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Rynner wrote: Whats stopping you from taking 3x Strike fighters?
Unless I missed it you can take 3.
You can indeed, but it's a question of alternatives. If you list 3 Avengers, what long range firepower do you have on Turn 1? Turn 2?
Double-CAD might really work though
Celtic Strike wrote: So I posted a report on the Sisters of battle over on the 'Rate my codex' thread. I did a review of the codex back at the beginning of 6th so it's based on that. Still, I thought I post it here to see if you guys agree with my assessment
How i would change it:
HQ: Saint Celestine: Must take (A) Jacobus: Must take (B) Cannoness: Situational Command squad: Situational Priest: Must take Battle conclave: Situational
TROOPS: Battle Sister Squads: Situational
ELITES: Celestines: Useless Repentia: Situational
FAST ATTACK: Seraphim: Situational Dominons: Must take
HEAVY SUPPORT: Exorcist:Must take Penitent Engine: Useless Retributor Squad: Situational
SQUAD UPGRADES: Simulacrum Imperialis: Situational Vehicle Laud hailer: Situational Litanies of Faith: Must take
Could go into details as required, but for a quick explanation: -Jacobus is basically a must if you don't take celestine (so the A or B). My celestine has not played in many a game now - Exorcists are a must, we have no other long range firepower, unless... - You take a Bastion with Command Squad (5 Heavy Bolters) and/or Retributor Squad with Canoness mounting the Quad gun / Icarus Las. This combo IS powerful - Immos are must take for dominions, but not for BSS where firing out of a Rhino can be much better (therefore situational). -BSS are a tax, so must take, but situational in terms of army list (you may just go for the min 2)
This message was edited 4 times. Last update was at 2015/02/23 11:14:43
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.
so here is the sisters list I'll be testing out for the killadelphia open...
Uriah (warlord) 100
2 priests (1 litanies) (2 powermaul) 95
St Celestine 135
20 sisters with bolters 240
6 sisters 72
5 seraphim with 2 with 2 melta pistols 135
5 seraphim with 2 with 2 melta pistols 135
Exorcist 125
Exorcist 125
Exorcist 125
firestorm redoubt with magos machine spirit, extra lascannon 265
xenos inq (level 1) liberous herisus, 3 servo skulls, Power armor 82
coteaz 100
3 jokero and a pysker 115
The inquisition allies add psyker defense (dice to roll!!!) and let my jacobus blob scout....
The prime thing people tend to do vs an exorcist heavy list is to reserve... so coteaz's "i've been expecting you" and the redoubt + extra icarus on intercept mode should help some. Why an extra icarus vs the quad gun? Since the extra icarus must be wholley within 6 inches of the redoubt the range matched....
Why seraphim vs dominions.... this was a tough choice.... While scouting dominions have served me well in the past... so many people go for null deployment or play around them that i found its better to go with a deep striking surgical strike... that said... gotta go ballsy with the deep strikes for them to do work.
redoubt... is for the damned flyrants that rip us appart... sisters used to be the best anti big bug army... but now we gotta bring things to shoot them down....
On the psyker side... divination rocks at twin linking exorcists and jokero units... scryers gaze for better chance of good objectives in mysterious objectives... or if facing demons... you gotta take a chance and roll on santic for spells to deal with the deamons.
Company Command Squad: Captain + 4 veterans, master of ordnance, lascannon (100 points)
Veteran Squad: Sergeant + 9 veterans, 3x plasma rifle, Chimera APC with heavy flamer (170 points)
Vendetta (170 points)
Wyvern Battery with 2x Wyverns (130 points)
Total Points: 1850
My opponents this weekend included an Adamantium Lance with AM allies, AV13 spam Necrons using the old book, 2x Eldar armies with Lynxes, Tyrants with 7x FMCs, and a green tide orc army. I'll post their lists and summaries as the week goes on.
My initial unit grades:
Celestine: B+. She's great in some matchups and not so hot in others. Her ability to bully opposing troop units with S5 or less is irreplaceable in the Codex, however, and so I don't see her going anywhere. She also comically failed her act of faith one game while in range of a laud hailer.
BSS squads: C+. OBSEC is great but not much else for damage potential. Going down to 5 girls made them much less resilient than before when they were at 10 but I badly needed the extra firepower from a third dominion squad.
Dominion squads: A. These girls are gold. The squad in the Vendetta was exceptionally useful. The ability to drop 5 ignore cover melta gun shots anywhere on the table in the mid stages of the game is amazing.
Exorcists: B. The random shots hurt sometimes, but mostly opposing vehicles were in cover or on a skyshield landing pad which made it hard for a pen to sneak through. The 48" range is irreplaceable in the army though and it allowed for a lot of tactical options during the game, especially deployment. Also really helped when dealing with VSG armies.
CCS: C-. Master of Ordnance is so random, he barely hits but when he does it hurts like a ton of bricks. I find myself needing the threat of a large blast AP3 barrage though. I'm going to tweak this squad and see what I can do.
Veterans: C+. Same as battle sisters. The higher damage output from plasma is negated by the 5+ armor.
Vendetta: B/B+. The lascannons are actually really good on him and the ability to spot dominions in the mid-game was money. Having only one flyer hurts, but at 170 points I'm not sure what I'd be willing to drop to get a second one.
Wyverns: A+. Twin-linked, barrage 8, ignore cover, shred. Need I say more? Nasty the entire tournament against virtually every opponent. Also provides ranged anti-infantry the Sisters codex sorely lacks.
Celtic Strike wrote: Exos really only work in the way Vindicators do; bullet magnets because they could do something 'in theory.' It's a weapon of fear, not a weapon of war.
Umm, no. Exorcists are a solid AV13 platform that does good work against a variety of targets.
Automatically Appended Next Post:
PanzerLeader wrote: So here is the list I toke to the LVO. I'll probably be taking something extremely similar to the Killadelphia Open in May.
Spoiler:
Order of Our Lady of Aquitaine (Adepta Sororitas Combined Arms Detachment)
Saint Celestine (135 points)
Battle Sister Squad: Sister Superior [WARLORD] + 4 sisters, flamer, heavy flamer, Rhino APC (115 points)
Battle Sister Squad: Sister Superior + 4 sisters, flamer, heavy flamer, Rhino APC (115 points)
Dominion Squad: Veteran Sister Superior + 4 sisters, 4x meltagun, combi-melta, melta bombs, Immolator APC with twin-linked multi-melta, dozer blades and laud hailers (205 points)
Dominion Squad: Veteran Sister Superior + 4 sisters, 4x meltagun, combi-melta, melta bombs, Immolator APC with twin-linked multi-melta, dozer blades and laud hailers (205 points)
Dominion Squad: Veteran Sister Superior + 4 sisters, 4x meltagun, combi-melta, melta bombs (130 points)
Company Command Squad: Captain + 4 veterans, master of ordnance, lascannon (100 points)
Veteran Squad: Sergeant + 9 veterans, 3x plasma rifle, Chimera APC with heavy flamer (170 points)
Vendetta (170 points)
Wyvern Battery with 2x Wyverns (130 points)
Total Points: 1850
My opponents this weekend included an Adamantium Lance with AM allies, AV13 spam Necrons using the old book, 2x Eldar armies with Lynxes, Tyrants with 7x FMCs, and a green tide orc army. I'll post their lists and summaries as the week goes on.
My initial unit grades:
Celestine: B+. She's great in some matchups and not so hot in others. Her ability to bully opposing troop units with S5 or less is irreplaceable in the Codex, however, and so I don't see her going anywhere. She also comically failed her act of faith one game while in range of a laud hailer.
BSS squads: C+. OBSEC is great but not much else for damage potential. Going down to 5 girls made them much less resilient than before when they were at 10 but I badly needed the extra firepower from a third dominion squad.
Dominion squads: A. These girls are gold. The squad in the Vendetta was exceptionally useful. The ability to drop 5 ignore cover melta gun shots anywhere on the table in the mid stages of the game is amazing.
Exorcists: B. The random shots hurt sometimes, but mostly opposing vehicles were in cover or on a skyshield landing pad which made it hard for a pen to sneak through. The 48" range is irreplaceable in the army though and it allowed for a lot of tactical options during the game, especially deployment. Also really helped when dealing with VSG armies.
CCS: C-. Master of Ordnance is so random, he barely hits but when he does it hurts like a ton of bricks. I find myself needing the threat of a large blast AP3 barrage though. I'm going to tweak this squad and see what I can do.
Veterans: C+. Same as battle sisters. The higher damage output from plasma is negated by the 5+ armor.
Vendetta: B/B+. The lascannons are actually really good on him and the ability to spot dominions in the mid-game was money. Having only one flyer hurts, but at 170 points I'm not sure what I'd be willing to drop to get a second one.
Wyverns: A+. Twin-linked, barrage 8, ignore cover, shred. Need I say more? Nasty the entire tournament against virtually every opponent. Also provides ranged anti-infantry the Sisters codex sorely lacks.
Great job! Thoughts on getting those rhinos to be Repressors? Seems like I'd rather have a cheap CCS in the Vendetta and the Doms on the ground. Having to drop the Vendetta out of flight is bad.
This message was edited 1 time. Last update was at 2015/02/23 16:13:55
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Company Command Squad: Captain + 4 veterans, master of ordnance, lascannon (100 points)
Veteran Squad: Sergeant + 9 veterans, 3x plasma rifle, Chimera APC with heavy flamer (170 points)
Vendetta (170 points)
Wyvern Battery with 2x Wyverns (130 points)
Total Points: 1850
My opponents this weekend included an Adamantium Lance with AM allies, AV13 spam Necrons using the old book, 2x Eldar armies with Lynxes, Tyrants with 7x FMCs, and a green tide orc army. I'll post their lists and summaries as the week goes on.
My initial unit grades:
Celestine: B+. She's great in some matchups and not so hot in others. Her ability to bully opposing troop units with S5 or less is irreplaceable in the Codex, however, and so I don't see her going anywhere. She also comically failed her act of faith one game while in range of a laud hailer.
BSS squads: C+. OBSEC is great but not much else for damage potential. Going down to 5 girls made them much less resilient than before when they were at 10 but I badly needed the extra firepower from a third dominion squad.
Dominion squads: A. These girls are gold. The squad in the Vendetta was exceptionally useful. The ability to drop 5 ignore cover melta gun shots anywhere on the table in the mid stages of the game is amazing.
Exorcists: B. The random shots hurt sometimes, but mostly opposing vehicles were in cover or on a skyshield landing pad which made it hard for a pen to sneak through. The 48" range is irreplaceable in the army though and it allowed for a lot of tactical options during the game, especially deployment. Also really helped when dealing with VSG armies.
CCS: C-. Master of Ordnance is so random, he barely hits but when he does it hurts like a ton of bricks. I find myself needing the threat of a large blast AP3 barrage though. I'm going to tweak this squad and see what I can do.
Veterans: C+. Same as battle sisters. The higher damage output from plasma is negated by the 5+ armor.
Vendetta: B/B+. The lascannons are actually really good on him and the ability to spot dominions in the mid-game was money. Having only one flyer hurts, but at 170 points I'm not sure what I'd be willing to drop to get a second one.
Wyverns: A+. Twin-linked, barrage 8, ignore cover, shred. Need I say more? Nasty the entire tournament against virtually every opponent. Also provides ranged anti-infantry the Sisters codex sorely lacks.
Thanks for the update Panzer, and I'm especially looking forward to the batrep/summaries. Briefly, was the vendetta really enough AA to handle the various FMCs you faced? If I recall correctly your one loss was to eldar, rather than flyrant spam... so any tips for dealing with lists running 3-4-5 flyrants?
Rynner wrote: Whats stopping you from taking 3x Strike fighters?
Unless I missed it you can take 3.
You can indeed, but it's a question of alternatives. If you list 3 Avengers, what long range firepower do you have on Turn 1? Turn 2?
Double-CAD might really work though
Celtic Strike wrote: So I posted a report on the Sisters of battle over on the 'Rate my codex' thread. I did a review of the codex back at the beginning of 6th so it's based on that. Still, I thought I post it here to see if you guys agree with my assessment
The 20 woman blob is great for tarpitting and slowly wearing down anything.
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It's too bad almost no major tournament lets you play double cad. I would run 6x squads of doms if I could.
That would be a go big or go home army if any is. Get first turn? You win. lol
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Celtic Strike wrote: Exos really only work in the way Vindicators do; bullet magnets because they could do something 'in theory.' It's a weapon of fear, not a weapon of war.
Umm, no. Exorcists are a solid AV13 platform that does good work against a variety of targets.
I think if you are to reference my battle reports you will see that my Exorcists haven't killed anything since episode 2
"Suffering is Faith, Faith is Strength.
Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen
I'm not a fan of video BRs so haven't watched them. I guess it's a different strokes for different folks kind of thing. My Exorcists do solid work all the time.
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As far as playing it... I've done it a bunch. With the rerolls it does some serious work.... but with celestine there is NO need to take things down slowly. Hit and run out then come back and assault again
This message was edited 1 time. Last update was at 2015/02/23 20:45:03
pretre wrote: Great job! Thoughts on getting those rhinos to be Repressors? Seems like I'd rather have a cheap CCS in the Vendetta and the Doms on the ground. Having to drop the Vendetta out of flight is bad.
I think the way I usually play the BSS squads the Rhinos are ok for them. I generally start them in reserve and move for objectives mid to late game after the rest of the army has removed some of the threats to them. The 18" move capability means even with a turn 4 entry they can usually get almost anywhere on the board. The front AV13 and the extra heavy flamer would be nice though. I'm just not sure where I'd get the 60 points to upgrade them from. The extra MM from the immolators where great all tournament so I think I'm going to leave my dominions set up as is.
The trick with the airborne dominions is that they can use the Vendetta's grav-chute rules. This lets you move up to 36" and remain in flight move, then deploy anywhere within 6" of the rear door as if by deep strike. Not as reliable as when you can go to hover, but 1/3 of the time you stick the landing so its generally an acceptable risk. If they scatter, they just take dangerous terrain which is negligible risk given power armor.
quiestdeus wrote:
Thanks for the update Panzer, and I'm especially looking forward to the batrep/summaries. Briefly, was the vendetta really enough AA to handle the various FMCs you faced? If I recall correctly your one loss was to eldar, rather than flyrant spam... so any tips for dealing with lists running 3-4-5 flyrants?
So my tactics against FMC spam is to ignore them while they are swooping. I generally try to spread the objectives as far across the board as possible and then spread my MSU out to the four winds. FMCs have relatively limited mobility while swooping because of the 90 degree turn restriction. I then focus on killing the enemy ground units because they tend to be pretty weedy. Wyverns are particularly good at this. Target priority is key. Start with their OBSEC units, then move to other ground scoring units. Keep your own units spread out so weapons like haywire flamers can't hit multiple vehicles and I also reserve all my OBSEC units for as long as possible. A rhino entering turn four can get 36" across the board by the end of turn five. The goal is to minimize the amount of time the FMCs can do damage from swoop. By spreading out, you can force them to reposition either by leaving the board (and losing a turn of firepower) or coming into glide (and making them vulnerable to mass dominions). Depending on mission and deployment, the dominions might try to alpha strike an FMC or two if I go first or they'll outflank and wait for an opportune moment to pounce.
I played a 4 flyrant, 3 hive crone list during the tournament and won on turn six by a score of 5-4. If the game had ended on turn 5 instead, I would have won 9-0. The only reason the primary was so close that he could steal it from me was because the mission was scouring and its hard to deny bonus points when you have 6 fast attack choices. I also played a pickup game against jy2's Pentyrant list, but I'll let his batrep tell the story.
As far as playing it... I've done it a bunch. With the rerolls it does some serious work.... but with celestine there is NO need to take things down slowly. Hit and run out then come back and assault again
Yeah, not to mention the rerolls make ANY good assault character a beast. You put a wolf lord or something in a unit with reroll hits, reroll saves and reroll wounds? Plus 20 something ablative wounds? Ugh. They just eat dudes for breakfast.
Automatically Appended Next Post:
PanzerLeader wrote: The extra MM from the immolators where great all tournament so I think I'm going to leave my dominions set up as is.
Keep in mind that Repressors have enough firepoints for all four meltas to fire out without exposing themselves to return fire. That's a big deal.
The trick with the airborne dominions is that they can use the Vendetta's grav-chute rules. This lets you move up to 36" and remain in flight move, then deploy anywhere within 6" of the rear door as if by deep strike. Not as reliable as when you can go to hover, but 1/3 of the time you stick the landing so its generally an acceptable risk. If they scatter, they just take dangerous terrain which is negligible risk given power armor.
Good call!
So my tactics against FMC spam is to ignore them while they are swooping. I generally try to spread the objectives as far across the board as possible and then spread my MSU out to the four winds. FMCs have relatively limited mobility while swooping because of the 90 degree turn restriction. I then focus on killing the enemy ground units because they tend to be pretty weedy. Wyverns are particularly good at this. Target priority is key. Start with their OBSEC units, then move to other ground scoring units. Keep your own units spread out so weapons like haywire flamers can't hit multiple vehicles and I also reserve all my OBSEC units for as long as possible. A rhino entering turn four can get 36" across the board by the end of turn five. The goal is to minimize the amount of time the FMCs can do damage from swoop. By spreading out, you can force them to reposition either by leaving the board (and losing a turn of firepower) or coming into glide (and making them vulnerable to mass dominions). Depending on mission and deployment, the dominions might try to alpha strike an FMC or two if I go first or they'll outflank and wait for an opportune moment to pounce.
I played a 4 flyrant, 3 hive crone list during the tournament and won on turn six by a score of 5-4. If the game had ended on turn 5 instead, I would have won 9-0. The only reason the primary was so close that he could steal it from me was because the mission was scouring and its hard to deny bonus points when you have 6 fast attack choices. I also played a pickup game against jy2's Pentyrant list, but I'll let his batrep tell the story.
This is great advice! Thank you.
Automatically Appended Next Post:
Rynner wrote: So heres what I'm probably going to run at Adepticon:
BA (flesh tearers)
Sang Priest, Auspex
2x 5 man Tacs, H. Flamer, drop pod
3x Assault squad, 2x Melta, drop pod
3x Drop pods
Iron Hands(Ally)
1x Libby
2x Tacs, flamer, drop pod
1x Assault Squad, 2x flamers drop pod
1x Sicaran, stock
Thoughts?
Why the third CADFOC? Seems like a waste of points to get the third CAD.
The Canoness is just a waste. Have you thought about the Sang Priest/Sang/Celestine combo? Someone was just posting about it.
I mean, I see what you're getting at (ob-sec overload), but it's not my kind of list.
This message was edited 2 times. Last update was at 2015/02/23 22:52:11
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The third ally slot is for ob sec drop pods. In pure maelstrom, if you can land on an objective your opponent has to deal with the 35 point drop pod to score that objective.
I don't find the canoness a waste at all. If I can get a 1 one command all my doms pass ignore cover on ld 10. If I get a 5 on command everything within 12 of the canoness gets to reroll ones when shooting.
I've thought about the sang/sang guard/celestine combo but I'm not sure what exactly to drop for it.
This message was edited 2 times. Last update was at 2015/02/24 00:12:00
If you're gonna go for a roll on traits, command wouldn't be my choice. Not to mention you're giving your opponent STW automatically.
If you want a leadership bubble, I'd rather take Celestine. At least then you never give up stw if you don't want to.
Also, think about the bss warlord. Strategic is nice.
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With warlord being worth one point in maelstrom giving it up isn't that big of a deal. Besides if you can time martyrdom properly it's a actually good mid game boost/shocker to some opponents.
The thing about Celestine is that no matter how nicely I ask she won't go in a drop pod. The earliest I'm getting that boost is t2 if I deep strike her. Depending on the deployment type the 12" bubble most likely won't hit the doms t1.
It never occurred to me to make a bss the warlord. Thats a good tip and in match ups when I don't really need to ignore cover with my melta guns I'll probably roll strategic on a bss or the sang priest.
This message was edited 1 time. Last update was at 2015/02/24 04:20:15
Well, if you ally in someone with scout, Celestine could keep up with the Doms. Also keep in mind, if they both start in the same spot, doms scout 12", move 6", and disembark 6", Celestine can put them back into her bubble with a 12" move + a run.
Other uses for Uriah:
I kind of want to try a 9 sister Retributor unit with 4 heavy flamers, a simulacrum and Uriah. They will be rending up to 3 times, but I worry that enemies might just run away from them and shoot them from a distance. (Also maybe worth trying with rets in a bastion with a HB. 3 turns of rending with 5+ Heavy Bolters. As far as I can tell there's nothing preventing emplaced weapons fired by that squad also rending.)
Yeah, 12" move and 12" bubble means they will probably be in range of the doms.
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Yeah, the guy threw in a metric ton of extra bits from his FLGS. I wanted to score one of the forgeworld repressor kits, but the shop that said they might still had one turned out not too :( No worries though, conversions ahoy!
Immolator to Repressor conversion is easy.
- Immolator kit with Storm Bolter Cupola and Immo HF attached next to SB - Guard Dozer Blade
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So I had my second ever 1500-pt game of 7th edition not too long ago after a long hiatus, against a veteran Space Marine player. As I was rusty, and was still learning 7th, we agreed to play a standard objectives mission-- it was felt that Maelstrom would simply slow things down too much for a new player.
From memory, I was running:
Celestine
8 Battle Sisters- flamer, heavy flamer
-Rhino
8 Battle Sisters- flamer, heavy flamer
-Rhino
8 Battle Sisters- flamer, heavy flamer
-Rhino
8 Seraphim- 2 hand flamers, Superior w. melta bombs
5 Dominions- 4 meltas
-Immolator- twin-linked multi-melta
5 Dominions- 4 meltas
-Immolator- twin-linked multi-melta
6 Retributors- 4 heavy bolters
Exorcist
Exorcist
Aegis Defense Line- quad gun
He was running Iron Hands:
Master of the Forge- full servo harness
10 Tactical Marines- meltagun, missile launcher
-Rhino
10 Tactical Marines- plasma gun, lascannon
-Razorback- lascannon & twin-linked plasma gun
5 Legion of the Damned- meltagun, multi-melta, Sgt. w. combi-melta
5 Legion of the Damned- meltagun, multi-melta, Sgt. w. combi-melta
3 Centurion Devastators- grav-cannons, grav-amps Relic Sicarian- heavy bolter sponsons, Legacy of Mars
Relic Sicarian- heavy bolter sponsons
Imperial Bunker- ammo dump
Some highlights of the battle:
-I wound up going second, and the game started badly for me, with concentrated fire kiilling off my quad gun, and a Sicarian glancing one of my Exorcists to death on its front armour, while the other whittled down my Rets. In return, my Rhinos advanced cautiously, and my return fire did absolutely nothing.
-In the middle of the game, though, things heated up as our reserves arrived. He disembarked his full Tactical Squad in the centre to grab an objective, but then both my Dominions came in on the right and freemed his Rhino and one of his Sicarians. My surviving Exorcist later took out his last Sicarian as well.
-Meanwhile, my Seraphim and Celestine deep struck close to his rearguard combat squads hoping to flame them, but then scattered badly. They then attracted a lot firepower, but survived with 2 models after Celestine got back up again. They then proceeded to fly around and murder two combat squads with shooting and assault.
-In the centre, he disembarked his Tacticals and grabbed an objective. I responded by siccing two of my full Battle Sister squads on them and flaming/boltering them, but a handful of Marines survived. Then the Centurions proceeded to kill off most of a full Battle Squad in return, before additional fire wiped them out.
-His two Legion squad came in soon after my Dominions. One came in on the backfield and blew up both Immolators, while the other came down and tried to grab the objective closest to my DZ. They managed to kill my last Exorcist before my third Battle Squad shot them to death.
-By the game's end, the Centurions were killing anything that tried to grab the centre objective, and at one point disembarked their bunker to freem down Celestine and her last girls. My other squad of Dominions managed to badly damage the bunker, but were soon freemed in return. In the end, we each had an objective, and he managed to drive his badly-damaged Razorback up, kill both my functional Rhinos, and grab the centre objective. My Rets, sadly, failed to glance it in the last turn, and I lost 3-1. By the game's end, I had a full Battle Squad and 3 Rets, while he had his Warlord, 2 Centurions, a Legion Squad and a Razorback.
So, after this outing, I should ask:
1. Deepstriking Seraphim + Celestine: given the amount of firepower in the meta now, is this no longer a good idea?
2. Centurions in bunkers: how do I deal with them?
3. Given that I have to resolve wounds from one flamer template at a time, should I switch to meltas + heavy flamers on my BSS now?
Incidentally, I'm seriously considering trading the Rets + Aegis line for an Avenger Strike Fighter.
This message was edited 1 time. Last update was at 2015/02/24 18:31:43
1) Deepstriking is never, imo, a good idea. You want her on the table taking fire from turn one.
2) Bunkers are melta bait. Dominions.
3) I run 2 flamers or Flamer/melta in my BSS.
Rets and Aegis are a bad idea. If you're going to do that, go Rets and Bastion. It gets you additional Heavy Bolters.
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pretre wrote: 1) Deepstriking is never, imo, a good idea. You want her on the table taking fire from turn one.
2) Bunkers are melta bait. Dominions.
3) I run 2 flamers or Flamer/melta in my BSS.
Rets and Aegis are a bad idea. If you're going to do that, go Rets and Bastion. It gets you additional Heavy Bolters.
See, I deepstruck Celestine + the Seraphs in part because they would be a big fire magnet close to his lines (he dedicated more than half of his army's firepower at them). Plus, I wanted them to get close as close to his lines as soon as possible and, hopefully, land close enough to wipe something out with multiple shredding flamer templates. In hindsight, maybe separating Celestine from the Seraphs and sending her off on her own might work in future.
Otherwise, I agree with you on the Bastion. It means I cover less of my DZ and don't have to worry about accidentally blocking off my Rhinos with the wall.
Keep in mind that with a Bastion, you get 1-2 extra HB to rend and, if you take it, a rending quad-gun. That's not bad.
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pretre wrote: Keep in mind that with a Bastion, you get 1-2 extra HB to rend and, if you take it, a rending quad-gun. That's not bad.
Very good point, I should definitely invest in a bastion then. Also, re: this
2) Bunkers are melta bait. Dominions.
That was what I was originally going for, but my opponent anticipated this and managed to kill off/waylay my Dominions before they could reach melta range. It didn't help that he had placed his bunker in a central position far from the table edges. If I had been going first, then I would have tried scouting up both Dominion groups to suicide the bunker nice and early, but that would have left me with fewer options to deal with his Sicarians.
Not that I'm complaining too much. For a first game in 7th against a decent SM list, I still managed to kill off most of his stuff.