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Made in us
Regular Dakkanaut





Santa Rosa, CA.

I was playing aginst a Mech BA army. He never went aginst SoB. As he was Mowing down my SoB in assault combat . [With: Int 3, Tough 3, Str 3 and most have a WS of 3] it was easy kills.

He asked" Do you have any assault troops that are any good?"



SoB units for Assault Combat: [ Yes, Faith points are helpful but the army should not rely on them. ]

*Flying nuns do not do any good aginst a assault army with Int 5. { Blessed Weapon and Eviscerator are powerful. If you can live to get your assault attack.) I don't want to Have to pump faith points to make them useful.
Flying nuns Will a be a seperate thread, there are lots of opinions


*(Jumppack unit) Seraphim Squads are not any good, unless you use melta bombs and go after vehicles. It still comes down to: Str 3, Tough 3 and attack stat of 1. They do have INT of 4 and come with a Icon that lets them roll a extra die for faith tests.{Simulacrum Imperialis} I have not had any luck using them as Assault Troops, Holding ground vs. SM or Eldar assault troops.

*Sisters Repentia have Eviscerators. They have to footslog it out, No vehicles allowed. There is still the Tough of 3 and a Save of 4+. They get mowed down easy.(If I saw a group of angry women with mega ChainSwords, I would target them early also)

*Arco-Flagellants require a Priest @ 40 pts + gear, to field them. I have never used these. They also have to footslog it and Can't be join any unit.
They move and attack using 1d6. If a 6 is rolled they are dead. I am very good at rolling the number I don't want. [They do look like Fun, something to be used in a silly fun game]

*Celestian Squads (elite/retnue) Have WS of 4. Holy hatred: Hitting on a 3+. But they have STR 3,Tough 3. No equipping them as assault Weapons. They are a Faithful Unit and do add 1 faith point.

*Battle Sisters don't stand a chance. When there is 2 or 3 models still trapped in assault, I would like to have them flee. So the other units can shoot up the assaulters.

I welcome advise. I am basing the above by own experiance going aginst: Mech Eldar,SM( Salamanders & DA)
My Sob have never won a game in a year of play. A SoB Hord army did the best.

"When you beat a Sisters of Battle army, All you have done is, Beat a bunch of Girls"
 
   
Made in us
Kid_Kyoto






Probably work

So SoB is not really an assault army. They're a shooty army that is designed to not immediately fall over in assault. There's a simple way to deal with assaulty armies. Mech up. Take rhinos, dominion squads with immolaters and flamers. A seraphim squad with hand flamers. Use your faith points wisely, and yes, SoB have to rely on their faith points. That's what makes them different from guardsmen in power armor. Let him assault your vehicles to wreck them and then hit them with AP 1 flamers with Divine Guidance or whatever it's called. Make him come to you and you be ready for him, rather than the other way around.

You're playing Warhammer with him. Get him to play Warhammer with you instead.

This message was edited 1 time. Last update was at 2010/10/08 22:07:28


Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Executing Exarch






Odenton, MD

My question to you is why do you need a assault troop? You are not playing Space Marines, so don't act like it....

resinmann wrote:
*(Jumppack unit) Seraphim Squads are not any good, unless you use melta bombs and go after vehicles. It still comes down to: Str 3, Tough 3 and attack stat of 1. They do have INT of 4 and come with a Icon that lets them roll a extra die for faith tests.{Simulacrum Imperialis} I have not had any luck using them as Assault Troops, Holding ground vs. SM or Eldar assault troops.


The reason you are losing every game is that you do not seem to understand that Sisters are a mid range army. Seraphim are not just good they are great, and one of the best options in the list. The question that your statement raises is why on earth would they be in combat in the first place? and secondly do you not see that they have hit and run, so if they do get charged you flee at the end of combat and on your turn blast the grouped up unit with 2 twin linked flamers and a ton of TL bolt pistols that all have rending (best faith point ever spent)


As soon as I find some time I am going to wright up a Sisters tactica for 5th... since no one around seems to have one that is worth a damn. I have to go right now but I will post a sample list and some basic tactics in an hour or two.
   
Made in us
Kid_Kyoto






Probably work

Try something like this

Cannoness, MoO, Inferno Pistol, Eviscerator, Rosarius, BoSL
8 Seraphim + Veteran, 2 flamers, eviscerator and rosarius

Dominion Squad + Veteran , 3 flamers, Immolator

BSS + veteran, 2 flamers, eviscerator, Rhino
BSS + veteran, 2 flamers, eviscerator, Rhino
BSS + veteran, 2 flamers, eviscerator, Rhino

2 Exorcists

I'm not much of a Sisters player, but that gives you 8 Faith points (if my counting is correct), and three troop choices at 1500 points. DO NOT charge the BA with your Seraphim. Cause as much damage with the rest of your army upfront, and then have the Seraphim clean up what's left.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Sadistic Inquisitorial Excruciator





Any attempt to create a badass Sisters assault unit is doomed to waste a lot of points and end in utter failure. Always play to your strength.
   
Made in us
Zealous Sin-Eater



Chico, CA

I don't get the OP idea that you shouldn't need faith points to make hes army good. It the ace in the hole, it would be like Orks going into battle with out PK and wondering why they get there ass handed to them. It's part of your army if the didn't need then to win, they wouldn't have made the rules in the first place.

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

This is about the most assaulty unit you can get

1 Canoness w/ power weapon, book of st. lucius, bolt pistol, litanies of faith
1 Priest w/ power weapon, bolt pistol
1 Celestian superior w/ power weapon, bolt pistol
5 Celestians
2 Celestians w/ melta guns
1 rhino w/ extra armor, smoke

It generates 13 power weapon attacks that you can have go at either initiative 6 or initiative 1 (for the +2 strength). To remove a power weapon you must first kill 7 of the sister's since nothing in the unit is an independent character. On the average it will kill 8 marines on the turn it charge's without factoring in any of the basic sister's attacks.

The bad side of it is that it costs 350ish points to field. Not really all that effective of a use of points but fun to do every now and then.
   
Made in us
Hardened Veteran Guardsman




If you really need some assault capability, induct it.
   
Made in us
Regular Dakkanaut





Santa Rosa, CA.

My posting did not say I WANTED a Assault SoB army. I wanted to know if there are any units that can stand Assault combat.
I know that SoB are short range rapid firring death squads.
I stopped using Rhino's because the enemy will be in my face by turn 2 or 3.


My most recient list:
12 Battle sisters with 2 flamers unit X 3 and 1 unit of 10 BS with 2 melta guns. 46 Battle sisters. I used Flamers to thin them down and Rapid Fired on the rest. BUT some buggers survived. Armor saves and Feel no pain does work.

Rapid Fire range is 12". Models move 6" and Assault 6". I don't plan to get into assault. It's the BA fault, for surviving my flames and bolter shots!
I have gotten Many SoB lists from Dakka posters, as well as Tactics. I run the Cheese list: 3 Exorcist,3 Dominion squads with Immulators. The Celestain and Cannoness also get a Immulator. Moving 12" and still able to shoot the TL HF is the BomB!



Automatically Appended Next Post:
Thank you Daedaius for the input.
seraphim squad with hand flamers. Use your faith points . Let him assault your vehicles to wreck them and then hit them with AP 1 flamers with Divine Guidance
Thank you.

With large units or just units of 10, I have a difficult time rolling Over the unit size.
[Passion,+2 int: Light o'emperor,Fearless :and SotMarter,Invo save. All require to roll Over the unit size.]

I underestimated Divine Guidance. Faith is great but sometimes we don't pass the faith test.

Divine Guidence with With 20 rapid fire bolter shots and 2 flamers. Is that correct? The Faith roll would be easy(without bad dice rolls) That is a great idea. Now I just have to roll lots of 6's.

How would you the Seraphim units to their best. More info please {Sob tactics for Dummies,(me)} I do like the fact they have a Simuacrum Imperialis is nice. I never had much luck with them. When I had a full Mech army, they were the only foot troop to target. They got shot up bad.
Sometimes we get sucked into assault combat and there is nothing we can do about it.

This message was edited 1 time. Last update was at 2010/10/09 03:20:19


"When you beat a Sisters of Battle army, All you have done is, Beat a bunch of Girls"
 
   
Made in us
Charing Cold One Knight




Lafayette, IN

I used to run a squad of 7-8 strong with eviserator and 2x hand flamers. At that strength they can usually get any AoF off because of their 3 dice. Since each is armed with 2 weapons (2 pistols) they each get 2 attacks, 3 on the charge. So other than the strength, not a bad attack group. You can also boost the strength, at the cost of I, and if you are fighting something higher Initiative, might as well. S8 eviserators instant death characters, and S5 CC attacks wound most things on at least a 3.

It is relatively effective, just don't expect to be able to take on some of the sillier assault units out their without good use of invul save power. They can do a fair job at tarpitting for a turn or two units, then hit and run away so you can shoot some more.

It might seem like I'm advocating pouring the faith into the unit, because I am. Usually I have at LEAST 8 faith points in my army. my regular squads usually don't need to use any, since they are metla sqauds, not flame squads. The chance of getting a 6 even with 10 RF bolters isn't good enough esp with cover to bother burning one on guidance. So the unit that uses most of the faith is the one that keeps assault squads off the backs of my regular sisters.

 
   
Made in us
Annoyed Blood Angel Devastator




Acquiring BLOOD FOR THE BLOOD GOD-emperor

I do not play SoB. However, the living saint and penitent engines have nasty cc potential.

Wouldn't send the penitent engine outside your gunline, but use it as a counter attack unit - the same way IG uses rough riders or ogryns.

Imperator dixit, faciebimus. 
   
Made in us
Sword-Bearing Inquisitorial Crusader






Seraphim do just fine in an assault. However, you have to set up the squad right. 8 Seraphim + cannoness. Use faith to make canoness 2+ save. Use divine guidance to make seraphim rending. If they need the initiative, spend the faith point. Use the I-saves to keep them alive. Make sure both units have the book. Make sure the seraphim have the item that lets them test faith on 3 dice. Canoness needs an appropriate hth weapon.

On your opponent's turn, hit and run the seraphim but keep the canoness in hth to lock them down. On your turn charge, rinse, and repeat.

You can't sustain it because this strategy eats through faith...but if you need a unit to die, the seraphim can do it.

"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
Made in us
Regular Dakkanaut





Santa Rosa, CA.

8 Seraphim + cannoness. Use faith to make canoness 2+ save. Use divine guidance to make seraphim rending.

Ok. Rolling 8 or less could be do able, with rolling 3 dice. [With divine Guidance we must roll 6's on the wound roll for Rending.]

If they need the initiative, spend the faith point. Use the I-saves to keep them alive.
The Passion(+2 Int) We have to roll over. {9,10,11} This roll seems to be difficult. The same with SotM,Invo save has to roll the same.

We should not depend on makeing those Difficult AoF rolls. There are chances we can just roll real bad and fail the test.
Like Noir said [Faith is our Ace in the hole ]

Make sure both units have the book. the seraphim have the item faith on 3 dice. Canoness needs an appropriate hth weapon.
The Seraphim come with the Simulacrum Imperialis. I use to give the cannoness the Blessed Weapon.
The 2 books; 1 for the Cannoness and the other goes to the VSS seraphim?

On your opponent's turn, hit and run the seraphim . On your turn charge, rinse, and repeat

Let me get this clear. I let the Seraphim get charged. Fight 1 round of combat. Jump back after combat. Then charge in my turn.
Why does the cannoness stay behind?
Are you breaking the Cannoness off early enough not to eliminate the "jump back" ability on the Seraphim?

I see some of the logic. I would get all models out of assault combat: Shoot with flamers and pistols,Then charge.

I have only read tactics and how to use the army from 2 or 3 people. I want to learn how to build the list and use it properly.

This message was edited 1 time. Last update was at 2010/10/10 20:37:54


"When you beat a Sisters of Battle army, All you have done is, Beat a bunch of Girls"
 
   
Made in us
Painlord Titan Princeps of Slaanesh




The seraphim lose their hit and run rule if joined by a canoness so the point is moot.
   
Made in us
Sword-Bearing Inquisitorial Crusader






As mentioned, she doesn't have hit and run. You want to keep her separate anyways, because separate she takes faith tests on her leadership.

"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
Made in us
Hoary Long Fang with Lascannon




Central MO

A jump pack cannoness with 6-7 seraphim backing her up is one of the most versatile (and in my opinion best) units in the game, and the second best thing in the witchhunter codex to the standard sisters squad.

Give the cannoness BoSL, LoF, and BW. Give the seraphim 2 hand flamers and either a PW or Evicerator as points allow. They will need a lot of support and faith points (but that unit generates 3 plus a free act anyway) but when used right they own.

If you are looking for a straightforward powerful assault unit that doesn’t need support or much tactical prowess you have the wrong army, it just doesn’t exist in that book.

Lifetime Record of Awesomeness
1000000W/ 0L/ 1D (against myself)
 
   
Made in us
Sadistic Inquisitorial Excruciator





Versatile/best in the game? You must be smoking crack. They are horrendously expensive for what they do and will get their ass handed to them by any comparative option from newer books.

A 350+ point unit that requires a lot of support and faith points and skillful finesses can't qualify as "best" in anything. Adequate maybe, but best?
   
Made in au
Devestating Grey Knight Dreadknight





SOB are not space marines. SOB are Imperial Guard with bolters and power armour, always assume this.

In this fact, lots of special weapons, armour support, lack of goodness in melee army wide (apart from expensive units like repentia and flagellants) and awesome amounts of firepower is what we are looking for.

If I had money, and they were plastic, I would collect sisters, because they replace lasguns with boltguns.


Automatically Appended Next Post:
Forgot to add that you can shoot meq armies to gak with that many boltguns, storm bolters, and heavy bolters, but your going to seriously suffer at the hands of the blood angels, because of FNP. Overpowered I say!

This message was edited 1 time. Last update was at 2010/10/12 01:28:09


 
   
Made in us
Badass "Sister Sin"






Camas, WA

Go back and listen to Clthomps.

Sisters are not an assault army.

They are a short-mid range shooting army. The 'best' assaulter in a sisters army is a Nun of Doom, who doesn't really kill much, but can tie practically anything up for a long time.

You can also listen to BishopX, a 30 man platoon with Commissar, a smattering of PW and MB and a WH Priest (so it is not an IC) is pretty assaulty.

Other than that, the whole 'Seraphim are an assault unit' thing is bunk. Seraphim are a shooting unit that hides in assault so as not to get shot and then H&R's to shoot again the next turn.


The only assault role Sisters are good at is Tarpitting. Death Company? Throw sisters with Martyr at them to bog them down for a couple turns. TH-nators? Throw a Canoness at them (at 'Ard Boyz, I tied a Assault Termy squad down for 5 rounds of combat before I won.)

TLDR: 1) Listen to Clthomps and forget the rest. 2) Sisters don't win assaults, they bog them down.

This message was edited 1 time. Last update was at 2010/10/12 04:04:01


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in us
Sword-Bearing Inquisitorial Crusader






They are a short ranged shooty army. Close combat is inevitable.

Saying Sisters don't win assaults isn't accurate. What they do is win combats slowly.

But yes, sisters of battle are not a hth army.


Automatically Appended Next Post:
Jaon wrote:SOB are not space marines. SOB are Imperial Guard with bolters and power armour, always assume this.

In this fact, lots of special weapons, armour support, lack of goodness in melee army wide (apart from expensive units like repentia and flagellants) and awesome amounts of firepower is what we are looking for.

If I had money, and they were plastic, I would collect sisters, because they replace lasguns with boltguns.


Automatically Appended Next Post:
Forgot to add that you can shoot meq armies to gak with that many boltguns, storm bolters, and heavy bolters, but your going to seriously suffer at the hands of the blood angels, because of FNP. Overpowered I say!


This isn't quite accurate either. Unlike guard, they have very very little mid/long range shooting. The flamer has 8" range. The melta has 12" range. Rapid fire bolters have 12" range. They've got a longer threat range than that, but to shoot you effectively have to commit units. What you don't kill with shooting WILL assault you. In a perfect world, you'll get out of your rhino and shoot whatever it is dead. In reality it doesn't work like that.

I went back and read your orignal post, and ah, I see. No one explained to you how sisters of battle work. The blood angels player was using his experience to comment on your army. Yeah, sisters of battle have 2 things going for them: They don't run away and faith. Other than that they are marines minus. Of all the short ranged shooty armies, they put out more firepower than most because of divine guidance, flamers, etc. But they are NOT marines...so they mostly suck in hth.

You need two components to make sisters work: A method of popping transports/tanks/monsters/tarpits effectively (usually the exorcist, but it's not the only choice)

And a way to put out damage on the troops out of their transport. The two most common methods are immo spam or massed rhino sisters.

Seraphim are a shooty unit, not a hth unit. They double as a hth unit to finish weakened units off...but you don't rush in and beat things up in hth with them unless there is a need.

No no no..what you can't shoot dead, you sacrifice sister units to tarpit, so the rest of your army can shoot the rest of his army dead. If said sacrfice whittles the enemy unit down with some wounds, all the better. The idea is to concentrate most of your force on a small portion of his. Both styles do this, regardless if rhino built or immo built.

In that regard, your canoness is by far the best at doing this. Mine die pretty much every game I play, 2+i save or not, doing this horrific duty.

This message was edited 2 times. Last update was at 2010/10/12 07:24:02


"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
Made in ca
Possessed Khorne Marine Covered in Spikes




Kelowna BC

Clthomps wrote:
The reason you are losing every game is that you do not seem to understand that Sisters are a mid range army. Seraphim are not just good they are great, and one of the best options in the list. The question that your statement raises is why on earth would they be in combat in the first place? and secondly do you not see that they have hit and run, so if they do get charged you flee at the end of combat and on your turn blast the grouped up unit with 2 twin linked flamers and a ton of TL bolt pistols that all have rending (best faith point ever spent)


^--this x 7

canonesses are total beasts in CC with their 2++ and BW. celestine is quite tough. depending on your level of fluff, penitents are doomsday if you can keep them up long enough to counter charge. if you cough up a few points for a token inquisitor, grey knight termies and GKGMs are obviously grand. eversor and callidus assassins can pull their weight, DCAs can also tie up units pretty well and if they're used right they can force assault units into fire tunnels.

fluffy, ridiculous armies can be competitive if they're played to their strengths.

i guess it depends on your style of play and your approach to the game and the army. if you want to find reasons why WH can't or shouldn't field assault troops, you'll do it--what the thinker thinks, the prover proves. but i think your best chance at *beating* an assaulty army is mech sisters with melta/flamer spam. but what do i know? my practical knowledge is pretty limited.
   
Made in us
Regular Dakkanaut





Santa Rosa, CA.

We are going in circles. Yes, Everyone knows SoB are a Short range shooty army. The last few games, I deployed large Battle Sister units without rhinos. Set up in gunlines, I go for the 24" bolter shots. The enemy that lives, moves 12". I try to move up the flamers. SoB units Rapid fire and burn what we can. Enemy models survive.
tonight it was a pain boy providing Feel No Pain
The enemy Closes and assaults the Battle sisters.
Some players[most] have heard of "Art of War". They are doing what it says.
SOB ARE NOT ASSAULT TROOPS, THEY ARE SHORT RANGE RAPID FIRING ARMY. Their weakness is Assault. Just assault the SoB and you have a good chance of winning. In my area a lot of people play their army aggressively.Assault.

I try to avoid Assault when I can. Celestians have Holy hate and hit on a 3. They are better that the Battle Sisters. If I get to choose what unit is charged I want it to be them. Hopefully, The unit got shot up and only a few models make it to assault.
I do own several box sets of Seraphim and don't plan on "dusting them off" and add to the force I am working on.

Some posters have had success with Seraphim and Cannoness. Don't bash them. If we can overcome our weakness, that is a good thing.

"When you beat a Sisters of Battle army, All you have done is, Beat a bunch of Girls"
 
   
Made in us
Badass "Sister Sin"






Camas, WA

resinmann wrote:We are going in circles. Yes, Everyone knows SoB are a Short range shooty army. The last few games, I deployed large Battle Sister units without rhinos. Set up in gunlines, I go for the 24" bolter shots. The enemy that lives, moves 12". I try to move up the flamers. SoB units Rapid fire and burn what we can. Enemy models survive.


Either mech up or give eviscerators to your sergeants. Most armies don't work so well foot-slogging anymore though.

THere's a phrase I use in reference to sisters and mech that I picked up somewhere. "He who bails, fails." It means stay in your transport until absolutely necessary. It is our shooting, assault and psychic defense. There are very few instances when this is not true.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Regular Dakkanaut





Santa Rosa, CA.

"He who bails, fails." It means stay in your transport until absolutely necessary. It is our shooting, assault and psychic defense

Using Rhino's has been very difficult. I get them out too soon or too late. They really earn the name "flamming coffins".

Spearhead set up for a SoB Mech army is difficult, for me. I like the BS gunlines. I admit, I do need some way to get the scoring troops to the objectives.

The last game vs BA, the Exorcist killed all of his Laserbacks and Rhino's in turn 1 (I went first).
I am sure that if he went first, he would have done the same to me. Rhino's are always good targets.

"When you beat a Sisters of Battle army, All you have done is, Beat a bunch of Girls"
 
   
Made in us
Dakka Veteran




You'll never win in assault against good troops. Best advice I know if is to use Seraphim to tie up units that are about to assault Sisters on the ground and then HnR away.

I have trouble imagining a food Sisters army that works well.
   
Made in us
Badass "Sister Sin"






Camas, WA

resinmann wrote:
"He who bails, fails." It means stay in your transport until absolutely necessary. It is our shooting, assault and psychic defense

Using Rhino's has been very difficult. I get them out too soon or too late. They really earn the name "flamming coffins".

Remember that you can shoot out the top. I run 10 girl sister squads with HF and MG. That's enough to slow most folks down when staying in. I only pop out if I can wipe out the squad I'm firing at or need to tie someone up. (or get forced out of course).


Spearhead set up for a SoB Mech army is difficult, for me. I like the BS gunlines. I admit, I do need some way to get the scoring troops to the objectives.

Choo-choo the rides. Put your rhinos/immos/exos in complementary formations that provide cover based on your opponent and the existing terrain.


The last game vs BA, the Exorcist killed all of his Laserbacks and Rhino's in turn 1 (I went first).
I am sure that if he went first, he would have done the same to me. Rhino's are always good targets.


He only had 3 laserbacks/rhinos and you had 3 exorcists? Remember that Exorcists are D6 shots at the same target. That being said, Exos rip stuff up. I heart them and always run 3.


Automatically Appended Next Post:
The Grog wrote:
I have trouble imagining a food Sisters army that works well.


1x Canoness with BOSL and Evis, JP. Cloak of St A. 115
1x Canoness with BOSL and BW, JP, Mantle of Ophelia, MeltaBombs 120
15 Sisters with Vet and Evis, BOSL, MG/MG 229
15 Sisters with Vet and Evis, BOSL, MG/MG 229
12 Sisters with Vet and Evis, BOSL, MG/MG 229
12 Sisters with Vet and Evis, BOSL, MG/MG 229
4 x Priests with Evis 260

Exorcists x3 405

1750

Should be entertaining as crap and potentially annoying. A solid wave of girls walking across the board. 56 girls and 3 Exorcists.

Not sure that it is 'competitive' but it is straight forward and 'works'. Hide the canoness's behind the walls of girls and use them to slingshot squads into people or tie up deathstars by themselves. Girls can rapid fire or assault as necessary. Hide the exos behind terrain and use them to snipe transports (exos are great for this since they fire from the tall turret, but you can't see the hull).

This message was edited 1 time. Last update was at 2010/10/12 22:31:22


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Made in us
Confessor Of Sins






Scranton

ok... here are my thoughts

there are NO units that can win combat super fast in a sisters of battle list that are worth the points you spend on them.

That said

2 jump cannoness with Mastercrafted evisorators, books, cloaks, one with a mantle, and bolt pistols can hold up some of the best close combat units in the game... possibly even beat them with some luck.

As the game gets into an MSU style, these 2 models running around together stronger.

They form a unit that allows you to autopass the passion (faith) and beat up vehicles and infantry equally

I'd suggest (this is the list I won the conflict gt 2009 with and took 14th over all Baltimore 2008)

2 jump cannoness

3 units of sisters in rhinos with book on vet, heavy flamer, and melta gun
1 unit of 7 greyknights with 2 psycannons

3 exorcists

1 DH inquisitor with psycannon tarrot, 3 heavy bolter servitors, 2 mystics, and a sage

came to 1750 or so.

BUT changes I'd make with the way the game has gone... are a bit different.

instead of the heavy flamers, my sister squads would be double melta.

Some units in sisters, that in a vaccuum are ok and can be independent:
1) 10 sisters in a rhino with 2 meltas and a book, or melta and Heavy flamer,
2) 20 sisters with 2 meltas, vet with book, evisorator, and priest attached with an evisorator
3) double jump cannoness
4) some people like these... but I don't (seraphim)

This message was edited 1 time. Last update was at 2010/10/13 02:03:07


 
   
Made in us
Regular Dakkanaut





Santa Rosa, CA.

Thank you for posting force lists and constructive input. You guys did help with the "goal" of assaulting the opponent after they are shot up by a few SB units. With the info provided, I came up with Celestain are the best SoB foot units. ( I will leave Seraphim alone for now)

I take Dominion squads for the Immulator and for the special weapons.
Celestian with 5 sisters (no VSS) and having 2 melta guns is the same point cost As the Dominion unit w/ 2 melta guns.
the celestians are faithful unit 1 faith point. They have WS 4 and Holy hatred, Hit on a 3+.
I want to avoid assault cambat if possiable but If I Had to have a unit assaulted it would be them.

If SoB are not an assault army. Should I give my cannoness assault weapons or Just Bolter, Cloak and a Book of SL?


Automatically Appended Next Post:
I know this is not the Proper place for army lists but I want to show I am using the input provided. I do have 42 points leftover and ways to use the points. I started with BS hord with fly nun and 2 Dominion units army list.

Points: 1500 . Sisters of Battle: 6 Faith Points. 42 pts extra.

HQ:[72]
Canoness ( 72pts total ) Bolter, Cloak of St. Aspira,Book of SL
................................................................................................................................................
Elite:[295] Faithful unit 2 faith points

Celestain : 5 Sisters MeltaGun X 2 (20) Immolator: TL HF {Joined by Cannoness}[150]
Celestain : 5 Sisters Multi-melta, Immolator: TL HF Foot Powered [ 145]Not moving until MM is destroyed.
.........................................................................................................................
4X Troops [686] 2 faith points
12 Battle Sisters, 2 X Flamers,VSS, Book,[163] Foot Powered X 2
10 Battle Sisters , 2 X Melta guns, Rhino [180] X 2
...........................................................................................................
Heavy Support (405)
3 Exorcist Vehicle

-------------------------------------------------------------
42 points leftover.
Options:
#AExtra Armor X 4 (20pts),Smoke X 4 (for rhinos and immolators ) Power weapon for Cannoness.
#B 3 Power weapons, Cannoness and 2 VSS/ Vehicle Smoke X 4(12pts)
#C 3 Battle sisters troops(33pts)/ Flamer for Celestian unit w/ MM,3 extra points
#D Blessed Weapon (30pts)/Must remove bolter.Extra armor for Rhino(10pts) 4 points leftover.

This message was edited 1 time. Last update was at 2010/10/13 21:09:35


"When you beat a Sisters of Battle army, All you have done is, Beat a bunch of Girls"
 
   
Made in gb
Kovnik




Bristol

#B would give you the most bang for your buck IMO

Also looks like quite a nice list, not sure I like the idea of facing 3 Exorcists, least until I get to fire back ^^


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Made in us
Badass "Sister Sin"






Camas, WA



I know this is not the Proper place for army lists but I want to show I am using the input provided. I do have 42 points leftover and ways to use the points. I started with BS hord with fly nun and 2 Dominion units army list.

Points: 1500 . Sisters of Battle: 6 Faith Points. 42 pts extra.

HQ:[72]
Canoness ( 72pts total ) Bolter, Cloak of St. Aspira,Book of SL

Add 20 points for a JP (if you want Fly Nun) and grab an Evis (25) or BW (30) and BP (1). Just a bolter isn't going to do anything for you. Also, I recommend against retinues for the Nun, because it makes it harder for her to make her faith checks.


Celestain : 5 Sisters MeltaGun X 2 (20) Immolator: TL HF {Joined by Cannoness}[150]
Celestain : 5 Sisters Multi-melta, Immolator: TL HF Foot Powered [ 145]Not moving until MM is destroyed.

As I mentioned in PM, I REALLY recommend against the MM on the Celestians. They are much better off with 2xMeltas in a Vehicle than standing still and getting shot or assaulted.


.........................................................................................................................
4X Troops [686] 2 faith points
12 Battle Sisters, 2 X Flamers,VSS, Book,[163] Foot Powered X 2
10 Battle Sisters , 2 X Melta guns, Rhino [180] X 2
...........................................................................................................

If you can get the points, I would go with a Rhino for the Sisters. My standard loadout for a sisters squad is 10xSisters, Rhino (EA/S), VSS with Book and Melta, HF. 209, btw. Little bit spendier, but they can handle anything that is thrown at them. Even if you don't go that crazy, drop 2 sisters and get a rhino, you have the spare points. Also, without a VSS in the second squad, they are not faithful.


Heavy Support (405)
3 Exorcist Vehicle

Is there actually another HS choice in the Codex?


-------------------------------------------------------------
42 points leftover.
Options:
#AExtra Armor X 4 (20pts),Smoke X 4 (for rhinos and immolators ) Power weapon for Cannoness.
#B 3 Power weapons, Cannoness and 2 VSS/ Vehicle Smoke X 4(12pts)
#C 3 Battle sisters troops(33pts)/ Flamer for Celestian unit w/ MM,3 extra points
#D Blessed Weapon (30pts)/Must remove bolter.Extra armor for Rhino(10pts) 4 points leftover.


A: Not bad. I think you should go up to Evis/BW for Can. Str3 PWs suck.
B: Again, Str3 PW suck. VSS without books are not so awesome.
C: Meh, not bad.
D: Better.

If I was going to do it using your criteria:

Can - Cloak, Evis, BP, Book - 101

1xCelestian (5) with MGx2 in Immo with EA/S - 165
1xCelestian (5) with MGx2, VSS with Evis in Immo EA/S - 200 approx

3x Sisters (10) with HF/MG, VSS with Book, Rhino - 209x4 (627)

3x Exo - 135 (405)

= 1498
7 Faith, 41 Sisters, 2 Immo, 3 Rhinos, 3 Exos.
Gives you three scoring, an 'assault' unit, a melta Immo platform and 3 Exos.

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