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Made in gb
Regular Dakkanaut




 ClockworkZion wrote:
I've emailed GW about raising Vahl's points and I assume others will as well. We won't see an update until at least July though


I assumed they will so i've preemptively sent my complaint that she's overpointed
   
Made in us
Pious Palatine




 ClockworkZion wrote:
I've emailed GW about raising Vahl's points and I assume others will as well. We won't see an update until at least July though



Why not write them about 10th edition being too melee centric while you're at it.


Automatically Appended Next Post:
 Vilgeir wrote:
Played with the Codex now a few more matches.

ERJAK will hate me for saying this, will probably target me with nasty comments, and might even PM me in anger again, but...I like this one better than the 8th codex. Way more depth than that one.

I also don't feel like I'm soaking the fun out of the room by running Repentia and Retributors in numbers with how terribly balanced they were. Meta-skewing pics, no matter how powerful, are never fun.

Unfortunately I'm feeling like Morvenn Vahl is way too good. It's not hard to use and maximize a character that can contribute as a force multiplier, has solid shooting, and rocks in melee. No real difficult in making her a star in every match.


I have never PMed anyone in my entire life on any forum platform. I don't write them and I don't read them. I have like 30k unread messages on reddit. Way to open with a bold face lie. An incredibly conceited lie too. Who are you again?

Also, your entire point is 'my army is worse now, yay!' which like...go off I guess?

This message was edited 3 times. Last update was at 2021/06/12 23:06:17



 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

I mean I wrote feedback about tanks being too fragile, but I don't think melee is entirely at fault. It's basically the same as it was last edition, just with more terrain on tables.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Just sat down with the codex today. For me, 9th edition is a serious love/hate relationship. I'm mostly a casula player, but I have a lot of armies. The complexity in each new codex is a real headache, not so bad if it's your only army, but damn. This one has so many options and routes, probably just pick a single order for now and just run it a few times. Although never optimal, I'll probably mix and match some weapons...so Spear, 2 halberds, 2 maces in sacresants, and Mace/MM/rockets plus 2 HB/sword/SB in my paragons.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 bullyboy wrote:
Just sat down with the codex today. For me, 9th edition is a serious love/hate relationship. I'm mostly a casula player, but I have a lot of armies. The complexity in each new codex is a real headache, not so bad if it's your only army, but damn. This one has so many options and routes, probably just pick a single order for now and just run it a few times. Although never optimal, I'll probably mix and match some weapons...so Spear, 2 halberds, 2 maces in sacresants, and Mace/MM/rockets plus 2 HB/sword/SB in my paragons.

I have to say I rather like the depth and complexity of the book since it means we should see a wider range of viable army lists instead of everyone gravitating to the same build, which will be nice.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 ClockworkZion wrote:
 bullyboy wrote:
Just sat down with the codex today. For me, 9th edition is a serious love/hate relationship. I'm mostly a casula player, but I have a lot of armies. The complexity in each new codex is a real headache, not so bad if it's your only army, but damn. This one has so many options and routes, probably just pick a single order for now and just run it a few times. Although never optimal, I'll probably mix and match some weapons...so Spear, 2 halberds, 2 maces in sacresants, and Mace/MM/rockets plus 2 HB/sword/SB in my paragons.

I have to say I rather like the depth and complexity of the book since it means we should see a wider range of viable army lists instead of everyone gravitating to the same build, which will be nice.

This right here. I wouldn't be surprised if there turns out to be competitively viable builds for all of the major Orders, and perhaps with certain combos of the Minor Order traits as well. The only true "loser" units in the book seem to be the tanks, and I'm not sure there isn't a build out there that could make use of a single Exorcist as a non-LOS harassment platform. Pretty much everything else seems to be at least worth a look.

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
Archmagos Veneratus Extremis




On the Internet

 ZergSmasher wrote:
 ClockworkZion wrote:
 bullyboy wrote:
Just sat down with the codex today. For me, 9th edition is a serious love/hate relationship. I'm mostly a casula player, but I have a lot of armies. The complexity in each new codex is a real headache, not so bad if it's your only army, but damn. This one has so many options and routes, probably just pick a single order for now and just run it a few times. Although never optimal, I'll probably mix and match some weapons...so Spear, 2 halberds, 2 maces in sacresants, and Mace/MM/rockets plus 2 HB/sword/SB in my paragons.

I have to say I rather like the depth and complexity of the book since it means we should see a wider range of viable army lists instead of everyone gravitating to the same build, which will be nice.

This right here. I wouldn't be surprised if there turns out to be competitively viable builds for all of the major Orders, and perhaps with certain combos of the Minor Order traits as well. The only true "loser" units in the book seem to be the tanks, and I'm not sure there isn't a build out there that could make use of a single Exorcist as a non-LOS harassment platform. Pretty much everything else seems to be at least worth a look.

I'd argue our metal boxes are fine (they could be better, but they're fine), so it's just the Exorcist and Castigator that need desperate help.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 ClockworkZion wrote:
 ZergSmasher wrote:
 ClockworkZion wrote:
 bullyboy wrote:
Just sat down with the codex today. For me, 9th edition is a serious love/hate relationship. I'm mostly a casula player, but I have a lot of armies. The complexity in each new codex is a real headache, not so bad if it's your only army, but damn. This one has so many options and routes, probably just pick a single order for now and just run it a few times. Although never optimal, I'll probably mix and match some weapons...so Spear, 2 halberds, 2 maces in sacresants, and Mace/MM/rockets plus 2 HB/sword/SB in my paragons.

I have to say I rather like the depth and complexity of the book since it means we should see a wider range of viable army lists instead of everyone gravitating to the same build, which will be nice.

This right here. I wouldn't be surprised if there turns out to be competitively viable builds for all of the major Orders, and perhaps with certain combos of the Minor Order traits as well. The only true "loser" units in the book seem to be the tanks, and I'm not sure there isn't a build out there that could make use of a single Exorcist as a non-LOS harassment platform. Pretty much everything else seems to be at least worth a look.

I'd argue our metal boxes are fine (they could be better, but they're fine), so it's just the Exorcist and Castigator that need desperate help.

Rhinos are decent; for 80 points, you get a safe(r) way to move units up the board more quickly than walking. Immolators are horribly overpriced for what they do, and now the Jihad-tank stratagem (auto explode) only works on Immos with the flamers. Although, now that you can move them up with Dominions, maybe there's some play there. But I doubt it's worth the points.

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
Longtime Dakkanaut




GW's approach to transports is so weird. Compare a raider to an immolator, it's literally comical. The raider transports 5 more models, it flys, it moves faster, it's open topped, it has a better gun, and a better invuln. It even fights a little bit in melee!

Meanwhile, the only advantages the immolator has is +1T and +1 save. And it costs 30 points more.

This message was edited 1 time. Last update was at 2021/06/13 05:12:12


 
   
Made in us
Pious Palatine




 ZergSmasher wrote:
 ClockworkZion wrote:
 bullyboy wrote:
Just sat down with the codex today. For me, 9th edition is a serious love/hate relationship. I'm mostly a casula player, but I have a lot of armies. The complexity in each new codex is a real headache, not so bad if it's your only army, but damn. This one has so many options and routes, probably just pick a single order for now and just run it a few times. Although never optimal, I'll probably mix and match some weapons...so Spear, 2 halberds, 2 maces in sacresants, and Mace/MM/rockets plus 2 HB/sword/SB in my paragons.

I have to say I rather like the depth and complexity of the book since it means we should see a wider range of viable army lists instead of everyone gravitating to the same build, which will be nice.

This right here. I wouldn't be surprised if there turns out to be competitively viable builds for all of the major Orders, and perhaps with certain combos of the Minor Order traits as well. The only true "loser" units in the book seem to be the tanks, and I'm not sure there isn't a build out there that could make use of a single Exorcist as a non-LOS harassment platform. Pretty much everything else seems to be at least worth a look.


The problem is I don't think we have the legs in terms of long (or even mid) range shooting to realistically forgo Argent Shroud Retributors. The Exorcist is...arguably mediocre at the cost of draining 2CP every time it shoots (why is it 2CP? The old devastating refrain was better for 1CP.) but you still only bring one and that's not going to cut it if you actually need to kill stuff.

So yeah, you could probably build a competitive-ish list with several of the orders as primary detachment, but I don't see a good way to avoid adding and Argent Shroud patrol with 2 units of retributors in outflank or transports (depending on if CP or points are more at a premium in your build).


Automatically Appended Next Post:
 ClockworkZion wrote:
 ZergSmasher wrote:
 ClockworkZion wrote:
 bullyboy wrote:
Just sat down with the codex today. For me, 9th edition is a serious love/hate relationship. I'm mostly a casula player, but I have a lot of armies. The complexity in each new codex is a real headache, not so bad if it's your only army, but damn. This one has so many options and routes, probably just pick a single order for now and just run it a few times. Although never optimal, I'll probably mix and match some weapons...so Spear, 2 halberds, 2 maces in sacresants, and Mace/MM/rockets plus 2 HB/sword/SB in my paragons.

I have to say I rather like the depth and complexity of the book since it means we should see a wider range of viable army lists instead of everyone gravitating to the same build, which will be nice.

This right here. I wouldn't be surprised if there turns out to be competitively viable builds for all of the major Orders, and perhaps with certain combos of the Minor Order traits as well. The only true "loser" units in the book seem to be the tanks, and I'm not sure there isn't a build out there that could make use of a single Exorcist as a non-LOS harassment platform. Pretty much everything else seems to be at least worth a look.

I'd argue our metal boxes are fine (they could be better, but they're fine), so it's just the Exorcist and Castigator that need desperate help.


Absolutely not. Immolators weren't good BEFORE they lost rerolls, their explode strat, and got a 10 point bump. At least the Exorcist has a gimmick.


Automatically Appended Next Post:
yukishiro1 wrote:
GW's approach to transports is so weird. Compare a raider to an immolator, it's literally comical. The raider transports 5 more models, it flys, it moves faster, it's open topped, it has a better gun, and a better invuln. It even fights a little bit in melee!

Meanwhile, the only advantages the immolator has is +1T and +1 save. And it costs 30 points more.


Which is even more hilarious when you consider that going from T6-T7 is the single least meaningful toughness transition in the game. At least going from T5-T6 gets you above heavy bolters.

This message was edited 3 times. Last update was at 2021/06/13 10:15:54



 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

ERJAK wrote:
yukishiro1 wrote:
GW's approach to transports is so weird. Compare a raider to an immolator, it's literally comical. The raider transports 5 more models, it flys, it moves faster, it's open topped, it has a better gun, and a better invuln. It even fights a little bit in melee!

Meanwhile, the only advantages the immolator has is +1T and +1 save. And it costs 30 points more.


Which is even more hilarious when you consider that going from T6-T7 is the single least meaningful toughness transition in the game. At least going from T5-T6 gets you above heavy bolters.
I'm not going to say the Immolator is worth it's current point value, but I think it is safe to say three Heavy Bolters are better than one Dark Lance. I suspect the only target the Dark Lance is better against is ironically T7 3+ Save
   
Made in us
Longtime Dakkanaut




Oh hey, that's fair. I missed the third heavy bolter. Two heavy bolters are not better than a dark lance, but three are.

...so I guess it's only overcosted by about 30 points, instead of 40.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

So I'm going to just toss it out here, but I think Argent Shroud is worse than people think for one reason: it only works on normal moves and advances. This means it can't work on disembarks as those are not normal moves.
   
Made in nl
Regular Dakkanaut




Got my first game (1250 points) in with the new codex. Against the new Ad Mech, we both had a lot to keep track of, haha. They have even more rules than we do. Played a fun list centred around dealing mortal wounds with Ebon Chalice, Brazier on my Canoness, Storm Bolter Dominions and the Triumph. The list was fun and had a quite potent turn 1 damage potential.

Regarding the Triumph, I just wanted to try out in its new form. It's one of my favorite models but really took a hit in the new book I think. Most of its utility is severly limited now, in trade for character protection and a more lenient degradation bracket. Looking at the profile it felt like it's mostly a beat stick and 5 points for WWSWF, but it's not even a particularly strong beatstick. It does some neat things, but at 220 points, that seems just too much. Does anyone have different experiences with it?

Not sure if it was obvious to others btw, but Mortifiers now generate Miracle Dice for Vengeance. It used to be Act of Faith units, but has been changed to Adepta Sororitas units that trigger Vengeance. Quite a relevant change that benefits the Mortifiers in my opinion.

This message was edited 2 times. Last update was at 2021/06/13 19:17:00


 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





I'm assuming that many will just ditch armour and run MSU sister AS squads anyway.


Automatically Appended Next Post:
Also, I know most don't like the Minoris traits, but is Raging Fervour/Guided by Emperor's Will the best of the bunch?

This message was edited 1 time. Last update was at 2021/06/13 19:04:08


 
   
Made in us
Longtime Dakkanaut




 ClockworkZion wrote:
So I'm going to just toss it out here, but I think Argent Shroud is worse than people think for one reason: it only works on normal moves and advances. This means it can't work on disembarks as those are not normal moves.


It does work fine even if you disembark. Read the actual text of the rules. A disembark doesn't prevent you from making a Normal Move or Advance after disembarking. The AR rule says that if you make a Normal Move or Advance, you count as remaining stationary. Not that the move you make is treated as if you didn't move. Those are the not the same thing. Even if you would have otherwise counted as moving, by making the Normal Move or Advance, you now count as stationary.

The only way you wouldn't get it is if you disembarked then did not make a Normal Move or Advance after disembarking. Which you would never do, because you don't even have to move to do a Normal Move or an Advance, you just declare it and it counts as having happened, even if you don't actually move any distance.

This message was edited 3 times. Last update was at 2021/06/13 19:07:14


 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

The Triumph is a force multiplier, so you have to lean into what it's doing and work with large units or at least a bubble of several units to get the best effect from it.
   
Made in nl
Regular Dakkanaut




 ClockworkZion wrote:
The Triumph is a force multiplier, so you have to lean into what it's doing and work with large units or at least a bubble of several units to get the best effect from it.


Other than the +1 to hit in combat, what does it multiply? That's a bit my issue. It used to allow for an extra AoF, which was really handy. Now it makes a miracle dice a 6 for CORE only... Such an unnecessary nerf in my opinion.

Speaking of which, I was wondering if people found anything that lets you use multiple miracle dice per phase other than Simulacrums. I haven't found anything myself, but perhaps/hopefully I missed something. I wish the Cherub dice was it's own thing, not just a different kind of dice for the once per phase AoF limit (that's correct, right?).
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Us3Less wrote:
 ClockworkZion wrote:
The Triumph is a force multiplier, so you have to lean into what it's doing and work with large units or at least a bubble of several units to get the best effect from it.


Other than the +1 to hit in combat, what does it multiply? That's a bit my issue. It used to allow for an extra AoF, which was really handy. Now it makes a miracle dice a 6 for CORE only... Such an unnecessary nerf in my opinion.

Speaking of which, I was wondering if people found anything that lets you use multiple miracle dice per phase other than Simulacrums. I haven't found anything myself, but perhaps/hopefully I missed something. I wish the Cherub dice was it's own thing, not just a different kind of dice for the once per phase AoF limit (that's correct, right?).

Core is everything other than a character and tanks in the Sisters book.

So it auto-passes morale for units in 6" (great for bricks of Sisters), gives +1 to hit rolls for melee attack (great for 10 or more women sized units), a miracle die of 1 can be used as a 6 which can be helpful for games where you have a lot of mediocre miracle dice, and since it has all the rites of battle it at least gets a better deny the witch test which can help the army as well.
   
Made in it
Longtime Dakkanaut





Us3Less wrote:
 ClockworkZion wrote:
The Triumph is a force multiplier, so you have to lean into what it's doing and work with large units or at least a bubble of several units to get the best effect from it.


Other than the +1 to hit in combat, what does it multiply? That's a bit my issue. It used to allow for an extra AoF, which was really handy. Now it makes a miracle dice a 6 for CORE only... Such an unnecessary nerf in my opinion.

Speaking of which, I was wondering if people found anything that lets you use multiple miracle dice per phase other than Simulacrums. I haven't found anything myself, but perhaps/hopefully I missed something. I wish the Cherub dice was it's own thing, not just a different kind of dice for the once per phase AoF limit (that's correct, right?).


It is a VERY hidden rule, but the cherubins do not count toward the limit of AoF per phase.
   
Made in us
Pious Palatine




 ClockworkZion wrote:
The Triumph is a force multiplier, so you have to lean into what it's doing and work with large units or at least a bubble of several units to get the best effect from it.


A +1 to hit in melee and battleshock protection aura do not a 'force multiplier' make. She's a 6" footslogger that only buffs combat units and can't go in a transport. You lose more trying to stay within 6 than you gain with +1 to hit.


 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Yeah, Cherubs operate like AoF, but are not AoF for any rule that applies to AoF such as limitations or Sacred Rose's ability to recycle AoF dice on a 4+.
   
Made in us
Pious Palatine




 ClockworkZion wrote:
Us3Less wrote:
 ClockworkZion wrote:
The Triumph is a force multiplier, so you have to lean into what it's doing and work with large units or at least a bubble of several units to get the best effect from it.


Other than the +1 to hit in combat, what does it multiply? That's a bit my issue. It used to allow for an extra AoF, which was really handy. Now it makes a miracle dice a 6 for CORE only... Such an unnecessary nerf in my opinion.

Speaking of which, I was wondering if people found anything that lets you use multiple miracle dice per phase other than Simulacrums. I haven't found anything myself, but perhaps/hopefully I missed something. I wish the Cherub dice was it's own thing, not just a different kind of dice for the once per phase AoF limit (that's correct, right?).

Core is everything other than a character and tanks in the Sisters book.

So it auto-passes morale for units in 6" (great for bricks of Sisters), gives +1 to hit rolls for melee attack (great for 10 or more women sized units), a miracle die of 1 can be used as a 6 which can be helpful for games where you have a lot of mediocre miracle dice, and since it has all the rites of battle it at least gets a better deny the witch test which can help the army as well.


We have more effective ways of dodging morale, you could autohit with any unit that's okay with moving up field as slow as the Triumph does and they would still be bad at melee, a worse miracle dice manipulation than the Dialogus has, 1 33% chance deny the witch and 5 total miracle dice over the course of 5 turns (6 if your opponent bothers to kill it before the end of the game).

She's a force multiplier that doesn't multiply any forces.




Automatically Appended Next Post:
 ClockworkZion wrote:
So I'm going to just toss it out here, but I think Argent Shroud is worse than people think for one reason: it only works on normal moves and advances. This means it can't work on disembarks as those are not normal moves.


A model disembarks within 3" and then may act normally for the rest of the turn, which is how units can still move after disembarking. There isn't a disembark move. Disembarking happens, then moving happens.




Automatically Appended Next Post:
 bullyboy wrote:
I'm assuming that many will just ditch armour and run MSU sister AS squads anyway.


Automatically Appended Next Post:
Also, I know most don't like the Minoris traits, but is Raging Fervour/Guided by Emperor's Will the best of the bunch?


If that's the melta/ Argent shroud one yes. That's the only one that really has a specific use you couldn't do better with one of the stock orders.

This message was edited 2 times. Last update was at 2021/06/13 19:55:14



 
   
Made in us
Longtime Dakkanaut




Yeah the Triumph went from being an awesome, totally unique model that let you do all sorts of cool stuff to something that costs you a ton of points for very little effect. All the good rules it had got nerfed, and in return it got character protection that doesn't matter any more because it doesn't actually really do anything.
   
Made in nl
Regular Dakkanaut




 ClockworkZion wrote:
Yeah, Cherubs operate like AoF, but are not AoF for any rule that applies to AoF such as limitations or Sacred Rose's ability to recycle AoF dice on a 4+.


Are you sure this is correct? When I first read through the 9th codex, this is how I thought it worked. But then I checked and the 8th has the same wording. I surely didn't play it like a Cherub allows for an additional Act of Faith back then. The wording on the Simulacrum is also quite specific saying you can use an AoF in addition, whereas the Cherub just allows you to use its dice for an AoF. That implies it would be your "once per phase" AoF that you now use a Cherub dice for instead of a miracle dice. I'd be really happy to be wrong, but I doubt I am.
   
Made in us
Longtime Dakkanaut




Yeah, really don't think that interpretation is correct. It says you can perform one AoF using the cherub dice as if it was a miracle dice. The limitation of one per phase is one AoF per phase, not one miracle dice per phase. The cherub rules say that using the cherub dice is performing an AoF, so it would count as your one per phase.
   
Made in nl
Regular Dakkanaut




yukishiro1 wrote:
Yeah the Triumph went from being an awesome, totally unique model that let you do all sorts of cool stuff to something that costs you a ton of points for very little effect. All the good rules it had got nerfed, and in return it got character protection that doesn't matter any more because it doesn't actually really do anything.


Well, the model is still great and unique . It's rules are kind of unique, but just a lot more meh... A real shame because we'll probably be stuck with this datasheet for quite some years now :(. It's decent for WWSWF, I suppose that's something. With miracle dice generation being limited as it is, that is still one of the best relics that it has. I really hope it turns out to be useful in the long run, but it's just sad that some of the most interesting rules it had will be gone for a while.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

ERJAK wrote:
We have more effective ways of dodging morale, you could autohit with any unit that's okay with moving up field as slow as the Triumph does and they would still be bad at melee, a worse miracle dice manipulation than the Dialogus has, 1 33% chance deny the witch and 5 total miracle dice over the course of 5 turns (6 if your opponent bothers to kill it before the end of the game).

She's a force multiplier that doesn't multiply any forces.

Incorrect. She is a force multiplier, but her impact on the army has been reduced making her a less efficienct one than before.

ERJAK wrote:
 ClockworkZion wrote:
So I'm going to just toss it out here, but I think Argent Shroud is worse than people think for one reason: it only works on normal moves and advances. This means it can't work on disembarks as those are not normal moves.


A model disembarks within 3" and then may act normally for the rest of the turn, which is how units can still move after disembarking. There isn't a disembark move. Disembarking happens, then moving happens.

Disembark forces you to count as moving though, which isn't overwritten by Deeds Not Words as that only affects Normal Moves and Advancing.


Automatically Appended Next Post:
Us3Less wrote:
 ClockworkZion wrote:
Yeah, Cherubs operate like AoF, but are not AoF for any rule that applies to AoF such as limitations or Sacred Rose's ability to recycle AoF dice on a 4+.


Are you sure this is correct? When I first read through the 9th codex, this is how I thought it worked. But then I checked and the 8th has the same wording. I surely didn't play it like a Cherub allows for an additional Act of Faith back then. The wording on the Simulacrum is also quite specific saying you can use an AoF in addition, whereas the Cherub just allows you to use its dice for an AoF. That implies it would be your "once per phase" AoF that you now use a Cherub dice for instead of a miracle dice. I'd be really happy to be wrong, but I doubt I am.

Fair catch. Cherubs give extra dice that don't count as Miracle Dice for MD related effects, not let you do extra AoF.

This message was edited 3 times. Last update was at 2021/06/13 20:21:36


 
   
Made in us
Longtime Dakkanaut





yukishiro1 wrote:
Yeah the Triumph went from being an awesome, totally unique model that let you do all sorts of cool stuff to something that costs you a ton of points for very little effect. All the good rules it had got nerfed, and in return it got character protection that doesn't matter any more because it doesn't actually really do anything.


Makes me happy I used mine to make terrain, and support characters.
   
Made in us
Longtime Dakkanaut




 ClockworkZion wrote:

ERJAK wrote:
 ClockworkZion wrote:
So I'm going to just toss it out here, but I think Argent Shroud is worse than people think for one reason: it only works on normal moves and advances. This means it can't work on disembarks as those are not normal moves.


A model disembarks within 3" and then may act normally for the rest of the turn, which is how units can still move after disembarking. There isn't a disembark move. Disembarking happens, then moving happens.

Disembark forces you to count as moving though, which isn't overwritten by Deeds Not Words as that only affects Normal Moves and Advancing.


Wrong; Deeds Not Words does overwrite disembarking, as long as you make a Normal Move or Advance after disembarking (which you always will). I explained this in detail above.
   
 
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