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Made in jp
Longtime Dakkanaut





Boobs of Adamantium?
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Okay, I'm trying to figure out how to organize my 2000 point list. With the new AM codex, Scions gain a nice buff if they run their own detachment. That would mean passing on the Brigade and instead combining the same army I have been running into an optimal combination of detachments. I'll be down a few CP in the process...

If I do split it up, which detachments get me the most CP? How could I rearrange these units to greater advantage? This configuration gives 8 CP with about 30 points left. Or should I stick with a Brigade and 12 CP instead of Scions rolling extra hits on 6s?

Deep Strike Battalion Detachment (344, prior to codex price increase which should add 48 points)
Prime with Rod
Prime with Rod
Plasma Scions
Plasma Scions
Plasma Scions
Plasma Scions

Front Line Outrider Detachment (1081)
Celestine +1 GS
Canoness, Inferno Pistol, Power Sword
Imagifier
Melta Doms
Immolator
Melta Doms
Immolator
Stormbolter Doms
Stormbolter Doms
Rhino
Penitent Engine

Rear Guard Spearhead Detachment (491)
Canoness
Imagifier
Imagifier
HB Rets
HB Rets
Exorcist

This message was edited 1 time. Last update was at 2017/10/07 15:26:55


   
Made in us
Preacher of the Emperor





Denver, CO, USA

Okay, wait... there's another detachment if I peel off a Canoness and all the Imagifiers, right? Whatever the Elite detachment is called. So it's 9 CP, if I can bring more than 3 detachments.


   
Made in au
Calm Celestian




Hi all, been reading for several weeks now after getting back into playing again. Thought I'd finally join.

 MacPhail wrote:
Okay, wait... there's another detachment if I peel off a Canoness and all the Imagifiers, right? Whatever the Elite detachment is called. So it's 9 CP, if I can bring more than 3 detachments.



You do have a Vanguard detachment there. Can I ask how you plan to use your Cannoness w/ Power Sword & Inferno Pistol? I ask because I use one in my casual games.

   
Made in us
Pious Palatine




Lammia wrote:
Hi all, been reading for several weeks now after getting back into playing again. Thought I'd finally join.

 MacPhail wrote:
Okay, wait... there's another detachment if I peel off a Canoness and all the Imagifiers, right? Whatever the Elite detachment is called. So it's 9 CP, if I can bring more than 3 detachments.



You do have a Vanguard detachment there. Can I ask how you plan to use your Cannoness w/ Power Sword & Inferno Pistol? I ask because I use one in my casual games.


Camp her with the rets+exorcists and wait for deepstrikers.


 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Lammia wrote:
Hi all, been reading for several weeks now after getting back into playing again. Thought I'd finally join.

 MacPhail wrote:
Okay, wait... there's another detachment if I peel off a Canoness and all the Imagifiers, right? Whatever the Elite detachment is called. So it's 9 CP, if I can bring more than 3 detachments.



You do have a Vanguard detachment there. Can I ask how you plan to use your Cannoness w/ Power Sword & Inferno Pistol? I ask because I use one in my casual games.


Thanks, and welcome!

I've just started experimenting with a second Canoness tooled for close quarters and pushed forward behind the Dominions. In the past I've run her with an Imagifier in the empty seats in a Rhino with Heavy Flamer Rets. In this list they Advance on foot turn 1 while a Rhino full of 10 Stormbolters gets ready to jump out onto some midfield cover or objective. By turn 2 the rerolls are in effect for all those dice, and the Imagifier kicks in Turn 3.

The Canoness can also push past the Stormbolter Doms to support the Melta Doms. I often find I can embark one or two damaged squads after the alpha strike and run them across to another target. If she can join them the rerolls will offset their reduced numbers. Some unit of Dominions is usually in melee by turn 3, either because they're getting swept off an objective or because taking overwatch is better than getting gunned down in the open. That's where her pistol and sword will hopefully add a casualty or two while the enemy grinds away at my power armor.

   
Made in gb
Lead-Footed Trukkboy Driver





Birmingham, UK

Thanks Macphail!
That sort of practical tactical detail is what a tactics thread should be all about. Very useful

I like how you are using the canoness and imagifier. Would you ever use more than one imagifier?

   
Made in us
Hooded Inquisitorial Interrogator




Hey Guys,

So while I generally read these forms I don’t add to them much. With that in mind I thought I’d share my experience at the Michigan GT with sisters.

My List was:

Elite Detachment:

1x Bike Libby w/force sword
5x Scouts
1x culexus assassin
1x Priest, with Las/Chain Sword
7x Acros
3x Taurox with hots/gatling

Fast Detachement:

St. C. w/2x BFFs

4x 5x Woman Dom squads w/4x Melta
4x Duel Storm Bolter Repressors
8x Seraphim 2/x Inferno Pistols
1x Rhino

Game One - Nids
End Game and Maelstorm.

Basically he failed to do anything relevant first turn and I take out 2x Flyrants and bunch of gribblies my turn one. I win 38-12.

Game Two - Knights, Magnus, and Deamon Princes
1 for 1 Kill point and Maelstrom

I actually win the roll for first turn and my opponent siezes. I decline to scout and opt to keep my Tanks near celestine for a 5++. Through an incredible stroke of luck he only manages to do 11 out of 12 wounds to repressor and kill 3 scouts. I also deny Mangus’ 3++.

My turn one I cast null zone. Take out a knight with no Invol and do decent damage to the other. With no 3++ Mangus stayed too far back to be worth going for. I manage to get ahead on maelstorm and take out enough of his army to keep kill points close. I win 38-12.

Game Three - Custodes and Robby G
End Game and Maelstrom

I lose the roll for 1st turn and fail to seize. I scout up just enough to get into melta range in my turn one but out side of charge range. Once again I somehow manage to not give up first blood despite 8x las canon shots coming at me.

My Turn one I take out a razor back for first blood, cast null zone again, and do a lot of damage to one of the land raiders. Robby g and some custodes take out a handful of tanks in return I kill the customs and finish off one of the land raider. From here on out it’s pretty much clean up. I win 37-13.

I finish day one in 5th place.

Day Two.

Game Four - Secret Maelstrom and End Game
Grey Knights/INQ

This game was a nail bitter. I lost the roll for first turn and didn’t sieze. Not having much of a choice as he was rocking 3x Las Razorbacks and a land raider I scout all the way up (Hammer and Anvil I think). I somehow once again don’t give up first blood. My Turn one I get first blood killing an acoloye. Cripple a Razor back and do 1 point of damage to another. Not a great turn. I do score something like 5x Maelstrom to his none so that was a good start.

His turn two 2x Repressors die as do 10x melta sisters from the combined shooting of and close combat of his army. My turn two I take out two razor backs, 3x Paladins, do 6 wounds to a land raider, and kill a strike squad. Celtine kills two marines in combat.

His turn three I lose another reresspor. He goes all in on trying to kill my libby who survives with one wound left. In return I take out a handful of strikes.

His turn for he begins to close in on me and takes out 2 tuaroxes, and my last repressor. In my turn I use my seraphim to pick off troops on objectives and shuffle around for turn 5, knowing chances are we most likely didn’t have time to play a 5th turn (we did however agree to roll for it and would quickly play it out if it got there).

On the bottom of five I’m up by a lot of Maelstrom but he has most of the objectives. All I have left is a priest, Celestine, my libby, 7x Acros, the rhino, and a culuexess. I shuffle around and manage to hold 2 objectives. He rolls for the game to end. It does. We tie 25-25.

Game Five - Basically Emperors Will and Maelstrom
Guard + Elysians + The saint.

This game is pretty simple. I get first turn. Barely kill 5 scouts and 14x conscripts and in return on his turn one more than 50% of my army dies.

0-50 Loss.

My take aways - Sisters are good but the first four games would have been 50-0 blow outs in my favor had I gone first. Because I didn’t have first turn and lost board control. The Scouts generally never mattered. I only took them to protect my scout move but I never had the first drop anyway. Acros are amazing if they have a target. In 3 of the games they just sat in their rhino or ran around collecting an objective or two. I could have played 250 points down and would have had a similar result. I for sure didn’t need 3x Dakka Tauroxs but 96 points is a weird number and there was nothing else I found worth taking.

I went 3-1-1 but wound up in like 30th or 40th place because of pure battle points, which was really disappointing.

This message was edited 1 time. Last update was at 2017/10/09 17:36:52


 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

 Kapitan Montag wrote:
Thanks Macphail!
That sort of practical tactical detail is what a tactics thread should be all about. Very useful

I like how you are using the canoness and imagifier. Would you ever use more than one imagifier?


The three I have in this list are a holdover from the Brigade list... my 3 Elites. There one for each HB Rets unit and one to Advance with the Canoness... I suspect she uses her Turn 1 AoF to move the Canoness up so the bubble catches as many Stormbolters and Meltas as possible in the alpha strike. By Turn 2 or Turn 3 at the latest she's either giving extra Shooting phases or returning wounds to Immolators or Meltas to the squads. She might be optional, but with fewer CP I think I like having more attempts at shooting twice. The ones that hold back with HBs seem really valuable... The extra rounds of T5 -1 Shooting is where most of my damage comes from.

   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

@Rynner: do you think your Elite detachment did as well as your Sisters detachment? I am going to a local tourney this coming weekend, what would you have done differently in your games? I count 12 drops in your list, would fewer drops have made a difference with regards to going first?

 
   
Made in us
Hooded Inquisitorial Interrogator




I had 13 drops. No I don't think less would have mattered. I generally rolled a 2 or 3 for the roll to go first and my opponents with +1 rolled a natural 4 or 5. It would have made no difference in my case. Had I also rolled a 4 or 5 and lost the roll because of the +1 then I would say, yeah, less drops for sure. But in my experience with it made no difference.

The elite detachment really didn’t perform amazing. The stand outs of the detachment were the Libby and Culuxess. I had them to mostly deal with Magnus and Chaos (WHO WERE EVERYWHERE!). What I didn’t account for was how powerful null zone in action really is. More so when your opponent has a -2 to try to deny it. I didn’t cast it on day two because I didn’t need it but on day 1 I cast it successfully 8 out of 9 times to take out knights, keep Robby G away, and just cause my opponent to pick up big bugs. At the worst it's a deterrent and at best it's crippling.

Like I said the Acros, Priest, and the Rhino mostly did nothing. I could have not even deployed them and maybe wound up with 6 less battle points at most. They are great if you can get them there but my Repressors and the saint mostly delt with trash mobs (conscripts, brims, etc…) quicker than the acros could get there. Being that the Repressors were usually in heavy flamer range by the time they fired they were putting 32 shots s4 shots + 4d6 shots, that, along with them charging in, was usually enough.

The scouts could have made a huge difference had I gone against a true Robby G gun line but I didn’t. They are the one unit I took knowing that in most cases they would be a waste of 55 points but when I needed them they would be worth 10x their cost.

As the for Taruox’s - 3 is way too much and I will for sure be dropping one once I figure out what to replace it with. On a whole they performed about how I expected them to. The main issue though was deployment. You generally want all your tanks on the line so everything can move up pregame/turn 1 as needed. Well 8x Tanks (4x Repressors, 1x Rhino, and 3x Tauroxs) plus Celestine creates quite a road block and I found that between terrain and my own tanks they usually didn’t have great lines of site or shots and would up only really firing turns 2 or 3. They were helpful to pick off stranglers turn 2 or 3 but by then it was just icing on the cake. I’d like to try to replace them with Ravengaurd Aggressors but I’d have to really rework my list detachment wise. Well see if I do it. If I do I'll post my list.

To answer your main question - No the elite detachment didn’t perform as well as my sisters one. However its there mostly for support and to cover holes in my sisters detachment and it did that quite well. I never felt out listed really or at least I always had a way to deal with anything that was thrown at me.

If Elysian drop troops and guard were fairly coasted then game 5 would have been way closer. In fact had I played cagey turns 1-2 I might haven been able to win that one. It wouldn’t have been a huge win, maybe 1-2 points but never the less.

In terms of games played and mistakes made -

The one major mistake I would make throughout the event was staying too close (Multi Charges, and the electric slide). It didn’t matter in most cases but it could have. I need to get better at preventing my units from getting multi charged and locked up from shooting.

Game 1 - Nothing really major other than letting a multi charge happen that I shouldn’t have.
Game 2 - Staying too close in deployment could have really bit me had my opponent charged forward with Magnus. He could have tied up most of my army/taken out 2-3 tanks turn 1 alone.
Game 3 - Other than keeping things too close to each other a lot of the time, no.
Game 4 - I really underestimated Grey Knights close combat potential. If they can get close they they’ll shred most things. My opponent made me pay for keeping my tanks too close with some devastating multi charges.
Game 5 - This one is a toss up. As I said before I could have played cagey (I.E. wait out the drop while eating manticore/wyvern fire) and probably won but I would be giving up board control for at least 2-3 turns.

This message was edited 11 times. Last update was at 2017/10/10 19:11:54


 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

Thanks for the insights, sounds like you did well up to the last battle. Guard are tough to deal with as their new Codex gives them a lot of flexibility we don't have ATM.
I had also wondered why bring SM Scouts in your detachment, but you answered that question.

My list is heavy mech (8 Repressors) launching forward with Doms and BSS, so getting close (8" average) is necessary- I totally get being multi charged and it is something I'm learning to deal with as well.

 
   
Made in us
Stealthy Sanctus Slipping in His Blade






At least when I go first, I have taken to following up my Dom rush with Repressor charges against those units that I don't want shooting at me. It can get messy, sometimes your opponent will fall back or sonetimes not. It leaves you the option of dropping off your Doms out the back on turn two while you have the Repressor fall back opening up those targets to concentrated fire. Situational sure, but it has its uses, and few players have been able to recover once half their force is removed from the table by turn two.

A ton of armies and a terrain habit...


 
   
Made in us
Hooded Inquisitorial Interrogator




You don’t have to get out to fire if the repressor falls back. Currently the guys inside don’t care about what the tank does unless it’s advancing.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

How does advancing affect the guys inside?

 
   
Made in us
Hooded Inquisitorial Interrogator




They count as advancing as well.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

I'm not finding that anywhere. Can you point me toward it?

 
   
Made in us
Hooded Inquisitorial Interrogator




I could have sworn they count as advancing if the tank advances. Maybe I read it wrong.
   
Made in us
Regular Dakkanaut




Repressor passengers only care if they or the Repressor moved last movement phase, they ignore all other restrictions. I wouldn't expect that to last, as currently the Repressor is using the rules typically found on SHVs and not those typically found on standard Transports.
   
Made in us
Hooded Inquisitorial Interrogator




Who knows what they mean. It’s the only none open topped transport with firing ports in the game. They could very well mean for the rules on it to work as it does.
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

@dracpanzer - that has been my tactic as well, charging units I don't want shooting at me with my Repressors.

@Rynner - but I did not know that units shooting out of the Repressor could shoot even when the vehicle falls back. That is nice as it keeps the girls safe even if the vehicle itself cannot shoot. Just curious, how are you getting to that conclusion.

 
   
Made in us
Hooded Inquisitorial Interrogator




It doesn’t say you can’t. Every other open topped type transport says exactly what happens to the models inside when the tank does something. The repressor says nothing about combat, only that they could as having moved.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

I charge everything I can with repressors. I try to get them tied up in combat so the tanks can't be shot at and the ladies inside can blast away at everything in 12". Plus, you shoot and damage 1 unit, then charge another. The charged unit has to fall back next turn so the rest of his army can shoot at the repressors. Do this with a few repressors and you pretty much knock out a ton of units from doing anything on their turn.

 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

I had an idea for my next tournament but I think it might be over the top, let me know what you think:

Guilliman
Celestine with 1x Geminae
7 squads of: 5 Dominions, 2 Meltaguns, 3 Stormbolters, in Repressors with a Heavy Flamer and 2 Stormbolters
10 Seraphim, 4 Inferno Pistols, plasma pistol

That's 1999 pts, 8 CP, 10 drops

The Dominions in Repressors and Celestine with the Seraphim alpha into the opponents lines with Guilliman right behind, buffing re-rolls of 1 and helping Celestine in the close combat department.
I don't know how competitive this really is or if I'd get a lot of hate for it, but it sounds fun to me.

 
   
Made in gb
Angelic Adepta Sororitas





A new season of my clubs 40k league is kicking off and this season I've gone for:

Celestine with 2 Geminae
A unit of 10 Seraphim with plasma, power sword and infernos
5 units of Dominons with 4 melta and a storm bolter.
2 units of 2 Penitent Engines.
5 Repressors with 1 heavy flamer and 2 storm bolters.

Basically the same list as i ran last season but now all the Doms are armed with melta and the Immolators have become Repressors.

The penitents did the lords work last season. They take a while to get to where they're going, but when they do they just straight up delete anything they charge at.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

 Drider wrote:

The penitents did the lords work last season. They take a while to get to where they're going, but when they do they just straight up delete anything they charge at.


Really glad to hear this. I've just made one a regular part of my army, part distraction carnifex, part objective sitter, part face wrecker when vehicles or characters wander too close. Struggling with travel distances, but it sure jams up a gap on a tight board nicely. I'd consider another from what I've seen so far.

   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

 davidgr33n wrote:
I had an idea for my next tournament but I think it might be over the top, let me know what you think:

Guilliman
Celestine with 1x Geminae
7 squads of: 5 Dominions, 2 Meltaguns, 3 Stormbolters, in Repressors with a Heavy Flamer and 2 Stormbolters
10 Seraphim, 4 Inferno Pistols, plasma pistol

That's 1999 pts, 8 CP, 10 drops

The Dominions in Repressors and Celestine with the Seraphim alpha into the opponents lines with Guilliman right behind, buffing re-rolls of 1 and helping Celestine in the close combat department.
I don't know how competitive this really is or if I'd get a lot of hate for it, but it sounds fun to me.


Let me know how it goes. I was considering trying something like this. I just got my RG finished up and used her in a tourney this weekend with great success. The only difference is I have 2 ret squads with a canoness in a corner camping a rear objective. But with the new ITC rules rolling out now, you can pretty much send an entire army mid field and do well.

 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

So... new tactic.

30 points buys you a free Act of Faith on a 2+ now in the Elites slot using the Crusaders from the AM dex. There is also nothing in the Crusader's version of the rules saying that a unit may only benefit once.

Therefore, if you bring, say, 6 units of AM crusaders, you can use your Army AOF on a Dominion squad after it vanguarded to move it up, Celestine's AOF to move it again (or fire with them), and then the 6 Crusader's AOF to fire their guns six times or whatever.

And then the game starts.


Automatically Appended Next Post:
Least'ways until the FAQ, lol...

This message was edited 1 time. Last update was at 2017/10/11 15:15:59


 
   
Made in us
Monster-Slaying Daemonhunter





A Sisters unit cannot benefit from an Act of Faith more than once per turn.

Even if the Crusaders can, it wouldn't extend to Dominions.


I haven't bought my IG codex yet, so I don't know if it works for farming AoF, but I'm not sure if I'd pay 30 and a drop for another AoF.

This message was edited 3 times. Last update was at 2017/10/11 16:58:48


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Pious Palatine




 Unit1126PLL wrote:
So... new tactic.

30 points buys you a free Act of Faith on a 2+ now in the Elites slot using the Crusaders from the AM dex. There is also nothing in the Crusader's version of the rules saying that a unit may only benefit once.

Therefore, if you bring, say, 6 units of AM crusaders, you can use your Army AOF on a Dominion squad after it vanguarded to move it up, Celestine's AOF to move it again (or fire with them), and then the 6 Crusader's AOF to fire their guns six times or whatever.

And then the game starts.


Automatically Appended Next Post:
Least'ways until the FAQ, lol...


There's nothing in the rules to indicate that this is how this would work anywhere at all, please don't waste your or anyone else's time on crap like this.


 
   
 
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