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Made in us
Pious Palatine




Lammia wrote:
yadrzzob wrote:
Lammia wrote:
Mavnas wrote:
So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.

It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.

It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.

But that's something that can cleared up in a faq


Except we've had like 6 FAQs since miracle dice came out and it hasn't been so...


 
   
Made in au
Calm Celestian




Mavnas wrote:
That interpretation would gut already kind of lackluster ways of turning your MD into a 6.
...A six is still a six. It's a SoF save, a maximum advance roll, a wound on anything, half a 12 inch charge. It's not nothing.


Automatically Appended Next Post:
ERJAK wrote:
Lammia wrote:
yadrzzob wrote:
Lammia wrote:
Mavnas wrote:
So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.

It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.

It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.

But that's something that can cleared up in a faq


Except we've had like 6 FAQs since miracle dice came out and it hasn't been so...
We had a day 0 patch since this Codex came out...

This message was edited 1 time. Last update was at 2021/09/06 20:53:22


   
Made in us
Pious Palatine




Lammia wrote:
Mavnas wrote:
That interpretation would gut already kind of lackluster ways of turning your MD into a 6.
...A six is still a six. It's a SoF save, a maximum advance roll, a wound on anything, half a 12 inch charge. It's not nothing.


Automatically Appended Next Post:
ERJAK wrote:
Lammia wrote:
yadrzzob wrote:
Lammia wrote:
Mavnas wrote:
So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.

It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.

It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.

But that's something that can cleared up in a faq


Except we've had like 6 FAQs since miracle dice came out and it hasn't been so...
We had a day 0 patch since this Codex came out...


But the modifying of miracle dice has functioned the same way since the original launch of the 8th edition codex and Terrible Knowledge has also been essentially the same since then. So 'does an auto 6 = unmodified 6?' has been around for years now.

The 'day zero' FAQ was roughly the 6th opportunity they've had to address it and they haven't.

This message was edited 1 time. Last update was at 2021/09/07 16:56:08



 
   
Made in au
Calm Celestian




ERJAK wrote:
Lammia wrote:
Mavnas wrote:
That interpretation would gut already kind of lackluster ways of turning your MD into a 6.
...A six is still a six. It's a SoF save, a maximum advance roll, a wound on anything, half a 12 inch charge. It's not nothing.


Automatically Appended Next Post:
ERJAK wrote:
Lammia wrote:
yadrzzob wrote:
Lammia wrote:
Mavnas wrote:
So, I haven't played in a few editions, but I'm wondering if anyone has tried a Sacred Rose canoness with Wrath of the Emperor, the Righteous Judgement blessing, and the Sacred Rose Warlord trait.

It seems like you could get a mortal wound and 2 damage AP - 2 (assuming Divine Guidance) wound every round at 18" ignoring LOS, plus 3 additional chances to roll for more at the cost of half a miracle die of any face.
It hasn't won any GTs, but people have been playing around with SR.

It's an interesting idea but 'considered to be a 6' isn't an unmodified 6, so it *shouldn't* work.
p.91: "A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1.)" The WL trait doesn't modify the miracle dice into a 6 because, by definition, it can't be modified. The trait says regardless of what that one MD per turn was, it's a 6 now. The value of a miracle dice that gets used counts as if you rolled that result, so it counts as an unmodified 6.
It says miracle dice aren't inherently modified dice. You can absoutely modify them.

But that's something that can cleared up in a faq


Except we've had like 6 FAQs since miracle dice came out and it hasn't been so...
We had a day 0 patch since this Codex came out...


But the modifying of miracle dice has functioned the same way since the original launch of the 8th edition codex and Terrible Knowledge has also been essentially the same since then. So 'does an auto 6 = unmodified 6?' has been around for years now.

The 'day zero' FAQ was roughly the 6th opportunity they've had to address it and they haven't.
Terrible Knowledge is different from the SR WL trait though; it creates the die as a 6. Light of the Divine changes the value of an existing dice, closer to Moment of Grace's effect.

This WL trait didn't exist before, so there's only been one 'phoned in' FaQ that could've answered this case.

   
Made in us
Regular Dakkanaut





Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
   
Made in au
Calm Celestian




Hankovitch wrote:
Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.

   
Made in us
Pious Palatine




Lammia wrote:
Hankovitch wrote:
Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.


Correct answer, incomplete reason. Fortifications always count as terrain features, which can't be placed on top of objectives. The fact that it becomes area terrain after setup is irrelevant.

However, you can put a battle sanctum 1mm away from the objectve market and still contest the objective through it.


 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

ERJAK wrote:
Lammia wrote:
Hankovitch wrote:
Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.


Correct answer, incomplete reason. Fortifications always count as terrain features, which can't be placed on top of objectives. The fact that it becomes area terrain after setup is irrelevant.

However, you can put a battle sanctum 1mm away from the objectve market and still contest the objective through it.
This is why I have a micrometer in my gaming bag.

 
   
Made in gb
Longtime Dakkanaut



Glasgow

ERJAK wrote:
Lammia wrote:
Hankovitch wrote:
Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.


Correct answer, incomplete reason. Fortifications always count as terrain features, which can't be placed on top of objectives. The fact that it becomes area terrain after setup is irrelevant.

However, you can put a battle sanctum 1mm away from the objectve market and still contest the objective through it.


Actually that ones debated. Some people count the objective as the centre of the objective marker and some people count the objective as the whole area of the objective. In which case you can't do that the latter interpretation is more common in my experience.

However given it has to be a set distance from other terrain features it is largely unplaceable anyway.

This message was edited 2 times. Last update was at 2021/09/10 00:33:57


 
   
Made in gb
Sister Oh-So Repentia




United Kingdom

 deviantduck wrote:
ERJAK wrote:
Lammia wrote:
Hankovitch wrote:
Is there anything preventing you from putting a Battle Sanctum on top of a control point? It becomes a terrain feature when you place it I the deployment phase, which seems to sidestep the "control points cannot be in area terrain" part of battlefield setup.
Area terrain can't be put over objectives.


Correct answer, incomplete reason. Fortifications always count as terrain features, which can't be placed on top of objectives. The fact that it becomes area terrain after setup is irrelevant.

However, you can put a battle sanctum 1mm away from the objectve market and still contest the objective through it.
This is why I have a micrometer in my gaming bag.


I understand the necessity sometimes, with some people, but it's still sad that you need one.
   
Made in nl
Dakka Veteran





Netherlands

The new Sisters models presented for Killteam are looking very nice. What do you guys think, will we see these models as a new unit in 40k any time soon?

And if so, in what role? I guess they would fit nicely into the codex as a second troop unit. 4+ armour, perhaps bs/ws4+ and no acces to bolters/special weapons. Would we find a use for such a unit?

   
Made in us
Pious Palatine




 Singleton Mosby wrote:
The new Sisters models presented for Killteam are looking very nice. What do you guys think, will we see these models as a new unit in 40k any time soon?

And if so, in what role? I guess they would fit nicely into the codex as a second troop unit. 4+ armour, perhaps bs/ws4+ and no acces to bolters/special weapons. Would we find a use for such a unit?


If they're a troop and they're cheaper than battle sisters they're better than battle sisters.

If they were even just 8ppm instead of 11, they could be T2, S2, BS 6+, WS6+, 7+ Save, LD 1, doesn't benefit from army special rules, no <order> keyword and it would NOT matter. 90% of a battle sister's value is in being a troop and having at least 1 wound. 7% is the 3+ armor, 3% is the BS3+.

It's weird to me that this wasn't immediately obvious to everyone who started talking about them as troops(in other places). No one has taken a chaos space marine in like...5 editions because of how much better cultists are. They had to push intercessors SUPER hard AND move scouts to an elite choice to stop people from taking them. A cheaper troop choice will be the better troop choice in the majority of situations. Look at all the ork lists that max out on gretchin.

I deeply, deeply hope that these are elites or fast attacks OR that they're the same price as battle sisters because even at 10ppm I can't really see a point to taking a 55pt squad of battle sisters over a 50pt squad of these.

This message was edited 2 times. Last update was at 2021/09/17 19:04:31



 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

If I had to guess their profile I'd have to say WS4+ BS4+ or 3+ S3 T3 W1 A1 Ld7 Sv5+. Probably anywhere from 6-9ppm. If they're troops, they'll probably have a place as your cheap obsec objective holders, especially in the backfield. I'm not sure that they'll made Battle Sisters redundant, especially if they give them a "one per BSS like Cultists". If they're not troops, then they're probably not going to compete with Crusaders (for cheapness) and Seraphim (for mobility).

   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Having played quite a few games with the current Sisters book, and seen plenty of Goonhammer articles detailing Sisters lists that are winning events, here is my revised tier list of our units:

Morvenn Vahl: S Tier: This is exactly where I predicted she would be. She's absolutely an auto-include in competitive play.

Canoness: A Tier: Turns out the Blessings are pretty good on a properly kitted-out Canoness. To me, Bloody Rose with a Blessed Blade and Rapturous Blows is probably one of the best setups, but Martyred Lady can do a pretty killy one from their supplement and there are certainly other good loadouts. You can definitely make a decent list without a Canoness though.

Palatine: B Tier: Great for bringing one of the utility Blessings (such as Word of the Emperor) as cheaply as possible, otherwise with Morvenn she's kind of redundant.

Junith Eruita: C Tier: Martyred Lady have a somewhat more useful Canoness loadout from the supplement as mentioned above. Between that and Morvenn you don't really need Junith. She's not awful, but there are better choices.

Missionary: D Tier: Just take a Preacher. Or better yet a Dogmata. Between Vahl, Celestine, and utility Canonesses, we don't need "slot fillers" that much.

Celestine: S Tier: She's good, REAL good. Probably another auto-include, although I did run a list in an event last month without her and didn't sorely miss her. But then, I didn't exactly finish in the top 10 without her either...

Triumph of Saint Katherine: C Tier: Few people are taking this in competitive lists, although it is occasionally done. You really have to build around it and even then I don't think it's optimal. Further testing may be required (I don't own the model so someone else will have to test it ).

Ephrael Stern & Kyganil: B Tier: Rising in popularity, from what I've seen, so honestly the jury's still out on this pair. I still think they are a discount Celestine, but I might pick the models up and give them a try.

Battle Sister Squad: B Tier: Still our only troops (for now, we'll see what Force Org slot the upcoming Novitiates will be), but you see a fair few lists with only a single basic unit as a tax for a Patrol. It seems that the 20-girl brick is also an idea that hasn't really panned out, which doesn't surprise me. Personally I still think there's a good list out there with a bunch of these each with a MM in an Argent Shroud detachment, but so far we haven't seen it competitively unless I totally missed it. Hence the demotion to B Tier.

Aestred Thurga & Agathae Dolan: D Tier: Nobody is taking these in competitive play. To the surprise of no one. Mostly the problem is that they compete for a crowded slot (Elites).

Imagifier: C Tier: I honestly thought these would be more useful, but this is another unit that you don't see in comp lists. I'd rate them D-Tier but I personally wonder if there might yet be a use for them nobody's figured out yet. A couple of the available buffs are decent.

Dialogus: C Tier: I originally thought this was the best priest in the book. I was way off in that estimation. In the one game I ran her, she did diddly-squat for me. And this seems to be borne out in the comp scene, as nobody else is using one either.

Preacher: C Tier: I personally think it could be worth running one of these if you wanted to take Arco-Flagellants (jump out of a Rhino with them, use the strat to auto-cast War Hymn outside the Command phase, profit), but there really isn't much reason to take a Preacher outside of this one niche use, as far as I can tell. A Dogmata does the job much better otherwise.

Celestians: C Tier: Nobody's taking them because they are generalists in a game that rewards specialists, but to me they aren't an awful unit. I'll admit I have yet to find a niche for them, and apparently nobody else has either.

Celestian Sacresants: S Tier: Just having the Bodyguard rule makes them basically an auto-include, especially in a Bloody Rose list. Honestly they do just fine in other lists as well as you don't take them for just their raw offensive output. Halberds seem to be the way to go, as the good AP on them is often worth more than the extra damage from the maces.

Hospitaller: B Tier: Kind of a "take it or leave it" option. Useful in some lists, but definitely won't make the cut in others.

Dogmata: A Tier: Best priest in the book, hands down. The ObSec buff alone is pretty nice; combine that with the ability to shoot without disrupting actions and the hymns and you have a very nice little force multiplier. I'm still trying to get the hang of using her to the fullest myself, but I'm already convinced she's good.

Paragon Warsuits: D Tier: Sadly, these haven't really panned out, with a couple of exceptions. The meta is just inimical to them at the moment, and they are overcosted. Hopefully that eventually changes; I want to run my Nundams, dammit!

Repentia Superior: B Tier: Not a strictly necessary edition to a list even in Bloody Rose, but probably a good buy if you want to footslog Repentia. Footslogging Repentia may not be the best plan though, as I've found out.

Sisters Repentia: A Tier: These are definitely one of the best "trade piece" units in the book. Even a small unit, in the Bloody Rose order, can kill something worth triple their points without breaking a sweat. Just watch out for Death Guard, Dreadnoughts, or anything vehicular and Orky; damage reduction effects are their Achilles' heel.

Crusaders: B Tier: Still great for the "action slaves" role, as they are very cheap. Recently some players have started running a couple of proper units of them though; I guess maybe there's some decent play there?

Arco-Flagellants: B Tier: I rate these lower than before due to my lack of testing and the fact that I haven't seen them in many top lists; I plan to give them a proper shakedown soon enough. I definitely think there's potential for them in some lists.

Death Cult Assassins: B Tier: An alternative to Crusaders as action slaves; less popular since the do cost a bit more, but they do basically the same job.

Dominion Squad: S Tier: Perhaps not a total auto-include, but I absolutely love these! The ability to get a pregame move on a Rhino can be clutch, and they are great for carrying 4 ACSBs and using Blessed Bolts.

Seraphim Squad: B Tier: Personally I still don't care for these, but some players who are a lot better at this game than me have been having good success with them (in Ebon Chalice detachments), so I'll defer to their wisdom. The melta ones are still trash.

Zephyrim Squad: A Tier: I like small units of them as harassment in a non-BR list, but if I'm running BR I'll take a full unit of ten and go murder something. Probably the second best melee unit in the book (after Repentia).

Retributor Squad: A Tier: I'm very glad that I was wrong about them initially; they are actually still very relevant in lists. I think units with 4 MM are a thing of the past in general though; mixed units with Meltas and Flamers seem to be the most popular option. To me, even the humble Heavy Bolter is good in the right situation, although it is the least good option.

Mortifiers: B Tier: I've had mixed success with these; in a couple of games they were amazing, but in others they were utter trash. They do show up in top tournament lists sometimes though, so maybe I'm playing them wrong.

Penitent Engines: B Tier: I'm actually considering running single ones of these and using them the same way Chaos players use Spawn: as a vector to score positional secondaries like Engage on All Fronts. The ability to advance and charge some chaff unit could really help them leap across large distances in a hurry, making them ideal for this role. Just don't charge something that will kill it easily!

Exorcist: D Tier: As predicted, they just aren't good, even with the strat to ignore LoS. They are just too expensive.

Castigator: D Tier: Same as the Exorcist; too many points for not enough utility.

Rhino: A Tier: While some lists probably don't need these, they are useful most of the time, if only to protect expensive units from getting splatted easily on the first turn of the game. I don't see myself running a Rhino-less list anytime soon.

Immolator: F Tier: Bad unit is still bad. 30 point decrease and maybe we can talk, but until then, it can stay on the shelf (at the FLGS that is, I'm not buying one for 75 USD unless it's actually decent).

Battle Sanctum: D Tier: Most tournament terrain setups still make these unusable, but in events with player-placed terrain they actually seem to be okay.

It's been interesting to see which of my predictions were borne out and which turned out to be way off. I'm hardly an expert, but at least now I can speak about this book from experience. Overall we do have a pretty decent selection of units, and the army is still perhaps the most fun army I've ever run in terms of having lots of tricks. We'll see how Sisters continue to stack up as more codexes are released.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Just played a game vs. my friend's Orks. The mission was the one where you get to move the objectives around (with the mission secondary of holding the one in your deployment zone, basically free 15 points unless you let your backfield get overrun). I was trying out my latest competitive list, a pure Argent Shroud list that was as follows:
Spoiler:
Battalion: Order of the Argent Shroud
Morvenn Vahl (Warlord)
Celestine and Geminae Superia
5 Battle Sisters: Multi-melta
5 Battle Sisters: Multi-melta
5 Battle Sisters: Multi-melta
5 Battle Sisters: Multi-melta
10 Celestian Sacresants: 9x Halberd, Spear
Preacher
2 Death Cult Assassins (No Force Org.)
9 Arco-Flagellants (No Force Org.)
Dogmata: Litanies of Faith, Hymn: Catechism of Repugnance
5 Dominions: 4x AC Storm Bolter
5 Dominions: 4x AC Storm Bolter
5 Zephyrim: Pennant
5 Retributors: 2x Multi-melta, 2x Ministorum Heavy Flamer, 2x Armorium Cherub
5 Retributors: 2x Multi-melta, 2x Ministorum Heavy Flamer, 2x Armorium Cherub
5 Retributors: 4x Heavy Bolter, Armorium Cherub
Sororitas Rhino
Sororitas Rhino
Sororitas Rhino

My opponent had the following:
Spoiler:
Note: Not sure of how the detachments were divided, but there were at least 2 detachments, both Goffs. There were also a few extra warlord traits and relics and Kustom Jobs that I don't exactly remember either.
Warboss: Warlord (Kunnin' but Brutal)
Big Mek in Mega Armor: Kustom Mega-Blasta, Tellyport Blasta, Kustom Job: Extra-Kustom Weapon
Warboss in Mega Armor: Da Krushin' Armour
10 Beast Snagga Boyz
10 Beast Snagga Boyz
10 Boyz: Choppa/Sluggas
10 Boyz: Shootas
10 Nobz: Trukkboyz, 10x Big Choppa, 10x Choppa
3 Squighog Boyz
3 DeffKoptas: Kopta Rokkitz
Rukkatrukk Squigbuggy
Kustom Boosta-Blasta
5 Stormboyz
Nob on Smasha Squig
Battlewagon
Dakkajet: 6x Supa Shoota
Dakkajet: 6x Supa Shoota
Trukk

I chose the mission secondary, To The Last, and Bring Them Down; my opponent chose the mission secondary, Retrieve Octarius Data, and Stranglehold. My three most expensive units (relevant for TTL) were Morvenn, Celestine, and the Sacresants.
I ended up winning the game (final score was 87-60 or so), due to some pretty insane luck with the dice and due to just how strong the Argent Shroud order conviction is. MSU Meltas is the real deal, I think; it certainly is a viable playstyle for Sisters, along with Bloody Rose Melee and other good builds. The reroll a hit or wound for each of the melta units is extremely strong, and the ability to advance while still firing at full effectiveness is also quite useful. One thing I'm working on is how to deploy properly with the Sacresants and the two big characters; I deployed them too far back and played way too cagey with them, which could have cost me the game had a few things gone differently. If you play Morvenn too conservatively, you're wasting her excellent melee capabilities. Just watch out for stuff like Ghazghkull Thraka that can dumptruck her even with her damage reduction. Same goes for the Sacresants; they need to be able to credibly threaten the midboard, yet remain in terrain out of LOS if possible to maximize their utility with the Bodyguard ability. Celestine I think did some good work in this game, and she could have done even more if I'd played better. The other major standout unit for me was the Arco-Flagellants. Those guys are decently durable with their 2 wounds and 5+++, and with a combination of Extremis Trigger Word and War Hymn they put out 9 attacks apiece, easily enough to mulch something worth more points than themselves. In my game, even after losing most of the squad from their transport dying and getting charged by the Squighog Boyz (the Rhino exploded and did 2 mortal wounds to those before they charged), they still managed to get 8 5+ wound rolls on 10 hits and wiped those squig riders. The three surviving Arcos then proceeded to charge and kill a 10-man Boyz unit on an objective (with the help of War Hymn/Trigger Word) before finally being killed (soaking a decent amount of firepower as they died). Just nuts!

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Some good Sisters builds in the latest Competitive Innovations article from Goonhammer:
https://www.goonhammer.com/competitive-innovations-in-9th-three-apiece/
The main one that really has me fascinated is the last one in the article, a pure Martyred Lady build with no Morvenn Vahl or Celestine at all. I'd love to give that one a try myself sometime! The other Sisters lists are pretty standard stuff, although one of them used Valorous Heart instead of Ebon Chalice or Argent Shroud alongside Bloody Rose, which is at least a slightly different spin on a common list archetype.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

 ZergSmasher wrote:
Some good Sisters builds in the latest Competitive Innovations article from Goonhammer:
https://www.goonhammer.com/competitive-innovations-in-9th-three-apiece/
The main one that really has me fascinated is the last one in the article, a pure Martyred Lady build with no Morvenn Vahl or Celestine at all. I'd love to give that one a try myself sometime! The other Sisters lists are pretty standard stuff, although one of them used Valorous Heart instead of Ebon Chalice or Argent Shroud alongside Bloody Rose, which is at least a slightly different spin on a common list archetype.

That OoML list is fascinating, as a OoML player myself it's nice to see someone going outside the obvious archetype and having success. I've always maintained that OoML have some nice tricks that make them an interesting choice.

On another note, Sacresants. Should I run a single unit of 5 or is it best to go for the full 10-woman unit to guarantee their sheer durability?

   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 Andilus Greatsword wrote:
 ZergSmasher wrote:
Some good Sisters builds in the latest Competitive Innovations article from Goonhammer:
https://www.goonhammer.com/competitive-innovations-in-9th-three-apiece/
The main one that really has me fascinated is the last one in the article, a pure Martyred Lady build with no Morvenn Vahl or Celestine at all. I'd love to give that one a try myself sometime! The other Sisters lists are pretty standard stuff, although one of them used Valorous Heart instead of Ebon Chalice or Argent Shroud alongside Bloody Rose, which is at least a slightly different spin on a common list archetype.

That OoML list is fascinating, as a OoML player myself it's nice to see someone going outside the obvious archetype and having success. I've always maintained that OoML have some nice tricks that make them an interesting choice.

On another note, Sacresants. Should I run a single unit of 5 or is it best to go for the full 10-woman unit to guarantee their sheer durability?

I prefer to run a unit of 10 with the Halberds (take the Spear on the Superior though; it's worth it for the 2 damage); makes them a bit harder to shift plus a bit more board coverage for bodyguard shenanigans.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Novitiates are cheaper than I expected at 75pts for 10 models and 4+ armour is better than I expected too. Can even punch above their weight with the Zealot or Fanatic strat if you have a Priest nearby and you can give them 2 attacks if you swap out their Autogun (which IMHO is probably wisest). Poor Battle Sisters need a point drop because these are definitely going to be more popular as both backfield campers and budget, obsec Arco-flagellants.

   
Made in gb
Longtime Dakkanaut



Glasgow

They seem great for reserves with a built in reroll charge in a BR list

You need to remember the rule saying that you can't include more units than battle sisters so their is still a place for battle sisters

This message was edited 1 time. Last update was at 2021/10/28 14:08:19


 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

U02dah4 wrote:
You need to remember the rule saying that you can't include more units than battle sisters so their is still a place for battle sisters


Ahh I missed that part in my once-over, that's good.

   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Novitiates seem good, but I don't see myself running more than one unit of them. Being stuck at 10 models size means they can't share a Rhino with a buff character (and can't fit in an Immolator at all, if it matters), which sucks for keeping them supported (they need a priest nearby for the Holy Rage strat). They are probably best used as a backfield deterrent unit, camping an objective and punishing someone who gets close enough. If you really stack the buffs, they can get up to 5 attacks per model (1 base, +1 for melee weapon, +1 for charging from their own rule, +1 for being Bloody Rose and charging, +1 if you chant War Hymn on them from a priest), which is bananas on such a cheap unit! It's just that getting them there could be an issue, hence my suggestion to use them in the backfield.

I actually wonder if there is merit to the idea of taking 2 flamers in the unit in an Ebon Chalice setup to give you even more angles on their Mortal Wound strat. Probably not since we already have Seraphim for that, but...eh.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Regular Dakkanaut




I just think it's nice to finally have a second troop choice.

Honestly, they aren't anything world-breaking, but I think scrounging 20 points in a BR detachment to trade out 1 unit of BBS is worth it. You're going to have a dogmata almost certainly, and they're a nice cheap tool for mid-to-late game threat where a BBS would do nothing. They cost so little they are worth being just 10 bodies.

...but if you 'turn them on' with even the most trivial of buffs (+1 attack) it's suddenly 50 attacks.

...if you have vahl and a rapturous blows cannnoness around, it's also like 13 mortals, plus 38~(t4) 22~ (t5-7), 14~ (t8+) ap -1 wounds...so like, it kills anything other than a knight in one go and almost kills a knight.

Mind you I'm not saying you should build to do that (you shouldn't) but these are all reasonable tools many armies will have. The fact that they are otherwise 10 cheap obsec core wounds that just can also do all of that other stuff to me really shows some good value, particularly for mid to late game plays.



Automatically Appended Next Post:
Interestingly, they are very comparable to arco-flagelants: roughly the same durability per point, T3, 4+ and SoF vs T4 5++, 1 more point per wound, though more favorable for the new girls since 1 wound is always better than 2 per point. Roughly 30% less output per point (4 S4 ap-1 for 14 points vs 4 S5 ap-1 zealot for 13 points) but much better access to strats/support and, critically, obsec.

Arcos have felt like an almost-good unit for a while now. But slotting into a better slot (elite vs troops), having obsec, arguably a tiny bit more durability and better support for essentially a 30% reduction in offense (in a vacuum, since buffed the units are much closer) really feels like probably enough to push into 'yup I'll take these' territory.

This message was edited 1 time. Last update was at 2021/10/29 15:45:34


 
   
Made in gb
Longtime Dakkanaut



Glasgow

I think 1 is an easy replacement if your takeing 3 bss I would be tempted to take a second
   
Made in hk
Longtime Dakkanaut





Can someone explain this rule to me. Both Mortifiers and Penitent Engines have this rule.

"Instrument of Pain and Penance - this unit cannot perform any actions"

But ... both are vehicles. Like since when have vehicles been able to perform actions?

Seems like a total waste of ink space to even have this rule.
   
Made in fi
Locked in the Tower of Amareo





There's no universal "vehicles cannot perform action" rule. Only units universally banned from doing those are aircraft and fortifications while for rest of action it depends on action itself to limit. While most of the actions say "infantry" there are some(at least in mission specific" ones that say "one unit from your army". These can be done via vehicles as well.

First such scenario I found: incursion 33.

This message was edited 1 time. Last update was at 2021/11/08 06:03:06


2024 painted/bought: 109/109 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

It's a catch all rule. Should any scenario have an opportunity for a the unit to perform an action, the rules says no because they exist only to cause pain.

This message was edited 1 time. Last update was at 2021/11/10 03:02:23


 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

So if we take a super heavy aux detachment with Sisters, we lose miracle dice, do we lose sacred rites too?

 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Yes; both of those things are our "faction pure" bonuses.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in au
Calm Celestian




 ZergSmasher wrote:
Yes; both of those things are our "faction pure" bonuses.
are you sure?

   
 
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