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I use a Shadowforge farm girl with a shotgun to stand in for Jacobus (She's "Saint Jackie").
Other than that, my priests are converted from Dark Eldar. Kind of. They're not really finished.
Actually, I'll work on them now!
(another question: People talk about using the dakkabanner inside a transport. Can we do the same with the Sacred Standard of the Orders Militant? Hide it in a Repressor or an Immolator and measure from the tank's hull for its radius).
"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.
I'm using Mordheim Sisters of Sigmar. Had a bunch from back when Mordheim first came out, but then again, I'm still using Necromunda Spyars for Inquisitors.
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
Mordheim SoS, Escher from Necromunda work well for female.
Necromunda Redemptionists, Warrior Priests from WHFB, Mordheim priests, Flagellants, etc all work for male.
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Just played my first battle with the codex, in à 400 and something battle vs chaos.
We played with 1 hq and troop compulsory. I ended up with à ten member SBS with 2 priests and St. Celistine with seraphims.
THE opponent had 2 squads of cultists, onze unit of chosen with à lord. And to top it of, she had a hellbrute.
Turn 1 we Both moved up.
Turn 2 Celistine and Co. Jump next to cultists and burn them all. Bss lose a gril to a Shotgun from a cultist champion. He gets to rol a boon and gets some extra close combat killyness. Celistine charges The lord in the cultist unit, and flubs in challenge.
Turn 3 celistine and Co. Get jumped by the chosen, only celistine and one flamergirl lives to tell the tale. Lord dies in combat.
My SBS kill the seconde cultist unit. Celistine and her girl hit and run.
Turn 4 flamers kill all but two chosen, they are dismissed in The following charge.
The rest of The game is us running away from The brute. Wich kills Some with fire.
Conclusion: celistine and Co. Are awesome. And i need to remember to use my AoF beause i forgot them all.
I'm liking this army so far. And can't wait for round two.
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In the future, remember your Battle Sisters all have krak grenades, so if you can get someone behind the Hellbrute, you have a small chance of killing it.
"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.
BlackTalos wrote: In light of my upcoming tournament, and my first time (if i don't get a test game) using Jacobus+Priest+Canoness(Eviserator) in a Blob of 20 Sisters, how do players having used them before go about it?
Do you sit them snugly on a objective back/midfield?
or do they unrelentingly push forward mid-field?
I'd move them up as well. The only other thing I do is to advance near difficult terrain. If you can't get the charge, at least let the opponent charge you with Init 1. But if he has frag grenades, I guess don't bother.
DS:70+S+G+M-B--IPw40k94-D+++A++/wWD380R+T(D)DM+
Avatar scene by artist Nicholas Kay. Give credit where it's due!
Yeah makes sense... I just had the feeling that the blob walking up like that would be a huge fire magnet and not much would be left turn 2-3.
I guess that as long as Exos and other MSU drive around wreaking havoc it draws most of the attention away?
DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass.
Bolters aren't that scary, so... heh. Nobody respects them like they deserve!
"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.
My experience so for is that my opponents priorities the other units which are further ahead like seraphim and dominions. So the slower foot slogging blobs are usually spared. They do get the occasional whirlwind but 3+ save is pretty resilient. And it takes quite a bit of firepower to make a blob combat ineffective.
DS:70+S+G+M-B--IPw40k94-D+++A++/wWD380R+T(D)DM+
Avatar scene by artist Nicholas Kay. Give credit where it's due!
Yeah, i'm often surprised when players "run because only bolters are in range"... Whenever my holy bolter is within 24" of anything it gets to shout, and sometimes it's quite surprising how effective they actually are. Never played a blob but i'm sure 20+ shots is going to hurt anything not AV11+ or T8+ :p
DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass.
Farseer Anath'lan wrote: Not tactics per se, but what models are people using for their priests, specifically female ones? I have some priest models, but am thinking about trying to make my force entirely female. Any help? Thanks.
I've long planed my force as entirely female. I recently finished the ultimate evolution of my female crusader project (to be found here) and I've been looking for compelling designs for female priests, so, yeah, also eager to hear what people are doing on that front.
BlackTalos wrote: Yeah, i'm often surprised when players "run because only bolters are in range"... Whenever my holy bolter is within 24" of anything it gets to shout, and sometimes it's quite surprising how effective they actually are. Never played a blob but i'm sure 20+ shots is going to hurt anything not AV11+ or T8+ :p
And since you have Jacobus inside, you can afford to be charged. So the opposing unit will have to take 20 bolter shots, take about 40 overwatch and then contend with almost 50 attacks. If the opposing unit doesnt have Frag grenades and you are in terrain, that's even better. I've taken down a Bloodcrusher unit charging the blob (about 7-8 IIRC) and left one Bloodcrusher to strike back. Unfortunately, he rolled snake eyes for his break test.....
DS:70+S+G+M-B--IPw40k94-D+++A++/wWD380R+T(D)DM+
Avatar scene by artist Nicholas Kay. Give credit where it's due!
milkboy wrote: My experience so for is that my opponents priorities the other units which are further ahead like seraphim and dominions. So the slower foot slogging blobs are usually spared. They do get the occasional whirlwind but 3+ save is pretty resilient. And it takes quite a bit of firepower to make a blob combat ineffective.
Multiple targets. As said, the Dominions are in their face, the exorcists are raining death on them, etc. You can ignore them and focus on the blob but then the rest of your army is loving it.
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WS3/4vs WS5 (of the crushers), hit half of those 50, so 25
Then S3 vs T4, wound bout a third, so bout 8 and a bit.
He fails 2/3rds of his saves, so bout 5 1/3
That's 2 dead crushers (3 wounds each)
My experience with the blob is (and it could be my meta) is that the sisters and Uriah do very little in close combat and I rely on a few heavy hitters (priests, Coteaz, etc..) to do the heavy lifting.
They are also slow and easily avoided (terrain plays havoc since I usually have to spread out to avoid being barraged to death).
They are very fun if you can get Coteaz with Precognition. Re-rollable 2+ with 20 sisters to serve as extra wounds is harder to kill!
Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog)
You forgot about reroll hits and reroll wounds, plus all the jacobus and priest attacks. (Assuming he runs it the way I run it, Jacobus and 3-4 priests one with litanies, 2 with mauls). It chews through stuff pretty easy.
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Shandara wrote: True, but even if he kills twice as many.. 4-5 crushers left will chew him out just as quick, given they're built to kill 3+ save infantry.
Jacobus gives you a 5++ with reroll from Hymns. And each crusher loss is a lot bigger than a sister loss. Those crushers are toast.
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He was striking at Init 1 because he charged through difficult terrain. Else I probably wouldnt have killed so many. I has Jacobus and two other priests. So got three hymns running.
But it was moot because the Daemon snake eyes for morale test brought everyone back.
Automatically Appended Next Post: From this experience, although anecdotal as best, have gotten me quite taken with a sisters blob.
This message was edited 1 time. Last update was at 2014/07/14 14:24:35
DS:70+S+G+M-B--IPw40k94-D+++A++/wWD380R+T(D)DM+
Avatar scene by artist Nicholas Kay. Give credit where it's due!
Yeah, they do good work. I've only had them eliminated before doing anything once and that was my fault (didn't move them forward). They still bought time for the army though.
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The Sisters only stand a chance if the crushers have to go through terrain and even then if they have enough crushers they'll deplete your blob most of the way.
Spoiler:
20 sisters, jacobus, 3 priests with mauls, 475 pts
24 attacks at S3 WS3/4, 18 hits after re-rolls
9 attacks at S5 WS3, 6 3/4 hits after re-rolls
18 hits at S3 vs T4, 10 wounds after re-rolls
6 3/4 hits at S5 vs T4, 6 wounds after re-rolls
so 16 wounds total, ~10 failed saves, 3 dead crushers
6 left (given 9 crushers at 405 pts)
24 attacks at WS5, 16 hits
S5 vs T3, 13 1/3 wounds
6 dead sisters after re-rolls
Next turn they hit on I4 and kill another 4 or so before you strike (well apart from together with Uriah)
Now you have 10 sisters, 3 priests, Jacobus and no re-roll to hit
Turn 4 they probably are gone and you've lost most of your normal Sisters
So yes, they'll win if:
* you are all in terrain
* you are all bunched up they can all strike right from turn 1
* he doesn't have skull cannons to take away your cover
* he doesn't challenge (he should always have a herald or a at least a unit sergeant) to take out some of the priests after the sergeant in turn 1
* he doesn't have the Grimoire on it.
* you kill a few beforehand
This message was edited 1 time. Last update was at 2014/07/14 14:46:17
Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog)
Sisters have counter-attack. Double the number of attacks in the first round. You also didn't include overwatch.
Automatically Appended Next Post: Also, 20 sisters is: 19 Normal Sisters (1 att + 1 Counter Chrg) - 38 1 Sup (1 att, 1 extra wp, +1 ct chg) - 4 Jacobus (3 att, extra wp, +1 ct chg) - 5 Priests (2 att, extra wp, +1 ct chg) - 4 each
So... 42 Sisters attacks 5 Jacobus 12 Priest Power Maul
This message was edited 4 times. Last update was at 2014/07/14 14:52:07
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20 sisters, jacobus, 3 priests with mauls, 475 pts
47 attacks at S3 WS3/4, 35.25 hits after re-rolls
12 attacks at S5 WS3, 9 hits after re-rolls
35.25 hits at S3 vs T4, 19.58 wounds after re-rolls
9 hits at S5 vs T4, 8 wounds after re-rolls
so 27.58 wounds total,
Automatically Appended Next Post:
deFl0 wrote: The basic premise is that you swap the SOB squads into the drop pods and the raven guard go in the immolators to give them scout.
Sorry to be the bearer of bad news, but you can't start in a BB's DT. So no drop pods. You can start outside the immos and jump in first turn but that doesn't give you scout.
This message was edited 1 time. Last update was at 2014/07/14 14:57:25
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Sorry to be the bearer of bad news, but you can't start in a BB's DT. So no drop pods. You can start outside the immos and jump in first turn but that doesn't give you scout.
Where do you see this in the 7th edition rules? You have a page # or quote? I may have totally missed it, but I gave it a pretty good look last night.
"The only limitation of a Dedicated Transport is that when it is deployed, it can
only carry the unit it was selected with (plus any Independent Characters that
have joined it). After the game begins, it can then transport any friendly
Infantry unit, subject to Transport Capacity and other special exclusions, as
explained in the vehicle’s entry."
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