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Amishprn86 wrote: Yeah, i was running 3 shield captains for a while along with a crusader knight.
Having Celestine + 30 Seraphim screen up with 30 Doms and 3 dawneagle Captains really puts pressure on them very fast.
Then the rest sits back and does it things.
I guess if you like having no command points that's cool.
winning >> command points.
I guess I just value rerolling wounds and charge rolls highly, and Bike Captains are incredibly CP hungry, as are Knights. Aux Knight Detatchment isn't -1. Melta doms are an incredible waste of points. I've never had a group of them do what one in a squad cannot. So you start with 9, spend 3 for Captain Relics, 2 for Knight Relic and WL Trait, You're left with 4 for the game? I run with 20, 17-15 depending on the Start of game spends, and I find myself still running out. I don't even run Knights or Captains, this is pure Sisters. Sisters deny strat, reroll wound strats, and AOE strat are all heavily used. I also save one for the deepstriking seraphim squad with flamers, they clear out trash for the eversor to jump in, or for a large charge around their characters, locking them in combat. I also have to reroll around 2-3 Charge rolls a game. Holy Trinity is one I use to 0 out a heavy character with the dom squad, in conjunction with the +1 hit AOF and Blessed Bolts, and Reroll Wounds. D6 Autohitting +2 3+Shots Str 4 Dmg1, 1 2+ Str 8 -4 APDmgD6+6 Drop the lowest, 12 Str 4 -2AP Dmg2. All Rerolling Wounds of 1 or All (if psyker), +1 to Wound, Rerolling Hits of 1.
If you take just 5 SB Doms, and use the Reroll Wound rolls of 1, in range of canoness, +1 hit AOF, Blessed Bolts Strat, You will one shot a demon prince (unless its nurgle or in cover). So 60 Points and 2 CP = 180 Point killer.
Unless of course you fail the faith test and don't get the +1 to hit and now also can't spend the cp on the reroll 1s to wound either because you have to pass said faith test to get it.
Have had that happen a few times. The idea of strats playing off faith is nice in theory but it really hurts if it fails.
Giantwalkingchair wrote: Unless of course you fail the faith test and don't get the +1 to hit and now also can't spend the cp on the reroll 1s to wound either because you have to pass said faith test to get it.
Have had that happen a few times. The idea of strats playing off faith is nice in theory but it really hurts if it fails.
that... or the reward should be much greater than what the strats offer for going through multiple points of failure... but we are getting new faith and hopefully new units soon.
btw guys I remember there being a faq update where repressors passengers now inherit stuff like falling back, but couldn't find it in the faq, do you remember where it was?
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WARHAMMER 40,000 – IMPERIAL ARMOUR INDEX: FORCES OF THE ADEPTUS ASTARTES
Official Update Version 1.6 wrote:Page 54 – Sororitas Repressor
Change the Firing Ports ability to read:
‘Up to 6 models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1” of an enemy unit, and so on.’
It is, but I couldn't find it in the FAQ's when playing another sisters player (somehow managed to get matched against them) so I knew it must have been in another book but never thought to check IA
But anyways, tank sisters work to some effect:
ran 3x exo's, 2x immolators, 3x repressors
Matches:
Vs 3x knights and some IG slush: Killed 2.8 knights and all his troops, won on points
Vs 3x cc knights, 1x shooting knight and 2x armigers: killed everything, last knight had 2 wounds on the last turn and only survived because I forgot to spread out the remaining 2 exo's in order to only let one get tied up by the last knight
Vs sisters: like a 3 hour slog through hell, made a lot of mistakes and lost by a few points, was surprised at how resilient pen engines ended up being
Takeaways: 5x arcos and a priest in an immolator bring down a crazy amount of pain
3x exorcists can kill just about anything if unmolested, and are pretty tough during the castle stage
Blocking knights with ITC rules can buy you 3-4 turns of shooting
Dinging away at things with 6 to wounds sucks, I'm eying a heavy flamer +trinity ret squad or something like that I can have out there which can actually hurt T8 targets reliably
celestine and relic sword canoness are a pretty good team
Exploding tanks and knights killed more things than the other player in most cases, I dont see any way around this problem
Next list I'll drop one repressor and some characters, shuffle around some points to get some inferno pistol seraphims that can keep up with the tanks and a little more anti tank
This message was edited 4 times. Last update was at 2019/06/09 22:54:46
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My six arco-Flagellents agree. Pain is indeed what is brought by them to the enemy.
I have a Holy Trinity Squad that usually gets work done. Pink Squad, to be exact. In fact, Pink Squad brought the pain today to some recalcitrant IMperial Fists in a grudge match (I annihilated him in our first game, and he wanted a rematch, but it ended the same way, but we did have fun getting to that point.). Have to say: 4+ Shield of Faith saves on a T8 tank chassis is no joke.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Thats pretty much my experience, its like 1.5 knights of nasty ranged firepower and toughness for 375 points
The lists only real shortcoming I felt was lack of firepower, which sounds silly when I killed 3.8 knights and 2 armigers in 5 turns,
The massed hunter killers and exorcist fire reliably killed a knight, or dropped it to basically nothing on the first turn. with ITC rules I was able to keep making my opponents chose to lose on points because they are letting vehicles pen them in, or ignore the exorcists murdering their face off.
Backfield canoness giving rerolls, butting invuln, and enforcing with an evicerator worked
I'm not sure I need the brigade of CP, 2x 5cp formations would let me drop my elites, which I didn't get a lot of mileage off of, turning one priest into a missionary would forfill the requirements and I could save a few
I'm not 100% sold on arco's on this particular list the more I think about it, the priest is a wash (5x more attacks or 3x more and 10 less points with an extra arco) and dropping the immolator and arcos would let me take 2x pen engines instead, who carry the flamers on their person and again detract fire heavier from the exo's.
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Sister Superior Amalia Novena – and the first time you’ll be able to get your hands on her is Warhammer Day on June 29th. As well as the awesome new miniature, the Sister Superior Amalia Novena set includes an A4 art print of the original Karl Kopinkski artwork, and a Warhammer 40,000 datasheet for a Battle Sisters Squad, including the profile for a Sister Superior. However, if your store does run out of stock on the day, fear not – Sister Superior Amalia Novena well also be available as a Direct-only miniature that you can order from Games-Workshop.com
Looking forward to getting mine.
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
New Battle report. I tried to add more pictures, but I could not because of some website limitation on it or something.
This was a grudge match.
Spoiler:
The imperial Fists had face ignominious defeat at the hands of the Adepta Sororitas and were hell bent on vengeance. With a revamped Battalion, with changes and new plans to deploy them, Ian had no intentions of allowing his previous defeat to go unanswered.
The Adepta Sororitas were more than ready for the challenge, and the Imagifier rallied her forces around the ancient reliquary she bore. She was honored with the title of field commander and warlord for this battle, as a reward for her many years of devout service.
ITC Mission 5, with Priority Objective as the Bonus. Dawn of War Deployment this time and the Imperial Fists AGAIN got their choice of sides.
The Adepta Sororitas deployed Purple Squad to the right wing on an Objective behind a pile of piping, and the Missionary and his Arco-Flagellents further right still in a ruin. In the center were Pink, Yellow, Green and Teal Squad clustered around the Imagifier plus her coterie of Celestine and the Dalogus twins. To the left, Red Squad set upon yet another objective. Uncharacteristically, the Seraphim began on the board clustered in and around a building to center-left of their deployment zone. The Exorcists were Centered and within easy reach of Celestine and the Imagifier.
The Imperial Fists inverted their previous deployment somewhat. This time the Tactical Squads With Missile Launchers were to the left with line of sight to the Exorcists, camping his own objective along with some Imperial Guard. His new additions to the force, a Terminator Librarian and Smashy McSmasherson were in Deep Strike. At the center were his Plasma wielding Hellblasters with their customary character to augment them. Behind that stood the Predatory-that-shall-not-die from our previous battle. To the right of that were his Devastators partially obscured in ruins. The Imperial Guard Company Commander with power fist was with them. Two full squads of Primaris Marines stood in front of them, one a veteran Squad. The other Veteran Squad stood on the objective in his zone to my right. Scouts snuck forward close to my zone on the right and Imperial Guardsman mingled with the Imperial Fists. Of note were the mortars to the far right rear who would rain death on me turn after turn.
The stage was set.
I had finished deploying first and got the +1 to go first and did indeed go first.
…And then he seized. For the second time in a row. Le sigh.
1
His Snipers fired on what they could see and did a couple of mortal wounds to yellow Squad. The Primaris groups moved forward as well to allow their hellblasters to move and they collectively all shot into yellow squad, the same squad that had eluded death last game. He shot them down to just 4 models with his potent unerring shooting. The Mortars contributed really heavy fire to the cause. The lascannon Prdator, his Devastator Squad and his Tactical Marines mostly fired on the Exorcists with their heavy weapons and the Emperor Protects! Being as they were quite tough and very near Celestine and the Imagifier, the incoming fire presented little challenge to their primacy.
Imperial Guard scurried forward into a building for cover on the left.
Yellow Squads faith buoyed it from Failing after such horrendous losses, and Teal Squad was only slightly hurt by the Snipers, so did not need to check.
The doughty Sisters of Battle began their march. Realizing that the firepower was extreme to the right of the LOS blocking central Power Generators, Pink and Green squad swung left, taking aim at the much more reasonable threat of the Tactical Marines while Red Squad stretched forward to stay on their objective but offer up some additional fire support. As this was largely an advance, there wasn’t a lot of shooting on that left side of things. Teal Squad retreated straight back, as they could not reach the safety of the Power Generators and fired on the oncoming Primaris wave. Purple Squad did nothing but hide and Yellow Squads remnants joined them behind the Piping on the right. A unit of Seraphim swept at maximum speed to the left to spread out and cut off any deep strike while the other two flattened themselves up against the Power Generators. The Exorcists actually adjusted their positions to keep within the protective Aura of St. Celestine and the IMagifier after surviving such a fierce strike from the Predator and Devastators etc… and then the Imagifier activated the Vessel of the Emperor! The Exorcists rolled terribly, killing 2 Devastators but one was a Cherub, Hunter Killer missiles and all. Disappointing, and pretty much what happened against them last game.
The Missionary and the Arco-Flagellents rushed forward and consumed the Scouts and then consolidated into the Primaris Marines to halt their shooting. A risky gambit. ThePrimaris Marines struck back and then used THREE Command Points to attack again, killing the Arco-Flagellents and consolidating towards the missionary. Expensive move but it worked.
2
The Primaris were forced to move forward again as their targets were few, but Teal Squad was sitting right in front of most of them. So up came the Primaris Marines up the middle while the unit on the right swept downward towards where their scouts had died, to try and get an angle on the sisters behind the piles of piping and shot the Missionary absently in every orifice he had. The Mortars attempted to bombard Purple Squad, killing one.
The Bolter fire and Hellblasters were oppressive and killed all but one of Teal Squad even after the Primaris Warriors had to move. He spent Command Points to strengthen their bolter volume and it was impressive. The Predator and Devastators continued to fire down on the Exorcists but it was the Tactical Marines who did the damage, rocking one for 5 damage and using their bolters on the oncoming Green Squad to the left, killing 4.
His Librarian and Smashy McSmasherson alighted to the ground and attempted charges on the Exorcist tank. Smashy was literally shot in the face and died in the attempt, as he was asked politely to swallow an entire missile. The Librarian was unable to complete the charge but did not, in fairness, swallow any.
The Adepta Sororitas response was predictably negative to all this. The Canoness, Pink Squad and Celestine wiped the Imperial Guard out on the left who had scurried into the Power Generator building. The wounded Green Squad and full Pink Squad (Using the Holy Trinity of Bolter, Melta and Flamer) combined fire to kill all but one of the Tactical Squads on the left before that happened. The Exorcists fell back again and fired down on the Primaris Marines who had killed the Missionary, killing 3. Again, not exactly a great performance from the trio.
The survivor from Yellow Squad and now the 4 survivors of Teal Squad had joined Purple Squad and were making themselves as small as possible on the right to protect the Purple Squad engineers.
The Seraphim that had gone far left came back to join their compatriots in the center and essentially the three Seraphim Squads waited for the inevitable to come around that corner of the Power Generators, for they could hear the heavy footfalls of the Primaris forging ever forward on the other side like a metronome…
The left of the field was largely secure. Red Squad was firmly holding the left objective and had taken only one stray casualty. Bold action was needed now, because the right side was death.
3
The Primaris sensed the ease with which they were killing the Sisters and pressed their advantage. Up moved the HellBlasters. The Primaris Veterans up the middle turned the corner of the Power Generator to see the Dialogus sitting there, conveniently close to the nearest Exorcist and opened fire on the behemoth hoping to hurt it. The Librarian saw his chance for glory and took it, rushing towards the brave Engineers, their Yellow Squad survivor friend and the lone survivor of Teal squad, while the Primaris who slew the missionary on the far right shot and killed all but one of Teal Squad. The Warlord Moved so that he was perfectly within 6” of both the trailing Hellblasters and the forward Primaris. The Imperial Guard had moved forward to hold their objective on the right and were content with that role.
The lone Tactical Squad on the left took a shot at the Green Squad again, along with the Exorcist, but to no avail.
The Primaris Marines charged into the Dialogus, slew him, consolidated into the Exorcist and the Seraphim, and then fought twice for yet another THREE Command Points, killing a couple of the Seraphim and putting a wound on the Exorcist.
The Librarian charged the Purple Squad of Engineers and killed one with his staff. The brave Sisters fought valiantly, striking harder than one would expect but the ancient war plate of the Librarian easily turned aside their ferocity. This left just the One member of yellow squad, teal squad and two of Purple squad left behind the pile of piping but next round would probably be bad for them.
Purple Squad disengaged from the Librarian while Teal “Squad” and Yellow “Squad moved away and shot at the Primaris Marines approaching them, desperately holding my right side objective against all odds.
The Imagifier tried to use become a Vessel of the Emperor once more, but FAILED on a re-rollable 2+. Le sigh.
The Engaged Exorcist backed away to my left side objective. The Seraphim jumped back and healed one of their members using the power of Faith! The other two units leaper over the Power Generators and straight into the face of the enemy Warlord on the other side, firing glorious fusion Pistol death into his face at point blank times. 8 times their pistols spake truth and justice unto him and yet, he was unhurt. Wow. That was unfortunate. The Seraphim in a fit of bravery shot past the Warlord and into the IG Company Commander, killing him in an unlikely but welcome flurry of blows; while the other Seraphim lost one of their number charging into the Hellblasters, to shut down their shooting and wrapped the Predator into them. They took ever more wounds for their bravery. Still they held and hugged.
Red Squad left the left objective and shot the Primaris Marines on the Exorcists doorsteps, and Green Squad fell back to join them in the fusillade with the surviving Seraphim. The weight of meltas and bolters alone was not enough and so Ct. Celestine descended upon them and her Faith invigorated her enough to fight twice! He interrupted her after her first swings to fight with the Hellblasters but it was for nought, as her blade single-handedly killed 6 Primaris Marines when the dust had settled.
The Exorcists finally came alive and even though there were only two of them able to fire, they slew the Primaris Marines that were far to the right, THE CULPRITS OF OUR MISSIONARIES DEMISE. Finally, the real firepower of the behemoths was made manifest.
4
The Imperial Fist leader would kill the Seraphim who attacked the company Commander, and the Hellblasters surely would kill the Seraphim engaging them if they didn’t fall back.
The Imperial Fists were devastated. Their leader had shown his mettle but the only units left to command were his Devastators, and Hellblasters+Predator who would have to fall back or finish the Seraphim; and a ten or so IG plus their mortar team. The Sisters of Battle had turned the corner of the Power Generators and were in firm control of three of the four objectives. It was simply a matter of time before the walls closed in completely and so the Warlord ordered the retreat before their doom could be completely sealed.
The score was approximately 34-12, Sisters of Battle victory.
celestine, 2 canonesses (power sword/evicerator), missionary
6 squads of 5 sisters, combi plasma/2 stormbolter
1 dominion stormbolter squad
2 6 man seraphim melta squads
3x exo's with HK missiles
3 repesssors
1 immolator
2 pen engines
I'm not sure if its a net loss or not to drop an immolator for melta seraphims, and trading the arco's for 2 pen engines, I think I have enough armor and bolters to deal with most hordey lists, and pen engines don't do all that bad with 2x heavy flamers each anyway, but are so much more killy vs T8+
I figure without the arco's eating 2cp on the charge its about a wash for cp
This message was edited 1 time. Last update was at 2019/06/11 18:59:17
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Grundz wrote: Thats pretty much my experience, its like 1.5 knights of nasty ranged firepower and toughness for 375 points
The lists only real shortcoming I felt was lack of firepower, which sounds silly when I killed 3.8 knights and 2 armigers in 5 turns,
The massed hunter killers and exorcist fire reliably killed a knight, or dropped it to basically nothing on the first turn. with ITC rules I was able to keep making my opponents chose to lose on points because they are letting vehicles pen them in, or ignore the exorcists murdering their face off.
Backfield canoness giving rerolls, butting invuln, and enforcing with an evicerator worked
I'm not sure I need the brigade of CP, 2x 5cp formations would let me drop my elites, which I didn't get a lot of mileage off of, turning one priest into a missionary would forfill the requirements and I could save a few
I'm not 100% sold on arco's on this particular list the more I think about it, the priest is a wash (5x more attacks or 3x more and 10 less points with an extra arco) and dropping the immolator and arcos would let me take 2x pen engines instead, who carry the flamers on their person and again detract fire heavier from the exo's.
The problem with Pen Engines is theyre 100 pts, and die to every kind of fire available. Strength 3 might not kill them but any other form of Dakka certainly will. Theyre T6 with low wounds, and a 4+ armor and no invuln. 5+ FNP is good, but not great with no invuln.
The problem with Pen Engines is theyre 100 pts, and die to every kind of fire available. Strength 3 might not kill them but any other form of Dakka certainly will. Theyre T6 with low wounds, and a 4+ armor and no invuln. 5+ FNP is good, but not great with no invuln.
They are T6 with 7(14) wounds and a 3+ / 6++ / 5+++ while moving up with the army. Really I dont see two of them any less survivable than an immolator with a squad of arco's in it at only slightly more points, but vitally gets past that T8 barrier which sisters have a lot of problems with.
If they get focused, thats fine, something has got to get focused and the more time I can buy my exo's the more chances I have to get some good rolls out there
This message was edited 1 time. Last update was at 2019/06/12 22:01:53
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The problem with Pen Engines is theyre 100 pts, and die to every kind of fire available. Strength 3 might not kill them but any other form of Dakka certainly will. Theyre T6 with low wounds, and a 4+ armor and no invuln. 5+ FNP is good, but not great with no invuln.
They are T6 with 7(14) wounds and a 3+ / 6++ / 5+++ while moving up with the army. Really I dont see two of them any less survivable than an immolator with a squad of arco's in it at only slightly more points, but vitally gets past that T8 barrier which sisters have a lot of problems with.
If they get focused, thats fine, something has got to get focused and the more time I can buy my exo's the more chances I have to get some good rolls out there
B.c 1 is 100pts for T6 7 wounds with a 4+ save not a 3+ and an Immolator is 87pts for 3+, T7, 10w's so thats not a good example at all..... Sure we can get high melee str, but they wont make it there.
B.c 1 is 100pts for T6 7 wounds with a 4+ save not a 3+ and an Immolator is 87pts for 3+, T7, 10w's so thats not a good example at all..... Sure we can get high melee str, but they wont make it there.
how much melee is that immolator doing without its cargo?
Then when you're done with that, what weapons will kill two T6/W7 4+/6++/5+++ units faster than one T3/W2/6++/5+++ and a tank, which wouldn't rather be pinging at exorcists?
Also the pen engine has a 3+, because its running behind the tanks, not in front of them slowing them down
This message was edited 3 times. Last update was at 2019/06/13 00:29:47
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B.c 1 is 100pts for T6 7 wounds with a 4+ save not a 3+ and an Immolator is 87pts for 3+, T7, 10w's so thats not a good example at all..... Sure we can get high melee str, but they wont make it there.
how much melee is that immolator doing without its cargo?
Also the pen engine has a 3+, because its running behind the tanks, not in front of them slowing them down
How are you getting 3+ running behind tanks? Thats not how cover works, you still need to be within cover and then LoS 50% to gain cover.
Why is it doing melee? It has guns and it transports. You are the one that stated its better than Immolators, but they do different jobs. Im comparing stats vs being shot and showing how weak Pen Engines actually are to being shot of the table for its points.
2 Immolators is cheaper than 2 Pen Engines (26pts cheaper)
2 Immolators is 20 wounds, 2 Pen Engines are 14 wounds
Immolators are 3+, Pen Engines are 4+
Immolators are T7, Pen Engines are T6
Immolators are not melee units, why are you comparing melee strengths to a shooting/transport unit? Immolator shoots, not melee. If you want to compare, look at other 100pt melee units.
Finally, being able to shoot 24/36" will do more damage than Pen Engines running up the table, you take Pen Engines as counter melee units, hide them near your vehicles out of LoS. Great vs Nids, Orks, , Daemons, GSC, etc..
This message was edited 1 time. Last update was at 2019/06/13 00:32:38
Thats not how cover works, you still need to be within cover and then LoS 50% to gain cover.
Hide them near your vehicles out of LoS. Great vs Nids, Orks, , Daemons, GSC, etc..
There you go, you answered your own question
K.. nice way to have a conversation. Let me do all the talking.
I wouldnt play them still, i have 3 of them and i put them away. Just b.c they "can" be play in those situations doesnt mean they are best to do that, Acros are still better at that, and you have a more survivable shell for them that they have to break before even shooting them. Why do we need melee to break T8? We are not a melee force, sure we have 1 unit that can, but just ally in smash captain, they are WAY better in every way if you want T8 melee breakers......
Also hiding behind Vehicles in cover ony works so well, being T6 ignore LoS weapons still hurts them (other than Mortars, but Nids, Tau, etc..) you know the weapons that actually hurt.
Pen Engines are bad, they need to be faster and tougher.
This message was edited 1 time. Last update was at 2019/06/13 00:47:10
I wouldnt play them still, i have 3 of them and i put them away. Just b.c they "can" be play in those situations doesnt mean they are best to do that, Acros are still better at that, and you have a more survivable shell for them that they have to break before even shooting them. Why do we need melee to break T8? We are not a melee force, sure we have 1 unit that can, but just ally in smash captain, they are WAY better in every way if you want T8 melee breakers......
Yes, so next time anyone has a comment you can respond "why dont you just *insert ideal ally here*" because we know sisters are not ideal for most situations
Yet here we are
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I wouldnt play them still, i have 3 of them and i put them away. Just b.c they "can" be play in those situations doesnt mean they are best to do that, Acros are still better at that, and you have a more survivable shell for them that they have to break before even shooting them. Why do we need melee to break T8? We are not a melee force, sure we have 1 unit that can, but just ally in smash captain, they are WAY better in every way if you want T8 melee breakers......
Yes, so next time anyone has a comment you can respond "why dont you just *insert ideal ally here*" because we know sisters are not ideal for most situations
Yet here we are
Its 8th, if you are not willing to spend 200-300pts to fill a weakness in your army then thats fine, but dont get mad at others that see it better. Why take Pen Engines when i have more fun options? The game is about fun, Pen Engines are not fun. Flying guys with Hammers are.
Having Flying Sisters with mega pistols with Celestine, Doms scouting up in vehicles jumping out with Flying Marines behind is fun for me, walking 2-3 Pen Engines and seeing them have no protection and are wak just to die turn 1 is not fun, i'd rather my 3++ or 4++ FnP seraphim take the damage.
Or just take more Immolators with Arcos, those guys are fun too. If Pen Engines were faster or tougher, even cheaper, 75pts then maybe i would take them
and like I said, if they are focusing down the one thing in my army that doesn't explode instead of the exo's or inferno seraphim or melta girls, I'm fine with that, because I really only seem to need 1-2 turns to turn the middle of the board into the parking lot and lock in the win on points.
My meta has a gak ton of knights players, Like I killed 7 knights in my first two games a lot. I bet I lost more sisters to exploding knights and vehicles than I did enemy fire in that tourney.
I want the pen engines to try in leu of a immolators with arco's, who didnt really do the job that I needed them to do in my games, being that I need something nasty that can follow up being roadblocked by a knight without fully exposing celestine and a sword canoness,, I dont have the ranged firepower to clear a knight when I have to fall back a bunch of stuff to keep it out of melee.
in the two games that I lost, one was because I couldn't clear knights to get to the objectives fast enough despite killing one and a half of them on the first turn and got road blocked midfield, and the other one was when I didn't have a tank available to eat fire for the arcos and not enough of them survived to get in.
I also wanted to reduce reliance on characters to reduce the number of ITC points I'm giving up.
8-16 S10 D3 swings and 4x heavy flamers seem to cover the things I want right now, and as a bonus they may get shot up instead of exorcists because they are dangerous, we'll see.
Really, if all they do is eat a round of shooting so I can get all of my hunter killers off and an extra round of exorcist shooting, and also don't explode and kill my support, its still a win.
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AH ok, well thats the difference, I dont play sob in ITC, i hate ITC, i play normal GW rules with them. ITC is a mess for many armies to compete in without giving up things that are normally good in fear of giving up to many secondaries. So my POV is opposite of yours. For Maelstome/Eternal missions they are just bad when you can have Vehicles + guys inside to hold objectives. ITC is to much focus on killing. if the game was balanced around a deathmatch style (shorter range weapons, penalties for moving and shooting, less re-rolls, more rules to stop movements and having pawns for elites really mattered) then sure.
This message was edited 1 time. Last update was at 2019/06/13 02:36:14
I still can't see why Petinet Engines are not well like.
for 300 pts, 4+/5++, 21 wounds T6
Yes they are slow, sort of, but field them aggressively, my opponents worry about them, or the 2 Exorcist, or the Dom squad with 5 meltas.
Once those little murder kittens get in to hand to hand, with all three swinging, 12 hits, re roll all fails, 3+, str 10, -3 AP, 3 flat out damage. Then DO IT AGAIN.
What is not to love about them!
This message was edited 1 time. Last update was at 2019/06/13 04:39:42