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Made in us
Badass "Sister Sin"






Camas, WA

Doms have meltas not multi meltas.

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Made in us
Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

And you are correct good sir, typed too fast.

Black Templars 4000 Deathwatch 6000
 
   
Made in ca
Sister Vastly Superior



canada

thoughts on aegis defence line vs a bastion.
Thinking for the minor point difference it could be a very good option to stuff a small retribution squad with heavy bolters in a bastion but I think i could hide more stuff behind the line.
Ideas?

They say you never appreciate what you have until it is gone. I fear that isn't true for your mind. 
   
Made in us
Badass "Sister Sin"






Camas, WA

If you have rets, bastion is better.

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Made in us
Calm Celestian




Florida, USA

 MrMoustaffa wrote:
So why is everyone taking MM's in their battle sister squads? Aren't those always supposed to keep moving, meaning you'd rarely get a hit in with them?

I'm used to fishing for 6's with moving heavy weapons (I play IG and orks afterall) but both those armies can take enough weapons to ensure the hits.

I feel like I'm missing something about why you would stick the multimeltas in.
Evil Lamp 6 wrote:I used to run 2 x MG, but with convincing from this very thread, my own experiences, and the change to 6th, MM are a more attractive option for the following reasons:

Increased threat radius for the squad
Can choose to not move the MM model if on foot while still moving most of the squad while maintaining coherency and still fire at normal BS
Can move the MM or if in vehicle can still fire albeit at BS1
AoF can help mitigate the reduced BS if Snap Firing

More I'm sure, that is just the quick and dirty.
Also why.


Automatically Appended Next Post:
canadianguy wrote:thoughts on aegis defence line vs a bastion.
Thinking for the minor point difference it could be a very good option to stuff a small retribution squad with heavy bolters in a bastion but I think i could hide more stuff behind the line.
Ideas?
pretre wrote:If you have rets, bastion is better.
Both have their own merits and I think it would depend more on what kind of list(s) are being used. The ADL can provide cover to more units, especially those on foot. The Bastion provides a good "base" and LOS blocking. As noted, the ADL is slightly cheaper and sometimes you won't have the few more points it would take to get a Bastion. The ADL can provide cover for vehicles. But as pretre said, Bastions are very good for Heavy Bolter Rets.

This message was edited 1 time. Last update was at 2012/11/30 12:52:26


There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Badass "Sister Sin"






Camas, WA

http://bloghammer.net/?p=1329

A post from my buddy MikhailLenin about his Sisters/GK that have swept the nation.

MikhailLenin wrote:This article below will cover why you should play Sisters of Battle, what you should expect and what are their strength and weakness. I guess I should introduce myself, people know me locally in the Pacific Northwest as MikhailLenin or the French Overlord and I have been playing Warhammer 40,000 for about 18 years ever since I was 9 years old but I have only truly begun my path to being a true competitive contender in the last 5-6 years. Over the half of the last decade I have played 7 different Competitive Armies to various Regional Tournaments (OFCC, TSHFT, Guardian Cup, etc…) but it wasn’t until 6th Edition landed that the stars were aligned for me to participate in one of the biggest Competitive Event in the USA for 40k, NOVA OPEN.



6th Edition was brand new and the field wasn’t quite settled on what was reliable and working. At the time I was still building up my Sister of Battles towards a 5th Edition set-up with mechanized DCA and Sister Units. Upon reading the changes to vehicles in 6th edition, I knew instantly that mechanized DCA that weren’t in an Assault Vehicle were just not as effective especially with the Power Weapon changes; the addition of First Blood meant that lines of Low AV tanks were too risky to give it up. The Army quickly morphed into a much more Infantry based army with 1 or 2 elements of mechanization, preferably only 1 which I had to deploy since it was much easier to hide 1 Rhino than several and the other sitting in reserve. The reason for at least 1 mech unit was for access to at least 1 searchlight that didn’t depend on my Exorcists firing in the dark first, to be able to reach out the relic first turn and to set up position on farther objectives and or gaining Line Breaker.

6th Edition list building became more of composing a symphony than a rap song that was 5th edition where you could “sample” (cut & paste) redundancy of units you knew were reliably effective such as a lot of cheap scoring mechanized units. I entered this phase with my Sisters unlike any of my previous armies where they would focus on a few aspect of the Meta and do them extremely well, this Sister’s list became about bringing a lot of precision tools and focusing on maximizing on the new winning conditions. The entrance of the Ally mechanic fit that philosophy perfectly as it allowed me to take even more tools that I might not have access to or even better altogether than the ones I have access to. This gave birth to the first iteration of my Sisters of Battle with Grey Knight Allies:

HQ:
Saint Celestine - Warlord
Coteaz

Troops:
Sisters of Battle Squad – 10x – Meltagun, Multimelta, Combi-Plasma
Sisters of Battle Squad – 10x – Meltagun, Multimelta, Combi-Plasma
Sisters of Battle Squad – 10x – 2x Meltaguns, Combi-Melta
-Rhino – 1x – Searchlight
Henchmen Warband – 5x Acolytes w/ Bolters, 2x Jokaero

Fast Attack:
Seraphim Squad – 10x – 4 Hand Flamers, 1 Eviscerator
Dominion Squad – 10x – 4 Flamers
-Rhino – 1x – Searchlight

Heavy Support:
Retributors – 5x – 4 Heavy Bolters
Exorcist – Searchlight
Exorcist – Searchlight
Dreadknight – Nemesis Greatsword, Nemesis Doomfist, Heavy Incinerator, Personal Teleporter

Fortification:
Bastion – Icarus Lascannon

Total – 2,000 Pts

You will probably notice the list is nothing special and in fact my first reaction after pulling out the models for the first time that this list looks like a hodgepodge of a lot of units but each choice was picked for a specific reason and let delve into these decisions:

• Why Sisters of Battle? 6th Edition has made Foot Infantry a lot lucrative than just sticking them into a Vehicle platform and the benefit of Sisters of Battle units is that they are essentially Marines with WS3, T3, I3 and no ATSKNF but retain a 3+ save, gain a 6++ save, are cheaper than a Marine with essentially the same shooting wargear but are in fact better at shooting due to the multiplicative effect of their Acts of Faith. (Think of Acts of Faith like an Order that passes on a specific dice roll)

• Why Grey Knight Allies? Essentially for the Unit Access the GK codex allows that I will discuss below.

• Saint Celestine? 6th Edition has made this HQ even more ridiculous than 5th edition. For a whopping 115 Points, you gain a Fearless, 2+/4++, Jump Infantry Independent Character that has a monster Statline (WS7,I7,A5), a Power Sword that will wound at the worse on a 4+ and fires as a Heavy Flamer. But what you really pay for her is what the special rules she has called Miraculous Intervention where after she dies, on your next turn, she will stand back up from the spot she died on a roll of 4+ with D3 wounds and acts normally if the roll is failed you get to try again later turns or until the game ends. To receive First Blood or Slay the Warlord you would need her to be “Napping” at the end of the game from her. Going Second with Saint Celestine can be a major headache for your opponents as she can easily get back up on the last turn, zoom to get Line Breaker or contest an objective or worse score an objective with the Warlord Trait. She usually rides with the Seraphim as she grants them Fearless, +1 on the Faith Check Roll and they grant her Hit&Run (At her Iniative of 7).

• Coteaz? 6th edition introduced new Psychic Powers specifically Divination which Coteaz has access to with 2 rolls on the table and is Mastery Level 2. This makes the already cheap great HQ even better from the perspective of how I set him up. Essentially I am looking for 2 Powers, Prescience and Perfect Timing (Misfortune being a close third). Prescience giving me the ability to re-roll to hit with Shooting or Close Combat and Perfect Timing granting him and his unit Ignore Cover. He exponentially makes that Henchmen Warband unit a great shooting platform while having the best vantage point of the army, the top of the Bastion. Coteaz manning the Icarus Lascannon would make the total Lascannon shots come to 4, and in addition Perfect Timing that unit is essentially death to Vehicle and Flyers even. Coteaz also allows me to negate some of the effects of Seize the Iniative with his special rule “Spy Network” and also provides great defensive bubble from Drop Pod Armies or Daemons with his special rule “I’ve been expecting you.”

• The Sisters of Battle Squads? These units are the only option for troops available from the SoB mini-Dex and while not really price optimize they are still cheaper than Marines and have similar firepower until you take into account their Faith Power. Their Act of Faith, “Light of the Emperor”, can be used once in three different phase of your turn; the first being the Movement Phase which allows the unit to automatically rally ignoring any restrictions; the second and third in the Shooting Phase and Close Combat Phase allowing them to Re-Roll any rolls of 1 to hit. This essentially makes them a bit more effective than Marines in Shooting and now that they can shoot at 24” while moving makes them decent but by no account amazing. (You can also take unit size up to 20)

• The Henchmen Warband? This unit is set-up as a great firebase for the top of the Bastion and the extra additional benefit from rolling on the Jokaero Table is a nice addition such as Rending, or the 5+ invulnerable. They can also disembark from the Bastion from the top floor through the Bastion door in 1 turn and thus making them great if I need to claim an objective near by.

• The Seraphim Squad? This unit is actually one of my favorite for many reasons. They have 2 Bolt Pistols or 2 Hand Flamers (on 2 Models) and an Eviscerator. They are babysat by the Saint and thus gain Fearless but they also have Hit & Run which now runs off the highest Initiative of the unit. Their act of Faith is called “The Emperor’s Deliverance” and it allows them to re-roll to wound from shooting essentially making Celestine’s Heavy Flamer and all those Hand Flamers quite effective. They are one of the unit that is quite reliable at getting their act of Faith off as they benefit from this rule called “Angelic Visage” allowing them to re-roll the check to see if they pass their Act of Faith. (It also allows them to re-roll their 6++ save). They make a remarkably great unit to tag along with the Saint, especially with all those Walls of Death rolls when they get charges.

• The Dominion Squad? This unit has a lot of options for gameplay as it benefits from Scout (and thus Outflank) and I decided to gear mine for anti-infantry for their flamers benefit the most out of their Act of Faith called “Holy Fusillade” as it makes their weapons Twin-Linked and thus Re-Roll to wound for their Flamers. The best setup I have seen them used is a 5 Dominion strong unit with 2 Flamers and a Combi-Melta in an Immolator with a Twin-Linked Multi-Melta but my reasons against it was because of the Scouring which essentially makes that unit more of a liability than a good one as both the unit and the vehicle are worth a Victory Point each.

• The Retributor Squad? This unit is perfect for deploying inside the Bastion as the 4 Heavy Bolter Sisters can man the 4 fire points on the mid-section and the sergeant on one of the emplaced Heavy Bolter (which now has Precision Strike). Their Act of Faith is called “Divine Guidance” and grants them Rending for the shooting phase (even the emplaced Heavy Bolters being operated by Retributors.)

• The Exorcists? Aside from their amazing weapon (48” Str 8 AP 1 D6 Shots), they have a predator chassis (13/12/10) and benefit from a 6++ save making them quite a deal for 135 points.

• The Dreadknight? This is one expensive guy and thus far he has not disappointed and while I would never consider running him in any of Grey Knight list, he was perfect for my Sister army. He function as a great support unit for the Seraphims or is great at putting pressure on my opponent on turn 1 letting the rest of the army who is walking get into better position.

• The Bastion? It probably become self-apparent in the previous unit choice why I chose a Bastion but why a Bastion over an Aegis Defense Line. Really it comes down to the fact that the Bastion provide the units inside a much better vantage point for shooting to maximize on things like Focus Fire and it is much harder for my opponent to use the Bastion in his favor than the Aegis Defense Line.

Well you are probably tired at this point of reading about the army and hear perhaps some tales about it performed at NOVA OPEN. First, I would like to point out that I made it all the way to the Semi-Finals and played Tony Kopach for my last game. The reason you never saw me under the streaming video was because at the time my army was not fully painted, it was in fact about 70% painted and the two reasons I took it to NOVA was because it felt like my most competitive army for 6th Edition (at least it was the more reliable ones in all the play testing) and there was nothing in the pamphlet that mentioned anything about being painted. Mike Brandt told me the night before the Semi-Finals that he couldn’t let a non-fully painted army win NOVA and thus either I could let the person ranked under me advance or play the Semi-Final game knowing that no matter the result, my opponent would advance. Being a TO myself, I understood Mike’s decision very well and he apologized because he was fully aware that they didn’t set this criteria first hand. I told him that I flew across the country to play new and the best players NOVA could offer and I would prefer to play the game. I was just excited to know that I made it this far. It was a dream come true for me when I found out I was playing Tony Kopach that morning, a chance to test myself against him, the NOVA Laureate. I ended losing that game by a very small margin (Time mostly) and I think Tony learned a lot that day in regards to Sisters. Here is a breakdown of what I played at NOVA and some quick commentary:

1. Draigowing – Paladins do not like Exorcists or the amount of sheer range anti-infantry the army put out. This was a very 1 sided game in my favor. Unfortunately my opponent already surrendered to the hopeless after the third turn and I could feel continuing the game was annoying him but I tried my best to be a gentleman about it.

2. Mech Grey Knight with IG Allies – The Dreadknight shunted into a Ruin in my opponent table half and I had the Stealth for my entire Army Warlord Trait. It took his army 2 turns of consecutive firing into him to kill it while losing a lot of vehicles to the rest of the army. Vendettas were shot out of the Air by Coteaz. My opponent was a great sportman and we had a very enjoyable game.

3. Drop Pod Vanilla Marines with IG Allies – Coteaz’s “I’ve Been expecting you” prevented his Pods from landing in good positions in my table half and thus were now losing a Shooting war with my army. Also Celestine got back up 4 times and was able to flame out most of his De-Mech IG. Vendetta again shot out of the Air by Coteaz. We had a stellar time playing and he was a true gentleman in regards to how annoying Celestine can be.

4. Drop Pod Vanilla Marine with Drop Pod Blood Angels (40 Sternguard) – The initial Landing was not terrible as Coteaz’s shooting was not very effective when they landed but the Dreadknight + Seraphim + Celetine quickly cleaned the LZ leaving me most of the rest of the game hunting down his remaining troops. Very fun opponent and was a nailbiter.

5. Necron with Ork Allies – This was another example of the Dreadknight being unstoppable due to lack of AP2 or 1 weapons in shooting combined with a lot of range anti-infantry. Coteaz was not very successful at shooting flyers that game and it was a great close game.
6. Blood Angels with Space Wolf Allies – This game was actually extremely close mostly due to a mistake I made with my deployment and some bad luck on my part during turn 1 which me and my opponent trade after turn 3.

7. Space Wolf with IG Allies – Tony Kopach finally. I made 1 huge error in my first turn which echoed throughout the game and that was shunting my Dreadknight to snipe off his Platoon Command Squad to prevent them gaining “first and second rank fire”. Sacrificing him to the sheer amount of Plasmaguns near him. Other than that my first turn saw me take out roughly 30 Guardsmen out of his blob from the Dominion Scouting forward and flaming his Blob as well as the Retributors focus firing on the left over the unit out of cover. Had we enough time to start our turn 6, I believe I could have pulled a win over him but it would have been meaningless from the purpose of advancing. I had a lot of fun playing Tony and I was happy of how far I got.

I enjoyed all my games at NOVA and had a blast but like every event I attend I leave with notions of what I needed to change and some recommendation for the Organizer. I have since adjusted my List to reflect the changes I feel needed to be done after my experience at NOVA and next year I intend to be back and fully painted! And hopefully next year I will get to play Tony again and all my previous opponents. My personal highlights that weekend was having a few gentlemen tell me that I re-spark their interest in playing Sisters of Battle again and hearing my opponents coming to support me in later games.

Thank you for taking the time to read this and I would like to thank the Pacific Northwest Gaming Groups: Ordo Fanaticus, Guardian 40k Players, Team BIO, TSHFT, Drunken Mamma’s Boyz and the Bellingham Warhamsters.

I leave you with my current list which recently took TSHFT Champion and what I am planning on take to BAO (Minus 250 points).

HQ:
Saint Celestine - Warlord
Coteaz

Elites:
Vindicare Assasin

Troops:
Sisters of Battle Squad – 10x – Meltagun, Multi-Melta, Combi-Plasma
Sisters of Battle Squad – 10x – Meltagun, Multi-Melta, Combi-Plasma
Henchman Warband – 3x Servitors with 2 Heavy Bolters, 1 Plasma Cannon and 2x Jokaero
Grey Knight Strike Squad – 10x – 2 Psycannons, Nemesis Daemonhammer, Psybolt Ammo
- Rhino – Searchlight

Fast Attack:
Seraphim Squad – 10x – 4 Hand Flamers, Meltabomb

Heavy Support:
Retributors – 5x – 4 Heavy Bolters
Exorcist – Searchlight
Exorcist – Searchlight
Dreadknight – Nemesis Greatsword, Nemesis Doomfist, Heavy Incinerator, Personal Teleporter

Fortification:
Bastion – Icarus Lascannon

Total – 2,000 Pts

This message was edited 1 time. Last update was at 2012/11/30 15:40:28


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Made in us
Regular Dakkanaut




 pretre wrote:
http://bloghammer.net/?p=1329

A post from my buddy MikhailLenin about his Sisters/GK that have swept the nation.

MikhailLenin wrote:Coteaz? 6th edition introduced new Psychic Powers specifically Divination which Coteaz has access to with 2 rolls on the table and is Mastery Level 2. This makes the already cheap great HQ even better from the perspective of how I set him up. Essentially I am looking for 2 Powers, Prescience and Perfect Timing (Misfortune being a close third). Prescience giving me the ability to re-roll to hit with Shooting or Close Combat and Perfect Timing granting him and his unit Ignore Cover. He exponentially makes that Henchmen Warband unit a great shooting platform while having the best vantage point of the army, the top of the Bastion. Coteaz manning the Icarus Lascannon would make the total Lascannon shots come to 4, and in addition Perfect Timing that unit is essentially death to Vehicle and Flyers even. Coteaz also allows me to negate some of the effects of Seize the Iniative with his special rule “Spy Network” and also provides great defensive bubble from Drop Pod Armies or Daemons with his special rule “I’ve been expecting you.”



How do you get 4 Lascannon shots just from Coteaz? I'm confused.

Edit: The Jakaero have 1 each, so that makes it 3....still don't see the 4th.

This message was edited 2 times. Last update was at 2012/11/30 16:44:36


 
   
Made in us
Badass "Sister Sin"






Camas, WA

I think he ran 3 Jokers at one point. Or it may have been a typo. I'll ask him.

This message was edited 1 time. Last update was at 2012/11/30 16:50:05


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Made in us
Been Around the Block




Portland, OR

 pretre wrote:
I think he ran 3 Jokers at one point. Or it may have been a typo. I'll ask him.


Easy, 3 Jokaero + Icarus Lascannon that Coteaz mans (obviously not if he used interceptor before)

 
   
Made in us
Badass "Sister Sin"






Camas, WA

Yeah, neither of your lists have 3 jokers, joker.


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Made in us
Been Around the Block




Portland, OR

 pretre wrote:
Yeah, neither of your lists have 3 jokers, joker.



Correct. I had 3 Jokers at NOVA, typo.

 
   
Made in us
Badass "Sister Sin"






Camas, WA

That's what I thought. Spidey on this thread has been 'borrowing' your Sisters/GK/Bastion mix and really likes it. He may swing by.


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Made in no
Sister Oh-So Repentia




Norway

 pretre wrote:
http://bloghammer.net/?p=1329

A post from my buddy MikhailLenin about his Sisters/GK that have swept the nation.


Wow this was very informative and well done, and bonus for me that he allies grey knights. I will definitely try this list whenever I get a 1500-2000 point game in. Feel slightly more justified in spending money I didn't have for the GK's. :3 I was planning on using a strike unit, but I see now how effective a henchmen unit can be.
   
Made in us
Badass "Sister Sin"






Camas, WA

That henchman unit is very nasty and gives you a pretty big toolkit. The high firing platform certainly helps a bit.

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Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

The problems that I've had with the bastion is that it's basically a stationary landraider. Like any high AV vehicle it's susceptible to getting torn apart by Necrons. Scarabs chew through it pretty well. Also, basic warriors can shoot it and although they can't blow it up, their glaces result in D6 S6 hits on the people inside per glance. They're also susceptible to deep striking melta guns. But, I guess that's the brilliance of taking Coteaz, he gets rid of deep strikers who want to get close to melta it. The other bad experience I had it with it was catching a rail gun shot that penned and exploded it turn 1. But that's more just bad luck.
   
Made in us
Badass "Sister Sin"






Camas, WA

bogalubov wrote:
The problems that I've had with the bastion is that it's basically a stationary landraider. Like any high AV vehicle it's susceptible to getting torn apart by Necrons.

No hull points mean that it can't be torn apart as easily as a land raider.


Scarabs chew through it pretty well.

If scarabs get to your bastion, you probably have bigger problems.

Also, basic warriors can shoot it and although they can't blow it up, their glaces result in D6 S6 hits on the people inside per glance.

This is incorrect. "If a glancing hit is scored, one model
inside the building suffers a Wound with the Ignores
Cover special rule."
So, 1 S4 AP5 hit to the girls inside (with their 3+ armor save) per glance. Not terrible.

They're also susceptible to deep striking melta guns. But, I guess that's the brilliance of taking Coteaz, he gets rid of deep strikers who want to get close to melta it. The other bad experience I had it with it was catching a rail gun shot that penned and exploded it turn 1. But that's more just bad luck.

In my experience, and I think ML's, people maybe shoot at it once or twice and then give up. Mine only went boom in one game and that was from a freak weirdboy shot. Sure, it is vulnerable, but much more durable than people expect.

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Made in us
Been Around the Block




Portland, OR

 pretre wrote:

In my experience, and I think ML's, people maybe shoot at it once or twice and then give up. Mine only went boom in one game and that was from a freak weirdboy shot. Sure, it is vulnerable, but much more durable than people expect.


The key is to have priority targets at the start of turn 2. With a Dreadknight, Strike Squad and Seraphim being mid field on turn 2, there is already too much pressure for most players to waste time shooting at the Bastion. Most often than not it gets targetted turn 1 and again much later in the game if things have gone badly for you.

 
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

 pretre wrote:
bogalubov wrote:
The problems that I've had with the bastion is that it's basically a stationary landraider. Like any high AV vehicle it's susceptible to getting torn apart by Necrons.

No hull points mean that it can't be torn apart as easily as a land raider.


Scarabs chew through it pretty well.

If scarabs get to your bastion, you probably have bigger problems.

Also, basic warriors can shoot it and although they can't blow it up, their glaces result in D6 S6 hits on the people inside per glance.

This is incorrect. "If a glancing hit is scored, one model
inside the building suffers a Wound with the Ignores
Cover special rule."
So, 1 S4 AP5 hit to the girls inside (with their 3+ armor save) per glance. Not terrible.

They're also susceptible to deep striking melta guns. But, I guess that's the brilliance of taking Coteaz, he gets rid of deep strikers who want to get close to melta it. The other bad experience I had it with it was catching a rail gun shot that penned and exploded it turn 1. But that's more just bad luck.

In my experience, and I think ML's, people maybe shoot at it once or twice and then give up. Mine only went boom in one game and that was from a freak weirdboy shot. Sure, it is vulnerable, but much more durable than people expect.


That's what I get for trying to go off memory. I just remembered losing my whole CCS from first turn glances to Necrons and probably blew it out of proportion.
   
Made in gb
Ichor-Dripping Talos Monstrosity






It's the concept the same as MSU (though at the opposite end of the spectrum?).

You have a high number of targets / high priority threats all bearing down on you, you've saturated the field of fire with things that need to be put down, and so your opponent is often at a loss as to what to target first, and for most effect.

   
Made in us
Badass "Sister Sin"






Camas, WA

Yep, sisters are really good with target priority saturation. ML makes it even worse with the GKs. It is one of the reasons why I don't fret over my fragile scoring units. People are generally too busy worrying about all the killy things to take pot shots at the poor 10 girl squads scoring my objectives.

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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 MrMoustaffa wrote:
So why is everyone taking MM's in their battle sister squads? Aren't those always supposed to keep moving, meaning you'd rarely get a hit in with them?

I'm used to fishing for 6's with moving heavy weapons (I play IG and orks afterall) but both those armies can take enough weapons to ensure the hits.

I feel like I'm missing something about why you would stick the multimeltas in.


If they are in rhinos, you use them as pillbox's. Makes the Rhino scarier for sure, but because of its range...so what? Lol. Getting popped means you're snap firing anyways. if you have them in the open and not in a pillbox, then they are just there to stand and shoot. Personally I feel that really limits the units threat profile a lot. Best to pillbox if you're dead set on doing this.

To be fair, It's very useful for stopping dreads from daring too close when they drop or when Blood Angels get feisty and want to come and impose themselves on your Sisterly virtue. The added "Juice" range of the Multimeltas should scare any Dread into reconsidering its options before throwing its life away against a unit like that. It gives the unit THREE bigger weapons instead of just two.

Honestly this is the 5th Edition template though. People in 5E would bone up on as many melta/plasma as they could on as few models as they could and do it as redundantly as they could. That was the formula for some peoples success. Volume of fire was abandoned by most people so long ago its not even funny. I haven't seen a true volume of fire force until very very recently at a tourney but before that it's frequency was right up there with the dinosaur.

I would posit to you that volume offire is perhaps better because it implies genereally that you have more models and are less prone to losing the unit and its eficacy overall. I think Overkill is how I describe the mad scramble for melta/Plasma weapons that you STILL see people doing in 6E. I can tell you that my units can take the hit a lot better than those min/max'd ones can in the grand scheme because my losses count for less!

Anyways, all theoryhammer aside, there is a pro side to using Multimeltas on the defensive. I just feel like Sisters of Battle are heavily weighted to the offensive side and making lists that sort of try to be defensive seems a recipe for mediocre results. Sometimes the enemy is just BUILT to walk into that and has no choice. So you win. But if they aren't build like that, could be a rough day at the office.

Or not.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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TN

I had fun taking that list and tinkering with it, since my Sisters are in the mail currently. My local meta uses lots of 1850 games so I am attempting to squeeze this list down to my level. Though I am tempted to gut the strike force for more jokers .

BB's Trading Emporium - 6 Positive Trades

1850 0 - 0 - 0
Marines 1850 1 - 0 - 0
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Equestria/USA

Got a question, If I join Celestine to a group of Serephim, and they have the rule angelic visage to where they can re-roll their failed shield of faith rolls. Since Celestine has the Shield of faith rule, and her invuln is 4+ , can she re-roll failed invuln? Or since its her armor that gives her a better invuln, it is no longer a shield of faith? I have not used it since i wasnt for sure about that.

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Confessor Of Sins






She gets the 4+ from her armour. And the angelic visage rule specifically says it only works on the Shield of Faith save.

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Sister Vastly Superior





Pittsburgh Pa

SO just played my first game with my FORed this weekend LOL here is the list that I ran

Naked Canoness
Kyrinov

BSS HB,MG Vs SB

BSS HF MG Vbs ComFL Rhino w SBx2 HK. SL BDzr

RETS (6) 4 HB

RETS (6) 4 HB

DOMs w Simulacrum

Fortress Crack Storm MSilo 4 HBs

Coteaz

Techmarine w gerandes

Landraider Redeemer MM HK PB PF

3 Jokeraos 1 SevW/Plasma cannon 7 Henchman w SBrs

3 Crusaders w/Power axe 6 DCA w sword 1 Banisher Eviscerator



Doms go in side w the silo, Cannoness goes inside on the ICRAS las cannon. Kyrinov and HB BSS goes in walkway hard point area. Bunker battlement get 2 HB a peice and the rets go on either side with Coteaz and the Monkeys go on the battlement over the walkways.

Tech marine DCA in Redeemer BSS rhino hiding behind the Landraider.

Was playing tau and all Im going to say is that by the end of the shooting phase on turn 1 My opponent said he didn't even know why he was continuing the game. 12 Rending HBltrs going in to a fire warrior squad makes then disappear. Dom with a TL missile Silo were able to drop 2 Vehicles in the first turn and 6 more guys in the ensuing explosions. By the top of 2 I was across the table with the land raider the the DCA were assaulting. Turns are quick and If I goes first the game wont last long LOL

I have a league that is allowing the FOR and a RTT coming up that is going to allow it also LOL...

This message was edited 1 time. Last update was at 2012/12/03 14:48:30


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TN

I shall be horribly honest and just say that most of that was utter jibberish to me due to how bad the grammar is.

This message was edited 1 time. Last update was at 2012/12/04 04:32:17


BB's Trading Emporium - 6 Positive Trades

1850 0 - 0 - 0
Marines 1850 1 - 0 - 0
210 points Trolls 9 - 0 - 3 
   
Made in us
Badass "Sister Sin"






Camas, WA

Spidey does take some getting used to.

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Shas'o Commanding the Hunter Kadre




Olympia, WA

 Spidey0804 wrote:
SO just played my first game with my FORed this weekend LOL here is the list that I ran

Naked Canoness
Kyrinov

BSS HB,MG Vs SB

BSS HF MG Vbs ComFL Rhino w SBx2 HK. SL BDzr

RETS (6) 4 HB

RETS (6) 4 HB

DOMs w Simulacrum

Fortress Crack Storm MSilo 4 HBs

Coteaz

Techmarine w gerandes

Landraider Redeemer MM HK PB PF

3 Jokeraos 1 SevW/Plasma cannon 7 Henchman w SBrs

3 Crusaders w/Power axe 6 DCA w sword 1 Banisher Eviscerator



Doms go in side w the silo, Cannoness goes inside on the ICRAS las cannon. Kyrinov and HB BSS goes in walkway hard point area. Bunker battlement get 2 HB a peice and the rets go on either side with Coteaz and the Monkeys go on the battlement over the walkways.

Tech marine DCA in Redeemer BSS rhino hiding behind the Landraider.

Was playing tau and all Im going to say is that by the end of the shooting phase on turn 1 My opponent said he didn't even know why he was continuing the game. 12 Rending HBltrs going in to a fire warrior squad makes then disappear. Dom with a TL missile Silo were able to drop 2 Vehicles in the first turn and 6 more guys in the ensuing explosions. By the top of 2 I was across the table with the land raider the the DCA were assaulting. Turns are quick and If I goes first the game wont last long LOL

I have a league that is allowing the FOR and a RTT coming up that is going to allow it also LOL...


Bringingthe pain. Nicely done. Take home the gold for the good of Sisters everywhere. Planet by bloody planet, we will free the deceived of their shackles.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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TN

I wonder, I mostly use Vet squads now because of so much hardware into a squad giving me this build. But I decided to try this build out using my grass roots Platoon Guard.

HQ:
Celestine
Uriah (For retributor boost mostly, may drop not sure)
CCS - 2 FT, LC (Pushes with Sister Rhinos)

Troops:
3x 10 man Sister Squad - Melta, MM, SB(Superior)
3x Rhinos
PCS - 4 FT (Guards Uriah and Rets for anti assault)
Guard Squad 1 - 1 FT, LC (Pushes with CSS behind Sisters)
Guard Squad 2 - 1 FT, LC (Home capture point defense)

Fast Attack:
7 man Seraphim - 2 HF, Eviscerator
Vendetta

Heavy:
2x Exorcists
5 Man Retributor Squad - 4 HB

Fortification:
Aegis - Quadgun


I do enjoy all of the toys at my disposal with this list but I wonder how usefull that platoon is vs the Sisters squad with MM, and melta in a rhino I lost was. Alright so Uriah allows for rerolls on faith points, FNP, and a strong shotgun. But is he worth 90 points, that is the question....I believe testing at this point is required. So this gives me a 4+ for a succesful act of faith for my Seraphim and Retributors.

This message was edited 5 times. Last update was at 2012/12/06 01:09:04


BB's Trading Emporium - 6 Positive Trades

1850 0 - 0 - 0
Marines 1850 1 - 0 - 0
210 points Trolls 9 - 0 - 3 
   
Made in us
Badass "Sister Sin"






Camas, WA

Rets and Seraphs will be at a 3+. 5+ normal, Sgt, Special Character is 3+. What's FT?

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