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Made in us
Haemonculi Flesh Apprentice






A.T. wrote:
 Red Corsair wrote:
The miracle dice is incredibly powerful.
As powerful as the army.

Game starts, you roll a four. That gives you one single guaranteed invulnerable save on a character, one hit with a ranged weapon, and... the rest is really dependent on how far the faction has moved from it's beta dex release.


 EnTyme wrote:
Having played Tzeentch in AoS, I can tell you that those 1's and 2's come in handy a lot more often that you think.
Out of curiosity... when?


That has nothing to do with my statement though. I was speaking on the power of the mechanic. Which is incredibly powerful, regardless of the other rules. The army can be total crap sure, but that wouldn't be a fault on the new mechanic.

   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Given the two Sacred Rites presented, the old Acts of Faith are now Sacred Rites. The bad is you only get one or two options the whole game is playing a fully Sisters army. The good is they are always active. I’m really curious to see what happened to Divine Guidance and if the anti-psycher rite made it in.
   
Made in us
Dakka Veteran




A.T. wrote:
 EnTyme wrote:
Having played Tzeentch in AoS, I can tell you that those 1's and 2's come in handy a lot more often that you think.
Out of curiosity... when?


Morale rolls, more than once I've been waiting to watch d6-1 more troops disappear for my enemy to remember he has a one over there.
   
Made in us
Haemonculi Flesh Apprentice






 alextroy wrote:
Given the two Sacred Rites presented, the old Acts of Faith are now Sacred Rites. The bad is you only get one or two options the whole game is playing a fully Sisters army. The good is they are always active. I’m really curious to see what happened to Divine Guidance and if the anti-psycher rite made it in.


There are 38 stratagems I if I am not mistaken, some of those may have moved there.

   
Made in ca
Fireknife Shas'el






A.T. wrote:

 EnTyme wrote:
Having played Tzeentch in AoS, I can tell you that those 1's and 2's come in handy a lot more often that you think.
Out of curiosity... when?


DoT daemons with banner GAIN D6 models when you roll a 1 on morale. 1 is super useful for Tzeentch players.

2 is still useful for morale to minimize losses, and you can often rack up enough bonuses on spellcasting to use 2's to guarantee a spell goes off. There are also a few things that go off on a 2+ in the list as well. 2 is still the worst possible Destiny Die but they're not useless.

   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 alextroy wrote:
Given the two Sacred Rites presented, the old Acts of Faith are now Sacred Rites. The bad is you only get one or two options the whole game is playing a fully Sisters army. The good is they are always active. I’m really curious to see what happened to Divine Guidance and if the anti-psycher rite made it in.


Doesn't Shield of Faith have the anti-psyker thing build in?
You get 6++ and a weak version of DtW.

I don't see how the Shield of Faith DtW ability is going to be useful though. Most powers need a 5+ to work, don't they? And they are cast with 2d6, which means its going to be higher than what you can possibly roll for the Shield.

This message was edited 1 time. Last update was at 2019/11/12 17:53:26


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Haemonculi Flesh Apprentice






YeOldSaltPotato wrote:
A.T. wrote:
 EnTyme wrote:
Having played Tzeentch in AoS, I can tell you that those 1's and 2's come in handy a lot more often that you think.
Out of curiosity... when?


Morale rolls, more than once I've been waiting to watch d6-1 more troops disappear for my enemy to remember he has a one over there.


I'll just say it again, but guaranteeing a vehicle in the middle of your lines does not go boom is also big. Sisters generally field a lot of tanks and mortals bypass their invulns, I have seen sisters lose games from a bad explosion at the wrong time.

   
Made in us
Terrifying Doombull




So... my new headcannon is Sisters get their power from Tzeentch-disguised-as-Emperor, through their hope for miracles.

Check.


---

Game-wise, I heartily recommend using chits with numbers for this rather than dice. No chance you're going to accidentally (or 'accidentally') pick up and roll them.

This message was edited 2 times. Last update was at 2019/11/12 17:59:35


Efficiency is the highest virtue. 
   
Made in us
Auspicious Aspiring Champion of Chaos






A.T. wrote:

 EnTyme wrote:
Having played Tzeentch in AoS, I can tell you that those 1's and 2's come in handy a lot more often that you think.
Out of curiosity... when?


Most of it's already been pointed out, but the big thing is that "anything but a 1" scenarios come up a lot more often than you realize. Need to roll a 3 on a charge? Use that 2. Making a high strength wound roll against something with low toughness? Use that 2. It comes up a lot more often than you think.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Bounding Dark Angels Assault Marine





I for one am very excited. The Miracle Dice are a deceptively simple but powerful mechanic. Having bonuses determined at the top of the game instead of turn by turn reduces book keeping and confusion.

Still early but they seem to be doing a great job wrapping useful mechanics in simple packages. What with all the different rerolls, auras, strats etc floating around, this is a pleasant departure.

Looking forward to more!

The 1st Legion
Interrogator-Chaplain Beremiah's Strike Force
The Tearers of Flesh 
   
Made in us
Dakka Veteran




 Red Corsair wrote:
I'll just say it again, but guaranteeing a vehicle in the middle of your lines does not go boom is also big. Sisters generally field a lot of tanks and mortals bypass their invulns, I have seen sisters lose games from a bad explosion at the wrong time.


You know, having lost half my army to a series of explosions from a knight, and then my entire motor pool, you think I'd remember that. Have to keep in mind for the sisters.
   
Made in il
Warplord Titan Princeps of Tzeentch






YeOldSaltPotato wrote:
 Red Corsair wrote:
I'll just say it again, but guaranteeing a vehicle in the middle of your lines does not go boom is also big. Sisters generally field a lot of tanks and mortals bypass their invulns, I have seen sisters lose games from a bad explosion at the wrong time.


You know, having lost half my army to a series of explosions from a knight, and then my entire motor pool, you think I'd remember that. Have to keep in mind for the sisters.


Not sure you can use your miracle dice on the knight though.


And if so, an amusing reverse trick is to ensure the knight DOES go boom when he's on the enemy turf.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Been Around the Block




I suspect each order will have a unique way or bonus to generating miracle dice. Will find out later this week I guess!
   
Made in gb
Witch Hunter in the Shadows





 BoomWolf wrote:
Not sure you can use your miracle dice on the knight though.
And if so, an amusing reverse trick is to ensure the knight DOES go boom when he's on the enemy turf.
No miracle dice for knights.

Also no sacred rites with knights. It's mono-sisters only.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

What we know so far... Sisters get:

Sacred Rites: An army wide buff. 6 to choose from.We've seen 2. Not sure if this replaces or stacks with Order traits or not, if Order traits still exist.
Acts of Faith: All but one are unknown (one is a deny the witch act) The purity form of collecting a miracle states AoF are still perform-able.
Miracles: A pool of dice that are generated in 4 different ways and are predetermined values we can use when most opportune
Shield of Faith: On most units, 6++ and useless DTW.
Zealot: On various units. Reroll on the charge.

Am I missing something?

I'm pretty happy so far.

 
   
Made in us
Bounding Dark Angels Assault Marine





shabadoit wrote:
I suspect each order will have a unique way or bonus to generating miracle dice. Will find out later this week I guess!


Oh that would be fun! Maybe a 2-part faction rule similar to SM, with the first being a sort of flat upgrade (charge-rerolls or whatever) and the second part being a unique generation option (successful charge generates a die).

The 1st Legion
Interrogator-Chaplain Beremiah's Strike Force
The Tearers of Flesh 
   
Made in us
Fresh-Faced New User




The "I need to roll a 6 to deny the test you passed with exactly a 5" rule of the Sisters always seemed pointless to me. Most psychic powers are just going to go over the top of your 1d6 if you don't have true denial.

Miracle dice seem interesting, for all that the dice included in the set look like the plainest dice pack you could possibly get (which, to be fair, is an improvement over some GW dice with their odd symbols).

Maybe one of the new units coming next year will be a generic living saint (kinda like a generic daemon prince). That'd be cool, and is something I've hoped the Sisters would get for a while as much as I don't think they will. Still, having another HQ choice beyond taking a Canoness or Celestine would be nice (ignoring ministorum priests for the moment).

Having Antisoup rules is another great feature, not that I have anything particularly against soup. I'm glad to see that they're not just different flavors of the Combat Doctrines, too.

I've been going back and forth on getting this box all year as the previews have come in. When the price first got leaked, I told myself that I wouldn't, but with these latest articles... well, GW's hype machine is working and the decision is getting harder.

Fan of lore, stealthy black-armored marines, life-alert black-armored marines, and lunatic necrons. 
   
Made in gb
Witch Hunter in the Shadows





 deviantduck wrote:
Sacred Rites: An army wide buff. 6 to choose from.We've seen 2. Not sure if this replaces or stacks with Order traits or not, if Order traits still exist.
Acts of Faith: All but one are unknown (one is a deny the witch act) The purity form of collecting a miracle states AoF are still perform-able.

The Sacred Rites are what you get if you take no allies at all (other than inquisitors).

I'm not seeing a deny the witch faith act. I think the miracle dice are all there is.
   
Made in us
Fixture of Dakka





The anti-soup rules have me worried they'll only really work as a solo army, which would really curb the appeal of making them part of my inquisition forces sadly.
   
Made in it
Dakka Veteran




 LunarSol wrote:
The anti-soup rules have me worried they'll only really work as a solo army, which would really curb the appeal of making them part of my inquisition forces sadly.


Sacred Rites is everything but mandatory
   
Made in us
Bounding Dark Angels Assault Marine





 LunarSol wrote:
The anti-soup rules have me worried they'll only really work as a solo army, which would really curb the appeal of making them part of my inquisition forces sadly.


I think looking at them as "anti-soup" is the wrong mentality. "Pro-monofaction" is probably more accurate.

Anti implies punishment. This doesn't make soup armies worse, it just makes mono-faction better.

Yeah you don't get sacred rites in soup, but you still get an ally that can get a guaranteed 6 on a critical damage roll or whatever.

The 1st Legion
Interrogator-Chaplain Beremiah's Strike Force
The Tearers of Flesh 
   
Made in fi
Courageous Space Marine Captain






 Nah Man Pichu wrote:

I think looking at them as "anti-soup" is the wrong mentality. "Pro-monofaction" is probably more accurate.

Anti implies punishment. This doesn't make soup armies worse, it just makes mono-faction better.
It is the exact same thing. The power only exist in relation to other armies.

Yeah you don't get sacred rites in soup, but you still get an ally that can get a guaranteed 6 on a critical damage roll or whatever.

That being said, if this is the extent of their monobuff, it doesn't seem nearly as mandatory as the ones for marines.

   
Made in us
Fixture of Dakka





 Nah Man Pichu wrote:
 LunarSol wrote:
The anti-soup rules have me worried they'll only really work as a solo army, which would really curb the appeal of making them part of my inquisition forces sadly.


I think looking at them as "anti-soup" is the wrong mentality. "Pro-monofaction" is probably more accurate.

Anti implies punishment. This doesn't make soup armies worse, it just makes mono-faction better.

Yeah you don't get sacred rites in soup, but you still get an ally that can get a guaranteed 6 on a critical damage roll or whatever.


Right; it almost is just a question of how much those rules factor in the units cost.

For a more specific example, I'd LOVE to mix Templars in with the sisters, but Marines lose way way too much when you take the doctrines away to ever be worth considering.
   
Made in dk
Regular Dakkanaut




I like the looks of the rules a lot, but I'm a bit reserved on how it will all blend together. Very much looking forward to finding out more!

Something interesting I found from the article: "they utilise sacred rites, holy rituals and the power of their faith." They previewed sacred rites and powers (acts) of faith, with literal headings in the article. No mentioning yet of holy rituals. I hope that those will add some further nice rules that tie in well with the flavor and feel of the army.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

I rather like what I'm seeing, but I kind of hope we have some heavier anti-tank options rolled into the book since the bog standard melta gun isn't the killer of dreams it used to be.
   
Made in us
Bounding Dark Angels Assault Marine





That being said, if this is the extent of their monobuff, it doesn't seem nearly as mandatory as the ones for marines.

Maybe but
1. We haven't seen the rest of the army as a whole
2. The prevalent gripe seems to be that marines are op so maybe this is a good thing

This message was edited 1 time. Last update was at 2019/11/12 19:26:16


The 1st Legion
Interrogator-Chaplain Beremiah's Strike Force
The Tearers of Flesh 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

A.T. wrote:
 deviantduck wrote:
Sacred Rites: An army wide buff. 6 to choose from.We've seen 2. Not sure if this replaces or stacks with Order traits or not, if Order traits still exist.
Acts of Faith: All but one are unknown (one is a deny the witch act) The purity form of collecting a miracle states AoF are still perform-able.

The Sacred Rites are what you get if you take no allies at all (other than inquisitors).
wi
I'm not seeing a deny the witch faith act. I think the miracle dice are all there is.
On the image for Gaining Miracle Dice, Purity: A psychic power is resisted by a unit from your army with the Acts of Faith ability (without performing and Act of Faith to do so).

This implies that AoF is not only a keyword/ability but it's also something that a unit can perform, and that there is an AoF that denies psychic powers since they had to have an exception that specifies the denial AoF doesn't grant a miracle die.

 
   
Made in fi
Courageous Space Marine Captain






 Nah Man Pichu wrote:
That being said, if this is the extent of their monobuff, it doesn't seem nearly as mandatory as the ones for marines.

Maybe but
1. We haven't seen the rest of the army as a whole
2. The prevalent gripe seems to be that marines are op so maybe this is a good thing

The monbuff being less impactful is certainly a good thing. As noted, with marines taking allies is really not an option, as they lose way too much. I'd hate to see the same happen to the Sisters.

   
Made in us
Bounding Dark Angels Assault Marine





 Crimson wrote:
 Nah Man Pichu wrote:
That being said, if this is the extent of their monobuff, it doesn't seem nearly as mandatory as the ones for marines.

Maybe but
1. We haven't seen the rest of the army as a whole
2. The prevalent gripe seems to be that marines are op so maybe this is a good thing

The monbuff being less impactful is certainly a good thing. As noted, with marines taking allies is really not an option, as they lose way too much. I'd hate to see the same happen to the Sisters.


Oh I misunderstood what you were saying. You're saying SM doctrines are so powerful it makes soup less viable, whereas SoB don't lose as much in soup.

Sorry I misunderstood!

The 1st Legion
Interrogator-Chaplain Beremiah's Strike Force
The Tearers of Flesh 
   
Made in gb
Mighty Vampire Count






UK

I am at least seeing good stuff with the new AOF Mechanic - its interesting and having rolled so many 1's at so many bad times - this would be useful indeed.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
 
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