@Thread:
Sorry folks for being MIA in my own thread, but now I'm back.
And thanks to all those who read and posted here. Good to see some new readers as well.
Red Corsair wrote:Sisters basically benefit from being highly skilled, and in power armor and they don't have the idiotic load out limitations that tac marines have. I think this plus faith points is why they work. I don't think they are amazing, just that they surprisingly enough accomplish the roll that tac marines should be able to do better.
Are they amazing... IMO no, but because they are an old as hills model range and list, you generally only see older, vet players at the helm as well which makes a BIG difference. The biggest difference really.
Yeah, it seems like Sisters players (and
DE as well before their new codex came out) are more grizzled veterans than young pups. Most sisters players I've encountered really know their army and what they are capable of. That's why they usually put up quite a fight
IMO. Anytime you've got an experienced player at the helm, it almost always make for a challenging game.
I liken the battle sisters more to grey hunters (only without the close-combat capability) both in load-out and the way they play, which is up close and personal.
mray01 wrote:Really Great Game Jy2. I hadn't played against Sisters and heard they were really poor with the new codex...seems like they can do OK.
Again, Great report
Don't under-estimate them if you ever play against them. They've got respectable firepower (if somewhat short-ranged) and some nasty assault with their battle conclave (that's deathcult assassins and crusaders) as well as the ever-annoying Celestine. They may look weak, but they can throw a lot of threats at you all at once. That's what I feel makes them competitive with all the other codices.
Spidey0804 wrote:
I found that is the general feeling of a majority of competitive players until the run into them.
I find them ok. The problem with most of the players is that they just aren't familiar enough with them, just as many people scoff at the glass boat raiders and guardmenlike kabalite warriors of 2nd edition
DE only to get tabled by them. Know thine opponent, and you should be able to compete against them.
Dok wrote:It's always tough to play GK at 1500. I think that it almost always has to be coteaz when you play under 1850. You will be outnumbered in every mission unless you bring some of the cheap threats the army has.
GK does suffer from "Eliteness" syndrome. Such armies, with the exception of Coteaz-henchmen, tend to do better as you go up in points. Opposite of these are armies like Sisters of Battle,
DE and Orks who actually do well at lower-points games because you get more "bang for the buck" (though orks actually scale up quite well at higher points also). It's just something purist
GK's have to live with. After all, they've got to pay for those force weapons while sisters, orks and kabalite warriors don't really care much about them.
Amerikon wrote:
As for the 'B' grade, would you have still given them that if the game had ended on turn 5 while they were contesting your objective?
Then I probably would have given them an A- had the game ended then. The fact that I was able to wipe them out knocked them down on my grading scale.
Automatically Appended Next Post: slice of toast wrote:This is my first time posting in a jy2 battle report, but, as always, great report
I find it very encouraging to all of us who don't want to shell out $100+ for a Uriah-bomb that lists made primarily of the units from the old codex can still win at this level, provided adequate practice and some good luck. I can also see where a list that's a little lighter on troops at 1500 is more competitive than a list with three units of Sisters.
The Uriah-bomb is good, but I don't think it is an auto-include. Some people will opt for just more shooting instead. Amerikon's seraphims are kind of a substitute for the battle conclave. It can do a lot of damage to infantry just as well.
whitespirit wrote:I ROFL to see the troops got the "MVP" Most SoB players usually wont even take 3 until 2000pts. This definetly is a very interesting and might try a few lists with more Troop choices.
My choice for MVP if i were to rate these would be Celestine as I see her force the paladin player to make moves (like blocking up with razorbacks so wouldnt be assaulted, she assaulted so paladins got shifted over, detoured a dread who went to engage and tried to hold her in combat)
Her mobility is top notch, and yeah She killed Draigo!
Actually, I've given units like the battle sisters and even units such as my termagants the MVP before, especially if they can do feats that defy their more traditional role (like my termagants passing 2 morale tests outside of synapse and surviving to claim an objective, thus giving me the win). Often, I take into consideration their role and how well they accomplished it. It's not always whoever kills the most will take the MVP.
In these games, it was close. However, the only knock on Celestine is that she was not performing in game #2 against my purifiers. She only finished off 1 unit of 3 purifiers but otherwise had problems against my warding staves.