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Made in au
Lady of the Lake






About time.

   
Made in us
Calm Celestian






pretre wrote:
Automatically Appended Next Post:
Guard stuff doesn't work on us. But canonesses are awesome allies for guard now. Attach to give PE and init 4? Yeah!
Automatically Appended Next Post:
Sister will now be the goto ally choice for guard in competitive lists, I bet.


Even if it is decided that the Canoness alone will give a 3+ on the roll, one chance at re-rolls on the charge and an initiative bump probably isn't going to be all that appealing. I guess it will actually be two chances, but the price is nearly 200-points, more likely well over 200-points. I think IG players will have to be convinced that those points are well spent based on what the units can do on their own.

Kyrinov and Jacobus would be more popular if allowed; are named-characters allowed as allies?


Automatically Appended Next Post:
pretre wrote:
On a side note, gonna leave my dca as swords and convert my crusaders to axes. Should be a good mix.


This sounds logical, good call. I guess my power-hammers will count as power axes now.

This message was edited 1 time. Last update was at 2012/07/01 12:57:26


The Little Sisters of the Apocalypse in the Triple EX! Road Show

The 10K Waagh!

Iron Warriors Local 631: Khorne-forsaken CSM

The Tallarn 2nd (Hand): "Towel Heads" to you! 
   
Made in gb
Been Around the Block




Glasgow, Scotland

Ivan wrote:On behalf of the many many non-Sisters players who will be kidnapping Uriah Jacobus to ally into their armies... I apologize.


Don't think you will as I'm sure you can't take special characters as an ally HQ

 
   
Made in us
Badass "Sister Sin"






Camas, WA

Scottiebhoy wrote:
Ivan wrote:On behalf of the many many non-Sisters players who will be kidnapping Uriah Jacobus to ally into their armies... I apologize.


Don't think you will as I'm sure you can't take special characters as an ally HQ

Pretty sure you can. Check your rulebook.

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Made in gb
Been Around the Block




Glasgow, Scotland

Looks like you can, thought there was something that stopped people taking others special characters. Oh well

 
   
Made in us
Regular Dakkanaut





Heh. Yarrick and St Celestine in the same army should be amusing.

"We don't need no stinking resurrection protocols".
   
Made in au
Fresh-Faced New User




Unless they play guard it makes no dif anyway as they wont get the special rules from uriah
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Yeae...lame...

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 
   
Made in us
Repentia Mistress





pretre wrote:Argh dominions can't scout move, they redeploy.
I'm not exactly sure on how this works out, but it could be just a difference of wording. Do Dominions get a 6" redeploy or a 12" (for being in a vehicle)?

EDIT: Gah! If it's a "redeploy" are they restricted to the deployment zones?

This message was edited 1 time. Last update was at 2012/07/01 18:05:48


 
   
Made in us
Badass "Sister Sin"






Camas, WA

Yeah, that needs a FAQ. I thought it was just deployment Zone but then it says stay 12 from opponent.
Outflank is better now though with a 3 plus reserve roll.

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Made in us
Calm Celestian






pretre wrote:Yeah, that needs a FAQ. I thought it was just deployment Zone but then it says stay 12 from opponent.
Outflank is better now though with a 3 plus reserve roll.


Scouts can re-deploy "anywhere entirely within 12" of their current position", it's a HUGE nerf to Valkyries, Vendettas, Deff Koptas and all sorts of things but only a small nerf to Immolators - the entirely bit limits the move, but Immolators can't turbo-boost so they aren't getting toned-down as badly as many things are.

The real down-side for us will be the inability to blow smoke when going second unless some other change I haven't got to yet allows it.

The Little Sisters of the Apocalypse in the Triple EX! Road Show

The 10K Waagh!

Iron Warriors Local 631: Khorne-forsaken CSM

The Tallarn 2nd (Hand): "Towel Heads" to you! 
   
Made in us
Badass "Sister Sin"






Camas, WA

Anywhere. Hmm so can move out of deployment you think?


Automatically Appended Next Post:
Smoke is denied by the Baal entry In the BA FAQ.

This message was edited 1 time. Last update was at 2012/07/02 02:24:39


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Made in us
Calm Celestian






pretre wrote:Anywhere. Hmm so can move out of deployment you think?


Automatically Appended Next Post:
Smoke is denied by the Baal entry In the BA FAQ.


Anywhere should cover it. Bummer about the smoke. Maybe there's still something in the mission rules.

The Little Sisters of the Apocalypse in the Triple EX! Road Show

The 10K Waagh!

Iron Warriors Local 631: Khorne-forsaken CSM

The Tallarn 2nd (Hand): "Towel Heads" to you! 
   
Made in us
Badass "Sister Sin"






Camas, WA

Hey, I'm just stoked I can still scout forward. no dang terrain for redeploying either. Oh and we get inv vs dang now, right?

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Made in au
Lady of the Lake






Didn't we used to get them anyway?

   
Made in us
Badass "Sister Sin"






Camas, WA

Nope, not for vehicles.


Automatically Appended Next Post:
Someone brought up a GREAT point on another forum.
- DCA have 2 Power Weapons.
- Power Weapons are what you modeled.
- Two different special CC weapons allow you to choose which one during assault
- Unless the weapon has specialist weapon, you get an extra attack.
- Model all your DCA with a sword in one hand and an axe in the other.
- Profit!

You have to choose which one to use each combat, but that's a huge bonus for no cost.

This message was edited 1 time. Last update was at 2012/07/02 18:49:01


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Made in us
Longtime Dakkanaut






n0t_u wrote:I'll just leave this here then.
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2420317a_Sisters_of_Battle_6th_Ed_V1.pdf

Some nice things in it such as being able to pass on acts of faith to a squad if an IC with it joins an ally and the other way around. It is pretty short though. But, I didn't expect all that much in it.

I have to admit I'm extremely confused by the ruling of AoF applying to joined units. The WD army list specifically requires the unit to have the Acts of Faith special rule for AoF to work on them; this is the reason that Battle Conclaves can't gain any benefit from them. The FAQ did nothing through errata to actually remove that requirement. That FAQ question, though, seems to conflict with the actual WD rules for Sisters...
   
Made in us
Badass "Sister Sin"






Camas, WA

Fun fact:
4 DCA (Sword/Maul)
2 DCA (Sword/Axe)
3 Crusader (Axe)
Jacobus

This unit will drop 2.96 hull points on the charge against Armor 12. Take that dreadnought! lol (Not counting the krak grenade from Jac).

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Made in us
Repentia Mistress





streamdragon wrote:
n0t_u wrote:I'll just leave this here then.
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2420317a_Sisters_of_Battle_6th_Ed_V1.pdf

Some nice things in it such as being able to pass on acts of faith to a squad if an IC with it joins an ally and the other way around. It is pretty short though. But, I didn't expect all that much in it.

I have to admit I'm extremely confused by the ruling of AoF applying to joined units. The WD army list specifically requires the unit to have the Acts of Faith special rule for AoF to work on them; this is the reason that Battle Conclaves can't gain any benefit from them. The FAQ did nothing through errata to actually remove that requirement. That FAQ question, though, seems to conflict with the actual WD rules for Sisters...
Yeah, it's a weird and deliberate inclusion. Maybe it's in there to allow for some future faithful allies?
   
Made in gb
Preacher of the Emperor






Manchester, UK

One thing that worries me reading the new rules; how do we deal with fliers?

Take allies? Rather not run down that road tbh... but if there's no other way

1500pts

Gwar! wrote:Debate it all you want, I just report what the rules actually say. It's up to others to tie their panties in a Knot. I stopped caring long ago.

 
   
Made in us
Land Raider Pilot on Cruise Control





J.Black wrote:One thing that worries me reading the new rules; how do we deal with fliers?

Take allies? Rather not run down that road tbh... but if there's no other way


Most armies lack "efficient" AA. Your best bet is to just shoot at it and hope you roll a 6. Remember that flyers are pretty expensive and have low armor values.
   
Made in gb
Preacher of the Emperor






Manchester, UK

Griever wrote:

Most armies lack "efficient" AA. Your best bet is to just shoot at it and hope you roll a 6. Remember that flyers are pretty expensive and have low armor values.


Sounds a lot like how I used to deal with monoliths; ignore the buggers

I'm not too concerned about 'shooty' fliers as all the units in my army have a pretty even target-priority for my opponent. My issue is with flying transports; being able to drop units off where they are needed looks to be a huge factor in this edition. Seeing how SoB have (currently) no fliers, coupled with the general nerf to all transports, being consistently out manoeuvered by a flier-heavy opponent is a real problem :(

1500pts

Gwar! wrote:Debate it all you want, I just report what the rules actually say. It's up to others to tie their panties in a Knot. I stopped caring long ago.

 
   
Made in us
Badass "Sister Sin"






Camas, WA

Ignore or take a fortification.

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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

well... Flyers must start in reserve which is interesting. There's no option not to.

Hopefully you killed the important stuff before it shows up.

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 
   
Made in us
Badass "Sister Sin"






Camas, WA

I'll probably grab an aegis with quad gun for like 85 just to keep flyers honest.

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Made in au
Lady of the Lake






I guess if you run Exorcists you could just keep pumping out music until it goes down if it is such a threat. But, then it's because I just love the Exorcist anyway.
This does open weakness elsewhere though. But can't you sort of knock them into reserves by getting them stuck at speed?

   
Made in lt
Sister Oh-So Repentia




pretre wrote:Fun fact:
4 DCA (Sword/Maul)
2 DCA (Sword/Axe)
3 Crusader (Axe)
Jacobus

This unit will drop 2.96 hull points on the charge against Armor 12. Take that dreadnought! lol (Not counting the krak grenade from Jac).


Is it possible to alter wargear of the model, if codex states its a power weapon (=sword)? I saw it mentioned couple of times, but I'd like a clarification. It would almost make crusaders 15pts th/ss terminators and I find it hard to believe. In addition, do we have any new questions regarding wddex + 6ed? We could compile some questions needing answers and email them.

This message was edited 1 time. Last update was at 2012/07/03 06:32:04


 
   
Made in nl
Confessor Of Sins






Power 'weapons' are not exclusively power swords, but the choice is up to the modeler. Since our FAQ specifically said to change all instances of power swords to 'weapons', you can do what you want it seems.

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Made in us
Badass "Sister Sin"






Camas, WA

The only problem with jacobus now is the problem of movement and disembarking. Since we have no assault vehicle, you have to disembark him the turn before you assault with him. Just seems unlikely that you're going to get any juicy charges off now.

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Made in gb
Been Around the Block




Glasgow, Scotland

I agree, they will just got shot with everything when they get out to wait a turn to assault and if you walk them across they wont last long in my opinion, thinking of using him in a big unit of sisters

 
   
 
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