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Made in au
Missionary On A Mission





Australia

So how's everyone going with their Sisters army since the introduction of 8th? What ha e you had success with?

Myself I've had some success with running St Celestine and three squads of seraphim. Launch them at anything that can shoot long range just to tie them up whilst the bulk of my forces rock up

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Dakka Veteran





Well I've figured out so far that high strength weapons seem to be super required no matter what you face. Oh and do yourself a favor and skip going anywhere near rubric marines in cover. Seriously those guys are literally unkillable with traditional boltguns or flamers.

Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
 
   
Made in us
Missionary On A Mission



Eastern VA

I'm gonna break 'em out again this weekend after a few weeks of messing about with Tau. Celestine is ludicrously good. Seraphim, I'm less sure, but they can be good for quickly moving up and tying up critical shooting units for a while. Due to how Falling Back works now, that's not sure-fire (you won't lock down Necron/Eldar/Tau/Drukhari tanks, for one), but it's a decent way to shut down some of the shooters long enough for your own shooters to get into range.

A few other thoughts: storm bolters are cheap as chips and don't suck - bring some! Melta Dominions are less interesting than they were unless you're going to fully cash in on their Scouting - maybe consider bringing triple-melta basic Sister squads. Don't forget you can put two MSUs in a single Rhino. I like using one tri-melta squad and one flamer/heavy flamer/combi-plasma generalist squad in a Rhino (always with the extra storm bolter; 2 points for a few more pea-shots can help, and possibly make your Rhino annoying enough to draw some fire).

This message was edited 1 time. Last update was at 2017/07/19 15:35:05


~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in au
Missionary On A Mission





Australia

I've got a game lined up on Friday and was considering trying the Doms and seeing if the scouting is worth it.

Oh one other thing, not sure about you guys but I'm starting to consider leaving the immolators at home. Rhino does nearly the same job, gets more troops to where I need them and doesn't cost as much.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Badass "Sister Sin"






Camas, WA

We have a pretty big thread where we've been discussing just this since the launch:
https://www.dakkadakka.com/dakkaforum/posts/list/729085.page

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida

So far I'm loving them. I've gone 4-0 against orks twice, Blood Angels with Primaris buddies, and mechanized Khorne Berserkers. Celestine is almost too good, Faith is spectacular, and flamer Immolators are point for point one of the best vehicles I've seen so far. With how fast everything dies in 8th edition, it's great to have cheap models that can deliver a solid punch quickly, and that is something Sister's can do very well with their abundance of special weapons. I haven't pulled out any Celestians or Repentia yet, but I've tried everything else and the only unit I'm not totally excited about is the Dialogus, spammed Imagifiers (one or two is enough...), Melta Immolators, and Exorcists. My star units besides Celestine have been a fighty Canoness, melta Dominions, melta Seraphim, Heavy bolter retributors, and flamer Immolators. BSS squads have done a decent job and can hold their own with a little support. Rest assured, your Dominions and Seraphim will be dead by turn 3, but they hit HARD. Exorcists need to double team their targets if you want to accomplish much, but it takes a lot of heavy weapons fire to really hurt them because they are surprisingly tough.

Faith is excellent. It turns Celestine into a cruise missile, makes heavy bolter Retributors into bullet factories, gets Seraphim into all the hard to reach places, and turns a fighty Canoness into a solid threat.

I miss my battle conclave, but other than that I think the humble Sister's of Battle are the best they've been since 3rd edition.


Automatically Appended Next Post:
A few more tips:
1. ALWAYS save your last CP for Celestine's 2+ Divine Intervention roll.
2. Roll for your 2+ Act of Faith first, and burn a CP if you need it. If you roll a 4+ Imagifier first and choose to reroll it, you'll regret it if you fail the 2+ later.
3. The Immolation Flamer is an assault weapon that auto hits, so you can advance and shoot with no penalty. It also rocks at overwatch.
4. Using a CP reroll on the number of shots an Exorcist gets is never worth it. It's better to save it for an armor save on Celestine or charge distance.
5. Seraphim are terrible in melee. They are a shooting unit, and with Inferno pistols and faith moves they can dismantle enemy vehicles from over 2 feet away. They're also really really really good at jumping over screening units to get close to enemy characters and assassinating them. Charging with them should only be used to keep them from being shot to death.
6. Vanguard moves on Dominions is handy. You can nuke an enemy tank turn one, but you will die immediately after. Make it count. One squad will not take down a Land Raider, but they will cook just about anything else unless the dice God's turn on you.

This message was edited 1 time. Last update was at 2017/07/18 15:49:49


 
   
Made in nl
Speedy Swiftclaw Biker





Quick question: Do dominions who advanced with an act of faith and moved normally in their movement phase get a -1 to hit penalty for advancing?
   
Made in ie
Battleship Captain





Milkshaker wrote:
Quick question: Do dominions who advanced with an act of faith and moved normally in their movement phase get a -1 to hit penalty for advancing?


No. only weapons listed as Heavy do that.


 
   
Made in nl
Speedy Swiftclaw Biker





Sim-Life wrote:
Milkshaker wrote:
Quick question: Do dominions who advanced with an act of faith and moved normally in their movement phase get a -1 to hit penalty for advancing?


No. only weapons listed as Heavy do that.


I'm more concerned with advancing with assault weapons due to the act of faith. As assault weapons may fire after advancing with a -1 penalty. but does this apply from the movement from the act of faith or not?
   
Made in us
Repentia Mistress






Milkshaker wrote:
Sim-Life wrote:
Milkshaker wrote:
Quick question: Do dominions who advanced with an act of faith and moved normally in their movement phase get a -1 to hit penalty for advancing?


No. only weapons listed as Heavy do that.


I'm more concerned with advancing with assault weapons due to the act of faith. As assault weapons may fire after advancing with a -1 penalty. but does this apply from the movement from the act of faith or not?


Your aof occurs before movement. Unless you do a 2nd advance, no penalty (It essentially never happened since it was before the move)



 
   
Made in us
Badass "Sister Sin"






Camas, WA

That's incorrect. If you advance at any point earlier in the turn, you get a -1 to fire assault weapons. If you advance earlier in the turn, even outside of the movement phase, you also can't shoot except for assault weapons.

A model with an Assault weapon can fire
it even if it Advanced earlier that turn. If
it does so, you must subtract 1 from any
hit rolls made when firing that weapon
this turn.



Advancing
When you pick a unit to move in the
Movement phase, you can declare that
it will Advance. Roll a dice and add the
result to the Move characteristics of all
models in the unit for that Movement
phase. A unit that Advances can’t shoot
or charge later that turn.


This message was edited 1 time. Last update was at 2017/07/19 15:31:45


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in ie
Battleship Captain





Man, I didn't even think you COULD advance because of the Act Of Faith. I suppose RAW you can but I just assumed it was a free basic move.

Anyway, played two games tonight against IG. First time I played we called it at turn 2 because most of his army was gone due to surprise melta Dominions in an Immolator and super-speedy Seraphim backed by Celestine.

Celestine absorbed a horrendous amount of fire before dying. In both games a majority of his army fired at her over two turns and she only died in the second game and ended up coming back.

Exorcists, I love the tank but just one doesn't cut it. Back when I played the Witch Hunters codex is was the same situation though so it's not a big deal.

Seraphim, if there's an enemy unit near enough that they can get a full round of shooting in without being shot to death first they're great. After that though...I will say its easy to get them there.

Acts Of Faith are a big deal. Especially against IG they help inflict the odd extra casualty for morale. I feel like people are under the assumption that if you can't use an AoF to kill a tank then its not worth it but using them to mop stragglers so you can focus on damaging other, more intact units.



 
   
Made in us
Consigned to the Grim Darkness





USA

The Act of Faith is literally a bonus phase for the chosen unit.

This message was edited 1 time. Last update was at 2017/07/20 00:06:41


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Repentia Mistress






 pretre wrote:
That's incorrect. If you advance at any point earlier in the turn, you get a -1 to fire assault weapons. If you advance earlier in the turn, even outside of the movement phase, you also can't shoot except for assault weapons.

A model with an Assault weapon can fire
it even if it Advanced earlier that turn. If
it does so, you must subtract 1 from any
hit rolls made when firing that weapon
this turn.



Advancing
When you pick a unit to move in the
Movement phase, you can declare that
it will Advance. Roll a dice and add the
result to the Move characteristics of all
models in the unit for that Movement
phase. A unit that Advances can’t shoot
or charge later that turn.




Ah, turn not phase (funny how they use phase in advance, turn in assault). No double penalty, just the -1 for that entire turn even on 2 advances. Not that it really impacts flamer doms though.


 
   
Made in us
Consigned to the Grim Darkness





USA

Semi-related:

https://www.warhammer-community.com/2017/07/19/rumour-engine-july-19th-2017/
Spoiler:


GW, you're really getting better at this teaser stuff.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Regular Dakkanaut




Two BSSs with Melta, Melta, and Combi-Melta & Powersword, both in a Repressor. Times three.
   
Made in au
Missionary On A Mission





Australia

 Melissia wrote:
Semi-related:

https://www.warhammer-community.com/2017/07/19/rumour-engine-july-19th-2017/
Spoiler:


GW, you're really getting better at this teaser stuff.


It does look a bit like one of the SoB icons...

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Repentia Mistress






It will be PMarine, or Sigmarine. We are never that lucky to get the awesomesauce.


 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

I'd love to jump into SoB, but I'm going to need to convert heavily from third party models (because I love plastic) and to create some repressors (because they're amazing). Each time I see something about plastic sisters I hesitate, and I hope.

Though I hope they tone down the boob armour shenanigans.
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida

Lemondish wrote:
I'd love to jump into SoB, but I'm going to need to convert heavily from third party models (because I love plastic) and to create some repressors (because they're amazing). Each time I see something about plastic sisters I hesitate, and I hope.

Though I hope they tone down the boob armour shenanigans.


The Emperor doesn't care about your excuses. Join us or be purged Heretic!

As an aside, I went to 5-0 as of last night courtesy of Immolation Flamers, heavy bolters, Seraphim, and Dominions. Saint Celestine shockingly didn't kill a single model until turn 3 because the Death Guard didn't have the decency to stay alive long enough for her to pull her sword out.
   
Made in au
Missionary On A Mission





Australia

IandI wrote:
As an aside, I went to 5-0 as of last night courtesy of Immolation Flamers, heavy bolters, Seraphim, and Dominions. Saint Celestine shockingly didn't kill a single model until turn 3 because the Death Guard didn't have the decency to stay alive long enough for her to pull her sword out.


Nicely done.

i've got a 2k game lined up this evening against some space puppies. hoping to put them down quickly

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida

After trying in vain for the last few weeks to create an army list for my other factions, I think I've come to realize why the SoB are so good in 8th edition. Efficiency. It's actually quite easy to build a TAC list with them instead of having to sacrifice somewhere like I do with my other armies. At 2000 points, it's a cake walk to craft a list with enough of everything you need in 40k (anti tank, anti infantry, mobility, model count, and a touch of assault for good measure) where it's seemingly impossible to do the same with Dark Angels and Grey Knights. Because of their high points cost, they have to give up on one or two of your "needs" whereas the ladies don't have too. Our Fast Attack units can do ANYTHING you want for CHEAP. My list has 14(!!!)meltaguns and 4 Heavy Flamers just in Fast Attack, they are quick as hell and only cost about 600 points. The rest of the army is loaded with heavy flamers, heavy bolters, two Exorcists, a few more meltaguns and I still have points left for a few buff characters as well as Celestine and a Canoness for melee. It's incredibly well rounded, but meanwhile I can't figure out how to get the Grey Knights to simultaneously scratch the paint on a Predator and have more than 25 models on the table. My Dark Angels can shoot and stab, but they're slow and still suffer a low model count. My IG are totally fine. They can't kill a grot in melee and don't move very fast, but that won't matter because after 2-3 shooting phases the enemy will be pretty close to tabled.

Every army I've tried to build or seen so far in 8th is heavily geared towards one or two specialties and are running into hard counters right and left. They cannot physically fit all the tools in the toolbox into a 2000 point list and they suffer for it.

But with high concentrations of fast cheap melta, bolter, and flamer, the Battle Sisters can truly be multidimensional without needing allies. They are weak vs psychic powers because SoF is almost useless at stopping enemy powers, but other than that they can build a very decent and well rounded list that doesn't seem to have much of a hard counter.

Emperor bless Index Imperium 2! No rush on that SoB codex GW...
   
Made in us
Consigned to the Grim Darkness





USA

Just bear in mind, unless you ally in guard or marines, you will lack one important thing-- anti-air firepower.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Monster-Slaying Daemonhunter





Something like 7 or 8 to 0 right now. We are a little bit OP.

Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida

I'm not super worried about anti air. I figure I can handle 1-3 flyers with saturation fire and a little help from Celestine. If I run into the guy who brought nothing but planes to an infantry battle then yeah I'm screwed, but against normal people I think I will be ok, and of all the guys in my gaming group there is only one list that brings multiple flyers. I'm more worried about psykers ruining my day. SoF is almost useless at stopping enemy powers. I've been debating changing out my second Canoness for Greyfax. She seems like a solid option that fills the need and still forges the narrative.

Have any of you tried her out and/or been getting waxed by psykers?
   
Made in au
Missionary On A Mission





Australia

So I had my game on Friday evening (sorry couldn't post about it had xwing store champs on the following day). My mate ended up bringing the Puppies backed by an Imperial Knight. The game finished at turn 6 and thank Christ it didn't go any further. Ended up winning by two points.

The imperial knight ended up falling to my two pen engines and volleys from the exorcists. My mistake was I didn't shoot at his predator that took Celestine down the the second time.

My mvu would have to go to the Seraphim and the pen engines. Both squads of Seraphim did their job and tied up one of his predators and another razorback and subsequently destroyed both.

So I think from now on I'm packing both of those units. My next game I'm going to try out the retribution squads and see how much punch they can give me.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida


My mvu would have to go to the Seraphim and the pen engines. Both squads of Seraphim did their job and tied up one of his predators and another razorback and subsequently destroyed both.

So I think from now on I'm packing both of those units. My next game I'm going to try out the retribution squads and see how much punch they can give me.


Ever since I swapped out the hand flamers for Inferno pistols the Seraphim have been my MVP unit each game. Retributors with heavy bolters have been pretty good for me, but they do always have a Canoness and an Imagifier in attendance which boosts them up quite a lot. I take a squad of 8, so they're 112 points and definitely worth it.
   
Made in au
Missionary On A Mission





Australia

IandI wrote:

My mvu would have to go to the Seraphim and the pen engines. Both squads of Seraphim did their job and tied up one of his predators and another razorback and subsequently destroyed both.

So I think from now on I'm packing both of those units. My next game I'm going to try out the retribution squads and see how much punch they can give me.


Ever since I swapped out the hand flamers for Inferno pistols the Seraphim have been my MVP unit each game. Retributors with heavy bolters have been pretty good for me, but they do always have a Canoness and an Imagifier in attendance which boosts them up quite a lot. I take a squad of 8, so they're 112 points and definitely worth it.


Thanks for the idea. i'm also going to be adding in the Aegis Line from now on. gives me cover for the first turn so as to not loose so many units with the first volley from the other side of the table.

i've got a mate that's wanting to try out three knights with a daemon prince at 2k points... supposedly he beat a Spearhead of sisters at a tournament on the weekend.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida

I'm not sold on the Aegis defense line in 8th edition, for 75 points I'd rather have another Rhino to soak up hits and charge something annoying. 3 Knights and a Daemon Prince sounds nasty. If you had the models, maxed out Seraphim and Dominions could probably beat it but a TAC list is going to struggle. Unless you seize, you're definitely going second which means a LOT of stuff is going to get shot. I doubt Exorcists will do much, which means you've got to get close and melta the Knights. You can't even charge them to keep them from shooting because they can walk out of combat with no penalty. Unless your model collection includes 50 meltaguns, concentrate everything on one Knight at a time, let Celestine charge the Prince, and play the for the objectives.

72 T8 wounds with a 3+/5++ is a LOT to chew through and he's gonna be taking down your melta squads as fast as he can. Good luck!
   
Made in au
Missionary On A Mission





Australia

my idea to use against the list was to take

4 exorcists
2x3 pen engines
at least two canoneses fotr he rerrolls
2 imagifers
and if points are there.
1/2 inferno seraphim squads
and Celestine w/ gems

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
 
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