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Made in gb
Missionary On A Mission






All these lovely footslogging Sisters lists... I'm so happy!

I'm less happy that the current horde Sisters enthusiasts are, for the most part, the same people who spent weeks telling me horde Sisters sucked, but what are you gonna do?

 Melissia wrote:
How how are you guys thinking they'll redo Exorcists?


Immaterial. Unless they knock 40 points off its cost and make it squaddable it still won't be worth taking.

This message was edited 1 time. Last update was at 2019/03/17 12:03:01


- - - - - - -
   
Made in us
Preacher of the Emperor





Denver, CO, USA

My main game club has been struggling to finish games... someone is late, or early, or playing new units, or just got a new book... 2000 points is more than we can commonly see through all 5-7 turns. We decided last month that we'd all bring lists at 500, 1000, and 1500 to be better able to adjust to time constraints.

So what approach would any of you take at those thresholds? What would you leave out and what would you try to preserve in terms of tactical options built into the list? At what level do you abandon the Exorcist castle, mech Dominions, or Celestine's aura in favor of something else? I've got a pretty stable 2k Brigade + Battalion list that without the Battalion needs only a little management to fit into 1500. The next drop isn't so clear... how would you approach it? Push for more CP to keep the stratagems flowing, or overload certain units to create an imbalance?

This message was edited 1 time. Last update was at 2019/03/17 12:39:40


   
Made in ca
Stealthy Sanctus Slipping in His Blade






 BBAP wrote:
I'm less happy that the current horde Sisters enthusiasts are, for the most part, the same people who spent weeks telling me horde Sisters sucked


Which ones are those? Foot Sister lists are still stacking up all of the difficulties of our weapons (range), lack of maneuverability, weakness to small arms fire. Then attempting to offset it with a 4++ and +1A +1S while hoping your buff characters dont get sniped out and your 15 strong BSS squads can somehow survive through the charge phase to swing back, with their S4 fists...

I am all for people playing what they like, and even more for Sisters players coming to this forum to get advice on their list and tactics. Having said that, horde Sisters lists are not "good" and are easily savaged by many Ork and GSC lists. Which, while not in the suck category, aren't exactly in the great category either.

A ton of armies and a terrain habit...


 
   
Made in us
Consigned to the Grim Darkness





USA

 Jancoran wrote:
2D3 damage would sem an excellent upgrade but remember: too much of an upgrade and the price goes up. So be careful what you wish for. Asany ONE ork would tell you, sometimes being a little less cool and less survivable individually pays dividends when considered within the whole.
It's already not "cool" (as in, bad random stats) and not very survivable, though.

This message was edited 1 time. Last update was at 2019/03/17 12:58:57


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in ca
Stealthy Sanctus Slipping in His Blade






 Melissia wrote:
 Jancoran wrote:
2D3 damage would sem an excellent upgrade but remember: too much of an upgrade and the price goes up. So be careful what you wish for. Asany ONE ork would tell you, sometimes being a little less cool and less survivable individually pays dividends when considered within the whole.
It's already not "cool" (as in, bad random stats) and not very survivable, though.


I would agree, since the Exorcist isn't a good value (all the time, because of its randomness) there is some room to improve its value without increasing it's point cost. As long as the number of shots remains random (whatever version) it should have a slightly reduced cost since there is the very real chance you get a complete whiff.

2d3 is an improvement, but you can still easily only get two shots out of it. Miss one and fail to wound on the other. At that point you would have to way its low value against a Predator with twin lascannons and no sponsons. Average would be like a fully loaded las-pred. I get terrible results from my Exorcist shot rolls on a constant basis. So I would be all for just making it Heavy 4 and pointing it accordingly.

I would prefer something that retained a bit more of its character while making it more dependable, perhaps more versatile. Perhaps different songs that fired different missile types, 2d6 flamer missile hits for one song, heavy 4 AT missiles for another, heavy 1 shield breaker or anti psyker missile for another. Just spitballing, but it would be nice to be able to put it back in my lists. 36 games now with the Beta and I have yet to get my points back out of an Exorcist. I did have two kill a Helverin yesterday, but it took everything they had to do it.

A ton of armies and a terrain habit...


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 BBAP wrote:
All these lovely footslogging Sisters lists... I'm so happy!

I'm less happy that the current horde Sisters enthusiasts are, for the most part, the same people who spent weeks telling me horde Sisters sucked, but what are you gonna do?

 Melissia wrote:
How how are you guys thinking they'll redo Exorcists?


Immaterial. Unless they knock 40 points off its cost and make it squaddable it still won't be worth taking.


Who said Horde sisters sucked? I know I said from the beginning it was one of the two builds I foresaw being usable. I found out that it might be the ONLY one that is which made me super sad. EDIT: But thus far I have seen 9-1 using a "horde" build but hade only 7-4 to show for the alternative "dash up and strike" versions.


Automatically Appended Next Post:
 dracpanzer wrote:

I would agree, since the Exorcist isn't a good value (all the time, because of its randomness) there is some room to improve its value without increasing it's point cost. .


Idont know about that. The Exorcist going to D6 damage was an enormous boost and I certainly have 3 of them now and they have been money for variousreasons against more difficult buildsfor Sisters to handle.

No I think you really wanna tread lightly on this line.

This message was edited 2 times. Last update was at 2019/03/21 18:44:00


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in au
Repentia Mistress





Agreed, since the exorcist went to d6 damage, I'm having trouble having them NOT make their points back. I understand that my experiences with them is well above the norm for quite a few people here, but honestly, I'm happy with where the exorcist is right now as it is reliably doing around 12 damage a turn- and that's for each individual exorcist. Each one deletes whatever I point it at in one go- hence my worry when gw say they're gonna do something to it.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

You must be rolling amazingly to get 12 Damage a turn out an Exorcist. That is slightly above average damage for 3 Wounds and maximum of 2. For that to be average you have consistently getting 5 shots per Exorcist.
   
Made in ca
Stealthy Sanctus Slipping in His Blade






 Giantwalkingchair wrote:
Agreed, since the exorcist went to d6 damage, I'm having trouble having them NOT make their points back. I understand that my experiences with them is well above the norm for quite a few people here, but honestly, I'm happy with where the exorcist is right now as it is reliably doing around 12 damage a turn- and that's for each individual exorcist. Each one deletes whatever I point it at in one go- hence my worry when gw say they're gonna do something to it.


I'm glad they are working for you. Certainly isn't my experience with them. I get that it's my dice, they fail constantly when I am firing with my Exo's. I haven't had an Exorcist cause 12 wounds in a game, much less a turn since the Beta dropped.

A ton of armies and a terrain habit...


 
   
Made in us
Consigned to the Grim Darkness





USA

Haven't had all three of them cause twelve wounds combined in a single round, myself.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in au
Repentia Mistress





Yeah like I said, my experience seems to be above average with them. I am superstitious with my exorcist. They were disgusted with the index d3 damage and I struggled to have them roll more than 3 shots a turn between them. They were glorified terrain pieces.
Now all of a sudden with d6 damage, they're rolling 5 or 6 shots each. Only in 1 game did my exorcist roll poorly, but that was a small intro game for a club newbie and frankly, everything in my army was rolling garbage that day so I don't mind.

But superstition is not tactics.
As someone pointed out earlier, would be nice to be "more reliable" but still keep it's character.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

I usually set my shooting phase reroll aside for Exorcists and they seem to do well enough. I use them to soften targets so that melta Doms or Blessed Bolts can finish the job, or do the opposite and give them mop up duty. They're scary and T8 with 12 wounds, so they often draw fire and dont suffer too badly for it. Better them than my mechanized infantry, who not only deal damage but also score points. I'd be okay with a choice: Heavy # or Heavy d6, call it "in the Emperor's hands now" or something, guidance systems off, mash the launch button and pray. You've gotta ask yourself: do I feel lucky? A variety of payloads seems worthwhile too, and not out of the norm for a multi launcher setup.

This message was edited 1 time. Last update was at 2019/03/18 03:26:36


   
Made in us
Badass "Sister Sin"






Camas, WA

Yeah, with 2+ to hit, reroll 1's and a reroll for number of shots if you're feeling saucy, I was obliterating things.

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
Shas'o Commanding the Hunter Kadre




Olympia, WA

BTW...sicne it got lost in the old thread i thought I'd point out that there is a Sisters of Battle FB page some of us started a while back when we thought we might get some Dakka players to rep the Sororitas.

Feel free to join it. https://www.facebook.com/groups/1008030845930145/

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in au
Calm Celestian




 MacPhail wrote:
My main game club has been struggling to finish games... someone is late, or early, or playing new units, or just got a new book... 2000 points is more than we can commonly see through all 5-7 turns. We decided last month that we'd all bring lists at 500, 1000, and 1500 to be better able to adjust to time constraints.

So what approach would any of you take at those thresholds? What would you leave out and what would you try to preserve in terms of tactical options built into the list? At what level do you abandon the Exorcist castle, mech Dominions, or Celestine's aura in favor of something else? I've got a pretty stable 2k Brigade + Battalion list that without the Battalion needs only a little management to fit into 1500. The next drop isn't so clear... how would you approach it? Push for more CP to keep the stratagems flowing, or overload certain units to create an imbalance?
At 1000pts, Battalion + Outrider with 2-3 Vehicles would probably be my suggestion to try first. I'd also suggest trying without Celestine and instead giving relic blade Cannoness an Immolator and Righteous Rage, spending those other points on other things.
At 500 points you'll be putting everything into an Outrider Detachment and named characters would be mean.

   
Made in us
Pious Palatine




 BBAP wrote:
All these lovely footslogging Sisters lists... I'm so happy!

I'm less happy that the current horde Sisters enthusiasts are, for the most part, the same people who spent weeks telling me horde Sisters sucked, but what are you gonna do?

 Melissia wrote:
How how are you guys thinking they'll redo Exorcists?


Immaterial. Unless they knock 40 points off its cost and make it squaddable it still won't be worth taking.


Horde lists suck because they're awful boring frustrating bullgak to play(with OR against), not because they're weak. I'd rather get gnawed on by lamprey for 3 hours than deal with a footslog list. Yeah, winning because you papered the board with models, got all the objectives and ran out of time turn 2 is an effective strategy, it's just horrendously terrible.

Also, you're full of crap about the Exorcist. All it needs is reroll # of shots when sitting still and it becomes one of the best artillery pieces in the game. Especially since they're highly like to kill the stupid 4++ blob in the real codex.


Automatically Appended Next Post:
 pretre wrote:
Yeah, with 2+ to hit, reroll 1's and a reroll for number of shots if you're feeling saucy, I was obliterating things.


Mathematically, the exorcist is supposed to be damn fine for how cheap it is...realistically I average 6 wounds per game with one.

It needs a native way to reroll shots and then it becomes viable.


Automatically Appended Next Post:
 dracpanzer wrote:
Spoiler:
 Jancoran wrote:
Open for comment.

++ Brigade Detachment +12CP (Imperium - Adepta Sororitas) [96 PL, 15CP, 2000pts] ++ + No Force Org Slot + Battle-forged CP [3CP] Detachment CP [12CP] Order Convictions: Order: Ebon Chalice

+ HQ +

Canoness [3 PL, 64pts]: Eviscerator, Inferno pistol

Celestine [8 PL, 160pts]

Uriah Jacobus [3 PL, 50pts]

Battle Sister Squad [8 PL, 188pts] . 11x Battle Sister . Battle Sister w/ Simulacrum: Simulacrum Imperialis . Battle Sister w/ Special or Heavy Weapon: Meltagun . Battle Sister w/ Special Weapon: Meltagun . Sister Superior: Bolt pistol, Combi-melta

Battle Sister Squad [8 PL, 188pts] . 11x Battle Sister . Battle Sister w/ Simulacrum: Simulacrum Imperialis . Battle Sister w/ Special or Heavy Weapon: Meltagun . Battle Sister w/ Special Weapon: Meltagun . Sister Superior: Bolt pistol, Combi-melta

Battle Sister Squad [8 PL, 188pts] . 11x Battle Sister . Battle Sister w/ Simulacrum: Simulacrum Imperialis . Battle Sister w/ Special or Heavy Weapon: Meltagun . Battle Sister w/ Special Weapon: Meltagun . Sister Superior: Bolt pistol, Combi-melta

Battle Sister Squad [8 PL, 188pts] . 11x Battle Sister . Battle Sister w/ Simulacrum: Simulacrum Imperialis . Battle Sister w/ Special or Heavy Weapon: Meltagun . Battle Sister w/ Special Weapon: Meltagun . Sister Superior: Bolt pistol, Combi-melta

Battle Sister Squad [8 PL, 188pts] . 11x Battle Sister . Battle Sister w/ Simulacrum: Simulacrum Imperialis . Battle Sister w/ Special or Heavy Weapon: Meltagun . Battle Sister w/ Special Weapon: Meltagun . Sister Superior: Bolt pistol, Combi-melta

Battle Sister Squad [6 PL, 102pts] . 4x Battle Sister . Battle Sister w/ Simulacrum: Simulacrum Imperialis . Battle Sister w/ Special or Heavy Weapon: Meltagun . Sister Superior: Bolt pistol, Combi-melta

Dialogus [1 PL, 30pts]: Warlord, Warlord Trait: 5. Indomitable Belief

Dialogus [1 PL, 30pts] Dialogus [1 PL, 30pts]

Dialogus [1 PL, 30pts] Dialogus [1 PL, 30pts]

Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers

Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers

Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers

Exorcist [7 PL, 131pts]: Hunter-killer missile

Exorcist [7 PL, 131pts]: Hunter-killer missile

Exorcist [7 PL, 131pts]: Hunter-killer missile

++ Total: [96 PL, 15CP, 2000pts] ++ Created with BattleScribe


With that many BSS on foot why not put a flamer in place of a melta and a SB on the Superior to max out your Holy Trinity. Use the rest of the saved points to add more BSS and possibly other units entirely.


Don't do this. Holy trinity is gak. You're just wasting CP, even against ideal targets the amount of additional damage you get from HT is next to nothing.

HT is pretty much NEVER worth using.

This message was edited 2 times. Last update was at 2019/03/22 16:16:50



 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

ERJAK wrote:

Horde lists suck because they're awful boring frustrating bullgak to play(with OR against), not because they're weak. I'd rather get gnawed on by lamprey for 3 hours than deal with a footslog list. Yeah, winning because you papered the board with models, got all the objectives and ran out of time turn 2 is an effective strategy, it's just horrendously terrible.

That wouldn't happen in the ITC. Most competitive players bring timers now and if one player wants to use it, you have to use it (I prefer to use it as well even with my horde o sisters).



Automatically Appended Next Post:
ERJAK wrote:

Don't do this. Holy trinity is gak. You're just wasting CP, even against ideal targets the amount of additional damage you get from HT is next to nothing.

HT is pretty much NEVER worth using.


I disagree. I think you need to realize that at certain points in a game, if you dont get those few extra wounds, you're in trouble. When 200 ork attacks are staring you in the face, you better damn well think about it. When all you have left, as in my last game, is the meltas and combiflamer in your unit, and you MUST kill that Stormlord... I know that the Stratagem will be used a lot less often because most armies will only have one unit built to use it. But that one unit is a useful X-Factor to have. Don't outfit EVERYTHING for it. But one unit? Sure. i think it's wise to do and has been for me so far. I use it maybe once a game and sometimes not at all, but its been important when I HAD to use it.

This message was edited 3 times. Last update was at 2019/03/22 16:34:31


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Lammia wrote:
 MacPhail wrote:
My main game club has been struggling to finish games... someone is late, or early, or playing new units, or just got a new book... 2000 points is more than we can commonly see through all 5-7 turns. We decided last month that we'd all bring lists at 500, 1000, and 1500 to be better able to adjust to time constraints.

So what approach would any of you take at those thresholds? What would you leave out and what would you try to preserve in terms of tactical options built into the list? At what level do you abandon the Exorcist castle, mech Dominions, or Celestine's aura in favor of something else? I've got a pretty stable 2k Brigade + Battalion list that without the Battalion needs only a little management to fit into 1500. The next drop isn't so clear... how would you approach it? Push for more CP to keep the stratagems flowing, or overload certain units to create an imbalance?

At 1000pts, Battalion + Outrider with 2-3 Vehicles would probably be my suggestion to try first. I'd also suggest trying without Celestine and instead giving relic blade Cannoness an Immolator and Righteous Rage, spending those other points on other things.
At 500 points you'll be putting everything into an Outrider Detachment and named characters would be mean.


Thanks, all great points to consider. Good call on dialing down HQs, especially Big C.

I cooked up a 1000-point double-Battalion that I think is pretty potent. The focus is on being fast and spammy with Bloody Rose across the board, but no Celestine and no Exorcists. The core tactic is to Vanguard the Dom Rhinos into position, load two melta BSS and some aura HQs, run them across the board, pop smoke, and redraw the lines of battle on Turn 2.
Spoiler:

Warlord Canoness w/ Brazier
Melee Canoness w/ BoA, IP
BSS w/ 2x melta
BSS w/ 2x melta
BSS
Celestians w/ Axe
Dialogus
Doms w/ 5x stormbolter
Doms w/ 5x stormbolter
Doms w/ 5x stormbolter
Rhino
Rhino
Rhino

Canoness
Missionary
BSS
BSS
BSS


The 1500 list built on a similar strategy is also pretty solid. Game tomorrow, at some points level.


Automatically Appended Next Post:
 Jancoran wrote:

ERJAK wrote:

Don't do this. Holy trinity is gak. You're just wasting CP, even against ideal targets the amount of additional damage you get from HT is next to nothing.

HT is pretty much NEVER worth using.


I disagree. I think you need to realize that at certain points in a game, if you dont get those few extra wounds, you're in trouble. When 200 ork attacks are staring you in the face, you better damn well think about it. When all you have left, as in my last game, is the meltas and combiflamer in your unit, and you MUST kill that Stormlord... I know that the Stratagem will be used a lot less often because most armies will only have one unit built to use it. But that one unit is a useful X-Factor to have. Don't outfit EVERYTHING for it. But one unit? Sure. i think it's wise to do and has been for me so far. I use it maybe once a game and sometimes not at all, but its been important when I HAD to use it.


I think I'm with Jancoran here. Heavy flamers that wound Marines on 2s and strip wounds off vehicles on 4s are okay for 1 CP. Melta Doms wound heavy armor on 3s and transports on 2s, and splitting fire gets easier. Like J says, build one of those two squads, find a way to use the odd combi melta or combi flamer, and get (I think) a return on your investment if you spend that CP on the right target.

This message was edited 1 time. Last update was at 2019/03/23 06:21:53


   
Made in us
Preacher of the Emperor





Denver, CO, USA

I had a fun game against my regular TSons opponent. I tried the "Musical Rhinos" deployment option; he brought Magnus and what seemed like a dozen psykers. We went three full rounds before it became clear that while I had him dead to rights on model count and board control, he had me beat on points. He drew really well on Turn 1 and Turn 2 objectives; he was claiming 4-6 VP per turn and I was getting 1-2. It had come to a point where I needed to keep his last few Tzangors alive while I drew new cards and tried to close the scoreboard gap... not a very fun way to win.

My triple-Exorcist-Divine-Guidance-Vessels combo dropped Magnus to 1 wound on Turn 1... I charged him with two BSS squads hoping the dice would prevail, but he squished one in the Fight phase and one in the following Psychic, leaving him free to one-shot an Exorcist before I got him in Turn 2.

Musical Rhinos was fun... I deployed poorly and was without the Celestine Cathedral on Turn 1. He cracked one of three with a combination of mortal wounds and Reaper cannons. I used smoke and creative maneuvering between terrain to restore the auras and create the desired Rhino fort on Turn 2, and it seemed viable. It went something like this:

Vanguard Rhino moves: 2 Stormbolter Doms, 1 Melta Doms to about 9" out.
Opponent's shooting: Lose a Rhino, disembark Meltas.
1st Movement phase: Embark dismounted Meltas in one Rhino, Heavy Flamer Rets in the other, move to edge of auras, pop smoke.
The loss of the third Rhino means the Celestians and HQ blob are jogging.
Advance 3 more BSS from the DZ to replace disembarking troops.
2nd Movement phase: Disembark Meltas, Heavy Flamers, and Stormbolters, embark BSS.

In my second turn, the Melta Doms used DG and Fire & Fury and got a Helbrute to blow up and take the Warlord with him (he'd been softened up by Burning Descent from 10 Seraphim), the HF Rets used Holy Trinity to cut a squad of Rubrics in half, the Stormbolters peeled off a few more casualties, and the Rhinos charged two squads of Rubrics to tie them up. It was great having all those short range guns in midfield by Turn 2, but the loss of the Rhino early made it hard to close to close combat... I feel like by the time the melee Canoness and her Celestian bodyguard got into it, shooting had done most of the work.

Ooh, and I remembered to make a Rhino repair roll! I missed my Immolator cannons, but I'll definitely mess with Musical Rhinos again.

Photos in spoiler:
Spoiler:
You can see where the three Rhinos had deployed, outlined in infantry. Had all three survived Turn 1, I'd have embarked Heavy Flamers, Celestians, and and aura blob of HQ. Losing one of three in my Opponent's shooting phase added a squad of Melta Doms also looking for a ride. I ended up embarking Meltas and Heavy Flamers; the Celestians and aura blob fell behind. It's a bot of an eggs-in-one-basket situation... you don't want to leave anyone behind in a mid-range shooting army.


And this happened, and went about like you'd expect.




This message was edited 1 time. Last update was at 2019/03/24 06:18:42


   
Made in us
Preacher of the Emperor





Denver, CO, USA

I wrote up a more detailed battle report of the game I mentioned above: https://www.dakkadakka.com/dakkaforum/posts/list/0/773404.page#10396292

I'm also going to do some mockups and measuring on the Musical Rhinos tactic... I think it has merit.

   
Made in au
Calm Celestian




I can't say I'm a fan of Rhinos, so I'll be interested to see how you go in future.

   
Made in us
Consigned to the Grim Darkness





USA

Rhinos are damn good. Very points-efficient way of getting ten non-dominion girls around on the field, very durable for their points.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 MacPhail wrote:
I had a fun game against my regular TSons opponent. I tried the "Musical Rhinos" deployment option; he brought Magnus and what seemed like a dozen psykers. We went three full rounds before it became clear that while I had him dead to rights on model count and board control, he had me beat on points. He drew really well on Turn 1 and Turn 2 objectives; he was claiming 4-6 VP per turn and I was getting 1-2. It had come to a point where I needed to keep his last few Tzangors alive while I drew new cards and tried to close the scoreboard gap... not a very fun way to win.

My triple-Exorcist-Divine-Guidance-Vessels combo dropped Magnus to 1 wound on Turn 1... I charged him with two BSS squads hoping the dice would prevail, but he squished one in the Fight phase and one in the following Psychic, leaving him free to one-shot an Exorcist before I got him in Turn 2.

Musical Rhinos was fun... I deployed poorly and was without the Celestine Cathedral on Turn 1. He cracked one of three with a combination of mortal wounds and Reaper cannons. I used smoke and creative maneuvering between terrain to restore the auras and create the desired Rhino fort on Turn 2, and it seemed viable. It went something like this:

Vanguard Rhino moves: 2 Stormbolter Doms, 1 Melta Doms to about 9" out.
Opponent's shooting: Lose a Rhino, disembark Meltas.
1st Movement phase: Embark dismounted Meltas in one Rhino, Heavy Flamer Rets in the other, move to edge of auras, pop smoke.
The loss of the third Rhino means the Celestians and HQ blob are jogging.
Advance 3 more BSS from the DZ to replace disembarking troops.
2nd Movement phase: Disembark Meltas, Heavy Flamers, and Stormbolters, embark BSS.

In my second turn, the Melta Doms used DG and Fire & Fury and got a Helbrute to blow up and take the Warlord with him (he'd been softened up by Burning Descent from 10 Seraphim), the HF Rets used Holy Trinity to cut a squad of Rubrics in half, the Stormbolters peeled off a few more casualties, and the Rhinos charged two squads of Rubrics to tie them up. It was great having all those short range guns in midfield by Turn 2, but the loss of the Rhino early made it hard to close to close combat... I feel like by the time the melee Canoness and her Celestian bodyguard got into it, shooting had done most of the work.

Ooh, and I remembered to make a Rhino repair roll! I missed my Immolator cannons, but I'll definitely mess with Musical Rhinos again.

Photos in spoiler:
Spoiler:
You can see where the three Rhinos had deployed, outlined in infantry. Had all three survived Turn 1, I'd have embarked Heavy Flamers, Celestians, and and aura blob of HQ. Losing one of three in my Opponent's shooting phase added a squad of Melta Doms also looking for a ride. I ended up embarking Meltas and Heavy Flamers; the Celestians and aura blob fell behind. It's a bot of an eggs-in-one-basket situation... you don't want to leave anyone behind in a mid-range shooting army.


And this happened, and went about like you'd expect.






I'm confused. Exorcist can't benefit from Acts of Faith. Explain, please? I also don't understand what the "musical rhinos" is. Please explain? I am on muscle relaxers at the moment so I might just be being dense. Humor me.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Denver, CO, USA

 Jancoran wrote:
I'm confused. Exorcist can't benefit from Acts of Faith. Explain, please? I also don't understand what the "musical rhinos" is. Please explain? I am on muscle relaxers at the moment so I might just be being dense. Humor me.


Someone else correct me if I'm wrong, but I think Vessels turns an AoF into something that affects more than just infantry... and this seemed like an unintended fluke at first, but it made it through the FAQ.

Musical Rhinos is what I'm calling using a Vanguard move to position some Dominion Rhinos midfield, sheltering them with the Celestine/Indomitable aura and Smoke Launchers, and then shuttling an additional 1-2 non-Dominion units through them as a way of moving into optimal weapon range without taking too many casualties. Last game I had one Rhino that was occupied by 4 different units in the course of the battle. I'm not the first to do it and there may be a better name, but I'm increasingly convinced that it works... I just need to figure out the difference between going first and going second.

   
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St. Louis, Missouri USA

Rhinos suffer greatly from not being Repressors. The fire points alone make up the points difference, This makes the weapons, extra wound, and better degradation chart a free bonus.

 
   
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Olympia, WA

 MacPhail wrote:
 Jancoran wrote:
I'm confused. Exorcist can't benefit from Acts of Faith. Explain, please? I also don't understand what the "musical rhinos" is. Please explain? I am on muscle relaxers at the moment so I might just be being dense. Humor me.


Someone else correct me if I'm wrong, but I think Vessels turns an AoF into something that affects more than just infantry... and this seemed like an unintended fluke at first, but it made it through the FAQ.

Musical Rhinos is what I'm calling using a Vanguard move to position some Dominion Rhinos midfield, sheltering them with the Celestine/Indomitable aura and Smoke Launchers, and then shuttling an additional 1-2 non-Dominion units through them as a way of moving into optimal weapon range without taking too many casualties. Last game I had one Rhino that was occupied by 4 different units in the course of the battle. I'm not the first to do it and there may be a better name, but I'm increasingly convinced that it works... I just need to figure out the difference between going first and going second.


Vessel of the Emperor makes the Act of Faith work on units within the radius. However the Exorcist cannot benefit from Acts. It does not have the Act of Faith rule.


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

 Jancoran wrote:
 MacPhail wrote:
 Jancoran wrote:
I'm confused. Exorcist can't benefit from Acts of Faith. Explain, please? I also don't understand what the "musical rhinos" is. Please explain? I am on muscle relaxers at the moment so I might just be being dense. Humor me.


Someone else correct me if I'm wrong, but I think Vessels turns an AoF into something that affects more than just infantry... and this seemed like an unintended fluke at first, but it made it through the FAQ.

Musical Rhinos is what I'm calling using a Vanguard move to position some Dominion Rhinos midfield, sheltering them with the Celestine/Indomitable aura and Smoke Launchers, and then shuttling an additional 1-2 non-Dominion units through them as a way of moving into optimal weapon range without taking too many casualties. Last game I had one Rhino that was occupied by 4 different units in the course of the battle. I'm not the first to do it and there may be a better name, but I'm increasingly convinced that it works... I just need to figure out the difference between going first and going second.


Vessel of the Emperor makes the Act of Faith work on units within the radius. However the Exorcist cannot benefit from Acts. It does not have the Act of Faith rule.



The Acts of Faith ability is what lets a unit attempt an AoF. The Vessel of the Emperor's Will stratagem simply says "affects all friendly Adepta Sororitas units within..." So a unit with the AoF ability must be the one to make the attempt and also be the legitimate target of the stratagem... then the Vessel text kicks in and, as far as I know, is implemented verbatim. A unit doesn't need the ability to be affected by AoFs, just to attempt them. I think.

In my head this was asked of and confirmed by GW, maybe on the FB page or in a designer's interview, but apparently not yet in an official FAQ... does anyone else remember this?

This message was edited 1 time. Last update was at 2019/03/28 21:53:09


   
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 MacPhail wrote:

The Acts of Faith ability is what lets a unit attempt an AoF. The Vessel of the Emperor's Will stratagem simply says "affects all friendly Adepta Sororitas units within..." So a unit with the AoF ability must be the one to make the attempt and also be the legitimate target of the stratagem... then the Vessel text kicks in and, as far as I know, is implemented verbatim. A unit doesn't need the ability to be affected by AoFs, just to attempt them. I think.

In my head this was asked of and confirmed by GW, maybe on the FB page or in a designer's interview, but apparently not yet in an official FAQ... does anyone else remember this?


Rules as written, you are correct
Act of faith allows the unit to attempt it
The stratagem does not specify that a unit needs to have the act of faith rule in order to be effected, only the adeptus sororitas keyword
There is no part of the rules that state the model effected must have the act of faith rule, just that they need the rule in order to attempt.

Therefore, models with the keyword who do not have the rule, can be splashed onto

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Olympia, WA

Ill be damned. Good news all around.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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ERJAK wrote:

Horde lists suck because they're awful boring frustrating bullgak to play(with OR against), not because they're weak. I'd rather get gnawed on by lamprey for 3 hours than deal with a footslog list. Yeah, winning because you papered the board with models, got all the objectives and ran out of time turn 2 is an effective strategy, it's just horrendously terrible.


So what about sisters is that makes them so slow? 300-400 ork model armies I finished in turn 5 latest in tournaments. How many sisters these horde sisters are and how they are slower than orks?

2024 painted/bought: 109/109 
   
 
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