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Jancoran wrote: The Index was ironically a better codex probably.
No probably about it. Index was the best 'dex Sisters have ever had.
They could easily have built on it. The next codex involves gw actually investing money and R&D though. So one hopes that with it comes commensurate awesomeness.
This message was edited 1 time. Last update was at 2019/08/24 05:09:36
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
fun fact, resurrection pretty much doesn't work ever in its current form.
No kidding. It's how they had her in 5th ed. Didn't work then; doesn't work now.
I liked her in the index version. I thought the deep striking again was a nice thematic touch. The current form is pretty useless.
The INdex was ironically a better codex probably. I loved the crazy turn one shenanigans. Seraphim were so useful in it. Just an entire line of absolutely screaming units up the field. Spent almost the entire game in the enemies front yard
I loved the Index. The rules were really simple, and Sisters was a pretty good army without being overpowered (by themselves... I'm not talking about imperial soup here). It was an alpha-strike army that was pretty effective, even going T2. I had a lot of fun playing with the Index rules.
After the Sister Beta Dex and the White Dwarf Ynnari update, we can safely say that GW has decided that extra action Factions rules are a bad idea. As nice as it was, I have to agree.
After 52 games running my Sisters of Battle list in its current iteration, I am ready to step into new shoes.
I was 42-6 and had already declared that by popular demand I would take on the challenge of playing Grey Knights (the local players literally voted on the choice of army, don’t blame me).
But before I did, I decided to make one last push with them in the event Saturday. 4th in the world as pure Sisters of Battle is pretty cool, but I thought it would be neat if I could exceed that before the switch.
This was to be a FOUR round single day tournament. So if you like endurance tests, this was one. RARELY have I been to one that was like that. I have run a couple of them though!
Interesting and important note: This tournament required you to concede the choice of deploying first and going first to the player with the lower ITC standing! Further, it required you to let them disallow one deployment zone FIRST and then you could also. That was a very different twist, but interesting. Just a huge advantage. As I was the highest ranked player, I was REQUIRED to concede this to EVERY opponent I faced all day. Oofta. Tough to do, knowing that your opponent gets to pick who goes first EVERY GAME, before you even start. Lol.
Game 1
It’s always better when you go to events and get to play people you have never played before. On one hand, you don’t know their army, their tendencies nor their particular list as well as you normally would. On the other hand, it’s exactly what you hope for, to get better.
In this case he was playing a mostly Primaris Space Wolf list, with a powerful dreadnought (Forge World I think) and Predators, plus a Venerable Dread. Seem to be seeing more Dreadnoughts in general lately, especially the damnable Forge World variety. He got first turn, and used it to try and destroy my Exorcist, and put 6 wounds on it, while his other units positioned. I responded by trying to use the terrain to force his Heavies to move in order to hit me. As it was, that round could have gone much worse for me than it did, but the Emperor protects and the Shield of Faith is a thing. This also allowed me to Kill his Venerable, and the Tacticals who were blockading and advancing in front of it. From there, the dominoes began to fall as I continually used my movements to avoid the worst of his shooting while inflicting my own jabs. Celestine was able to Drive down the middle and take out his Buffmaster 3,000, and inflict wounds on the units trying to advance up the middle on me. The big boom got dropped when his Primaris advanced, in order to take more objectives than me, but they got too close and the Arco-Flagellents murdered them to a man, on my right flank. After return fire and desperate attempts to kill Celestine (but she rose again) the jig was up, and the Arco-Flagellnets rained destruction on them again, with Celestine finishing off the character corps. The Space Wolves quickly fell after that, unable to recover from sustained Exorcist fire and the invasion of their back lines. The Sisters took relatively little in the way of casualties.
Sisters of Battle Victory 40-0
Game 2
The price of success is facing what could be a very tough army. I faced Bobby and his Orks. He had rumbled over his previous opponent with his huge number of Smasha Guns and Lootaz, coupled with his hordes of orks. I have never seen so many of those guns played (There must have been TWELVE of those things), but when he reminded me of how they work I had a feeling this was going to be bloody. I wasn’t wrong. We played on the pointy Hammer and Anvil, so his range was a real advantage. Other than the Exorcists I have no range to speak of.
I began by swinging what I could left, to use the shadow of the LOS blocker to save me from the lions share of his shooting. Celestine shot into the building to claim the central objective. The Exorcist Battle Tanks were able to kill 2 of his Smasha Guns which was a good start ,but left one with one wound left, a little bittersweet. His response didn’t really come as a shock. Lootaz killed all but one of Teal Squad, and some Smasha Guns put serious damage on Green Squad as well, while the rest of the guns focused on the tanks as LOS allowed. His Orks got dropped on Celestines head, and crushed all but three of Pink Squad, while locking up Yellow Squad with the pile in and consolidation. In all, 33 Sisters of Battle died turn one with Celestine! He had a 40 ork blob knocking on the doors and he had blasted a hole in me.
My response had to be strong or this was going to be a short fight. The Missionry and Arco-Flagellents broke from cover while the remnants of Pink Squad as well as the locked up Yellow squad dropped back from combat. Green Squad limped to the safety of the Arco-Flagellents previous hiding spot at full tilt to avoid annihilation. The Teal Squad survivor who held through sheer Faith, ran to cover but forward to help block off more Deep Strikes. The Seraphim leaped forward as well, concealing themselves from shooting and preparing their assault while creating a bigger halo to avoid the future Deep Strikes. This plan worked. The Canoness’s Heroic intervention the round before plus Celestines Heavy Flamer and a few bolt pistols etc… shaved some of the 40 man ork squad down to 28, and then the Arco-Flagellents absolutely demolished the entire ork mob. The Seraphim murdered the warboss who was buffing them, with Fusion pistols. My only regret was forgetting to move Celestine but as it turned out she was left alone holding the center objective when the blood began turning the ground into a quagmire. Turns out, 40 orks can put out a lot of blood. The answering blow was telling. 3 Smashaguns were downed by the Exorcists!
The response was brutal from the Lootaz. Total overkill on the unit of offending Seraphim who killed their bozz, but there were no other targets other than the Exorcists and Celestine! So the SmashaGunz and the Vigilus BigMek gunner (warlord) tried to do work on them, but didn’t manage to entirely kill an Exorcist in that volley. They would live to regret it. No one could get enough shots on Celestine to kill her but she was wounded and had to heal on her turn. Another ork mob showed up to threaten the Seraphim on my right. I had spread out expertly, they really could only do that, and then failed their charge on the remnant of that squad (he shot them enough to make it a longer charge).
On Celesintes next turn, she healed and then she charged and fought twice through sheer force of Faith, killing not one but four clustered characters after Heavy Flaming one near to death. The Exorcists continued to finish off Smashaguns, killing three more, all that were in range in fact. Seraphim leaped forward and murdered the Warlord Bigmek, while the Seraphim that escaped the ork mobs wrath flew at miximum speed away to cover on wings of Faith. The orks were in the open…
The orks pursued and tried to make it to a meaningful target but it was just too far. The compensation they got for their efforts was for the Arco-Flagellents to fly forward and kill the entire mob…again!
Warlord gone, Smashaguns smashed, most characters murdered and Lootaz with only a couple of choices as to targets, he made a half hearted effort to kill an Exorcist, did, and then capitulated. There just was no coming back. Outside of a few orks, a few smashaguns and the Lootaz (who really only had one target of note) there really wasn’t much left and no way to project force. The lootas were soon to be tied up and dying in droves.
31-8 Sisters of Battle Victory
Game 3
This game was against Logan, one of the 5 people to have beaten my list, so I was very intrigued to see what he would bring. True to his previous form, he brought Space Wolves and a mean, mean list FILLED with Forge World shenanigans. His army was essentially the diametric opposite of the Orks: an artillery battery of 3 Scorpius Launchers and three Something-or-other Quad launcher thingees that were super easy to hide. He could and DID fit all of it behind one building which largely blocked my LOS. He then had a unit of 7 and unit of 6 Wulfen (always brutal) plus Grimnar to empower his serious artillery barrages, a Jumppack Lieutenant, a Chaplain Dread that couldn’t be shot, and some Marines for show and blocking (along with his little two man crews for the Quad Launchers).
His plan was to basically delete a squad a round, for six rounds (comfortably as unseen as poissible), while his Wulfen ate anything that dared to stray closer to his Artillery. The terrain setup was awesome for this since he had a great piece of terrain to hide behind. Apparently this plan worked like a charm because he ended up taking 2nd place AND blasting most of his opponents straight off planet earth.
I seized. I advanced with everything and got pretty far away from his menacing Wulfen up the middle, which I had carefully measured from to begin the game to make sure they were 25" away or more. In our first engagement I had not done this and it was very very much to my detriment. This gave me lots of leeway to avoid them for at least an extra round. I then killed a Scorpius with two of the Exorcist Battle Tanks by zooming them up the right board edge to get better LOS (at the expense of accuracy but so what, they were paper weights if I had not). Then the Vessel of the Emperors Will took care of the movement penalties for me. I bracketed a second Scorpius as well.
On his turn he did exactly as his army is designed to. He deleted an entire Squad even despite his losses, and started closing in with his Wulfen albeit they had a longer trip to make it than they had hoped because as aforementioned, I had swung WAY far to my right.
I then deleted the second and third Scorpius as well as a Quad Launcher, by moving tanks yet again to get line of sight. The Sisters had formed a fence with Pink Squad. The first of his Wulfen units crashed into it and the Seraphim that were there. It held well thanks to the blessings of Celestine and the Warlord. The Sisters behind them then shifted positions left and with Flamer, bolters and Meltaguns, the Holy Trinity, they destroyed the 6 man Wulfen Squad after it did severe damage to their sisters in Teal Squad (could have been worse). The seven man squad was quite unscathed however and we disengaged from it to avoid immediate annihilation.
At this stage it was clear that the enemy plan was foiled. Objectives were falling too easily to me and the Seraphim reserves were taking Recon points as well as advancing on the enemy positions, eventually taking one of their objectives from them with Fusion guns. This forced a Lieutenant to desperately try to re-establish that beachhead and dying in the end for his efforts.
At the end of the day the Seraphim, and the Exorcist tanks, spelled doom for the Chaplain and every other model there. I tabled the entire army.
35-11 Sisters of Battle Victory
Game 4
I played Michael, a guy who’s been to the top table recently and was here again. He has a Drago Paladinstar list that is really tough to kill, which pumps out very serious levels of accurate Dakka much like some Death Guard Terminator lists are designed to do. I have played him before, and he has an apothecary and a flag wielding Ancient who gives out free attacks. Accompanying him were the perfunctory baby-Carrier Grand Master and then the 3 cool Venerable Dreadnoughts he likes to use to bring the long range can opening fun to the party, including one that is Forge World (I mean…why not I guess…). Sprinkle with the three strike Squads and…GO!
He made me go first, knowing he’d be be-bopping around and teleporting to objectives anyways as he saw fit, and all his stuff was hidden from me, so I had like no shots. All I could do was literally move… But movement can be a weapon too. I spread out taking up as much space as I could to the left of center. His Paladin Star was sort of limited to the far left side of the board if it wanted choice shots, and the Bonus Point objective I took over in round 2 convinced him he couldn’t keep allowing that either. So in he jumped, and his Dread Knight Gated over to help (after failing to in round one). Yellow Squad disappeared in a puff of smoke. Ouch. I did get the bonus point though!
I dropped my Seraphim in to the right, far enough away to frustrate any charge attempts over the terrain I was behind. Since the Dreadnoughts couldn’t see me, or make a reasonable charge, they didn’t venture out of their cover, using Astral Aim to fire at my tanks like the cowards they were. Meaning they put 6 wounds on an Exorcist with just one shot!
The response was 11 wounds to his Dread Knight, while my ENTIRE ARMY basically ran to the right and into buildings or behind cover. We had no interest in being gunned down by the Paladin star or giving up points. This touched off a race. Draigo, the Apothecary and the Ancient chased down my Exorcists and little Purple Squad(one of my Engineers) to my lower left while they fought a fighting retreat. Purple Squad would eventually fall. The rest of the Paladins tried to catch up to my fleeing units and kill Celestine (which they did, though she rose again) and took the bonus objective from me. The entire army spent the rest of the game running to my right (except the Missionary and Arco-Flagellents of course) and the Seraphim killed all his Dreadnoughts over the course of two turns. Celestine EVENTUALLY got there to help and BAAAAARELY managed to kill 5 Grey Knights with 30 combined attacks over the last two rounds. I rolled like garbage the whole game really, but I was smart enough not to let him have his day in court with those GK’s on my Sisters! His pursuit of my Purple Squad and Exorcists ended with him JUST in range of my Arco-Flagellents (engineers). They had to make an improbable 12 Inch charge (needed 11 on the dice, got it with re-roll) that finally killed Drago. Drago had taken endless Exorcist shots, but my rolling and his rolling combined to make me look like an idiot. The Arco-Flagellents did the job though. One can argue with many things but 33 STR 5 -1 AP attacks (re-rolling misses) isn’t one of them.
At games end, I had fired exactly ZERO shots at his Paladin Star, had killed only 15 Strike Squad members, plus the three Dreadnoughts and the DreadKnight… But…
30-19 Sisters of Battle Victory.
AFTERMATH:
So at the end of the day, the Sisters of Battle prevailed, winning the tournament outright. It was a really great way to cap off what has been a seriously fun run, with a codex that is oh so in need of its newer self. Lol. The Index was a better codex in most Sisters players opinions! But I always have loved a challenge, and it’s kind of my passion to find UNORTHODOXY and go for it.
I’ll still add to this, if I do play some Sisters games, but expect to see much more from me about Grey Knights (and I am sure, a bumpy ride given its equally distressed state right now).
As a side note, the victory did make me the number 2 pure Adepta Sororitas ITC player in z world! also best on the west coast. Hooray! That felt pretty good also, for however long that lasts.
This message was edited 4 times. Last update was at 2019/08/25 10:57:20
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
alextroy wrote: After the Sister Beta Dex and the White Dwarf Ynnari update, we can safely say that GW has decided that extra action Factions rules are a bad idea. As nice as it was, I have to agree.
Jancoran wrote: The rule for conceding first turn was rough, but I survived it. I wonder if other events ever do this very often?
In my area of the Midwest ITC is rarely used so I have never seen a mechanic using it as a measuring stick. I don't think we have had an ITC event within 3 hours drive of me in the past 3 years so it wouldn't amount to much if they did.
Jancoran wrote: The rule for conceding first turn was rough, but I survived it. I wonder if other events ever do this very often?
In my area of the Midwest ITC is rarely used so I have never seen a mechanic using it as a measuring stick. I don't think we have had an ITC event within 3 hours drive of me in the past 3 years so it wouldn't amount to much if they did.
I wish my tournament area wasnt ITC, i hate it, consider yourself lucky.
fun fact, resurrection pretty much doesn't work ever in its current form.
No kidding. It's how they had her in 5th ed. Didn't work then; doesn't work now.
I liked her in the index version. I thought the deep striking again was a nice thematic touch. The current form is pretty useless.
The INdex was ironically a better codex probably. I loved the crazy turn one shenanigans. Seraphim were so useful in it. Just an entire line of absolutely screaming units up the field. Spent almost the entire game in the enemies front yard
The major change in strategy from the index to the beta dex took a lot of wind out of my sails. I really liked the style of the index, and acquired and built my models and built my models accordingly. Then suddenly the whole thing gets changed around.
Nice work on the tourney, and thanks for the writeup!
I'm in the home stretch on building out my last three Rhinos, so I put together a list to feature all nine tanks. It forced me back down to a Brigade from the Brigade + Battalion I'd been running. The number of Canonesses is a little absurd, but I like the idea of spreading them out for aura coverage and melee support. The basic tactical approch will be to castle the Exos, sieze ground with a wedge of Dominions in Immolators, and shuttle Dakka squads from objective to objective in Rhinos. The Celestians are back to continue to try to prove themselves, and three Hunter-Killers are making a first appearance. I feel like it still covers all the bases, and my meta isn't great at handling walls of armor. It should be fun and put up a good fight... ideas and insights most welcome.
Ive also run tank sisters quite a bit, so I have some comments, that may or may not be valid with your meta.
Meltas are nice, but you dont have repressors to protect those deathstars, I would take one (or zero) melta dom squads, replace with stormbolters, and instead smatter inferno pistols and meltaguns throughout your army.
Also: i'd try and stick as many hunter killers on those tanks as possible, make your first turn hailstorm of death vs anything you dont want to deal with.
You forgot the free chainswords on your superiors
Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge
Jancoran wrote: The rule for conceding first turn was rough, but I survived it. I wonder if other events ever do this very often?
In my area of the Midwest ITC is rarely used so I have never seen a mechanic using it as a measuring stick. I don't think we have had an ITC event within 3 hours drive of me in the past 3 years so it wouldn't amount to much if they did.
Odd on two levels! One is that ANY tournament no matter its missions etc... can submit results to the ITC AND... the app allows you to SO EASILY run events, that it almost seems foolish not to. I mean if someone wants to run things the hard way, more power to them but I think some folks in your area are missing out on an excellent tool. They may just not realize that you can use any missions you want for ITC events. Thats the thing I find MOST TO's who DONT report to the ITC are not seemingly aware of. They think that if they dont use the ITC missions they cant report.
Its a disservice to the player base if you don't report. But if they are fine with it then cool. It's all about the fun factor I guess.
Jancoran wrote: The rule for conceding first turn was rough, but I survived it. I wonder if other events ever do this very often?
In my area of the Midwest ITC is rarely used so I have never seen a mechanic using it as a measuring stick. I don't think we have had an ITC event within 3 hours drive of me in the past 3 years so it wouldn't amount to much if they did.
I wish my tournament area wasnt ITC, i hate it, consider yourself lucky.
I had this same conversation recently. I don't PREFER the ITC missions over normal ones, etc... But I don't truly care what missions we play. I think its good to be able to play in any arena and win. But I can understand the aversion to the missions. It's not that big a deal TO ME, but I understand it.
The major change in strategy from the index to the beta dex took a lot of wind out of my sails. I really liked the style of the index, and acquired and built my models and built my models accordingly. Then suddenly the whole thing gets changed around.
A tale often told. But the fundamentally sound Sisters list I play has done great and if anything, is at least easier to build for most people. I mean essentially MOST people took Seraphim AND Exorcists. That; already in most peoples lists, and is pretty much all my list is other than MOAR SISTERS!
This message was edited 3 times. Last update was at 2019/08/27 17:54:29
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: Does your group not enforce the rule of three?
Ive also run tank sisters quite a bit, so I have some comments, that may or may not be valid with your meta.
Meltas are nice, but you dont have repressors to protect those deathstars, I would take one (or zero) melta dom squads, replace with stormbolters, and instead smatter inferno pistols and meltaguns throughout your army.
Also: i'd try and stick as many hunter killers on those tanks as possible, make your first turn hailstorm of death vs anything you dont want to deal with.
You forgot the free chainswords on your superiors
Oops... so Ro3 applies to HQs as well. The last canoness was a late add because I toyed with starting one embarked. I'll have to revise that plan.
This list basically has all the stormbolters I own, and I had considered loading them into Doms with melta on the BSS. Sounds like that would be your inclination... I might flip one more Dom to SBs and see if I can pull off a good melta alpha strike with the third.
Good to hear from another fan of HKs... I only built three for the moment, and my problem is tying up mounting points otherwise used by SBs. I may need to develop a different mounting option if I want more, but maybe that's what I uh in place of the last Canoness.
Oops... so Ro3 applies to HQs as well. The last canoness was a late add because I toyed with starting one embarked. I'll have to revise that plan.
This list basically has all the stormbolters I own, and I had considered loading them into Doms with melta on the BSS. Sounds like that would be your inclination... I might flip one more Dom to SBs and see if I can pull off a good melta alpha strike with the third.
Good to hear from another fan of HKs... I only built three for the moment, and my problem is tying up mounting points otherwise used by SBs. I may need to develop a different mounting option if I want more, but maybe that's what I uh in place of the last Canoness.
Thanks for the ideas!
I'm going to be printing a stack of gothic looking HK's if you dont mind paying shipping I can shoot you a few
I've had a lot of fun with a dom squad , all flamers
Silly with the number of bolters i'm running but amuses me.
This message was edited 1 time. Last update was at 2019/08/26 20:04:14
Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge
MacPhail wrote: Nice work on the tourney, and thanks for the writeup!
I'm in the home stretch on building out my last three Rhinos, so I put together a list to feature all nine tanks. It forced me back down to a Brigade from the Brigade + Battalion I'd been running. The number of Canonesses is a little absurd, but I like the idea of spreading them out for aura coverage and melee support. The basic tactical approch will be to castle the Exos, sieze ground with a wedge of Dominions in Immolators, and shuttle Dakka squads from objective to objective in Rhinos. The Celestians are back to continue to try to prove themselves, and three Hunter-Killers are making a first appearance. I feel like it still covers all the bases, and my meta isn't great at handling walls of armor. It should be fun and put up a good fight... ideas and insights most welcome.
Has this been updated to the rule of 3 version yet? Thats a ton of armor! You could almost hide and just take out the minimum number you need to "kill more" at any one time and leave the rest unused in armor or cover. It's similar to the original armored list I was trying. Celestians and the extra Canonesses werent in my force, but they were replaced by Celestine. Very similar in most ways though. I won more than i lost with it but my wins AND losses were really marginal as I have mentioned, using that method.
Still it does work. It is far more effective when going first of course. that was the rub for me when i did it. First turn mattered way more than i would have liked.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
alextroy wrote: After the Sister Beta Dex and the White Dwarf Ynnari update, we can safely say that GW has decided that extra action Factions rules are a bad idea. As nice as it was, I have to agree.
Does that explain The Passion AoF then?
If you ignore Vessels, it's an ability just about everybody has as a Stratagem. For Sisters, it's an AoF instead. Many factions also have access to a Shoot Twice Stratagem for at least select units. None of those are close to what Ynnari or Index Sisters could do with extra actions outside of the normal turn sequence.
alextroy wrote: After the Sister Beta Dex and the White Dwarf Ynnari update, we can safely say that GW has decided that extra action Factions rules are a bad idea. As nice as it was, I have to agree.
Does that explain The Passion AoF then?
If you ignore Vessels, it's an ability just about everybody has as a Stratagem. For Sisters, it's an AoF instead. Many factions also have access to a Shoot Twice Stratagem for at least select units. None of those are close to what Ynnari or Index Sisters could do with extra actions outside of the normal turn sequence.
The new SM dex has a lot of shoot twice and fight twice actions. I'm not sure if it's out of favor at all.
Double actions aren't the same as out of phase actions.
If, for example soulburst or index act of faith actions were merely double actions things like using aof to move celestines during your opponents turn to within 3" of an enemy unit and then heroically intervention her into said unit and thus getting a free unfailable charge with no overwatch, would not have been a thing.
Drider gets it. There is a world of difference balance wise between restricted double actions that cost Command Points and "free" Out of Turn Actions like Index Acts of Faith or Strength from Death. I'm not saying the mechanic is dead as an ability, I'm saying it is gone as a faction shtick.
Grundz wrote: I'm going to be printing a stack of gothic looking HK's if you dont mind paying shipping I can shoot you a few
That's awesome and super generous... PM me when you go into production and I'll PayPal or Venmo you for your shipping costs. Thanks!
Automatically Appended Next Post:
Jancoran wrote: Has this been updated to the rule of 3 version yet? Thats a ton of armor! You could almost hide and just take out the minimum number you need to "kill more" at any one time and leave the rest unused in armor or cover. It's similar to the original armored list I was trying. Celestians and the extra Canonesses werent in my force, but they were replaced by Celestine. Very similar in most ways though. I won more than i lost with it but my wins AND losses were really marginal as I have mentioned, using that method.
I'll try to post an updated list tomorrow, and maybe a photo. For the Ro3 fix, I dropped a Canoness, flip-flopped some Dominion meltaguns down to the BSS and stormbolters up to the Doms (ending with 2 stormbolter Doms and 1 melta Dom) and upgraded a Rhino to an Immolator (for a total count of 2 Rhinos, 3 Exos, and 4 Immos). I'll run the Celestians and a melee Canoness in the extra Immolator and load the two Rhinos with a melta BSS and a stormbolter BSS each. I'll still be able to Vanguard 3 Immos into flamer range and I'm keeping the combi-flamer in the last melta Dom squad for a shot at Holy Trinity if the moment is right.
This message was edited 1 time. Last update was at 2019/08/29 05:15:29
alextroy wrote: Drider gets it. There is a world of difference balance wise between restricted double actions that cost Command Points and "free" Out of Turn Actions like Index Acts of Faith or Strength from Death. I'm not saying the mechanic is dead as an ability, I'm saying it is gone as a faction shtick.
Which is a shame because I reckon sisters could have kept it with the current faith system being a finite resource.
Getting them previously as either free, 2+ or 4+ roll was very strong. Looking at the Passion on a 5+ now, I've had it go off once in all my games. A similarly difficult roll for the rest would have been a balancing factor.
But that's not what we got. Who knows what we shall get.
I'll still be able to Vanguard 3 Immos into flamer range and I'm keeping the combi-flamer in the last melta Dom squad for a shot at Holy Trinity if the moment is right.
remember you can vanguard any transport as long as doms are the only ones in it /currently/
There's nothing stopping you from scout moving a transport then having an extra 5 people run up and jump in before you move it on turn 1
Godforge custom 3d printing / professional level casting masters and design:
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Jancoran wrote: The rule for conceding first turn was rough, but I survived it. I wonder if other events ever do this very often?
In my area of the Midwest ITC is rarely used so I have never seen a mechanic using it as a measuring stick. I don't think we have had an ITC event within 3 hours drive of me in the past 3 years so it wouldn't amount to much if they did.
Odd on two levels! One is that ANY tournament no matter its missions etc... can submit results to the ITC AND... the app allows you to SO EASILY run events, that it almost seems foolish not to. I mean if someone wants to run things the hard way, more power to them but I think some folks in your area are missing out on an excellent tool. They may just not realize that you can use any missions you want for ITC events. Thats the thing I find MOST TO's who DONT report to the ITC are not seemingly aware of. They think that if they dont use the ITC missions they cant report.
I am pretty sure everyone running events is aware of that. I myself run many events in my own hobby store or in others and we definitely see less turnout for any tourney that you mention has any ITC involvement either in scenario, format, reporting or whatever.
I don't pretend to understand it. Thats just what it is and by now you just don't see them. Like I said before I play all over the country with work, but my schedule doesn't allow me to participate in actual events on the road and with none at home to go to I have zero reason to sign up for ITC.
The scenario's aren't bad, I play them a lot on the road where ITC is a thing. Different from BRB and CA, kind of like picking scenario's from any of the big events that publish packets, they do form a meta of their own.
I know ITC tends to get lambasted by a lot of the locals I know here in Vancouver. I think there's a few ITC events that get a good turn out, so maybe it's just griping, but...
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
Crazyterran wrote: I know ITC tends to get lambasted by a lot of the locals I know here in Vancouver. I think there's a few ITC events that get a good turn out, so maybe it's just griping, but...
The main problem with ITC is it very, very, strongly encourages tabling your opponent as quickly as possible.
at large tourneys if you aren't tabling your opponent in the first few turns you aren't making it to the top 10
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Crazyterran wrote: I know ITC tends to get lambasted by a lot of the locals I know here in Vancouver. I think there's a few ITC events that get a good turn out, so maybe it's just griping, but...
It's just griping.
Automatically Appended Next Post:
Crazyterran wrote: I know ITC tends to get lambasted by a lot of the locals I know here in Vancouver. I think there's a few ITC events that get a good turn out, so maybe it's just griping, but...
It's just griping.
This message was edited 1 time. Last update was at 2019/08/30 07:35:41
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
I'll still be able to Vanguard 3 Immos into flamer range and I'm keeping the combi-flamer in the last melta Dom squad for a shot at Holy Trinity if the moment is right.
remember you can vanguard any transport as long as doms are the only ones in it /currently/
There's nothing stopping you from scout moving a transport then having an extra 5 people run up and jump in before you move it on turn 1
Yeah, I've used that technique to catapult special weapons across the board and it's pretty solid-- 9 inches seems to be the ideal Vanguard move-- but my group finds it a little on the beardy side. Maybe it challenges their suspension of disbelief.