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Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

The old 11 Immie spam list worked because Immies back then were fast with Flamers and they had fire points, allowing a player to maximize speed, resilience, and correct attack on target. The current version of Immies are both less flexible and cheaper, opening up different tactics: longer ranged MM and a short squad if anti-infantry would technically rebalance, yet MM and a short squad of MG gals seems to be a better unit as they are focused on Monster/Tank hunting.

We had to take Rhinos back in the day because BSS started at 10 models; now we want to take Rhinos for the top hatch and the protection.

We'll see how the meta shacks out, but I think Immie Spam is back.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Raging Ravener





 Quo wrote:
KelCJ wrote:
However, that isn't to say it can't be improved. The idea of giving them another Psymera is appealing as the range of the Heavy Bolters fits nicely with the Plasma Cannons, giving me a bunker to shoot from.

Careful. If you put Coteaz in the Chimera, he can't prescience the exorcists. If you put the servitors in and leave Coteaz out, they risk Mind Lock.


That is a really good point. Although I suppose I could be content with just the servitors being twin-linked or just use the Chimera as a turret essentially, adding in the additional 6 str 6 shots, while the squad hunkers down in a ruin or some kind of cover.
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

 jeffersonian000 wrote:
The current version of Immies are both less flexible and cheaper, opening up different tactics: longer ranged MM and a short squad if anti-infantry would technically rebalance, yet MM and a short squad of MG gals seems to be a better unit as they are focused on Monster/Tank hunting.
SJ


Even though the current Immolators may be less flexible, I like not having to get right up on my opponent to use the primary weapon. I also like twin flamers as my Specials, as they can offer some crowd control when necessary. True, when the Immolators get wrecked, etc, the Sisters have to walk to bring the flamers to bear (which is why I don't put the extra points into Heavies), but they don't necessarily have to walk into the enemy lines, just get to Objectives. Also, the long range on the MMs means they can usually get one or two shots off before becoming useless, whereas with the old configuration sometimes we got lucky to bring half the weapons to use.

 
   
Made in pl
Fresh-Faced New User




Oi
I want ask you about Lord Creed from IG. His ability Tactical Genius allows to give one unit a scout USR. So what do you think about:
scouting Repent Engines
scouting blob 20sisters
scouting Inqusition Land Raider with Battle Conclave
Have ever tried it?
   
Made in lt
Sister Oh-So Repentia




I don't see how Immolator spam is viable when the most efficient way to deal with multi wound MC, lots of threats, death stars, 2+ saves is the volume of fire.

I agree that 11 TL-MM shots + 10.5 or 7 Exorcist shots are a lot, but it doesn't FEEL enough when played in practice. In addition, carhammer got boring real fast in 5E.
   
Made in us
Regular Dakkanaut





ninjaska wrote:
Oi
I want ask you about Lord Creed from IG. His ability Tactical Genius allows to give one unit a scout USR. So what do you think about:
scouting Repent Engines
scouting blob 20sisters
scouting Inqusition Land Raider with Battle Conclave
Have ever tried it?


Codex =I= can scout one unit with a relic for 15 points. the Inquisitor carrying it can be a battle brother and scout all of those units other than the Penitent engine, which is now crap since with I3 and Rear armor 10 it can be glanced to death before it even gets to swing by a squad of tactical marines.

This message was edited 1 time. Last update was at 2013/11/22 14:44:20


 
   
Made in il
Warplord Titan Princeps of Tzeentch






SCOUT THE WARHOUND

Now a bit more serious.
How about scouting forward a MM team of rets? lets you get even more melta fun in range by turn 1 (and as the technically didn't "move" on turn 1, they did it on turn 0, they can shoot normally)

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

meh_ wrote:
I don't see how Immolator spam is viable when the most efficient way to deal with multi wound MC, lots of threats, death stars, 2+ saves is the volume of fire.
I agree that 11 TL-MM shots + 10.5 or 7 Exorcist shots are a lot, but it doesn't FEEL enough when played in practice. In addition, carhammer got boring real fast in 5E.


Volume of fire is certainly a good way to deal with those threats, but what AP1 and AP2 weaponry does is bypass the armor saves of all those threats and forces them to use their invuls or cover saves. The Immolators also serve as transport to get the girls into template range quickly so they can use their massed flamers to put out that volume of fire.

It's still too early to tell whether Immolator spam is a competitive / viable build or not. I just happen to like tanks and Immolators, Sisters has always been the most fun army for me to play, and I've never gotten bored of putting 10+ tanks on the table.


Automatically Appended Next Post:
 BoomWolf wrote:

How about scouting forward a MM team of rets? lets you get even more melta fun in range by turn 1 (and as the technically didn't "move" on turn 1, they did it on turn 0, they can shoot normally)


Put your ADL 6" forward of your deployment zone then Scout them forward, that's a viable tactic. But if you're spending the points for Scouts, why not use them on something like a Rhino full of girls that can move 12", then moves forward again 1st turn.

This message was edited 1 time. Last update was at 2013/11/22 14:24:35


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






So, I've been up to my old tricks:
Spoiler:
Spoiler:

This message was edited 1 time. Last update was at 2013/11/22 14:33:31


   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

 Ovion wrote:
So, I've been up to my old tricks:
Spoiler:
Spoiler:


Sweet! Nice work with the chainsword and bolter...

I need some of those for my conversions!!

This message was edited 1 time. Last update was at 2013/11/22 14:37:10


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






It's an Eviscerator. xD

The Combi-Bolter is a slightly older piece.

   
Made in gb
Longtime Dakkanaut





dadakkaest wrote:
... Penitent engine, which is now crap since with I3 and Rear armor 10 it can be glanced to death before it even gets to swing by a squad of tactical marines.


Walkers take hits on front Armour in close combat unless they are immobilized. I thought Penitent engines were I4 now?
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

 Ovion wrote:
It's an Eviscerator. xD
The Combi-Bolter is a slightly older piece.


Ah, not having any Repentias I didn't realize that!

Does the combi-bolter allow you to use it for any of the specials? I mean, could it be used as both a combi-flamer or a combi-melta? I usually just "counts-as" my combi-weapons, but one day I'd love to have all my models actually toting their WYSIWYG weapons and gear.

This message was edited 2 times. Last update was at 2013/11/22 15:02:48


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Here's the full set of combi weapons atm
Spoiler:


I'm uploading them to Shapeways at the moment (which will be pricey, but available now), and I'll be working on setting up a 'proper' store with resin casting in the new year.

This message was edited 2 times. Last update was at 2013/11/22 15:12:56


   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

 Ovion wrote:
Here's the full set of combi weapons atm
Spoiler:

I'm uploading them to Shapeways at the moment (which will be pricey, but available now), and I'll be working on setting up a 'proper' store with resin casting in the new year.


Oh man! Those are cool!

I'd seen your post a bit back with the combi-crossbow, didn't know you had other models. Once you get set up I'll be getting quite a few of those from you

 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

For those C:AS players -- davidgr33n and I have been bouncing some ideas off each other on how to maximize the value out the C:I supplement. It may help some of you thinking about their C:AS armies.

A lot of tactical posts drop off the first page after a few hours -- and this way someone going through and reading this thread in a week might find some ideas.
   
Made in us
Sister Vastly Superior



Boston, MA

 labmouse42 wrote:
For those C:AS players -- davidgr33n and I have been bouncing some ideas off each other on how to maximize the value out the C:I supplement. It may help some of you thinking about their C:AS armies.

A lot of tactical posts drop off the first page after a few hours -- and this way someone going through and reading this thread in a week might find some ideas.


Thanks for pointing it out! Will need to take a look.

 
   
Made in gb
Longtime Dakkanaut






St. Albans

Ran this 1850 list today.

Coteaz [Presience, Misfortune]
9 Henchmen [3 Plasma Cannon servitors, 3 crusaders, 3 Warrior Acolytes]

Uriah Jacobus
4 x Priests, 1 with Litanies and Power Maul, 3 naked

3 x 5 girl BSS in TL Multi-Melta Immolators with Flamer and Heavy Flamer [Priest in each]
16 girl BSS squad [Uriah and Litanies Priest]
2 x 5 girl Dominion squads, 4 meltas, Immolators
6 x Repentia in Rhino [for giggles]
2 x Excorcists
Aegis with quad

Got a win against Eldar. Really impressed with performance of blob squad. Soaked up loads of shots then Power Maul Priest took down a Wraithknight. Also seized Relic. They get so many special rules from Uriah and the Priest it's ridiculous, and that was with only one Priest.

Priests in BSS are brilliant, I found fearless to be a game changer, and makes them none too shabby if they get charged either.

Presienced Excorcist with Coteaz each turn, would have worked out really nicely if my to wound rolls had been better.

Repentia chewed through Dire Avengers and Rangers but then we house rule assaults from stationary vehicles.

Found it really tough to take down Wraithknights but apart from that didn't have too many troubles. All the flame against Eldar troops worked great. All in all really happy with the new dex and lots of fun to play. Found I could be a lot more aggressive than previously.

 
   
Made in us
Sister Vastly Superior



Boston, MA

How did your dominions do? Did you end up scouting or outflanking them?

I am curious how they are faring for others.

 
   
Made in gb
Longtime Dakkanaut






St. Albans

I scouted them, one squad couldn't really go anywhere useful as he had infiltrators cutting down my options plus lots of terrain. Other squad got in a first turn round of shooting with ignores cover on Wave Serpent but only took off 2 HPs [Serpent Shields are a wind-up] before getting bladestormed to death next turn. The other squad then tried to take down a Wraithknight but toughness 8 is stupid and they didn't do much before getting charged by it and stomped.

So I think they're really a 1 use unit that need to take out something juicy to make their points back.

Really struggled to take the Wraithknight the whole game - even 4 rounds of shooting with 2 Exorcists [1 presienced] wasn't enough to take one of them down.


 
   
Made in fr
Hallowed Canoness





Maybe a good solution could be to tie them up with some conclave with priest : good luck killing all those 3++ rerollable crusaders !
The problem is that the Wraithknight is fast and the conclave doesn't have any kind of assault vehicle, so it's almost impossible to do…

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https://twitter.com/WarComTeam/status/1268665798467432449/photo/1 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

 tyrannosaurus wrote:

So I think they're really a 1 use unit that need to take out something juicy to make their points back.


Yep. I've debated whether or not to even take meltaguns in my Dominion squads since they attract a lot of attention after Scouting, and they usually don't kill / destroy 100 points' worth of enemy before going down. I've seriously considered 4 flamers instead. Sure they don't get the full potential use of 'Ignores Cover', but they're perceived as less of a threat that first round (and so won't be an auto-target), and they are less points-wise.

 
   
Made in ca
Sister Vastly Superior





What melta dominions are doing in this codex is force your opponent in the center of the table.

Anything within 12 inch of a table edge will die when they come in. One squad means your opponent can spread to either sides and take the risk.. two squads and he's likely to deploy in the center of his table side.

If he deploys center... then your 20 sister squad have it easy and will get to assault all his toys on turn 2 or 3.

They might not make up their points every game, but they will always play with the other person's head and for that alone they are worth it.


Edit:

Furthermore you want the other player to be shooting at your dominions. While he's focusing on killing the girls and their rides, he's ignoring your scoring troops. Given that you can have 3 flamers in a normal sister squads that will reroll 1s to wound with their act of faith... you want him ignoring these in favor of taking down your doms.. gives you time to get the BSS in position.

This message was edited 1 time. Last update was at 2013/11/24 07:29:37


18 / 3 / 6 since 6th ed. 
   
Made in us
Hooded Inquisitorial Interrogator





Had my first tourney with the new books this past weekend. Little one at the local shop, here's the summery

My list was briefly:

Uriah
Coteaz (Codex: I)
Ordo Heretics with psyocculm, 3 skulls (Codex: I)

3 BSS squads in MM immolators
1 henchmen squad with plasma cannons, a couple psykers, a DCA and a crusader
1 henchmen squad in a chimera with a psyker, bolter and 3 plasma guns

3 dominion with as many melta as I had in my collection, so 3+ combi, 3+ combi, 2+ combi. All riding in MM immos

3 exorcists

My main goal was to make the first turn or 2 as bloody as possible and force the game to be over quick. I can't stand not being able to complete a tourney game and being called on 'time'.

Game 1: 2 Riptide Tau

Spoiler:

His list was something like this:

Special character that deepstrikes, makes a bodyguard unit larger and doesn't scatter on deepstrike
A body guard of 4 or 5 suits with all sorts of nasty weapons
2 more deepstriking body guard suit units with all sorts of nasty weapons

2 large units of firewarriors
2 units of marker drones
1 unit of some type of suit... not body guards, but looked like they had all sorts of nasty weapons on them
2 riptides


So I would get more specific about what he had, but frankly some of it didn't matter and everyone who is reading this knows that all xenos look the same so who cares what they were.

He put his ADL in the center of the field. I was ok with that.

I ended up setting up first and parked the plasma + inquistor and the dominion on the line off of the center of the board because there was some crazy building with a bridge in the center. Oh, before I forget. The mission was the relic but I as I was testing killyness I didn't much care about that either

He set up his force behind the ADL with the non-bodyguard suits in the center of the field.

Coteaz rolled perfect timeing and presence (which is what I got every round of this tourney... I'm ok with aggressive but a 4++ is sometimes nice... ah well)

He failed to steal initiative so first turn sisters!

I scouted everything forward, then moved them forward jumping all the dominion squads out. There was one unit that I couldn't get in range of the suits, but everything had a target. Shooting saw the suit squad vaporized by melta and an exorcist, one fire warrior squad was decimated by plasma cannons from coteaz's squad, one riptide took 2 wounds (nothing better to shoot at with the one dom squad), and the plasma in the chimera (and the chimera) ripped through the other firewarrior squad killing something like 7 of them through awful armor/cover rolls. Also ended up using an exorcist to shoot up a marker drone squad. He rolled for panic and both fire warrior squads and the marker drones ran for it. Only 1 fire warrior squad was left on the field after the running.

His turn took out a single immolator and a couple dominion sisters.

Turn 2 I targeted the fire warriors first, then the riptides. The fire warriors went down to a space-fish and the Riptides couldn't take the massed melta/exorcist fire. I was rolling pretty well for the random shots on it, averaged 4.5 through the game. The amount of S8 AP1 sisters get is amazing. also, S8 AP1 eats Riptides and makes a VERY hard choice for the tau players of either being agressive with them and taking more wounds without the 3++, or being defensive (which means I win).

He droped his drop troops down near Coteaz, but out of his expecting you range. He opened up with his crazy weapons and took out 2 immolators dropping the BSS squads with heavy flamers near his suits. He also 'stunned' an exorcist on the far right of the field and killed a psyker, the crusader and the DCA from Coteaz's unit.

In my turn the only thing on his side of the field was the last unit of marker drones, so the dominion melta'ed them do artificer hell. Frankly I didn't have anything better to do with them. The exorcists, what was left of Coteaz's unit and every flamer I could bring to bear opened fire on the command unit. Did you know that Tau are generally T4 when they are in suits? Turns out tau armor isn't so good against S8 AP1... He conceded after his commander died to massed firepower

After the game he bought a 3rd riptide... not sure if that would have helped him in this game, but I did sorta feel sorry for him. He didn't do anything wrong, but it was a terrible matchup for him.


Turn 2 against a mostly foot-dar
Spoiler:

So this was an interesting game. The player was the guy that typically runs the tourneys and I know that he is good from reputation and also from watching him play other people. Gotta say I was looking forward to playing this game.

His list:

2 farseers, lvl 3 psykers with stuff on them that I probably should care about more than I do.
Each of the farseers were in blobs of 20 guardians, both squads had 2xbrightlances and waveserpents hovering nearby.
3 warwalkers with brightlances and scatter lasers (I think)
a big unit of warp spiders
2 units of 3 bikes in reserve
1 wraithknight without a shield, and likely all sorts of weapons. He told me, but I don't remember what they were.

Now his trick with the guardians was to get a re-rollable 4++ through his heretical witchcraft psykers, but the emperor twarted his general because one of the psykers did not get the 4++ from divination.

He got to set up first and it was on the long table. This part was key in this game

He decided to set up his force hugging the back of the table. the warp spiders were the closest to the line, but out of line of sight to anything.

I decided that I could out-range him with my exorcists. He had the 2 serpent shields to my 3 exorcists... works for me. I outflanked everything I could and lined up on my back line and behind as much cover as possible.

oh, mission was 3 strategic points... but again the lists were so killy that didn't matter much.

I tried to steal init, but failed. Coteaz wasn't eating his Wheaties that morning i guess (or he was, which made him late)

His first turn he moved his warp spiders up the one side of the field and his wraith knight a bit foward. His warwalkers also shifted up a bit towards the line, but most everything was far out of range. His shooting from his serpents took 2 HP from my one exorcist. (yikes, that was close)

My turn 1
I pushed my force a bit forward, but not all that much. I just wanted to make sure the exorcists were in range.
Launched as many exorcist rockets at the warwalkers as was available and only managed to immobilize one. Rats, lucky for me the other exorcist had a blessed SINGLE missle that managed to fire, hit, pen and blow a wave serpent back to whatever warp the eldar come from.

So far, so good. That was first blood.

Coteaz and his troop were in range of the warp spiders, but they were pretty spread out. Killed a bunch of them anyway, he was down to maybe 5 or 6? hard to remember exactly.

His turn 2
He really wanted revenge for the wave serpent... so he wrecked the exorcist that had 2 HP removed the last round, and ripped the MM off of an immolator. Not much else really happend because he was still out of range of most everything and his bikes didn't show up yet.

My turn 2
Everything that had outflanked came in.

I clustered 2 of the dominion squads near his wraithknight, while the lone dominion on the other side of the field was very near the war walkers. A shooting round later saw the wraithknight and the warwalkers as scrap. Took a big chunk out of his warlord's guardian squad as well, but failed to wound the farseer.
Also, bailed a BSS squad near the warp spiders and combined firepowered them to dust.

His turn 3
His bikes came on the field and tore up the far side's dominion squad. one single melta sister was left along with her immolator. He also shreaded the chimera and everything inside of it. That squad barely hit the field before they were plastered.

My turn 3
Started off by tank shocking the bikes. I find that this is almost always a good idea because you get to run a tank over infantry! Anyway, one of the bike squads failed the leadership test and ran off the field. He conceded at this point because he couldn't take the objectives without the mobility of the bikes.

In the end I was going to control 2 of the objectives and likely be able to contest the 3rd... idk about that last part, but it may have happened with all the dom squads on that side of the field. Still had an awful lot of firepower on both sides, but I was defiantly trading figs to my benefit.

We talked quite a bit after the game and He said that he basically lost in the settup. He should have placed his blobs on the line and challenged the center of the field. I'm not sure if this would have worked for him, but i think he's at least partially right. Again, the long range trades favored me and my outflankers were going to hit HARD. I'd be tempted to scout if he had done that, but I didn't have the flamers to effectively immolate large squads. If he had gotten all of the psyker powers he wanted it would have helped him a lot. 4++ rerollable 20 guardian squads make for a very nice bodyguard and i don't think I had an answer to that outside of massed, focused firepower.



Round 3. The return of the foot eldar... with a slightly different twist

Spoiler:

So round 3 and I find myself playing against another very good player. He brought a foot-dar list that when I saw it I was a bit worried. I wasn't really set up for anti-hord so it was going to be a challenge if things started going against me. Anyway, here's what I remember of his list:

2 farseers, His general was aggressively built with stuff to be aggressive (not sure what, we'll get to that). The other one was defensively built and included something that caused his unit to be fearless. the defensive one got the 4++ divination power, invisibility and the Fear power.

2 units of 8 warp spiders

2 blobs of 20 guardians with 2 starcannons each

a unit of 3 vibro-cannons

10 or so death reapers

1 unit of rangers

So I got the roll to set up first.

He put his ADL in the center of the field. Its nice to know what the enemy is doing before the game starts.

Anyway, I put my scouts on the front line ready to charge across the field and melt whatever they are able to. I figured he would put nasty stuff behind the ADL or in the building next to it. They were kinda obvious places to put stuff... not that I really had the tools to deal with blobs... but whatever. I scattered everything else around and put the servitor skulls towards the center of the field. Didn't want him to infiltrate and mess up my scouting.

He set up his blobs behind the ADL with the 2 farseers in the same squad. the ruined building next to the ADL was filled with his heavies and warp spiders.

Scouted everything up the field

Turn 1.

Took my scouts up to the ADL and everything that was able to opened fire on the unit that had his characters in it. Managed to kill the 'agressive' farseer and reduced the unit down to 4 guardians. The bright side to this was I got first blood and removed a very nasty figure from the field. The down side was that it left the rest of his army untouched. It worried me, but I needed to start somewhere. I flat-outed the BSS squads figuring that the cover wasn't going to go anywhere any time soon.

His turn 1 was pretty much what I expected. He smashed up some vehicles and killed a bunch of domion sisters. One dominion ran from the fear spell, one was reduced to 1 melta sister and the 3rd had 2 sisters killed. Night fighting helped me out this round because my scouts had headlights, but he didn't have that advantage across his army. He also butchered the plasma squad and blew up the chimera. Left the inquisitor cowering in a crater... i'll have to speak with her after the battle.

Turn 2.
So he took his remaining farseer into his 2nd guardian unit so that was my next target. The 'invisibility' spell on them was going to be a problem though. Lucky for me, my BSS were coming into range and they had my flamers and heavy flamers. That said, they wern't ideally spaced. He had spread them out to avoid the flamers and the plasma cannons. Lucky for me, I had immolators (use what you have available, not what you wish you had). So tank shock time! took the 2 immolators and tank shocked both ends of his units with hopes of clustering the entire unit of guardians between the 2 tanks. Unfortunatly, the one on the far side got hung up on the ADL... ah well, best laid plans...

Still, jumped the sisters squads out and torched lots of guardians. The plasma cannons went after the dark reapers and killed all but 2. He left a unit of warp spiders in the open so I torched them with the de-meched BSS squad nearby, and also some exorcist shots. Also managed to remove the remaining guardians from round 1's shooting phase.

His turn 2
His 2 bike units showed up and unloaded on my troops. 1 went against the remaining melta dominion sister from one squad, the other went against a BSS squad. Both charged but the one against the BSS had a very bad overwatch round and lost 2 of them to fire. The remaining warp spider squad shot and charged the BSS that removed their warp spider buddies and lost a couple to overwatch as well (causing them to fail their charge)

At this point he decided that he had enough. I do not believe that his situation was dire at this point, but he was physically exhausted and I had field position on him. The mission was 'big guns never tire' and it would have been interesting if I could keep my exorcists alive to secure the objectives. My guess is Coteaz's squad would have started to eat through the vibro cannons securing his objective next turn and I was still convinced I could clear up the rest of his troops so long as the combat didn't go tragically wrong. The Dominion girl was going to die, but at least that means I could shoot his bikes.


All and all it was a fun day. Won the tourney, but more importantly had 3 decent games that gave me the chance to test out the new books. I clearly need to complete my melta collection and I still think that having a couple immolators with heavy flamers could be very useful. I'm trying to decide if I go with the heavy flamer it'll be on the scouts. The 6" mobility is terrible, but at least with scouting or outflanking I have a better chance to torch once. ADL's are fast becoming my favorite enemy purchase.

This message was edited 1 time. Last update was at 2013/11/25 22:54:40


 
   
Made in us
Regular Dakkanaut




USA

As the opponent in question, that's a pretty fair assessment of the second game.

The main reason I said I pretty much lost the game in deployment was the fact that every weapon I had except the serpent shield on the wave serpents ended up out of range in turn 1. So that cost me the ability to shoot with a total of 7 bright lances and 5 scatter lasers (including the ones in the serpent).

This message was edited 1 time. Last update was at 2013/11/25 23:21:33


 
   
Made in us
Badass "Sister Sin"






Camas, WA

Great reports!

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

I played a game Saturday, Orks/Sisters vs GK/Nids. Yes. That happened.

Jacobus, 3 priests, and 17 sisters. 9 were killed top of turn 1.
Bottom of turn 1. They kill a DreadKnight in assault.
Bottom of turn 2. They charge Crowe and a Trygon.
Bottom of 3, Jacco and crew are dead, but the Trygon was at 1 wound, and Crowe was at 1 wound.

Granted, that was a really odd combination to fight, but i was pleased with the results.

Also, what firing arc do you guys generally use with your exorcists? 360? 180? 45?
As far as i know, it was FAQd in 3ed to 360, and hasn't been denoted since.


 
   
Made in us
Badass "Sister Sin"






Camas, WA

I generally do turret arc.

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Made in us
Preacher of the Emperor





St. Louis, Missouri USA

I guess that would make the most sense, Since a lot of people use the whirlwind rockets.

 
   
Made in us
Badass "Sister Sin"






Camas, WA

God I love my table war case. I can fit my whole 1750 with Bastion in it.


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
 
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