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Made in ca
Fixture of Dakka





Surrey, BC - Canada

PanzerLeader wrote:
So one of my ATC team mates showed me this gem for Repressors tonight. The Rhebok Assault vehicle from Ramshackle Games. 20 pounds and looks great.

http://shop.ramshacklegames.co.uk/index.php?main_page=product_info&cPath=6&products_id=474


What about http://shop.ramshacklegames.co.uk/index.php?main_page=product_info&cPath=6&products_id=461 - the seller even comments: "PLEASE NOTE
I am happy to swap out parts of this model for alternate Rhebok parts. The options are either the Cupola instead the Turret shown, or you can select the Plough instead of the Bull Bars shown. Simply let me know when ordering in the comments section if you would like alternate parts." So a transport version (in fact there is even a wheeled version for those who remember the WD conversion from ages back).

   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

Well I went another route entirely.

I bought 1 repressor, and 1 forgeworld razorback multi melta.
For the cost of 2 more repressors I built a vacuum chamber and resin cast duplicated the repressor tops, guns, dozers, and forgeworld multimeltas. So any repressor i make going forward is the cost of a rhino and about $2 of resin. It also gave me the opportunity to shave off the terrible tiny rectangle hatch on the original repressor top so I could put the classier rounded sisters fleur de lis top. While at the same time also making the hole bigger to fit any razorback/predator armament.

Maybe I'm in the minority, but this game is crazy expensive and I love it, so I refuse to cut corners in output quality.

 
   
Made in us
Preacher of the Emperor




Boston, MA

Those are sweet Deviant. I like them.

On another note, the ITC is moving to three detachments full time. What do you guys think the best 3rd detachment to round out a Sisters army would be?

I'm leaning towards:
-servo skull Inquisitor to shut down infiltrating/scout builds
-an assassin, either Culexus or Callidus. The Culexus can bum a spare Rhino to get around the battlefield.
-a detachment/formation with reliable ignores cover to mess up Ravenwing heavy lists (probably Legion of the Damned)
   
Made in us
Badass "Sister Sin"






Camas, WA

Drop Pods?

Also, do you really find you need more ignores cover?

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

They're forcing 3 detachments? Is this going to apply to LVO 2016?

I've had good luck with vindicares.

 
   
Made in us
Badass "Sister Sin"






Camas, WA

 deviantduck wrote:
They're forcing 3 detachments? Is this going to apply to LVO 2016?

I've had good luck with vindicares.

They aren't forcing anything. They are allowing three.

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
Sadistic Inquisitorial Excruciator





Melee ignores cover pretty well. So do doms.

I think the inquisitor or assassin are good choices. It's hard to have enough points to field 3 good detachments. You'll want to avoid anything that feels like a tax.

Also, ITC doesn't allow duplicates. Presuably that means you can't double CAD or double Allied Detachment, which means your third has to be one of those army specific ones. The new Codex marine ones are meh. Guard and Sisters don't have any special named ones in their Codexes.

Personally, I will try Iron Hands and Space Wolves, but I think I'm spending too many points on the CM. Long-term I'll probably replace the marines entirely and get a knight or some inquisition stuff or a Culexus to put into a pod. I keep hearing psykers are a threat, but I've yet to see it in my local meta.
   
Made in us
Preacher of the Emperor




Boston, MA

pretre wrote:Drop Pods?

Also, do you really find you need more ignores cover?


I'm not a big fan of drop pods in general. I like the flexibility of being able to move units throughout the game.

What I'm concerned with is getting some more consistent ignores cover in the list. By consistent I mean the ability to use it more than once per game. Ravenwing MSU is pretty resilient without it, especially if you have a bad turn of shooting with Acts of Faith. A LotD squad with plasma cannon and plasma gun is 155 points and gets ignore cover every turn on every weapon, including the bolters. AP2 bypasses the save on 2-4 wounds a turn and the bolters at least go to a straight 3+.

Mavnas wrote:Melee ignores cover pretty well. So do doms.

I think the inquisitor or assassin are good choices. It's hard to have enough points to field 3 good detachments. You'll want to avoid anything that feels like a tax.

Also, ITC doesn't allow duplicates. Presuably that means you can't double CAD or double Allied Detachment, which means your third has to be one of those army specific ones. The new Codex marine ones are meh. Guard and Sisters don't have any special named ones in their Codexes.

Personally, I will try Iron Hands and Space Wolves, but I think I'm spending too many points on the CM. Long-term I'll probably replace the marines entirely and get a knight or some inquisition stuff or a Culexus to put into a pod. I keep hearing psykers are a threat, but I've yet to see it in my local meta.


I'm not sold on the drop pod for the Culexus. I think a simple Rhino might be better, especially since his anti-psyker bubble extends off the hull and he can shoot out of it. It allows him to keep up with FMCs and gating deathstars much better too. The LotD detachment is just 1-5 squads of LotD so its pretty tax free too.
   
Made in us
Trigger-Happy Baal Predator Pilot




SoCal

Hey everyone,

Ran the Sisters at ATC this year, finishing with a 3-3 record and 93 points, second to the #1 sisters player at 96 points.

Spoiler:

My list:

SoB:

HQ
Celestine
Jacobus
Priest
Priest

Troops:

BSS x 20, MM, Meltagun (Jacobus + priest)
BSS x 12 HB, Meltagun (priest)

FA
Dominions x 5, 4x meltaguns, in a HF Immolater

HS
Retributers x 8 w/3x Heavy Flamers (in the extra Drop Pod)

Allies:

Blood Angels

HQ
Sanguinary Priest with relic jump pack, bolt pistol, extra weapon

Elites
Sanguinary Guard x 8 w/Chapter Banner, PFx 1, Inferno Pistol x 2, 3 axes & 4 swords

Troops
Tac Squad x 10 in drop pod w/ Combi melta, Heavy Flamer and Meltagun

FA
Drop Pod (for rets)

Heavy Support
Storm Raven w/ AC & MM



Basic strategy:

Celestine, sanguinary priest & sanguinary guard make up a quick, hard hitting unit that can cause damage to MEQs, vehicles & MC, then voltron to grab objectives. Two BSS act as fearless backfield objective holders and can bog down things in assault. The Tac squad in the drop pod can land, flame/melta things then contest/hold objectives. Retributers land flame/rend then go for objectives, Dominions outflank and melta/flame, the stormraven can provide some semblance of air power and kill ground stuff.


There were three missions repeated on Sunday (full packets at www.whatc.org).

Game 1 (progressive objectives, emperors will and control the center,Vanguard deployment)

Orks w/ Battlewagon spam with a bike star. He scouted the battlewagons (two full of lootas, the rest with boyz). We only finished four turns, and the SG/Celestine group took a little while to kill off abotu twenty boys, but by the end I had control of the center, both Emperor's will objectives, while his mostly empty wagons were on the progressives. I won like 22 to 12. If it had gone to a turn five (finished four with two minutes left) it would have been much closer, though I would have killed a couple more battlewagons.

Game 2 Kill Points, Bonus slay the warlord and marked for death, dawn of war deployment)

My opponent ran Ultramarines with gladius (so like 5 drop pods, a few razorbacks and a bunch of tac, assault and scout squads) plus a lascannon dev squad, 3x grav cents, a chapter master on a bike and Tiggy in the Librarius Conclave and a chaplain in one of the pods. He went first but perils Tiggy twice in a row, taking him down to two wounds. Brutal. He also didn't get invis or levitation, so his powers kinda sucked up front. I brought the rets in first turn, they landed and caused like twelves wounds, with like five rends on the librarius/cent star joined as a unit. And with the CM on the far side with the only invul, it went down hill quick. Tiggy died as the warlord due to a filed look out sir, one other libby died as did two of the grav cents I think. His turn two he shot/assaulted the rets to death, but they already did damage and slay the warlord. I brought in the stormraven and finished off the last grav cent, then outflanked the doms and killed his final libby. Celestine/SG ran through bolter marines and she killed the chaplain in a challenge, while the bolter girls assaulted and killed squads. By the time we finished, I think I had lost the rets, the immolater and nothing else. His libbies were all gone, the grav cents, devs, assault squads and most of the tac squads and their drop pods were gone. It was a bit one sided, thanks in large part to his unlucky rolls and the rets being all stars, game ended 33-0.

Game 3 (progressive objectives, the relic, hammer/anvil deployment)

My opponent ran decurion w/nemesor, a coupld ghost arks, warrior blobs, a scythe with immortals and the destroyer cult with 3x heavy destroyers, and 2x 3 destroyers. This game did not go well for me. I was a bit too conservative in my deployment and the decurion is so resilient; I deployed in terrain and used my smaller BSS and tac squad to take my near two progressives while sending the big BSS towards the relic, the SG/Celestine towards his heavy destroyers and the Rets on the same flank. The doms did a few wounds to destroyers, but they stood back up. His rolls were pretty solid (one round of 14 wounds was 13 4+ armor saves, and one 4+ reanimation protocol for example). By the end of the time, I think it was 33-0 in his favor. I should have deployed way more aggressive to force morale checks on the warrior blobs and sweep them, kill off the destroyers/heavy destroyers and take down the ghost arks resurrecting warriors. Brutal, but a good learning point.


Day two:

Game 1 (progressive objectives, emperors will and control the center,Vanguard deployment)

Orks: Green Tide with a Stompa and two squads of Gretchin. My goal was to pop the Stompa and whittle the green tide down then stick it in combat with several units at once. It didn't go super well. Of the many, many melta shots taken against it, I never got the final hull point off. I caused three HP on an overwatch, but between the tac squad, doms, a power fist, the storm raven shooting at it not once, but twice in double tap range; I just could not take it down. And it wasn't full of Meks! Just pure bad rolling on my part. By the end of the game Celestine and the big BSS were all that was left. She was holding one emperor's will and the BSS on a back field progressive. One grot squad was toast and the 100ish green tide boys were much smaller, but it was still one sided, like 27-5. If I had popped the stompa on turn two (as I probably should have) then I could have just shot and assaulted the boys to oblivion, wiped both grot squads and taken progressives and emperor's will. But oh well, the dice gods are fickle.

Game 2 ( Kill Points, Bonus slay the warlord and marked for death, dawn of war deployment)

I played a BA player running a stormraven with chaplain and DC, a couple razorbacks with assault cannons, two las preds, a couple drop pods and the stormraven/stormtalon formation. He went first and shot with some lascannons, maybe killing a sister. My first turn I tried to stick the tac squad with melta between the las preds... then scattered right between them and off the board into oblivion, rolling a 1. Pretty downhill from there. My opponent was awesome and knew I was more or less toast from then on. We played it onward, but by the time the DC assaulted what was left of my SG, and Celestine failed her reanimation, the game was more or less over. My SG failed a lot of armor saves, the Rets and Doms failed to kill much of anything, and the BSS were just sitting in cover on backfield objectives. We called it with like forty minutes left. If the Tac squad had landed and popped a las pred, the game probably would have been close; the SG/Celestine star eat marines for lunch; but it wasn't meant to be. 33-0 in his favor.

Game 3 (progressive objectives, the relic, hammer/anvil deployment)
My final opponent of the ATC was a pure IG player running Pask in a punisher with a demolisher (the plasma one, whatever its called) three vet squads in chimeras with plas/melta, a CCS in a chimera, a blob with autocannons, HB and a Commissar, and two vendettas with small squads in them. I put the two BSS in cover and reserved everything else. He went first and killed a couple girls in the small BSS on the back objective, then my Tac squad came in turn one, and did some damage then died to various fire. The Celestine/SG deep struck on the flank away from Pask, the Doms outflanked to the same side and the two started to go to work, walking through the blob, killing off a chimera and vet squad. The rets dropped in on the relic and moved into cover. His vendettas arrived and shot at the BSS, then went skimmer and shot at the Rets on the Relic. Celestine and the SG walked through the blob, while my stormraven popped the plasma leman russ and stunned pask. By my turn five I had popped most of the chimeras, Pask was dead, the Vendettas were empty and trying to shoot the rets in cover with the relic, and all his ground troops (save the CCS in a chimera) were done. I had only lost my tac squad and stormraven. Final score was 33-0 for me.

All in all, it was a really fun tournament. The venue wasn't deluxe, but there was a lot of space and they were pretty good about sticking to timelines. I would have preferred only two games on Sunday due to a long drive back. Each of my opponents was a nice guy and I enjoyed the games. Both Ork players called strong Waaughs, which I respect. I think if I had been more aggressive with the BSS and had a little different dice rolls; I could have been 4-2 or maybe 5-1; definitely could have made a few more points and then best in codex would have been a reality. It was a great time and seeing the various armies, players and 40k fans was wonderful.



10000
2700
4000
3800
3000  
   
Made in us
Preacher of the Emperor




Boston, MA

talljosh85 wrote:
Hey everyone,

Ran the Sisters at ATC this year, finishing with a 3-3 record and 93 points, second to the #1 sisters player at 96 points.

Spoiler:

My list:

SoB:

HQ
Celestine
Jacobus
Priest
Priest

Troops:

BSS x 20, MM, Meltagun (Jacobus + priest)
BSS x 12 HB, Meltagun (priest)

FA
Dominions x 5, 4x meltaguns, in a HF Immolater

HS
Retributers x 8 w/3x Heavy Flamers (in the extra Drop Pod)

Allies:

Blood Angels

HQ
Sanguinary Priest with relic jump pack, bolt pistol, extra weapon

Elites
Sanguinary Guard x 8 w/Chapter Banner, PFx 1, Inferno Pistol x 2, 3 axes & 4 swords

Troops
Tac Squad x 10 in drop pod w/ Combi melta, Heavy Flamer and Meltagun

FA
Drop Pod (for rets)

Heavy Support
Storm Raven w/ AC & MM



Basic strategy:

Celestine, sanguinary priest & sanguinary guard make up a quick, hard hitting unit that can cause damage to MEQs, vehicles & MC, then voltron to grab objectives. Two BSS act as fearless backfield objective holders and can bog down things in assault. The Tac squad in the drop pod can land, flame/melta things then contest/hold objectives. Retributers land flame/rend then go for objectives, Dominions outflank and melta/flame, the stormraven can provide some semblance of air power and kill ground stuff.


There were three missions repeated on Sunday (full packets at www.whatc.org).

Game 1 (progressive objectives, emperors will and control the center,Vanguard deployment)

Orks w/ Battlewagon spam with a bike star. He scouted the battlewagons (two full of lootas, the rest with boyz). We only finished four turns, and the SG/Celestine group took a little while to kill off abotu twenty boys, but by the end I had control of the center, both Emperor's will objectives, while his mostly empty wagons were on the progressives. I won like 22 to 12. If it had gone to a turn five (finished four with two minutes left) it would have been much closer, though I would have killed a couple more battlewagons.

Game 2 Kill Points, Bonus slay the warlord and marked for death, dawn of war deployment)

My opponent ran Ultramarines with gladius (so like 5 drop pods, a few razorbacks and a bunch of tac, assault and scout squads) plus a lascannon dev squad, 3x grav cents, a chapter master on a bike and Tiggy in the Librarius Conclave and a chaplain in one of the pods. He went first but perils Tiggy twice in a row, taking him down to two wounds. Brutal. He also didn't get invis or levitation, so his powers kinda sucked up front. I brought the rets in first turn, they landed and caused like twelves wounds, with like five rends on the librarius/cent star joined as a unit. And with the CM on the far side with the only invul, it went down hill quick. Tiggy died as the warlord due to a filed look out sir, one other libby died as did two of the grav cents I think. His turn two he shot/assaulted the rets to death, but they already did damage and slay the warlord. I brought in the stormraven and finished off the last grav cent, then outflanked the doms and killed his final libby. Celestine/SG ran through bolter marines and she killed the chaplain in a challenge, while the bolter girls assaulted and killed squads. By the time we finished, I think I had lost the rets, the immolater and nothing else. His libbies were all gone, the grav cents, devs, assault squads and most of the tac squads and their drop pods were gone. It was a bit one sided, thanks in large part to his unlucky rolls and the rets being all stars, game ended 33-0.

Game 3 (progressive objectives, the relic, hammer/anvil deployment)

My opponent ran decurion w/nemesor, a coupld ghost arks, warrior blobs, a scythe with immortals and the destroyer cult with 3x heavy destroyers, and 2x 3 destroyers. This game did not go well for me. I was a bit too conservative in my deployment and the decurion is so resilient; I deployed in terrain and used my smaller BSS and tac squad to take my near two progressives while sending the big BSS towards the relic, the SG/Celestine towards his heavy destroyers and the Rets on the same flank. The doms did a few wounds to destroyers, but they stood back up. His rolls were pretty solid (one round of 14 wounds was 13 4+ armor saves, and one 4+ reanimation protocol for example). By the end of the time, I think it was 33-0 in his favor. I should have deployed way more aggressive to force morale checks on the warrior blobs and sweep them, kill off the destroyers/heavy destroyers and take down the ghost arks resurrecting warriors. Brutal, but a good learning point.


Day two:

Game 1 (progressive objectives, emperors will and control the center,Vanguard deployment)

Orks: Green Tide with a Stompa and two squads of Gretchin. My goal was to pop the Stompa and whittle the green tide down then stick it in combat with several units at once. It didn't go super well. Of the many, many melta shots taken against it, I never got the final hull point off. I caused three HP on an overwatch, but between the tac squad, doms, a power fist, the storm raven shooting at it not once, but twice in double tap range; I just could not take it down. And it wasn't full of Meks! Just pure bad rolling on my part. By the end of the game Celestine and the big BSS were all that was left. She was holding one emperor's will and the BSS on a back field progressive. One grot squad was toast and the 100ish green tide boys were much smaller, but it was still one sided, like 27-5. If I had popped the stompa on turn two (as I probably should have) then I could have just shot and assaulted the boys to oblivion, wiped both grot squads and taken progressives and emperor's will. But oh well, the dice gods are fickle.

Game 2 ( Kill Points, Bonus slay the warlord and marked for death, dawn of war deployment)

I played a BA player running a stormraven with chaplain and DC, a couple razorbacks with assault cannons, two las preds, a couple drop pods and the stormraven/stormtalon formation. He went first and shot with some lascannons, maybe killing a sister. My first turn I tried to stick the tac squad with melta between the las preds... then scattered right between them and off the board into oblivion, rolling a 1. Pretty downhill from there. My opponent was awesome and knew I was more or less toast from then on. We played it onward, but by the time the DC assaulted what was left of my SG, and Celestine failed her reanimation, the game was more or less over. My SG failed a lot of armor saves, the Rets and Doms failed to kill much of anything, and the BSS were just sitting in cover on backfield objectives. We called it with like forty minutes left. If the Tac squad had landed and popped a las pred, the game probably would have been close; the SG/Celestine star eat marines for lunch; but it wasn't meant to be. 33-0 in his favor.

Game 3 (progressive objectives, the relic, hammer/anvil deployment)
My final opponent of the ATC was a pure IG player running Pask in a punisher with a demolisher (the plasma one, whatever its called) three vet squads in chimeras with plas/melta, a CCS in a chimera, a blob with autocannons, HB and a Commissar, and two vendettas with small squads in them. I put the two BSS in cover and reserved everything else. He went first and killed a couple girls in the small BSS on the back objective, then my Tac squad came in turn one, and did some damage then died to various fire. The Celestine/SG deep struck on the flank away from Pask, the Doms outflanked to the same side and the two started to go to work, walking through the blob, killing off a chimera and vet squad. The rets dropped in on the relic and moved into cover. His vendettas arrived and shot at the BSS, then went skimmer and shot at the Rets on the Relic. Celestine and the SG walked through the blob, while my stormraven popped the plasma leman russ and stunned pask. By my turn five I had popped most of the chimeras, Pask was dead, the Vendettas were empty and trying to shoot the rets in cover with the relic, and all his ground troops (save the CCS in a chimera) were done. I had only lost my tac squad and stormraven. Final score was 33-0 for me.

All in all, it was a really fun tournament. The venue wasn't deluxe, but there was a lot of space and they were pretty good about sticking to timelines. I would have preferred only two games on Sunday due to a long drive back. Each of my opponents was a nice guy and I enjoyed the games. Both Ork players called strong Waaughs, which I respect. I think if I had been more aggressive with the BSS and had a little different dice rolls; I could have been 4-2 or maybe 5-1; definitely could have made a few more points and then best in codex would have been a reality. It was a great time and seeing the various armies, players and 40k fans was wonderful.




Great job! Thanks for the reports. ATC is a tough meta for a pure Sisters list. Battle companies do OBSEC spam better and mission #2 is a virtual auto-loss for the common sister builds given the death star friendly nature of the ATC missions. I ended up playing one of the only Eldar lists without a wraith knight there this year as part of my team. I missed having the Sisters though. Much more fun army to play with.
   
Made in us
Trigger-Happy Baal Predator Pilot




SoCal

Thanks PanzerLeader, pure sisters is super hard in the meta; they could really used drop pods and stormravens or at least vendettas. We were one of the few teams without an Eldar or SM player.

10000
2700
4000
3800
3000  
   
Made in us
Dakka Veteran





Columbia, MO USA

I tried out a Sisters and Guard army tonight. The opponent had two of the big bloodthursters with the Strength D axe, three Imperial Knights with the fist and the sword, and two squads of cultist. The mission was a kill points mission. I brought 16 kill points to the table, he brought 7, so things were stacked heavy in his favor. Kill points wise he won hands down, but I made him pay for it. At the end of the game he had one half strength squad of cultist and I had my Vendetta, Basilisk, Exorcist, Immolator and two sisters squads left. If the cultist had failed a moral check and ran off the table I would have won by tabling him. All and all a close and exciting game.

My list:

Saint Celestine 135

5 Battle Sisters: meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60
5 Battle Sisters: meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60
5 Battle Sisters: meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60
5 Battle Sisters: meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60

7 Seraphim 105

Exorcist 125
Exorcist 125

Tank Commander 30
• Leman Russ Vanquisher: lascannon; sponson plasma cannons 175
• Leman Russ Executioner: lascannon; sponson plasma cannons 195

Veteran Squad: 3× plasma gun; + 1 Veteran Sergeant 105

1 Vendetta Gunship 170

1 Basilisk 125

1,850 points
   
Made in us
Regular Dakkanaut




Nice. I had a similar game against Tyranids last night with a far different result. We were playing the Tyranid Altar of War Mission where I'm trying to get frightened populace off of my table edge (short edges) while he's trying to get them off of his (long table edges). Each populace is 6VP, with the only other VP being kill points. I get the middle 24", his deployment area is 3" in on both long edges, with 9" separating us. When his second turn started, all he had remaining was a Flyrant, a Termigant squad that had just failed its leadership on instinctive behavior and chose to flee, a wounded Carnifex that was no longer in synapse range, and a half-sized squad of Hormigaunts that were no longer in synapse range and chose to flee against my entire army minus two Immolators. His Tervigon and a Carnifex died T1 due to focused fire, his second Carnifex died T2 to focused fire, and his Warriors died T2 to melta guns from a Dominion Squad in a Repressor. Due to snap firing, being dead, or still being inside transports, my flamers never fired a shot.

List below:

Uriah Jacobus - 100
Priest with Power Maul - 40
Priest with Litanies of Faith - 40

5 Battle Sisters with flamer, heavy flamer, Immolator w/ TL-Multi Melta: 135
5 Battle Sisters with flamer, heavy flamer, Immolator w/ TL-Multi Melta: 135
5 Battle Sisters with flamer, heavy flamer, Immolator w/ TL-Multi Melta: 135
20 Battle Sisters with flamer, heavy bolter, Immolator w/ TL-Multi Melta: 315

5 Dominions with 4 melta guns, combi-melta w/ Rhino: 155 (was an Immolator until I started unpacking and realized I miscounted how many I own)
5 Dominions with 4 melta guns, combi-melta w/ Repressor: 190 (see above, upgrades Immolator to Repressor after downgrading other Immo to Rhino)

Exorcist: 125
Exorcist with Storm Bolter: 130 (never fired storm bolter, only look to fill out points after downgrading to the Rhino)


Since I was forced in the middle from the scenario, the tanks were either all back-to-back on deployment or backed up against terrain. Jacobus and the two preachers were part of the blob squad. Everything else was inside its transport. Opponent failed to seize.

T1: Dominions in Rhino disembarked after moving 6, put four wounds into the Tervigon, Exorcist on that flank finished it off, backlash killed 6 Termigants, 6 Hormigaunts and left no synapse on that side of the table. Other Exorcist, an Immolator, and the blob squad opened fire on a Carnifex, dropped it. Repressor moved to opponent's right flank on side of table furthest from where he was sitting (the side that still had synapse) and backed up against a building in case the Flyrant decided to go after it.. Immolator fired at Termigant brood (only target in LoS), scored a casualty. Last Immolator fired at Carnifex on its side and scored a wound.

OT1: Hormigaunts failed leadership and fled, Termigants failed and chose to Lurk. Units that could advance did. Psychic phase was usless (negated a power used on blob due to Adamantium Will, failed to negate one on an Exorcist but passed Shield of Faith roll), Termigants fired at rear armor on Immolator and failed to do anything, Carnifex on flank near Repressor wrecked the same Immolator, squad inside disembarked after passing Ld test. Warriors fell five Sisters from the Blob but unit was fearless. Flyrant and wounded Carnifex wrecked an Immolator, squad inside failed test and had to Snap Fire. Warriors failed charge (unit chose not to Overwatch), Hormagaunts near Flyrant failed charge, last Hormagaunt squad passed charge, took some wounds in Overwatch, then proceeded to get slaughtered by auto-passed War Hymns + Counterattack.

T2: Dominions re-embarked Rhino, it moved toward Flyrant. Still moving Immolator on same flank turned a bit so as to not expose side or rear armor to Flyrant. Repressor advanced toward Warriors, still mobile Immolator (empty, it was the one for the blob squad) and Exorcist on same flank repositioned for better LoS. Non-snap firing squad advanced toward Termigaunts. Snap Firing squad advanced toward Hormitgaunts. Flyrant's side: Exorcist, Immolator, Rhino, two Dominions failed to inflict any wounds due to jinking and Snap Firing. Snap Firing squad killed off enough gaunts to get them out of synapse with Hive Tyrant. Warrior side: Dominions in Repressor instant-death all three Warriors with three wounds from melta guns, Exorcist, Immolator and blob take down the Carnifex on that side. Forget to fire non-Snap Firing squad.

OT2: Termigants flee, Hormigaunts flee. leaving him with unwounded Flyrant and wounded Carnifex who is also out of Synapse range.
   
Made in us
Preacher of the Emperor




Boston, MA

Nice reports. Thanks for sharing. How is the basilisk working for you SQRT-2?
   
Made in us
Dakka Veteran





Columbia, MO USA

The Basilisk works great. It is nice being able to reach out and drop a template at the far corner of the board. It was a nice weapon against the Knights and the cultist in the far corner alike. It was also very lucky it's first game at rolled a 'hit' every time I shot it!

BTW, I am working on my Sisters + Guard List and have two I am working on.

This:
Spoiler:
Saint Celestine 135

Red Squad (5 Battle Sisters): meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60
Green Squad (5 Battle Sisters): meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60
Purple Squad (5 Battle Sisters): meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60
Orange Squad (5 Battle Sisters): meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60

7 Seraphim 105

Exorcist 125
Exorcist 125

Commander Brash (Tank Commander) 30
• Leman Russ Vanquisher: lascannon; sponson plasma cannons 175
• Leman Russ Executioner: lascannon; sponson plasma cannons 195

Veteran Squad: 3× plasma gun; + 1 Veteran Sergeant 105

1 Vendetta Gunship 170

1 Basilisk 125

1,850 points


Or this:
Spoiler:
Saint Celestine 135

Red Squad (5 Battle Sisters): meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60
Green Squad (5 Battle Sisters): meltagun; heavy flamer 80
• Immolator: twin-linked multi-melta 60

Yellow Squad (5 Dominions): 4× meltagun 105
• Immolator: twin-linked multi-melta 60
Blue Squad (5 Dominions): 4× meltagun 105
• Immolator: twin-linked multi-melta 60
6 Seraphim: 2 hand flamers 100

Exorcist 125
Exorcist 125

Commander Brash (Tank Commander) 30
• Leman Russ Vanquisher: lascannon; sponson plasma cannons 175
• Leman Russ Executioner: lascannon; sponson plasma cannons 195

Veteran Squad: + 1 Veteran Sergeant 60

1 Vendetta Gunship 170

1 Basilisk 125

1,850 points


I have a thread on this over here:

http://www.dakkadakka.com/dakkaforum/posts/list/0/659692.page#8049340

This message was edited 2 times. Last update was at 2015/08/12 01:36:46


 
   
Made in nl
Crazed Zealot




Mysterious shrine world

Forgeworld removed the repressor from their new site :(

Dyslectic as hell 
   
Made in us
Dakka Veteran





Columbia, MO USA

 L1ttle wrote:
Forgeworld removed the repressor from their new site :(


Well, here is hoping that is in preparation of a mainstream repressor kit.

   
Made in us
Badass "Sister Sin"






Camas, WA

 SQRT(-2) wrote:
 L1ttle wrote:
Forgeworld removed the repressor from their new site :(


Well, here is hoping that is in preparation of a mainstream repressor kit.



lol

Oh? You weren't joking?

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
Regular Dakkanaut




I just shot them an email about it, especially since the sales reps at GenCon were under the impression it was still being sold.
   
Made in us
Longtime Dakkanaut





I'm interested in hearing what your result is.
   
Made in us
Regular Dakkanaut




Hi,
Thank you for your email. The Repressor kit needs to be extensively remastered, which is why it is not currently available on our new website. Periodically master models need some work so we can continue to produce moulds, this means we have to take the products off sale for a time to replace and repair the master models and then produce new moulds. The amount of time this takes depends on many factors including the level of detail in the model and the level of work the designers and mould makers already have scheduled. Unfortunately this means we can not give an accurate estimate of how long they will be unavailable for, but we do intend to bring it back.


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If there is anything further we can do to assist you, or if you have any queries about the information we have requested or provided, please telephone us.


Regards,
Forge World
   
Made in gb
Speedy Swiftclaw Biker




The mysterious North (of London)

Taikishi wrote:
Hi,
Thank you for your email. The Repressor kit needs to be extensively remastered, which is why it is not currently available on our new website. Periodically master models need some work so we can continue to produce moulds, this means we have to take the products off sale for a time to replace and repair the master models and then produce new moulds. The amount of time this takes depends on many factors including the level of detail in the model and the level of work the designers and mould makers already have scheduled. Unfortunately this means we can not give an accurate estimate of how long they will be unavailable for, but we do intend to bring it back.


Well, yay it's coming back but boo who know how long it will be?

Why do I always feel like my Sisters are always at the back of a long queue? - one that keeps getting longer!




 
   
Made in us
Longtime Dakkanaut





It feels that way because that's what's happening.
   
Made in au
Camouflaged Zero






Australia

Since the current GW design seems to directed towards combined Imperial forces (outside things like Gladius), I assume the best thing to do with Sisters is to combine them with one or more other Imperial forces. I was wondering if anyone who has tried any of these could share their thoughts and clarify whether my gut is right.

Firstly, as much as I hate to say it, I do not believe Sisters are really a good choice for a Primary Detachment. They have been neglected for so long and lack so many tools that I feel they would be better as allies to another force than the reverse. Am I being too dismissive of my old Sisters, or realistic? The Imperial factions that are undeniably solid as Primary Detachments are Guard and Marines:
* Sisters bring sturdy (Sv3+) infantry with masses of flamers and meltas in Rhino chassis. For a primary Guard Detachment, this would clearly add something useful to an armoured corp in place of Veterans. Foot-slogging Sisters (with Seraphim) would probably also be a useful addition to an Infantry corp, though may not be the best allies choice available to them. In reverse, Guard bring cheap bodies/armour with anti-air, Fliers, pie and long-range dakka, all of which Sisters lack, but I believe you need too many Guard units for them to be mere allies to a Primary Sisters Detachment.
* For Marines, I am not sure the Sisters bring much to the pairing. They are *slightly* cheaper, but I suspect the Marines already have better options in all categories. For the Sisters, the Marines would bring Plasma, Lascannons, Fliers, anti-air, etc. Essentially, Marines already have all the tools, so you may as well just run them by themselves (or, at least, with anyone OTHER than Sisters as allies).

Looking at the other Imperial sub-factions, I believe they would have to be taken with Sisters as the primary:
* Adeptus Mechanicus, by the fluff, is a terrible idea. They hate each other. Then again, Khorne and Slaanesh do too, yet GW have combined them for years! Cult Mechanicus bring some long-range Dakka, but I am not convinced they make a good combination with Sisters. Skitarii are a little more interesting with their Walkers, who help the Sisters spam more armour and add in long-range dakka. This could be a more interesting combination, but would it be a better choice than Guard (who already do the same thing)?
* Imperial Knights seem like a no-brainer for any Imperial army. I am a little concerned about bringing one of these to a standard 40K game though. It may be legal, but would dropping one of these on a random pick-up game at 1500 points be a good way to not make friends?
* Inquisition seem to me like the appendix: a little thing stuck to our intestines that hangs around despite evolution and could have been cut out without any issue. I suppose they are a way to add Valkyries, but they do not strike me as a terribly good addition. Am I wrong?
* Legion of the Damned are one I never thought to see make a return. I guess they make a pretty decent distraction, but I think they would only be worth including if I already owned the models. Am I under-rating these guys?
* Militarum Tempestus add more infantry, who individually seem less appealing than more Sisters, but they come with Valkyries, which are slightly more appealing. I was never a fan of Inquisitorial Stormtroopers in Codex: Witchhunters (more Sisters were always the better option, IMO), but are these a better choice now?
* Officio Assassinorum seem like they are back to their prime. With changes to the core rules (eg Warlords, Psychic Phase) and their own updated rules, including one of these seems like a no brainer. I already own (and have painted) all of these, but have not run one in a looong time. Am I right that they are back and a solid choice?

I am trying to work out what I need to collect to make my Sisters more interesting/competitive under seventh. Any tips here would be greatly appreciated!

Order of the Ebon Chalice, 2,624pts
Officio Assassinorum, 570pts
Hive Fleet Viracocha, 3,673pts
562pts 
   
Made in us
Stealthy Warhound Titan Princeps






How much value can Sisters get from a Librarius Conclave? Would they be better off just taking Inquisition allies?

What disciplines help out Sisters the most?

I'm on a podcast about (video) game design:
https://anchor.fm/makethatgame

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in nl
Crazed Zealot




Mysterious shrine world

Hey Elric of grans,

I'm a firm believer that sister are very valuable as a primary. Even in tournaments, Panzerleader is the living proof of that.

Why? We can take two specials in 5-girl squats,
Dominions have 4 scouting ignore cover melta guns (NO other codex have that, not even the marines).
Exorcist are best taken in dupicates, two or three will either cause a lot of damage or distracts the opponnent from shooting other things in your force.
In case your meta allows FW, Repressors! That is one super rhino!
St. Celestine en Uriah, both superb hq choices.
And last but not least, everything has 6++. It saved my ass more that I can remember.

The're a lot more valuable tactics that I probably forgot to mention,
So are sister valuable as a primary, I would say YES!

As for the allies part, ever considerd adding the land raider spearhead? Put dominions inside and you have 3 scout fortresses terrorising the opponent, the land raiders ignore all damage results execpt immobelized and destroyed, the re-roll to wound and if you take IH as your chapter tactics you get IWND too!

I don't know much about the mechanicus so I won't comment on that.

The knights seem more imposing then they are, A regular 1500 point army should be able to deal with a single knight.

The inquisition are awesome as allies, with the liber heresius you get another scouting unit for only 40 points. It gives you dirty cheap units and the chimera's still have the old 5 firing points.

I don't know enough about the others to give you decent advice about them.

I hope this post helps you decide what to do

This message was edited 1 time. Last update was at 2015/08/19 10:58:59


Dyslectic as hell 
   
Made in gb
Speedy Swiftclaw Biker




The mysterious North (of London)

 Elric of Grans wrote:

I am trying to work out what I need to collect to make my Sisters more interesting/competitive under seventh. Any tips here would be greatly appreciated!


Unfortunately I think interesting and competitive are mutually exclusive with most 40k armies and doubly so with Sisters.

Interesting (for me) = Penitent engines, Seraphim and Sororitas Command Squads in the mix

Competitive = Celestine, Dominion Squads, Immolators, priests with Sisters blobs and Exorcists*

*Other opinions are available

I tend to build a core of the "competitive units" and sling in a few interesting ones for character




 
   
Made in us
Preacher of the Emperor




Boston, MA

@L1ttle: Thanks for the shout out!

@Elric: Sisters are extremely good as a primary detachment. Your base infantry comes with adamantium will (great for denying witchfires like shriek that tend to kill low model, high armor units) and power armor. You also get BS4 base, which I tend to value more highly than any other profile statistic. Most squads also get to stack special weapons which makes them highly efficient. My core consists of Celestine, 2 BSS squads in Rhinos with heavy flamer/flamer, 3 dominion squads with 4x melta in immolators (though I'm transitioning to Repressors for FW allowing events to make Eldar bikes weep in frustration), and 3x exorcists. This has a ton of AP1 firepower and a good assault unit to pick on enemy shooting units in melee.

I think AM make the best allies myself. Wyverns add a great barrage element that is lacking in the Sisters codex and massed plasma helps shore up the quality ranged firepower in the 12-24" band generally lacking in Sisters units.

Marines are ok allies. They tend to be pricier than Guard and don't bring special weapons as effectively. You could make a really interesting list using drop pods to complement the scouting dominions for a fun alpha-strike list.

Knights I think are weak in a Sisters build. They cost too much and you don't have enough bodies to screen them effectively. Guard blobs are cheaper, larger, and hit harder in assault. You end up leaving too many vulnerabilities for a good player to exploit to kill a knight.

In 3 detachment scenarios, I tend to like the Inquisitor with servo skulls and liber hersius to add a scouting plasma gun squad and deny scout/infiltrate. The other fun option for me is a culexus in a rhino.

Hope that helps.
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Hey all.

I've been away for a while. I was leafing through the new marines codex and had thoughts about mixing sisters with Raven Guard. Specifically, I was going for a massed jump army theme. I am just wondering how effective it would be.

I'm thinking:
St. Celestine w/2 squads of seraphim
1 Dominion in drop pod
2 BSS in immolators

Shrike
2(?) squads of jump marines
1 scout squad in LSS
1 sniper scout squad
Drop Pod


Automatically Appended Next Post:
Hey all.

I've been away for a while. I was leafing through the new marines codex and had thoughts about mixing sisters with Raven Guard. Specifically, I was going for a massed jump army theme. I am just wondering how effective it would be.

I'm thinking:
St. Celestine w/2 squads of seraphim
1 Dominion in drop pod
2 BSS in immolators

Shrike
2(?) squads of jump marines
1 scout squad in LSS
1 sniper scout squad
Drop Pod

This is all just in the idea stage, so any and all input is appreciated.

Thanks,

This message was edited 1 time. Last update was at 2015/08/19 17:23:17


 
   
Made in us
Badass "Sister Sin"






Camas, WA

Jump marines/sisters often suffer from getting shot off the board pretty early.

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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