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![[Post New]](/s/i/i.gif) 2012/05/15 17:36:00
Subject: Sisters of Battle
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Sister Vastly Superior
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Nice BR. The list is solid. Meched up with triple Exorcists is great build. Why did you opt to go with rhinos VS Immolators on your Dominions?
I run 4 Crusaders with my DCA squad and I really like that set up.
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This message was edited 2 times. Last update was at 2012/05/15 17:37:43
4000pts
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![[Post New]](/s/i/i.gif) 2012/05/15 18:31:20
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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pretre wrote:Yeah, I just don't see it. They weren't bad, but they weren't as good as an exorcist and having to 50-25% chance of not doing their job every turn definitely sucked.
Who was saying you should have more than one unit? Yuck.
The internet says so. A bunch of dudes who know math and dont know reality. Lines of sight and ranges are particularly important because as you get closer to the center of deployment, the less you can see, the more cover saves you invoke and the less likely you are to influence the battle. The further out on the wings they go, the less reach they have and more isolated they become to be picked off by fast or outflanking units. There is a definite difference between them and other heavy squsds. So while they are good, three of them is just too many.
The one great use for more Retributors I can imagine is with Heavy Flamers. That is one hell of a hard hitting squad in rhinos buzzing forward. The sheer number of hits with 4 Rending heavy flamers and 12 bolter shots would be very devastating and if rending didn't work...well... I think you're still just fine! Better than a Dominion squad, just not as fast. So if the plan is to do the Heavy Flamer thing, sure I can see a second unit for sure. But not a second Heavy Bolter one.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/15 19:32:58
Subject: Sisters of Battle
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Repentia Mistress
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Rets are cheap. When they get their act off they're more effective at generating pens vs AV11-13 than Exorcists. They also let you take an extra MM Immo which is pretty nice. The price of 3 Ret Squads and 2 Immos is the same as 3 Exorcists.
I think if you run lots of Rets you need to run lots of Immolators to counteract their inconsistency. Rets' biggest drawback is that once you get to high enough point levels you don't have enough faith to go around. They're not perfect by any means, but neither are Exorcists and I think when you take them either as a cheap add-on or as a way to spam more MM Immos they are a competitive choice.
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![[Post New]](/s/i/i.gif) 2012/05/15 19:37:07
Subject: Sisters of Battle
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Sister Vastly Superior
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I have 2 squads in my 2K list. But they have 3HBs and 1 MM... The closer you get to them the harder they start hitting you. Most of the time they are sitting together real close to center board just to pound anything that wants to step over the Midfield line. I dont use the HBs as can openers unless I dont have anything else to shot at.
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![[Post New]](/s/i/i.gif) 2012/05/15 20:58:11
Subject: Sisters of Battle
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Flailing Flagellant
Texas
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Spidey0804 wrote:Nice BR. The list is solid. Meched up with triple Exorcists is great build. Why did you opt to go with rhinos VS Immolators on your Dominions?
I run 4 Crusaders with my DCA squad and I really like that set up.
Thanks, it was a few months ago, but I'm still sold on large units of dominions, and I'm not as solid on the exorcists as I used to feel, I still need to try retributors in a actual fight.
I take rhinos because I like large squads of dominions over smaller ones; plus I dislike the immolator, it doesn't interest with its 6 carrying capacity, standard flamer weapon and almost costing double the points of the rhino yet has the same armor profile. I also don't like how the immolator looks for some reason, even though it's just a bog standard rhino with some different doo dads
I don't treat my dominions like a suicidal unit per say, I still use them the same way most sister players do, scout forward, move, drop and shoot, but instead of a unit of 5 dominions shooting 2 melta guns I have a unit of 10 dominions shooting 4 melta guns, the 5 extra models also gives me more wounds to help keep the squad in play while the rest of my army moves up.
And recently seeing how you build your rhinos I like the two bolters on the rhino with the superior and or 1 other sister with a storm bolter and have tried to make the rhinos more dangerous that just their standard 2 shot storm bolter.
In that battle I wanted to try a battle conclave without crusader's to see how they would perform, they did great initially but when they
A. start losing models(every dead model is 3 less base attacks(im inlcuding the two 1 handed weapon bonus but not uriah since they won't always be lead by uriah, so if you charged you'd have 2 base, 1 for 2 weapons, 1 for the banner and 1 for assault bonus. 5 attacks, next round if you didn't kill everything you lose 1/5 of your attacks right of the bat and then you lose even more when the DCA start kicking off)
B. get stuck in combat
they start going down hill because after that first round they don't have the charge attack bonus and +5 invuln + fnp won't keep them safe in a prolonged fight, especially not against power weapon units.
It's hard to find a balance I like because you need those storm shields for fighting in CC and if you get caught out in open terrain, on the other hand you need as many DCA as possible so you can blow through whatever you assaulted so you don't get stuck.(at least that's how I see to use/build them) my favorite so far has been 2 crusaders/7 dca.
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![[Post New]](/s/i/i.gif) 2012/05/15 21:07:37
Subject: Sisters of Battle
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Repentia Mistress
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Dervos wrote:Thanks, it was a few months ago, but I'm still sold on large units of dominions, and I'm not as solid on the exorcists as I used to feel, I still need to try retributors in a actual fight.
I take rhinos because I like large squads of dominions over smaller ones; plus I dislike the immolator, it doesn't interest with its 6 carrying capacity, standard flamer weapon and almost costing double the points of the rhino yet has the same armor profile. I also don't like how the immolator looks for some reason, even though it's just a bog standard rhino with some different doo dads
I don't treat my dominions like a suicidal unit per say, I still use them the same way most sister players do, scout forward, move, drop and shoot, but instead of a unit of 5 dominions shooting 2 melta guns I have a unit of 10 dominions shooting 4 melta guns, the 5 extra models also gives me more wounds to help keep the squad in play while the rest of my army moves up.
I think they both have their place, but I also like filled out Dominion squads. I think one of the biggest nerfs to the Immolator was removing its fire points. If you could shoot out of the back of them it would be almost a no brainer. But yeah, if you don't want to just suicide your Dominion squads it's great to be able to keep them safe for at least a turn or two and still be able to shoot.
The biggest loss is the anti-mech alpha strike. By not taking the Immolators you lose the Scout move + TL MM + Dominion squad maneuver. But that just means you have to play a little differently. You're sacrificing some first turn power for a more flexible unit that can (hopefully) help out all game long, instead of just being a one shot wonder.
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![[Post New]](/s/i/i.gif) 2012/05/15 23:59:40
Subject: Sisters of Battle
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Calm Celestian
Florida, USA
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Alright, having played this past weekend with the list I posted earlier, I certainly got a better feel for how some units work (or rather don't).
Triple Rets was actually quite fun and with max squads, people had to devote a fair amount of shooting at them to make them combat ineffective. I still love my Exorcists, but Rets will work in many lists in a heartbeat. With that said, they do have some big drawbacks as noted. Against MSU Razorback/Longfang SW, I was easily out-ranged by the Longfangs with MLs. The Razorbacks that generally had to move forward made good targets for my Rets, and when the AoF went off, I don't think I failed to wreck or explode once.
Against Tau, I was again out-ranged by most of Tau's long range shooting and what targets did present themselves (a Devilfish here and there) either I couldn't get the Act off or Disruption Pods. The few times they did disembark to shoot at me with warriors, the Rets did a decent job.
Finally against Command & Annihilation Barge Necrons w/ C'Tan, the Rets had a hard time doing much of anything either due to range or failure to get off the almost necessary AoF (even needing just a 3+!). Overall, I liked the Rets and would not mind taking a full squad over an Exorcist every so often.
I stupidly when making the finalized list did not include MM in my 20 woman BSS, and I regretted it just about every game. There were enough times when I wasn't moving that I would've loved to have even just that one shot at 24" with a MM.
Since this is getting long I'll finish up with one other unit: Seraphim. Oh how I loved you in previous editions. Oh how mostly ineffective you were in all of my games. Perhaps it was my use of them, but all of my Seraphim were quite 'meh' when it came to the tabletop.
Against the SW, one unit I DS'd near his Longfangs, but by the turn (turn 4) they did come in, it was too little too late. Had they come in turn two, they would've been that much better of a disruption as they were within easy reach of two squads of Longfangs. The 2nd unit of Seraphim I DS'd near one of his Razorbacks on an objective and they scatted somewhere useless at that time, again too little too late (turn 4 again). The final group DS'd where I wanted the 2nd group to go, and actually did their job of almost wiping a min-sized GH pack with Rune Priest off an objective. They proceeded to get shot up and assaulted next turn, losing, and almost costing me the game.
Against the Tau, they came in early enough to do something, it just wasn't something that was going to win me the game. They'd DS in again, maybe shoot at a vehicle or something, and then proceed to die by massed Tau shooting. I only won that game due to St. Celestine (bless her!) and learned the valuable lesson of wanting to go 2nd in Capture and Control when fielding her (Tau player actually won the roll and gave me first turn. Because of that St. Celestine was forced to survive TWO rounds of combat again a nearly full Kroot unit with only one wound left to contest the Tau player's objective.)
Against the Necrons, my rolling was horrible all game, with two of my units of Seraphim mishapping three times. The 3rd finally landed where I had wanted, blew up an Annihilation Barge and then fleeing next turn due to massed shooting by the Necrons. The only thing I would use Seraphim now for would be min squads DSing with Inf. Pistols, but Doms still do it better imo.
For those in favor of TL;DR: Rets good, but probably not 3 units worth, MM in BSS, and Seraphim sub-par.
P.S.: I may be writing up a batrep proper as I have the lists used, but no photos.
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There is a fine line between genius and insanity and I colored it in with crayon. |
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![[Post New]](/s/i/i.gif) 2012/05/16 00:18:43
Subject: Sisters of Battle
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Flailing Flagellant
Texas
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Amerikon wrote:
I think they both have their place, but I also like filled out Dominion squads. I think one of the biggest nerfs to the Immolator was removing its fire points. If you could shoot out of the back of them it would be almost a no brainer. But yeah, if you don't want to just suicide your Dominion squads it's great to be able to keep them safe for at least a turn or two and still be able to shoot.
The biggest loss is the anti-mech alpha strike. By not taking the Immolators you lose the Scout move + TL MM + Dominion squad maneuver. But that just means you have to play a little differently. You're sacrificing some first turn power for a more flexible unit that can (hopefully) help out all game long, instead of just being a one shot wonder.
I'll put it this way, by taking a rhino I can move my dominions 12" scout+ 12" cruising speed +move out of the rhino up to 6" (48" threat range, 36" of movement + 4 12" melta shots)and not have to worry about losing one shot of TL multimelta that will probably disappear, I'd like to think that they would focus on the closest targets when I'm moving towards them, so that leaves them either shooting the immolator or the squad. Though in the immolator's in case I think it makes a more compelling threat than a rhino.
On the other hand if I take a immolator I can move it 12" scout and then move out of the immolator and fire 2 melta guns(30" threat range on 2 melta guns, and 36" threat range on the one multimelta)
Rhino
(48" threat range, 36" of movement + 4 12" melta shots)
I get four shots and I can effectively reach out and touch someone in the first turn within 48" if necessary
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Immolator
(30" threat range on 2 melta guns, and 36" threat range on the one multimelta)
I have two separate units that both have a equal chance of getting one wound in. (What's the difference really between rolling 1 die twice and rolling 2 dice once other than you got a chance at getting 2 wounds?)
Now you could move the same amount with as the rhino does, but I would assume that you wouldn't usually want to do this since you lose 1 round of shooting from a very fragile vehicle.
I like the 4 melta gun shots better because I believe it gives me a better shot at really wrecking an opponent's army on that first turn strike. the fact that I have 3 squads that can do this really forces the opponent to make a decision on how he or she should react. On one hand I have 30 infantry units with 12 melta guns all together shooting at something they would rather have me not shoot and if left alone next turn they could shoot and assault vechiles(krak standard+ melta possibly on the superior), there are also 3 rhinos, they could of course ignore these but if they don't tie up the squads in combat they could just hop back in the rhino, and the rhino itself could be a legitimate threat if it has 2 bolters or a h/k missile.
I like having redundancy, over flexibility in firing. I could potentially blow up to two vechiles with the immolator/dominion combo, I can also potentially miss both. The 4 melta guns shots on a 10 girl squad could all miss too, but I'm firing 4 shots at one unit instead of 2 and 1 twin-linked at two different units or the same unit if necessary. I don't know maybe mathmatically 2 shots and 1 TL shot has a better chance to hit that 4 shots but the 4 shots on paper looks better to me because I don't know any better.
A rhino with the h/k and missile would be 55 points but they aren't usually taken since the rhino is just typically there to get the unit where it needs to go. So it's almost as much as a immolator if so upgraded, or they get slap on a combi-melta on the superior and melta bombs. A immolator with a tl mm is 80 points, you can get two rhinos and a extra bolter for that cost.
For me the rhino is there to move my units, take shots for their squads and make a general nuisance out of themselves, their cheap and a good accessory for the squad.
An immolator to me, its almost like it's trying to be a tank, points wise and weapons wise, but it's a dedicated transport and has a rhino profile, also as you had mentioned there are no fire points, which really hurts. Since a rhino can move around at combat speed and shoot out without risking it's members.
How I build my armies right now there just isn't a role for the immolator in it.
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This message was edited 4 times. Last update was at 2012/05/16 01:37:10
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![[Post New]](/s/i/i.gif) 2012/05/16 03:16:14
Subject: Sisters of Battle
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Sister Vastly Superior
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I cant remember if I have ever run 4 melta gun squads of Dominions... Come to think of it I haven't. I have run them as Tool boxes 2 melta 2 flamers but I didnt like that much and I have run them as 4 flamers...
Like J said Im thinking of trying out a 4 HF Retributors squad for S and Gs.
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This message was edited 1 time. Last update was at 2012/05/16 03:16:54
4000pts
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![[Post New]](/s/i/i.gif) 2012/05/16 07:12:14
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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4 HF's plus bolters. Don't forget. They'll rend too. BuRootul.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/16 17:14:09
Subject: Sisters of Battle
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Repentia Mistress
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Dervos wrote:
Rhino
(48" threat range, 36" of movement + 4 12" melta shots)
I get four shots and I can effectively reach out and touch someone in the first turn within 48" if necessary
vs
Immolator
(30" threat range on 2 melta guns, and 36" threat range on the one multimelta)
I have two separate units that both have a equal chance of getting one wound in. (What's the difference really between rolling 1 die twice and rolling 2 dice once other than you got a chance at getting 2 wounds?)
Your movement numbers are a little off. You've got a 12" scout move, a 12" first turn move, a disembark of 2", so that's 38" threat range from the Rhino. With your Immos you can do a 12" scout, a 2" disembark and a 6" movement which will give you a 32" threat from the Dominions along with the 42" threat from the Immolator.
With the Rhino tactic you described you end up with a problem where you have a rather expensive unit just hanging out completely unsupported in front of the enemy's entire army. A trade like that is worth it if you can get something big for it (like a Land Raider), but it's usually safer to stay in your ride and make them knock you out of it.
Dervos wrote:
I like having redundancy, over flexibility in firing. I could potentially blow up to two vechiles with the immolator/dominion combo, I can also potentially miss both. The 4 melta guns shots on a 10 girl squad could all miss too, but I'm firing 4 shots at one unit instead of 2 and 1 twin-linked at two different units or the same unit if necessary. I don't know maybe mathmatically 2 shots and 1 TL shot has a better chance to hit that 4 shots but the 4 shots on paper looks better to me because I don't know any better.
Shooting at the same thing, you should get more hits from the 4 meltaguns, but it's not a big difference (about half of a hit). The important thing is that the two units can fire at different targets. So you can concentrate your fire if you need to or split fire if you get a little lucky. In short the two units have a greater "upside" than a single large Dominion squad. I think it's fair to trade that upside for a unit that will, usually, get another turn of shooting.
Dervos wrote:
For me the rhino is there to move my units, take shots for their squads and make a general nuisance out of themselves, their cheap and a good accessory for the squad.
An immolator to me, its almost like it's trying to be a tank, points wise and weapons wise, but it's a dedicated transport and has a rhino profile, also as you had mentioned there are no fire points, which really hurts. Since a rhino can move around at combat speed and shoot out without risking it's members.
How I build my armies right now there just isn't a role for the immolator in it.
Rhino's are good for moving units, but they also keep them safe so don't be too eager to get out. I'm going to steal pretre's line and remind everyone that "She who bails, fails". I think if you take Immos, you need to take a bunch of them, like 3 or 4 at a minimum. Automatically Appended Next Post: Evil Lamp 6 wrote:For those in favor of TL;DR: Rets good, but probably not 3 units worth, MM in BSS, and Seraphim sub-par. WRT the Seraphim, I think it was a mistake for you to give them Inferno Pistols, especially on a maxed out squad like that. Infernos are very expensive and they don't interact well with the Sera's AoF. You should also have so much melta everywhere else that you don't really need them.
What Seras are good at is using their double flamers and their AoF for piling up ludicrous amounts of wounds on infantry. Since they're infantry specialists, I like to put an Eviscerator on the VSS to give them some insurance against walkers. Also, don't feel compelled to deep strike them. If you're playing against an army with assault elements that want to get closer, it's useful to hold your Seras in cover and then spring them on turn 2 or 3 as a shooty version of a counter-assault unit.
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This message was edited 1 time. Last update was at 2012/05/16 17:24:24
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![[Post New]](/s/i/i.gif) 2012/05/16 19:26:23
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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I'm hungry. I need a sandwish or something.
Anyways, Seraphim flamers are seriously awesome damage dealers against hordes. I sue them now like I'd use Crisis suits: Vegas going deep strikers going for broke. BAWOOOOOOOOOOSH. I love that sound effect honestly. Even typing it is fun. Turkey or ham... Turkey or ham... FOCUS!
Anyways, the Eviscerator is a good idea or at minimum a meltabomb to make it multifunctional. But The Eviscerator, if you have the points, is a good deal on them. I took mine off for points considerations but will add it back on when i optimize, like I think I mentioned before.
The meltapistols just dont make as much sense to me. They require an even bigged sac to use, and still can't charge when they show up so... IG parking lots probably would be a good use but... theose flamers are just too delicious. I got melta everywhere. Dont need Seraphim to deliver it.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/16 21:16:48
Subject: Sisters of Battle
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Badass "Sister Sin"
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Not a fan of deepstriking seraphim, I gotta say. Leaving them off the board for that long can really be detrimental. Especially when they can use cover to advance on the enemy with about the same amount of risk but getting there sooner.
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![[Post New]](/s/i/i.gif) 2012/05/16 21:43:53
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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I'm not concerned about sooner. i want the Seraphim to do two things:
1. Flame something real bad.
2. Draw the enemy i nthe wrong direction and if they dont go for it then
3. Flame something real bad again.
4 Draw the enemy i nthe wrong difection and if they dont go for it again then
5. Flame something real bad.
So that's the plan. Getting to the enemy, coming from the wrong direction, hurts you. So I avoid it. As they are the least important unit in my army (instead of the most important like they used to be) I really don't care if they die as long as they do what i just described.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/17 09:02:30
Subject: Sisters of Battle
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Regular Dakkanaut
Bellevue, WA
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My worry with the 10 Dominions is that they would just be a more expensive suicide unit ... you are essentially dropping off a squad of basic sisters with a few gun upgrades in easy assault range... if I am just popping open a landraider and then getting devoured whole by the terminators I unleashed, I'd rather pay for 5 dead girls than 10. Do you just avoid sending them against vehicles with assault units?
On the converse, I always max or near-max out my Reps, because that is the difference between losing 5 girls and getting no swings back, and 5 dead girls and 15 swings back - min size Rep squads can't do anything but hunt tanks, really.
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![[Post New]](/s/i/i.gif) 2012/05/17 12:25:55
Subject: Sisters of Battle
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Sister Vastly Superior
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Hollowman wrote:My worry with the 10 Dominions is that they would just be a more expensive suicide unit ... you are essentially dropping off a squad of basic sisters with a few gun upgrades in easy assault range... if I am just popping open a landraider and then getting devoured whole by the terminators I unleashed, I'd rather pay for 5 dead girls than 10. Do you just avoid sending them against vehicles with assault units?
On the converse, I always max or near-max out my Reps, because that is the difference between losing 5 girls and getting no swings back, and 5 dead girls and 15 swings back - min size Rep squads can't do anything but hunt tanks, really.
Speaking of that I also notice that a 5 man Dominion squad has a better chance to tie something up rather than a 10 man squad does. Follow me on this one. with a 5 man squad I have 3 wound allocation groups I can do. This mean I have the ability to absorb up to 8 wounds while only placing one save on my VS. By stacking power weapon hits to the 2 bolter sisters if I they have to take any. Now vs an all PW squad you can assume that you are going to loose 4 but you have a 16% chance not to loose the VS. Is it great odds, by no mean. However a 16% chance is still a 16% chance.
Most of the Time I lose combat by 1 or 2 even 4 at the most and I can still hang in combat by rolling a 5, If I can tie them up for 1 turn my DCAs will be on them next turn.(I dont charge my Dominions so they would get charged in my opponents assault phase.). This then gives me more of a chance to get a consolidation off of the CC and if i do have a couple Melta guns left I could be standing next to another target following the hand to hand.
If you even attempt to do something like this with a 10 man squad you will loose 4 to 6 of them and you will have to roll  to stay in the combat. A much lower probability that this is going to work out in your favor.
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![[Post New]](/s/i/i.gif) 2012/05/17 14:45:27
Subject: Sisters of Battle
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Badass "Sister Sin"
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Yeah, max size dominions play entirely different. You can't afford to suicide them unless they are taking out A LOT. (i.e. krak grenade charge against a parking lot or something).
As for Seraphim deep-strike, it's all you. Do it if you enjoy it.
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![[Post New]](/s/i/i.gif) 2012/05/17 17:28:31
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Oh i DO enjoy it.
In fact one of my favorite things about Warhammer is "letting it ride" tactics. The most thrilling moments for me are when you go balls to the wall and just go crazy on someone whose really not expecting it.
yeah they've donte the math in their heads and agaainst normal generals who wont take unnecessary risks, they feel they've deployed well.
But I WILL take risks and FORCE him to roll the dice. Cause this is a game of chance and if you dont take any, lady luck takes a dim view of you.
So deep striking like a crazy nun, Ramming tanks to ensure a hit, tank shocking with a perfectly functioning tank becasue the chances are just better sometimes of breaking a unit when you do, and all the other fun stuff in the game that shakes it up.
I get bored, I think, playing pokey the puppyHammer Automatically Appended Next Post: Hollowman wrote:My worry with the 10 Dominions is that they would just be a more expensive suicide unit ... you are essentially dropping off a squad of basic sisters with a few gun upgrades in easy assault range... if I am just popping open a landraider and then getting devoured whole by the terminators I unleashed, I'd rather pay for 5 dead girls than 10. Do you just avoid sending them against vehicles with assault units?
On the converse, I always max or near-max out my Reps, because that is the difference between losing 5 girls and getting no swings back, and 5 dead girls and 15 swings back - min size Rep squads can't do anything but hunt tanks, really.
10 Dominions can be protected by the way you use the Rhinos. When you place them correctly, in a chevron formation, you should be able to fire at the target while disallowing a charge from units in front of you. Since you go first it would be unusual to have units behind that line, though infiltrators and also asault ramp type vehicles may be able to manage it...but the Assault ramp vehicles are probably their targets anyways.
It should take an enemy until turn 2 to reach the Dominion but in turn 2 you can mount up and surge forward/backaway or just back up and run to extend out a turn. Also, you ARE firing again before they get the chance.
Jump troops are the obvious threat to this. There is nothing you CAN do about that. However, that is what countercharge units are for and fearless bubbles are for. Get those Concalve buddies in there and ready to go so when the enemy jumps your sweet Power armored patooty, you can wack them for their efforts.
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This message was edited 2 times. Last update was at 2012/05/17 17:32:37
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/17 17:45:01
Subject: Sisters of Battle
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Badass "Sister Sin"
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Jancoran wrote:10 Dominions can be protected by the way you use the Rhinos. When you place them correctly, in a chevron formation, you should be able to fire at the target while disallowing a charge from units in front of you. Since you go first it would be unusual to have units behind that line, though infiltrators and also asault ramp type vehicles may be able to manage it...but the Assault ramp vehicles are probably their targets anyways.
The problem is now that you are using multiple units to do the job of one unit. And it doesn't block units from coming around the sides, which you mention.
It should take an enemy until turn 2 to reach the Dominion but in turn 2 you can mount up and surge forward/backaway or just back up and run to extend out a turn. Also, you ARE firing again before they get the chance.
This is, of course, assuming that one or both of the rhinos doesn't get blown up and you charged. Now you lost three units (a lot more expensive) when you could have just used a cheaper disposable unit to do the same job.
Jump troops are the obvious threat to this. There is nothing you CAN do about that. However, that is what countercharge units are for and fearless bubbles are for. Get those Concalve buddies in there and ready to go so when the enemy jumps your sweet Power armored patooty, you can wack them for their efforts.
Agreed, but remember that Doms work WAY forward of your lines. On turn 1, they are often 12-24" ahead of the rest of your army. Not really in counter-charge territory.
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![[Post New]](/s/i/i.gif) 2012/05/17 18:41:27
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Not sure I see why this matters. if you have two dominions squad, their rhinos form the perfect Chevron defense and escape plan. So yeah. the enemy MIGHT kill them, smoked as they are. Then again, they MIGHT not. You may recall that the army actually has other things coming too!
The enemy have to move their units according to what they predict will happen to the Rhinos. They will probably swing aroun the sides and then be forced through wreckage if they can kill it... But yes. All of that is at least possible. if you want to play a game where nothing dies, you're in the wrong hobby.
But when round 1 is over, the Rhinos should (6" long, 2 " disembark) be in Kyrinovs range with one Sister if Kyrinovs unit runs (and why wouldn't they?). If you are super worried about the charge issue, maybe for whatever deployment reason and that could happen, just dont move into "juice" range and take your chances with STR 8. It's not like you dont have Multimeltas to fall back on. Most of the time I think the threat will be manageable though. and 10 Dominion, while not Gods gift to melee, certainly ARE still 10 strong. The enemy will be chwewing for a bit longer than they are used to while the Conclave prepared to ruin their day.
Just pull some figs out and figure out how to make it work. It's fine a majority of the times so far. I'd use Vassal to plop a pci on here showing the trailing sister and the running Kyrinov and all that but you can do it yourself I am sure.
Kyrinov is like a Bow tie: cool
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/17 20:37:36
Subject: Sisters of Battle
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Badass "Sister Sin"
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/shrug it doesn't really matter. I just prefer small disposable units to big ones. I played with the big unit and they weren't sufficiently awesome to want to take the chance.
Also, Kyrinov's unit wouldn't run because they would be in a rhino.
It's all personal list and play style anyways.
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![[Post New]](/s/i/i.gif) 2012/05/17 21:51:28
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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A LOT of people like small disposable units. It bites you a bit in KP missions though, when they are so squishy. it also bites you if you dont have enough to at least hold the line for the one pivotal phase while cavalry arrives. So with a unit that will operate so obviously near the front line, why lose it unnecessarily is the philosophy that drives me on it. And if they DONT get hit (which is our best case scenario) all the better for me. Losing 5 means losing two meltas. Losing 5 to my unit means losing no meltas (more or less). Good times.
playstyle is indeed different for us. But as long as you can envision what i am talking about, you can get the idea behind it without having to do it yourself. I'm just saying that it works. One more tool for the toolbag.
Automatically Appended Next Post: and on the kyrinov thing: he would run. in round one you move 12", get out two inches and run behind the Dominion. i missed that part of your post.
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This message was edited 1 time. Last update was at 2012/05/17 22:05:30
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/18 00:24:48
Subject: Sisters of Battle
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Badass "Sister Sin"
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Ahh, then your doms are pretty safe. Since most everything will go into kyr and co.
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![[Post New]](/s/i/i.gif) 2012/05/18 10:13:41
Subject: Sisters of Battle
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Sister Vastly Superior
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Sometimes these discussion hinge on what your Opponent does. I think this is one of those clear cases.
In Jancoran's case it would be - Will the opponet attempt to charge a fearless set of 10 dominions backed by a DCA squad. Or will the opt to go after the Conclave.
Were as in Pretre's case you have - Will the opponent go after the 5 man squad or the Immolator with the TW LK MM. Each of us has a preference for a composition of the unit based on its Synergy for our individual play style.
This is one of the reasons I really like this dex. Even though we all have exactly the same units the ideologically based on how to employ them can be completely different.
A list with 30 Dominions functions completely different than 15 with 3 twin linked MM Immolators does.
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4000pts
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![[Post New]](/s/i/i.gif) 2012/05/18 16:21:38
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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So true. I really do like the docex, as long as it stays at 2K or less. Acts of Faith get stretched if you go further. But the codex works well which I will tell you...I was NOT a big fan when I first saw it. I was very much up in arms. Glas I was wrong. in the end.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/21 13:58:15
Subject: Re:Sisters of Battle
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Sister Vastly Superior
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2 RTTS in a row I have taken 1st with this list. I think I have found my GT/ RTT list for the rest of the year.
HQ: Uriah Jacobus, Protector of the Faith
Battle Conclave (9)
Battle Conclave Crusader (x4) Death Cult Assassin (x5)
Rhino Dozer Blade
Heavy Support: Retributor Squad (5)
Retributor Squad 4 Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter (x1)
Heavy Support: Retributor Squad (5)
Retributor Squad 4 Heavy Bolter (x3); Multi-melta (x1)
Retributor Superior Storm Bolter (x1)
Heavy Support: Penitent Engine (2)
Elite: Repentia Squad (8)
Elite: Repentia Squad (8)
Troops: Battle Sister Squad (10)
Battle Sister Squad 9 ; Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile
Troops: Battle Sister Squad (10)
Battle Sister Squad 9 ; Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Searchlight; Dozer Blade; Storm Bolter(x2); Hunter-killer Missile
Troops: Battle Sister Squad (10)
Battle Sister Squad 9 ; Storm Bolter (x1); Meltagun (x1);
Sister Superior Storm Bolter (x1);
Rhino Dozer Blade; Storm Bolter(x2); Hunter-killer Missile
Fast Attack: Seraphim Squad (5)
Seraphim Squad 4 Two Hand Flamers (x2);
Seraphim Superior Bolt Pistol;(x2)
Fast Attack: Dominion Squad (5)
Dominion Squad 4 Meltagun (x2)
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta
Fast Attack: Dominion Squad (5)
Dominion Squad 4 Meltagun (x2)
Dominion Superior Combi-Meltagun (x1);
Immolator Searchlight; Dozer Blade; Twin-Linked Multi-melta
Quick Recap Game 1 VS Crons Immotech Cytan build - won Minor victory 2 to 1 in Objectives
Standard Deployment 5 Objectives
High Lights - 8 Repentia on my left flank had a Turn 1 Assault against a lord with night scythe that turbo boosted 36 inches then stood the lord up for 5 turns of combat. Uriah Bomb decimated Immotechs unit then sweeping advanced him by turn 2. Retributors blew away wraiths after they decided to eat both dominion squads. Seraphim despenced the scarabs in 1 turn of shooting and 1 turn of CC.
Game 2 Triple Vendetas, 2 Leman Russ and a Mantacore IG list - Tie
Dawn of War 3 objectives
High lights - 1 Squad of Repentia was able to multi-assault 3 squads of IG and a Vendetta after running the entire board in 3 turns. I was then able to make 2 of the squads break and run off the table. While the DCA squad got blasted to bits by some battle cannon carnage Uriah walked out of the wreckage with only 1 wound. Then hopped in the a Dominion Squad they the assaulted a heavy weapons plattoon and was able to make it break and run off the table. He ended up jumping on the center objective late in the round and even as my Rets blew the vendetta out of the sky I wasn't able to make the squad on the objective break and run away.
Game 3 Salamanders 5 drop pod list with 2 thunder fire cannons and huge block of TH/ SS Terminators Minor Victory 11 to 12 KPs
Spearhead KPs
Highlights - Turn 1 he dropped a combat sqauded tactical squad and 2 ironclads on my left flank. I had castled in the corner. By the end of the assault phase on turn 2 I was up 7 to 1 as the Repentia and PEs beat the snot out of all of that dropped. After my Uriah bomb decided not to go off. My Repentia PEs had to pick up the slack and go into CC with Vulcan and his Librarian who was attached to the Termies. The Repentia were able to cut down 3 termies and vulcan and the librarian in 1 turn then got the snot beat out of them. The PEs failed miserably only killing off 1 termie but it did hold them up for another turn. In a late multi-assault the temies were able to take out 2 of my squads with another tac squad dropping. I was praying for it to end but it went 6 turns and in the last turn the vehicles that I have left were moving at full speed just to get way from the last of his units. I was up a huge amount of KPS and I got greedy. I should have just started running around the board.
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4000pts
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![[Post New]](/s/i/i.gif) 2012/05/21 16:12:40
Subject: Sisters of Battle
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Badass "Sister Sin"
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Congrats on your wins!
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![[Post New]](/s/i/i.gif) 2012/05/21 16:22:18
Subject: Sisters of Battle
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Confessor Of Sins
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Good Job sir! I hope to bring Sisters to NOVA this year if I can afford/find the time
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![[Post New]](/s/i/i.gif) 2012/05/21 16:53:36
Subject: Sisters of Battle
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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wait. it says 4 meltaguns (2)?
What does that mean? Is it 10 or 5 chix in there?
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2012/05/21 16:54:56
Subject: Sisters of Battle
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Badass "Sister Sin"
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That's 4 dominions, 2 meltaguns + 1 Superior.
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