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2018/12/28 07:03:33
Subject: [1500] - Sisters/Stormtroopers - Post CA/VD
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Sadistic Inquisitorial Excruciator
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I've an incoming tournament in a week so here's my list I've been tinkering around with post the new goodies from Christmas.
Battalion 1) ]Tempestus Scions] - Tempestus Drop Force [-1CP]
HQ - Prime - [Field Commander [-1 CP] Command Rod, Chainsword, Laurels of Command [-1 CP] - Tempetus Dropforce Warlord Trait
HQ - Prime - Bolt Pistol, Chainsword.
Troops - 10 Stormtroopers, 4 Plasma, 1 Plasma Pistol/Chainsword.
Troops 2 - 10 Stormtroopers, 4 Plasma, Plasma Pistol/Chainsword
Troops 3 - 5 Stormtroopers, 2 Plasma, Plasma Pistol/Chainsword
Flyer - 3 Valkyaries, Multilaser/Missile Pods
Flyers 2 - 1 Valkayrie , Hellstrikes, Lascannon, Twin Heavy Bolter
Elites - TechpriestEngineseer, Officer of the Fleet.
Batallion 2 - Sisters - Order of the Bloody Rose
HQ - Warlord - Cannoness, Power Sword [Blade of Admonition], Bolt Pistol - Warlord Trait - Reroll Failed to wounds on charge/Intervention.
HQ 2 - Missionary - Chainsword and Laspistol
Elites - 5 Repentia
[Not really an Elite] - 1 Mistress, Book of St Lucious
Troops - 5 Battle Sisters,3 Stormbolters
Troops 2 - 5 Battle Sisters, 1 Flamer, 1 Plasma Pistol
Troops 3 - 5 Battle sisters - 5 Boltguns
Dedicated Transport 1 - Rhino - 1* Stormbolter
Dedicated Transport 2 - Rhino - 2 * Stormbolter
This list is all about the 1-2 Punch. Turn 1 your Valkaries fly up to the enemy and drop Stormtroopers in their face. Hitting on 2's, Rerolling 1's, and 50% of the time rerolling failed to wounds/1's to wound via Orders and Warlord Trait, and additionally getting extra shotson 5's is an incredible amount of damage. The Valkaries busy themselves with thinning the chaff, while the Rear Valkaryie with the Hellstrikes hangs back in Hover mode as fire support and picks on anything the stormtroopers didn't finish off. Meanwhile the Sisters fling themselves up the table either drawing fire from your fliers, or alternately getting their unmolested. Blessed bolts stormbolters can help finish off any remaining wounded big units or alternately they can continue to clear out light infantry, while the Repentia if unmolested will wipe out another unit.
Going first this all happens before my opponent has even brought in reserves. Going second is more risky, the flyers start off -1 to hit, and theirs an awful lot of toughness 7 targets, [With a 2up save thanks to the new stratagem] The FieldCommander starts off in the Valkaryie only carrying 5 stormtroopers to minimise risk - if he goes down the second Prime in another Valkaryie can still issue two orders for 1 cp to the remaining 20 stormtroopers, and any surviours from the first downed craft can board the reserve valkaryie.
It's not heavily competative, but it has an amazing suicide mission vibe and has had some good success in games so far, it's main issue seems to be Malestrom missions with bad draws. It relies heavily on being up in it's opponents face at less than 12 inches, meaning it doesn't have much ability to run off and secure objectives in strange places in the early game outside of the deployment zone.
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Disclaimer - I am a Games Workshop Shareholder. |
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2018/12/31 06:48:34
Subject: Re:[1500] - Sisters/Stormtroopers - Post CA/VD
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Sadistic Inquisitorial Excruciator
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Bump-a-dump.
Running out of time to make ammendments before the event. All feedback welcome!
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Disclaimer - I am a Games Workshop Shareholder. |
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2019/01/06 20:13:21
Subject: Re:[1500] - Sisters/Stormtroopers - Post CA/VD
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Sadistic Inquisitorial Excruciator
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Results!
I went 1-2 in the end, lost the second game to the guy who won the event overall - Playing Soulbursting Yinari, lost game three to triple deamon prince Tzeentch. More detailed reports available on request. [Won game won vs Forgeworld guard, 80 infantry backed up by two vultures, a medusa, and three sentinels.]
Game third in terms over points - 64 Malestrom points, [Beaten by 65 and 70 points] Much carnage was had overall. New sisters are certainly playable!
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Disclaimer - I am a Games Workshop Shareholder. |
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2019/01/07 06:17:12
Subject: [1500] - Sisters/Stormtroopers - Post CA/VD
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Preacher of the Emperor
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Great job! I missed this when it came through pre-tourney, but I'm glad to see it now. I'd be keen on more details as I'll be running something similar (Sisters + Scions, sans Valkyries). Curious about anti-psyker fortunes, first vs. second turn, new Scion shenanigans, etc. Very glad to hear the Sororitas delivered... well played!
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2019/01/17 19:16:34
Subject: [1500] - Sisters/Stormtroopers - Post CA/VD
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Sadistic Inquisitorial Excruciator
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MacPhail wrote:Great job! I missed this when it came through pre-tourney, but I'm glad to see it now. I'd be keen on more details as I'll be running something similar (Sisters + Scions, sans Valkyries). Curious about anti-psyker fortunes, first vs. second turn, new Scion shenanigans, etc. Very glad to hear the Sororitas delivered... well played!
So anti Psyker wise game three I ended up playing Thousand Sons, with three sorcerer type things and three deamon princes.
I had plenty of on-board deny. [Turn 1 I had two Rhinos, a Mistress with the Brazier of deniability, and a sisters squad] - Unfortunately I managed to roll horrifically, and he got off warp time despite a deny and a re-rolled 4+ Sisters Stat deny which sent 30 4+ Inv Tanzigors directly into my Rhinos, popping both cans and spilling out my sisters who prompty got tied up in combat with said blob where they spent the rest of the game till they ultimately died. To their credit, they took the Tanizgor blob with them, wards and all, and would of taken the last sorcerer if my cannoness didn't have paper armour. [She passed about 15% of her saves across the whole tournament.]
Going first I did for game 1 + 2, and it was utterly brutal. Going second was game three, and if the Tanizgores had been denied Warptime [They also had the Dark Matter Crystal thingy] I'd of lost nothing but a bunch of mortal wounds on Rhinos before my strike hit.
The scions were insane. Game 1 they erased [On the turn they landed] A full health Vulture, a Forgeworld pattern Hellhound, half a squad of guardsmen and two mortar teams.
Game two it was a full Waveserpant full of Dark Reapers [At -1 to hit] and every single Dark Reaper, + half a warlock and some guardians.
Game 3 I screwed up deployment slightly, and could only disemark 15 + Character, who managed to erase a deamon prince, some cultists, and all but one wound on his warlord. The next squad disemarking took out a full squad of floaty things with bows and inv saves, and contibuted one man to the three models that survived the game.
Can't overstate how important the valks were. Mobility of objectives, exceptionlly hard to kill, good hoard firepower, and extremely distracting.
Best of all - They charge things. Move 20 - Charge - Not die to overwatch. Tie something up. Regardless as to if they fall back or not, you can fly off and shoot something else. 4 Valks + 2 Rhinos charging things really ties up infantry.
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Disclaimer - I am a Games Workshop Shareholder. |
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2019/01/17 21:21:46
Subject: [1500] - Sisters/Stormtroopers - Post CA/VD
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Lone Wolf Sentinel Pilot
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How did you delegate your orders in your games for the Scion squads?
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If the truth can destroy it, then it deserves to be destroyed. |
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2019/01/17 22:46:32
Subject: Re:[1500] - Sisters/Stormtroopers - Post CA/VD
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Sadistic Inquisitorial Excruciator
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Everyone gets ordered to re-roll 1's to hit [Two from the chap with the stick, one from the other guy] and then the two squads [the two 10 man squads] get a 50/50 shot at another order with Laurels of Command, that order being re-roll failed wounds vs monsters/tanks. [And the CP re-roll for the turn goes on ensuring that.]
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Disclaimer - I am a Games Workshop Shareholder. |
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2019/01/18 00:47:45
Subject: [1500] - Sisters/Stormtroopers - Post CA/VD
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Fresh-Faced New User
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Was there ever a situation where troops could have landed (or had to land) far enough away from your officers that a vox-caster would have been useful?
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2019/01/18 07:22:44
Subject: Re:[1500] - Sisters/Stormtroopers - Post CA/VD
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Sadistic Inquisitorial Excruciator
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No, any situation like that would have put them outside rapid fire range of likely targets and I kept them inside the transport to land next turn when better targets were available.
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Disclaimer - I am a Games Workshop Shareholder. |
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