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Thanks for the ideas! I kinda like the excuse to sisterfy a bastion (instead of doing it to an ADL). Searchlights on the exo's will go. Guess I need to put Immos elsewhere as I really like them.
Back to the drawing board.
This message was edited 1 time. Last update was at 2013/09/06 19:58:05
i really hope that when they get around to re-doing the sisters we get a useful immo. If it was fast, had scout, or (even better) had torrent then i'd take them every time. 6' movement flamers just don't usually cut it though
Automatically Appended Next Post: lol, 6" that is. 6 foot movement would be wonderful!
This message was edited 1 time. Last update was at 2013/09/07 03:17:26
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Ok, I managed to get another Dom in and keeping two Immos, but it meant no Bastion. And sadly, no Simulacrum. 12 points unused, maybe for a Ret Sister or a Combi weapon and two searchlights for the Immos. Yes, it is a lot of shoots for Exorcists, averaging 10-11 in theory but prob around 5 in a game!
Mk II:
Saint Celestine115 Uriah Jacobus, Protector of the Faith90
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
Looks good. And bastions only blow up if you don't give them other threats to shoot at.
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So, I think I made probably near the best 2k take all comers sisters list you can really get, with an emphasis on killing the meta game right now, which is footslogging and non transport vehicle type armies. Sisters did not take a hit from transitioning into 6th and in fact the army is stronger than ever. We get free warlord traits (Outflank with Celestine and her Seraphim squad is brutal) and we did not get weakened by the transport/assault issue everyone is having problems with because we're a close proximity shooty army who almost always chooses to 1, stay in vehicles and shoot unless we have the clear advantage and 2, we almost always choose to shoot over assaulting. Anyway enough rambling, on to my list.
HQ
Celestine - 115
Troops
Sister of Battle x 10 - 206
Heavy Flamer, Melta Gun, Combi Melta
Rhino
Dozer Blade, Search Light
Sister of Battle x 10 - 206
Heavy Flamer, Melta Gun, Combi Melta
Rhino
Dozer Blade, Search Light
Sister of Battle x 10 - 206
Heavy Flamer, Melta Gun, Combi Melta
Rhino
Dozer Blade, Search Light
Sister of Battle x 10 - 206
Heavy Flamer, Melta Gun, Combi Melta
Rhino
Dozer Blade, Search Light
Fast
Seraphim x 9 - 180
Dual Hand Flamers x 2
Dominion Squad x 4 - 201
Flamer x 4, Combi Flamer
Rhino
Search Light
Dominion Squad x 4 - 201
Flamer x 4, Combi Flamer
Rhino
Search Light
Heavy
Exorcist - 136
Search Light
Exorcist - 136
Search Light
Exorcist - 136
Search Light
Fortification
Aegis - 70 (For exorcists to gain a 4+ and to reroll outflank/deepstrike)
Comm Relay
1999
The comm relay will really help in times that you want to either deep strike or outflank the seraphim, or the dominion squads, such as when facing IG armies. The combined punch of the 1 seraphim 2 dominion squads offers the same unit in triplicate, making sure that at least one of the units survives, to completely devastate a few units being able to both shred elites and infantry. Celestine is the best HQ in the game especially for her points, she makes her seraphim fearless and her seraphim give her reroll to wound on her flamer and give her hit and run, which she passes on int 7, which is anything but a 1, 9 seraphim and celestine is the dark horse unit of the game, and probably the most powerful unit for killing troops and elites consistently and without fail.
Sisters of Battle are stronger than ever with the introduction to 6th, the only thing we lack is options in units and the fact that the models are too expensive and the codex is not easily accessible.
Automatically Appended Next Post:
war wrote: i really hope that when they get around to re-doing the sisters we get a useful immo. If it was fast, had scout, or (even better) had torrent then i'd take them every time. 6' movement flamers just don't usually cut it though
Automatically Appended Next Post: lol, 6" that is. 6 foot movement would be wonderful!
Immolators with dominions in them have scout. Taking 5 dominions with 2 flamer 1 combi and a immolator gives a lot of flame punch for cheap (and that 12 inch scout move)
This message was edited 10 times. Last update was at 2013/09/08 13:43:02
CoteazRox wrote:Ok, I managed to get another Dom in and keeping two Immos, but it meant no Bastion. And sadly, no Simulacrum. 12 points unused, maybe for a Ret Sister or a Combi weapon and two searchlights for the Immos. Yes, it is a lot of shoots for Exorcists, averaging 10-11 in theory but prob around 5 in a game!
Spoiler:
Mk II:
Saint Celestine115 Uriah Jacobus, Protector of the Faith90
Exorcist135 Exorcist135 Exorcist135 5 Retributors: Retributor Superior (chainsword); 4× heavy bolter. 85
Aegis Defence Lines: gun emplacement with Icarus lascannon. 85
1.988 points
I would consider the following: If you drop the Drozer Blades from the Doms' Immos and the PW & Melta Bombs from the Seraphim Superior, you have enough points for either another Rhino for the first BSS or some ablative wounds for the Ret squad. Just something to consider. Otherwise looks great to me. Good luck with it.
Now onto the next list...
Kreedos wrote:So, I think I made probably near the best 2k take all comers sisters list you can really get, with an emphasis on killing the meta game right now, which is footslogging and non transport vehicle type armies. Sisters did not take a hit from transitioning into 6th and in fact the army is stronger than ever. We get free warlord traits (Outflank with Celestine and her Seraphim squad is brutal) and we did not get weakened by the transport/assault issue everyone is having problems with because we're a close proximity shooty army who almost always chooses to 1, stay in vehicles and shoot unless we have the clear advantage and 2, we almost always choose to shoot over assaulting. Anyway enough rambling, on to my list.
Spoiler:
HQ
Celestine - 115
Troops
Sister of Battle x 10 - 206
Heavy Flamer, Melta Gun, Combi Melta
Rhino
Dozer Blade, Search Light
Sister of Battle x 10 - 206
Heavy Flamer, Melta Gun, Combi Melta
Rhino
Dozer Blade, Search Light
Sister of Battle x 10 - 206
Heavy Flamer, Melta Gun, Combi Melta
Rhino
Dozer Blade, Search Light
Sister of Battle x 10 - 206
Heavy Flamer, Melta Gun, Combi Melta
Rhino
Dozer Blade, Search Light
Fast
Seraphim x 9 - 180
Dual Hand Flamers x 2
Dominion Squad x 4 - 201
Flamer x 4, Combi Flamer
Rhino
Search Light
Dominion Squad x 4 - 201
Flamer x 4, Combi Flamer
Rhino
Search Light
Heavy
Exorcist - 136
Search Light
Exorcist - 136
Search Light
Exorcist - 136
Search Light
Fortification
Aegis - 70 (For exorcists to gain a 4+ and to reroll outflank/deepstrike)
Comm Relay
1999
The comm relay will really help in times that you want to either deep strike or outflank the seraphim, or the dominion squads, such as when facing IG armies. The combined punch of the 1 seraphim 2 dominion squads offers the same unit in triplicate, making sure that at least one of the units survives, to completely devastate a few units being able to both shred elites and infantry. Celestine is the best HQ in the game especially for her points, she makes her seraphim fearless and her seraphim give her reroll to wound on her flamer and give her hit and run, which she passes on int 7, which is anything but a 1, 9 seraphim and celestine is the dark horse unit of the game, and probably the most powerful unit for killing troops and elites consistently and without fail.
Sisters of Battle are stronger than ever with the introduction to 6th, the only thing we lack is options in units and the fact that the models are too expensive and the codex is not easily accessible.
Exorcists never, and I repeat, never want to have Search Lights. Your Exorcists should be shooting at targets already lit up by your Rhinos/Immos, not shooting at and lighting up a unit themselves. This would open them up to be shot back at by the entire enemy army.
Although I understand the idea of countering the current meta, I still don't think that Heavy Flamers are worth that cost. Just by dropping them down to be Flamers, that's 60 points right there that could go towards a second HQ or a 10th Seraphim. I'd also reconsider the Dozer Blades on the BSS Rhinos, or if you are going to take them, give them to the Doms first, they'll probably need them more. Just be aware that at 2k points you will be seeing some double FOC lists while you are only making use of the one. I know it can be hard for Sisters to make good use of it. Good luck!
There is a fine line between genius and insanity and I colored it in with crayon.
So I got a bastion recently to try the Rets in a Castle tactic. My questionrelates to the squad size of the Rets now ths they're better protected (situationally, atleast). I was runnin 10 strong squads for the extrs wounds, moving normal bolters around when taking casulties (since shooting restrictions are model based rather than unit based), to maximise the bolters. I've that found that unlesssomeone really wants the Rets dead they tend to survive the game.
Anyway in the bastion we want 4 armed H bolters and atleast 2 more to man bolters on the bastion. I'm think a squad size of 7 or 8 would suffice in the bastion saving me two models worth of points to put to other things.
I'n gonna start giving them a sim(whatecer it is) for rerolls on AoF, any other wargear/size consideration I need to know?
The dreaded SIX Exorcist list, I know. Well, I have six Exorcists, and I'll be damned if I don't use them. 12 vehicles, 6 Rhinos, 6 Exorcists. And I'm using a Canoness, blasphemy I know! But, this is the one role she really shines in, as a second cheap HQ to unlock double FOC! I basically shove Doms and BSS in their faces while six Exorcists focus on one target at a time until it is neutralized or other targets of opportunity as appropriate. Combi-Meltas on the BSS Superiors in case the Doms fail, and the Exorcists fail, or there's close enough AV 14 that needs some Melta-ing. Girls stay in Rhinos and Flame out the top of all the disgorged goodies. Depending on what the Doms are doing, the Canoness may go with one of them or just do her own thing, or just trying not to get killed. St. Celestine does what she does best, sans Seraphim unfortunately. People hate three Exorcists. People will really hate six of them.
Automatically Appended Next Post:
evildrcheese wrote: So I got a bastion recently to try the Rets in a Castle tactic. My questionrelates to the squad size of the Rets now ths they're better protected (situationally, atleast). I was runnin 10 strong squads for the extrs wounds, moving normal bolters around when taking casulties (since shooting restrictions are model based rather than unit based), to maximise the bolters. I've that found that unlesssomeone really wants the Rets dead they tend to survive the game.
Anyway in the bastion we want 4 armed H bolters and atleast 2 more to man bolters on the bastion. I'm think a squad size of 7 or 8 would suffice in the bastion saving me two models worth of points to put to other things.
I'n gonna start giving them a sim(whatecer it is) for rerolls on AoF, any other wargear/size consideration I need to know?
D
You could get away with just 6, the 4 Heavy Bolters, the Superior, and the Simulacrum. The Superior and the Simulacrum bearer could then be the ones to man the two additional Heavy Bolters. Depending on what you are running for HQ's, Kyrinov would make them Fearless, and have his 6" Fearless bubble extend from the Bastion, as well as the fact he comes with a "free" Simulacrum so if he's with the squad, they'd have it.
This message was edited 2 times. Last update was at 2013/09/08 17:58:48
There is a fine line between genius and insanity and I colored it in with crayon.
The dreaded SIX Exorcist list, I know. Well, I have six Exorcists, and I'll be damned if I don't use them. 12 vehicles, 6 Rhinos, 6 Exorcists. And I'm using a Canoness, blasphemy I know! But, this is the one role she really shines in, as a second cheap HQ to unlock double FOC! I basically shove Doms and BSS in their faces while six Exorcists focus on one target at a time until it is neutralized or other targets of opportunity as appropriate. Combi-Meltas on the BSS Superiors in case the Doms fail, and the Exorcists fail, or there's close enough AV 14 that needs some Melta-ing. Girls stay in Rhinos and Flame out the top of all the disgorged goodies. Depending on what the Doms are doing, the Canoness may go with one of them or just do her own thing, or just trying not to get killed. St. Celestine does what she does best, sans Seraphim unfortunately. People hate three Exorcists. People will really hate six of them.
Haha. That sounds super fun. If i had 6 exorcists I'd totally try that list out.
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Evil Lamp 6 wrote: I would consider the following: If you drop the Drozer Blades from the Doms' Immos and the PW & Melta Bombs from the Seraphim Superior, you have enough points for either another Rhino for the first BSS or some ablative wounds for the Ret squad. Just something to consider. Otherwise looks great to me. Good luck with it.
Another tweak to consider - thanks!
And six Exorcists!
Did try that in a game yet?
This message was edited 1 time. Last update was at 2013/09/08 21:10:35
Evil Lamp 6 wrote: I would consider the following: If you drop the Drozer Blades from the Doms' Immos and the PW & Melta Bombs from the Seraphim Superior, you have enough points for either another Rhino for the first BSS or some ablative wounds for the Ret squad. Just something to consider. Otherwise looks great to me. Good luck with it.
Another tweak to consider - thanks!
And six Exorcists!
Did try that in a game yet?
No problem! And no, I haven't played that in a game...yet.
There is a fine line between genius and insanity and I colored it in with crayon.
CoteazRox wrote:Ok, I managed to get another Dom in and keeping two Immos, but it meant no Bastion. And sadly, no Simulacrum. 12 points unused, maybe for a Ret Sister or a Combi weapon and two searchlights for the Immos. Yes, it is a lot of shoots for Exorcists, averaging 10-11 in theory but prob around 5 in a game!
[/spoiler]Exorcists never, and I repeat, never want to have Search Lights. Your Exorcists should be shooting at targets already lit up by your Rhinos/Immos, not shooting at and lighting up a unit themselves. This would open them up to be shot back at by the entire enemy army.
Although I understand the idea of countering the current meta, I still don't think that Heavy Flamers are worth that cost. Just by dropping them down to be Flamers, that's 60 points right there that could go towards a second HQ or a 10th Seraphim. I'd also reconsider the Dozer Blades on the BSS Rhinos, or if you are going to take them, give them to the Doms first, they'll probably need them more. Just be aware that at 2k points you will be seeing some double FOC lists while you are only making use of the one. I know it can be hard for Sisters to make good use of it. Good luck!
The exorcists have search lights because I had 3 points to spend and dropping heavy flamers for normal flamers is not worth picking up another HQ because it has no where to fit, and the 10th seraphim is not worth losing 1 point of str in all my Sisters's effective shooting. Dozer blades in an all mech list are pretty crucial, especially that now, when you immobilize yourself from difficult terrain, you also take a hull point worth of damage. Also the points are extra, adding up the dozer blades, extra points from heavy flamer to flamer and dropping search lights would not give enough for another squad.
This message was edited 2 times. Last update was at 2013/09/08 22:50:09
Lost the first game because I could not blow up a land raider. This was the first time i've ever had that happen. I must have rolled a 3 on 2d6 about 5 times with melta weapons. When the dice decided to turn to chaos, Watch out!
The second game was against a mostly foot eldar. He had a wraithknight character that was his general and the highlight of the game was when Celestine tanked like 20 S6+ shots, got charged by the wraithknight and killed it before she could get stomped. It was the difference in the game and gave me the win in a VERY close game.
The third game was against tau and I slaughtered him. Good rolling on my part and bad (for the most part) on his. My highlight was that after he killed off the doms I had a rhino on his side of the field that served no purpose, so I tank shocked him and amazingly enough routed a unit of fire warriors off the field. Good stuff.
Fire warriors are one of the best tank shock targets in the game right now, methinks.
Would it be worth rushing even empty vehicles up against tau to try and tank shock "no space to move model" kill things?
I collect:
Guard - 2k of mostly infantry
DA - 2k of deathwing, 2k of other bits (no vehicles)
Sisters - mostly converted/proxy because I'm waiting for therange to go plastic.
Tau - 2k with no riptides because I can.
Also, played a 1500 game against Krieg guard tonight and did very well. I haven't played my Sisters in a few months, felt comfortable to play still and still my favorite army.
This message was edited 3 times. Last update was at 2013/09/09 10:45:54
Nobody_Holme wrote: Fire warriors are one of the best tank shock targets in the game right now, methinks.
Would it be worth rushing even empty vehicles up against tau to try and tank shock "no space to move model" kill things?
Depends on the mission. If kill points are involved then its far better to hide the rhinos and kill the fire warriors other ways. If they serve no further purpose, then there is no harm in tank shocking the fire warriors into clusters for your templates or using them to ram vehicles. One side effect is that if they're close enough to lightly armored infantry they tend to take some out when they blow up.
Also, played a 1500 game against Krieg guard tonight and did very well. I haven't played my Sisters in a few months, felt comfortable to play still and still my favorite army.
I would buy it, even if it is the same book, just to encourage them.
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This message was edited 1 time. Last update was at 2013/09/09 19:04:56
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Shandara wrote: That one is very tempting, but so many recasts on Ebay it's almost funny. And a bit pricey.
Well, it's a good recast if it is a recast.
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Malkyr wrote: Possibly heretical thought here, but has anyone thought about using their Sister's figs for counts as Marines in the new dex?
I'm thinking using the Salamanders chapter tactic for the flamer rerolls obviously.
I understand this idea is vile heresy and Exterminatus is already in progress, but what does depress me after my first reading of the 6th edition Codex: Space Marines is the question, what can Sisters do that Marines can't do better? Now Tac Marines only cost two points more than a
Battle Sister, have the same armor & weapons, Chapter Tactics that give SRs at least as good as White Dwarf codex Faith (Witchhunters-style Faith, where any Sisters unit could do any of five things, would be a different story), and they have +1 WS, S, T, and I.
I understand there's such a thing as codex creep and Sisters chronically get left behind, but I really want to ask all the expert players in this thread, what can Sisters do better than 6th edition Marines, and how do we use that to our advantage when the Ecclesiarchy calls on us to bring those prideful, non-Emperor worshipping jarheads back into line?
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.