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Made in us
Regular Dakkanaut




NJ

Hey all, I'm looking to build a new army...

 

Decided on SoB, like straight sisters, no fancy inquisition jank, just faith points and toughness 3 power armor goodness.

My problem is starting up, let's say for 1000 - 1500 points, I know I'm going to have probably 1 exorsist and no transports ..IMO transports unless your an IG, a drop pod or ork aren't worht it..  Probably a squad of seraphim with a faith piniata, etc...

Now my siter squad, how large is the optimal unit size for stand and shoot/assault and what weapons ie meltas hbs flamers are optimal for each..?

Any help would be much appreciated...



 
   
Made in us
Clousseau





Wilmington DE

I'd reconsider transports. Sisters are one of the few units that are cheap enough to make a taxi worthwhile, especially with their short-ranged firepower and Acts of Faith (AOF), especially divine guidance.

Plan on a jump-pack canonness either with eviscerator (to go tank hunting) or Blessed Weapon (for counter-assault). Give her litanies (free AOF), Cloak of St. Aspira (make her save 2+, and invulnerable when necessary), and Book of St. Lucius (leadership bubble).

With rhinos, at least 3 squads of 10 with HF/MG (remember, Divine Guidance makes that HF truly lethal) and a VSS with Eviscerator and Book are doable. If you really want to footslog, 12+ is probably the right number, though again, I think you'll want the speed/mobile pillboxes (unless you're doing COD). One squad of Seraphim are sufficient, though I like to play with 2 smaller squads (again, VSS w/book and Eviscerator or a PW and 2 HF are my usual equipment). 2-3 Exorcists And you're done!

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in us
Regular Dakkanaut




NJ

syr good point on the footsloging, maybe I'll consider transports, I just think rhino's are too fragile and when opponent gets turn 1 often blown off the board leaving a squadpinned so, I will consider...

 

Should I make a long or short range list



 
   
Made in ca
Infiltrating Broodlord





Canada

Ah, there's your problem: don't start the game *in* the Rhinos. Start behind them, with the vehicles blocking LOS to your girls, but with everyone within 8" of the hatches.

If your opponent wins first turn, he may pop the rhinos. Your sisters will be fine even if they explode, as long as you're 6"+ away. On your turn, you can walk up with either LOS-blocking terrain to protect you, and/or 4+ cover. On your second turn, you can climb into the wreckage and merrily plink away with your bolters while enjoying 4+ cover. Any Rhinos that survive his first turn barrage, use as described below.

If you win first turn, move your sisters 6" up to the Rhinos and embark - then drive the Rhinos up 12" and blow smoke. On your next turn, move any surviving Rhinos up another 12", disembark in your enemy's deployment zone with the Rhino at your back/side (blocking LOS from any long-range guns on his flank), and unleash rapidfire and promethium punishment with Divine Guidance to taste.



-S

2000 2000 1200
600 190 in progress

 
   
Made in us
Sister Oh-So Repentia




Northeast USA

I started out with a power armored horde, but ended up dropping it in favor of an all mobile list. The problem with footsloggers is that you have to many girls to have any sort of tactics to your deployment- I had 4 20 girl squads who took up so much space that they couldn't effectively support each other and just got picked off by longer range enemies while they struggled into bolter range.

Armored lists are less consistent, but they let you combine fire to devastating effect. Two battle sister squads with heavy flamer/melta combination using divine guidance, rapid firing on a squad of marines will wipe those abhumans to a man more often than not, and your 12" rhino move plus 2" pop-out means that those squads can easily get in to focus firepower.

One exorcist is not enough though, sadly. Either use two or none, since a single exorcist will die in turn 1 or 2, often without killing anything at all. At least with 2 exorcists you have a good chance of killing something important before they blow up, and you keep a lot of fire away from your all important rhinos.

"That thou wouldst bring them only death,/ That thou shouldst spare none,/ That thou shouldst pardon none/ We beseech thee, destroy them."

-Battle Hymn of the Adepta Sororitas  
   
Made in us
Regular Dakkanaut



In El PAso, TX <Need players around here

On a side note if your group allows you to use chapter approved zealots can make a foot list very much worth it. Just run your sisters in 12-14 sister groups (this is one of the few times a power weapon will suffice as you can hand of the emperor for +2 str for a while. For weapons id go with 2 meltas, your zealots in groups of 15 with attached priest and fill up the rest of your points with flying nuns of doom and it could work.
One thing you should know is that as the points value go up the horde list has a more noticeable advantage. 150 points tied up in transports at 1000pt game is ok. 300+ at 2k+, and your notice a two unit difference often. Though truth be told i have trouble stomaching the losses of all those units just to get into firing range

Hey, all I know this isn't very interesting but I moved to El Paso, TX AKA nowheresville so if you live here or Las Cruces and wanna game PM me sometime! 
   
 
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