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Made in us
Gargantuan Gargant





New Bedford, MA USA

BBAP wrote:
Honestly, I think the problem here is less about Sisters being fundamentally broken, and more about you trying to shove a bolter-shaped peg into an assault-shaped hole and becoming frustrated when it doesn't fit.


You're the only one insisting this.

My suggestions revolved around tweaking existing rules so they are better at what they already do.

Your argument amounts to that Sororitas suck at assault so the rules should be rewritten making them worst at assault and better at shooting.

How about you dial down the criticism of other peoples ideas and actually provide specific examples of improvements you would make ?



This message was edited 1 time. Last update was at 2016/10/23 21:53:43


   
Made in gb
Mighty Vampire Count






UK

Realistically I am hoping for:

A better Canoness - Rosarius automatically at same base pts cost.
Something akin to Chapter Tactics
Several Sisters special characters - based on the notabels in Shield of Baal would be great

Almost certain to get a variety of formations and Decurion thingy


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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Decrepit Dakkanaut






SoCal, USA!

If CC is brewing, is it better for SoB to give the charge, or to take the charge?

And yes, it's entirely because they are both S3 T3 I3.

   
Made in gb
Missionary On A Mission






 adamsouza wrote:
My suggestions revolved around tweaking existing rules so they are better at what they already do.


You're suggesting tweaks to various rules which already function just fine as they are, and calling for the Sisters assault capabilities to be improved. That's pretty much the design philosophy GW adopted when updating the Codex from WD to 6th Edition. Do you think that fixed the Sisters? I don't. It didn't fix them because the lack of CC has never been an issue for Sisters, and isn't the reason you can't play the current book as a stand-alone army. The issues you'd need to resolve to make them work alone in 7th relate to mobility, the over-reliance on vehicles, and dodgy unit costings. You don't fix those problems with Zealot bubbles or Furious Charge.

Your argument amounts to that Sororitas suck at assault


Right!

so the rules should be rewritten making them worst at assault and better at shooting.


The question is "What do you want to see in the new Codex?" I don't think suggesting rule changes is an unreasonable response to that. Like I said though, the Sisters work just fine as Allies as they are, plus I have a few other armies I can use as a primary detachment, so if we don't get a new Codex for a while then I'm fine with that. What I don't want to see is what we've had in the last two updates; books written by people who have quite obviously never played the army in their lives, and desperate, half-assed attempts to try and make the Sisters scary in close combat, all doomed to failure by that S3, T3, I3 statline.

EDIT: Nobody would try to argue that because the Tau suck at assault but are good at shooting, their rules shouldn't be rewritten to make them "worst at assault and better at shooting". Why is this so contentious when it comes to the Sisters? They're in the same boat here.

How about you dial down the criticism of other peoples ideas and actually provide specific examples of improvements you would make ?


I've done that. See my posts on the previous page for specific examples of changes I'd make.

EDIT: Here it is, in case you missed it/ didn't bother reading:

Spoiler:
BBAP wrote:
 adamsouza wrote:
On topic, I do think Adepta Sororitas need some sort of boost. They don't need to be tier 1, but the Genestealer Cult codex is a great expample of how units with midling stats, can be interesting and viable with combinations of formation sepcial rules.

Things that wouldn't be out of hand:
Free Transports: Space Marines Codex
Free Master Crafted Upgrade to Flamer/melta: Salamanders Chapter
Zealot bubble
Furious Charge Bubble
Increased Invulnerable Save

3 of Same vehicle in unit gets bonus


Lack of CC is one of the most common complaints I've seen about the Sisters since I started playing them in 3rd Edition, but that's silly, because close combat is not what the Sisters do. It's **never** been the Sister's strength, and trying to make it so is one of the reasons the Codex is in such a state.

Free transports and Mastercrafting makes sense for Smurfs, where everything costs an arm and a leg and every miss hurts. Sisters don't fit that archetype at all. Everything is cheap, plentiful, and can do tricks. They don't need handouts. They need people to understand what they are and what they do.

As it stands most Sisters units work fine in an Allied detachment, and to be quite honest I'd be happy keeping them that way. If you wanted to make them a viable army in their own right without utterly rebooting the faction and re-configuring it for close combat, you start by recognising that Sisters don't do close combat. They are a cheap, mechanised, mid-range stand-off shooting army, and their wargear, special rules, and gimmicks should reflect this. With that in mind, here's my suggestions:

== All squads except Repentia get defensive grenades as standard instead of assault grenades. Include an option to swap them for assault grenades if you like, but count on it never being used.

== Instead of silly assault-oriented AoF (Making it easier for my S3 I3 Command Squad to get into combat? Yeah, thanks, guy), give them AoF which reflect their desire to avoid combat. Off the top of my head: an AoF which allows Celestians to fire Overwatch at their full BS, an AoF which allows Command Squads to move D6" if a charge is declared against them, make the Veteran Superiors grant something like ATSKNF to a squad, that kind of thing.

== Mobility is decisive in 7th Edition (hence all those Warp Spider/ White Scars lists winning tournaments), and Sisters rely on vehicles to provide theirs. However, vehicles are nowhere near as resilient as they were in 5th - which is good for the game, but bad for the Sisters. The solution to this is tricky without changing the fluff to give Sisters jetbikes and Deep Strike, but there are ways to do it. A formation which gives ObSec to Seraphim and Dominions (requires Celestine as an HQ), wargear which improves their vehicle's resilience and safeguards their ability to move, etc etc.

== Repentia. Ever since 3rd Edition there have been individuals who insist they're awesome because 250pts of them could kill a Dreadnought. These individuals are misguided. Their current iteration is better than the 3rd Edition version, but they're still an overpriced, half-assed melee "deathstar" which doesn't really fit comfortably in the kind of army Sisters want to build. In the brave new world of shooty Sisters I'd make them 60pts for a squad of 5 plus the Mistress, +7 per extra model. At that price point you don't get an Eviscerator; you get a Two-Handed Chainsword (+1S, AP-) instead. You can have the Eviscerator for +10pts per model if you want it, but it's an all-or-nothing deal; either every model gets an Eviscerator, or nobody does. No transport options; instead they get Move Through Cover, and a max unit size of 14 Repentia plus Mistress. The Mistress costs 28pts in this set up, which is not justified by Neural Whips and Power Armour alone, so the whole unit has Counter-Attack and Feel No Pain while she's alive. They now get FNP as standard so need a new AoF: Fury of the Penitent, tested for at the start of either player's assault phase, if successful the unit gains Rampage until the end of the current assault phase - this keeps them relevant as the game wears on and they start to lose models, which they will, being T3 with a 6++ save and 5+ FNP. Without Eviscerators this unit would cost you 120pts, which seems reasonable for a throwaway meat shield/ tarpit unit with middling close combat ability and zero resilience, which is always how I imagined sensible Canonesses would use their Repentia. They die so the good Sisters don't have to. If you want the silly "deathstar" version it'll cost 220pts, which seems reasonable for a novelty CC unit.

== Take those Inquisition warband-style units and throw them right in the bin. Instead, change the Priests and bring back the old WD Zealot Mobs. Now, instead of being pointless ICs who bestow irrelevant CC buffs on your shooty Sisters units, you can take one Priest for every squad of Battle Sisters in your army, but the Priest must be taken as part of a Ministorum Mob. The Mob consists of 9-29 Peasants plus the Priest, who are GEQs with WS1, BS1, Ld6, and no armour save. Each Peasant has frag grenades, a single close combat weapon and a Mob Gun (Range 12", S3, AP-, Assault 1, Unreliable (remove a Peasant from the mob every time a 1 is rolled to hit when shooting with this weapon)). While the Priest is alive, he confers Zealot, War Hymns and Shield of Faith on the Mob, and is treated as an Infantry (Character) attached to the Mob, not an IC. Mobs cannot be joined by any other ICs, and cannot benefit from any special rules other than those conferred by the Priest. When the unit charges the Priest must end his charge in base to base contact with an enemy; if the Priest is too far away to reach, exchange him for a Peasant model in base contact with a charged unit. The Priest must always issue and accept challenges whenever possible. If the Priest is ever removed from play for any reason his Mob must take a Morale check immediately, and a Morale check at the beginning of every subsequent movement phase (owning player's and opponent's); if the test is failed the mob is removed from play immediately, as if it had been destroyed by a sweeping advance. If the Preist survives the destruction of his Mob, he becomes an IC again and is free to join units as normal.


 JohnHwangDD wrote:
If CC is brewing, is it better for SoB to give the charge, or to take the charge?


It's not a question of "what's better", because Sisters suck in CC regardless. Rather, the way Sisters play pretty much ensures you'll always be taking charges and almost never making them, because your girls need to be pumping out Rapid Fire bolts every turn at everything they can see, and you can't shoot Rapid Fire and then charge.

As a Sisters player, you deal with CC by either driving your girls away from it, or by feeding it units so it leaves the rest of your army alone. Sisters do not do CC and can't be made to.

And yes, it's entirely because they are both S3 T3 I3.


Right, so the comparison makes no reference to play style or unit costings, or even to effective army list composition, just statline. That's what I thought. Do you understand why that's not a particularly compelling comparison?

This message was edited 1 time. Last update was at 2016/10/24 01:31:40


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In terms of broad categorization, Sisters are just better Guardsmen. They aren't Space Marines.

   
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You've gone from comparing the armies...

SoB are still just a fancy flavor of Imperial Guard, with the same core S3 T3 I3 W1 human stats.


... to comparing the individual models in the space of 3 replies. Even with this little logic shuffle the comparison is vacuous. You don't play Guard for the Guardsmen; you play Guard for the guns and tanks, the Platoons are just something you have to bring if you want to field those things. By contrast, you play Sisters precisely because you want to field Battle Sisters squads, because Battle Sisters are awesome.

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You know, it's possible for both of my statements to be true... :roll:

   
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Clearly, they need a Monstrous Creature.

 Jon Garrett wrote:
Perhaps not technically a Marine Chapter anymore, but the Flame Falcons would be pretty creepy to fight.

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 JohnHwangDD wrote:
You know, it's possible for both of my statements to be true... :roll:


... but neither of them are. Ho hum.

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Having played sisters in 1500 point heavily comped single CAD, they honestly aren't terrible at the moment. If this was still early 6th the would be quite strong and they do actually hard counter certain army setups, like razorspam, or blob armies with medium-low anti armor (TONS of flamers). A single CAD necron army better be mostly wraiths for example if they want to have a real chance. But the holes in the sisters book are apparent even at that level. They have no real defense against S6 24+inch shooting outside of exorcists, the whole army is incredibly slow, only having 2.5 special weapons option is a BIG handicap, they are extremely fragile without any meaningful blobbing ability (you can but it's not super great) Their generic character is terrible, they're special characters are amazing but die to a stiff fart, adamantium will is their only defense against psychic, they can't handle any army that is able to work around melta AND flamers at all (10man marine squads(salamanders are ASS to go against.), eldar, monstrous creature spam, eldar, tau, dark eldar, eldar, thunderwolf cav with SS, eldar) and the only 2 units in the whole codex that can do ANYTHING in CQC are celestine(who is admittedly AMAZING killed Kharn AND a Khorne lord on juggernaut in my last tournament) and fricking repentia. (penitent engines don't count and celestians are so ass that sisters basically only have an elite slot for posterity)

Sisters need an update that makes them stronger at the baseline, gives them some flexibility in fighting armies that outrange AND are faster(a good eldar player will never lose more models than what exorcists can kill against sisters) and then on top of that they need formations that make them better at what they do (buffs to flamers, meltas, AOF, and shield of Faith) and a few new units and rules changes (completely rework Canoness or make her 35pts, penitent engines become monstrous creatures) and they could be a strong but not broken army they can be played in a lot of interesting ways at a lot of different power levels.

This message was edited 1 time. Last update was at 2016/10/24 03:36:29



 
   
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ERJAK wrote:
buffs to flamers, meltas, AOF, and shield of Faith


I'm not convinced these things will address the SoB's weaknesses, and I still think buffing Shield of Faith would be beardy, even if it's taxed via Formations. With BS4 shooting, hitting and wounding isn't a problem for Sisters - getting the stuff where it's needed, and getting it out again without it being smashed in close combat, those are the problems I'm finding. It's just too difficult for units to get to reach and support each other while they're relying on Rhinos and Immolators for mobility. Fast transports, options for Outflanking, vehicular AoFs that allow you to ignore Stunned results, some reliable backfield anchor units that can shoot and hold the line, some method for avoiding charges that doesn't involve expending units or vehicles, all of these would put the Sisters a long way towards viability.

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BBAP wrote:
ERJAK wrote:
buffs to flamers, meltas, AOF, and shield of Faith


I'm not convinced these things will address the SoB's weaknesses, and I still think buffing Shield of Faith would be beardy, even if it's taxed via Formations. With BS4 shooting, hitting and wounding isn't a problem for Sisters - getting the stuff where it's needed, and getting it out again without it being smashed in close combat, those are the problems I'm finding. It's just too difficult for units to get to reach and support each other while they're relying on Rhinos and Immolators for mobility. Fast transports, options for Outflanking, vehicular AoFs that allow you to ignore Stunned results, some reliable backfield anchor units that can shoot and hold the line, some method for avoiding charges that doesn't involve expending units or vehicles, all of these would put the Sisters a long way towards viability.


When I said buff flamers/melta I kinda meant the range of them. an additional 6 inches of range on all meltas and some torrent for the flamers combined with the exorcist being more reliable/ getting something else to throw fire downfield enough that they can't just sit back and pick you off. A distraction carnifex would be amazingly helpful.


 
   
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ERJAK wrote:
BBAP wrote:
ERJAK wrote:
buffs to flamers, meltas, AOF, and shield of Faith


I'm not convinced these things will address the SoB's weaknesses, and I still think buffing Shield of Faith would be beardy, even if it's taxed via Formations. With BS4 shooting, hitting and wounding isn't a problem for Sisters - getting the stuff where it's needed, and getting it out again without it being smashed in close combat, those are the problems I'm finding. It's just too difficult for units to get to reach and support each other while they're relying on Rhinos and Immolators for mobility. Fast transports, options for Outflanking, vehicular AoFs that allow you to ignore Stunned results, some reliable backfield anchor units that can shoot and hold the line, some method for avoiding charges that doesn't involve expending units or vehicles, all of these would put the Sisters a long way towards viability.


When I said buff flamers/melta I kinda meant the range of them. an additional 6 inches of range on all meltas and some torrent for the flamers combined with the exorcist being more reliable/ getting something else to throw fire downfield enough that they can't just sit back and pick you off. A distraction carnifex would be amazingly helpful.


Scouting Repressors? Though Fast Immolators would be interesting.

I agree about Torrent on flamer templates. The Immolator used to have the Inferno Cannon. Didn't they give that to the Crusader LR? Compare what it has to what the Immolator now has. All I ever see are multi-melta Immolators in my lists if I'm not running Repressors or Rhino's.

Not sure that I would change melta for sisters. They can get so much of it with ignores cover. Double CAD six Dom squads in Repressors works at 1850 and will leave a nice dent in a lot of Eldar lists.

I agree about AoF, they need a slight overhaul. Though I think they need more than just AoF as an army wide rule.

A ton of armies and a terrain habit...


 
   
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Fortress world of Ostrakan

My suggestions so far:

Fast Immolaror with: DUAL heavy bolter/ TL torrent flamer/ TL MM
Saint Celestine with T4 or EW or +1 invuln. Or customisable.
Exorcist firing 3+d3, I would maybe compensate it with BS3 (or d3+d3 and keep bs4). Or alternate firing mode (frag missile)

This message was edited 2 times. Last update was at 2016/10/24 08:59:20



Neutran Panzergrenadiers, Ostrakan Skitarii Legions, Order of the Silver Hand
My fan-lore: Europan Planetary federation. Hot topic: Help with Minotaurs chapter Killteam






 
   
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Mighty Vampire Count






UK

Immolator Heavy Flamer that can be used in Overwatch by the vehicle - seriously - its annoying you can't anyway.

EW Celestine would be rather fun.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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 dracpanzer wrote:
[The Immolator used to have the Inferno Cannon.


Huh? When was that, the very first version? Even my old WH Codex has the Immolator with the TL Hflamer, but back then it was allowed to fire even if it moved 12'' since "you don't really need to aim very much with a weapon like this".
   
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I'd still like them to remake the immolater and the exorcist using an IG like vehicle as the base rather than a rhino. Riveted armour plates, wrap around catapiller tracks etc. I think that would suit them better.
   
Made in gb
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ERJAK wrote:
When I said buff flamers/melta I kinda meant the range of them. an additional 6 inches of range on all meltas and some torrent for the flamers


That I can kinda see. Like someone else said I'm not sure about the Meltas, purely because there's so many of them and they're generally all mounted Maybe in a Formation or something. I'd want the Torrent as a standard option though, maybe as a second Heavy Weapon for squads or a turret for Immolators so you're forced to swap Melta for it.

 dracpanzer wrote:
Though Fast Immolators would be interesting.


The standard HF Immolators used to be "Fast". That was removed in the Cruddex, amongst other things.

 Hawky wrote:
Exorcist firing 3+d3, I would maybe compensate it with BS3 (or d3+d3 and keep bs4). Or alternate firing mode (frag missile)


I don't think the attack would need balancing at 3+d3 (although I'm biased, admittedly). I think you could leave it at BS4 at that level, considering it's basically your only backfield shootan', plus keeping it reliable means less pressure to take All Meltas All The Time, so it means more variety in your squads. Being forced to spam if you want to win is one of my least favourite things about Sisters. I want the option to Scout Templates into someone's GSC and burn them all to death; reliable Exorcists give you that, for a price.

100% behind the alternative fire mode though. An option for Frakks would be nice too, although adding either or both of these things would require a cost increase. The Exorcist should be an anchor for my army; I should **want** to protect it, but at the moment it's there solely to draw fire, and even at that people usually seem to ignore it until you start using it for Tank Shocks.

 Future War Cultist wrote:
I'd still like them to remake the immolater and the exorcist using an IG like vehicle as the base rather than a rhino. Riveted armour plates, wrap around catapiller tracks etc. I think that would suit them better.


Do not want. Quite apart from the fact I'd have to buy new models, I associate the Rhino-chassis vehicles with Sisters just as much as I associate them with Marines. Rhinos with fleurs are part of their distinctive "look". Plus their vehicle AV is all based on Rhino chassis vehicles; having Chimera-looking vehicles with Rhino-like AV could confuse people.

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BBAP wrote:


Do not want. Quite apart from the fact I'd have to buy new models, I associate the Rhino-chassis vehicles with Sisters just as much as I associate them with Marines. Rhinos with fleurs are part of their distinctive "look". Plus their vehicle AV is all based on Rhino chassis vehicles; having Chimera-looking vehicles with Rhino-like AV could confuse people.


People still forget that Sororitas' Rhino is a quite different in aestetic than the Marine one:
Spoiler:


 
   
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 Ezr91aeL wrote:
BBAP wrote:


Do not want. Quite apart from the fact I'd have to buy new models, I associate the Rhino-chassis vehicles with Sisters just as much as I associate them with Marines. Rhinos with fleurs are part of their distinctive "look". Plus their vehicle AV is all based on Rhino chassis vehicles; having Chimera-looking vehicles with Rhino-like AV could confuse people.


People still forget that Sororitas' Rhino is a quite different in aestetic than the Marine one:
Spoiler:



Aesthetic? No, they're the same. One has the Fleurs and the other doesn't. It's the same as a Salamanders vs. Iron Hands Rhino, the only differences are color and icons.

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 jreilly89 wrote:

Aesthetic? No, they're the same. One has the Fleurs and the other doesn't. It's the same as a Salamanders vs. Iron Hands Rhino, the only differences are color and icons.


I mean... yeah, if you ignore the laud hailer and the completely different assembly of the roof and top hatch...

To be strictly fair though, I don't see that as an example of a typical sororitas rhino, rather that's clearly a clever bit of engineering built with Immolator parts. I've build my SoB killteam's rhino out of a vindicator to give it a distinct look for much the same reasons.


Automatically Appended Next Post:
I also would prefer the Sisters use rhino's rather than guard transports. For reasons of fluff they're considered a better class of apc for a better class of soldier, and the ecclesiarchy isn't going to pinch pennies when commissioning equipment.

This message was edited 1 time. Last update was at 2016/10/24 15:12:51


   
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SoCal, USA!

BBAP wrote:
 JohnHwangDD wrote:
You know, it's possible for both of my statements to be true... :roll:


... but neither of them are. Ho hum.


Too bad you're wrong.

   
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 jreilly89 wrote:
Aesthetic? No, they're the same. One has the Fleurs and the other doesn't. It's the same as a Salamanders vs. Iron Hands Rhino, the only differences are color and icons.


... wat. They're the same basic vehicle but each variant has different colours and icons - so by definition they're **aesthetically** different.


what even is going on in this thread i cant to explain it

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 Captain Joystick wrote:
 jreilly89 wrote:



To be strictly fair though, I don't see that as an example of a typical sororitas rhino, rather that's clearly a clever bit of engineering built with Immolator parts. I've build my SoB killteam's rhino out of a vindicator to give it a distinct look for much the same reasons.


Tecnically it's the correct way to build Sororitas Rhino, as showed in the codex:
Spoiler:


or in artwork:
Spoiler:

This message was edited 1 time. Last update was at 2016/10/24 16:52:12


 
   
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BBAP wrote:
 jreilly89 wrote:
Aesthetic? No, they're the same. One has the Fleurs and the other doesn't. It's the same as a Salamanders vs. Iron Hands Rhino, the only differences are color and icons.


... wat. They're the same basic vehicle but each variant has different colours and icons - so by definition they're **aesthetically** different.


It's as aesthetically different as a Salamanders tactical marine is from an Ultramarines tactical marine. Sure, it's **aesthetically** different, but not in any way that really matters.

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What I'm saying is, I'd like the sisters to get their own unique transport (that is more like an IG vehicle in design) rather than just getting rhinos. GW is tripping in rhinos.
   
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 jreilly89 wrote:
It's as aesthetically different as a Salamanders tactical marine is from an Ultramarines tactical marine. Sure, it's **aesthetically** different, but not in any way that really matters.


Right - but it's aesthetic differences we're discussing. Nobody's claiming the Sisters Rhinos are functionally better or worse than the Smurf Rhinos, or vice versa - we're saying they look different, and hence give your army a different aesthetic. It's similar to the Marine aesthetic because it uses the same basic vehicle kit, but it's still distinctive, in the same way CSM Rhinos or Traitor Guard kits are.

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 Future War Cultist wrote:
What I'm saying is, I'd like the sisters to get their own unique transport (that is more like an IG vehicle in design) rather than just getting rhinos. GW is tripping in rhinos.


Trade in a unique (but like the SM vehicle) for a unique (but like an IG vehicle). Why? Nevermind, no thanks.

Sisters rhinos do have entirely different parts and outline than your marine rhinos. Salamanders or otherwise. Think rhino with a lot more church involved.

A ton of armies and a terrain habit...


 
   
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Ultimately while there is potential for new SoB exclusive vehicles, I'd rather a new vehicle fix a gap in the army's capabilities rather than replace a transport that already works well.

And frankly, the rhino should be ubiquitous throughout the Imperium, guard and admech should have ways to field them too.

 Ezr91aeL wrote:

Tecnically it's the correct way to build Sororitas Rhino, as showed in the codex:
Spoiler:


or in artwork:
Spoiler:


I stand corrected.

   
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Decrepit Dakkanaut






SoCal, USA!

 Captain Joystick wrote:
And frankly, the rhino should be ubiquitous throughout the Imperium, guard and admech should have ways to field them too.


Way back when, the Rhino *was* ubiquitous, and Guard did field them:
Spoiler:


Of course, that was when Guard had Beastmen levies and Land Raiders and Jetbikes...
Spoiler:


Now get off my lawn!

   
 
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