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Made in us
Stealthy Sanctus Slipping in His Blade






 BBAP wrote:
If someone shows me how mech can work I'll concede the point, but from where I'm sitting mech Sisters in 8th just seems like the less economical and effective army build.


Have you not seen a field of Repressors double loaded up with SB BSS and Melta Doms? They are the one part of my list that has remained constant from Index to Betadex. No regrets whatsoever, they always allow Sisters to punch above their weight. As far as Rhino/Immo spam, I'm not a fan.

A ton of armies and a terrain habit...


 
   
Made in us
Hooded Inquisitorial Interrogator




 MacPhail wrote:


On the Tactics conversation currently ruuning about CC, I'll say I was underimpressed with both Celestians and Bloody Rose in my most recent game. I ran 7x Celestians in a Rhino with Canoness, Preacher, and Dialogus. They targeted a unit of Tzangors and a Sorcerer, got the charge and The Passion, but left half the Tzangors and the Sorceror with one wound at the cost of losing the Canoness. The following turn, the T-Sons reinforced with a Helbrute and a second Sorceror and I piled in two more 5x squads of Bloody Rose.

I broke the Tzangors in Morale and he fell back the two wounded Sorcerors, forcing me to fall back from the Helbrute and walk away with a trade of nearly 240 points in Bloody Rose and assorted support for the Tzangors, most of two Sorcerors, and half a Helbrute. It took some shooting to finish the job and didn't feel like I'd gotten the upper hand. I felt like that assortment (minus the Helbrute) should have been within the range of what Bloody Rose Celestians should be able to handle, but they choked.

I may try ditching the Celestians and running just 3x5 BSS and the Characters in 2 Rhinos. The jury is still out...


Yeah I was super unimpressed with Bloody Rose at LVO. I really would have been much happier with Ebon Chalice with what I wound up playing against as I played nothing but Eldar Flyers or their Equivalent or Knights or their Equivalent and my conviction did nothing relevant for me those games.
   
Made in gb
Missionary On A Mission






Repressors are too rich for my blood. Three basic Repressors plus 3x5 Melta Doms is 654pts by my book. That's three vehicles and 15 Sisters of Battle. 654 points. Yikes.

Four footslogging Dominion Squads with an extra Combi-Melta is 605pts. Is there a reason I shouldn't just bring those instead? I mean sure, they *could* get tarpitted by a horde, but so could the Repressors.

I'm also not sure why you'd put two units in the one transport. Doesn't that waste your firepower? And the Dominion's Vanguard move?


EDIT:
I'm not sure why anyone would expect to be impressed by the Bloody Rose Order trait. I could see using it if you're going to run a Repentia Vanguard detachment or something, but it's never going to make basic Sisters scarier in close combat.

This message was edited 1 time. Last update was at 2019/02/18 16:40:40


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Made in us
Hooded Inquisitorial Interrogator




 BBAP wrote:
Repressors are too rich for my blood. Three basic Repressors plus 3x5 Melta Doms is 654pts by my book. That's three vehicles and 15 Sisters of Battle. 654 points. Yikes.

Four footslogging Dominion Squads with an extra Combi-Melta is 605pts. Is there a reason I shouldn't just bring those instead? I mean sure, they *could* get tarpitted by a horde, but so could the Repressors.

I'm also not sure why you'd put two units in the one transport. Doesn't that waste your firepower? And the Dominion's Vanguard move?


The advantage (for now anyway) of repressors is the guys inside the tank don't care what happens to the tank. Repressor locked in combat - that's neat - ladies fire at the thing that isn't hitting our ride!

Fell out of combat and the tank can't shoot - thats neat - lady's fire at what charged our ride!

I have yet to try repressors post beta Codex. With a 4++ they seem like a better value. However the problem with the game right now is that Castellion makes so many things unplayable. I'm not sure even with a 4++ with that atrocity running around they are worth their cost.
   
Made in us
Badass "Sister Sin"






Camas, WA

I posted results and list of my mixed mech at a local tournament a few pages back. I really liked it.

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Made in gb
Missionary On A Mission






Rynner wrote:
The advantage (for now anyway) of repressors is the guys inside the tank don't care what happens to the tank. Repressor locked in combat - that's neat - ladies fire at the thing that isn't hitting our ride!

Fell out of combat and the tank can't shoot - thats neat - lady's fire at what charged our ride!


Right, but the same applies to extra units of Dominions. Charged one unit of Dominions? I can fire with the rest of them, and so forth.

The only advantage I can see is mobility, really.

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Made in us
Hooded Inquisitorial Interrogator




You also have the protection of the ride but I generally agree that Repressors are just not worth it right now.

   
Made in gb
Missionary On A Mission






You need protection because you only have a handful of Dominion Squads - but you only have a handful of Dominion Squads because you spent all your points on protection. Even as an Allied sideboard the Doms-in-a-box seems expensive. Gonna go back and take a look through some batreps though, because people are obviously getting *some* value out of them that we can't see just by looking at the datasheets.

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Made in us
Preacher of the Emperor





Denver, CO, USA

I haven't gone nearly far enough with Bloody Rose and/or Celestians to draw meaningful conclusions, but I think I do have my next build in mind... I'll leave the Celestians at home and run a simple OoBR Battalion in two Rhinos alongside my OoSR Brigade. It means swapping heavy flamers for heavy bolters on the Brigade's Retributers to free up the extra transport, but I think having them all arrive together will be worth it. With the savings from dropping Celestians and heavy flamers, I'll add another Canoness to tote the power axe I've been giving to the Celestians, so the combo should hit about as hard as it has been. It also leaves a few points to throw combi-flamers back on the Dominions Superia to unlock Holy Trinity... but I will miss those heavy flamers.

Spoiler:
Sacred Rose Brigade

Canoness, Brazier Relic, SB, WL: Indomitable
Canoness
Missionary

5 BSS w/ 3x SB
5 BSS w/ 3x SB
5 BSS w/ 3x SB
5 BSS w/ 3x SB
5 BSS
5 BSS

Dialogus
Dialogus
Preacher

6 Dominions w/ CF, 4x Melta
Immolator
6 Dominions w/ CF, 4x Melta
Immolator
10 Seraphim w/ 4x Hand Flamers

Exorcist
Exorcist
6 Retributers w/ 4x Heavy Bolters

Bloody Rose Battalion

Canoness w/ IP, BoA Relic
Canoness w/ power axe
5 BSS
5 BSS
5 BSS
Rhino
Rhino


Edit: the notion about Dominions is an interesting one... in the absence of mech'd melta, who are the leading contenders to fill out a Brigade?

This message was edited 1 time. Last update was at 2019/02/19 13:18:38


   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

Rynner wrote:
 BBAP wrote:
Repressors are too rich for my blood. Three basic Repressors plus 3x5 Melta Doms is 654pts by my book. That's three vehicles and 15 Sisters of Battle. 654 points. Yikes.

Four footslogging Dominion Squads with an extra Combi-Melta is 605pts. Is there a reason I shouldn't just bring those instead? I mean sure, they *could* get tarpitted by a horde, but so could the Repressors.

I'm also not sure why you'd put two units in the one transport. Doesn't that waste your firepower? And the Dominion's Vanguard move?


The advantage (for now anyway) of repressors is the guys inside the tank don't care what happens to the tank. Repressor locked in combat - that's neat - ladies fire at the thing that isn't hitting our ride!
Fell out of combat and the tank can't shoot - thats neat - lady's fire at what charged our ride!
I have yet to try repressors post beta Codex. With a 4++ they seem like a better value. However the problem with the game right now is that Castellion makes so many things unplayable. I'm not sure even with a 4++ with that atrocity running around they are worth their cost.
Repressors are hands down the best transports in the game. They're pretty durable with the 4++. Castellans are still a problem, but statistically the volcano lance only does 1x 3D3 wounds to a Repressor. It still takes 2 of the castellan's guns to pop one. Also, the Castellans being a crazy good autotake really doesn't make the repressors a bad choice.

 dracpanzer wrote:
It's expensive at 311 points, and like most dedicated CC units, it can be tricky to use. 40K is still primarily a shooting game so that shouldn't be a surprise. Once your opponents learn what you have intended for them they will certainly try to kill it. It still fits neatly in the "lets see what this does" portion of my Lists and has the very real possibility of pressing the Delete button on whatever Knight your opponent put on the table in a turn. Something BSS will never be able to do. As far as requiring vehicles for mobility needing a fix. The fact that Sisters can afford to do is a strength, doubly so with the availability of the Repressor, not a weakness.
So... you're trying to sell me on taking 6 Repentia for 311 points?

 
   
Made in us
Badass "Sister Sin"






Camas, WA

I was pretty happy with my 7 repentia and pile of characters. For the big CP, you need elites and HQs anyways, so it wasn't a big deal for me.


Automatically Appended Next Post:
I think with the new assassins, I might need to take some Celestians just for eating MW though.

This message was edited 1 time. Last update was at 2019/02/19 17:54:51


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Made in gb
Missionary On A Mission






 deviantduck wrote:
Repressors are hands down the best transports in the game.


It's possible for this to be true and the unit to still be inefficient. As it happens I think the Wave Serpent beats out the Repressor, on paper at least - but Wave Serpents are increasingly disappearing from most Eldar lists I see.

Also, the Castellans being a crazy good autotake really doesn't make the repressors a bad choice.


It's not the Castellan meta that makes Repressors seem like a bad choice, it's the fact you could bring a unit and a half of tooled-up Sisters for the same price. That's more firepower, more bodies, more Faith Points, and all you're losing is your 12" movement.

If anything the Castellan meta, plus the Sisters' lack of long-range anti tank shooting, makes the Repressors seem more attractive - except, y'know, they're going to be priority one for the Knight. He doesn't even need to pop it, just deal it 7 wounds and let it limp around at 6" a turn.

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Made in us
Consigned to the Grim Darkness





USA

 BBAP wrote:
It's possible for this to be true and the unit to still be inefficient.
The argument of "if it's not a castellan don't take it" is really lazy, though.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Regular Dakkanaut



Utah

 deviantduck wrote:
Repressors are hands down the best transports in the game. They're pretty durable with the 4++. Castellans are still a problem, but statistically the volcano lance only does 1x 3D3 wounds to a Repressor.


Raven strat increases the Castellan's damage output by ~85%, and with command reroll, the volcano lance statistically pops one Repressor each time it shoots.

 dracpanzer wrote:
and has the very real possibility of pressing the Delete button on whatever Knight your opponent put on the table in a turn.


It's statistically more likely that the Rhino and Repentia squad get wiped out in overwatch than it is for the Repentia to one-phase the Castellan because they're only -2AP and D2.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

PuppetSoul wrote:
 deviantduck wrote:
Repressors are hands down the best transports in the game. They're pretty durable with the 4++. Castellans are still a problem, but statistically the volcano lance only does 1x 3D3 wounds to a Repressor.


Raven strat increases the Castellan's damage output by ~85%, and with command reroll, the volcano lance statistically pops one Repressor each time it shoots.
Well, sure, if you want to factor in 4 CP. You can also factor in a CP for repressors rerolling the 4+ save, too. There's no denying Castellan's have the point and delete ability, but they have potential to do nothing as well. I had that happen a couple times in Vegas. One of the few constants I do know of for sisters is that Repressors are always worth their cost.

 BBAP wrote:
It's not the Castellan meta that makes Repressors seem like a bad choice, it's the fact you could bring a unit and a half of tooled-up Sisters for the same price. That's more firepower, more bodies, more Faith Points, and all you're losing is your 12" movement.

If anything the Castellan meta, plus the Sisters' lack of long-range anti tank shooting, makes the Repressors seem more attractive - except, y'know, they're going to be priority one for the Knight. He doesn't even need to pop it, just deal it 7 wounds and let it limp around at 6" a turn.
You're seriously trying to say that 1.5 squads of BSS models is a better value than a repressor?

 
   
Made in gb
Missionary On A Mission






 deviantduck wrote:
You're seriously trying to say that 1.5 squads of BSS models is a better value than a repressor?


You can buy things other than BSS with the points you save by not taking transports. A 2nd unit of Melta Doms costs 1pt less than the Repressor, and once the Repressor starts taking serious hits they'll be moving at the same speed anyway.

- - - - - - -
   
Made in us
Badass "Sister Sin"






Camas, WA

 BBAP wrote:
 deviantduck wrote:
You're seriously trying to say that 1.5 squads of BSS models is a better value than a repressor?


You can buy things other than BSS with the points you save by not taking transports. A 2nd unit of Melta Doms costs 1pt less than the Repressor, and once the Repressor starts taking serious hits they'll be moving at the same speed anyway.

Yeah, I'm missing this. If you go first, your repressor with Melta doms is in their face and melting things. If you are walking, you're a little closer. If you go second, your doms are a lot more survivable in a 2+/4++ vehicle and still get to move forward. Two units of walking doms in the open just seem like they aren't going to survive to fire.

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Made in us
Regular Dakkanaut





Texas

The tactics and arguments being thrown around here are pretty bad. Foot sisters are trash. Look at the meta. You’re good against what? Other horde armies that don’t want to assault you? Castallen? You lose most infantry match ups because by the time you’re in range to shoot you’re going to be in CC with something that’s better than you. Even Bloody Rose are awful at protracted combats. Besides having a lot of bodies with a 3+ save I don’t see what it does well.

I see transports as the only viable way to play Sisters atm. The T7 protects you vs most guns, and the 4++ will keep you moving vs castallens. You have good speed with Hand going off meaning all your transports are goin minimum 16” which is important on gakky deployments like hammer an anvil. You can still fire Immolators after advancing and clear some screens.

Still not sure why people are running melta. They’re awful vs castallens/knights and largely irrelevant vs the rest of the meta compared to more SB’s.

Bloody Rose is easily the best bonus right now cause firing off 16 bolter shots followed up by another 16 melee is better than just about everything else. The 5+ over watch isn’t terrible, but against most targets you need it against you’re not going to do significant enough damage to matter. There’s no reason to run a full detachment of Ebon. Just take an Aux banner character.

Repentia/Arco’s are the best melee in the book, but have serious delivery issues. I still wouldn’t write a list without them. They’re so good at counter charge you can force opponents into terrible match ups. Da Jumping a horde of orks, Kraken genestealers, GSC acolytes, shining Spears, and pretty much every other melee unit that wants to trash your lines turn one can’t do gak or they die. Arco’s are prob the best infantry clearing unit in the game. You can easily dump 20+ wounds on something with a small 5 man squad. They also disembark 11” which can be clutch after moving 16”+ first turn.
   
Made in jp
Longtime Dakkanaut





 BBAP wrote:
 deviantduck wrote:
You're seriously trying to say that 1.5 squads of BSS models is a better value than a repressor?


You can buy things other than BSS with the points you save by not taking transports. A 2nd unit of Melta Doms costs 1pt less than the Repressor, and once the Repressor starts taking serious hits they'll be moving at the same speed anyway.


But what if you're already maxed on MeltaDom?
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

I gave up melta completely. I got burned by way to many clutch moments of 4 shots, 2 hits, 1 wound, 2 damage. Great use of 60 points! Storm bolters never let you down.

 
   
Made in ca
Stealthy Sanctus Slipping in His Blade






 BBAP wrote:
Four footslogging Dominion Squads with an extra Combi-Melta is 605pts. Is there a reason I shouldn't just bring those instead? I mean sure, they *could* get tarpitted by a horde, but so could the Repressors.

I'm also not sure why you'd put two units in the one transport. Doesn't that waste your firepower? And the Dominion's Vanguard move?.


If you are playing in a meta that lets you field four Dom squads in 2k points I guess I'm a bit jealous. Repressors have rules that can make tarpitting them irrelevant. Why would anyone tarpit your foot Doms when they can easily shoot them off the table?

As far as two units in one transport, doubled up BSS with stormbolters get to shoot six SB's out of a Repressor. Doms ride single so as to keep vanguard in play.





Automatically Appended Next Post:
 deviantduck wrote:
So... you're trying to sell me on taking 6 Repentia for 311 points?


Not at all, but they are a fun "lets see what this does" use of the OoBR conviction. I can't see any other one out there.

This message was edited 1 time. Last update was at 2019/02/20 02:41:48


A ton of armies and a terrain habit...


 
   
Made in gb
Missionary On A Mission






pretre wrote:Yeah, I'm missing this. If you go first, your repressor with Melta doms is in their face and melting things. If you are walking, you're a little closer. If you go second, your doms are a lot more survivable in a 2+/4++ vehicle and still get to move forward. Two units of walking doms in the open just seem like they aren't going to survive to fire.


People are saying 3+ units of Doms in Repressors, so it'd be 6+ units of Melta Doms if you ditch your transports; two units of Doms for the price of one in a box.

If you go first you'll probably end up running into bubblewrap long before you can get any melting done, which happens faster in a transport than it does on foot but is still going to happen either way. If you go second your opponent has 6 units to shoot at instead of 3 boxes. Two units might not last long, even with Cover for 2CP, but two down leaves 4 still up.

Goldphish wrote:The tactics and arguments being thrown around here are pretty bad. Foot sisters are trash. Look at the meta.


I mean, if we're being honest here, there are no great Sisters builds. Taking transports costs you bodies and boltguns, taking bodies costs you mobility, and neither build has a reliable source of MW or anything that can handle Flyers or Knights. The army seems like it'd run best as a DtW sideboard for a Castellan list.

You’re good against what? Other horde armies that don’t want to assault you? Castallen? You lose most infantry match ups because by the time you’re in range to shoot you’re going to be in CC with something that’s better than you. Even Bloody Rose are awful at protracted combats. Besides having a lot of bodies with a 3+ save I don’t see what it does well.


It has a lot of bodies with a 3+ save and boltguns. In a world of T3 chaff a boltgun or two sounds like a good idea, no?

I see transports as the only viable way to play Sisters atm. The T7 protects you vs most guns, and the 4++ will keep you moving vs castallens. You have good speed with Hand going off meaning all your transports are goin minimum 16” which is important on gakky deployments like hammer an anvil. You can still fire Immolators after advancing and clear some screens.


I'm missing something here. Transports don't have Acts of Faith as a special rule - how are you using Hand on them?

Still not sure why people are running melta. They’re awful vs castallens/knights and largely irrelevant vs the rest of the meta compared to more SB’s.


If you're *not* using Melta then what do you need the Repressor for? Everything else has 24"+ range except Flamers. I've never found 24" weapons really suffered from 6" mobility, which is actually 9" mobility with Hand.

Mmmpi wrote:But what if you're already maxed on MeltaDom?


Then you bring something else. You don't have to spend the points on Melta Doms.


Automatically Appended Next Post:
 dracpanzer wrote:
If you are playing in a meta that lets you field four Dom squads in 2k points I guess I'm a bit jealous.


Two squads for every one in a box. If you're running 6 Doms in a box I get 12 squads for the same amount of points.

Repressors have rules that can make tarpitting them irrelevant.


... provided there's something worth shooting in range of the Repressor, right?

Why would anyone tarpit your foot Doms when they can easily shoot them off the table?


Not easily, I think. 8 squads of anything isn't "easy" to shoot off the table, let alone 3+ bodies. There's also the fact Damage D[x] weapons will kill one Dominion per failed save as opposed to causing multiple wounds to a vehicle. "Why would someone shoot those weapons at Sisters?", you may ask, to which I reply "He hasn't got anything else to fire them at."

As far as two units in one transport, doubled up BSS with stormbolters get to shoot six SB's out of a Repressor.


... which leaves you with 4 boltguns that aren't firing, right? You're losing 4 shots at 24" and 8 at 12" with weapons that require maximal numbers of dice to be rolled in order to inflict damage to anything other than GEQs. That would bother me.

This message was edited 1 time. Last update was at 2019/02/20 02:57:16


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Made in ca
Stealthy Sanctus Slipping in His Blade






PuppetSoul wrote:
It's statistically more likely that the Rhino and Repentia squad get wiped out in overwatch than it is for the Repentia to one-phase the Castellan because they're only -2AP and D2.


Well, duh? Going in with a vehicle to soak the overwatch and busting out The Passion is the best chance they have. Other than that, I guess we should just not play anything but Castellan soup? I'm always surprised why the heck people post in a Sisters Tactica thread when all they want is for Sisters players to play anything but a Sisters army. Of course a Castellan crushes a pure Sisters list, isn't it crushing everything but elf soup?

I get a lot of mileage out of MechSoB, usually with 500ish points of what I call "lets see what this does" points because it's fun to see what can be done with the tools we have. Isn't that the point?

BBAP you realize Dom squads are restricted by the rule of three? Nobody gets to play twelve of them anymore, and if we still did I would happily take them all as SB Doms.

This message was edited 1 time. Last update was at 2019/02/20 03:06:46


A ton of armies and a terrain habit...


 
   
Made in us
Badass "Sister Sin"






Camas, WA

 BBAP wrote:
pretre wrote:Yeah, I'm missing this. If you go first, your repressor with Melta doms is in their face and melting things. If you are walking, you're a little closer. If you go second, your doms are a lot more survivable in a 2+/4++ vehicle and still get to move forward. Two units of walking doms in the open just seem like they aren't going to survive to fire.


People are saying 3+ units of Doms in Repressors, so it'd be 6+ units of Melta Doms if you ditch your transports; two units of Doms for the price of one in a box.

You can't take 6 units of doms in matched play.


If you go first you'll probably end up running into bubblewrap long before you can get any melting done, which happens faster in a transport than it does on foot but is still going to happen either way. If you go second your opponent has 6 units to shoot at instead of 3 boxes. Two units might not last long, even with Cover for 2CP, but two down leaves 4 still up.

Six units of T3 5-10 wounds each vs 3 units of T7 12 wounds?

I'm missing something here. Transports don't have Acts of Faith as a special rule - how are you using Hand on them?

Stratagem to splash to everyone.

Two squads for every one in a box. If you're running 6 Doms in a box I get 12 squads for the same amount of points.

See above. Rule of 3.


[quote[
As far as two units in one transport, doubled up BSS with stormbolters get to shoot six SB's out of a Repressor.


... which leaves you with 4 boltguns that aren't firing, right? You're losing 4 shots at 24" and 8 at 12" with weapons that require maximal numbers of dice to be rolled in order to inflict damage to anything other than GEQs. That would bother me.

Wot? If you double storm bolters, you're firing 6 Stormbolters, which is like firing 12 bolters. You're not losing anything.

This message was edited 1 time. Last update was at 2019/02/20 03:12:59


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Regular Dakkanaut





Texas

I mean, if we're being honest here, there are no great Sisters builds. Taking transports costs you bodies and boltguns, taking bodies costs you mobility, and neither build has a reliable source of MW or anything that can handle Flyers or Knights. The army seems like it'd run best as a DtW sideboard for a Castellan list.


I'd agree with you that there isnt a greay build, but Id disagree on the flyers/knights. BR Repentia kill knights easily, and flamers are pretty good at taking care of flyers. Also I kinda feel like SoB needs BA smash captains. Solves a lot of the armies issues with over watch, flyers, and castellans.

It has a lot of bodies with a 3+ save and boltguns. In a world of T3 chaff a boltgun or two sounds like a good idea, no?


Certainly, but it only goes so far. You're not getting a lot of turns to fire those boltguns because of the range, and you cant fall back and fire.


I'm missing something here. Transports don't have Acts of Faith as a special rule - how are you using Hand on them?


Vessels


If you're *not* using Melta then what do you need the Repressor for? Everything else has 24"+ range except Flamers. I've never found 24" weapons really suffered from 6" mobility, which is actually 9" mobility with Hand.


Not using melta is a good idea just because melta is terrible. Repressors are prob the best transport in the game at least for imperials. Firing 6 SB out of the top with T7 12W 3+ 4++ protection is huge. Theyre also fantastic at eating overwatch or just wiping screens with HF/SB and charging with dozer blades. In 1/3 of the deployments 24" range on a model with 6" movement can be game breaking. You just dont impact the game for a couple turns if your opponent doesnt want you to.


Two squads for every one in a box. If you're running 6 Doms in a box I get 12 squads for the same amount of points.


You play competitive? Rule of 3. Honestly I dont see where you can get the points for doms though. Id love to run them because theyre prob still the best unit, but I just dont have the points after tripple battalion. Not happy with Brigade builds simply because I dont like running tripple heavy support/fast attack when theyre kinda weak, and I cant imagine starting with less than 18 CP.


... which leaves you with 4 boltguns that aren't firing, right? You're losing 4 shots at 24" and 8 at 12" with weapons that require maximal numbers of dice to be rolled in order to inflict damage to anything other than GEQs. That would bother me.


You dont have to stay in the transport all game, but its certainly a great option in some match ups.
   
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Arch Magos w/ 4 Meg of RAM






Since we are talking about repressors I just wanted to throw out, the 3x dom deathstar is 200+points in meltas, thats a lot of melting, probably too much melting if you have any sort of long ranged firepower.

Like what other shave said, they are very tough for their points, its the cargo that makes them expensive.

Nothing is stopping you from, say, taking two repressors one with stormbolter doms or regular sisters one with melta doms, if the melta doms transport gets turn 1'd, and survive. have the stormbolter doms jump out and swap seats with the melta doms. doing it this way saves you ~70 points at least because once the melta girls get out, its not likely they are going to get in range to melt something before being mulched, where the stormbolter doms (or even basic sisters) are cheap

In addition, by placing the stormbolter repressor in front of the melta one, you can hide the meltas out of line of sight once they disembark if the transport blows.

really the biggest downside is it is tough to make good use of the scout move while staying within your +invulnerable bubbles.

Since sisters lack anything big to block LOS, repressors do seem required even if you are running tpt just to get your meltas in range, unless you have 3x exorcists and some more supporting fire or something

This message was edited 2 times. Last update was at 2019/02/20 15:37:52


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 Grundz wrote:
really the biggest downside is it is tough to make good use of the scout move while staying within your +invulnerable bubbles.

Since sisters lack anything big to block LOS, repressors do seem required even if you are running FOOT SISTERS just to get your meltas in range, unless you have 3x exorcists and some more supporting fire or something

I generally use the Dom Repressors outside of the bubble if I go first (with scout move) or inside (positioning with scout a max distance over the line but still in bubble) with going second.
Even with 3 exos, Dom repressors soak up a ton of fire that isn't going into the rest of your army and they still do a nice bit of damage when they fire. The repressor itself is no slouch at clearing things and I've had it do more damage when I really fluff my shots with the doms.

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St. Louis, Missouri USA

 pretre wrote:
 Grundz wrote:
really the biggest downside is it is tough to make good use of the scout move while staying within your +invulnerable bubbles.

Since sisters lack anything big to block LOS, repressors do seem required even if you are running FOOT SISTERS just to get your meltas in range, unless you have 3x exorcists and some more supporting fire or something

I generally use the Dom Repressors outside of the bubble if I go first (with scout move) or inside (positioning with scout a max distance over the line but still in bubble) with going second.
Even with 3 exos, Dom repressors soak up a ton of fire that isn't going into the rest of your army and they still do a nice bit of damage when they fire. The repressor itself is no slouch at clearing things and I've had it do more damage when I really fluff my shots with the doms.
Exactly. We have the luxury of knowing who goes first prior to scouting. Stay in the bubble if second. If i'm going first I usually scout up 8-9 inches so that i can run and advance my BSS or Canonesses so they can hop in before I move 12. Now all of a sudden i have 3 repressors on your front line with 6 units in them. Granted, this is all enemy, mission, terrain dependant.

 
   
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 deviantduck wrote:
 pretre wrote:
 Grundz wrote:
really the biggest downside is it is tough to make good use of the scout move while staying within your +invulnerable bubbles.

Since sisters lack anything big to block LOS, repressors do seem required even if you are running FOOT SISTERS just to get your meltas in range, unless you have 3x exorcists and some more supporting fire or something

I generally use the Dom Repressors outside of the bubble if I go first (with scout move) or inside (positioning with scout a max distance over the line but still in bubble) with going second.
Even with 3 exos, Dom repressors soak up a ton of fire that isn't going into the rest of your army and they still do a nice bit of damage when they fire. The repressor itself is no slouch at clearing things and I've had it do more damage when I really fluff my shots with the doms.
Exactly. We have the luxury of knowing who goes first prior to scouting. Stay in the bubble if second. If i'm going first I usually scout up 8-9 inches so that i can run and advance my BSS or Canonesses so they can hop in before I move 12. Now all of a sudden i have 3 repressors on your front line with 6 units in them. Granted, this is all enemy, mission, terrain dependant.


I've been aware of this stunt for a while, but you've made me see it in a new light. What if it were used to shove OoBR HQs and/or melee units across the board for a T2 flank charge? If antitank comes from other units, Dominions just pay a few extra points for Vanguard over a BSS. You could still load up cheap stormbolters for Blessed Bolts, use the flame cannons on T1 or pop smoke as needed, and unload a BoA, power axe, and a truckload of T4 shooting and melee into the enemy T2. You could even drop your Seraphim nearby for the Canoness aura and fling Celestine out there as well. I've been hung up on mobile melta... maybe mobile bolters is where it's at.

   
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 MacPhail wrote:


I've been aware of this stunt for a while, but you've made me see it in a new light. What if it were used to shove OoBR HQs and/or melee units across the board for a T2 flank charge? If antitank comes from other units, Dominions just pay a few extra points for Vanguard over a BSS. You could still load up cheap stormbolters for Blessed Bolts, use the flame cannons on T1 or pop smoke as needed, and unload a BoA, power axe, and a truckload of T4 shooting and melee into the enemy T2. You could even drop your Seraphim nearby for the Canoness aura and fling Celestine out there as well. I've been hung up on mobile melta... maybe mobile bolters is where it's at.


Yes you can absolutely cycle your sisters to get them farther up the board, but you're sort of stuck with a T2 charge either way

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