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Made in gb
Lead-Footed Trukkboy Driver





Birmingham, UK

Tyel wrote:
DSing Seraphim for 8 melta shots that turn is nice, but I feel its not exactly the hardest thing to screen for. All in all, if you are going second, it also means something nasty has had two turns to shoot you before you did anything. Whereas, assuming they survive, the exorcists could respond immediately.


I don't think you can shoot 8 times because the strat to increase range only works for that phase (movement phase)

This message was edited 1 time. Last update was at 2019/12/01 03:21:59


   
Made in ca
Stealthy Sanctus Slipping in His Blade






 Kapitan Montag wrote:
Tyel wrote:
DSing Seraphim for 8 melta shots that turn is nice, but I feel its not exactly the hardest thing to screen for. All in all, if you are going second, it also means something nasty has had two turns to shoot you before you did anything. Whereas, assuming they survive, the exorcists could respond immediately.


I don't think you can shoot 8 times because the strat to increase range only works for that phase (movement phase)


It doesn't, they are only in range because of the strategem outside of the shooting phase.

A ton of armies and a terrain habit...


 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

 dracpanzer wrote:
 Kapitan Montag wrote:
Tyel wrote:
DSing Seraphim for 8 melta shots that turn is nice, but I feel its not exactly the hardest thing to screen for. All in all, if you are going second, it also means something nasty has had two turns to shoot you before you did anything. Whereas, assuming they survive, the exorcists could respond immediately.


I don't think you can shoot 8 times because the strat to increase range only works for that phase (movement phase)


It doesn't, they are only in range because of the strategem outside of the shooting phase.

This is my understanding as well, but I don't think it hurts us too badly. I'm planning to Vanguard at least one squad of stormbolter Dominions on foot and into cover, maybe more, with the goal of clearing screens for Turn 2 and 3 DSing Seraphim with infernos. Also, screens might be the best target anyway. I'm toying with the idea of a third unit of 10 with mixed loadout, deploying out of LoS if possible, jumping into range on Turn 1 or 2, meeting Celestine halfway up the board for the save bonus, and dropping Holy Trinity on top of Bloody Rose. +1 to Wound and -1 AP seem a potent combo against most infantry.

   
Made in fi
Locked in the Tower of Amareo





Rogerio134134 wrote:
I'll be taking 3 excorcists absolute guaranteed. They are a fantastic unit and are actually relatively durable with T8 3+ and 6++. Not only are they brilliant anti tank units but they can also put down a massive rate of fire against infantry as well with the conflagration rockets.


Missiles are distinlt weapons you buy at list building so no switlhing. And since part of same datasheet max 3 total :(

2024 painted/bought: 109/109 
   
Made in ca
Commander of the Mysterious 2nd Legion





Rogerio134134 wrote:
I'll be taking 3 excorcists absolute guaranteed. They are a fantastic unit and are actually relatively durable with T8 3+ and 6++. Not only are they brilliant anti tank units but they can also put down a massive rate of fire against infantry as well with the conflagration rockets.

With that being the bedrock of the list Im not sure which direction to go with the rest of the list. I think Dominion squads with storm bolters and retributors are both great for big firepower and I'll be looking into them.

I think I'll throw a portion of the army forward to martyr itself for the God emperor in the form of multiple units of penitent engines and repentia. Add in a few battle sister squads in immolators with lots of flame weapons and I think the enemy will have a few questions to ask about target priority!


sadly pentinent engines are the same slot as exorcists sadly so if you take 3 pentient engines would require you to take another detachment for.

Opinions are not facts please don't confuse the two 
   
Made in us
Pragmatic Collabirator



Dayton, OH

I'm thoroughly enjoying the codex so far. It's also rather baffling me, at the moment, but that's just because this is my return to 40k since bailing in early 6th edition. So I've got some homework to catch up on basic list structure, too.

Regardless, it seems readily apparent to me that, especially in the non-rigorous meta I'll be playing in among my friends, this codex gives me a lot of options to experiment with and try different approaches and strategies. And that's exciting!
   
Made in au
Calm Celestian




BrianDavion wrote:
Rogerio134134 wrote:
I'll be taking 3 excorcists absolute guaranteed. They are a fantastic unit and are actually relatively durable with T8 3+ and 6++. Not only are they brilliant anti tank units but they can also put down a massive rate of fire against infantry as well with the conflagration rockets.

With that being the bedrock of the list Im not sure which direction to go with the rest of the list. I think Dominion squads with storm bolters and retributors are both great for big firepower and I'll be looking into them.

I think I'll throw a portion of the army forward to martyr itself for the God emperor in the form of multiple units of penitent engines and repentia. Add in a few battle sister squads in immolators with lots of flame weapons and I think the enemy will have a few questions to ask about target priority!


sadly pentinent engines are the same slot as exorcists sadly so if you take 3 pentient engines would require you to take another detachment for.
Not if you take a Missionary! But we'll have the detachments anyway.

   
Made in us
Drop Trooper with Demo Charge





Lammia wrote:
BrianDavion wrote:
Rogerio134134 wrote:
I'll be taking 3 excorcists absolute guaranteed. They are a fantastic unit and are actually relatively durable with T8 3+ and 6++. Not only are they brilliant anti tank units but they can also put down a massive rate of fire against infantry as well with the conflagration rockets.

With that being the bedrock of the list Im not sure which direction to go with the rest of the list. I think Dominion squads with storm bolters and retributors are both great for big firepower and I'll be looking into them.

I think I'll throw a portion of the army forward to martyr itself for the God emperor in the form of multiple units of penitent engines and repentia. Add in a few battle sister squads in immolators with lots of flame weapons and I think the enemy will have a few questions to ask about target priority!


sadly pentinent engines are the same slot as exorcists sadly so if you take 3 pentient engines would require you to take another detachment for.
Not if you take a Missionary! But we'll have the detachments anyway.


Unfortunately, Penitent Engines don't have the battle conclave rule, so they do take slots. I am half-contemplating taking a squad of mortifiers with heavy bolters as fire support once the kit comes out, 2 assault 3 heavy bolters on a reasonably survivable platform that can defend themselves from melee threats for under 60 points apiece sounds decent, though my local meta is admittedly rather soft.

Hyades 1st 5000 Hive Fleet 5000 Iyanden 2500
Ordo Hereticus retinue 3000 Farsight Enclave 5000 Ahriman's Guard 2000
Salamanders 3000
Blackmane's Best 2500 
   
Made in au
Calm Celestian




Shivan Reaper wrote:
Lammia wrote:
BrianDavion wrote:
Rogerio134134 wrote:
I'll be taking 3 excorcists absolute guaranteed. They are a fantastic unit and are actually relatively durable with T8 3+ and 6++. Not only are they brilliant anti tank units but they can also put down a massive rate of fire against infantry as well with the conflagration rockets.

With that being the bedrock of the list Im not sure which direction to go with the rest of the list. I think Dominion squads with storm bolters and retributors are both great for big firepower and I'll be looking into them.

I think I'll throw a portion of the army forward to martyr itself for the God emperor in the form of multiple units of penitent engines and repentia. Add in a few battle sister squads in immolators with lots of flame weapons and I think the enemy will have a few questions to ask about target priority!


sadly pentinent engines are the same slot as exorcists sadly so if you take 3 pentient engines would require you to take another detachment for.
Not if you take a Missionary! But we'll have the detachments anyway.


Unfortunately, Penitent Engines don't have the battle conclave rule, so they do take slots. I am half-contemplating taking a squad of mortifiers with heavy bolters as fire support once the kit comes out, 2 assault 3 heavy bolters on a reasonably survivable platform that can defend themselves from melee threats for under 60 points apiece sounds decent, though my local meta is admittedly rather soft.
...Huh, they don't.

Mortifiers are definitely a way to go, the're fast enough to get into combat T2 and cheap enough to serve as a distraction

This message was edited 3 times. Last update was at 2019/12/01 06:49:05


   
Made in us
Heroic Senior Officer





Western Kentucky

This is the first codex I've seen in a while where I'm genuinely stumped on which direction I want to take it. I'm heavily tempted to make a custom order and just play around with the rules. I really like how the codex is hinting that you really need to overlap abilities and auras though, the codex is clearly meant to be strong when you're combining abilities, as each on their own are fairly minor.

I have a feeling mine will stay allies for a long time, most likely a few small squads of sisters and something like mortifiers to fill gaps guard have. They also seem like a great choice for a cp battery batallion. Bare minimum you have the 4+ deny and with proper overlapping of tricks even a small detachment of sisters could provide serious pysker defense.

For pure sisters, I'd love to see a pure infantry army maximizing aura overlaps to make sisters very tough to shift. Order of the Valorous heart combined with imagifiers for stoic ability, the indomitable belief warlord trait combo'd with the book of Saint Lucius, Celestine, and spirit of the martyr makes for a sister that has a 3+/4++/6+++, who ignores AP2 or less, anything Ap3 only hurts them half the time, and when you kill them on a 5+ they get one last attack. The question is what to combine with it. I feel like lots of meltas is a good idea if you're foot slogging, you'll need the AT, and then perhaps stuff like repentia, mortifiers, and these new zephyrim (I'm assuming new at least) to provide melee protection and push up ahead. It may not be the most competitive, but you can completely remove the use of any AT your opponent has, while simultaneously punishing most anti infantry weapons as well. I feel stuff like retributors are mandatory but they're not going to last long. So you take 2 melta and a combimelta in the sister squads. Plus you take the triumph of St Katherine and get all those bonus abilities as well and it's even more t3 wounds to chew through.

No idea how competitive it would be, but man would it be a sight to behold on the table top. Tons of cp, a good amount of miracle dice, and has a lot of flexibility. And probably talking 100+ sisters you're trying to chew through with a ton of different auras and buffs that can be leveraged with proper play to buff melee (priests/imagifier/zephyrim/katherine/Valorous heart melee T debuff relic) shooting (canoness, strats) or durability (see above)

This message was edited 1 time. Last update was at 2019/12/01 07:15:43


'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in ca
Commander of the Mysterious 2nd Legion





Anyone seeing any obvious Sisters/Inqusition synergies? not seeing any myself but given we can toss an inqusitor in without losing our sacred rites and the sisters links to the ordo Hereticus I figure it's worth looking

Opinions are not facts please don't confuse the two 
   
Made in au
Calm Celestian




BrianDavion wrote:
Anyone seeing any obvious Sisters/Inqusition synergies? not seeing any myself but given we can toss an inqusitor in without losing our sacred rites and the sisters links to the ordo Hereticus I figure it's worth looking
There's definitely plenty of room for Hereticus (or even bring in the ol' Order of the Hammer) synergies. It just depends on how you want to learn into that...

   
Made in us
Regular Dakkanaut




Careful about the Deny's MrMoustarra- isn't that bonus deny a sacred rite, and therefore you can't ally in for that benefit on shield of faith?

im definately seeing sisters syncing with an inquisitor. if your really dealing with lots of psyker, you can drop in one. i was thinking Greyfax for extra denies, or coteaz in specific, since they also have higher armor saves than base inquisitors, but the basic ones could do as well.

Army: none currently. 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

I have a 2k list of 20 CP and 127 models of the Order of the Luminous Beacon (an Argent Shroud minor order)
   
Made in us
Longtime Dakkanaut




 Kapitan Montag wrote:
I don't think you can shoot 8 times because the strat to increase range only works for that phase (movement phase)


Yeah, on re-reading I think you are right. I was thinking "okay, I've set them up, now its the shooting phase, play stratagem, shoot twice" - but its fairly clear that isn't the intention.
   
Made in us
Regular Dakkanaut




Nice thing about the strategem being firing in the movement phase though- you can potentially gain a miracle die from taking out a unit with it, if it interests you and the rules for miracle die allow for that. something ive seen and repeated a bit myself is using it to drop a unit specifically to fire on chaff, likely as bloody rose (who can do all the drops the best...). if you kill em on drop, then they are gone and you get a miracle point. if you went full bolt pistols, and they lived, or you have another target within reach, the full unit can fire again in shooting along with anything else that dropped or got in range.

Same logic if you drop with other pistols, just gotta subtract the models that can't hit the second time. i favor inferno and bolt drops on this one, not sure which id take more.

Army: none currently. 
   
Made in fi
Locked in the Tower of Amareo





BrianDavion wrote:
Rogerio134134 wrote:
I'll be taking 3 excorcists absolute guaranteed. They are a fantastic unit and are actually relatively durable with T8 3+ and 6++. Not only are they brilliant anti tank units but they can also put down a massive rate of fire against infantry as well with the conflagration rockets.

With that being the bedrock of the list Im not sure which direction to go with the rest of the list. I think Dominion squads with storm bolters and retributors are both great for big firepower and I'll be looking into them.

I think I'll throw a portion of the army forward to martyr itself for the God emperor in the form of multiple units of penitent engines and repentia. Add in a few battle sister squads in immolators with lots of flame weapons and I think the enemy will have a few questions to ask about target priority!


sadly pentinent engines are the same slot as exorcists sadly so if you take 3 pentient engines would require you to take another detachment for.


Seeing sisters want either brigade or 2 bat for cp both being 6 hs not an issue

2024 painted/bought: 109/109 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

BrianDavion wrote:
So what's everyone think of the Chapter tactics? what are the good? what are the situational? what are the "word bearer equivilants"?


I'm split between Martyred Lady (I expect to lose models pretty fast and they reward that, plus they have the pulpit) and Argent Shroud (mobility can often be kind after all). I'm making a custom order though so I'll likely try them all given enough time.

This message was edited 1 time. Last update was at 2019/12/01 17:06:55


 
   
Made in ie
Battleship Captain





 ClockworkZion wrote:
BrianDavion wrote:
So what's everyone think of the Chapter tactics? what are the good? what are the situational? what are the "word bearer equivilants"?


I'm split between Martyred Lady (I expect to lose models pretty fast and they reward that, plus they have the pulpit) and Argent Shroud (mobility can often be kind after all). I'm making a custom order though so I'll likely try them all given enough time.


Honestly the army seems like its specifically written around mixing orders and it's kind of a pain cause it's not something I like doing.


 
   
Made in fi
Locked in the Tower of Amareo





 ClockworkZion wrote:
BrianDavion wrote:
So what's everyone think of the Chapter tactics? what are the good? what are the situational? what are the "word bearer equivilants"?


I'm split between Martyred Lady (I expect to lose models pretty fast and they reward that, plus they have the pulpit) and Argent Shroud (mobility can often be kind after all). I'm making a custom order though so I'll likely try them all given enough time.


Considered the speedy ones but seeing my necrons are max advance guys figured new style so i went for ap ignoring one. With imaginers around need -3 to worry. Take that numarines with your -2 bolters!

2024 painted/bought: 109/109 
   
Made in ca
Commander of the Mysterious 2nd Legion





tneva82 wrote:
 ClockworkZion wrote:
BrianDavion wrote:
So what's everyone think of the Chapter tactics? what are the good? what are the situational? what are the "word bearer equivilants"?


I'm split between Martyred Lady (I expect to lose models pretty fast and they reward that, plus they have the pulpit) and Argent Shroud (mobility can often be kind after all). I'm making a custom order though so I'll likely try them all given enough time.


Considered the speedy ones but seeing my necrons are max advance guys figured new style so i went for ap ignoring one. With imaginers around need -3 to worry. Take that numarines with your -2 bolters!


yeah I'm considering if I go that route putting a book of st lucius oin an imaginifier, 9 inch ignore -2 bubble

Opinions are not facts please don't confuse the two 
   
Made in fi
Locked in the Tower of Amareo





Certainly decent option. I do have brigad(army list on the list subsection) so would have 15 CP. 1 for extra relic, 1 for extra warlord trait so 13 left. Guess I could consider replacing 1 imaginifier for that one. Would give me 5 extra sisters for example. Or just go with 3 imaginifiers with 6" bubbles.

2024 painted/bought: 109/109 
   
Made in us
Pious Palatine




Got 2 games in, one against a softened Eldar flyer list. (Only 2 CHE, only using the -2, a couple other non-standard unit choices.) and a White Scars list (repulsor+Executionor+standard white scars stuff)

My list was:

BR Battalion: 3x3SB BSS, Missionary, Canoness with IP, Admonition, 10 Zephyrim, 5 IP Seraphim, 10 hf Seraphim.

OoML battalion Missionary, Celestine 3x3SB BSS, 3x HB Mortifiers(2 flails, blade on the leader), 3xPenitent Engines(2blades, 1 flail)

Valorous Heart Battalion: Canoness Rod, Book, Canoness Brazier, Litanies, 3xSB BSS, 2x exorcists, Imagifier, Dialogus.

Obviously build to test out a bunch of different things, not win tournaments.


First game, exorcist killed a CHE from 60" out basically instantly. -3 to hit wouldn't have helped. Mortifiers shredded infantry with their heavy bolters while zipping down field and pressuring his flank. everything else didn't really do anything.

His turn, he bounced off the exorcists and killed 2 mortifiers.

My turn, I deepstrike the 10 Zephyrim behind his dark reapers, dark reapers Stratagem to shoot, and get overwatch, kills 4 zephyrim. Zephyrim auto charge with miracle dice, kill all the dark reapers. Exorcist pops his wave serpent, Seraphim Deadly descent a nightspinner and fail utterly, Exorcist auto kills another flyer. It was basically over after that.


Game 2, Gave my opponent first turn to see how much worse going second was. Executioner and regular repulsor put both exorcists on the last bracket immediately and killed 2 mortifiers.

My turn, Both exorcists shot at the executioner, 5s rerolling 1s. First one gets a shot through, put 6 damage down with MD. Second one somehow got TWO through and I was left staring at a 6, a 4, and an unused Dialogus. I go 'whatever' roll for damage get 2. Bracketed it but that was it.

The last remaining mortifier charges some hellblasters and kills the squad. Bolters and Blessed bolt stormbolters trim down some of the intercessor squads.

His turn, he outflanks some aggressors and drops some of the primaris drop guys, he pops one exorcist and the mortifier, kills a handful of battle sisters and a penitent engine, repulsors lascannons whiff and the incedental shots bounce off Valorous heart. Second exorcist survives, he tries to charge it with the aggressor and I use a 6 to guarantee a hit in overwatch, get 2 more hits, kill 2 leave 1 with 1 wound, he fails the charge.

My turn, bring down the IP seraphim near the Executioner and the Zephyrim near his drop troops. Shave off some stuff with heavy bolters, do 5 wounds to the remaining repulsor with my barely alive exorcist, Deadly descent kills the executionor with an MD 6 to help. lose 2 Zephyrim on the charge but totally wipe the drop troops. Penitent engines and Celestine move up. Celestine succeeds in charging but dies to a Thammer interrupt(whoops), gets back up but is out in the open.

His turn, kills Celestine, the last exorcist, the zephyrim down to four, and most of my battle sisters.puts some wounds on a penitent engine.

My turn, out of CP, can barely kill anything anymore, penitent engine still manages to waste the repulsor and zephyrim kills his librarian but the characters he has left could wipe my entire army with good rolls. I was so far ahead on objective points that we called it though.



Take aways: Quite a bit stronger than I thought:

Miracle dice are AMAZING. I was using the weaker 'single dice interpretation the whole game and they were still a major deciding factor. WAY stronger than I thought it would be.

As such, Litanies is a must have, same with Beacon.

Sacred Rites are meh, though I did roll doubles both games.

Exorcists are absolutely incredible. I totally forgot about my FNP and they still survived a repulsor executionor in devastator doctrine, with CM and Lt. Rerolls. Eldar flyer lists have to watch out because it's trivial to down a CHE or even a Hemlocke in a single volley.

Zephyrim are a lot better than I gave them credit for. They're still hamstrung by being basically bloody rose only and having issues with overwatch, but they hit incredibly hard and can charge from outside of overwatch range with 0 difficulty. You afraid of Assault centurions? Not with these girls you're not.

2 units of Deadly Descent Seraphim are mandatory in every list. Best run as bloody rose, but any OC will do. So, so good.

Mortifiers are a must have. They're incredibly fast, have about the same shooting point for point as heavy bolter retributors, and are surprisingly harder to kill than I thought they'd be.

Penitent engines are good too, their problem is they trade speed for better durability, and I'm not sure it works for them.

4++ bubble not really all that relavent anymore. Everything getting shot at doesn't really benefit from it.

Taking a brazier on a canoness is a surprisingly good option because it leaves you free to tool your list into anti-psyker or anti-demon outta nowhere.

Weaknesses:

Definitely problems with longevity, which was true in the index as well. You can practically hear the brakes kick on once you run out of CP.

Incredibly CP dependent. Triple Battalion or Brigade, battalion are most likely going to be the common builds. I had 18 CP and I would have KILLED for 2 more.

Leveraging the troops is gonna be hard, especially when triple stormbolter goes to Legends. I had 9 units of battle sisters I feel like accomplished nothing but capping objectives all game, and 3 of them could have done that just as well.

Ironhands will smoke us 100% of the time, but it's only slightly better for everyone else.

Going forward I still want to test out repentia (their damage output is off the wall, like instantly nuke a Castellan off the wall), arcos, more penitent stuff, the battle sanctum and Triumph.

The FAQ is also going to be pretty big because if we get more canoness equipment options and Dominions back, we could be off the chain.


Overall, I still say the book is pretty middle of the pack in terms of strength, but some really favorable matchups against top tournament armies, combined with excellent unit selection and a large number of varied strategies, leaves me feeling perfectly content to spend the next year+ with this book.






Automatically Appended Next Post:
BrianDavion wrote:
Anyone seeing any obvious Sisters/Inqusition synergies? not seeing any myself but given we can toss an inqusitor in without losing our sacred rites and the sisters links to the ordo Hereticus I figure it's worth looking


I almost always take at least 2 CTs. Valorous heart exorcists and Bloody rose deepstrikers are just so freaking good. Even Argent shroud and OoML have some really interesting combos they can kick out.

This message was edited 1 time. Last update was at 2019/12/01 23:25:03



 
   
Made in ca
Commander of the Mysterious 2nd Legion





yeah I'm running pure 1 order myself, otherwise it'lll be confusing.

Opinions are not facts please don't confuse the two 
   
Made in us
Regular Dakkanaut




Cute idea with the new codex: Give your Our Martyred Lady Sister Superiors a Plasma Pistol. While shooting, supercharge and use a Miracle die of 1 (after any modifiers you can find) to give the rest of the unit +1 to hit. As far as I can tell, since shooting attacks are made sequentially, this should work immediately. Give your sisters 2+ to hit, likely re-rolling 1s, as well as provide an outlet for your low Miracle Dice rolls.

   
Made in ro
Deranged Necron Destroyer




 MacPhail wrote:
Initial plans... Valorous Heart backfield, Bloody Rose forward elements, maybe backing off of mechanized infantry a bit in favor of Seraphim, but I'll initially run a mainly Sororitas (as opposed to Ministorum) list as I have been. That should give me a chance to explore new Stratagems and Relics while I acquire and build some of the units my collection has been missing: Engines, Arcos, and Repentia.

Despite some dismay at the previews, I'm very excited for this Codex, the new model range, and the energy of all the assembled Sororitas fans on Dakka to help find our way forward. The Emperor Protects!


This is my initial plan too. Since I'm planning on getting the Triumph and painting each sister as a different order, I can fluff excuse myself for mixing Orders in the competitive games and in casual games I'll just revert to one order and no one will mind.

Valorous Heart is soooo good and the perfect counter to the current marine meta, but Bloody Rose Seraphim are tasty af. Excited though, a solid 90% of the book looks properly viable. Coming from my current Necrons, that's mind blowing to me.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Got 2 games in, one at 1k against Tau and one at 2k against a different Tau.

First Tau was a fun & fluffy Kroot list. My 1k list was 3x rets / Canoness (in a Spearhead) and 3x BSS 2x Canoness in a battalion. I wiped the floor with them - I had far more retributors then they had bullets, and when I closed to the 12" range that Sororitas like to be at, it was over.

Second Tau was a triptide competitive list with my 20CP 2k list (BDE + BN). It had 3 zoot suits (what we call the coldstar commanders with meltas, because they zoot across the board), and 3 regular crisis suits. Plus Shadowsun, like 15 or 20 Fire Warriors and 10 Kroot, and a couple fireblades.

It was a fairly balanced game, but I came through in the end. He simply didn't have enough gun (which was weird for Triptide Tau). The first two turns I didn't get much past his 3+ invuln on the triptides because he had CP (for rerolls), but I got enough through to bracket a couple of them. Turn 3 it was all over - even after a couple turns of tau firepower, I had more gun than him, was more mobile than him, and he ran out of CP for rerolling his triptide 3+ saves so I melted the triptides.

The coldstars flew close to my lines, assassinated my warlord (after almost the entire rest of his army killed the 10 Celestians that were around her!) and then I Divine Interventione'd her back. I've never seen someone get so thoroughly disappointed - he traded all 3 Coldstars for 2 CP and one Miracle Die.

Miracle Dice are super useful, even if you aren't using them a ton. Moment of Grace and Divine Intervention
are both very useful!

Argent Shroud worked exactly like I expected them to - I got all over the board quite rapidly, and didn't get many charges off (because charging triptide Tau gunlines is suicide!) but I didn't need to. Once I raced up to within 12" (which was super quick with Argent Shroud) I simply outgunned him. He, of course, outgunned me at longer ranges, but that's why I picked Argent Shroud. To get under his guard, as it were, and then blaze away with fire, melta, and bolter until they're wreckage.

This message was edited 1 time. Last update was at 2019/12/02 01:35:41


 
   
Made in us
Hooded Inquisitorial Interrogator




I've played 5 with the new codex. I played twice vs Chaos, once vs Iron Hands, Necrons, and Tau. Each game was at 1500 because of a local 1 day GT around here everyone wants to practice for.

I used the weaker ruling of Miracle die too. I think its a really strong mechanic. After getting some games in I'm really happy with the book. My next concern is model availably for LVO as the stuff I want to add to my list (Zeraphim/Mortifers are not out yet) but thats a somewhat later problem,.

It's really amusing, Tau used to be a horrendous match up but now it's laughably easy.

I technically lost the Necron match up by a 2 points but that was only because I forgot they could deep strike and let them come in and kill all my engineers turn 1.

I won both Chaos match ups. Thermal knights hurt but you can put a hurt on them.

I also won the Iron Hand's game pretty big. When RepEx don't have a 5++ they die really easily.

There's defiantly some play in the book. I'm still hoping for a FAQ to allow dominions to scout in transports and their 5th storm bolter back but even if we get it I'm not sure I'll use them.
   
Made in ca
Commander of the Mysterious 2nd Legion





Sister's beat Iron Hands? intreasting was that a fluke or are sisters capable of dealing with the Kings of the Meta for some reason?

Opinions are not facts please don't confuse the two 
   
Made in us
Dakka Veteran




I've been pondering a Valorous Heart castle, I think they can be really tough to shift around throughout the game with ignoring up to -2 AP and camping cover. Things like MM Rets and Exorcists seem like they'll stand out in those matches.

I've also been thinking up ways to Sacred Rose horde the table with tons of MD gimmicks and bolter fire. I have a huge post of thoughts over on B&C forum, but I think it is a bit big to dump into here.

Sacred Rite wise, I think it'll shake out like this:

Hand of the Emperor: Argent Shroud and Bloody Rose are going to eat this up.

Spirit of the Martyr: Probably going to be the default when nothing else is more appropriate, "default" mode.

Aegis of the Emperor: When you see a bunch of psykers and decide that your preferred Sacred Rite isn't worth shutting them down. The other "default", match-up depending.

Divine Guidance: Horde lists are going to go here, and I think Sacred Rose will prefer it since their rules seem to push them into bolt weapons (lots of dakka).

The Passion: I think more foot-based Bloody Rose lists will take this. I think drop-based BR will opt to take Hand of the Emperor, still.

Light of the Emperor: Womp womp, not everything can be a winner. Super niche and probably not worth it even then. The two "default" ones are probably better in just about every scenario.

I don't think I'd roll, either, nor swap. Seems to fly in the face of the army that uses "fixed" dice (MD system) to skirt fate... only to turn its fate over to the little six-sided monsters. I think once things settle down, we'll have clear favorite Sacred Rites that armies will lean on a bit (not going to be a massive boost, but noticeable).
   
 
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