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MacPhail wrote: How are the triple Seraphim working out? Do you drop them all on T2 or spread them out for Burning Descent?
I drop one in round 2 to use the Stratagem and then the other two, doing the same on one.
They have produced very well. Their job is pretty specific. I mainly like using to to get to the flanks of orks or to take a far flung objective.
When I felt like I wanted more out of Burning Descent I went up to 10 Seraphim... may be 2x5 and this approach is the way to go. I've also toyed with pulling Celestine from the Cathedral as it starts to break up and have her jump move put her wherever these girls will come down for the save buff and a mini Cathedral somewhere unexpected.
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Exorcist [7 PL, 131pts]: Hunter-killer missile
Exorcist [7 PL, 131pts]: Hunter-killer missile
Exorcist [7 PL, 131pts]: Hunter-killer missile
++ Total: [96 PL, 15CP, 2000pts] ++ Created with BattleScribe
With that many BSS on foot why not put a flamer in place of a melta and a SB on the Superior to max out your Holy Trinity. Use the rest of the saved points to add more BSS and possibly other units entirely.
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Exorcist [7 PL, 131pts]: Hunter-killer missile
Exorcist [7 PL, 131pts]: Hunter-killer missile
Exorcist [7 PL, 131pts]: Hunter-killer missile
++ Total: [96 PL, 15CP, 2000pts] ++ Created with BattleScribe
With that many BSS on foot why not put a flamer in place of a melta and a SB on the Superior to max out your Holy Trinity. Use the rest of the saved points to add more BSS and possibly other units entirely.
Or the flip side, if you are going to run big units, maxed out melta AND Simulacra, why not Sacred Rose to make charging a deadly proposition?
MacPhail wrote: How are the triple Seraphim working out? Do you drop them all on T2 or spread them out for Burning Descent?
I drop one in round 2 to use the Stratagem and then the other two, doing the same on one.
They have produced very well. Their job is pretty specific. I mainly like using to to get to the flanks of orks or to take a far flung objective.
When I felt like I wanted more out of Burning Descent I went up to 10 Seraphim... may be 2x5 and this approach is the way to go. I've also toyed with pulling Celestine from the Cathedral as it starts to break up and have her jump move put her wherever these girls will come down for the save buff and a mini Cathedral somewhere unexpected.
The ITC missions really put a premium on having units like these. The Orks put a premium on it also. I tabled Orks recently and honestly you better have a unit that can reach their weakest point of Gretchen shielding. If you are facing a Castellan that means you are probably facing a considerable horde of IG with it, who MUST be thinned and then crashed into if only for a phase or two. If you play a Ynnarri power list, they wont have much ties up in troops as a rule and being able to grab onto a disparate objective or force the Ynnari bikers to think before they shoot 22" away and leave the objective unprotected. They dont even have to THINK about their choices if no one can get behind them to their midfield objectives.
So there are some mission reasons and practical ones but the smaller units seem best because the 10 versions dont stand up MUCH better. You'll do more damage with them of course but is it damage you couldnt have already done elsewhere anyways from a Bolter downtown? M... debatable ENOUGH. Now when they could streak across the board like eagles, i was all for 10 Sister squads of them. but now? meh.
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Seraphim Squad [4 PL, 67pts] . 2x Seraphim . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers
Exorcist [7 PL, 131pts]: Hunter-killer missile
Exorcist [7 PL, 131pts]: Hunter-killer missile
Exorcist [7 PL, 131pts]: Hunter-killer missile
++ Total: [96 PL, 15CP, 2000pts] ++ Created with BattleScribe
With that many BSS on foot why not put a flamer in place of a melta and a SB on the Superior to max out your Holy Trinity. Use the rest of the saved points to add more BSS and possibly other units entirely.
Yup, I agree and did on the new version of the list. i have one unit like that just to take advantage of it. I'm not doing ti across the board but having one unit that is sort of set up for it seems wise. Note:
Battle Sister Squad [8 PL, 172pts]
. 10x Battle Sister [90pts]
. Battle Sister w/ Simulacrum [19pts]: Simulacrum Imperialis [10pts]
. Battle Sister w/ Special or Heavy Weapon [23pts]: Meltagun [14pts]
. Battle Sister w/ Special Weapon [23pts]: Meltagun [14pts]
. Sister Superior [17pts]: Bolt pistol, Combi-flamer [8pts]
This message was edited 3 times. Last update was at 2019/03/08 20:47:02
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
At the moment, I find all the ministorum units to be overshadowed by Arcos. Maybe DCAs will improve in the proper codex, but right now, why take them when you can have arcos?
Giantwalkingchair wrote: At the moment, I find all the ministorum units to be overshadowed by Arcos. Maybe DCAs will improve in the proper codex, but right now, why take them when you can have arcos?
I feel ya, I've got 20 crusaders. Just hope they get beastmode acts of faith. I love the ministorum units.
Notes:
Dont forget you can take a heavy flamer in your trinity squad instead of a melta, depending on what you are using it for.
Also dont forget your seraphim can take a plasma pistol
Automatically Appended Next Post: As another update, you can make a super stupid holy trinity squad
Dominions
4x flamers
1x melta
1x dominion with a bolter
they can advance and trinity because you only need to be in range of the bolter, not have the bolter actually be able to fire, if only you could get a melta pistol into range on the turn you burning descent
This message was edited 3 times. Last update was at 2019/03/11 19:13:32
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I got 4th which was pretty sweet. I Lost to Colin Sherman using the fastest movement Ive ever seen in 40K, which is fine because he's QUITE good. Someone told me he PAID Nick Nanavati to learn to play 40K though i don't know if that's true (heard it at LVO). The great thing about that though was that I definitely positively had the chance to win it.
The problem that cost me BIG was that my Vessel Of the Emperor Acts of Faith failed me in round 2 and 3. TWICE. It was devastating. The results of that failure were predictably poor.
I had added the Arco-Flagellents in. They were there as a counter charge unit but honestly, they never truly got that chance as they were just too exposed and easy to kill if i left them out there. In game three there was just no way I was getting them into combat and in game 1 they were forced to charge two Armigers (and not near Uriah) which was a waste of their talents, and then Colins game had three Forge world jets firing 120 times a round (absurd) so there was no time that it made sense to get them "out there" before it was too late.
So Im questioning their inclusion more than i did when I made it. I am thinking I'll deploy them far more "threat forward", moving forward and just let them absorb bad news if I get in that situation again, just to buy me time and then if they do get their chance they can move laterally to the breakthrough.
The actual wins were very strong scores. FAR better than the previous iterations of my list wherein i had attempted to use Dominion and a lot of armor and such. Arco_Flagellents worked like a charm in that because they were very mobile and protected on the come. Without the Transport their chances are iffier of reaching and decimating someone. Still possible and still an attractive prospect but... Requires way more finesse.
The Seraphim were useful for giving people hugs and they did that job well. Their hand flamers were useful and I was able to take far flung objectives exactly like i envisioned them working as well as stopping corner units from sitting and laying down fire on me.
I think against the GeneStealers though I could have just deployed them, and waited for the rush. I think I probably could have cut off a ton more board and given a lot bigger whalloping to the early rushers from the Swarm Lords minions. In two cases those flamers would have done marvelous finishing work. So i learned a LOT fro mthat game and I think I'll definitely be prepared when I see it again. and that will happen in just two weeks if I dont miss my guess.
This message was edited 1 time. Last update was at 2019/03/11 20:59:41
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Grundz wrote: As another update, you can make a super stupid holy trinity squad
Dominions
4x flamers
1x melta
1x dominion with a bolter
they can advance and trinity because you only need to be in range of the bolter, not have the bolter actually be able to fire, if only you could get a melta pistol into range on the turn you burning descent
One of those needs to be a combi. I've run it and it wasn't super awesome, but was neat. Gave a bit of versatility.
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Grundz wrote: Notes:
Dont forget you can take a heavy flamer in your trinity squad instead of a melta, depending on what you are using it for.
Also dont forget your seraphim can take a plasma pistol
Automatically Appended Next Post: As another update, you can make a super stupid holy trinity squad
Dominions
4x flamers
1x melta
1x dominion with a bolter
they can advance and trinity because you only need to be in range of the bolter, not have the bolter actually be able to fire, if only you could get a melta pistol into range on the turn you burning descent
I like it better with retributers,
4x heavy flamers
combi-melta
bolter
in an immolator.
Grundz wrote: Notes:
Dont forget you can take a heavy flamer in your trinity squad instead of a melta, depending on what you are using it for.
Also dont forget your seraphim can take a plasma pistol
Automatically Appended Next Post: As another update, you can make a super stupid holy trinity squad
Dominions
4x flamers
1x melta
1x dominion with a bolter
they can advance and trinity because you only need to be in range of the bolter, not have the bolter actually be able to fire, if only you could get a melta pistol into range on the turn you burning descent
I like it better with retributers,
4x heavy flamers
combi-melta
bolter
in an immolator.
wounds marines on a 2+
I've gotten good use out of this setup. I'm realizing I need to try it with the short Vanguard move and a half-empty Rhino. You could send 3 Rhinos with 12x melta, 6x heavy flamer, and 5x Stormbolter plus some aura characters.
MacPhail wrote: I've gotten good use out of this setup. I'm realizing I need to try it with the short Vanguard move and a half-empty Rhino. You could send 3 Rhinos with 12x melta, 6x heavy flamer, and 5x Stormbolter plus some aura characters.
With the Beta Bolter rule changes and the general point adjustments from CA 2018 I see even more focus on opponents maxing out their S4 AP- shots coming in to any dismounted Sisters I field. They just melt with T3 and the 4++ isn't any help. I find the only way to get any worthwhile return is to go mech or have a unit just sit still in cover. Any unit looking to make use of Holy Trinity doesn't have the luxury of sitting still, and those moving on foot are either swept off with AP- shots or simply avoided until they can be. Not sure if its a difference of Meta or not, but I don't see how anyone playing Sisters is getting good anything worthwhile out of Sisters on foot that need to move to objectives. You can get good work out of a Cathedral of girls hiding out in cover with a core of buff characters holding down your backfield, but I rarely get my points back out of them.
they can advance and trinity because you only need to be in range of the bolter, not have the bolter actually be able to fire, if only you could get a melta pistol into range on the turn you burning descent
One of those needs to be a combi. I've run it and it wasn't super awesome, but was neat. Gave a bit of versatility.
Yeah its not terrible, heavy flamers are "better" but you lose the extreme reach of disembark + advance and still shooting
I'm still on the ropes about hand flamers, with burning descent you're looking at 4d6 strength 3 shots as opposed to 12 strength 4 spending the points on another seraphim since the flamers can only fire once on descent instead of twice
Automatically Appended Next Post: Here's the current iteration of my list, after the scout move one of the dominion squads pile out and the arco's pile in
Still shuffling around points but it appears to be solid so far, increasingly tempted to drop celestine
Exalted Court: Exalted Court: 1 Extra Warlord Trait
Heirlooms of the Household: Heirlooms of the Household: 1 Extra Heirloom
Household Choice: House Krast, Questor Mechanicus
+ Lord of War +
Knight Crusader: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom (Krast): The Headsman's Mark, Ironstorm Missile Pod, Thermal Cannon, Warlord Trait: Ion Bulwark
Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
MacPhail wrote: I've gotten good use out of this setup. I'm realizing I need to try it with the short Vanguard move and a half-empty Rhino. You could send 3 Rhinos with 12x melta, 6x heavy flamer, and 5x Stormbolter plus some aura characters.
With the Beta Bolter rule changes and the general point adjustments from CA 2018 I see even more focus on opponents maxing out their S4 AP- shots coming in to any dismounted Sisters I field. They just melt with T3 and the 4++ isn't any help. I find the only way to get any worthwhile return is to go mech or have a unit just sit still in cover. Any unit looking to make use of Holy Trinity doesn't have the luxury of sitting still, and those moving on foot are either swept off with AP- shots or simply avoided until they can be. Not sure if its a difference of Meta or not, but I don't see how anyone playing Sisters is getting good anything worthwhile out of Sisters on foot that need to move to objectives. You can get good work out of a Cathedral of girls hiding out in cover with a core of buff characters holding down your backfield, but I rarely get my points back out of them.
I agree completely... there's no room for foot Sisters with anything so short ranged as a heavy flamer or a melta gun. But I don't love feeling constrained by the backfield Cathedral... I've been leaving less and less behind the line and moving more and more up to midfield. These days the backfield is mainly 2-3 Exorcists, a Canoness, and 3 stock BSS for deep strike denial. Everything else is pushing hard for rapid fire range, even when it means breaking cover. Vessels + Hand is pretty good at this, and mech is even better but costs you a turn of shooting.
As for the S4 vs. T3 return fire, the things that produce it are often weak against what we dish out. There are anti infantry vehicle builds to fear for sure, but I havent struggled vs. infantry. I've used massed Stormbolter volleys to delete multiple squads of Rubric marines before their Beta Bolters could take me off the board, even with their save bonus. My hope is that running Rhinos with auras and smoke allows me to get more hardware into range for a nasty Turn 2 strike. If I can knock down the small arms fire and the objective holders early in the game, I can hopefully win on board control and scoring. I've got three more transports to build over spring break for a 9-vehicle list along these lines.
As for the S4 vs. T3 return fire, the things that produce it are often weak against what we dish out. There are anti infantry vehicle builds to fear for sure, but I havent struggled vs. infantry. I've used massed Stormbolter volleys to delete multiple squads of Rubric marines before their Beta Bolters could take me off the board, even with their save bonus. My hope is that running Rhinos with auras and smoke allows me to get more hardware into range for a nasty Turn 2 strike. If I can knock down the small arms fire and the objective holders early in the game, I can hopefully win on board control and scoring. I've got three more transports to build over spring break for a 9-vehicle list along these lines.
Another thing to note is that you don't necessarily need to put every squad in a transport, I've run 2-3 immolators, and riding them up + turning them sideways denies shooting on quite a lot of the army when combined with terrain and geometry, and if I go first there's a lot of flame broiling going on vs your typical anti infantry stuff vis immolators and suicide dominion squads it seems to work out okay.
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MacPhail wrote: I've gotten good use out of this setup. I'm realizing I need to try it with the short Vanguard move and a half-empty Rhino. You could send 3 Rhinos with 12x melta, 6x heavy flamer, and 5x Stormbolter plus some aura characters.
With the Beta Bolter rule changes and the general point adjustments from CA 2018 I see even more focus on opponents maxing out their S4 AP- shots coming in to any dismounted Sisters I field. They just melt with T3 and the 4++ isn't any help. I find the only way to get any worthwhile return is to go mech or have a unit just sit still in cover. Any unit looking to make use of Holy Trinity doesn't have the luxury of sitting still, and those moving on foot are either swept off with AP- shots or simply avoided until they can be. Not sure if its a difference of Meta or not, but I don't see how anyone playing Sisters is getting good anything worthwhile out of Sisters on foot that need to move to objectives. You can get good work out of a Cathedral of girls hiding out in cover with a core of buff characters holding down your backfield, but I rarely get my points back out of them.
I fought Deathwatch using the new rule. Opponent was super nice but the game was super boring. Big unmoving lump of bolters firing away. Basically he just rolled dice. His movement phase was super short, and my Sisters were just melting when I got in range to wreck his large tank smashing unit. I did win with 35 points ,and took 4th but it was...boring and the firepower was oppressive. Forced me to basically retreat my units and force him to move to get shots at the end. Meh. I dont like that Bolter Beta rule. I won but it just wasn't fun. If i had a Vindicare, I would have just sat back, fired my exorcists and vindicare, slew his force multiplier and then march on him. Boooooring. But I can totally see Deathwatch with Stormshields gaining traction en masse. Reroll hits, reroll wounds... 4 shots each... 3+ invul... i mean... Sisters of Battle who pretty much live and die by the holy bolter are still dynamic and move and do stuff. This was just a lump o na log, rolling dice. His characters did nothing really but defend his firing line. The two that venturd out got their faces smashed in and he decided not to do that again. Hehehe.
This message was edited 1 time. Last update was at 2019/03/12 18:13:50
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
I fought Deathwatch using the new rule. Opponent was super nice but the game was super boring. Big unmoving lump of bolters firing away. Basically he just rolled dice. His movement phase was super short, and my Sisters were just melting when I got in range to wreck his large tank smashing unit. I did win with 35 points ,and took 4th but it was...boring and the firepower was oppressive. Forced me to basically retreat my units and force him to move to get shots at the end. Meh. I dont like that Bolter Beta rule. I won but it just wasn't fun. If i had a Vindicare, I would have just sat back, fired my exorcists and vindicare, slew his force multiplier and then march on him. Boooooring. But I can totally see Deathwatch with Stormshields gaining traction en masse. Reroll hits, reroll wounds... 4 shots each... 3+ invul... i mean... Sisters of Battle who pretty much live and die by the holy bolter are still dynamic and move and do stuff. This was just a lump o na log, rolling dice. His characters did nothing really but defend his firing line. The two that venturd out got their faces smashed in and he decided not to do that again. Hehehe.
From recent codexes it appears that is GW's goal, to make the game as static and easily balanced as possible, lol
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I fought Deathwatch using the new rule. Opponent was super nice but the game was super boring. Big unmoving lump of bolters firing away. Basically he just rolled dice. His movement phase was super short, and my Sisters were just melting when I got in range to wreck his large tank smashing unit. I did win with 35 points ,and took 4th but it was...boring and the firepower was oppressive. Forced me to basically retreat my units and force him to move to get shots at the end. Meh. I dont like that Bolter Beta rule. I won but it just wasn't fun. If i had a Vindicare, I would have just sat back, fired my exorcists and vindicare, slew his force multiplier and then march on him. Boooooring. But I can totally see Deathwatch with Stormshields gaining traction en masse. Reroll hits, reroll wounds... 4 shots each... 3+ invul... i mean... Sisters of Battle who pretty much live and die by the holy bolter are still dynamic and move and do stuff. This was just a lump o na log, rolling dice. His characters did nothing really but defend his firing line. The two that venturd out got their faces smashed in and he decided not to do that again. Hehehe.
From recent codexes it appears that is GW's goal, to make the game as static and easily balanced as possible, lol
I'm not that jaded but UI do think this Bolter Beta rule is a mistake. Maaaaaybe if it was for terminators and Bikers who are "stable platforms" but for just Joe the bolter guys? Because: "Training and stuff"? mmm...
This message was edited 1 time. Last update was at 2019/03/12 19:12:14
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Jancoran wrote: But I can totally see Deathwatch with Stormshields gaining traction en masse. Reroll hits, reroll wounds... 4 shots each... 3+ invul...
With a couple of terminators to soak small arms they'll do just about anything blobs of bolter/stormbolter sisters can do, only better (except taking mortal wounds). They get much better when faced with tougher opponents where their 2+ to wound weapons start to shine, special ammo is a little overkill against T3, though they carry more dead weight as a gunline with their characters standing around.
This message was edited 1 time. Last update was at 2019/03/13 12:10:22
Jancoran wrote: But I can totally see Deathwatch with Stormshields gaining traction en masse. Reroll hits, reroll wounds... 4 shots each... 3+ invul...
With a couple of terminators to soak small arms they'll do just about anything blobs of bolter/stormbolter sisters can do, only better (except taking mortal wounds). They get much better when faced with tougher opponents where their 2+ to wound weapons start to shine, special ammo is a little overkill against T3, though they carry more dead weight as a gunline with their characters standing around.
Yeah he had bikers and Terminators in those units to soak stuff. It worked to a point but weight of fire still does them in. But the losses I sustained and the almost comical futility of approaching him was pretty obvioud, early. So I nibbled on his scouts taking objectives and pounded away at him w the Exorcists. Was able to eliminate his tank smashers like I said, at great cost. Celestine took it to the enemy and other than repelling his two froggy characters w battle sister meltas, I just spent two rounds scattering and retreating unit ftagments while the exorcists tried to break the dam, which eventually they did.
Automatically Appended Next Post: Played the list at 1800 points against Blood Angels today. LeMartes is pretty good! He brought Primaris and regular troopers and scouts, so a lot of Obsec. His Thundering LasCannon Predator and Hell Blasters formed a firebase with the Vindicare, and the Death Company and characters readied to spear my backfield and ruin my Exorcists day.
He went first and advanced. I responded by killing his Librarian Dread.
He brought his front forward and dropped in thr Death Company, killing the Pink ladies squad outright, while Mephiston slammed into Green Squad midboardand took four out. Inceptors dropped in and cooked a bunch of blue squad down south.
Celestine Wiped a character. brought another termie captain to 1 wound and killed two Space Marines near Mephiston while Battle Sisters advanced and fired behind her, taking out all but 1 of the Tactical Marines Celestine chopped up but leaving thee survivor free of the combat. Blue and Red squad somehow managed in unison not to do a single wound to the inceptors. Seraphim alighted in his backfield and did a wound to the assassin,then 5 of them lost two Seraphim sisters charging the Lascannon Predator to shut it up.His snipers again tried to fire down on the Warlord Mistress of Repentance and put a wound on the Mistress of Repentence, but the rout was on. Celestine and her two Canonesses aswell as the swarming Yellow and Green Squads dominated the middle while the Seraphim endured and eventually hunted the Vindicare dead while keeping the Predator busy.
By games end, Lemartes had squashed Purple Squad deep inside my deployment zone who had been assigned guard duty in the Exorcists and LeMartes was battling it out with an Exorcist tank. His scouts held on desperately in combat with the Seraphim in his backfield, whose pistols were ebbing their strength. The Predator with 3 wounds was left begging for its life but unable to escape the enwrapping Seraphim.
Key things in this game were that the Vanguard deployment forced him to both go first and deal with the longer journey to me. He just didn't have the range to hurt me signficiantly enough, and it wasn't like I was making any rolls, so he kinda had his way with me when he was able to target me. Final score was 27-14.
Thus far the Battle Sisters are 8-1 in this iteration.
This message was edited 3 times. Last update was at 2019/03/13 20:33:17
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
I fought Deathwatch using the new rule. Opponent was super nice but the game was super boring. Big unmoving lump of bolters firing away. Basically he just rolled dice. His movement phase was super short, and my Sisters were just melting when I got in range to wreck his large tank smashing unit. I did win with 35 points ,and took 4th but it was...boring and the firepower was oppressive. Forced me to basically retreat my units and force him to move to get shots at the end. Meh. I dont like that Bolter Beta rule. I won but it just wasn't fun. If i had a Vindicare, I would have just sat back, fired my exorcists and vindicare, slew his force multiplier and then march on him. Boooooring. But I can totally see Deathwatch with Stormshields gaining traction en masse. Reroll hits, reroll wounds... 4 shots each... 3+ invul... i mean... Sisters of Battle who pretty much live and die by the holy bolter are still dynamic and move and do stuff. This was just a lump o na log, rolling dice. His characters did nothing really but defend his firing line. The two that venturd out got their faces smashed in and he decided not to do that again. Hehehe.
From recent codexes it appears that is GW's goal, to make the game as static and easily balanced as possible, lol
I'm not that jaded but UI do think this Bolter Beta rule is a mistake. Maaaaaybe if it was for terminators and Bikers who are "stable platforms" but for just Joe the bolter guys? Because: "Training and stuff"? mmm...
I think the "basic bolter joe" is who it was actually intended for. But if that was the case they should have just gave tactical marines (and their chaos variant) a special rule just for them.
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-- Adam Serwer
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I fought Deathwatch using the new rule. Opponent was super nice but the game was super boring. Big unmoving lump of bolters firing away. Basically he just rolled dice. His movement phase was super short, and my Sisters were just melting when I got in range to wreck his large tank smashing unit. I did win with 35 points ,and took 4th but it was...boring and the firepower was oppressive. Forced me to basically retreat my units and force him to move to get shots at the end. Meh. I dont like that Bolter Beta rule. I won but it just wasn't fun. If i had a Vindicare, I would have just sat back, fired my exorcists and vindicare, slew his force multiplier and then march on him. Boooooring. But I can totally see Deathwatch with Stormshields gaining traction en masse. Reroll hits, reroll wounds... 4 shots each... 3+ invul... i mean... Sisters of Battle who pretty much live and die by the holy bolter are still dynamic and move and do stuff. This was just a lump o na log, rolling dice. His characters did nothing really but defend his firing line. The two that venturd out got their faces smashed in and he decided not to do that again. Hehehe.
From recent codexes it appears that is GW's goal, to make the game as static and easily balanced as possible, lol
I'm not that jaded but UI do think this Bolter Beta rule is a mistake. Maaaaaybe if it was for terminators and Bikers who are "stable platforms" but for just Joe the bolter guys? Because: "Training and stuff"? mmm...
I think the "basic bolter joe" is who it was actually intended for. But if that was the case they should have just gave tactical marines (and their chaos variant) a special rule just for them.
Yeah if Tactical marines were given that rule my objection would subside considerably. I mean the TACTICAL in tactical Marine should carrry some signififcance right? So if you want heavier troopers with better guns: Primaris. If you want more volume: Tacticals on the march. I like that idea. Then it would be a good choice. I also wouldn't object to the Terminators getting to do it because: Terminators should be stable War plate that can absorb the shock comparatively. Bikers I would not be AS excited about since you're encouraging bikers not to move... Know what I mean? Seems counter to their nature and could create some fairly unrealistic army builds.
This message was edited 1 time. Last update was at 2019/03/14 16:54:47
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
How how are you guys thinking they'll redo Exorcists?
I'm pondering if they'll do something as simple as a reroll on rolls of 1, or make it heavy 2d3 instead of heavy d6. That would be a little disappointing I feel, but would be the easiest ways to buff the tank...
This message was edited 1 time. Last update was at 2019/03/16 14:01:55
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
Melissia wrote: How how are you guys thinking they'll redo Exorcists?
I'm pondering if they'll do something as simple as a reroll on rolls of 1, or make it heavy 2d3 instead of heavy d6. That would be a little disappointing I feel, but would be the easiest ways to buff the tank...
The issue is that the devs don’t actually play the game, hence why they are crowd sourcing the current codex. We have no idea what they might chose to do other than select one of the offered fixes we sent in. 2d3 shots seems to have been the most recommended, so it probably will be the one picked. Or not. We just won’t know until December.
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
As long as Exorcists remain d6 damage, I'll be somewhat happy. Personally enjoyed the randomness of d6 hits as I've always been on the overperforming side of the curve there. My history with d3 die has been abysmal and I know they'd go to underperforming for me in that change (2d3 hits).
Hopefully just a rerolling the d6 shots as an option.
The bulletin felt a little snarky to me. (Paraphrased) "Even though the Exorcist is capable of a whopping 36 damage, apparently that's not good enough for you."
December is a long time to wait when you don't trust GW not to mess things up.
Giantwalkingchair wrote: The bulletin felt a little snarky to me. (Paraphrased) "Even though the Exorcist is capable of a whopping 36 damage, apparently that's not good enough for you."
It's also capable of doing a whopping one damage assuming everything it launches at the enemy hits.
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
2D3 damage would sem an excellent upgrade but remember: too much of an upgrade and the price goes up. So be careful what you wish for. Asany ONE ork would tell you, sometimes being a little less cool and less survivable individually pays dividends when considered within the whole.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com