I'm not sure fluffwise how they would be delivered as I can't picture Naval vessels having drop pod bays. Inquisitorial vessels maybe- or Naval vessels on an indefinite 'seconding' to the Ecclesiarchy


Sisters of Battle @ 2012/07/12 00:58:35


Post by: pretre


I think that sisters getting Aquila landers, valk variants or something new wouldn't hurt.

I would also think exorcists should get skyfire. They are pointed that way after all.


Sisters of Battle @ 2012/07/12 01:52:45


Post by: Evil Lamp 6


pretre wrote:I would also think exorcists should get skyfire. They are pointed that way after all.
I'd rather not have skyfire. To be BS 1 at shooting anything on the ground would make me a sad panda when it comes to our Exorcists.


Sisters of Battle @ 2012/07/12 02:19:58


Post by: pretre


Plus interceptor, of course.


Sisters of Battle @ 2012/07/12 03:05:31


Post by: Amerikon


Well that would just be nuts.


Sisters of Battle @ 2012/07/12 10:35:02


Post by: Vindicare-Obsession


Not unlike many things that are, addmittably better, and cheaper.


Sisters of Battle @ 2012/07/12 17:03:37


Post by: Spidey0804


With the 6th edition kindness to Terminators do you think our Exorcists will be an ample counter to this?

What about an AGL with triple Exorcists sitting behind it, and Cannoness manning the gun attached to a BSS with MM Flamer Combi/flamer?


Sisters of Battle @ 2012/07/12 17:06:10


Post by: pretre


You mean our Exorcists and over abundance of AP1 weaponry? Yeah, I think we're cool.

AGL providing cover to exorcists was a nice surprise when I realized that.

Canoness is really a waste. You still want Celestine and Uriah or Kyrinov.


Sisters of Battle @ 2012/07/12 17:50:16


Post by: Amerikon


Spidey0804 wrote:Cannoness manning the gun attached to a BSS with MM Flamer Combi/flamer?
I think if you're spending out for the Canoness to man the gun, you should keep her separate from the BSS unit (maybe joining her up later if you think your line is about to be assaulted). That way she can fire the Quad Gun at a different target instead of just adding more firepower against whatever the BSS squad is shooting. That's my biggest concern with the Retributors + Quad Gun combo. You're making your Ret squad a lot shootier, but you're not adding to the number of targets you can attack in a given turn. It's still probably a good use of the Gun, but it may not be optimal.


Sisters of Battle @ 2012/07/12 21:04:24


Post by: pzbw7z


There's some speculation that psyker defense is close to mandatory, at least for foot lists. Since Sisters and their only Brothers-in-arms have nothing in this category, do you think maybe we're screwed?

I'm not sure, and I'm not thinking of playing foot Sisters anyway; I haven't lost my mind.


Sisters of Battle @ 2012/07/12 21:11:31


Post by: pretre


I don't think it is mandatory. We've survived without it for a while and I think we'll do okay.

Found out there's a 6th 1750 tournament next month that I'm going to try to hit up. I'll post lists as we get closer and probably get a BR afterwards. Right now, I'm definitely leaning towards SoB with Guard Allies and an Aegis.


Sisters of Battle @ 2012/07/12 21:20:00


Post by: Kris Knives


Concerning our lack of psychic defense, allies can help with that a little in theory. Why not ally with the eldar to mess up enemy psychic powers?


Sisters of Battle @ 2012/07/12 21:21:48


Post by: pretre


SoB ally with Eldar? HERESY!

Desperate Allies as well, so we'd have to hide the Farseer in the corner somewhere and hope he doesn't get killed.


Sisters of Battle @ 2012/07/12 22:25:50


Post by: Shandara


Big advantage is that SoB don't have psykers, so taking a farseer with Runes of Warding won't hurt your own..

But a Farseer + 1x 5 Pathfinders would be 250-300 points depending on the powers you buy and give you a sniping unit + pyschic defense that's very hard to shift from cover (2++ re-rollable save in ruins, oh yeah).

Of course you could take 5 Dire Avengers as the mandatory troop choice, but they'd do even less than the Rangers/Pathfinders.


Sisters of Battle @ 2012/07/12 23:42:04


Post by: Lucre


If I remember correctly, doom only effects the targetted critter, so anything attacking it, no matter their relationship to the eldar, are more likely to hurt em.


Sisters of Battle @ 2012/07/13 12:51:43


Post by: Spidey0804


And 16% of the time they aren't going to do anything.... Sorry I need everything functioning.


Automatically Appended Next Post:
What is the AP for Neural Whips? Did I miss it in the book?


Sisters of Battle @ 2012/07/13 13:45:12


Post by: Shandara


The whips are power weapons with special rules, so 'Unusual' i.e. AP3.


Sisters of Battle @ 2012/07/13 13:54:48


Post by: Spidey0804


Ok so I might Allie IG for this...

http://www.games-workshop.com/gws/wnt/blog.jsp?pid=3100044-gws&_requestid=2556181

Go Avenger!


Sisters of Battle @ 2012/07/13 14:38:05


Post by: Dr Mathias


Spidey0804 wrote:Ok so I might Allie IG for this...

http://www.games-workshop.com/gws/wnt/blog.jsp?pid=3100044-gws&_requestid=2556181

Go Avenger!


Even better, the Sisters of Battle get a particular mention in the description on the ForgeWorld site. I'm not sold on the design, but the fact that someone is paying attention to the Sororitas (positively that is) makes me happy


Sisters of Battle @ 2012/07/13 14:52:58


Post by: pretre


Spidey0804 wrote:And 16% of the time they aren't going to do anything.... Sorry I need everything functioning.

Yeah, you would have to hide the Pathfinders and Farseer way off in a corner somewhere and hope that no one glances in their direction. Not sold. Although it would be cool from a fluff standpoint, the Eldar secretly manipulating the flow of the battle unseen by the Sororitas.


Sisters of Battle @ 2012/07/13 14:57:29


Post by: Shandara


pretre wrote:
Spidey0804 wrote:And 16% of the time they aren't going to do anything.... Sorry I need everything functioning.

Yeah, you would have to hide the Pathfinders and Farseer way off in a corner somewhere and hope that no one glances in their direction. Not sold. Although it would be cool from a fluff standpoint, the Eldar secretly manipulating the flow of the battle unseen by the Sororitas.


Well the pathfinders are only vulnerable to assault/flamers, really. And with 36" range they can be hidden out of the way.

Problem is they don't do much really, even when you take 10 and have a farseer for guide to re-roll anything but a 6.


Sisters of Battle @ 2012/07/13 14:58:45


Post by: pretre


Yeah, I think a Farseer with Stones and RoW, Guide and Doom would be the best bet with 5 PF. Still not awesome though.

I can do better things with Guard for the points.


Sisters of Battle @ 2012/07/13 15:11:36


Post by: Evil Lamp 6


Something I've been wondering since 6th dropped, with the ability to use Melta Bombs in CC against MC's, is there still a point to taking Eviscerators on any Vet Superiors? Sure you get to use your WS and get more attacks with the Eviscerator, but for the points cost of equipping one Eviscerator, I could instead get Melta Bombs for most of my Superiors. I could then use that savings on points for something else. So given that Melta Bombs now have a wider range of targets that mainly overlap with Eviscerators, is it worth taking Eviscerators at all?


Sisters of Battle @ 2012/07/13 15:15:30


Post by: pretre


MB are damn good now, so yeah I swapped out some stuff to get MB on my sups for Seraphim at least. Eviscerators aren't as necessary to get us out of combat.

I don't think I'll take any right now.


Sisters of Battle @ 2012/07/13 15:52:33


Post by: Spidey0804


Avenger is also carrying a 85 pounds price tag.... Hmmm what do I need to scratch built this.


Sisters of Battle @ 2012/07/13 20:48:43


Post by: pzbw7z


Shandara wrote:
Of course you could take 5 Dire Avengers as the mandatory troop choice, but they'd do even less than the Rangers/Pathfinders.


The troop selection to consider would be Guardian Jetbikes. Last turn objective grab, anyone?


Sisters of Battle @ 2012/07/13 20:55:43


Post by: pretre


Yeah, but then your farseer would be all by themself somewhere very exposed.


Sisters of Battle @ 2012/07/13 20:59:07


Post by: Necrosis


Spidey0804 wrote:Ok so I might Allie IG for this...

http://www.games-workshop.com/gws/wnt/blog.jsp?pid=3100044-gws&_requestid=2556181

Go Avenger!

If you read the decription that is an Imperial Navy Ship that is often requested by the sisters of battle (also all its fluff is related to sisters of battle). Thus you probably won't need to field guard to field this (in fact guard will probably have to ally in sisters to field that).


Sisters of Battle @ 2012/07/13 21:12:27


Post by: pzbw7z


pzbw7z wrote:
Shandara wrote:
Of course you could take 5 Dire Avengers as the mandatory troop choice, but they'd do even less than the Rangers/Pathfinders.


The troop selection to consider would be Guardian Jetbikes. Last turn objective grab, anyone?


pretre wrote:Yeah, but then your farseer would be all by themself somewhere very exposed.


Only for a turn.


Sisters of Battle @ 2012/07/13 21:15:25


Post by: pretre


Why only for a turn? Are you going to sit the GJB with the Farseer attached somewhere and wait for the objective grab?

Just seems really gimmicky to me. I like the pathfinders better.


Sisters of Battle @ 2012/07/13 21:42:15


Post by: Shandara


I'm guessing if the farseer is exposed for one turn, it'll be dead the next.


Sisters of Battle @ 2012/07/14 01:02:37


Post by: pzbw7z


pretre wrote:Why only for a turn? Are you going to sit the GJB with the Farseer attached somewhere and wait for the objective grab?

Just seems really gimmicky to me. I like the pathfinders better.


No, I'm not going to take any Eldar at all. Taking a Farseer is gimmicky, taking any Eldar at all is gimmicky. Allies are gimmicky, the whole thing was a huge mistake. One giant can of worms that was best left unopened.


Sisters of Battle @ 2012/07/14 01:04:39


Post by: pretre


That's going a bit far. Especially from a sob player. Not that long ago we were the ally codex.

Most allies I have seen were pretty cool so far.


Sisters of Battle @ 2012/07/14 01:23:35


Post by: pzbw7z


Actually, the Jetbikes are useless as allies to SoB. My bad, should have looked at the chart before suggesting it.


Sisters of Battle @ 2012/07/14 04:49:06


Post by: Voldrak


On the subject of allies.

I've been considering dark angels lately for the following reason

1- Next box set will have dark angels vs chaos space marines
2- other than 7k sisters I have 8k chaos marines.

They also have a codex update likely coming down the road.

In it's current state, what do you think from the dark angels codex would provide what sisters are missing in an ally?

Ravenwing seems to provide some quick, tough mobile infantries.
Deathwing on the other hand feels like something that could be deepstriked behind enemy lines to distract your opponent while the sisters move forward.

Without speculating on the new codex, what would be good currently?


Sisters of Battle @ 2012/07/14 11:53:51


Post by: pzbw7z


Voldrak wrote:On the subject of allies.

I've been considering dark angels lately. . .
Without speculating on the new codex, what would be good currently?


Belial and a squad of 'hammer 'Nators would be a thought. It's a tough, scoring unit with deep-strike for potential line-breaker points and distant-objective holding/contesting as well as just good, old-fashioned mouth-smashing. A second squad of 'Hammer 'Nators would be okay, and heck, if you want, play a third in the available elite slot. It has to stated that that might not leave many points left for your Sisters.

Ravenwing Attack Squadrons can cause mischief with their scout ability.

Ravenwing Support squadrons offer cheap-ish, fast skimmers which can be useful to contest objectives or tooled up to go vehicle hunting. The Typhoon upgrade is pretty reasonable.


Sisters of Battle @ 2012/07/14 20:26:58


Post by: pretre


Yeah, Bel and terms is your best bet. Cheap typhoons maybe.


Sisters of Battle @ 2012/07/14 20:48:50


Post by: GiraffeX


Hi could I have your thoughts on the below list for a doubles tournament, I dont know who my partner will be so going blind as usual.

This will also be my first time playing Sisters

Saint Celestine 
115

Seraphim Squad
Two extra girls
Two Inferno Pistols x1
Two Hand Flamers x1  
160

Battle Sisters squad
Meltagun
Multi-melta
145   

Battle Sisters squad
Meltagun
Multi-melta  
145

Exorcist
135

Retributer Squad
Heavy Bolter x4
One extra girl
97

Aegis Defence Line
Quad gun
100

Total 897 of 900

Celestine will go with the Seraphim Squad giving them fearless. The Retributers will use the Quad gun, as a rending Quad gun sounds like it could be a good idea. The Exorcist will also go behind the defence line while the normal Sisters take objectives.

Thanks


Sisters of Battle @ 2012/07/14 21:27:28


Post by: pretre


Looks good, but i would swap the infernos for the hand flamers Snd give the superior mb. Nasty at low points.


Sisters of Battle @ 2012/07/14 22:03:25


Post by: GiraffeX


Thanks pretre, I'll be going with your advice. I just need to paint them all now


Sisters of Battle @ 2012/07/15 00:04:20


Post by: pretre


What order are tou going with for paint?


Sisters of Battle @ 2012/07/15 07:20:46


Post by: GiraffeX


I think it resembles one of the GW ones although I'm not sure, you'll have to tell me

This my Canoness who the rest will be based on. I call them the Sisters of the Nights Rose



Sisters of Battle @ 2012/07/15 08:07:57


Post by: SagesStone


Slightly resembles OML, but still different enough anyway. That sword blade is cool.


Sisters of Battle @ 2012/07/15 22:29:41


Post by: pzbw7z


Here's a ally idea that might not be crazy:

Space Maine allies - 575 points
Master of the Forge, Conversion beamer - 120 points
Dreadnought, 2x twin-linked autocannon (Elite) - 125 points
Space Marine Tactical squad, missile launcher, flamer, Rhino - 205 points
Dreadnought, 2x twin-linked autocannon (Heavy Support) - 125 points

The Master hangs out with the missile launcher and the Dreads shoot the flyers that everyone is so excited about. A second Tactical squad is a possibility, or a cheaper troop - Scouts - is a possibility for either troop slot in the ally detachment.

For a 1,999-point list, that leaves 1,424 for the main detachment. Cutting the allied troops points would allow a normal 1,500-point SoB list to fit.


Sisters of Battle @ 2012/07/16 02:22:36


Post by: quiestdeus


pzbw7z wrote:Here's a ally idea that might not be crazy:

Space Maine allies - 575 points
Master of the Forge, Conversion beamer - 120 points
Dreadnought, 2x twin-linked autocannon (Elite) - 125 points
Space Marine Tactical squad, missile launcher, flamer, Rhino - 205 points
Dreadnought, 2x twin-linked autocannon (Heavy Support) - 125 points

The Master hangs out with the missile launcher and the Dreads shoot the flyers that everyone is so excited about. A second Tactical squad is a possibility, or a cheaper troop - Scouts - is a possibility for either troop slot in the ally detachment.

For a 1,999-point list, that leaves 1,424 for the main detachment. Cutting the allied troops points would allow a normal 1,500-point SoB list to fit.


I LOVE Dread models, and think this could be a super fun list to play, but in terms of efficiency guard beat this out :(

6 autocannons are 235 points (Infantry platoon - PCS with autocannon, 2 squads with autocannons, and HWT with 3 autocannons) , and has the benefit of providing a slew of scoring bodies. With a CCS, "bring it down!" works nearly as well to pew-pew fliers.

Marine allies are definitely not crazy, just comes down to what you would like to do


Sisters of Battle @ 2012/07/16 21:12:09


Post by: pzbw7z


I had another ally thought. . . wait for it . . .

Ordo Hereticus Inquisitor! Didn't see that coming, did ya?
Venerable Dreadnought 2x twin-lined autocannons, Psybolt
Grey Knight Terminators, possibly x 2
Dreadnought 2x twin-lined autocannons, Psybolt

A fun - but not cheap - option, would be a big, honking Inquisitorial Henchmen Squad in a Storm Raven. This would give the =I= guy a unit to caddy for.


Sisters of Battle @ 2012/07/16 21:22:25


Post by: pretre


If only we were battle brothers, you could join Uriah to a Henchmen Squad with DCA/Crusaders in a Storm Raven.


Sisters of Battle @ 2012/07/16 23:38:55


Post by: pzbw7z


pretre wrote:If only we were battle brothers, you could join Uriah to a Henchmen Squad with DCA/Crusaders in a Storm Raven.


While the Feel-No-Pain would be super, all you really need to do is not roll a one for the Psychotroke grenades.

Even if they were Battle Brothers, I don't think Uriah could get in the Storm Raven, or is just "dedicated" transports that are prohibited?


Sisters of Battle @ 2012/07/16 23:39:58


Post by: kenshin620


pzbw7z wrote:
pretre wrote:If only we were battle brothers, you could join Uriah to a Henchmen Squad with DCA/Crusaders in a Storm Raven.


While the Feel-No-Pain would be super, all you really need to do is not roll a one for the Psychotroke grenades.

Even if they were Battle Brothers, I don't think Uriah could get in the Storm Raven, or is just "dedicated" transports that are prohibited?


BB can never use ally transports


Sisters of Battle @ 2012/07/17 03:16:16


Post by: pretre


ICs can join a hench squad though, can't they?


Sisters of Battle @ 2012/07/17 05:09:46


Post by: Amerikon


I'm pretty sure joining an IC to an allied unit makes it OK for them to embark in an allied transport. Kind of the same way you can cast Fortune on a DE character by joining him to an Eldar unit.


Sisters of Battle @ 2012/07/17 13:30:10


Post by: Spidey0804


Amerikon wrote:I'm pretty sure joining an IC to an allied unit makes it OK for them to embark in an allied transport. Kind of the same way you can cast Fortune on a DE character by joining him to an Eldar unit.


TO me its RAW... and that would mean no. The squad can but the IC cant.


Sisters of Battle @ 2012/07/17 16:56:28


Post by: Amerikon


Spidey0804 wrote:
Amerikon wrote:I'm pretty sure joining an IC to an allied unit makes it OK for them to embark in an allied transport. Kind of the same way you can cast Fortune on a DE character by joining him to an Eldar unit.

TO me its RAW... and that would mean no. The squad can but the IC cant.
Yeah. I think you're right. I re-read the rule, there's nothing about "units" or anything that might make it ambiguous. It looks like Battle Brothers can't use alled transports, Full Stop.


Sisters of Battle @ 2012/07/17 16:57:59


Post by: SagesStone


I guess it's something for an FAQ later as well. The IC joining being able to embark. It'd probably end up being a no, but some things are just better confirmed.


Sisters of Battle @ 2012/07/17 18:11:27


Post by: Jancoran


only Battle buddy IC's can join an allied unit. GK aren't Battle Buddies with SOB's right?


Sisters of Battle @ 2012/07/17 18:16:48


Post by: pretre


Right. This started with me wishing they were, so I could. Then it was pointed out that even if they were, it wouldn't work.


Sisters of Battle @ 2012/07/17 18:27:24


Post by: Kris Knives


Jancoran wrote:only Battle buddy IC's can join an allied unit. GK aren't Battle Buddies with SOB's right?


Nope, they just tolerate each other. The only Battle Brother the Sisters have is the IG.


Sisters of Battle @ 2012/07/17 18:58:48


Post by: Amerikon


We mentioned this briefly when the 6E rules first came out, but now that I've played a few games, I'm 100% sold on the St Celestine/Seraphim combo. It's HUGE. Celestine's ability to soak small arms fire and even power weapon wounds gives a huge buff to a unit whose main drawback was survivability. Since they're also Fearless and have an 85% chance of making their Hit & Run you can now charge units as a way to stop them from shooting for a turn and then use them as a "launching pad" when you H&R.

I think their biggest weakness would be against armies that can spam high strength shooting like Eldar War Walkers, IG Chimeras/Autocannon HWTs, and GK Psycannons. You can't use Celestine as a shield against them b/c they'll ID her if you get unlucky and roll a 1.


Sisters of Battle @ 2012/07/17 23:32:18


Post by: Jancoran


Amerikon, how is Celestine protecting the unit from small arms fire...


Sisters of Battle @ 2012/07/17 23:37:31


Post by: Casbyness


I'm not sure if my army is legal. I am using roughly 3,000pts Sisters of Battle, with:

3 HQs (Uriah, Celestine, Canoness)
Canoness support squad (two Heavy Bolters) + Rhino
Battle Conclave (4 DCA + 2 Crusaders) + Rhino
4 Priests (are these allowed to embark the Canoness' Rhino with her and her squad? All at once?)
4 Sister Squads (two with Rhinos, two without)
Repentia Squad
5 Celestians with Rhino
10 Seraphim
2 x 6 Dominions with Immolators
6 Retributors + Immolator
3 Penitent Engines
Exorcist

Dark Angel allies:
Belial (Lightning Claws)
Deathwing Terminator Squad (all Lightning Claws, counts as my Troop choice, I think this also stops me taking an Elite ally choice though. Tactic is Turn 1 teleport in deep strike using Deathwing Assault rule).
Ravenwing Attack Bike Squad (3 bikers, teleport homing beacons, used to stop the Terminators scattering when they arrive)

Are my allies allowed? I used to take a Deathwing Termie squad for giggles when my friends let me, it gave the SoB another decent assault squad. But now it seems I can do this legally so long as I take Belial.

Plus I threw the Bikes in because I happen to have models that vaguely resemble Ravenwing Bikers (sort of...2 converted Grey Knight bikers and 1 Celestine riding a white horse, lol. I think they can count-as Ravenwing given how fluffy my army is!)

Now I am waiting for reinstatement of the Jump Pack Canoness so I can use Ephrael again as a fourth HQ choice. Or better yet, just make Ephrael legal please



Sisters of Battle @ 2012/07/17 23:48:46


Post by: pzbw7z


As far as I know, there is nothing that restricts the Priests joining your command squad.

The allies are okay, you can take Deathwing Terminators as troops and/or elites with Master Belial, so up to three squads is perfectly legal. Since the list is over 2,000 points, you can actually take another allied detachment which would also have to be from Codex: Dark Angels so you can go nuts. You would, of course, have to take another CA HQ if you took a second allied detachment.


Sisters of Battle @ 2012/07/18 00:03:42


Post by: Casbyness


Oh good. I assume the 3 HQs is also legal? And the use of the Deathwing Assault teleport in Turn 1?

At first I was using IG allies but then realised I could fnally make the Terminators legal. With only a six painted I thought I would need to go buy an entire Dark Angels tactical squad and a Commander but amazingly Belial's special rule solved all the problems at once. All I had to do was convert one Terminator into him and I had my allies.

The IG is still great fun too though. Taking a Deathstrike Missle Launcher with a SoB army can be a surprise to some opponents


Sisters of Battle @ 2012/07/18 00:05:38


Post by: Amerikon


Jancoran wrote:Amerikon, how is Celestine protecting the unit from small arms fire...
She can soak up shots because she has a 2+ SV and 3W. You put her out in front so all incoming shots get allocated to her first. Then you roll your saves on Celestine. You can do it one at a time so if you get a little nervous about her dying (maybe she's failed a couple of saves) you can try to "Look Out Sir!" and give the wound to a Seraphim. That works on a 2+ as well b/c she's an IC. You can also use LOS! to move high S or low AP shots onto your Seras as well. And, since she's still St C, even if she dies she might come back!

That works exactly the same way in HtH as well. As long as Celestine is in base contact with the enemy unit and alive, you can allocate their Power Weapon attacks onto her. That way she gets to use her 2+ to save the Seras. 6th Edition wound allocation is a bit ridiculous. Although I guess it is fairly "cinematic" to have your BAMF out front wading through fire.


Sisters of Battle @ 2012/07/18 00:22:57


Post by: pzbw7z


Casbyness wrote:Oh good. I assume the 3 HQs is also legal? And the use of the Deathwing Assault teleport in Turn 1?

At first I was using IG allies but then realised I could fnally make the Terminators legal. With only a six painted I thought I would need to go buy an entire Dark Angels tactical squad and a Commander but amazingly Belial's special rule solved all the problems at once. All I had to do was convert one Terminator into him and I had my allies.

The IG is still great fun too though. Taking a Deathstrike Missle Launcher with a SoB army can be a surprise to some opponents


Yes, three HQ's is legal and you have the required four troops, so the list looks okay. One little thing I would change; there's no reason to play Celestians while slots are available for Dominions. Dominions are cheaper and better. You can have up to six Fast Attack choices.

Deathwing Assault is also good to go.

Belial is definitely a neat little package. If I were starting from scratch, I'd probably go with Hammers and the obligatory Cyclone, but there's something to be said for using what one already has.

I've got a pretty good selection of Tallarn myself; Al'Raheem used to make regular appearances with my girls in the Witch Hunter days. It may be time for him to reprise that role.


Sisters of Battle @ 2012/07/18 00:57:10


Post by: Casbyness


pzbw7z wrote: Yes, three HQ's is legal and you have the required four troops, so the list looks okay. One little thing I would change; there's no reason to play Celestians while slots are available for Dominions. Dominions are cheaper and better. You can have up to six Fast Attack choices.


My army isn't competitive, I just like having all the different units to try out. Maybe I will paint a pair of Melta Sisters to replace the HB Sister in the Squad, then it can be used as either type.

Someone should field 18 Penitent Engines!


Sisters of Battle @ 2012/07/18 01:59:00


Post by: pzbw7z


Here's a list I may try out for fun:

Sisters of Battle 1420
Celestine
3x Dominions x5, 2x flamer, combi-flamer; Immolator, twin-linked multi-melta
2x Battle Sisters x10, heavy flamer, melta gun, combi-melta, Rhino
3x Exorcist

GK aliies 552 points
Coteaz
Henchmen Warband, 6x Death-Cult assassins, 3x Crusaders
Henchmen Warband, 3x Warrior Acolytes, Razorback, Psybolt
Land Raider

This would be for 1999 games and primarily for fun. The allies don't fulfill any deep strategic need - although the Land Raider probably won't suck at shooting flyers but that's not why it's in the list; it's in the list because I still have my old, Inqusitorial Land Raider and I think it's cool.

It's a shame to have to take Coteaz to do this, but that's life. The big warband has a fairly obvious function, the small one is just another scoring unit that admittedly might not survive to score. I might beef up that unit a little since the list is a little under 1999.

Mostly I can do all this with only a little additional modelling; I just have to slap together a turret for the Psyback.


Sisters of Battle @ 2012/07/18 02:35:23


Post by: pretre


The hilarious thing to do with Coteaz is to take 2 monkeys, some warm bodies and a Icarus las cannon. Get divination. Profit.


Automatically Appended Next Post:
Also, I have to say that sixth is finally bringing variety to sisters lists again. I used to have everything good at 1850 and I was done. Now I can pick and choose. The top sob lists may actually be different now.


Sisters of Battle @ 2012/07/18 04:16:35


Post by: kenshin620


pretre wrote:
Also, I have to say that sixth is finally bringing variety to sisters lists again. I used to have everything good at 1850 and I was done. Now I can pick and choose. The top sob lists may actually be different now.


With the changes to Rage, I am definitely thinking of sticking a trio of Penitent Engines for allies for IG. Probably not the best use of points, but I think they can be a fantastic counter charge unit. As long as they dont get glanced to death or something...


Sisters of Battle @ 2012/07/18 05:10:48


Post by: Amerikon


pretre wrote:Also, I have to say that sixth is finally bringing variety to sisters lists again. I used to have everything good at 1850 and I was done. Now I can pick and choose. The top sob lists may actually be different now.
Are you talking about allies? Otherwise I don't get it. I think 6th made most of our assault elements worse. So in that case it's restricted our choices (for pure SoB) that much further.


Sisters of Battle @ 2012/07/18 08:14:21


Post by: Jancoran


Amerikon wrote:
Jancoran wrote:Amerikon, how is Celestine protecting the unit from small arms fire...
She can soak up shots because she has a 2+ SV and 3W. You put her out in front so all incoming shots get allocated to her first. Then you roll your saves on Celestine. You can do it one at a time so if you get a little nervous about her dying (maybe she's failed a couple of saves) you can try to "Look Out Sir!" and give the wound to a Seraphim. That works on a 2+ as well b/c she's an IC. You can also use LOS! to move high S or low AP shots onto your Seras as well. And, since she's still St C, even if she dies she might come back!

That works exactly the same way in HtH as well. As long as Celestine is in base contact with the enemy unit and alive, you can allocate their Power Weapon attacks onto her. That way she gets to use her 2+ to save the Seras. 6th Edition wound allocation is a bit ridiculous. Although I guess it is fairly "cinematic" to have your BAMF out front wading through fire.


This is not entirely accurate. I thought it was probably what you meant but I wanted to make sure. I thought maybe there was a different reason or something.

I'd take a really close look at the way multiple save types are handled and the look out sir rule. This isn't the thread for that, but the order of operations is not the same when there are multiple saves, its reversed which is important information. It is also slightly different in close combat as one model takes saves til it dies in that scenario. Anyways, onward and upward.


Sisters of Battle @ 2012/07/18 12:41:22


Post by: SkaerKrow


I'm planning on adding a Sisters allied detachment in my Guard, just because I like the idea of adding some additional variety to my list.

Right now I'm looking at...

Cannoness w/ Power Axe and Combi-Melta
12-15 Sisters of Battle with Meltagun and Heavy Flamer
Exorcist with Storm Bolter

Pretty standard stuff, I'm sure. Thanks to the changes to Rage, I've also toyed with the idea of using a squad of Repentia or a Squadron of Penitent Engines. The Repentia seem fragile, but as a Guard player I could potentially use some of my Chimeras as mobile bunkers and have the Repentia walk in behind them. Or the Repentia could camp out near my tank depot and charge in against any enemy Melta squads that head in that direction. Or possibly they're just bad, and I should avoid them.


Sisters of Battle @ 2012/07/18 12:54:50


Post by: SagesStone


Unless I'm missing something I don't think the Canoness can get a power axe, but a sword instead.


Sisters of Battle @ 2012/07/18 13:19:39


Post by: kenshin620


n0t_u wrote:Unless I'm missing something I don't think the Canoness can get a power axe, but a sword instead.


FAQ/Errata says "Change all references to "Power Sword" to "Power Weapon"

(which is odd because this FAQ/Errata entry is NOT magenta)


Sisters of Battle @ 2012/07/18 13:39:58


Post by: pretre


Amerikon wrote:
pretre wrote:Also, I have to say that sixth is finally bringing variety to sisters lists again. I used to have everything good at 1850 and I was done. Now I can pick and choose. The top sob lists may actually be different now.
Are you talking about allies? Otherwise I don't get it. I think 6th made most of our assault elements worse. So in that case it's restricted our choices (for pure SoB) that much further.


Yes and No. Here let me start up the theory-crafting. I need a 1750 list for a 6th Ed tournament on August 18th. I'm currently debating two to four lists. My problem is I can't fit even close to everything I want in them.

Pure Sisters
Celestine
Jacobus
2xRhino girls (HF/Melta and Melta/MM) in Rhinos (Searchlights)
1x 10 girls (M/MM)
2xDominion (2xFlamer, Combi, TL-MM, Dozer/Search)
Seraphim (8) w/2xHF, MB
Exorcistx3
Aegis with Quad
1749
Now I would love to add my Conclave back into that to hold the Aegis and such, but that would lose me a scorer. It is also week to fliers.

Allies
Saint Celestine
Uriah Jacobus
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Chainsword - Immo (TL-MM, Dozer)
Dominion Squad (5) w/ 2x Flamer, Combi-melta / Bolt Pistol - Immo (TL-MM, Dozer)
Exorcist
Exorcist
Aegis with Icarus
Primaris Psyker
PBS (7 Psykers and 1 Overseer)
PCS w/ 2 x Plasmagun
Infantry Squad w/ Meltagun, Autocannon
Infantry Squad w/ Autocannon
Vendetta

Strong on fliers, good cheap resilent scoring behind the Aegis with Jacobus and the Blob. No Seraphim though and I'd love to make the blob power. Ugh. I could drop a Dom squad for Seras, but then I lose my initial punch. I want a second exo, but I can't get the points.

Before, I could get everything I wanted at 1850 (3 doms, 3 exos, a couple girls in rhinos, celestine and conclave). Adding anything else was suboptimal. Now, I think I could go up to 2-3k on pure pretty easy just by taking 4 troops and unlocking the secondary slots. We always had a problem with filling out the FOC too soon and now I can fix that. Not to mention that I can get anti-air, anti-deathstar, psychic from guard and cheap, resilent scoring.

TLDR: Basically, 6th fixed the problem of Sisters only being a sub-2000 army because of full FOC problems and poor elite/troop choices. Now we can go up to 3-4k easy with our two FOC and Allies and not lose efficiency or killy-ness.


Automatically Appended Next Post:
SkaerKrow wrote:I'm planning on adding a Sisters allied detachment in my Guard, just because I like the idea of adding some additional variety to my list.

Right now I'm looking at...

Cannoness w/ Power Axe and Combi-Melta
12-15 Sisters of Battle with Meltagun and Heavy Flamer
Exorcist with Storm Bolter

Pretty standard stuff, I'm sure. Thanks to the changes to Rage, I've also toyed with the idea of using a squad of Repentia or a Squadron of Penitent Engines. The Repentia seem fragile, but as a Guard player I could potentially use some of my Chimeras as mobile bunkers and have the Repentia walk in behind them. Or the Repentia could camp out near my tank depot and charge in against any enemy Melta squads that head in that direction. Or possibly they're just bad, and I should avoid them.

If you're going to add something to your guard, either take Kyrinov (6" fearless bubble) or Jacobus (FNP for a blob). Canoness is more expensive and worse. I would avoid repentia and PEs. As well, I don't know that an Exo does anything that your army doesn't already do in guard.


Automatically Appended Next Post:
Jancoran wrote:
Amerikon wrote:
Jancoran wrote:Amerikon, how is Celestine protecting the unit from small arms fire...
She can soak up shots because she has a 2+ SV and 3W. You put her out in front so all incoming shots get allocated to her first. Then you roll your saves on Celestine. You can do it one at a time so if you get a little nervous about her dying (maybe she's failed a couple of saves) you can try to "Look Out Sir!" and give the wound to a Seraphim. That works on a 2+ as well b/c she's an IC. You can also use LOS! to move high S or low AP shots onto your Seras as well. And, since she's still St C, even if she dies she might come back!

That works exactly the same way in HtH as well. As long as Celestine is in base contact with the enemy unit and alive, you can allocate their Power Weapon attacks onto her. That way she gets to use her 2+ to save the Seras. 6th Edition wound allocation is a bit ridiculous. Although I guess it is fairly "cinematic" to have your BAMF out front wading through fire.


This is not entirely accurate. I thought it was probably what you meant but I wanted to make sure. I thought maybe there was a different reason or something.

I'd take a really close look at the way multiple save types are handled and the look out sir rule. This isn't the thread for that, but the order of operations is not the same when there are multiple saves, its reversed which is important information. It is also slightly different in close combat as one model takes saves til it dies in that scenario. Anyways, onward and upward.

For Mixed Save units, allocation is before saves. So he takes a couple saves, fails 2 and then LOS the rest of the allocated wounds (before saves) to Seraphim. That works.


Sisters of Battle @ 2012/07/18 14:56:47


Post by: Amerikon


Jancoran wrote:
Amerikon wrote:
Jancoran wrote:Amerikon, how is Celestine protecting the unit from small arms fire...
She can soak up shots because she has a 2+ SV and 3W. You put her out in front so all incoming shots get allocated to her first. Then you roll your saves on Celestine. You can do it one at a time so if you get a little nervous about her dying (maybe she's failed a couple of saves) you can try to "Look Out Sir!" and give the wound to a Seraphim. That works on a 2+ as well b/c she's an IC. You can also use LOS! to move high S or low AP shots onto your Seras as well. And, since she's still St C, even if she dies she might come back!

That works exactly the same way in HtH as well. As long as Celestine is in base contact with the enemy unit and alive, you can allocate their Power Weapon attacks onto her. That way she gets to use her 2+ to save the Seras. 6th Edition wound allocation is a bit ridiculous. Although I guess it is fairly "cinematic" to have your BAMF out front wading through fire.


This is not entirely accurate. I thought it was probably what you meant but I wanted to make sure. I thought maybe there was a different reason or something.

I'd take a really close look at the way multiple save types are handled and the look out sir rule. This isn't the thread for that, but the order of operations is not the same when there are multiple saves, its reversed which is important information. It is also slightly different in close combat as one model takes saves til it dies in that scenario. Anyways, onward and upward.
I can see why you'd think what I said was wrong, but I'm doing it right in that example. I'm not saying that you can take saves on Celestine until she fails one and then you can try to LOS! it to a squad member. What I said was you take saves on Celestine until you start to worry about whether she's going to die then you LOS! the wounds to the ladies in the squad. The squad member would have to take the save b/c in mixed units LOS! is done before taking the armor save.

In assaults when allocating wounds, you can pretty much spread them around to anyone in base contact. It's actually different from the shooting rules which use the "take saves til it dies" mechanic. In either case, Celestine can be used to tank wounds for any unit she's joined to.


Sisters of Battle @ 2012/07/18 15:29:07


Post by: pretre


Hmm. Thinking about this one.

Saint Celestine
Uriah Jacobus
Battle Conclave (6 DCA, 4 Crusaders)
Battle Sister Squad (10) w/ Meltagun, Heavy Flamer, Bolt Pistol / Chainsword - Rhino
Battle Sister Squad (10) w/ Meltagun, Multimelta, Bolt Pistol / Chainsword - Rhino
Dominion Squad (5) w/ 2x Flamer, Combi-flamer / Chainsword - Immo (TL-MM, Dozer)
Dominion Squad (5) w/ 2x Flamer, Combi-flamer / Chainsword - Immo (TL-MM, Dozer)
Seraphim (8) w/ 2x Hand Flamer, Meltabombs
Exorcist
Exorcist
Exorcist
Aegis with Quad-Gun

Place Aegis 6-8" out of Deployment zone with Uriah + Conclave on the line. Turn 1, Uriah and Crew take over the gun and dare someone to charge them, holding the center of the board.
Dominions on either side of him for scout move. Scout 12" forward. Nuke the crap out of something turn 1.
Seraphim w/ Celestine behind Uriah or DS reserve. Drop in and eliminate targets with flame.
Sisters sit behind Aegis or go forward for Objectives.
Exos do their thing.

It is soft for scoring, but everything is pretty else is pretty nasty.


Sisters of Battle @ 2012/07/18 15:34:53


Post by: Shandara


Well, it seems like a good idea, but you're investing a lot of points into a quad gun camping squad (even if it's a big deterrent to charging it). But they could also just shoot the gun away, since it's a separate target isn't it?

Although I guess you do place a big hurdle in the center of the field that they daren't really come close to with anything less than terminators.


Sisters of Battle @ 2012/07/18 15:39:19


Post by: pretre


Shandara wrote:Well, it seems like a good idea, but you're investing a lot of points into a quad gun camping squad (even if it's a big deterrent to charging it). But they could also just shoot the gun away, since it's a separate target isn't it?

Although I guess you do place a big hurdle in the center of the field that they daren't really come close to with anything less than terminators.


Even terminators won't want to go there without some softening first since it will be a mix of axe/sword, maul/sword on that squad.

The idea here is as well that since the Gun is center to the board, anyone who comes within 4d6 of that point (average 14") is going to get a nasty surprise when they jump out and take an active role in things. The Aegis replaces the old Rhino delivery system and gives them alternative use other than jump out of rhino, weather a turn of shooting and then maybe assault if there's anyone near you. It also potentially puts a bullet magnet front and center which may allow Celestine or the Doms to get more work done.


Sisters of Battle @ 2012/07/18 17:36:52


Post by: Amerikon


pretre wrote:
Shandara wrote:Well, it seems like a good idea, but you're investing a lot of points into a quad gun camping squad (even if it's a big deterrent to charging it). But they could also just shoot the gun away, since it's a separate target isn't it?

Although I guess you do place a big hurdle in the center of the field that they daren't really come close to with anything less than terminators.


Even terminators won't want to go there without some softening first since it will be a mix of axe/sword, maul/sword on that squad.
Just so I get this right, if you have a sword and an axe, you still get the +1A for two weapons, but you can choose to get I6 AP3 hits from your sword or I1 AP2 hits with your axe? That's just super nasty.


Sisters of Battle @ 2012/07/18 17:39:20


Post by: pretre


Yes. Basically, you can kit out your squad to handle anything.

My loadout right now for the proposed list above is:
2 DCA with Axe/Sword
4 DCA with Maul/Sword
3 Crusaders with Axe
1 Crusader with Sword (Stupid model I can't figure out an easy/good way to convert)

Crusaders get axes because they always swing last anyways. Majority of mauls to take down walkers. Should be enough Axes to drop Termies there anyways.

Oh and Axes make Crusaders S4 and DCA S5. Mauls make DCA S6!! although only AP4.


Sisters of Battle @ 2012/07/18 17:43:54


Post by: Inquisitor_Dunn


Played a couple team games yesterday. Only had 1000 points to work with but I wanted to run 20 man units lead by some characters to see some wound shenanigans.

I had a 20 battle sisters with 2xmelta. Sarg with power ax/plasma pistol. Saint Celestine, Jacobus, and 2x preists. One with an eviserator and one plain for challenges I cannot win.

only units I had problems with were 2+ save ones. Termies bogged them down and a relic blade chaptain in 2+ was a pain in challenges.

Epic moment was a redeemer firing both flamestorm cannons and doing 22 str 6 ap 3 wounds. Saint Celestine was in the front, closest to the tank, and proceeded to make all 22 of her 2+ saves. It was really demoalising for the marine player. I think alot of the group soured on 6th right there.


Sisters of Battle @ 2012/07/18 17:45:15


Post by: pretre


lmao. That redeemer thing was hilarious.

He could have just moved 2 inches to the right and made it so she wasn't closest. He's on a mobile platform.

That's not 6th's fault. That's his fault.


Sisters of Battle @ 2012/07/18 17:45:19


Post by: Amerikon


pretre wrote:Yes. Basically, you can kit out your squad to handle anything.

My loadout right now for the proposed list above is:
2 DCA with Axe/Sword
4 DCA with Maul/Sword
3 Crusaders with Axe
1 Crusader with Sword (Stupid model I can't figure out an easy/good way to convert)

Crusaders get axes because they always swing last anyways. Majority of mauls to take down walkers. Should be enough Axes to drop Termies there anyways.

Oh and Axes make Crusaders S4 and DCA S5. Mauls make DCA S6!! although only AP4.
How exciting! Now we get to have "How many axes/mauls in my Conclave?" discussions instead of just debating whether 2,3, or 4 Crusaders is optimal!


Sisters of Battle @ 2012/07/18 17:45:43


Post by: Inquisitor_Dunn


Next test is DCA lead by Saint Celestine!


Sisters of Battle @ 2012/07/18 17:45:52


Post by: Amerikon


Also, what bits are you using for the mauls and axes?


Sisters of Battle @ 2012/07/18 17:46:34


Post by: Inquisitor_Dunn


Yeah his movement was the cause of the redeemers fail.


Automatically Appended Next Post:
Amerikon wrote:Also, what bits are you using for the mauls and axes?



My crusaders are Sister Sigmar from Morhiem range. Add a shield and keep the hammers if you want. easy to add an ax too.

Reaper has weapon packs with axes in them too. Fantasy lines are the place to look for cool axes!


Sisters of Battle @ 2012/07/18 17:50:46


Post by: pretre


Amerikon wrote:How exciting! Now we get to have "How many axes/mauls in my Conclave?" discussions instead of just debating whether 2,3, or 4 Crusaders is optimal!
lol exactly.

Inquisitor_Dunn wrote:Next test is DCA lead by Saint Celestine!

I have had her join DCA before before charges, but now that she can soak hits... Yikes.


Amerikon wrote:Also, what bits are you using for the mauls and axes?

Flagellants. I bought a bunch for PBS in my Guard army and they are a wealth of bits. I'm using Flails for Mauls and Scythes for Axes. For my Crusaders, I'm using all the old Axes of Retribution I had from 3rd edition (which were Chaos Warrior axes, gussied up, IIRC).

Inquisitor_Dunn wrote:Yeah his movement was the cause of the redeemers fail.

I hate when people blame their own failings on the system.





Automatically Appended Next Post:
One of my favorite GW kits:



Sisters of Battle @ 2012/07/18 18:01:57


Post by: Shandara


I used the fantasy chaos warrior bitz I had laying around from a different project.

http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat440112a&rootCatGameStyle=


Sisters of Battle @ 2012/07/18 20:51:46


Post by: pzbw7z


Amerikon wrote:
pretre wrote:Also, I have to say that sixth is finally bringing variety to sisters lists again. I used to have everything good at 1850 and I was done. Now I can pick and choose. The top sob lists may actually be different now.
Are you talking about allies? Otherwise I don't get it. I think 6th made most of our assault elements worse. So in that case it's restricted our choices (for pure SoB) that much further.


The new rules probably hurt the Battle Conclave, but Repentia and Penitent Engines seem to be improved. I wouldn't call either "good", but they seem to suck less than before.


Sisters of Battle @ 2012/07/18 20:56:02


Post by: pretre


I think PE got worse overall. You can shuffle HP, but they still die to 3 glances, whereas before they ignored most of them.

Battle Conclaves at least have the variety of PW now.

They all took a hit though, as did most assault units.


Sisters of Battle @ 2012/07/18 23:19:20


Post by: Necrosis


pretre wrote:I think PE got worse overall. You can shuffle HP, but they still die to 3 glances, whereas before they ignored most of them.

Battle Conclaves at least have the variety of PW now.

They all took a hit though, as did most assault units.

They are open top. In 5th edition when they took a glance they had a 50% of dying if they were in a squad.


Sisters of Battle @ 2012/07/19 00:38:59


Post by: pretre


-2 for glance +1 for OT was only 5 and 6 to kill.


Sisters of Battle @ 2012/07/19 21:27:06


Post by: Inquisitor_Dunn


Big units of Sisters got better (if fearless....). Even my Ret squads are being filled out to 10. Quad flamer units are flat out fun. I use them to screen my units from assault if possible.



Sisters of Battle @ 2012/07/19 23:16:11


Post by: Amerikon


Inquisitor_Dunn wrote:Big units of Sisters got better (if fearless....)
But what do they do other than take up space? Not to mention a Fearless 20 woman BSS is over 350 points.


Sisters of Battle @ 2012/07/20 09:32:52


Post by: sudojoe


After much soul searching I think I finally found my sisters + GK alliance build

I'm going to put St. Celestine and Justicar Thawn somehow in a list. Probably not super optimal but maybe a 10 man terminator unit + thawn deep strike along with St. celestine + jump pack seraphim.

That'll be the heart of the build but was wondering what would you sisters players recommend as a complement units for the rest of the detatchment?


Sisters of Battle @ 2012/07/20 13:26:28


Post by: pretre


The good GK ally build that I saw was a guy locally.

He ran Coteaz + 2 Monkeys + Ablative Warriors. Gave Coteaz Divination and put them on top of a Bastion with Icarus.

Put rets inside the bastion.

Nasty nasty.


Sisters of Battle @ 2012/07/20 13:36:31


Post by: sudojoe


pretre wrote:The good GK ally build that I saw was a guy locally.

He ran Coteaz + 2 Monkeys + Ablative Warriors. Gave Coteaz Divination and put them on top of a Bastion with Icarus.

Put rets inside the bastion.

Nasty nasty.


so what were the retributors using? HB ? MM? That does sound like one heck of a pill box


Sisters of Battle @ 2012/07/20 13:39:02


Post by: pretre


Heavy Bolters plus 2 of the mounted heavy bolters on the Bastion (only 2 can hit any enemy at any time unless they surround you). So 6 HB that rend from the Rets.

Coteaz had 3 Lascannons, one with Skyfire. Divination gives him rerolls to hit at the least. In the case of one game, he got ignore cover. "Oh, your flyer jinks? About that..."


Sisters of Battle @ 2012/07/20 13:43:52


Post by: Spidey0804


Speaking of 20 man Fearless BSS squads I just played my first hardcore foot test last night... and can I say it was insane!!! Im getting ready for the final part of a Nova Invitational Qualifier Tourney that is coming up in a week and I am really hard pressed not to scrap my orginal list and feild this one.. BTW I was playing a against SMs last night with 2 flyer becuase I wanted to see what they could do.

Here's the list I ran

1750 Pts -Sisters of Battle -Foot List

HQ: Arch-Confessor Kyrinov

HQ: Saint Celestine

Fast Attack: Seraphim Squad (10)
Seraphim Squad 9 Two Hand Flamers (x2)
Seraphim Superior;Eviscerator (x1) Plasma Pistol;

Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Battle Sister Squad (20)
Battle Sister Squad 19; Meltagun (x1); Multi-Melta (x1)
Sister Superior Melta Bombs; Power Axe (x1); Plasma Pistol (x1);

Troops: Battle Sister Squad (20)
Battle Sister Squad 19; Meltagun (x1); Multi-Melta (x1)
Sister Superior Melta Bombs; Power Axe (x1);


Heavy Support: Retributor Squad (5)
Retributor Squad 4 Heavy Bolter (x3); Multi-melta (x1);
Retributor Superior Melta Bombs;Storm Bolter (x1);

Heavy Support: Retributor Squad (5)
Retributor Squad 4 Heavy Bolter (x3); Multi-melta (x1);
Retributor Superior Melta Bombs;Storm Bolter (x1);

Heavy Support: Penitent Engine (3)

Elite: Repentia Squad (8)

Elite: Repentia Squad (8)


Total Cost: 1748

Model Count: 81


Tabled the guy in the bottom of the 5th. I used a V formation Celestine/ Series screening the PE's flanked but the Repentia squad on either side of the PE's. Were were playing the Big Gus missions which make my Rets and PEs scoring . Final score was out of 5 objectives I had 4. I also had max points on first blood warlord slayer (as Celestine beat the snot out of Shrike over 3 Rnds of Combat--- her having a 2+ save that doesn't disappear to PWs anymore makes her and even nastier beast than before, and getting a scoring unit in your enemies deployment zone.. My Rets were able to glance his fliers right out of the sky. And 20 sisters unloading on anything just with bolter fire was more than impressive. He fielded 10 termies which were eaten up by Repentia and the PEs. Celestine had the Warlord trait of everyone with 12 inches of her has Move through cover (which also allows me to ignore Dangerous Terrain test as my jumpers move through ruins with there packs..)

Like I said this was beast.


Sisters of Battle @ 2012/07/20 13:49:43


Post by: pretre


That's a lot of extra wargear on there. good to hear it worked out though.