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Made in us
Badass "Sister Sin"






Camas, WA

Post up the castellans version and I'll compare. I'm still pending my first Cast game, but I really like the idea. This looks really solid right now though.

Makes me want to convert up Arco flagellants on 40mm bases to use as Wolfkin.

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Made in gb
Fresh-Faced New User




 pretre wrote:
Post up the castellans version and I'll compare. I'm still pending my first Cast game, but I really like the idea. This looks really solid right now though.

Makes me want to convert up Arco flagellants on 40mm bases to use as Wolfkin.


Flagellants is a great idea to use as the wolves! Would keep the theme a lot cleaner, for sure.

The Castellans version of the list is thus - I lose 4 TLMM's, and the ability to reroll failed powers, but I can come back from ongoing reserves on the BSS and get 2 more rolls on Sanctic for Sanctuary/Hammerhand, meaning my Libs can fish for other spells that might be useful.
Castellans:

Coteaz (100)
Priest, Litanies (40)
Celestine (200)

BSSx5, MG/HF Rhino, Dozer Blade (125)
BSSx5, MG/HF Rhino, Dozer Blade (125)
BSSx5, MG/HF Rhino, Dozer Blade (125)
BSSx5, MG/HF Rhino, Dozer Blade (125)

Domx5, 4xMG, Repressor (190)
Domx5, 4xMG, Repressor (190)

Librarius Conclave
Librarian, ML2, Axe, Bike (110)
Librarian, ML2, Axe, Bike (110)
Librarian, ML2, Axe, Bike (110)

Wolfkin
Fenrisian Wolfx10 (80)
Fenrisian Wolfx10 (80)
Fenrisian Wolfx10 (80)
Fenrisian Wolfx10 (80)

Total: 1850.
   
Made in us
Badass "Sister Sin"






Camas, WA

I would drop the dozers and the HF to Flamers and swap two of the Rhinos to Immos. Other than that, it is solid.

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Made in au
Regular Dakkanaut




 pretre wrote:
the_Jakman wrote:
I'm kinda trying to toe the line with competetiveness. Not planning on taking this to tournaments, but I want it to be resonably competetive without going down the min/max ultra cheese route. I'm mainly playing at my FLGS, so I dont want to be THAT GUY.

I like the idea of squads that are as large as I can fit. In my experience min/maxed squads evaporate pretty quick and I want my sisters to have some staying power. Plus, vehicle wise, I have 4 Rhinos, 2 Immos, and 3 Exorcists and I'm not planning on buying any more sisters stuff. Focusing on getting my new army up and running.

At the moment I'm leaning towards giving the blob squad a VSS with maul and Priest with maul so they have a bit more oompf in CC. Giving the Rhino squads Superiors with combi flamers and naked Priests. And the Hvy Bolter squad a Superior with Storm Bolter and a naked priest.

Also, I read a post from early in this thread about taking combi meltas on dominion squads. Guy was saying 4 meltas and the TL MM usually gets the job done and the combi is overkill. Thoughts on this?

Cheers for the reply bro.

You're playing SOB. It is very unlikely that anything you can bring will make you THAT guy.

You know what the difference is between 9 sisters and 5 sisters from a survivability standpoint? 48 points. They are both going to die, but one costs you 48 more points. Sisters are best cheap and in small squads, unless you want a blob and are going to give them someone to stand at the front and take the hits. I HIGHLY recommend you take the new celestine, if you are going to blob up.


If I drop the 9 sisters squads to 5, I can fit another 5 sisters and priest in another rhino. You think I should go this route?
   
Made in us
Repentia Mistress






OK guys... Celestine is a strait up monster now. Damn it feels good.

Wonder twin powers activate! I popped her into her seraphim squad and just went out wrecking gak in a test game.

This message was edited 1 time. Last update was at 2017/02/26 13:26:18



 
   
Made in us
Badass "Sister Sin"






Camas, WA

If you drop the two sisters to 5, that's 96 points.
If you drop the Simularcrums from the small BSS in rides, that's another 20. Put the two extra priests into the Blob. I would drop Jacobus at that point and get Celestine with Geminae. Leaves you 16 points for other stuff.

Personally, I would swap the 6 sister squad out for a Ret squad with HB and put them in a bastion rather than an ADL.

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Made in us
Preacher of the Emperor





Denver, CO, USA

the_Jakman wrote:
Hey Boyz!
Great thread, I'm working my way through it, currently at page 20ish. Lots of good advice so far, but I thought I pop in to ask anyway. I'm making a 1850pts list from my old models so I can play while I'm building my new army. I'd just like some pointers on what specific upgrades to take. Anyway, heres my list (organised by squad).

Jacobus
Priest w/ Litanies
20x Sisters w/ Simulacrum, Flamer, Hvy Flamer

Priest
9x Sisters w/ Simulacrum, Flamer, Hvy Flamer
Rhino

Priest
9x Sisters w/ Simulacrum. Flamer, Hvy Flamer
Rhino

Priest
6x Sisters w/ Hvy Bolter, 2x Storm Bolters

Domminions w/ 4 metla, combi melta,
MM Immo w/ laud hailer

Domminions w/ 4 melta, combi melta,
MM Immo w/ laud hailer

3x Exorcists w/ storm bolters

Ageis Defense Line w/ Quad Cannon

Pretty self explainitory, 1 priest in each squad. The Hvy Bolter squad camps at the defense line and mans the cannon.

I've got 50ish points to play with but I'm stuck on the exactly on what upgrades to take, especially on the Priests and Sister Superiors. Is the Veteran Sister upgrade worth it? If so should I kit her out for CC? Are storm bolters on Sister Superiors a good idea for extra dakka? Maybe give the Priests meltabombs for that emergency hail mary dreadnaught kill?

Anyway, pointers and advice would be appreciated. How do you equip your Priests and Superiors?

Cheers from the Jakman


This is a lot like the list I play, so... a few comments. I'd put the laud hailers on the BSS Rhinos instead... they're less juicy targets and less exposed, but you should still be able to keep the Doms in their bubble. The Jacoblob is great if you can maneuver them, but the bolter squad's priest might fit there, maybe with a maul, better than where you've got it. I'd give the bolter squad a third storm bolter instead of the HB to restore mobility and unify ranges, but use them for the same camping task. I know people are down on storm bolters, but I love the volume of fire from a tiny 3 storm bolter unit. I've had the best luck with the quad gun with either a stock Canoness or Coteaz. I don't upgrade my Vets beyond a combi weapon or melta bomb, and only when I have the points. I have a lot of fun with a Rhino full of heavy flamer Rets, and double flamers in BSS units get better coverage, which it looks like you could do with some rearranging.

That's all little stuff, though... looks like a solid list.


Automatically Appended Next Post:
Bionid wrote:


I'm wondering though:
Castellans. It would take me to the four detachment max, and I could keep obsec by adding Coteaz. Do you think it's worth dropping the Immos to rhinos and dropping the bones of Osrak to take Coteaz and change the CAD to a Castellans. Two extra rolls for hammerhand or sanctuary couldn't hurt either!

Cheers



I don't have enough experience with mixed armies like your list to offer much, but I will give Sisters-based Castellans with Coteaz a thumbs-up. Giving that much cheap power armor ObSec, a little Hatred to help them go down fighting, and a chance for some of them to come back for a second round is pretty effective.

This message was edited 1 time. Last update was at 2017/02/27 04:39:48


   
Made in ca
Sister Vastly Superior





Played my first games against a soulburst list this weekend.

I brought a Castellan:

Celestine
Coteaz

BSS x 5 - Immolator, Melta, Flamer
BSS x 5 - Immolator, Melta, Flamer
BSS x 5 - Immolator, Melta, Flamer
Infantry Platoon Command - Chimaera, Flamers x 4
Infantry Platoon Squad - Lascannon Heavy Weapons team
Infantry Platoon Squad - Lascannon Heavy Weapons team

Dominions x 5 - Repressor, Meltaguns x 4
Dominions x 5 - Repressor, Meltaguns x 4

Wyvern Battery
Wyvern Battery
Wyvern Battery

Daemonhunter Strike force:

Interceptors x 5 - Incinerator, Halberds x 3, Daemonhammer

Inquisitorial Detachments
Greyfax
Hereticus Inquisitor - Servo Skulls x 3.


I do not have my opponents list, but it consisted of several jet bikes (eldar and dark eldar), 2 squads of harlequins in star weavers, 2 squads of banshees in DE raiders. A big squad of Wrathguard with an Archon that couldnt scatter when deepstriking and a formation of war walkers that also did not scatter when arriving from deep strike reserve


Few things I learned:

-The army is brutal. He was in my face turn 1 and the moment I would wreck up a transport, he'd have harlequins or banshees assault into me with the subsequent soulburst.
-Do not ever think you have the upper hand. After turn two, I had several of his units dead. Until he deepstriked wraithguards with D Flamers by two wyerns. They died and the resulting soulburst allowed him to kill off the entire squad of grey knights that was there to counter attack from my lines. I went from having a decisive upper hand to fighting an uphill battle in a single turn of his.
-Your order of activation is super important. If there's a unit you're counting on for doing something important, do not try to get the job done with other units first. If you give your opponent a soulburst, your unit may very well end up tied up or dead.
-Realizing I forgot to roll for my warlord trait at the end of the game.. when I have two models that get warlord traits is not a good thing. That was a dumb mistake on my part.


I like the list I was playing so far, but I'll be making a few changes nonetheless.

Remove the infantry platoon and greyfax. Add in two squads of militarum tempestus with plasmaguns or meltaguns, not sure yet. Add in a 4th wyvern (these tanks are awesome) and finally a small seraphim squad with 2 hand flamers.

Against a list that doesnt scout or inflitrates the servo-skulls serve little purpose so I figured I might as well give myself options and position them close to objectives where I could safely deepstrike Obs Sec units that can dish out some dmg themselves.

This message was edited 1 time. Last update was at 2017/02/27 21:30:50


18 / 3 / 6 since 6th ed. 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Voldrak wrote:
I like the list I was playing so far, but I'll be making a few changes nonetheless.

Remove the infantry platoon and greyfax. Add in two squads of militarum tempestus with plasmaguns or meltaguns, not sure yet. Add in a 4th wyvern (these tanks are awesome) and finally a small seraphim squad with 2 hand flamers.

Against a list that doesnt scout or inflitrates the servo-skulls serve little purpose so I figured I might as well give myself options and position them close to objectives where I could safely deepstrike Obs Sec units that can dish out some dmg themselves.



I took Scions for a spin in the game I just played against an Tyranid Endless Swarm. I think they're a great adjunct to Sisters with their low cost, range of armaments, and ability to deep strike into terrain. I took one with 2 plasma, one with 2 melta, and a command with flamer and grenade launcher (mostly because of the models I had) to try out some orders.

The plasma squad was great. I dropped them onto a flank where they snuffed a tyranid warrior unit, removing synapse for long enough for me to break a unit of gaunts with a BSS unit backed by a priest. The way the cards fell, breaking that unit denied my opponent's rush toward an objective in my deployment zone, and the Scions grabbed two more in his deployment zone before getting killed. They didn't make the roll to cycle back again, but they'd earned their points already.

My melta Scions showed up a round later and dropped cleanly behind another tyranid warrior unit and brought it down, forcing his HQ to move off and join another unit. They got shot off the table, made their roll, and came back on the following turn. They nearly scattered off the table on their second drop, which hurt both their shooting range and their ability to run after objectives. They didn't score any points, but they took out some more synapse units before dying for good.

I only issued one order from the Command squad to let the plasma unit reroll 1s, but I think I'd have rather had another plasma group. In fact, I think plasma all around would be my preference, even at the cost of orders. If Troops provide terrain-safe deep-striking plasma, Fast brings scouting meltas and deep-striking flamers, Heavy offers long range S8 AP1... Castellans might be a pretty well-rounded force.

I guess I'm veering off of a pure Sisters post here, but Scions may make a regular appearance in my army. Gotta think about mystics vs. servo skulls to guide them down.

   
Made in au
Regular Dakkanaut




Hey MacPhail,

I like your point about the laud hailers on Rhinos instead of the Immos. Ovbiously the Dom squads are a big target and they will probs get wasted first. I'll think about doing that. But what I'f I decide to outflank them? Or scout them forward to try and pop a nasty turn 1? I see them easily being out of range of the hailers, especiially if the rhino squads are heading for objectives/targets for thier flamers rather than the Doms target.


Automatically Appended Next Post:
 pretre wrote:
If you drop the two sisters to 5, that's 96 points.
If you drop the Simularcrums from the small BSS in rides, that's another 20. Put the two extra priests into the Blob. I would drop Jacobus at that point and get Celestine with Geminae. Leaves you 16 points for other stuff.

Personally, I would swap the 6 sister squad out for a Ret squad with HB and put them in a bastion rather than an ADL.


Hey Pretre, thanks for your comment. I get that the new Celestine is a murderbeast, but I'm really trying to minimise the number of things I have to buy to get this army on the tabletop. (This sisters collection if from the Witch Hunters codex). As my list stands, all I have to purchase is a few priests and the ADL as I already have Jacobus.
My reasoning for the Hvy Bolter squad rather than a Ret squad is they're there to hold the home field obj (obj secured) and man the quad. If i take a Ret squad I have to lose an Exorcist, obviously, You think its worth dropping 1/3 of my long range anti tank for 5-6 hvy bolters?
I'm not saying you're wrong, I'm just curious about why that's a good idea.

This message was edited 2 times. Last update was at 2017/02/28 09:22:28


 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

the_Jakman wrote:
Hey MacPhail,

I like your point about the laud hailers on Rhinos instead of the Immos. Ovbiously the Dom squads are a big target and they will probs get wasted first. I'll think about doing that. But what I'f I decide to outflank them? Or scout them forward to try and pop a nasty turn 1? I see them easily being out of range of the hailers, especiially if the rhino squads are heading for objectives/targets for thier flamers rather than the Doms target.


I almost never out flank mine, but rather go up the middle and try to melt something fancy. Short range and slow movement makes it tough to find good targets from the board edge. Doms are a suicide squad in my army, for better or worse. It isn't hard to keep them in range of the laud hailer... the scouting transport is only 6 inches ahead, so if the rhino moves flat out, even Doms that disembarked are in range. I use the carcasses of those Immos to jam my opponents movements and having random leftover Doms in cover gives my Troop transports a chance to do what you're describing.

I also put a laud hailer on an exorcist near the HB Rets when I bring them. Since you mentioned them vs. an Exorcist, one thing to consider is not 1/3 of your firepower, but 1/3 of your AV 13. Against the right army, Rets can kill as many points as an Exorcist, but they'll always be easier to take off the table (except maybe vs. Haywire). Three AV 13 hulls is a tough nut to crack.

   
Made in us
Angelic Adepta Sororitas




Los Angeles, CA

 MacPhail wrote:
I almost never out flank mine, but rather go up the middle and try to melt something fancy. Short range and slow movement makes it tough to find good targets from the board edge. Doms are a suicide squad in my army, for better or worse.

I was also using them a lot as a suicide-scout-in-the-middle kind of unit, but I have to say that now I outflank them a lot(not all the time of course, but very often). Especially if I go second or if I don't have Coteaz seize protection. It's also due to the fact that after a couple games, my opponents get used to deal with scouting meltas.

I usually ensure there will be some targets available by placing objectives near the sides of the table. Chances are my opponent will leave some unit nearby: if it's heavy, then the melta will be of good use, if it's more a light unit, then the repressor's heavy flamer plus the bolter/melta will do work. And with 1/3rd of the ITC mission being in hammer and anvil, outflanking is actually pretty good.

Anyway, I don't know for all of you, but in my little world the biggest issue with dominion is not deployment: it's leadership. I fail a lot of either:
- Ld test because their transport suffered a penetration result (snapshoting melta is not that good)
- pinning test because their transport was destroyed (same)
- failing the AoF test when going for a unit with big cover

It hurts my point budget, but I really think more and more about getting that veteran sister upgrade to go to Ld9 and have a bit less issues (laud hailer is another option, but covering only one case).

This message was edited 2 times. Last update was at 2017/02/28 19:39:41


 
   
Made in us
Regular Dakkanaut




Well, I guess that's down to your personal preference. You could:

1. Take a Veteran Superior (10 points) - which increases your success chance on everything from 72% to 83%, but only affecting the one unit
2. Take Laud Hailers (10 points) - which increases your success chance on Acts of Faith from 72% to 93%, potentially benefiting other units.
3. Take a Ministorum Priest (25 points) - which eliminates the morale check problem entirely, and grants some CC bonuses (of dubious value), but does nothing for your Act of Faith.

Of the three options I think the Veteran Superior is actually the least useful. I'd probably stick to the other two depending on which you consider more important.
   
Made in us
Angelic Adepta Sororitas




Los Angeles, CA

The priest is yet another easy KP (not good), too expensive per unit and does nothing for either the AoF test or the snapshot Ld test for passengers. It only prevents the pinning test in case the transport is destroyed.
To me it's by far the worst choice here.



This message was edited 1 time. Last update was at 2017/02/28 23:10:48


 
   
Made in us
Badass "Sister Sin"






Camas, WA

Yeah, don't take priests unless you're taking a blob or attaching them to a superfriends unit.

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Made in us
Pious Palatine




 ncshooter426 wrote:
OK guys... Celestine is a strait up monster now. Damn it feels good.

Wonder twin powers activate! I popped her into her seraphim squad and just went out wrecking gak in a test game.


Just remember you don't get shred.


 
   
Made in ca
Sister Vastly Superior





ERJAK wrote:
 ncshooter426 wrote:
OK guys... Celestine is a strait up monster now. Damn it feels good.

Wonder twin powers activate! I popped her into her seraphim squad and just went out wrecking gak in a test game.


Just remember you don't get shred.



Yup that is something I fear a lot of people are going to forget and play improperly.

She no longer has act of faith in her rules so if she joins Seraphims, or any other sister squads, they cannot use their Act of Faith. No more shred for her indeed.

18 / 3 / 6 since 6th ed. 
   
Made in us
Stealthy Warhound Titan Princeps






If she pops her "grants HQS act of faith" ability on the same turn, will the seraphim be able to use theirs?

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Made in us
Badass "Sister Sin"






Camas, WA

Rihgu wrote:
If she pops her "grants HQS act of faith" ability on the same turn, will the seraphim be able to use theirs?

That isn't a rule.

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Made in us
Regular Dakkanaut




 RabbitMaster wrote:
The priest is yet another easy KP (not good), too expensive per unit and does nothing for either the AoF test or the snapshot Ld test for passengers. It only prevents the pinning test in case the transport is destroyed.
To me it's by far the worst choice here.


Ah, true, I had that wrong. Apologies, I'm pretty new to 7th edition. Once you point that out it doesn't seem very worthwhile at all, no.

Voldrak wrote:
Yup that is something I fear a lot of people are going to forget and play improperly.

She no longer has act of faith in her rules so if she joins Seraphims, or any other sister squads, they cannot use their Act of Faith. No more shred for her indeed.


I'm glad you pointed this out, too, because I definitely would have forgot. Seems like an oversight, though. Maybe an FAQ will address this, but in the meantime I will make sure not to accidentally Act of Faith her.

On a related note, I'm really curious as to who her "Lord of War" bonus is intended to help... since it specifies Non-Vehicle, what Lords of War can she even affect?

This message was edited 2 times. Last update was at 2017/03/01 15:25:38


 
   
Made in us
Badass "Sister Sin"






Camas, WA

All the big chapter masters like Logan, etc.

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Made in us
Repentia Mistress






Voldrak wrote:
ERJAK wrote:
 ncshooter426 wrote:
OK guys... Celestine is a strait up monster now. Damn it feels good.

Wonder twin powers activate! I popped her into her seraphim squad and just went out wrecking gak in a test game.


Just remember you don't get shred.



Yup that is something I fear a lot of people are going to forget and play improperly.

She no longer has act of faith in her rules so if she joins Seraphims, or any other sister squads, they cannot use their Act of Faith. No more shred for her indeed.



I contend she still has an AoF -- both special scenarios are called Miraculous Intervention, and carry the same base mechanics. There is no logical conclusion why *the* battle sister of them all would not have an AoF, when the mechanics and name are spelled out in each using the same format. By using Miraculous Intervention, you are using an Act of Faith. I'd also contend that even though Shield of Faith isn't called out in the new one, all sisters have it -- thus reinforcing the bad working on GW's part rather than a legitimate mechanics change.

GW needs to just FAQ that to fix the confusion.


This message was edited 1 time. Last update was at 2017/03/01 22:17:11



 
   
Made in us
Badass "Sister Sin"






Camas, WA

Finally got to play Castellans at a local 1500 (no BB, maelstrom heavy) event.

Celestine is a beast. Castellans was okay. Hatred was great, I only got one 5+ for regen all day. Went 3-0 though.


Automatically Appended Next Post:
Who has two thumbs and is about to have a bunch of stuff eaten by Jancoran's grotesques?

Spoiler:


This message was edited 1 time. Last update was at 2017/03/05 15:45:20


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Made in us
Loyal Necron Lychguard






South Dakota

Nice work, petre! What list did you do?

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
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~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Repentia Mistress






 pretre wrote:

Who has two thumbs and is about to have a bunch of stuff eaten by Jancoran's grotesques?

Spoiler:





...I wish I could rock long hair.


 
   
Made in us
Badass "Sister Sin"






Camas, WA

 Anpu-adom wrote:
Nice work, petre! What list did you do?

Celestine - 200
Coteaz - 100
Henchies - 6 Acolytes, 3 Servitors with MM, Psyker - 64
3 Grav Cents - 240
Drop Pod - 35
Librarian with Hunter's Eye and Bike - 105
Exorcist - 125

Troops (regen)
5 BSS with M/F in Immo - 135
5 BSS with M/F in Immo - 135
5 BP/Bolter Scouts in Storm - 95
5 BP/Bolter Scouts - 55
3 Bikes with 2 Melta - 83
3 Bikes with 2 Grav - 93

Inquisitorial Representative - Inquisitor with 3 Skulls - 34

1499

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Made in us
Confessor Of Sins






Scranton

 pretre wrote:
 Anpu-adom wrote:
Nice work, petre! What list did you do?

Celestine - 200
Coteaz - 100
Henchies - 6 Acolytes, 3 Servitors with MM, Psyker - 64
3 Grav Cents - 240
Drop Pod - 35
Librarian with Hunter's Eye and Bike - 105
Exorcist - 125

Troops (regen)
5 BSS with M/F in Immo - 135
5 BSS with M/F in Immo - 135
5 BP/Bolter Scouts in Storm - 95
5 BP/Bolter Scouts - 55
3 Bikes with 2 Melta - 83
3 Bikes with 2 Grav - 93

Inquisitorial Representative - Inquisitor with 3 Skulls - 34

1499


grats on the great showing! Thats a very different list than I'm running with castellans. Looks solid with a fair bit of mixing of units. How do you play this list vs things like bark bark star/ironhands star?

 
   
Made in gb
Angelic Adepta Sororitas





 pretre wrote:

Celestine is a beast. Castellans was okay. Hatred was great, I only got one 5+ for regen all day. Went 3-0 though.


Yes, she is. my Local meta hasn't yet caught on how to deal with her effectively yet. ...well, apart from Wulfen. those things kill everything.

Hatred is a nice bonus.

Flock to the front lines, after several games i am still yet to have a single unit respawn. I have been aggressively scouting my dominions who have been taking the brunt of things and the troops just haven't been dying enough to take advantage of the mechanic. I'm not a fan of reserves because it feels like a false economy but i'm considering that outflanking them might actually be the best way to redirect the fire into the troops to capitalize on the respawn mechanic.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 pretre wrote:
Finally got to play Castellans at a local 1500 (no BB, maelstrom heavy) event.

Celestine is a beast. Castellans was okay. Hatred was great, I only got one 5+ for regen all day. Went 3-0 though.


Automatically Appended Next Post:
Who has two thumbs and is about to have a bunch of stuff eaten by Jancoran's grotesques?

Spoiler:




Yip. that multicharge was pretty good., I killed the bikes, all but one scout and the Immolator with a single Grotesque charge. Pretty sweet. If I recall I later ganked the Sisters of Battle that were there a round later. Not bad. Those Grotesques ultimately failed that second multicharge. I got greedy on a charge. Had rolled the exact amount i needed to charge into the Centurions and got greedy, re-rolled and missed it. crushing moment but they did work. Second Grotesques missed two. Ah well. It's still fun to see those things rampage like they do. They are shockingly effective.

As for Celesting, I wrote an article about her. She is easy to wound but tough to get through with all those wounds and 2+ armor. I knew I'd be impressed. She EVENTUALLY mulched through a Beastpack, though it took far longer than she wanted as she failed her Hit n Run on the round she wanted it. But in the end she killed it and then kept some Grotesques busy the rest of the game. She was really worth taking and she was really what kind of held the line for the Castellans. She was necessary for that force.

I liked her a lot and cannot wait to field her against the multiverse. There are so many times I would have loved to have something like that to bottle neck an enemy. I found the Repentias very good at it. She is so mobile and can travel i nthe open which makes a difference. Moreso the mobility.

Anywho, It was really interesting to finally get to see her do her thing.

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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Scranton

Drider wrote:
 pretre wrote:

Celestine is a beast. Castellans was okay. Hatred was great, I only got one 5+ for regen all day. Went 3-0 though.


Yes, she is. my Local meta hasn't yet caught on how to deal with her effectively yet. ...well, apart from Wulfen. those things kill everything.

Hatred is a nice bonus.

Flock to the front lines, after several games i am still yet to have a single unit respawn. I have been aggressively scouting my dominions who have been taking the brunt of things and the troops just haven't been dying enough to take advantage of the mechanic. I'm not a fan of reserves because it feels like a false economy but i'm considering that outflanking them might actually be the best way to redirect the fire into the troops to capitalize on the respawn mechanic.


I think if you want to take advantage of that rule... you need to really have a troop heavy list.

example... my 1850 list... made for playing Nova progressive missions.
HQ Coteaz,
HQ hereticus inquisitor with psyocculum, circle of dusvalle, 3 servo skulls, melta bomb (warlord)
HQ sisters command squad with combi condemnors, dozer rhino
Troops 5 sisters, 2 meltas, combi melta, dozer MM immolator
Troops 5 sisters, 2 meltas, combi melta, dozer MM immolator
Troops 5 sisters, 2 meltas, combi melta, dozer MM immolator
Troops 5 sisters, 2 meltas, combi melta, dozer MM immolator
Troops 5 sisters, 2 meltas, combi melta, dozer MM immolator
Troops 5 sisters, multi melta, combi condemnor, dozer rhino
Troops 5 sisters, multi melta, combi condemnor, dozer rhino
Troops 5 tactical marines, grav, combi grav, pod (ultra marines)
Fast 5 seraphim, 2 models with 2 hand flamers
Fast 5 seraphim, 2 models with 2 hand flamers
Heavy thunderfire cannon (ultra marines)
IA detach
HQ malleus inquisitor (Imperial agents)
IA detach
HQ malleus inquisitor (Imperial agents)

This message was edited 1 time. Last update was at 2017/03/06 13:39:13


 
   
 
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