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[6e] 1850 Sisters of Battle + IG Allies  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut





I chose IG allies because they provide two things that sisters have limited amounts of: cheap bodies and long range support. I also think I can forge a narrative with them, which is becoming increasingly important for me

Sisters of Battle:

HQ:

Uriah Jacobus
Battle Conclave: 5x Death Cult Assassin, 2x Crusader

Troop:

9 x Battle Sisters (Flamer, Melta)
1x Sister Superior (Combi-Melta)
1x Rhino


9 x Battle Sisters (Flamer, Melta)
1x Sister Superior (Combi-Melta)
1x Rhino


Fast Attack:

4x Dominion Sisters (2x Melta)
1x Dominion Superior (1x Combi-Melta)
1x Immolator (TL MultiMelta)


4x Dominion Sisters (2x Melta)
1x Dominion Superior (1x Combi-Melta)
1x Immolator (TL MultiMelta)

Heavy Support:

Exorcist

Exorcist

4x Retributor Sisters (Heavy Bolters)
1x Retributor Superior

Fortification:

1x Aegis Defence Line + Quad-gun

Subotal: 1400


Imperial Guard Allies:

HQ:

Company Command Squad

Troop:
Infantry Platoon:

1x Platoon Command Squad

1x Infantry Squad

1x Infantry Squad

1x Heavy Weapons Squad (3x Missile Launchers)

1x Heavy Weapons Squad (3x Missile Launchers)

1x Heavy Weapons Squad (3x Missile Launchers)

Subtotal: 450

Total: 1850

I would start the Retributors and maybe one or two HWS behind the aegis defence line. Since the Retributor Superior can't take a heavy bolter, she'll be operating the quad-gun when its not needed in intercept mode. (I have a question in YMDC about whether these shots could be rending, but.... either way its a good weapon). This gives them the old 4+ cover save I am used to from 5E area terrain

The missile launchers are there for their versatility and potential future for AA as well.

Thoughts are greatly appreciated!


Automatically Appended Next Post:
Just as a side note, I am playtesting battle conclave vs repentia, both foot-slogging. The new assault out of vehicles even if they've never moved rules are limiting the effectiveness of starting them in a dedicated transport anyway. Repentia have the advantage of stronger hits but suffer at a lower initiative and less survivability.

This message was edited 1 time. Last update was at 2012/07/01 14:42:01


 
   
Made in gb
Been Around the Block




Glasgow, Scotland

I've been looking at how to change my sisters for what units are better now

you could change one of your guard troop choices for a guard vet squad with 3plasma or melta mounted in a vendetta with pask, gives you anti air, a good armour busting unit and with pask you can use orders to make them twin linked!

It's just an idea I was toying with...

 
   
Made in us
Regular Dakkanaut





I thought pask was an upgrade for leman russ's only?
   
Made in gb
Been Around the Block




Glasgow, Scotland

My bad, meant bastone, the sergeant upgrade for vets.

 
   
Made in us
Regular Dakkanaut





I guess I'll have to playtest a bit to see what works best. With scoring and especially denial unit changes, I was hoping to get more cheap bodies on the field, which a vet squad in a vendetta wouldn't do :-D You are right about a vendetta getting some anti air flexibility though.
   
Made in gb
Guardsman with Flashlight




Personally I think Heavy Weapon Squads are VERY fragile so I tend to stay away from them, I'd put a missile launcher in each Infantry Squad and maybe one in the Company Command Squad, although maybe Autocannons may be better? As I can imagine them being very good at stripping hull points.

I was also looking for an alliance with my Imperial guard with battle sisters, what are the exorcists like? Any good? I've never played against one?


Automatically Appended Next Post:
Also I would never put troops into a vendetta, but I would definitely recommend purchasing one! Must be one of the best fliers if not THE best!

This message was edited 1 time. Last update was at 2012/07/01 20:47:30


War does not determine who is right, but who is left.  
   
Made in us
Regular Dakkanaut





Exorcist is AV 13/11/11 with a 48", STR 8, AP 1 Heavy D6 weapon. For 135 points that can pack a wallop if you 1.) Get lucky on your D6 roll, 2.) Penetrate armour. Remember AP1 = +2 to damage table rolls.
   
Made in gb
Guardsman with Flashlight




Wow that's good... where's the problem?

This message was edited 1 time. Last update was at 2012/07/01 21:02:14


War does not determine who is right, but who is left.  
   
Made in gb
Been Around the Block




Glasgow, Scotland

Defo have to see what works, specially with needing scoring units with the new missions.
It isn't cheap, don't know if putting them in a chimera would be better, just think vendetta is more survivable.
Thought it would be a good idea as they can grave chute when the vendetta comes in onto an objective.

Exorcists are temperamental, with str 8 ap 1 if you manage to roll a decent amount of rockets they work well, but if you don't it's a waste. I've had games when they've been great and others where they've done poorly.

As above too

This message was edited 1 time. Last update was at 2012/07/01 21:07:09


 
   
Made in us
Regular Dakkanaut





Ok what about this as a small change for my allies:

HQ:

Company Command Squad

Troops:

Infantry Platoon with:
1x Platoon Command Squad

1x Infantry Squad with Heavy Weapons Team: Missile Launcher

1x Infantry Squad with Heavy Weapons Team: Missile Launcher

1x Heavy Weapons Squad: Missile Launcher x 3

Fast Attack:

1x Vendetta, 3 TL Lascannons, 2 Heavy Bolters

Thats: 440 points
   
Made in gb
Guardsman with Flashlight




Why the need for Missile Launchers? You only have a 50/50 chance of actually using them, whereas for Autocannons you have a much better chance and only -1 str? Plus they're cheaper, You could put an Autocannon and a Grenade Launcher in the Company Command, Platoon Command and both Infantry Squads. Lose the Heavy Weapon Team, have another infantry squad with an autocannon and grenade launcher. Then you'll still have some points to spend?

War does not determine who is right, but who is left.  
   
Made in us
Angelic Adepta Sororitas




Texas AM

Responds wrote:Why the need for Missile Launchers? You only have a 50/50 chance of actually using them, whereas for Autocannons you have a much better chance and only -1 str? Plus they're cheaper, You could put an Autocannon and a Grenade Launcher in the Company Command, Platoon Command and both Infantry Squads. Lose the Heavy Weapon Team, have another infantry squad with an autocannon and grenade launcher. Then you'll still have some points to spend?


I tend to agree with this. The autocannons are two shots each and with the slight strength ding. I would rather land my shots than miss while having a higher strength.
   
 
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