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dracpanzer wrote: When I go first, I don't think I have had a game last past the third turn.
Going second, I scout move my Doms out of LOS, range or otherwise (terrain dictates). So the games can last a bit longer. I have had one game go through turn 7. It was against Death Guard, I ignored Mortarion early on while killing everything else, in the end I just couldn't kill Morti, and we couldn't fail the roll for a next turn.
As for Martyrdom, I think its just a nice buff for the characters we have always taken. The Canoness and Imagifer. More and more I think they should allow Repentia to trigger it if and when the dex rolls around. If any model in the army should be trying to get Martyred its the Repentia.
Where I scout depends on the army I'm facing. Almost always at least 3 units are scouting forward, since that's what's required to outright deny the drop zone.
Agreed, I never scout directly forward when going second, I tend to scatter to LOS terrain if possible and attempt to channel possible drops into places I feel they will do the least damage and can be quickly dealt with. However I don't like to sacrifice the weight of the Dom rush to do so. I may not be going first, but I like my strongest push intact even if it has to come later in the game.
Speaking of Guard, and St. Celestine's aura, has anyone tried Bullgryns with the +2 to saves Shield? With the Astropath, you can get them to 1+ 3++.
I know that they are much slower than her, but with clever deployment, and/or a transport vehicle, they seem like they could be a highly durable meat shield that hits fairly hard.
Ok, so i love Sly's rules and i hate Exorcist rules, so i was thinking of taking a small Heavy Detachment with Sly and 3 Tanks (or Artillery) .
IYO what would be some good tanks? I havent done any of the math on any of them, but i'm asking B.c there are 2 ways i can go about this.
1) 3 long range AT units and my SOB can be flamers/SB's/HB's
2) Long range AI and my SoB can have Meltas (still some SB's but more of a Dom Melta list).
They will be Catachan
This message was edited 1 time. Last update was at 2018/01/08 00:43:25
I've been really enjoying a pair of Hellhounds and a Devil Dog in my detachment (Outriders instead of Spearhead). It sticks with the flavor of the army, too.
Just make sure to get those Hellhounds up the field and away from your lines!
Paimon wrote: Speaking of Guard, and St. Celestine's aura, has anyone tried Bullgryns with the +2 to saves Shield? With the Astropath, you can get them to 1+ 3++.
I know that they are much slower than her, but with clever deployment, and/or a transport vehicle, they seem like they could be a highly durable meat shield that hits fairly hard.
I can barely keep a Seraphim squad close to Celestine using AoF. You would be gimping Celestine quite a bit anchoring her to a Bullgryn squad.
Purifying Tempest wrote: I've been really enjoying a pair of Hellhounds and a Devil Dog in my detachment (Outriders instead of Spearhead). It sticks with the flavor of the army, too.
Just make sure to get those Hellhounds up the field and away from your lines!
I would rather just take Doms in a Immolator than Hellhounds. But Devildogs is something i didnt think of.
They are the Assault D3 Multi-Meltas right? Thats a good iea for Catachan, but since they are 24" i again would just take immolators, i wanted long range vehicles. (sometime i dont have ATM)
This message was edited 1 time. Last update was at 2018/01/08 02:00:52
PanzerLeader wrote: I’d go long range anti tank. It’s a capability that Sisters lack on their own and if you’re bringing in allies, it’s a great way to supplement.
Since you’d be locked into the catachan trait with Sly, I’d probably take 2 Leman Russes with Battle cannons and a manticore.
I'd just outright go 3 Manticores. High S, Long Range, NLOS; pretty much strictly better than the Russ. The Russ does benefit more from the Catachan trait, though. Alternatively, 3x Command Tanks in a Supreme Command detachment.
This message was edited 1 time. Last update was at 2018/01/08 07:29:42
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!
So I played in an 18 man RTT this weekend. We were using the mission set for the GBU. The GBU is a large 1 day themed RTT around here. It usually draws around 50 people.
The primary mission was end game objectives. There were 2 objectives in my deployment zone worth 1 point to me, 2 objectives in no ones land worth 2 points each to, and 2 objectives in his deployment zone worth 3 points each to me.
The secondary mission was 1 for 1 kill points.
The bonus points where -
Keep them out of your deployment zone
Kill their highest PL troop unit (My list gave this up automatically)
Keep your highest PL unit live (Celestine, lol).
His list was roughly 2ish wave serpents, 1x falcon, a wave serpent, some spiders, a bunch of guardians, a farseer, and autarch, some shinning spears, and rangers.
I don’t remember if I won the roll to go first or second only that I went second.
His turn one was underwhelming. Between really bad dice rolls on his to wound rolls and my Repressors making most of their 5++s he did 2 or 3 points of damage. He did kill a Diaglous which allowed Celestine to move + advance and then heroic into a unit of Warp spiders, which wiped them out.
My turn one was brutal. I killed the second unit of warp spiders, a wave serpent, got the other wave to 1 wound, and killed a unit of gaurdains.
All my repressors die in his turn 2. My turn two I deal with last wave serpant, a unit of rangers, and kill some guardians.
Nothing eventful happens on his turn 3.
On my turn 3 my acro flagents multi charge his line and wipe them out.
From After that it was just picking up strangers and getting my units in range to jump on objectives end game. I win 19-16.
Game 2 was vs Necrons.
Not really much to say here, Necrons just don’t have it right now. They are too slow, don’t do enough damage, and don’t have any staying power. I tabled him turn 4 for max points.
Game 3 vs Black legion.
This mission was progressive objectives for the primary, hold the middle for secondary, and the bonus points were Warlord, kill the highest PL unit, and line breaker.
He was running roughly 2x Helldrakes, 3x units of chosen in a rhino, Abby, a las preditor, a a Demolisher, 5x Terminators, and then I think some other HQ.
I lose the roll to go first but scout up on a few objectives.
Turn one he does a lot of damage to 2 Repressors and locks up a heavy bolter squad.
My turn one I kill a rhino, a unit of chosen, a Helldrake, cripple and tie up his Demolisher. I also hold all three objectives.
His turn two he blows up 1 or 2 repressors and ties up more heavy bolters with the other hell drake. I take a out predator some some seraphim and tie up the demolisher again.
From here on out I’m just picking off massive parts of his army each turn and not taking much damage in return. We call it on 5 when he only has a rhino left. I win 30-1.
I wound up going 3-0 and finishing 3rd because I couldn’t max game 1. Oh well not the end of the world. I was happy to be able to go 3-0 with pure sisters.
Some thoughts - Once again the relic sword is really good. Celestine near a priest with +1 attack is 8 attacks on the charge which is crazy. I’m now at something like 8-50 on Imagifer 4+s. I might just drop them for a 4th unit of heavy bolters. I keep thinking that they will eventually roll average but I doubt that at this point.
This message was edited 1 time. Last update was at 2018/01/08 23:11:03
Has anyone tried or seen merit mixing your squads of dominions with storm bolters and melta since you can split fire now. That way not all of one die when a tank goes
I'm having trouble accepting the 8th Ed rules for Sisters. It's no longer any surprise to me that GW switch around unit point values and effectiveness in order to encourage buying of new models and shelving what used to be the best things to deploy, but I feel like the latest changes are a step too far.
In almost all circumstances, SBs and HBs are preferable over other Sisters weapons. They've switched to dakka.
As a Sisters player that kinda takes away from the awesome fluffy flamethrowing heart of the army. I'm going to be running army lists now as gimped effectiveness, until the some FAQs or the next edition comes along to turn things around again
Casbyness wrote: I'm having trouble accepting the 8th Ed rules for Sisters. It's no longer any surprise to me that GW switch around unit point values and effectiveness in order to encourage buying of new models and shelving what used to be the best things to deploy, but I feel like the latest changes are a step too far.
In almost all circumstances, SBs and HBs are preferable over other Sisters weapons. They've switched to dakka.
As a Sisters player that kinda takes away from the awesome fluffy flamethrowing heart of the army. I'm going to be running army lists now as gimped effectiveness, until the some FAQs or the next edition comes along to turn things around again
At least HB's have always been a thing for us. I got most of my Sisters models before they even released the SB model and I had 3 when 8ed dropped. I now have 45. I miss my flamers, but I still have them in case things change. If they do, I now have all of the different weapons covered.
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IVIOOSE wrote: Has anyone tried or seen merit mixing your squads of dominions with storm bolters and melta since you can split fire now. That way not all of one die when a tank goes
I dont run even half my Doms with meltas, but they do ride double. I give the superior a SB even in my MG squads, so my mixed squads run with 4 mg's and 6 sb's. Even if I want to shoot the melta's I still have 2 sb's inside to go with the one on top. 12 shots plus the hvy flamer still gives me some anti infantry shots if a tank is my preferred target.
This message was edited 1 time. Last update was at 2018/01/09 02:00:03
Rolling 340 dice is not how tou make friends. Not to mention its not efficient. 85 storm bolters require 85 sisters. Thats 935pts before paying for the weapons. Not to mention thats a lot of drops to put down: 17. How much effort/time does it take to manouvre 17 squads of dominions to bring all their fire on a single target? You seriously want to commit 1000+pts to taking down...a rhino?
Not saying remove melta, just showing the power of other weapons compare.
But This means for me instead of taking 4 units of of pure Melta, i might remove 2 units and spread out more SB's and Meltas across my army like @IVIOOSE was asking about.
This is for Pure SOB that is, but i was thinking about adding Sly and 3 Tanks for fun, those could replace all my Melta and just take SB's everywhere else.
This message was edited 1 time. Last update was at 2018/01/09 03:53:39
Amishprn86 wrote: Flamers ATM are hit or miss. I agree that SB and HBs are better atm.
With chaos, nids, and infantry spam getting going, flamers are not hit or miss, they are a cheap way to take care of both issues. Auto hit, decent strength, etc. Add in heavy flamers and immolator flamers, also very strong options. (Immolator flamer screens are really good at discouraging assaults lol.)
Other than overwatch, a Flamer will get 3.5 strength 4 hits on average to a unit within 8".
The Storm Bolter will get 2.6 of exactly the same type of hit (str 4 AP0) except it can do this at 12", and can still get 1.3 hits out to 24", which is three times the range of the flamer.
The next contributing factor is the points cost. I think the Flamer is 9, right? So that's 4.5 storm bolters.
4.5 Storm Bolters for the price of one Flamer is 12 hits at 8" to the flamer's 3.5, then it's 12 hits from 8-12" from the Flamer's zero, and then it's 6 hits from 12-24" where the flamer is also zero. It's just no contest, now that storm bolters are so cheap.
So for my LVO list, I plan on running 3 repressors with 6 doms inside. 3x 4 meltas, 3x 4 SB. So 1 of each in each. I'm still struggling with the idea of melding them all to be 6 identical units of 2x melta, 2x SB. I haven't ever ran them that way before and my only justification not to is if there's a midfield objective, I can drop off a squad of doms with 4x SB and they can sit midfield and still lay down fire while the repressor zooms away to get the meltas into closer range. If I did that with a mixed squad i would be wasting 2x melta to sit on a point for some thumb twiddling.
5 Naked seraphim are cheaper than 5 dominion w/storm bolters (barely) and can deep strike and move 24 + 2d6 if needed. They don't have as much fire power as 5 dominions w/storm bolters but are a great throw away/harassment unit that can get anywhere within a turn.
If your looking for cheap and effective objective holders I would seriously consider a unit or two of 5 naked seraphim.
Rynner wrote: 5 Naked seraphim are cheaper than 5 dominion w/storm bolters (barely) and can deep strike and move 24 + 2d6 if needed. They don't have as much fire power as 5 dominions w/storm bolters but are a great throw away/harassment unit that can get anywhere within a turn.
If your looking for cheap and effective objective holders I would seriously consider a unit or two of 5 naked seraphim.
That's assuming you're blowing your 2+ AoF on them and not your Inferno Seraphim.
You don't have to blow the 2+ act of faith on them. You can deep strike them onto objective or behind LOS terrian for an objective grab the turn later.
what i have noticed in testing is that everyone targets the melta repressors then kills the melta sisters after the tank blows up. i usually have all of my repressors on one flank then seraphim on another flank with some BA captians so all of my storm bolters and meltas are always together moving up the board. my back field and mid field is covered up with guard and scouts. i have noticed it is nice having scouts to push back other armies that scout so we can still move repressors in the scout phase otherwise they stay locked in deployment.
IVIOOSE wrote: what i have noticed in testing is that everyone targets the melta repressors then kills the melta sisters after the tank blows up. i usually have all of my repressors on one flank then seraphim on another flank with some BA captians so all of my storm bolters and meltas are always together moving up the board. my back field and mid field is covered up with guard and scouts. i have noticed it is nice having scouts to push back other armies that scout so we can still move repressors in the scout phase otherwise they stay locked in deployment.
I have not noticed this. Celestine and her Seraphim draw much more fire than my Immolators and Dominions. They're faster, and they're actively disrupting high-value targets on turn 1.
This message was edited 1 time. Last update was at 2018/01/09 20:00:45
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!
IVIOOSE wrote: what i have noticed in testing is that everyone targets the melta repressors then kills the melta sisters after the tank blows up. i usually have all of my repressors on one flank then seraphim on another flank with some BA captians so all of my storm bolters and meltas are always together moving up the board. my back field and mid field is covered up with guard and scouts. i have noticed it is nice having scouts to push back other armies that scout so we can still move repressors in the scout phase otherwise they stay locked in deployment.
Yeah at this point I'm honestly shocked if I have a single repressor left alive by the top 3. Everyone always kills them first and if they don't they complain how op they are. My Seraphim, The Saint, and my Heavy Bolters do far more damage than my Repressors dominions.
While I don't love the idea of 700ish point distraction units the more and more I've played the more and more I've come to accept Repressor Dominions are pretty much just that.
IVIOOSE wrote: what i have noticed in testing is that everyone targets the melta repressors then kills the melta sisters after the tank blows up. i usually have all of my repressors on one flank then seraphim on another flank with some BA captians so all of my storm bolters and meltas are always together moving up the board. my back field and mid field is covered up with guard and scouts. i have noticed it is nice having scouts to push back other armies that scout so we can still move repressors in the scout phase otherwise they stay locked in deployment.
Yeah at this point I'm honestly shocked if I have a single repressor left alive by the top 3. Everyone always kills them first and if they don't they complain how op they are. My Seraphim, The Saint, and my Heavy Bolters do far more damage than my Repressors dominions.
While I don't love the idea of 700ish point distraction units the more and more I've played the more and more I've come to accept Repressor Dominions are pretty much just that.
The way i see the games going is similar to that. If they focus on Celestine and the Seraphim, then my Repressors live and and do serious damage. If they focus on the Repressors then Celestine and the Seraphim do. And the Retributors are just constantly slinging lead and almost always ignored. I see it as I'm presenting Threat A and Threat B, choose your defeat cause you can't kill them all.