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Made in us
Willing Inquisitorial Excruciator





Pittsburgh, PA, USA

 pretre wrote:
Not the first time...


You've seen the Immolator sold out and no longer available before? I don't recall that ever on a core plastic kit unless it was being re-boxed with new art or having a completely new kit produced.

   
Made in us
Deranged Necron Destroyer





So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in us
Preacher of the Emperor




Boston, MA

Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.
   
Made in us
Deranged Necron Destroyer





PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in us
Preacher of the Emperor




Boston, MA

Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.
   
Made in us
Willing Inquisitorial Excruciator





Pittsburgh, PA, USA

 the_Armyman wrote:
FYI: Immolators are shown as being Sold Out and No Longer Available on the US site.


Now showing Sold Out in Australia, NZ, and Canada, too.

   
Made in us
Preacher of the Emperor




Boston, MA

 the_Armyman wrote:
 the_Armyman wrote:
FYI: Immolators are shown as being Sold Out and No Longer Available on the US site.


Now showing Sold Out in Australia, NZ, and Canada, too.


I'm hoping we'll get a Warzone style release like Ravenguard did if we don't get a full scale one.
   
Made in us
Willing Inquisitorial Excruciator





Pittsburgh, PA, USA

PanzerLeader wrote:
 the_Armyman wrote:
 the_Armyman wrote:
FYI: Immolators are shown as being Sold Out and No Longer Available on the US site.


Now showing Sold Out in Australia, NZ, and Canada, too.


I'm hoping we'll get a Warzone style release like Ravenguard did if we don't get a full scale one.


It's really a headscratcher. It's a webstore exclusive, so a reboxing seems unnecessary. But it's such an important kit to the line, I can't see it going OOP. My fear is that they'll just sell the Immolator sprue as its own SKU, and force you to buy a separate Rhino kit.

I think most Sisters players would be thrilled with a set of objective cards and half a dozen formations in White Dwarf. So simple, yet so improbable at the same time

   
Made in us
Fireknife Shas'el





United States

 the_Armyman wrote:
PanzerLeader wrote:
 the_Armyman wrote:
 the_Armyman wrote:
FYI: Immolators are shown as being Sold Out and No Longer Available on the US site.


Now showing Sold Out in Australia, NZ, and Canada, too.


I'm hoping we'll get a Warzone style release like Ravenguard did if we don't get a full scale one.


It's really a headscratcher. It's a webstore exclusive, so a reboxing seems unnecessary. But it's such an important kit to the line, I can't see it going OOP. My fear is that they'll just sell the Immolator sprue as its own SKU, and force you to buy a separate Rhino kit.

I think most Sisters players would be thrilled with a set of objective cards and half a dozen formations in White Dwarf. So simple, yet so improbable at the same time

Or GW doesn't think the sales are enough to warrant continuing the army. That sounds just dickish enough for GW to do it.
   
Made in us
Deranged Necron Destroyer





PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in us
Calm Celestian






Ireland

On an unrelated note, I have a 1500 point tourney coming up on the weekend and I thought I'd run two lists by you.

Let me know you what you think:

Pure Sisters:

HQ:
1X 135 Celestine
3X 25 Priests (For the Battle Sister squads)

Troops:
3X 135 5 BSS 60, Flamer 5, H.Flamer 10, Immolator 60

Fast attack:
1X 100 5 Seraphim 75, 1 Melta bomb 5, 2X Twin hand flamers 20
2X 190 5 Dominions 65, 1 Combi 10, 4 Meltaguns 40, Repressor 75

Heavy support:
2X 125 Exorcist
1X 150 Avenger strike fighter

TOTAL: 1495

Sisters and Inq:
HQ:
1X 135 Celestine
1X 80 Ordo Hereticus inquisitor 25, Level 1 psyker 30, Nullrod 25

Elites:
1X 24 2 Acolytes 8, 2 Storm bolters 6, 1 psyker 10

Troops:
3X 135 5 BSS 60, Flamer 5, H.Flamer 10, Immolator 60

Fast attack:
1X 95 5 Seraphim 75, 2 twin hand flamers 20
2X 180 5 Dominions 65, 4 Meltaguns 40, Repressor 75

Heavy support:
2X 125 Exorcist
1X 150 Avenger strike fighter

1499

So, basically, for the Inquisition list I drop the three Priests, a Melta bomb and two combi weapons on the 2 Dominion squads and add a Psyker inquisitor with a Nullrod and a support squad.

I'm not sure which will work better but I use the first list all the time. It's my main list.

Thanks.

"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

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in us
Preacher of the Emperor




Boston, MA

Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.


The ramparts themselves are the little circle things. The blue shield walls that connect them don't count for purposes of being "on" the ramparts. So squads trying to use this trick have to be stacked inside the little circles.

@ Celtic Strike: I'd go with the pure Sisters list of the two. You don't have enough warp charges to be effective against a psyker heavy army and units that benefit most from divination would lose their act of faith with him tagging along. The null rod also doesn't cancel enemy blessings out (IIRC) so you can't use him to shut off invisibility to buff the rest of your shooting phase.

What you could do to help out the main sisters force is to drop the BSS immolators down to Rhinos and then use the points saved to buy a naked inquisitor with 3 servo skulls. That stops enemy scouting which is huge in the Ravenwing/Wolfstar and White Scars Gladius meta.
   
Made in us
Badass "Sister Sin"






Camas, WA

 Celtic Strike wrote:


So, basically, for the Inquisition list I drop the three Priests, a Melta bomb and two combi weapons on the 2 Dominion squads and add a Psyker inquisitor with a Nullrod and a support squad.

I'm not sure which will work better but I use the first list all the time. It's my main list.

Thanks.

The first list, probably. Although, I think the priests are a waste for those squads.

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
Deranged Necron Destroyer





Spoiler:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.


The ramparts themselves are the little circle things. The blue shield walls that connect them don't count for purposes of being "on" the ramparts. So squads trying to use this trick have to be stacked inside the little circles.

@ Celtic Strike: I'd go with the pure Sisters list of the two. You don't have enough warp charges to be effective against a psyker heavy army and units that benefit most from divination would lose their act of faith with him tagging along. The null rod also doesn't cancel enemy blessings out (IIRC) so you can't use him to shut off invisibility to buff the rest of your shooting phase.

What you could do to help out the main sisters force is to drop the BSS immolators down to Rhinos and then use the points saved to buy a naked inquisitor with 3 servo skulls. That stops enemy scouting which is huge in the Ravenwing/Wolfstar and White Scars Gladius meta.


The shieldwalls do have the reflect rule as well you know. you don't have to be just in the circle the whole thing is the tidewall rampart. the circle things are called either the gunrig or droneport.

This message was edited 1 time. Last update was at 2015/10/23 02:43:55


It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in gb
Pious Palatine






Had a decent game last night using my SoB/BA.

I've being running mech sisters list with an aggressive BA contingent.

Game was the Relic vs Eldar, dawn of war deployment.

I sat up first, infiltrated my scouts near and then scouted onto the relic. I had my DC with Chappy and Celestine on my deployment line directly behind the relic, he set up mostly on my left side spreading out to the middle with a Wraith Knight on the deployment line in his centre. My intention was to move the scouts back to my DZ, jump over them with the DC and then rally my forces around them and try to keep them safe as they moved to my RHS table corner...then he seized the initiative.

Most notably he moved his WK up and killed my scouts. My plan was scuppered. Thankfully I managed to deny his reroll armour saves power that he cast on the WK. My turn, concentrated fire from 1 squad of doms, both exoricts, ball pred. Which took 3 wounds off the WK, charged with DC and Celestine, was quite lucky and I managed to kill the WK.

From there it was I dedicated my forces into clearing the centre if the board, securing the relic and then moving to his un-occupied table edge. Kept the ball and exorcist hanging around the otherwise to dissuade him from following my other stuff. Ended the game 4-2, I had relic and line breaker he had first blood and warlord.

D
   
Made in ca
Roaring Reaver Rider






Congrats on your win evildrcheese, against Eldar that seems like an uphill battle.

On a side note: Anyone look at their digi-dex recently? I had a friend borrow my army and use it in a match and he rand the eviscerator Canonness as striking at initiative. After I heard that I told him that the eviscerator is unwieldly and he should have gone at I1 but he countered by saying battlescribe was showing the evisc as NOT unwieldly. I checked my digi-dex and sure enough in the reference section it does not say unwieldly for the eviscerator. By that reasoning then does the evisc strike at Initiative? The BRB has it as unwieldly still but doesn't the codex supercede the BRB in case of discrepancy?

I'm not trying to be cheesy here btw, I always played it as unwieldly and thought that was fine but now my dex is proving me wrong, anyone else catch this?

1500 1000
Please check out my project log on Dakka here  
   
Made in us
Preacher of the Emperor




Boston, MA

Oberron wrote:
Spoiler:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.


The ramparts themselves are the little circle things. The blue shield walls that connect them don't count for purposes of being "on" the ramparts. So squads trying to use this trick have to be stacked inside the little circles.

@ Celtic Strike: I'd go with the pure Sisters list of the two. You don't have enough warp charges to be effective against a psyker heavy army and units that benefit most from divination would lose their act of faith with him tagging along. The null rod also doesn't cancel enemy blessings out (IIRC) so you can't use him to shut off invisibility to buff the rest of your shooting phase.

What you could do to help out the main sisters force is to drop the BSS immolators down to Rhinos and then use the points saved to buy a naked inquisitor with 3 servo skulls. That stops enemy scouting which is huge in the Ravenwing/Wolfstar and White Scars Gladius meta.


The shieldwalls do have the reflect rule as well you know. you don't have to be just in the circle the whole thing is the tidewall rampart. the circle things are called either the gunrig or droneport.


So the Tidewall comes with two open circles with walls (the ramparts) plus separate gunrigs and drone ports. You also get two reflective wall sections to connect them. To benefit from the free movement that grants relentless, the unit needs to be entirely inside the circular ramparts and thus becomes clumped up and vulnerable to blast. If you are spreading out to use the ramparts and the walls, you lose the movement bonus. At that point, you have a ridiculously expensive piece of cover with only one marginally cool rule (the reflective shooting one) and are better off going with an ADL. At least then you can add reserve manipulation or actually use the gun.

This message was edited 1 time. Last update was at 2015/10/23 23:30:19


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

PanzerLeader wrote:
Oberron wrote:
Spoiler:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.


The ramparts themselves are the little circle things. The blue shield walls that connect them don't count for purposes of being "on" the ramparts. So squads trying to use this trick have to be stacked inside the little circles.

@ Celtic Strike: I'd go with the pure Sisters list of the two. You don't have enough warp charges to be effective against a psyker heavy army and units that benefit most from divination would lose their act of faith with him tagging along. The null rod also doesn't cancel enemy blessings out (IIRC) so you can't use him to shut off invisibility to buff the rest of your shooting phase.

What you could do to help out the main sisters force is to drop the BSS immolators down to Rhinos and then use the points saved to buy a naked inquisitor with 3 servo skulls. That stops enemy scouting which is huge in the Ravenwing/Wolfstar and White Scars Gladius meta.


The shieldwalls do have the reflect rule as well you know. you don't have to be just in the circle the whole thing is the tidewall rampart. the circle things are called either the gunrig or droneport.


So the Tidewall comes with two open circles with walls (the ramparts) plus separate gunrigs and drone ports. You also get two reflective wall sections to connect them. To benefit from the free movement that grants relentless, the unit needs to be entirely inside the circular ramparts and thus becomes clumped up and vulnerable to blast. If you are spreading out to use the ramparts and the walls, you lose the movement bonus. At that point, you have a ridiculously expensive piece of cover with only one marginally cool rule (the reflective shooting one) and are better off going with an ADL. At least then you can add reserve manipulation or actually use the gun.


I so happy.


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Badass "Sister Sin"






Camas, WA

 Inevitable_Faith wrote:
Congrats on your win evildrcheese, against Eldar that seems like an uphill battle.

On a side note: Anyone look at their digi-dex recently? I had a friend borrow my army and use it in a match and he rand the eviscerator Canonness as striking at initiative. After I heard that I told him that the eviscerator is unwieldly and he should have gone at I1 but he countered by saying battlescribe was showing the evisc as NOT unwieldly. I checked my digi-dex and sure enough in the reference section it does not say unwieldly for the eviscerator. By that reasoning then does the evisc strike at Initiative? The BRB has it as unwieldly still but doesn't the codex supercede the BRB in case of discrepancy?

I'm not trying to be cheesy here btw, I always played it as unwieldly and thought that was fine but now my dex is proving me wrong, anyone else catch this?

Huh. I'll have to check that this weekend.

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
Stealthy Sanctus Slipping in His Blade






 Inevitable_Faith wrote:

I'm not trying to be cheesy here btw, I always played it as unwieldly and thought that was fine but now my dex is proving me wrong, anyone else catch this?


Hadn't updated mine in awhile, checked it and the eviscerator was unwieldy. Updated it and now its just melee, armourbane, two-handed. Does that make repentia good yet?

Nice catch, might put a few in at the club today, see if they last long enough to cause some trouble.

This message was edited 1 time. Last update was at 2015/10/24 08:11:53


A ton of armies and a terrain habit...


 
   
Made in us
Deranged Necron Destroyer





PanzerLeader wrote:
Oberron wrote:
Spoiler:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.


The ramparts themselves are the little circle things. The blue shield walls that connect them don't count for purposes of being "on" the ramparts. So squads trying to use this trick have to be stacked inside the little circles.

@ Celtic Strike: I'd go with the pure Sisters list of the two. You don't have enough warp charges to be effective against a psyker heavy army and units that benefit most from divination would lose their act of faith with him tagging along. The null rod also doesn't cancel enemy blessings out (IIRC) so you can't use him to shut off invisibility to buff the rest of your shooting phase.

What you could do to help out the main sisters force is to drop the BSS immolators down to Rhinos and then use the points saved to buy a naked inquisitor with 3 servo skulls. That stops enemy scouting which is huge in the Ravenwing/Wolfstar and White Scars Gladius meta.


The shieldwalls do have the reflect rule as well you know. you don't have to be just in the circle the whole thing is the tidewall rampart. the circle things are called either the gunrig or droneport.


So the Tidewall comes with two open circles with walls (the ramparts) plus separate gunrigs and drone ports. You also get two reflective wall sections to connect them. To benefit from the free movement that grants relentless, the unit needs to be entirely inside the circular ramparts and thus becomes clumped up and vulnerable to blast. If you are spreading out to use the ramparts and the walls, you lose the movement bonus. At that point, you have a ridiculously expensive piece of cover with only one marginally cool rule (the reflective shooting one) and are better off going with an ADL. At least then you can add reserve manipulation or actually use the gun.


no you don't seem to get it. The entire thing is the tidewall ramparts, not just the circles, not just the walls. the walls are called shield lines, the circles things you keep referring to are called either the gunrig or droneport. The entire thing the shieldlines, the gunrig, and the droneport are as a collective called the ramparts you can be anywhere on the rampart (the shieldlines, gunrig or droneport). You can just deploy the sisters already spread out on the shieldlines/gunrig/droneports so there is no clumping up ever, instead just move the ramparts as per its rules.

even if they are clumped up blast would not be a smart idea to shoot at them with since every cover save made gives another chance of a free hit/glance back at the firing unit.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in us
Preacher of the Emperor




Boston, MA

Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
Spoiler:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.


The ramparts themselves are the little circle things. The blue shield walls that connect them don't count for purposes of being "on" the ramparts. So squads trying to use this trick have to be stacked inside the little circles.

@ Celtic Strike: I'd go with the pure Sisters list of the two. You don't have enough warp charges to be effective against a psyker heavy army and units that benefit most from divination would lose their act of faith with him tagging along. The null rod also doesn't cancel enemy blessings out (IIRC) so you can't use him to shut off invisibility to buff the rest of your shooting phase.

What you could do to help out the main sisters force is to drop the BSS immolators down to Rhinos and then use the points saved to buy a naked inquisitor with 3 servo skulls. That stops enemy scouting which is huge in the Ravenwing/Wolfstar and White Scars Gladius meta.


The shieldwalls do have the reflect rule as well you know. you don't have to be just in the circle the whole thing is the tidewall rampart. the circle things are called either the gunrig or droneport.


So the Tidewall comes with two open circles with walls (the ramparts) plus separate gunrigs and drone ports. You also get two reflective wall sections to connect them. To benefit from the free movement that grants relentless, the unit needs to be entirely inside the circular ramparts and thus becomes clumped up and vulnerable to blast. If you are spreading out to use the ramparts and the walls, you lose the movement bonus. At that point, you have a ridiculously expensive piece of cover with only one marginally cool rule (the reflective shooting one) and are better off going with an ADL. At least then you can add reserve manipulation or actually use the gun.


no you don't seem to get it. The entire thing is the tidewall ramparts, not just the circles, not just the walls. the walls are called shield lines, the circles things you keep referring to are called either the gunrig or droneport. The entire thing the shieldlines, the gunrig, and the droneport are as a collective called the ramparts you can be anywhere on the rampart (the shieldlines, gunrig or droneport). You can just deploy the sisters already spread out on the shieldlines/gunrig/droneports so there is no clumping up ever, instead just move the ramparts as per its rules.

even if they are clumped up blast would not be a smart idea to shoot at them with since every cover save made gives another chance of a free hit/glance back at the firing unit.


My point is that the rules require you to be "on" the ramparts to benefit from the movement rule. You can't be "on" the shield line, only in front of or behind it. The only way to be "on" is to be inside the circles.
   
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 dracpanzer wrote:
 Inevitable_Faith wrote:

I'm not trying to be cheesy here btw, I always played it as unwieldly and thought that was fine but now my dex is proving me wrong, anyone else catch this?


Hadn't updated mine in awhile, checked it and the eviscerator was unwieldy. Updated it and now its just melee, armourbane, two-handed. Does that make repentia good yet?

Nice catch, might put a few in at the club today, see if they last long enough to cause some trouble.


I don't own any repentia sadly but I do own a Canoness that I often field with an eviscerator and rosarius. At ws 5 and I4 she's ok stat-wise. The big thing for her now is that if she strikes at I4 then at worst she can take out a few marines with her or even go before any power fists and possibly get the kills in before they strike. In any challenge against characters that have fists or other unwieldly weapons the eviscerator could be a great option for us. I always liked my canoness with eviscerator but this just made her much more appealing, if this isn't a typo then it's a nice little bonus for us atleast.

Oh I just thought of something: Unit of repentia that you successfully charge against some hammernators, even at I3 repentia strike first, at S6 and so wound on a 2. If you can get them there safely repentia at I3 seem like a solid anti-elite 1 big point sinks. Would beat out a necron overlord if I remember correctly too. Riptides maybe?

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Shas'o Commanding the Hunter Kadre




Olympia, WA

PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
Spoiler:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.


The ramparts themselves are the little circle things. The blue shield walls that connect them don't count for purposes of being "on" the ramparts. So squads trying to use this trick have to be stacked inside the little circles.

@ Celtic Strike: I'd go with the pure Sisters list of the two. You don't have enough warp charges to be effective against a psyker heavy army and units that benefit most from divination would lose their act of faith with him tagging along. The null rod also doesn't cancel enemy blessings out (IIRC) so you can't use him to shut off invisibility to buff the rest of your shooting phase.

What you could do to help out the main sisters force is to drop the BSS immolators down to Rhinos and then use the points saved to buy a naked inquisitor with 3 servo skulls. That stops enemy scouting which is huge in the Ravenwing/Wolfstar and White Scars Gladius meta.


The shieldwalls do have the reflect rule as well you know. you don't have to be just in the circle the whole thing is the tidewall rampart. the circle things are called either the gunrig or droneport.


So the Tidewall comes with two open circles with walls (the ramparts) plus separate gunrigs and drone ports. You also get two reflective wall sections to connect them. To benefit from the free movement that grants relentless, the unit needs to be entirely inside the circular ramparts and thus becomes clumped up and vulnerable to blast. If you are spreading out to use the ramparts and the walls, you lose the movement bonus. At that point, you have a ridiculously expensive piece of cover with only one marginally cool rule (the reflective shooting one) and are better off going with an ADL. At least then you can add reserve manipulation or actually use the gun.


no you don't seem to get it. The entire thing is the tidewall ramparts, not just the circles, not just the walls. the walls are called shield lines, the circles things you keep referring to are called either the gunrig or droneport. The entire thing the shieldlines, the gunrig, and the droneport are as a collective called the ramparts you can be anywhere on the rampart (the shieldlines, gunrig or droneport). You can just deploy the sisters already spread out on the shieldlines/gunrig/droneports so there is no clumping up ever, instead just move the ramparts as per its rules.

even if they are clumped up blast would not be a smart idea to shoot at them with since every cover save made gives another chance of a free hit/glance back at the firing unit.


My point is that the rules require you to be "on" the ramparts to benefit from the movement rule. You can't be "on" the shield line, only in front of or behind it. The only way to be "on" is to be inside the circles.


um... no. the whole thing is a ramparet. You can be ON any part of it.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
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Camas, WA

 Inevitable_Faith wrote:
 dracpanzer wrote:
 Inevitable_Faith wrote:

I'm not trying to be cheesy here btw, I always played it as unwieldly and thought that was fine but now my dex is proving me wrong, anyone else catch this?


Hadn't updated mine in awhile, checked it and the eviscerator was unwieldy. Updated it and now its just melee, armourbane, two-handed. Does that make repentia good yet?

Nice catch, might put a few in at the club today, see if they last long enough to cause some trouble.


I don't own any repentia sadly but I do own a Canoness that I often field with an eviscerator and rosarius. At ws 5 and I4 she's ok stat-wise. The big thing for her now is that if she strikes at I4 then at worst she can take out a few marines with her or even go before any power fists and possibly get the kills in before they strike. In any challenge against characters that have fists or other unwieldly weapons the eviscerator could be a great option for us. I always liked my canoness with eviscerator but this just made her much more appealing, if this isn't a typo then it's a nice little bonus for us atleast.

Oh I just thought of something: Unit of repentia that you successfully charge against some hammernators, even at I3 repentia strike first, at S6 and so wound on a 2. If you can get them there safely repentia at I3 seem like a solid anti-elite 1 big point sinks. Would beat out a necron overlord if I remember correctly too. Riptides maybe?


"Profiles for the following melee weapons are listed in the reference section. Their full rules can be found in Warhammer 40,000: The Rules.

Chainsword, ... Eviscerator."

Yeah, sorry, it's unwieldy.

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Been Around the Block




I think it's a bug with BattleScribe. My Canoness gets listed without Unwieldy, Repentia listed with it. Both entries in my codex list the Eviscerator as found in the BRB. So I don't think it would stand if you tried it outside friendly games.
   
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Deranged Necron Destroyer





PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
Spoiler:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
PanzerLeader wrote:
Oberron wrote:
So anyone else think the new tau fortification can be useful for retributors letting them move(kinda) and fire as ell as solid protection for them? It seems a bit pricey though and a lot of the stuff is tau only.


Not for 265 points with a gun they can't shoot. They're also extremely vulnerable to blast weapons while using it.


How does blast make them vulnerable? Or do you mean barrage?


To benefit from the movement rules, the unit has to be completely on the tidewall rampart. That's going to leave them clumped up and susceptible to blast weapons. High volume of fire barrage is the biggest threat (i.e. Wyverns and TFCs) but even battle cannons and plasma cannons will do damage because the extra hits will offset the cover benefit.


they won't be clumped up on the tidewall one can string them out along it just fine. normal blast they can still get their cover save and possible to return hits from the 6+ returns an auto-wound/glance rule.


The ramparts themselves are the little circle things. The blue shield walls that connect them don't count for purposes of being "on" the ramparts. So squads trying to use this trick have to be stacked inside the little circles.

@ Celtic Strike: I'd go with the pure Sisters list of the two. You don't have enough warp charges to be effective against a psyker heavy army and units that benefit most from divination would lose their act of faith with him tagging along. The null rod also doesn't cancel enemy blessings out (IIRC) so you can't use him to shut off invisibility to buff the rest of your shooting phase.

What you could do to help out the main sisters force is to drop the BSS immolators down to Rhinos and then use the points saved to buy a naked inquisitor with 3 servo skulls. That stops enemy scouting which is huge in the Ravenwing/Wolfstar and White Scars Gladius meta.


The shieldwalls do have the reflect rule as well you know. you don't have to be just in the circle the whole thing is the tidewall rampart. the circle things are called either the gunrig or droneport.


So the Tidewall comes with two open circles with walls (the ramparts) plus separate gunrigs and drone ports. You also get two reflective wall sections to connect them. To benefit from the free movement that grants relentless, the unit needs to be entirely inside the circular ramparts and thus becomes clumped up and vulnerable to blast. If you are spreading out to use the ramparts and the walls, you lose the movement bonus. At that point, you have a ridiculously expensive piece of cover with only one marginally cool rule (the reflective shooting one) and are better off going with an ADL. At least then you can add reserve manipulation or actually use the gun.


no you don't seem to get it. The entire thing is the tidewall ramparts, not just the circles, not just the walls. the walls are called shield lines, the circles things you keep referring to are called either the gunrig or droneport. The entire thing the shieldlines, the gunrig, and the droneport are as a collective called the ramparts you can be anywhere on the rampart (the shieldlines, gunrig or droneport). You can just deploy the sisters already spread out on the shieldlines/gunrig/droneports so there is no clumping up ever, instead just move the ramparts as per its rules.

even if they are clumped up blast would not be a smart idea to shoot at them with since every cover save made gives another chance of a free hit/glance back at the firing unit.


My point is that the rules require you to be "on" the ramparts to benefit from the movement rule. You can't be "on" the shield line, only in front of or behind it. The only way to be "on" is to be inside the circles.


The shieldlines have walkways. You need to look a little closer at the model if you think the shield lines are like the ADL walls. Your point is nonexistent. I will agree it is very pricey for what is effectively mobile ADL with some extra rules but SOB are relatively a very cheap army points wise.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
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Camas, WA

Can we talk about the tidewall in an appropriate thread?

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Shas'o Commanding the Hunter Kadre




Olympia, WA

Game. Set. Match.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Preacher of the Emperor




Boston, MA

Gah. Missed those little buggers. I stand corrected on the rules. Still wouldn't pay 250+ points for it in a Sisters army.
   
 
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