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Thanks for reporting in. Sorry to hear that rnd 4 was so one-sided. It's interesting to see such a large group of seraphim, and in larger units. From the sounds of things they worked out for you, but could you say how you used them?
Assuming points could be found, would 10 units of 5 (with full infernos of course) be a viable alternative, or do the extra bodies help?
I don't think 10 units of 5 would have helped. I don't have the detachment for them and I found larger units made a difference in terms of survivability. I had originally started off with 6 units of 7 but found them too fragile. 9 woman units really made a huge difference. It doesn't seem like it on paper but it really does.
Depending on what I was playing I used them a few ways. One of their two main jobs was to screen my captains and Celestine. They can keep up with any element in the list. I would also use them to shoot whatever needed killing and then jump in CC, hopped to do nothing, and then surround a model so they can't be shot for a turn. They basically played interference.
Lastly if your opponent isn't paying attention you can generally snipe characters with a 24" move.
Most games I would use Celestines AoF to double move a second or 3rd unit depending on if I would roll a 4+ with my Imagifer. My act of faith order went - Imagifer, 2+, Celestine. I would then move + advance Celestine hopefully into +1 invulnerable save range or AoF range on them. I could generally move 3 units 24" a turn or shoot twice as needed. It took most people off guard and shocked a bunch of my opponents at just how fast they are.
As for game 4 theres nothing to be sorry about. Thats 8th for you. Table or be tabled. The over whelming majority of games I've played this edition have been blowouts either way. I think out of all of the games of 8th I've played only 2-3 have been what you could call close.
Did you leave plasma pistols off the seraphim superiors because of points, or lack of usefulness?
For game 4 I was referring more to the lack of terrain, rather then your opponent's list. But yeah, I've noticed that. Getting blown out turn one is hard to recover from.
This message was edited 1 time. Last update was at 2018/03/27 06:44:27
Adepticon's terrain was pretty sparse. I didn't see a ton of tables with LoS blockers. I didn't make it up there in time for the singles. :(
I did play in the team tourney, though. None of the games were that remarkable except 1. My partner for that game had a shadowsword and we were paired against a list of world eaters and necrons. Their pylon 1 shotted the shadowsword top of 1. First shot of the game. Boom. 25% of the army gone. But it was ok. Celestine channeled a fury that was a lovechild of wolverine's bezerker rage and the hulk's smash on steroids and PCP. She managed to solo kill a necron overlord, about 16 immortals, 15 khorne bezerkers, a champ of khorne, and some warriors. Except for the warriors, the rest was 1 giant melee from bottom of 1 through turn 5. They killed her once, but then never scratched her armor again. After that dog pile was finally over, all they had left was the pylon and she took another 6 wounds off of it.
Mmmpi wrote: Did you leave plasma pistols off the seraphim superiors because of points, or lack of usefulness?
For game 4 I was referring more to the lack of terrain, rather then your opponent's list. But yeah, I've noticed that. Getting blown out turn one is hard to recover from.
I don't find plasma pistols worth the points. The superior generally winds up throwing a grenade anyway.
rrrr...I need to get more seraphim. I have 23 (only three vet sisters). But I don't know if I want to wait a year or more.
Repressors are still good. It really depends on the rest of the list. After the points hike in Chapter Approved I couldn't get them to work in a list I liked anymore so swapped to Seraphim. 23 is still plenty.
So I managed to get 32nd out of the 200+ people at adepticon running 1825pts of SoB so I figured I'd throw out my list and my basic thoughts on how it works.
List was: Battalion+Outrider; Celestine, Cannoness with IP PS, Custodes Bike Captain (warlord with 3++bike and 5++), 3x5 BSS with SB, 4x5 Melta Doms, 1x5 SB Doms, 5 seraphin with IP, 2x5 HB rets, 4xImmoflamer 1xRepressor.
So my thoughts; The 3x5 BSS were a last minute addition that I absolutely loved and basically won me 2 of my games. 1 unit of retributors is plenty, an imagifier is probably a better investment overall than a second unit. 4 units of melta doms is exactly the perfect number. Immoflamer immolators are better than repressors en masse since the point changes but 1-2 repressors are still absolutely mandatory.
Celestine remains absolutely incredible and I love her so much and she killed 3 blood angels characters out of a BACC bomb before they could swing and oh my god is she just the best.
I played 0 test games...or any other 40k for like 2 months before the tournament so I had no idea how to use the shield captain. He's more fragile than you'd think.
A unit of 5 seraphim with IP are mandatory in every imperium list. That unit did so much work across my games it's literally unbelievable. They won me game 2 by themselves by letting me snipe out a Banner of the Emperor Ascendent.
Although I never planned to start sisters of battle an acquaintance of mine sold me is small Sisters army so currently I have.
20- Metal Sisters
5-Seraphims
1- Old Witchunter inquisitor that I am gonna use as cannoness
1- Priest
The thing is that I got this just because it was almost a freebie and am not familiar with the Sister Line. I am planning to use them as an ally detachment for my Grey Knights while the plastic sisters don't arrive.
So I was wondering where I should expand from here?
Celestine seems like a given, but dunno if the other sister units and vehicles are any good (Ihave been interested in the exorcist), can anyone give me an overview?
MacPhail wrote: Thanks for all these tournament writeups, everyone!
@GuardStrider, what specials or heavies do you have in that lot? You might be close to filling out a small detachment.
The specials/heavies that I have are 3 flamers,2 heavy flarmers, 1 Stormbolter and 1 Multi-Melta. Altough as I said I play GK, so I have a bunch of stormbolters laying around, which I might try to convert, though never did conversion with metal.
This message was edited 4 times. Last update was at 2018/03/28 13:57:42
ERJAK wrote: So I managed to get 32nd out of the 200+ people at adepticon running 1825pts of SoB so I figured I'd throw out my list and my basic thoughts on how it works.
List was: Battalion+Outrider; Celestine, Cannoness with IP PS, Custodes Bike Captain (warlord with 3++bike and 5++), 3x5 BSS with SB, 4x5 Melta Doms, 1x5 SB Doms, 5 seraphin with IP, 2x5 HB rets, 4xImmoflamer 1xRepressor.
So my thoughts; The 3x5 BSS were a last minute addition that I absolutely loved and basically won me 2 of my games. 1 unit of retributors is plenty, an imagifier is probably a better investment overall than a second unit. 4 units of melta doms is exactly the perfect number. Immoflamer immolators are better than repressors en masse since the point changes but 1-2 repressors are still absolutely mandatory.
Celestine remains absolutely incredible and I love her so much and she killed 3 blood angels characters out of a BACC bomb before they could swing and oh my god is she just the best.
I played 0 test games...or any other 40k for like 2 months before the tournament so I had no idea how to use the shield captain. He's more fragile than you'd think.
A unit of 5 seraphim with IP are mandatory in every imperium list. That unit did so much work across my games it's literally unbelievable. They won me game 2 by themselves by letting me snipe out a Banner of the Emperor Ascendent.
Stormbolters are useful and cheap.
Great job! I'm glad the tanks worked out for you!
This message was edited 3 times. Last update was at 2018/03/28 14:10:37
MacPhail wrote: Thanks for all these tournament writeups, everyone!
@GuardStrider, what specials or heavies do you have in that lot? You might be close to filling out a small detachment.
The specials/heavies that I have are 3 flamers,2 heavy flarmers, 1 Stormbolter and 1 Multi-Melta. Altough as I said I play GK, so I have a bunch of stormbolters laying around, which I might try to convert, though never did conversion with metal.
Unfortunately that's not the best assortment for this edition... you'd do better with a bunch of melta guns and storm bolters. Converting with metal pretty much sucks... you either go big with a Dremel and really reshape the metal around your new bits, or you end up surface mounting the new bits in a pretty obvious way. There's a few Sisters sculpts with outstretched arms that lend themselves to weapon swaps, but that's it. Given what you've got, I'd say take the flamer/heavy flamer combos on 2x5 BSS units, stick them in a Rhino, and go dominate an objective, with a third unit without upgrades hanging out in your back line as a cheap screen for something. Then you're on the way to a battalion with Celestine running with the Seraphim plus the option to shove a bunch of auto-hits in someone's face.
This message was edited 1 time. Last update was at 2018/03/30 21:47:05
Keep in mind that the 2 HF and 1 MM are easy conversions to any special weapon, if you can find a bit for an off hand.
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My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing "
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate.
So this past weekend I played in a small 8 man RTT. Normally around this time I'm super burnt of from Adepticon but I'm not. I'm guessing its a combination of not caring during the team torment and basically playing 3 games in the championships.
Anyway knowing theres a big FAQ coming I only wanted to make quick changes to my list. I.E. things that didn't require too much thought. My List:
1x Captain with jump pack, Thunder Hammer, Storm Shield
1x Captain with jump pack, Thunder Hammer, Storm Shield
5x Scouts
5x Scouts
5x Scouts
6x Aggressors - All the boltguns
Supreme Command - Custodes
1x Shield Captain on Dawn Eagle Jetbike, Misercordia
1x Shield Captain on Dawn Eagle Jetbike
1x Shield Captain on Dawn Eagle Jetbike
The event was using open war cards and would draw each round before the game.
Game 1:
Imperials.
Mission: 3 objectives, end game.
Deployment: Dawn of warish. We split our armies into 3rds. The 1st part you deploy, the 2nd part comes in turn 2, and the 3rd part comes in turn 3. You could come in from any board edge that wasn't your opponent's deployment zone and more than 9" away from enemy models. If you could deep strike then you still had to come in on the turn you were selected to but followed normal deep strike rules.
This game was pretty simple. I just had to kill all his objective secured units and hop on 2 of the objectives end game, which I did.
Game 2:
Ravenwing.
Mission: Progressive objectives. Deployment: Some v thing. I had turn one and killed 2 units of black knights and a speeder. I failed a charge to score 3 points my turn one instead of 2. His turn one he kills a handful of not important units and scores 3 points. I basically tabled him my turn 2 and we call it there.
Game 3:
Guard/Blood Angels.
His list was a guard brigade with a bunch of mortars and rough riders. He also had a Blood angels Battalion with 2 units of Sanguinary Guard.
Mission: The first person to burn all 3 of your opponents objectives win. Objectives had to be 6" from the edge of board and at least 6" apart. Deployment: Two upside down Vs.
We basically deploy our objectives across from each others, 6 up and 6 across from each other objective. Looking at the match up and what I'm facing I figure I couldn't kill that many sanguinary gaurd before they tore me apart and since I didn't have to win, I wasn't even going to try. I deploy everything, screening with my scouts. He only deploys the guard and BA scouts. He puts one infantry squad on each objective with mortar teams close. Despite having the +1 to go first I lose the roll and attempt to seize and fail. Great.
His turn one is good but it's not enough. For some reason he didn't even bring in a unit of blood angels. He manages to kill a unit of seraphim, 2 units of scouts, render my aggressors unless. I do kill all his rough riders. The big thing is though two of my Custode captains are tagged in close combat and cant charge.
In my turn one I passed enough acts of faith to move 2 units of Seraphim up and Celestine. I kill off all the troops on the objectives, charge the mortars, and burn all his objectives and win.
I wind up winning the event.
Thoughts. Open war are fun but not great for competitive play (like that needs to be said). Had my opponent game 3 brought in at least one unit of Sanguinary Guard, started his Sanguinary Guard on the board, or castled around his objectives he would of have won or at worst tied me. I don't think I can bring down 17ish Sanguinary Guard with a 5+++ before they wreck me. I know he didn't think so but that game could have gone either way had he deployed a bit better.
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Okay, everyone... I took the plunge on two Repressor conversion kits assembled from the bits available from Zefig, a Dakka user with a Shapeways collection on offer. I'm pretty pumped to do them up to run as flamer Immolators or as various Repressors with magnetized options. Could a few of you relate your rationale for any combination of Repressor weapon and wargear loadouts, passenger lists, and target priorities? I know these things hit hard, and I want to use them effectively. Thanks!
Also, I'm torn on the Repressor paint scheme, if you'll indulge me with some opinions on the following options:
- Match the current white Rhino body with a white top plate and green turret rings, blend with the other transports
- Make the Repressor tops green for contrast to stand out a little
- Build up two more Rhino hulls and make the Repressors completely green to contrast sharply with white Rhinos and Immolators
They'll stand out enough. Paint the same scheme as the rest.
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My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing "
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate.
Cool, so two votes for white with green trim. That's probably also the easiest route. Hopefully I'll get started this weekend unless I get distracted by MDF scenery.
On loadout, is the standard to buy the extra heavy flamer (2 total)? Seems like a lot of points, but since they get close and stay close, maybe the extra dice are worth it.
Also, is the ram worth seeking out a charge target, or just charge more opportunisticaly like a Rhino?
I don't pay the extra points for the HF. If anything, I take an extra SB.
The Ram is great for tying up units since the girls inside can still shoot after fallback or during assault.
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I always run it with HF, SB, SB. The repressor is amazing all around. Against infantry 9 attacks, Str 6 AP-1 does work. I assault with them every chance I get.
Fantastic. I'll knock together a mech list for review with HF/SB/SB. Imagine if the Sisters codex delivers an Order focused on mechanized infantry with anything like some of the Regimental Doctrines (ignore -1 AP, Advance + Shoot, re-roll random RoF) and the Crush Them stratagem (Advance + Charge, melee hits on 2+). But it sounds like they're pretty solid already.
Just to inquire but the Immolator kit is plastic so no use waiting before the official plastic release to get a couple of them, right? (Thinking of getting some dozer blades somewhere and double them as double flamer repressors when I feel like it)
I was under the impression they would be metal since they are direct order and I kept hearing the sister line was all metal, but store description says plastic
This message was edited 1 time. Last update was at 2018/04/06 14:13:18
GuardStrider wrote: Just to inquire but the Immolator kit is plastic so no use waiting before the official plastic release to get a couple of them, right? (Thinking of getting some dozer blades somewhere and double them as double flamer repressors when I feel like it)
I was under the impression they would be metal since they are direct order and I kept hearing the sister line was all metal, but store description says plastic
The old old old Immolator kit (pre 2003 I think) was built on the 1990’s Rhino chassis and the turret was metal. The “new” version (post 3rd edition) is all plastic and is based on the Rhino chassis that you see in every currently sold Space Marine tank kit.
As far as we know now, there's no reason to wait to buy immolators. And yes, you can get big dozers, uparmor the immo and add a cupola heavy flamer/storm bolter to make it into a repressor. I have some in my gallery, if you're interested.
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Just played an Open War game with the Sisters yesterday, for funsies. Tied it. The Blood Angels took it in the face in turn one as usual with Sisters of Battle and then returned fire in a big healthy way as usual.
The outcome was decided when he picked up his 300 point unit and redropped them and tried a charge that would have given him control of both objectives and the victory but it was a bridge too far and so we tied.
Open War is a fun way to play. I wouldn't want to do it every game and I REALLY don't think it's great at tournaments, but I definitely like playing them.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
MacPhail wrote: Fantastic. I'll knock together a mech list for review with HF/SB/SB. Imagine if the Sisters codex delivers an Order focused on mechanized infantry with anything like some of the Regimental Doctrines (ignore -1 AP, Advance + Shoot, re-roll random RoF) and the Crush Them stratagem (Advance + Charge, melee hits on 2+). But it sounds like they're pretty solid already.
Okay, here's a mech list based around my new Repressors. I could make a more well-rounded list with some Seraphim to back Celestine, but I like the amount of armor in this list and I think it enhances the survivability of not just the Repressors but also the Penitent. I'd run Repressors with double melta Doms, Immos with Stormbolter BSS and either an Imagifier or a Canoness, and Rhino full of Stormbolters. Everyone else castles up in the backfield. Five tanks push up the center with Celestine's save enhancement carrying both anti-tank and anti-horde, with Celestine and the Penitent to countercharge. There might be better mech lists outside of the Brigade... suggestions welcome.