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Made in us
Preacher of the Emperor





St. Louis, Missouri USA

ERJAK wrote:
Anyone else ALREADY tired of the backseat Generals? Most of these mouth breathers probably couldn't name 2 Sisters of Battle units before CA dropped and now they're experts on an army I've been playing for 3 editions now.
Quick, somebody give this guy a hug before he goes postal. Or maybe a couple beers if you come to St. Louis.

We've got 5 weeks left to polish this turd before LVO.

My takeaway thus far:
1: Codex isn't viable without allies. This doesn't bother me, I haven't played straight sisters since 6th.
2: Ignore anything that has to do with AoF. Warlord traits, Relics, AoFs themselves. All worthless.
3: Treat Celestine as a situational glass cannon as opposed to a balls to the wall front line beatstick.
4: Anti-psyker stuff sounds promising next time I play Tsons. (Haven't tested it)
5: Thank the Throne that the Repressors were unmolested. If they lost firepoints or became more expensive I would have had to hang up the meltaguns.
6: Storm Bolters are the bees knees. You can't have too many of them.
7: The only thing I didn't use in the index that I may try now is Arcos. Maybe.
8: Exos went from Bleh to Meh.
9: We don't do anything that other imperial factions don't already do better. We're in a really weird spot now.
10: If you're building SoB to be melee based, you've already lost.

 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

It seems to me to our army tactics have regressed back to 4th/5th edition Rhino Rush with a small Castle in the back. Basically we’re back to “Marines Light” again, and this seems to be a deliberate design choice. We are back to Immy Trains and Easy Bakes. Looking back at our Tactic from yesteryear, it this thread literally looks like our discussions from 10-15 years ago.

The real question is, is that a good thing?

I’ve been playing my 2nd Ed Sisters army since 2nd Ed, although my old MkI Sister Rhinos and Immolators have been replaced with the “newer” MkII chassis’s, but I still have a Sepahim Superior with Power Fist as that was an option once, and my Celestine is still metal. And I’ll be honest, my only interest in the new Sister release are the plastic models, because I also play Grey Knights and we all know how well that’s going this edition. In 8th, I am looking at a minimal list to net 5 CP that might be a less sickening option to the vomit inducing Guard Battery Imperial players are forced to field if they want to be able to play even remotely competitively. A Sister Battery would just feel better at this point. Would it be better?

Probably not.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in gb
Norn Queen






The fact that GW didn't include a Repressor Datasheet, which to me indicates they aren't going to make a "Plastic" Repressor makes me kind of sad.
   
Made in us
Badass "Sister Sin"






Camas, WA

 BaconCatBug wrote:
The fact that GW didn't include a Repressor Datasheet, which to me indicates they aren't going to make a "Plastic" Repressor makes me kind of sad.

They didn't include any datasheets for new units that they will be producing in plastic. They said that from the start.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in jp
Longtime Dakkanaut





For battery use, I'm liking the "Faithful 17" I posted in the "PowerArmorProblems" thread.

Cannoness WL: 5+ SoF Brazer
Missionary
3x5sisters w/3 SB

Overwatch on 5+ conviction, though a good argument can be made for the 6+++ one.

This gives you three units to hold objectives, five deny the witch uses, and a bit of mid range fire power.
   
Made in us
Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

 Mmmpi wrote:
For battery use, I'm liking the "Faithful 17" I posted in the "PowerArmorProblems" thread.

Cannoness WL: 5+ SoF Brazer
Missionary
3x5sisters w/3 SB

Overwatch on 5+ conviction, though a good argument can be made for the 6+++ one.

This gives you three units to hold objectives, five deny the witch uses, and a bit of mid range fire power.

+1, except the Canoness likely won't be the warlord, depends on who the allies are.

And I like the name Faithful 17 rather than Loyal 17. Stealing it.

They can screen if you aren't against Psychers, and if you are then you take the Brazier and cover as much ground as possible.

Sometimes, you just gotta take something cause the model is freakin cool... 
   
Made in jp
Longtime Dakkanaut





 Creeping Dementia wrote:
 Mmmpi wrote:
For battery use, I'm liking the "Faithful 17" I posted in the "PowerArmorProblems" thread.

Cannoness WL: 5+ SoF Brazer
Missionary
3x5sisters w/3 SB

Overwatch on 5+ conviction, though a good argument can be made for the 6+++ one.

This gives you three units to hold objectives, five deny the witch uses, and a bit of mid range fire power.

+1, except the Canoness likely won't be the warlord, depends on who the allies are.

And I like the name Faithful 17 rather than Loyal 17. Stealing it.

They can screen if you aren't against Psychers, and if you are then you take the Brazier and cover as much ground as possible.


That is very true about the warlord.

"Faithful 17" The more it spreads...

Well, you still have to be within 6" of the brazier to benefit, but you can cover quite a bit of ground that way. 43" at max dispersion (assuming my math is right).
   
Made in us
Sister Vastly Superior





Played first game, using the Bloody Rose conviction, this weekend using ITC scoring rules which I was not very familiar with.

I would not have won on the objectives, but that was mostly due my lack of experience with this ruleset.

I went for a fairly solid brick wall of tanks. 3 detachments, lots of bodies. 5 immolators and 1 repressor carrying 10 repentias and mistress. I had 10 CPs and 8 FPs. By the end of turn 3 I was out of CPs and had 3 FPs left.

Deployment was hammer and anvil and that helped me since everything got funneled center of the board.

I played against a Tzentch daemon list that was heavy on mortal wound spam.


Things that did not work so well for me:

Tanks getting caught in assault by a horde of daemons. I lost two and could not exit the occupants. That was a bad play on my part and cost me a lot.
Failing my devotion on my "smithe lightning rod". I was hoping to have a unit take smithes and shrug them off on a 4+, but failed that roll twice. I would have had a dialogus nearby normally, but lost her when one of the tank was blown up and she couldnt get out. That unit died much faster than I hoped and failed to protect critical elements of my army.


Things that did go well:

Canoness managed her devotion on the passion when she was in the center of the table. I used the vessel stratagem and passed that AOF to 2 squads of sisters, a squad of seraphim, another canoness and my 9 repentia squad. Jacobus being right beside her, giving out his +1 atk aura, made this combo even more devastating.

The repentias alone killed a daemon prince, 3 screamers and close to 10 pink horrors.

Celestine is not a beat stick anymore, I used her as a support character and she did well in that respect. She's a scalpel and should be used with precision.
I moved my tanks together at first, supported by Celestine and my warlord canoness and was able to confer everyone close to them a 4++ save due to SOF.


Review on AoF that I was able to use:

Hand of the emperor: Allowed my Canoness at first to keep up with my tanks so she could keep her invuln buff aura on them. Did what I expected it to.

Aegis of the Emperor: I think I had the strategy down for using this one, but failed my 3+ roll both times I tried to use it. The squad dedicated to this should have a dialogus, but at 30pts for the model, its debatable on whether its worth it or not.

Divine Guidance: Used on a dominion squad, but had no interesting targets. Very underwhelming result since I did not roll any 2s the time I used it.

The Passion: Used on a canoness and lucked out with a 6. She then combo'ed this to half my army that happened to be within range of her aura. Utterly devasting counter charge and cost my opponent a lot. It just needs to be more reliable. Had I failed that roll, I would likely have lost a big part of my army or been tied into protracted combat.


Stratagems:


Burning Descent: Used on the 5 seraphim with inferno pistols to kill some brimstone horrors and remove them from an objective. Worked well. Hand Flamers are not great, but if you need to remove a unit from an objective, Seraphims can do it. They need to adjust the stratagems so that it works with Inferno Pistols as well, but as it stands, this is now part of my toolbox. I will most likely be going for 10 seraphims as 5 was underwhelming.


Vessel of the Emperor: Very good stratagems and why my next list will likely be foot heavy. Used to great effect with the passion and I want to build CP heavy lists now to see if this one can be used at least 3 times.

Final Redemption: Used it, but my repentias killed everything they touched on the turn they charged. They did not get a chance to die in melee. Ill be using it on a turn where they did not charge next time.

Purity of Faith: Used twice. Worked once, failed the other. Does exactly what it says and going to be used regularly against Psychic heavy armies.


Overall liked how the army played, but did not like the list I built. I went by what I know and was comfortable with and I suspect the sister meta is going to have to adapt to make the best use of these AoF.

Big squads are going to be a must now and with all the ways we have to mitigate morale, its not going to be that crippling to lose a few sisters.




18 / 3 / 6 since 6th ed. 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

I’m glad you enjoyed the game.
Unfortunately more and more I’m hearing that footslogging Sisters is going to be our COMPETITIVE build. Unfortunately Sisters moving at 6” (and one unit per turn MAYBE moving 9”) is going to get blasted to bits even with Celestine and Canoness Warlord moving to give them 4++. At some point the blob has to split up to contest objectives / go after opponents shooting at you from a distance all around you. It’s just not going to be competitive at all.

 
   
Made in us
Hooded Inquisitorial Interrogator




 davidgr33n wrote:
I’m glad you enjoyed the game.
Unfortunately more and more I’m hearing that footslogging Sisters is going to be our COMPETITIVE build. Unfortunately Sisters moving at 6” (and one unit per turn MAYBE moving 9”) is going to get blasted to bits even with Celestine and Canoness Warlord moving to give them 4++. At some point the blob has to split up to contest objectives / go after opponents shooting at you from a distance all around you. It’s just not going to be competitive at all.


I played the horde this weekend. It's actually really really strong. I defiantly needed some sort of ranged or anti tank or monster unit but theres a build there. The caveat of course is that it's kind of miserable to play, I don't know anyone who has 150-200 bolter girls, and it doesn't really work unless you play pure sisters.
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

That’s the problem, we don’t have ALL the tools we need to make that work.

 
   
Made in us
Hooded Inquisitorial Interrogator




Eventually you'll kill anything with 300ish bolter shots, hitting on 2s, rerolling 1s. It just sucks to roll and feels like a waste of time when your rolling it.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Interested in hearing especially how Foot Horde sisters is competitive, and why? I've been keeping up with the thread, but I didn't read it super seriously...

is it really just the 4++ blob on tons of girlies?
   
Made in us
Regular Dakkanaut



Utah

Okay, now that there hasn't been a zeroday errata and the podcast is done, I can freely explain The Pink Tide to everyone.

As most of you have figured out by now, Sisters went from the fastest Imperium faction with significant burst damage output, to the slowest with some of the worst damage output, by the snap of GW's gauntlet. In exchange, everybody gets a 4++! If they jump through a bunch of hoops.

What some of you haven't noticed yet, is that there are additional hoops you can jump through to get back to the pre-nerf Sisters' mobility and damage output. What? Huh?

Well first, let's start with the list:

Sisters of Waaaghttle - This List is Cancer (1999pts)

Bloody Rose Battalion
Canoness - WL w/ Invuln aura, Relic of +3" auras, Stormbolter and bolter
Uriah Jacobus
Battle Sister Squad - 15x with 3 Stormbolters
Battle Sister Squad - 15x with 3 Stormbolters
Battle Sister Squad - 15x with 3 Stormbolters
Celestian Squad - 5x
Seraphim Squad - 10x
Dominion Squad - 5x with 5 Stormbolters
Exorcist
Exorcist
Exorcist


Bloody Rose Battalion
Canoness - Stormbolter and bolter (Brazzer relic if vs Psyker factions)
Missionary
Battle Sister Squad - 15x with 3 Stormbolters
Battle Sister Squad - 15x with 3 Stormbolters
Battle Sister Squad - 15x with 3 Stormbolters


Ebon Chalice Battalion
Celestine
Canoness - Stormbolter and bolter
Battle Sister Squad - 5x
Battle Sister Squad - 5x
Battle Sister Squad - 5x
Dialogus


Initially this list didn't have the Exorcists in it, and ideally I would drop them in favor of taking another two squads of 10x no-upgrades Seraphim and another block of 15x BSS, but I can't reasonably expect anyone to purchase an addition 35 uglier-than-they-are-expensive models on top of the 125 that are already required.

The concept is that The Passion and Vessel of the Emperor are worded in a way that makes them absolutely perfect for an Orkz army, which means that the Sisters are now the best Orkz horde as a result. What's that you say? Perfect? But it's so bad!

Turn to the Fight Phase in your BRB. See all that text about "you can't choose a unit unless it charged or is in combat"? Yeah, ignore that. See the part about "You can't choose a unit that fell back or advanced"? Yeah, ignore that too. The Passion says "Nah bro, I got you, not only can you choose that unit that's not in combat to fight, you know what, go ahead and choose it twice. Because feth rules."

So you attempt The Passion on your Ebon Chalice Canoness with the Dialogus standing next to her for a 4+ rerollable, and then Vessel of the Emperor it onto... your entire army because everyone is now required to stay within coherency of the mandatory-deathstar: Celestine, your Invuln save Warlord, Uriah Jacobs and the Dialogus. So treat Sisters like the entire army is essentially a single unit. So 75% of the time your entire army now gets to move 3" then swing if they reached something, then move 3", then move 3" again, then swing if they reached something, then move 3". If your opponent is dumb enough to charge you, they're staring down around eight-hundred S4 hits the next turn, because you can fall back an inch, rapid fire with everyone who didn't fall back, charge everyone who didn't fall back (doesn't matter if the charge fails, Bloody Rose still procs), and then double-fight your way back in with both the units that fell back as well as the entire rest of the army.

The best part of all that? That each move, fight, consolidate and shooting action has to be taken individually. Hope your opponent brought a Snickers, because it's going to be a while.

So before turn one, you Vanguard move your Dominions so that they daisy chain from the Brazzer Canoness out to where the opponent's backline Psykers are if they have any. This gives you the ability to Deny the Witch it as well as Purity of Faith if it's super important.
Then on turn one, you move (not advance) your entire army forward, and try to throw some shade on any quantity of attacks units that are threatening to T3 (regular guard squads, etc.).
You don't skip your fight phase even if you don't have any units in combat, so you get to proc The Passion on the Ebon Chalice Canoness. If successful, throw the 3 CP to splash it to the entire army. Proceed to move the entire army an additional 12" toward the enemy line, which will put most of them in combat if your opponent went first, and put you directly in their face if you did.
Tip the clock to their time during the inevitable judge call. Unless your TO hates you on a personal level, the judge call will go in your favor.

Turn 2, proceed to bog their entire army down simultaneously in a sea of paint-chipped lead and spend the rest of the game slapping them to death with S3/4 hits and S4 bolt pistol shots. Walk your surplus Ebon Chalice girls and extra characters away from this mess and onto objectives.

Prepare to spend the rest of the game listening to your opponent whine about how stupid that is.

Respond by saying "I fully support not using the Beta Codex Acts of Faith system or the associated Acts of Faith stratagems" and then get your TO to let you go back to using the Index AoF system where you can make competitive armies that aren't the worst possible play experience available in 8th.
   
Made in us
Hooded Inquisitorial Interrogator




You can get a 3+/4++ lD10 unit that can deny like a psychicer and has a 4+ save against running way.

It requires a canoness with the 5++ WL trait, the brazier of holy fire, Celestine, a priest and a diaglolgus to do. At 141 points for 15 women with 3x storm boilers it becomes quite a slog for your opponent to deal with and chances are they wont be able to remove a unit of them a turn.


Automatically Appended Next Post:
PuppetSoul wrote:
Okay, now that there hasn't been a zeroday errata and the podcast is done, I can freely explain The Pink Tide to everyone.


https://commandpoints.podbean.com/e/command-points-bonus-episode-2-beta-sisters-%F0%9F%98/

This message was edited 3 times. Last update was at 2018/12/17 18:16:13


 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

PuppetSoul wrote:
Spoiler:
Okay, now that there hasn't been a zeroday errata and the podcast is done, I can freely explain The Pink Tide to everyone.

As most of you have figured out by now, Sisters went from the fastest Imperium faction with significant burst damage output, to the slowest with some of the worst damage output, by the snap of GW's gauntlet. In exchange, everybody gets a 4++! If they jump through a bunch of hoops.

What some of you haven't noticed yet, is that there are additional hoops you can jump through to get back to the pre-nerf Sisters' mobility and damage output. What? Huh?

Well first, let's start with the list:

Sisters of Waaaghttle - This List is Cancer (1999pts)

Bloody Rose Battalion
Canoness - WL w/ Invuln aura, Relic of +3" auras, Stormbolter and bolter
Uriah Jacobus
Battle Sister Squad - 15x with 3 Stormbolters
Battle Sister Squad - 15x with 3 Stormbolters
Battle Sister Squad - 15x with 3 Stormbolters
Celestian Squad - 5x
Seraphim Squad - 10x
Dominion Squad - 5x with 5 Stormbolters
Exorcist
Exorcist
Exorcist


Bloody Rose Battalion
Canoness - Stormbolter and bolter (Brazzer relic if vs Psyker factions)
Missionary
Battle Sister Squad - 15x with 3 Stormbolters
Battle Sister Squad - 15x with 3 Stormbolters
Battle Sister Squad - 15x with 3 Stormbolters


Ebon Chalice Battalion
Celestine
Canoness - Stormbolter and bolter
Battle Sister Squad - 5x
Battle Sister Squad - 5x
Battle Sister Squad - 5x
Dialogus


Initially this list didn't have the Exorcists in it, and ideally I would drop them in favor of taking another two squads of 10x no-upgrades Seraphim and another block of 15x BSS, but I can't reasonably expect anyone to purchase an addition 35 uglier-than-they-are-expensive models on top of the 125 that are already required.

The concept is that The Passion and Vessel of the Emperor are worded in a way that makes them absolutely perfect for an Orkz army, which means that the Sisters are now the best Orkz horde as a result. What's that you say? Perfect? But it's so bad!

Turn to the Fight Phase in your BRB. See all that text about "you can't choose a unit unless it charged or is in combat"? Yeah, ignore that. See the part about "You can't choose a unit that fell back or advanced"? Yeah, ignore that too. The Passion says "Nah bro, I got you, not only can you choose that unit that's not in combat to fight, you know what, go ahead and choose it twice. Because feth rules."

So you attempt The Passion on your Ebon Chalice Canoness with the Dialogus standing next to her for a 4+ rerollable, and then Vessel of the Emperor it onto... your entire army because everyone is now required to stay within coherency of the mandatory-deathstar: Celestine, your Invuln save Warlord, Uriah Jacobs and the Dialogus. So treat Sisters like the entire army is essentially a single unit. So 75% of the time your entire army now gets to move 3" then swing if they reached something, then move 3", then move 3" again, then swing if they reached something, then move 3". If your opponent is dumb enough to charge you, they're staring down around eight-hundred S4 hits the next turn, because you can fall back an inch, rapid fire with everyone who didn't fall back, charge everyone who didn't fall back (doesn't matter if the charge fails, Bloody Rose still procs), and then double-fight your way back in with both the units that fell back as well as the entire rest of the army.

The best part of all that? That each move, fight, consolidate and shooting action has to be taken individually. Hope your opponent brought a Snickers, because it's going to be a while.

So before turn one, you Vanguard move your Dominions so that they daisy chain from the Brazzer Canoness out to where the opponent's backline Psykers are if they have any. This gives you the ability to Deny the Witch it as well as Purity of Faith if it's super important.
Then on turn one, you move (not advance) your entire army forward, and try to throw some shade on any quantity of attacks units that are threatening to T3 (regular guard squads, etc.).
You don't skip your fight phase even if you don't have any units in combat, so you get to proc The Passion on the Ebon Chalice Canoness. If successful, throw the 3 CP to splash it to the entire army. Proceed to move the entire army an additional 12" toward the enemy line, which will put most of them in combat if your opponent went first, and put you directly in their face if you did.
Tip the clock to their time during the inevitable judge call. Unless your TO hates you on a personal level, the judge call will go in your favor.

Turn 2, proceed to bog their entire army down simultaneously in a sea of paint-chipped lead and spend the rest of the game slapping them to death with S3/4 hits and S4 bolt pistol shots. Walk your surplus Ebon Chalice girls and extra characters away from this mess and onto objectives.

Prepare to spend the rest of the game listening to your opponent whine about how stupid that is.

Respond by saying "I fully support not using the Beta Codex Acts of Faith system or the associated Acts of Faith stratagems" and then get your TO to let you go back to using the Index AoF system where you can make competitive armies that aren't the worst possible play experience available in 8th.
....and this falls apart as soon as you're not playing on Planet Bowling Ball. I can't recall the last table I played on that would allow such a star to move and daisy chain properly without the terrain getting in the way.

 
   
Made in us
Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

 Unit1126PLL wrote:
Interested in hearing especially how Foot Horde sisters is competitive, and why? I've been keeping up with the thread, but I didn't read it super seriously...

is it really just the 4++ blob on tons of girlies?


Yes. That, and slow-playing your opponent until time runs out.

Sometimes, you just gotta take something cause the model is freakin cool... 
   
Made in us
Badass "Sister Sin"






Camas, WA

PuppetSoul wrote:
The concept is that The Passion and Vessel of the Emperor are worded in a way that makes them absolutely perfect for an Orkz army, which means that the Sisters are now the best Orkz horde as a result. What's that you say? Perfect? But it's so bad!

Turn to the Fight Phase in your BRB. See all that text about "you can't choose a unit unless it charged or is in combat"? Yeah, ignore that. See the part about "You can't choose a unit that fell back or advanced"? Yeah, ignore that too. The Passion says "Nah bro, I got you, not only can you choose that unit that's not in combat to fight, you know what, go ahead and choose it twice. Because feth rules."

So you attempt The Passion on your Ebon Chalice Canoness with the Dialogus standing next to her for a 4+ rerollable, and then Vessel of the Emperor it onto... your entire army because everyone is now required to stay within coherency of the mandatory-deathstar: Celestine, your Invuln save Warlord, Uriah Jacobs and the Dialogus. So treat Sisters like the entire army is essentially a single unit. So 75% of the time your entire army now gets to move 3" then swing if they reached something, then move 3", then move 3" again, then swing if they reached something, then move 3". If your opponent is dumb enough to charge you, they're staring down around eight-hundred S4 hits the next turn, because you can fall back an inch, rapid fire with everyone who didn't fall back, charge everyone who didn't fall back (doesn't matter if the charge fails, Bloody Rose still procs), and then double-fight your way back in with both the units that fell back as well as the entire rest of the army.

You should have just posted this part.

This is interesting because I think it is accurate. So even if you aren't normally valid, if you get hit with Passion you get a Pile in, swing, consolidate twice for each unit that it hits.

That's a very interesting idea.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Well. That's dumb.

I have to try it now.
   
Made in us
Badass "Sister Sin"






Camas, WA

 Unit1126PLL wrote:
Well. That's dumb.

I have to try it now.

For 3CP a shot, it should be powerful.


Automatically Appended Next Post:
I would check with your opponent/TO before doing it without a faq because it is almost certainly not intended to work like that and getting judged down during the event is not fun.

This message was edited 1 time. Last update was at 2018/12/17 19:24:11


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Regular Dakkanaut



Utah

 pretre wrote:
 Unit1126PLL wrote:
Well. That's dumb.

I have to try it now.

For 3CP a shot, it should be powerful.


3 CP, a Faith Point, a dice roll, significant list-building concessions, and deliberate placement and movement.
   
Made in us
Badass "Sister Sin"






Camas, WA

PuppetSoul wrote:
 pretre wrote:
 Unit1126PLL wrote:
Well. That's dumb.

I have to try it now.

For 3CP a shot, it should be powerful.


3 CP, a Faith Point, a dice roll, significant list-building concessions, and deliberate placement and movement.

Yep. Almost entirely unintended, but sure.

I think it's good even just for Passion on a unit though. An extra 12" of movement is not shabby and could eliminate some of the movement troubles for a lot of units.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Regular Dakkanaut



Utah

 pretre wrote:

Yep. Almost entirely unintended, but sure.

I think it's good even just for Passion on a unit though. An extra 12" of movement is not shabby and could eliminate some of the movement troubles for a lot of units.


There's no way they didn't realize this was an option during playtesting, when they replaced double-shooting with +1 BS so that they could keep The Vessel of the Emperor in (undoubtedly because "it scales well").

Unfortunately you can't splash The Passion onto any of the AdMini melee units, so they still need a deepstrike strat.

And if they errata away The Passion, then Acts of Faith just cease to provide any significant value to the army besides +1 BS to the Blessed Bolts squad and morale immunity to one squad per morale phase, and it'd be worth it to just roll the dice at the beginning of the game and treat that as the result for all Tests of Patience provided all your girls are from the same Order.
   
Made in us
Regular Dakkanaut




Because the codex is weak isn't a valid justification for doing something crazy ridiculous and obviously unintended.
   
Made in fi
Locked in the Tower of Amareo





PuppetSoul wrote:
 pretre wrote:

Yep. Almost entirely unintended, but sure.

I think it's good even just for Passion on a unit though. An extra 12" of movement is not shabby and could eliminate some of the movement troubles for a lot of units.


There's no way they didn't realize this was an option during playtesting, when they replaced double-shooting with +1 BS so that they could keep The Vessel of the Emperor in (undoubtedly because "it scales well")..


Seeing they went "oops" with deep striking primarches I wouldn't be so sure about what they did and did not realize. Their playtesting isn't what most would consider playtesting. Nothing at trying to break game or finding loop holes. More akin to playing in game club. Which kinda makes sense seeing they are amateurs.

2024 painted/bought: 109/109 
   
Made in us
Badass "Sister Sin"






Camas, WA

PuppetSoul wrote:
There's no way they didn't realize this was an option during playtesting,

Betcha an imaginary nickel that it gets FAQ'd if people actually start using it.

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Made in us
Fixture of Dakka






Its not going to be as strong as shooting, so i dont see it getting faq, we already talked about this, players are already talking about Celestian squads in Bloody Rose rushing into melee with fire support from Serahpim and Doms.

   
Made in us
Badass "Sister Sin"






Camas, WA

 Amishprn86 wrote:
Its not going to be as strong as shooting, so i dont see it getting faq, we already talked about this, players are already talking about Celestian squads in Bloody Rose rushing into melee with fire support from Serahpim and Doms.

It isn't the assault part of it that is worrysome. It's that I can move my entire army 12" in the assault phase without penalty for 3 CP. If anyone's stupid enough to be near them, then they get hit, but mostly it doubles or triples the movement of most of your force for 3CP.

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Made in us
Pious Palatine




Rynner wrote:
You can get a 3+/4++ lD10 unit that can deny like a psychicer and has a 4+ save against running way.

It requires a canoness with the 5++ WL trait, the brazier of holy fire, Celestine, a priest and a diaglolgus to do. At 141 points for 15 women with 3x storm boilers it becomes quite a slog for your opponent to deal with and chances are they wont be able to remove a unit of them a turn.


Automatically Appended Next Post:
PuppetSoul wrote:
Okay, now that there hasn't been a zeroday errata and the podcast is done, I can freely explain The Pink Tide to everyone.


https://commandpoints.podbean.com/e/command-points-bonus-episode-2-beta-sisters-%F0%9F%98/


Why not? Do they not have bolters? This is the big problem I think that's getting ignored when people talk about horde sisters lists:

The 4++ doesn't really matter. It's not any better on defense than it was when we could actually move the goddam army around the table. How many people are really shooting AP-2, AP-3(in the old setup MSU sisters almost always had cover because 25mm bases.) weapons at battle sisters? Sure, you'll do what every horde army does at first, gunk up balanced lists. But once you run up against a guilliman gunline, or an Ork horde, or even just someone who realizes they lock up half your army with a rhino, the lists will fall down exactly the same as it did pre-codex.

If it works it's because the meta is revolving around knights at the moment, not because Horde Sisters are suddenly massively better, being 16% more difficult to kill with RFBC.


Automatically Appended Next Post:
 Amishprn86 wrote:
Its not going to be as strong as shooting, so i dont see it getting faq, we already talked about this, players are already talking about Celestian squads in Bloody Rose rushing into melee with fire support from Serahpim and Doms.


Those units all move at very different speeds and are incredibly unlikely to be hitting peoples lines at the same time. Also, Celestians are just gakky bloodclaws and those don't see any play either. People can talk about it all they want, that doesn't make them good.

This message was edited 1 time. Last update was at 2018/12/17 23:38:39



 
   
Made in ca
Dakka Veteran




You guys have seriously gone off the deep end in your quests to be the uberzbest! GL rules-lawyering that in a game, and gl getting a follow-up game from that person when it happens.

Seriously, stuff like that makes it so hard for GW to make interesting rules... frothing hordes of munchkins trying their darnedest to win regardless the cost or interaction, forcing them to constantly issue erratas because common sense and social contract left the building years ago.

I played the codex, brought about 85 sisters, and rides for just over 20 of them. I had a great time, we had a great fight, and my opponent didn't feel steamrolled by crummy rules that made the army powerful, but was about as fun of an interaction as tides of 'zerkers running over armies turn 1 in the early days of 8th.

The codex played sisters-y, the power can be fixed. I'm honestly glad that the power level of the codex is more down the middle, maybe a little lower if you honestly want to hammer it hard, but gives a good feel of playing Sisters of Battle when on the table. That's my opinion on all of this bickering and fussing, so... feel free to reject it and move on. But this whole mentality is getting irritating to hear all the time.

Seriously... Grey Knights better than Sisters? I honestly lol'd until I realized he was likely serious.
   
 
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