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Made in us
Badass "Sister Sin"






Camas, WA

 Evil Lamp 6 wrote:
Gomericus wrote:
I am curious about something as I have read through the pages here,,,,,How many other people run ALL sisters,,,no IQ,no allies?
I run "pure" Sisters, no allies.
been there. Done that.

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Made in ca
Sister Vastly Superior





1500 points tournament, 8 players last weekend at my local games-workshop store. It's a small outlet so they are unfortunately limited in the number of players they can take. Assume troops slowly dying, but otherwise will only list events of note per turn

My list:

Celestine
Kyrinov
10 Sisters squad x 2. flamer, multi melta, combi flamer
7 seraphims. hand flamer x 2, eviscerator, plasma pistol
6 x Retributors. Heavy bolters x 4, simulacrum imperialis
Exorcist

Coteaz
3 servitors, Heavy Bolters x 2, Multi melta
2 Jokaero
Dreadknight with Incinerator and teleporter

Bastion with Lascannon


Above is a proven solid list. Removal of dominion to make room for Kyrinov was to ensure one of my sister squads didnt run away. In all 3 games I actually had both squads fearless due to kyrinov and having enough luck to get side of table with the imperial statue. I knew at least two of my games would be objective based and every game so far I've lost at least one if not both squads to failed leadership tests. Figured I would remove that possibility from the equation.


Game 1 was against Ultramarines lead by Calgar.

Off the top of my head list was:

Calgar
10 man tac squads x 2. One of them coming in by drop pod with beacon. Other sitting by a lascannon razorback
2 scout squads
5-7 squad of assault terminators
Land Raider, lascannon one.


Playing Crusade - He won deployment roll and decided to let me go first. We rolled and got 5 objectives. I placed 2 on my side, (one in terrain where he could not easily drop pod and the other by itself with a sister squad in reserve to go for it) and last one in the center and he placed his two in different ruins with his scouts.

Top of 1

Used Coteaz's squad to remove the razorback that was mostly in cover. Dreadknight used his shunt and wiped a scout squad from an objective.

Bottom of 1

He removed Calgar from behind his land raider and used his orbital strike on the bastion. Got a direct hit. Did not hurt the bastion, but I lost most of the squad that was on top. He dropped his pod besides the objective I had left alone for my reserves to get and walked his marines on top of it. His land raiders got a weapon destroyed on the Exorcist turning it into mobile cover.

Top of 2

Sisters in reserve came in, shot at his marines on objective and killed most of them leaving 3 survivors. heavy bolters killed the drop pod with locator beacon which he was hoping would guide his terminator in. Dreadknight charged landraider and took a lascannon off

Bottom of 2

His 3 surviving marines killed the Exorcist. Calgar charged the dreadknight and would kill it over two rounds. Terminators came in and since he had lost the drop pod, he dropped them in to assist Calgar before assault.

Rest of the game was mop up for me. I had two objectives, he had one and I had Celestine and a fresh squad of Seraphims sitting on his other objective preventing him from getting it.

Won this one 8-3


Game two was against Dark Angels, Deathwing assault. I knew going into this game I would likely have it easy. Low model count and I had plenty of firepower to drop terminators. Missing was purge the alien. I won deployment and went first.

His list consisted of:

Belial
Librarian
Command squad with the salvo banner
2 x tactical squads sitting near the banner
10 man terminal squad coming in with Belial, assault cannons etc
5 man terminal squad assault cannon and cyclone launcher.

Top of 1:

Shunted dreadknight on his left flank, far enough from command squad and another tactical squad, and doing a bit of damage with the flamer. He had flanked his banner with tactical squads so I figured I'd give him something to worry about. Shot a few things, but with armor and cover, not much happened.

Bottom of 1:

He shot at the dreadknight with the tactical in range, but did nothing to it even with a boat load of dices. He tried to move his command squad and other tactical in range, but opted to go mid field for a sister squad instead. Belial dropped just outside Coteaz's range with 10 terminators and wiped a sister squad off the table. other terminals dropped too far to cause any serious damage.

Top of 2:

Game won itself here. Dreadknight charged the tacticals left close to him after killing a few more. Didnt finish off squad in my turn opening him to another assault from me after his turn saw the assault finished.

Celestine and seraphims jumped in front of Belial. Once Seraphims and Retributors opened fire, all that was left after was Belial and two terminators. Charged Celestine into Belial to hit and run into a position to get a flamers on his other terminator squad on my next turn. Coteaz managed to snipe the salvo banner.

Bottom of 2:

he killed a few sisters with Kyrinov and one or two Seraphims with Belial and the other terminators, but failed to do anything serious. dreadknight finished his tacticals.

Top of 3: Tabled opponent on this turn. By then all he had left was Belial + two terminators, 3 terminators in the other squad. A damaged command squad and his last tactical squad had been exchanging shots with a sister squad and was left weakened.

Won this one 9-2

Game 3 was the one I had been waiting on. I had tied against that same guy the last time we played in a tournament. Mission was Seize the Relic and he won deployment and chose to go first.

His list:

Vulcan
Techmarines x 2 with thunderfire cannons.
Land speeder with heavy flamer and multimelta
Stormtalon
Scout Squads x 2
Tacticals squads x 2
Sternguards
Ironclad Dreadnought
3 x Drop Pods
Vindicator

Top of 1:

He dropped the sternguards in front of Celestine and crew and did some massive damage to her crew. Lucky for me, I had kept the flamers well in the back. Ironclad drop pod'ed outside of Coteaz's range. Thunderfires did what thunderfires do best. Lay down a ton of templates on top of bastion and clean up Coteaz's crew.

Bottom of 1:

Celestine and Seraphims got rid of the Sterguard in my back field. Dreadknight moved, shot and engaged the dreadnought killing it, but taking two wounds in return. Exorcist managed side armor shot on vindicator and unfortunately immobilized it right within range of the relic... fortunately also 30ish inches aware from my bastion. Retributors killed the drop pod that brought the dreadnought to open some lines of fire.

Top of 2:

Vulkan came in by drop drop, once closer to bastion this time since Coteaz no longer had any firepower. I had bubble wrapped the bastion however with sisters and he could not get within melta range to do any serious damage so he shot and killed some sisters instead. Landspeeder blew up Exorcist Dreadknight died to snipers. Celestine died to thunderfire cannon templates and the stormtalon that arrived. I unfortunately failed both a lookout sir and an armor save on her. Over the course of the next three turn, she never came back. Only the Seraphim Superior survived

Bottom of 2: By then he had slay the warlord (and I did not count on Celestine getting back up) and linebreaker which I wasnt sure I could remove Vulkan and crew completely. I had first blood from a drop pod and little chances at slay the warlord or linebreaker so I opted to go for the relic. I ran forward a sister squad from my left flank and spread them apart for the incoming vindicator shots. I moved the seraphim superior up, shot plasma pistol at landspeeder and blew it. Blew everything else I had at Vulkan and his 5 man combat squad he was with. In the end he had Vulkan left alone with two wounds as he successfully made a tremendous amount of armor and invulnerable saves from rending heavy bolters.

Top of 3:

This is where everything went downhill for me. He shot his vindicator at the sister squad that was barely within range of him. Rolled 6 and 6 on the scatter and arrow pointed directly at the bastion. Unfortunately landed right on it. He got a pen due to ordnance and rolled a 6 on the table for buildings, effectively making it a 7. Once the dust settled, Coteaz had to jump off the bastion and take a wound. Of the 6 retributors inside, only 1 was left alive and to add insult to injury, the bastion killed a few sisters that were bubble wrapping it.

He had joined his other combat squad to vulkan and assaulted the sisters left. Stormtalon started picking on the sisters left that the vindicator had missed along with the thunderfires and scouts.

Bottom of 3:

All I had left at this point was 3 sisters in assault with Vulkan, 6 sisters trying to make it to the relic and a seraphim superior that was being ignored by my opponent. Assault was a lost cause so I moved the 6 sisters left towards relic potentially grabbing it on next turn. Seraphim superior made it close to the vindicator, assaulted successfully and blew the thing up and hiding from most of his shots by the same token.

He asked to call the game at the end of turn 4 since he had to leave.

Top of 4: He shot everything he had at my sisters, removing the ones closest to relic, thus stealing that grab from me. I still managed to have 3 survive due to a lot of bad scatters and missed shots from his scouts.

Bottom of 4: I moved sisters to relic, but ended up roughly 1.5 inches away from it. Seraphim moved within his deployment zone to get me linebreaker.

We added up points and came up to Line breaker and Slay the Warlord for him and First Blood and Line Breaker for me. He fully expected to win that one and that took him by surprise. He had won his first two games and so did I, but I had done so by substantially more points than him thus securing me first place.

He asked if he could actually play the 5th turn to get a win since it was technically in his hands at that point. I agreed to it. There were no prizes involved, only bragging rights and I figured being nice to him will hopefully see him return the favor one day.



Synopsis:

First game was won because my opponent did not deploy properly. Keeping a land raider in his back field and opting to deep strike assault terminator was not the best move he could have made.
MVP: Celestine. She only served to deny an objective with her squad, but drew so much firepower and still lived to tell the tale.

Second game my opponent's model count is what played against him. Deathwing may be fun, but I would not recommend it in any games under 2500 points.
MVP: Dreadknight. Took over 40 bolter shots on turn1 and lived to pratically terrorize three squads by itself.

Third game was a blood bath. It could have gone either way until he got that extremely lucky scatter that effectively removed 20% of my forces from the table, which also happened to be my big guns.
MVP: Seraphim Superior. Killed a sternguard, killed a landspeeder, killed a Vindicator and finally technically got me linebreaker.



This message was edited 1 time. Last update was at 2013/03/22 05:01:44


18 / 3 / 6 since 6th ed. 
   
Made in us
Badass "Sister Sin"






Camas, WA

From the Sisters thread in 40k general:
 Furyou Miko wrote:
Ignore frogy, he's a dumb troll.

Battle Sister squads work best specialised, I find. I either take a Flamer and a Heavy Flamer or two Meltaguns. Usually the meltaguns. Big squads can be effective too - I've had great times with 20-strong BSS squads with 2 meltaguns, especially with the move-and-shoot rules we've got now.

I'll never forget the look on my opponent's face when Typhus and five Nurgle Terminators dissolved under their sheer number of dice.

I rarely stay in transports though. My BSS squads are often too large to fit in a Rhino, and my Dominion squads usually disembark to use their full firepower - I tend to run squads of 10 in Repressors.

If I do put my BSS squads in transports, it's ALWAYS a repressor, and then I don't bother with the second special weapon, I just give them a meltagun or a heavy flamer. I just can't stand the thought of all those bolters being wasted doing nothing inside a metal box.

One of my favourite Sisters lists is a 500 point list though;

Celestine
BSS w/2xMeltagun+Power Maul
BSS w/2xFlamer + HF Immolator


Sisters are just too fragile, imo, to be running around without vehicles nowadays. I have never liked the 20 girl squads either. Sweep or morale means they can be lost pretty quick.


Automatically Appended Next Post:
Also, as much as I like the idea of repressor, that requires FW and that's a no go at a lot of events.

This message was edited 1 time. Last update was at 2013/03/27 16:42:34


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Made in gb
Hallowed Canoness





Between

I have never been to an event that blocks forge world, and I have never faced an opponent who has refused to play against it when asked. As far as I can tell, the only place that doesn't like forge world these days is the internet.

I also find that with proper planning, I never have problems with getting swept or breaking with my large squads. Light of the Emperor is pretty good for that. It's basically a 50/50 chance of regrouping automatically at any casualty level.

If something's in a position to assault your big Sisters squad in enough numbers to be a serious threat to them, you've already messed up somewhere. Once you've got First Blood, I find it's a good idea to focus on weakening enemies before they can get to you rather than necessarily wiping out squads - well, unless you're facing Necrons, at any rate, but then assault isn't something you need to worry about too much. Thirty Ork Boyz or ten Marines assaulting 20 Sisters is a credible threat. 5 Boyz or 3 Marines not so much.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Badass "Sister Sin"






Camas, WA

In a perfect world, 20 sisters will never get assaulted by a credible threat. In real games though, assault units get into your lines. :(

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Made in gb
Hallowed Canoness





Between

Yes, they will. But with careful target prioritisation you can render those units impotent by the time they get there.

I'd rather be assaulted by two mobs of five orks than one mob of fifteen because I spent the time eradicating the first before starting to whittle down the second.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Flailing Flagellant




Texas

 Furyou Miko wrote:
Yes, they will. But with careful target prioritisation you can render those units impotent by the time they get there.

I'd rather be assaulted by two mobs of five orks than one mob of fifteen because I spent the time eradicating the first before starting to whittle down the second.


Playing with assault armies I have to say getting into assault is a huge pain, I'd rather have one beefy unit survive than a couple of dribs and drabs that could easily get knocked out in over watch fire because they had to suffer through shooting while the squad doing the shooting was relatively in peace to stay in place and fire away.(That;s probably just my fault having no shooting support but I like having a endless horde army that just focuses on assault because it can panic people and if they don't shoot correctly it'll go sour for them, then again I could just get gunned down in droves and never make it depending on the army)

Even if I do get assault elements into assault if I don't have a big enough presence I can just as easily be surrounded and shot to death after cleaning out the combat by supporting squads.

Speaking of assaults I had a little practice game with some new chaos daemons I got about 1,000 and 1,000 and I have to say I'm really not that scared of Chaos daemons or at least not the Khorne ones I used.

That warp storm table is window dressing, and hurt the daemons more often than accomplishing anything against my army.

Blood letters got cheaper but as a result of this are T3 instead of their old T4, you can take more of them but in a army that's heavy on bolters like sisters they just die horribly. In two turns of shooting I kill 40 blood letters with 3 10 size sister squads, now maybe I did roll pretty good but the daemons stat line does no favors for them, especially when I can get off my faith powers and re-roll ones, they have a slightly better invuln save than sisters but a +5 isn't much better than a +6. (I didn't take the banners but I could have made a 6+D6 assault range if I had and that could hav echange the outcome of the game that first daemon turn before sisters got to rapid firing)

I forgot to reserve my blood thirsters so one died instantly to exorcist fire in the first turn of shooting, luckily the other one made it's invuln saves, 5 wounds is a lot but would have been more worrisome had they'd actually been flying.

The cannon can hurt, it is but our armor saves us from most of the bad effects of it it's really only important if you get hit by it while in cover since the enemy won;t have to assault at I1, it's a large blast but it scatters 2D6-5, they are also horribly vulnerable to exorcist fire since they need LOS to shoot(celestine did get one shotted by the cannon but stood back up next turn slightly miffed)

I can see Nurgle and Tzeentch lists being a issue with their higher toughness and re-rolls on certain invuln saves, I think we can expect to see daemons being still reliant on their deep striking although they are not required to anymore they have upgrades that make their deepstrikes hit with pinpoint accuracy so beware of troops with banners.

What I am afraid of is their fast attack slots, flash hounds got nastier and can scout, while a lot of daemons will be running around a 6" these guys will be in your face on their first assault phase if they can be and I'm not certain how to counter them if they get into CC, other than hoping the sisters slug out of it but in reality they'll probably e stuck in it and I'lll have to move them away or scoot and shoot sooner if I see them.

Although I beat up my blood thirsters if they are deepstriked into swooping they will be hard to take down without allies that have skyfire, re-rolls will be crucial for knocking down FMC's and exorcists/meltas will need immediate application so they don't get airborne again, bloodthirsters will not mind us wasting bolter shots trying to wound them while gliding.

At higher point lists with lots of deepstriking units I can see this army being really threatening but at higher points with pure sisters we typically have a huge redunancy in melta and bolter weapons, although they are better I think I feel like daemons are still a bit behind,

I literally just lined up my sisters and shot at daemons as they approached, it wasn't really exciting(I lost like 8 sister models and celestine stood back up and the daemons got tabled)(I did have a hearty laugh when 2 sisters broke from combat and beat an initiative test against a blood thirster)

This is just intial observations though I'm not a competitve player by any means and have not had a opportunity to see other people play but what I have seen and read so far as been ok as far as 6th edition codexes are going.

I don't think this army will be a challenge though I did not expect them to be either, faqs and time may reveal deadlier playstyles.


 pretre wrote:


Sisters are just too fragile, imo, to be running around without vehicles nowadays. I have never liked the 20 girl squads either. Sweep or morale means they can be lost pretty quick.



I like the idea of 20 size sister squads but I am afraid of them getting into combat as you pointed out and I feel safer using more but smaller 10 size squads, if they get into combat it's not such a huge loss to my shooting and I can be more flexible with where I put my shots since I have my fire split up more.

This message was edited 5 times. Last update was at 2013/03/27 23:09:31


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Blob Sisters is how I won so much in 5E. It was VASTLY underestimated by those who faced it.

in 6E, it is MUCH less a sure thing.

1. Theabiliy to challnge the sergeant mans they often are not there to make the morale test.

2. I3 means they all gt swept a majority of the time UNLESS they are the ones doing the attacking (as was mentioned, Acts of Faith make them good onthe charge when with characters to hlp them)

But I am all about posibilities and one of the things that's true of Sistrs of Battle is, they can carry around a pretty fair number of characters in 3 large squads. With Jacobus, a blob is quite scary. The other two blobs might consist of several priests added to the units or just Celestine for the second one, while the rest are left to babysit an objective.

So while it may not be the bees knees that I found it to be in 5E, it is still possible. You just have to be willing to really COMMIT and unerstand that whereas before all you needed to win were the Sisters Squads, now you'll need a big hand up from your fellow units to hold off the undesirable chargers until you yourself can do the charging.

Maybe I will work on a blob list and see what comes out. I've got more experience playing that way than anyone I know so maybe it'll even work.


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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Made in gb
Longtime Dakkanaut






St. Albans

Quick question about how to use a bastion, or more specifically the battlements and gun emplacement - I think I understand how the bastion itself is used - 4 retributors with heavy bolters shooting out of the fire points and the ret superior on the emplaced HB.

In terms of the gun emplacement on the battlements, what should I have up there? An HQ? If so, which one? Or should I have a squad of sisters up there?

Thanks in advance.

 
   
Made in us
Regular Dakkanaut





IMO, go with a Retributor for the possibility of Rending.

DS:80+SGMB--I+Pw40k12#+D++A+/wWD-R++T(D)DM+

2013 W/L/D Ratio:
Dark Angels (3/12/2)
Malifaux (1/3/0)

JWhex wrote:
Some of you guys need to go a through bad girlfriend or two and gain some perspective on things.
 
   
Made in us
Badass "Sister Sin"






Camas, WA

 tyrannosaurus wrote:
Quick question about how to use a bastion, or more specifically the battlements and gun emplacement - I think I understand how the bastion itself is used - 4 retributors with heavy bolters shooting out of the fire points and the ret superior on the emplaced HB.

In terms of the gun emplacement on the battlements, what should I have up there? An HQ? If so, which one? Or should I have a squad of sisters up there?

Thanks in advance.

Rets inside with BSS on top is how I run it. If you have an ally with better shooting, put them up instead. (CCS or Coteaz). Another ret squad is a bad idea since you lose out on the second exorcist.

This message was edited 1 time. Last update was at 2013/04/02 22:43:22


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Made in us
Calm Celestian




Florida, USA

 pretre wrote:
 tyrannosaurus wrote:
Quick question about how to use a bastion, or more specifically the battlements and gun emplacement - I think I understand how the bastion itself is used - 4 retributors with heavy bolters shooting out of the fire points and the ret superior on the emplaced HB.

In terms of the gun emplacement on the battlements, what should I have up there? An HQ? If so, which one? Or should I have a squad of sisters up there?

Thanks in advance.

Rets inside with BSS on top is how I run it. If you have an ally with better shooting, put them up instead. (CCS or Coteaz). Another ret squad is a bad idea since you lose out on the second exorcist.

Depending on what else you're running really. I do thoroughly agree with pretre about the 2nd Ret squad; using a 2nd Ret squad is not worth the "loss" of a 2nd Exorcist.

If you're running "pure" Sisters, Jacobus or Kyrinov wouldn't be bad up there with either a BSS or Celestians (if you run them). If you (God forbid) run a Canoness with (God even more forbid) a Command Squad, they wouldn't be terrible up there.

Worse comes to worse, just toss a BSS up there by themselves.

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Confessor Of Sins




WA, USA

In my list, I've been running small 5-man units of Celestians, one with Jacobus. I did this originally out of a lack of Fast Attack slots since I love my Seraphim too much, but I've found that they are a pretty handy unit.

Basically, I treat them as any of my normal squads, using their transports (MM Immos in my case) a lot to go tank hunting, but Celestians, especially those with Jacobus can handily finish off weakened squads, if their power goes off. Even if they fail to finish the job, if their power goes off, Celestians can usually hold non-power weapon units up for a turn or two.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Calm Celestian




Florida, USA

 curran12 wrote:
In my list, I've been running small 5-man units of Celestians, one with Jacobus. I did this originally out of a lack of Fast Attack slots since I love my Seraphim too much, but I've found that they are a pretty handy unit.

Basically, I treat them as any of my normal squads, using their transports (MM Immos in my case) a lot to go tank hunting, but Celestians, especially those with Jacobus can handily finish off weakened squads, if their power goes off. Even if they fail to finish the job, if their power goes off, Celestians can usually hold non-power weapon units up for a turn or two.
I like the idea of Celestians, but after spending points on HQ, Doms, Exorcists, at least two BSS, I find I'm usually strapped for points to spend on Celestians. I may try the whole MSU Immo Spam again however and they would be part of that.

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Confessor Of Sins




WA, USA

 Evil Lamp 6 wrote:
I like the idea of Celestians, but after spending points on HQ, Doms, Exorcists, at least two BSS, I find I'm usually strapped for points to spend on Celestians. I may try the whole MSU Immo Spam again however and they would be part of that.


What point value do you play at? I usually play in higher point value games (my meta usually plays 2k/1999) and that may skew how your list is organized.

And I like the doms too, but I rarely have the Force Org slots for them.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Calm Celestian




Florida, USA

 curran12 wrote:
 Evil Lamp 6 wrote:
I like the idea of Celestians, but after spending points on HQ, Doms, Exorcists, at least two BSS, I find I'm usually strapped for points to spend on Celestians. I may try the whole MSU Immo Spam again however and they would be part of that.


What point value do you play at? I usually play in higher point value games (my meta usually plays 2k/1999) and that may skew how your list is organized.

And I like the doms too, but I rarely have the Force Org slots for them.
Usually anywhere between 1500-1850. I make Force Org slots for my Doms

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Confessor Of Sins




WA, USA

 Evil Lamp 6 wrote:

And I like the doms too, but I rarely have the Force Org slots for them.
Usually anywhere between 1500-1850. I make Force Org slots for my Doms


Heh, I do the same for my Seraphim. But I totally see the value of Doms. My usual list usually uses 2 squads, but I am skittish of using a single Dom squad as it puts it highly at risk of being killed before it is effective. Or coming in the wrong side without any redundancy.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Calm Celestian




Florida, USA

 curran12 wrote:
 curran12 wrote:
And I like the doms too, but I rarely have the Force Org slots for them.
 Evil Lamp 6 wrote:
Usually anywhere between 1500-1850. I make Force Org slots for my Doms


Heh, I do the same for my Seraphim. But I totally see the value of Doms. My usual list usually uses 2 squads, but I am skittish of using a single Dom squad as it puts it highly at risk of being killed before it is effective. Or coming in the wrong side without any redundancy.
Even a single Dom Squad with Immo can ruin an enemy's plans. Try using their Scout Move "redeployment" to get them into position as opposed to Outflanking. Also you messed up the quote tree.

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Evil Lamp 6 wrote:

And I like the doms too, but I rarely have the Force Org slots for them.
Usually anywhere between 1500-1850. I make Force Org slots for my Doms


Dominion squads are saweet!

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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Made in nl
Confessor Of Sins






I always take 2 Doms. Seraphim make the 3rd fast attack.

It's a shame, If only they were our troops!

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Made in gb
Longtime Dakkanaut






St. Albans

Appreciate all the replies to my question, really helpful, cheers peeps

 
   
Made in us
Badass "Sister Sin"






Camas, WA

Anyone have or can take a comparison pic between a Repressor and the SOB rhino/Immolator?

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Made in ca
Sister Vastly Superior





Here are three shots to compare.

Profile:



Front:



Repressor behind Immolator, side shot




They are almost completely the same size with the repressor only being slightly larger top side.

This message was edited 1 time. Last update was at 2013/04/03 20:17:13


18 / 3 / 6 since 6th ed. 
   
Made in us
Badass "Sister Sin"






Camas, WA

Perfect. Thanks!

I'm thinking of running the 'Immo' rhino as a Repressor since I have normal rhinos and a number of immos that I can swap out to be rhinos.

Beautiful paint job btw.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in ca
Sister Vastly Superior





They are definately worth the 15 points above a standard rhino.

Heavy Flamer, Dozer Blade and 6 bolter fire points is nasty.

I had an empty repressor wipe out a squad of 5 marines on my last game. The marine squad was cursed by Coteaz and had to re-roll their armor saves, but that was still amazing for a 50 points tank that had delivered its cargo unto an objective and was acting as late game cover.


Automatically Appended Next Post:
Alright. Here's my dilemma. Assuming standard deployment rules etc. Here are 3 targets I have issues dealing with against a guy I regularly face.

Vindicator
Techmarine with Thunderfire cannon in bolstered ruins (sometimes two of those depending on points available)
Ironclad Dreadnought in drop pod.

Vindicator can be a danger on turn 1. Will absolutely be one on turn 2.
Techmarine can lay enough wounds on Celestine and Seraphims to maybe instant kill Celestine if lucky. Will definately be a massive annoyance having you roll 8+ saved every rounds on infantry.
Ironclad is likely to pop something with melta on arrival and then can tie up something really bad or go to town on armor.

--------

Right now I have usually been able to deal with the Dreadnought by turn 2. If lucky Vindicator also dies in that turn, maybe turn 3. This however means I am ignoring Techmarines. They are usually on high level of ruins and only my Exorcists usually have a shot at them, but I try to keep them focused on getting the first 2 threat eliminated... they also tend to not live past turn 3 more often than not.

Assuming these 3 above threats (rest of the army is of little consequence to the big picture) how would you prioritize and what would you do if we assume we are running the standard competitive sister lists with or without allies.

Coteaz+crew and Bastion are huge fire magnets for the Vindicator and the Techmarine so that didnt work out too well for me.



Automatically Appended Next Post:
Here is a new list I was thinking about trying. Im thinking it has some pretty solid potential for 1500


Celestine

10 Battle Sisters x 2 - Flamer, Multimelta, combi flamers. Both in Repressors.

7 Seraphims - hand flamers x 2, melta bombs.
5 dominions x 2 - meltaguns x 2. Both in Immolators with multi meltas.

2 Exorcists
Avenger Strike Fighter.

Aegis Line with Coms Relay.


Get your tanks behind the line for a decent cover save to weather turn 1.

Turn 2 you are nearly guaranteed to have both dominions and the flyer coming in from reserve for a nasty hammer hit to his lines.

This message was edited 2 times. Last update was at 2013/04/03 22:33:39


18 / 3 / 6 since 6th ed. 
   
Made in us
Calm Celestian




Florida, USA

 Jancoran wrote:
curran12 wrote:
And I like the doms too, but I rarely have the Force Org slots for them.
Evil Lamp 6 wrote:Usually anywhere between 1500-1850. I make Force Org slots for my Doms
Dominion squads are saweet!
Fixed that for you. I heart my Dominion Squads.


Automatically Appended Next Post:
Voldrak wrote:
Alright. Here's my dilemma. Assuming standard deployment rules etc. Here are 3 targets I have issues dealing with against a guy I regularly face.

Vindicator
Techmarine with Thunderfire cannon in bolstered ruins (sometimes two of those depending on points available)
Ironclad Dreadnought in drop pod.

Vindicator can be a danger on turn 1. Will absolutely be one on turn 2.
Techmarine can lay enough wounds on Celestine and Seraphims to maybe instant kill Celestine if lucky. Will definately be a massive annoyance having you roll 8+ saved every rounds on infantry.
Ironclad is likely to pop something with melta on arrival and then can tie up something really bad or go to town on armor.
Vindicators can usually be dealt with by Scouting Dominions in a MM Immo. They have the same range limitations as the Immo and generally have to be deployed closer which is better for us in this case because the aforementioned Scouting Dominions can get that much closer to slag them. Only if you have no better target would I bother to shoot Exorcists at a Vindi, unless I have a decent side/rear armor shot. Even then, most time Doms should eat Vindicators for breakfast without even breaking a sweat.

With the Techmarine with TFC the question you have to ask yourself is, "How much do I want to commit to killing them?" Celestine and Seraphim should be able to get and deal with that with Flame-y goodness, making good use of LOS blocking terrain to get there as you can. If you are finding that terrain or what have you is not allowing for this, you can try DS. I don't mind DSing Celestine/Seraphim in a case such as this, but YMMV. Then again, I typically find TFC to be underwhelming, especially against my Sisters.

The Drop-podding Ironclad you just kind of have to resign yourself to losing something to it usually. I just let them make their kill and then slag them with Melta from a nearby BSS or a side/rear shot with an Exorcist. Not ideal, but it really depends on terrain, deployment,etc. You can try the Coteaz route to possible stop the Dread beforehand, but that can always be mitigated by where he pods the Dread in and Coteaz's short range for his ability. His Dread is just the SM version of our Doms, something to get in the enemy's face and cause havoc while existing, but if ignored can be devastating. It does have to be dealt with, but I typically see us (SoB players) coming out on top of that exchange more often than not.


Automatically Appended Next Post:
Voldrak wrote:

Here is a new list I was thinking about trying. Im thinking it has some pretty solid potential for 1500


Celestine

10 Battle Sisters x 2 - Flamer, Multimelta, combi flamers. Both in Repressors.

7 Seraphims - hand flamers x 2, melta bombs.
5 dominions x 2 - meltaguns x 2. Both in Immolators with multi meltas.

2 Exorcists
Avenger Strike Fighter.

Aegis Line with Coms Relay.


Get your tanks behind the line for a decent cover save to weather turn 1.

Turn 2 you are nearly guaranteed to have both dominions and the flyer coming in from reserve for a nasty hammer hit to his lines.
I take it your area has no problem with FW then? Anyway, I have been using less and less Flamers in my BSS, preferring 1.) to have a Melta/MM setup 2.) letting just my Bolters do the horde work 3.) having Seraphim with Hand Flamers for the things that need Flamer-y death. With the Combi-Flamers and the Heavy Flamers on the Repressors, I think that you should be able to switch out the Flamers for Meltas on the BSS, and you still have St. Celestine's not-Heavy Flamer. Depending on how tight you are on points (I don't know how much the Avenger is) you may end up having to drop the Seraphim down to six, but that wouldn't be that bad. Or you may be able to find points elsewhere.

I really don't like reserving the Dominions in the setup you have there as I think they could better make use of their "Scout Move" to get in a position to kill something first turn (if you have it) and you aren't as dependent on luck for reserves even with the Coms Relay. You could even switch that out to save some points for use elsewhere (Meltas? Eviscerator on the Seraphim Superior?). Otherwise, it looks pretty solid for 1500 and would be pretty nasty for several match-ups.

This message was edited 3 times. Last update was at 2013/04/04 01:17:38


There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Hallowed Canoness





The Void

I think what I'm going to go for the Immo/Repressor question is I'll run my old school immo as an immolator, then run my plastic Immo as a repressor.

I beg of you sarge let me lead the charge when the battle lines are drawn
Lemme at least leave a good hoof beat they'll remember loud and long


SoB, IG, SM, SW, Nec, Cus, Tau, FoW Germans, Team Yankee Marines, Battletech Clan Wolf, Mercs
DR:90-SG+M+B+I+Pw40k12+ID+++A+++/are/WD-R+++T(S)DM+ 
   
Made in us
Hooded Inquisitorial Interrogator





So I was thinking of putting a grey knights detachment together (cool figs and a bunch of stuff that SoB should have anyway) and I was curious. Is it legal to have this as a detachment in a SoB army?

Hq: Coteaz
Troops: Inq henchmen squad
Heavy: Dreadknight

I'm kicking around the numbers and want to avoid putting many actual grey knights in the detachment. If doing the henchman squad as the only troop choice is legit then it opens up a lot of doors.
   
Made in us
Regular Dakkanaut





Allies of convenience, off the top of my head.

DS:80+SGMB--I+Pw40k12#+D++A+/wWD-R++T(D)DM+

2013 W/L/D Ratio:
Dark Angels (3/12/2)
Malifaux (1/3/0)

JWhex wrote:
Some of you guys need to go a through bad girlfriend or two and gain some perspective on things.
 
   
Made in us
Hooded Inquisitorial Interrogator





I'm pretty sure your right about that, I guess my question wasn't all that clear. I'll restate it a bit (sorry, long time fantasy player but new to 40k)

In the grey knights book henchmen squads are elite and they don't "use up a force org slot". If you get Coteaz then they count as "troop" choices. The only other troop choices in that book are actual Grey Knights (the SM chapter) and I don't want to field them if possible so I want to know if I can get away with only doing a henchmen squad as my only troop choice.
   
 
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