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Fair enough. I just thought that if anyone picks up the army following this release they'll have no idea where the discussions on the 'current (I.e the new) rules start.
'Sisters of Battle - New Codex discussion starts on page 124'
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Went to a doubles tourney with my sisters about a week ago, figured i'd give a little report of how it went.
The lists:
Sisters 750
Celestine
2x BSS with 2x flamers and rhinos
2x Dom squads with 2x melta and a combi melta in rhinos
IG Allies:
Creed with squd in chimera
2x Plasma Vets in chimeras
Bane wolf
Hydra flak tank
Game 1: vs Nids allied with Necrons
Spoiler:
So the rules for this tourney were that any of the allies would be considered battle brothers. I saw this heretical matchup (which is probably heretical from a xenos point of view as well) and was somewhat disturbed. Our opponents were quite good and they knew their lists well, but I was optimistic.
From memory they're lists were:
Nids
2x hive tyrants with lots of shooty stuff
a tervagant
1 unit of gaunts (whatever the tervagant spits out)
Necrons
destroyer lord riding in an ark
2x ghost arks full of necron warriors
2x annihilation barges
So the mission was 'relic' on the corners board. We rolled well on the setup and decided to try to go first, so we put our scouts on the field at the line (2x doms and the banewolf) and everything else behind them to make a grab at the relic turn 1. They placed their troops aggressively with the barges across the field from my doms (yes!). We scouted up the field ready to melt some arks.
Then they stole the initiative... things went downhill from there
So their turn 1 they took out or neutralized anything with a melta. One dom squad was decimated and the other was down to 2 meltas cowering near the relic. The meltas really needed to pop some of those barges if we had a chance to win this game because that was the most efficient way to get past the AV13. The tervagon also gave birth to a new unit of gaunts, but run out of larva.
Our turn 1 sent one sisters unit as close as possible to the relic, celestine joined that unit to tank some of the inevitable fire the rest of the army moved up the field and took ineffective potshots.
Their turn 2 saw them wipe out what was left of the doms and wipe out celestine and the BSS unit close to the relic. I realized at this point that the nid/cron strategy was to kill the sisters first... oh well.
Our turn 2. Had sisters unit #2 burn through the 'new' gaunt unit. It was nice to kill a unit completely in one shooting phase. Celestine also stood back up and burned the other gaunt unit, then charged them to start beating on them. that combat lasted 2 rounds before she killed what was left of that unit.
The rest of the game: I was completely wiped (except for celestine) very quickly, my ally couldn't do much against them. We ended up losing this fight fairly overwhelmingly. Looking back on it, I do not believe that there was a lot we could have done differently. It was just one of those bad matchups that go worse when dice decide to become heretical.
So, moving on
Round 2
Spoiler:
Round 2:
We went to round 2 and hoped for a better game. I kinda felt sorry for our opponents in round 1 because we didn't give them much of a match.
Them:
Space Marines (smurf rules) and Orks
From memory, the SM's were:
Librarian with 3 powers (vortex, and 2 others that didn't come up),
a combat squaded SM unit
whirlwind
Lascannon predator
some type of heavy weapons squad with lots of heavy tank busting weapons
Orks
Battle wagon with big roller
2 huge squads of orks, 30+ anyway per unit, one in the battlewagon
2 dakkajets
The game was kill points and the field was the first one (so the short sides of the table were the sides)
So all of the SM's were on the field at the start of the game, and the orks only had the battlewagon (everything else in reserve)
We ended up getting the first settup/turn again and this time they didn't steal initiative
Our turn 1 our scouts shot across the field. One dom unit jumped out in some cover near the battle wagon and the predator on the right side of the field (in melta range of both), the other dom squad and the chemical tank went near the 2 SM units on the left side of the field. We had the flak tank in reserve, but everything else opened fire on what was near them. The melta dom's failed to dent the battlewagon (boo!) but the chemical tank ate a bunch of SM and the BSS/vet squads and the dom's on the left side of the field shot down the remainders from the front squad. We picked off a couple of the heavy weapon squad taking cover in a center building as well. I also sent the dom's empty rhino as close as I was able to the battlewagon to block its movement. This was quite effective as it seemed that all of the anti tank weapons our enemy had were only for show and clearly not for actually firing.
Their turn 1. The SM player had some seriously poor luck with his dice, he opened up with pretty much every lascannon on my rhinos and failed to scratch them (or maybe took off a hull point). he did vortex the chemical tank on the other side of the field. They did take out most of the dom squad with small arms fire, was down to a bolter sister and the champ (so no meltas as I used the combi last turn) a little bit of position changes, but not much else.
Our turn 2. Roll for reserves... no flak tank (sorta good as there was also no planes to shoot down yet)
I put the whittled doms in charge range of the predator (melta bombs rock), I put Celestine in charge/burn range of the remaining SM squad with the librarian, and the rest of the army continued to shoot across the field to get into good spots. The empty rhino moved closer to block the battlewagon again. The charge immobilized the predator, Celestine killed the librarian outright, but left Celestine engaged with the remaining SM's and a couple more heavy weapon team members got plasma/bolter in the face.
At this stage the SM player had taken pretty much everything we could throw at him and it was showing. Lucky for him, his Ork allies decided to wake up and make it to the field.
Their turn 2. Every Ork in reserve showed up. The backfield filled with a large Ork unit wandering on the field and 2 dakka-jets swooped in with a trail of black smoke. Their shooting took out the 2nd dom's rhino and took some hull points off of my allies chimeras. Celestine killed off 1 SM, the other one kept her in combat. The dom's on foot were still engaged with the immobilized predator, so they blew it back to whatever heretical planet it was from. (about time!)
Our turn 3. Reserves... No
So we decided to be aggresive at this stage because its just more fun that way. I baled my BSS squad close to the Orks that came on the field last turn and opened fire with the 2 flamers and the pile of double tapping bolters. Cut down a swath of Orks, but still over 10 so they didn't care. Celestine killed off the remaining SM and moved toward the center of the board (where the BSS/Ork walk-ons and the remaining SM heavy weapon was). The Dom's who just took out the predator attempted to charge the battlewagon, that was loaded with orks. In retrospect this was probably a bad idea in a kill points game, but whatever. Needless to say, they died in a hail of ork-overwatch. Ah well, it would have been nice to melta the big machine. The other Dom squad (now on foot thanks to the nearby dakka-jets) shot at one of the jets taking off 2 hull points, but failing to kill it off.
Their turn 3.
WAAHHHHH was called! The walk-on orks charged the sisters along with the Orks in the battlewagon (assault vehicle). The battlewagon Orks failed their charge, but took some overwatch (which was the point of charging them anyway). Hand to hand saw some orks and a bunch from the BSS die, but the BSS held. One of the dakka-jets also took out my last BSS rhinos causing them to jump clear. No other significant damage
Our turn 4. Flak tank finally shows up
Celestine was free to help out again so she flew across the field in range to charge either the last SM heavy weapon squad, or assist the BSS/Ork fight. The unengaged BSS squad ran over to the whirlwind and lobed a grenade at it.... blowing it to hell. The guard plasma down the remaining heavy weapon SM and Celestine charges into the Ork/BSS fight. The Flak tank removes the wounded dakka jet from the field.
Their turn 5.
Wasn't much to be done on this turn, but the remaining dakka-jet took out the remaining BSS rhino and the Orks in hand to hand took out the BSS squad. Celestine killed more orks, but couldn't wipe the unit.
The game ended and we ended up winning by a single point. Good match! I sorta wonder if the ork player would have been on the field at turn 1 if it would have change the game slightly. The SM's were taking a LOT of fire. Ah well, guess we'll never know. I was very happy for this perticular game as it was easy going and frankly a fun game. Always fun to get opponents who get into the characters of their armies (they were shouting WAAAHHH! and we were denouncing the SM's and heritics the entire battle)
Round 3
Spoiler:
So, on to the final game.
This one was an interesting one. The game was the d3+2 strategic points (we had 4) and the long field. Our opponents were bloodangels and their tau allies. The armies were something like this
Blood angels:
Mepheston
5 S.Guard with assorted hand to hand weapons
2 small units of melta-armed jump-pack assult marines
Tau:
Commander in some jumping suit that gave it a 2+/4++, feel no pain and 4 wounds. It was armed with a pile of high strength firepower.
2 largeish units (15?) of firewarriors with a shield drone each
A railgun tank wayyyyyyyy in the back of the field
Some type of smaller suit with lots of tank busting firepower
So there were 2 strat points in the back of our field and 2 in the back of theirs. We decided to take out the blood angels before the tau by hanging out in the back of the field and letting them come to us. We decided with this type of field outflanking could give a high yield so we did that with the dom’s and the chemical tank. We ended up setting up/going first and no initiative was not stolen this time.
Our turn 1
Some shifting but nothing else. We weren’t in range and it was night anyway. Without exorcists/russes it really limits the range of our force.
Their turn 1
Everything pretty much moves towards us. The Railgun fires a mighty shot at the flak tank and blows it sky high. (oh well, guess that happens from time to time). First blood for them. Some other shooting but nothing of note
Our turn 2.
The sisters know how to read a watch and have a good idea about battleplans. It is CLEAR that guard do not have these abilities. As such, both dominion squads enter the battlefield and the chemical tank has breakfast off-field.
I sent one of the dom squads after the railgun tank and the other one after his loner commander. I decided that defense sucks so I moved and jumped out of the rhino with the BSS closest to the tau commander. I figured it would take a decent amount of small arms to kill that commander so double-tapping may be useful. The rest of the combined force kinda milled around in the back getting ready to fire off multi-lasers and plasma at the oncoming Seg-guard and Mephiston. Shooting saw the end of the railgun tank and the tau commander through the rhinos, the dom-melta and the BSS (along with some multi-laser action) got reduced to a single wound left. Mephiston took a wound and the Seg guard lost 3 of their unit mostly to plasma-vets.
Their turn 2.
The assult troops decided to land this round (so it was only the guard that can’t tell time). The droped down and immediately blew Creed’s chimera to pieces. Lucky for us, a bunch of those pieces shreaded some assult marines. I believe there were only 3 left in that unit after that. The other assult unit droped and didn’t do anything important. Mephiston and his guard came closer and fired on Celestine, killing her outright. The dominion squads saw some hurt as one fire warrior unit opened on the rhino holding the dom’s closest to the tau commander and HP-killing it. The other fire warrior opened up on the 2nd dom unit and reduced them to a melta and the superior. We got lucky as the tau commander failed to kill off the BSS rhino near to it. I’m pretty sure he rolled nothing but 1’s for all of his missles/lasers/whatever the heck his heritical race designes. It just goes to show how xenos weapons will always fail to the faithful!
Our turn 3.
Guess who didn’t show up? That’s right, the chemical tank… Seriously those guard reserves have some significant problems waking up in the morning.
Anyway
The dom squad in the backfield re-mounted in their rhino and inched across the back of the field. I didn’t have much to do with them at this point, but I figured I probably aught to use them for something. The other dom squad got in melta range of the tau commander and with the emperor on their side, reduced the tau commander to a pile of slag with some tasty broiled fish inside. Meanwhile the BSS got within rapid fire/flamer range of the fire warrior unit in the open field. They ended up with 3 commie-space-fish left in that squad. The other side of the field saw the 2nd BSS squad dismount to burn/bolter down the assault squad that landed near our objective. There were 2 assault marines left after they unleashed the emperors fury. The Guard took out what remained of the other assault squad (the one that took huge damage from Creed’s blown up chimera). Meanwhile the plasma vets ripped through the S.guard decimating the unit. Celestine decided to stand up this round and charge Mephiston. I figured she could tie him up for a bit and keep him away from the squishies in our backfield. He took a wound from Celestine’s sword, but they remained locked in an epic duel.
Their turn 3
The tau decided that the dom squad in the back of the field were not best for the greater good so the remaining suit fired on it removing it from the game. The Dom’s inside got pretty much every firewarrior shot in range (some doubletapping). Didn’t go well for them… The remaining 3 firewarriors from the other unit charged the BSS empty rhino and failed to haywire it to death. The 2 assault marines charged the BSS and one succeeded… the other one was cooked by overwatch. Over the next couple of turns the marine killed off a couple from the BSS, but eventually he would succumb to the sisters. Celestine and Mephiston continued their dance with no clear winner.
Our turn 4.
So the chemical tank finally decided to rev up the engines and get on the field. Of course, it was the WRONG SIDE OF THE FIELD!!! Yea, that crew will be purged after the battle. Anyway, at this stage the targets were becoming more sparse. I re-mounted my rhino with the squad that took out most of the firewarriors and headed towards the enemy’s strat points. The guard cleaned up the remaining firewarriors on that side of the field. The chemical tank came in and they went towards the other firewarriors. Not much else happened this round. Celestine and Mephiston continued their immortal dance
Their turn 4.
The fire warriors ran towards the objectives, the suit fired at the chemical tank but missed. Celestine saw an opening and stabbed Mephiston in the heart, but he had a redundant one so kept on fighting.
Our turn 5.
Time for the chemical tank to finally shine. It rolled up to the remaining firewarriors and killed off all but 4, who were dispatched by the nearby sisters. The remaining dom squad (yep, it still exists… just kinda slow) melta’s the suit tau. Instant AP1 dead is nice against those things. Celestine starts to think that Mephiston is kinda cute, in a sparkly sort of way, so she removes an ear as a souvenir. He ended up taking 4 or 5 wounds during the game, but never went down.
At this stage the game was done and we had won. It was a fun game and very entertaining.
Overall it was a fun tourney. Me and my ally ended up actually winning overall. The scores were based on painting/lists/sportsmanship so it worked out for that. Frankly that was a nice bonus. The first game was kinda a dud and I wish we would have been able to give them more of a challenge, but bad matchups happen. The other 2 games were awesome. I’m not sure if I’ve ever used the phrase ‘filthy Xenos’ or the word ‘heretic’ more often.
It was entertaining how the girls took the brunt of the work/firepower. We pretty much decided that the Guard would be good reserves and it worked out pretty well. Guard and sisters are good allies, was a fun day of delivering the emperors judgment. After the fight the sisters and Creed cleansed the guard that remained because they clearly witnessed far too many heretics and xenos and needed to be purged.
Well, it would be, if basic Battle Sister squads weren't pretty useful in and of themselves.
"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.
Furyou Miko wrote: Well, it would be, if basic Battle Sister squads weren't pretty useful in and of themselves.
At 1750? You're talking a minimum of 1/3 to 1/2 of your points on those two squads. They aren't that useful.
Even at higher points levels, BSS are the worst part of your list. It is definitely a tax to take them. Their saving grace is that they score.
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yea, it was rough to pay the BSS tax, but they did prove useful during this tourney and it'll be MUCH better soon with 5 girl squads. I really missed the Exorcist (especially against all the MC's and vehicles in game 1, but we really had to go either heavy support vehicles or fast scout type things. I like the fast/mobility route better than a more stagnant gunline so I'm glad we decided on that one.
The one good thing about 10 girl BSS squads is that they dish out a decent amount of firepower if your close to your target. only other good thing I guess is that they're scoring.
The problem with BSS is that in order to dish out their firepower, they have to be disembarked and within 12". 10 girls within 12" of the enemy and out of a transport are dead meat.
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I generally prefer to be aggressive because I believe its in character. Course that doesn't mean that I don't follow the adage of 'she who bails, fails' Jumping out can sometimes be the dumbest thing you can do.
Sister: Whats that thing in the sky?
Sister Superior: Its a Helldrake, now everyone out
I just posted all the changes I could find in the news and rumors. Here's a quick cut and paste in spoilers
Spoiler:
Warlord Traits 1) Fear 2) 5+ Shield of Faith for Warlord's Unit 3) Reroll DTW 4) Rage 5) 12" Warlord Leadership bubble for Act of Faith or War Hymns 6) Stubborn
Army Special Rules: Acts of Faith are Leadership Test now. All units with Shield of Faith have Adamantium Will If a Martyrdom unit dies, all units with Act of Faith special rule pass all Leadership tests until end of your next turn.
No mention of faith points. You can just do your act for a leadership test. Only one AoF per unit per phase. You can only use AoF if all models have AoF or War Hymns. Holy crap, all acts of faith are once per game. That's a nerf.
Canoness AOF is Hatred in either Assault Phase. AoF not limited to your turn.
Command Squad gets Fleet, Crusader, MTC AOF.
Priests can use War Hymns at beginning of Sub Phase for one effect - Priest and unit Reroll all failed armor and invul until end of phase - Smash special rule for priest - Priest and unit gets reroll to wound
Automatically Appended Next Post: Holy gak, priests are good?
DCA and Crusaders are limited to Swords now.
Celestians get Furious Charge and is only on Friendly assault phase.
Battle Sisters get Preferred Enemy AOF, no regroup version.
Repentia get 3+ FNP for either player's assault phase.
Dominions get Ignores Cover AOF, no more twin link. Still have scout.
Retributors keep rending. One use only. NERF.
Seraphim reroll invuls still, but not faith checks. Get Shred in Shooting Phase AOF
PEs are still walkers.
Searchlights are stock on Rhinos and Still have Shield of Faith
Uriah gives out a 5+ to his unit and once per game his unit can reuse an AoF. Auto pass.
All models within 12" of Uriah have Fearless and Counter-attack.
Celestine is one use only for standing up. Use her leadership for all AOF within 12". She has H&R. Her weapon is now S5 AP3, Master Crafted.
Neural Whips are S User, AP3, and get Shred against units with Ld 8 or less. Blessed standard is 12" reroll morale fear and pinning.
Laud hailer is reroll AoF rolls within 12"
Simulacrum allows 2 AOF for one unit. One per phase. If you lose the Simulacrum from casualties, no more AOF for the rest of the battle.
Litanies of Faith. Bearer and unit automatically pass Aof or War Hymns.
Cloak of StA - Reroll all failed Armour and SoF invuls Mantle of Ophelia - Eternal Warrior
Blade of Admonition - S+2 AP3, Master Crafter Book of St Lucius - All friendly within 12" auto pass Fear or Regroup Sacred Banner of the order - All friendly within 12" have +1 att and reroll failed morale, fear and pinning Mace of Valaan - S+2 AP4, Melee, Chaos-Bane, Concussive, Master Crafter, Gets fleshbane and armourbane when wielder is within 6" of one or more models wityh the Daemon Special Rule
Eviscerator is on Melee list for 30. Power weapon for 15 Inferno Pistol on Ranged Weapon but is canoness only. Combis are still 10 PP are still 15 Specials are 5 for Storm, 5 for Flamer, 10 for melta Heavies are Bolter 10, Flamer 10, MM 10 Vehicles - SB 5, Dozer 5, EA 10, HK 10, Laud 10
Relics BOSL - 5!!! Litanies - 15 Cloak - 20 Mace - 25 (Priest only) Mantle - 25 Blade of A - 30 (canoness only, replaces one weapon)
Celestine 20 point increase Uriah 10 point increase, drop in WS/BS and Ld by 1
EBC is 3 Arcos for 30, extra arcos are 10 each. DCA or Crusader cost 5 to replace. Rhino or Immo DT. Requires a Priest to take.
Kyrinov is nowhere to be seen.
Celestine 20 point increase Uriah 10 point increase, drop in WS/BS and Ld by 1
EBC is 3 Arcos for 30, extra arcos are 10 each. DCA or Crusader cost 5 to replace. Rhino or Immo DT. Requires a Priest to take.
Kyrinov is nowhere to be seen.
SCS - 50 point drop! Hospitaller costs 10, Dialogous costs 5. Dialogous can take relics. Can take standards for 15/40. Simulacrum 10. Any Celestian can take Melee, Ranged, Special or Heavy!!!
BSS - Sups can take Melee so Eviscerators are back. 30 points.
Rhino. 5 pt increase
Rhino. 5 pt increase
Immo 60 points. 20 point decrease from MM version!!! Free mult-melta, not fast or anything like that. No fire points.
Automatically Appended Next Post: Celestians - 10 point decrease for squad, 1 decrease for each additional. 1 Special and 1 Special or heavy. Superior can take melee or ranged. Still means they have the wrong act of faith.
Automatically Appended Next Post: Repentia, 5 pt decrease for squad. 3 pts less for each additional. May take a dedicated transport.
Repentia do not have FNP naturally. but have SoF, fleet, rage, fearless.
Seraphim. 5 pts decrease for base squad. Hand flamers 10 point decrease per. Inferno pistols same. Does not come with superior. Sup costs 10 points. Sup can only buy chainsword, power sword, or plasma pistol.
Dominions, 5 point decrease. 10 point vet sup. Simulacrum 10. Four dominions can take specials. No size requirement.
Dominions, 5 point decrease. 10 point vet sup. Simulacrum 10. Four dominions can take specials. No size requirement.
Automatically Appended Next Post: Exorcist, 10 point decrease. 13/11/10, 3 HP, Free Searchlight and Smoke
Penitent Engine, 5 point decrease per. 3 attacks, no more D6+1. Rage, SoF, Unstoppable (ignore shaken and stunned). Still Open Topped.
Rets. 5 Point decrease. 10 pts for Vet. Simulacrum for 10. four get heavies. So more expensive by 25 for 4 HB in one squad.
5 Rets - 60 Simulacrum - 10 4 HB - 40 Vet - 10 120 Yuck. They got worse for 2 AOF per game.
3 Missions: Recover the Relics (check objectives for holy relics to get bonus VP), Defend the Shrine (defend a center thing that gives all units with AOF reroll invuls and +1 leadership), Purge the Arch Heretic (Kill Points with bonus for enemy warlord)
This message was edited 1 time. Last update was at 2013/10/18 20:39:52
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Purge Squadron
3-6 Immolators, 3-6 squads of Retributors
- All Ret squads must have 4 heavy weapons and must contain at least one heavy flamer, heavy bolter and multi-melta
Special rules:
SPECIAL RULES:
Relentless
Fire and Faith:
If this formation combines their shooting attacks (see Wall of Fire below) and even a single unit makes a successful Divine Guidance Act of Faith roll, the combined shooting attack’s profile gains the Rending special rule.
Wall of Fire:
Six or more units in the formation can combine their shooting attacks into a single attack using one of the profiles below. All of the firing units must have at least one model that is in range and has line of sight to the target.
Bolter Storm - 36" range, S5 AP4, Heavy 1, Apocalyptic Blast
Flamer Storm - Hellstorm template, S5 AP4, Heavy 1 Torrent
Melta Storm - 24" S8 AP1, Heavy 1, Melta, Large Blast
Holy Trinity - 24", S6 AP3, Heavy 1, Melta, Ignores Cover, Massive Blast
Repentant Host
3+ units of Repentia (must be 10 models) 3+ Penitent Engines
SPECIAL RULES:
Rampage, It Will Not Die
Only In Death Does Duty End: All models in this formation re-roll failed Feel No Pain rolls.
Angelic Host
Saint Celestine, 2-5 Seraphim squads (must be 10 models)
SPECIAL RULES:
Fearless
Victory Or Martyrdom: All models in this formation re-roll failed invulnerable saving throws.
Winged Deliverance: If the unit is held in Strategic Reserve, they can Deep Strike at the start of any friendly turn. All weapons in the formation have the Shred special rule on the turn they Deep Strike.
oh wow.... sisters took another punch to the throat....
the only real bonus i see there is exorcists are now 125 instead of 135.... thats... useful? i guess... and if the priests reroll armor thing is not one use.. that could be good also
This message was edited 1 time. Last update was at 2013/10/18 20:53:29
frgsinwntr wrote: oh wow.... sisters took another punch to the throat....
the only real bonus i see there is exorcists are now 125 instead of 135.... thats... useful? i guess... and if the priests reroll armor thing is not one use.. that could be good also
Are you joking? Did you read what I posted? It is basically almost all buffs except for Celestine. Even the AoF thing is mitigated by the way that they work now. Sisters just got a lot better.
This message was edited 1 time. Last update was at 2013/10/18 21:10:31
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I was very concerned about the AoF change at first, but I've given it some thought and it doesn't change all that much. With the Faith Points gone, you are free to be more tactical with their use. It does negatively affect units that really rely on them (namely Rets, Doms and Seraphim) but with the old Faith Points system, you were pretty much forced to budget for it anyway. Plus the abundance of Simulacrums means that they will become a major staple in Ret and Dom squads.
Stock in Priests is way up. As is the damage potential of a Sororitas Command squad in melee, as you can really go nuts with Eviscerators and power weapons. Combined with a priest, hospitalier and Cannoness with the improved SoF trait, you have something that is downright scary, if costly in terms of points.
20 girls with a 25 point priest are now fearless and in combat can reroll failed saves. lol
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I would get Jacobus in there. He is just too good on the big blob. Fearless 12" bubble and counter attack.
I know you want the Canoness but she is still outclassed.
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pretre wrote: I would get Jacobus in there. He is just too good on the big blob. Fearless 12" bubble and counter attack.
I know you want the Canoness but she is still outclassed.
On a tactical level, I agree with you there. But at the same time, I'd like to break the mold a little bit with characters, as I've kinda hit a point of burnout on the Celestine/Jacobus combo. And luckily now the Canoness is not as completely outclassed now, being able to support her squad a little more, and deal with anything big and scary with her axe like a proper Canoness should. So I totally recognize that Jacobus is the superior tactical choice, but I'm weakening my tactics a little bit for the sake of something that is a little more me. I assume come tournament time, that'll change, but for the time being...
I kinda want to see more simulacrums, but I'm still playing with lists.
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pretre wrote: I kinda want to see more simulacrums, but I'm still playing with lists.
Yeah, more Sims would be nice (would really like if Seraphim could have them, alas alas) but I think if I can make room for them, I'd probably put 2 sims in the 20-girl blobs before the Immo squads.
I was pointing out various units, and came across an interesting issue: If I want to make a Dominion squad that can ride in an Immolator, there's room for a sixth model. That can be a Sister with a Simulacrum (23pts) or a Preacher (25pts).
So what's more valuable, a second crack at your AoF or Fearless?
Amerikon wrote: I was pointing out various units, and came across an interesting issue: If I want to make a Dominion squad that can ride in an Immolator, there's room for a sixth model. That can be a Sister with a Simulacrum (23pts) or a Preacher (25pts).
So what's more valuable, a second crack at your AoF or Fearless?
It seems like an overall improvement, with some rather confusing negatives (Kyrinov is gone for example?).
To me, it's taken out all the uncertain elements, while you only get Faith 1-3 times per unit, per game, when you want it, it's there rather than hoping for enough Faith points.
Things are set values to work around now.
And personally, the units I use as my core (Repentia, Penitent Engines, Min sized BSS squads) just got cheaper, and I never used their Acts of Faith much anyway.
With 5 girl BSS squads, I can now affod to max out my Repentia and PEs at 1500pts, and maybe even mech up a bit.
For my army, it's a pretty big boost.
For the force as a whole, it seems like two to three steps forward, one step back, so we're still better off overall.
Plus I hear tell the bonus content and fluff is pretty amazing.
Indeed - perhaps the only thing thats a blow is that Celestine only gets up once - but its eems to have given us lots of good stuff and I think alot of people are going to scream about how many melta and other special weapons we can field...........they might just wish we had been squatted
I AM A MARINE PLAYER
"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
Ovion wrote: And personally, the units I use as my core (Repentia, Penitent Engines, Min sized BSS squads) just got cheaper, and I never used their Acts of Faith much anyway.
With 5 girl BSS squads, I can now affod to max out my Repentia and PEs at 1500pts, and maybe even mech up a bit.
Don't get too excited... PE's got a fair bit worse. They've gone from D6+1 attacks to just a standard 3 attacks, no longer get bonus attacks for killing stuff, and they've lost the ability to completely ignore Shaken/Stunned (they now lose hull points).
Poor Repentia lost their FNP so the only save they get is their 6+ Shield of Faith.
At first I was excited for the new Similacrums, but I do not see the point for most units outside of larger BSS squads.
Uriah + a couple priests with eviscerators and Litanies in a guard blob is stupid. Just insane if you put Celestine there too for Hit and Run and the rerollable 2+ armor soak.
I seriously need to get some games in, but on paper Sisters look SO good against the current meta. 8 ignores cover scouting meltaguns will sadden a lot of bike players, riptides, and wave serpent spammers. Condemnor boltguns on BSS superiors will ruin the psyker deathstars flying around... and I cannot wait to see someone try and shift a priest-boosted guard blob.
Amerikon wrote: I was pointing out various units, and came across an interesting issue: If I want to make a Dominion squad that can ride in an Immolator, there's room for a sixth model. That can be a Sister with a Simulacrum (23pts) or a Preacher (25pts).
So what's more valuable, a second crack at your AoF or Fearless?
It doesn't say SImulacrum can't be taken by a melta sister does it?
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