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Made in us
Arch Magos w/ 4 Meg of RAM






 deviantduck wrote:

I'm still scratching my heads to where the 15 hand flamers came from. It's like a missed a page and I'm trying to fill in the gaps.


Genestealer cult have big time access to them

This message was edited 1 time. Last update was at 2019/12/24 18:19:57


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Made in us
Brainy Biophagus Brewing Potent Chemicals






 Grundz wrote:
 deviantduck wrote:

I'm still scratching my heads to where the 15 hand flamers came from. It's like a missed a page and I'm trying to fill in the gaps.


Genestealer cult have big time access to them


To be more precise, the 1st and 2nd generation hybrids (Acolytes and Metamorphs) have access to them as an upgrade from their auto pistols. Each model can take one if desired, so they can drop a shocking amount of hits if allowed to land in range to use them (generally through the Lying in Wait stratagem).
   
Made in us
Preacher of the Emperor





Denver, CO, USA

I'm going to get my first game in tonight... I'll probably run a VH Brigade to keep things simple and focus on new stratagems and unit abilities over multiple-Order synergies. I'll be playing my regular Necron opponent whose army I've historically had trouble with. I think it's a pretty typical Necron build on the strong side... big units of Warriors buffed up with RP for board control, Destroyers for big guns, Tomb Blades for speed, and Wraiths for melee. The Wraiths have given me the most trouble... I can never seem to focus down a unit of 6 before he brings them back with the RP stratagem.

I'm not tooling up to win this one, mostly looking to try as many new army rules and elements without overwhelming and confusing myself. That said, how well might VH hold up against Necrons? I'd like to think my later turns will have more weight of dice through the Order Conviction, allowing to match him for models on the table for longer, but I can see how BR would give me more ways to chew through his wounds and take things off the board.

Your thoughts? What's the best Sororitas answer to Necrons in the broad sense?

   
Made in ro
Deranged Necron Destroyer




 MacPhail wrote:
I'm going to get my first game in tonight... I'll probably run a VH Brigade to keep things simple and focus on new stratagems and unit abilities over multiple-Order synergies. I'll be playing my regular Necron opponent whose army I've historically had trouble with. I think it's a pretty typical Necron build on the strong side... big units of Warriors buffed up with RP for board control, Destroyers for big guns, Tomb Blades for speed, and Wraiths for melee. The Wraiths have given me the most trouble... I can never seem to focus down a unit of 6 before he brings them back with the RP stratagem.

I'm not tooling up to win this one, mostly looking to try as many new army rules and elements without overwhelming and confusing myself. That said, how well might VH hold up against Necrons? I'd like to think my later turns will have more weight of dice through the Order Conviction, allowing to match him for models on the table for longer, but I can see how BR would give me more ways to chew through his wounds and take things off the board.

Your thoughts? What's the best Sororitas answer to Necrons in the broad sense?


I've played one game with my necrons against Sisters. It was only 1000 pts but I won, mainly due to my Doomsday Ark. Sounds like your opponent doesn't have them, so no worries. Focus down units is the best advice vs necrons, but without knowing what you have access to I can't give anything more. Exorcists ruin Destroyers, but Destroyers ruin Exorcists so it comes down to who fires first. Screen out the Veil of Darkness and you should be able to outrange them.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

So I got kind of wrecked just now by the Necrons... not a terrible blowout, but decisive. I threw all my long range firepower at the Destroyers and got 5 of 6... he brought back 4. I forgot the new heavy bolters at times and didn't use the reroll heavy type strat until turn 2, so chalk that up to newbie errors. Exos were useless against Wraiths with their invulns, but I didnt have the massed Dakka that was called for. Tesla Immortals ruined the Seraphim. I made some melta targetting errors with Quantum Shielding, but at least Miracle Dice helped out there. The Canoness melee options are great, but couldn't carry the day. The VH build was supposed to be a tough nut to crack, but S6 vs. T3 is what it always is... a huge liability. My Sisters died in droves... I think he zeroed out 5 fresh squads in his Turn 2 Shooting phase. Spirit of the Martyr was okay, but not game changing. I think I'm still winless against Necrons, as opposed to a positive win-loss ratio against every other faction.

   
Made in us
Hooded Inquisitorial Interrogator




Necrons are one of our worse match ups. All their big guns are s9/10 and ap3+. The murder our Exorcists at range and in response an Excorcist can't really hurt anything with Quantum shielding.

One piece of advice though - the Melta rule on Sisters has changed, you can pick either dice at half range, not just the highest. That helps a little bit.
   
Made in fi
Locked in the Tower of Amareo





 MacPhail wrote:
So I got kind of wrecked just now by the Necrons... not a terrible blowout, but decisive. I threw all my long range firepower at the Destroyers and got 5 of 6... he brought back 4. I forgot the new heavy bolters at times and didn't use the reroll heavy type strat until turn 2, so chalk that up to newbie errors. Exos were useless against Wraiths with their invulns, but I didnt have the massed Dakka that was called for. Tesla Immortals ruined the Seraphim. I made some melta targetting errors with Quantum Shielding, but at least Miracle Dice helped out there. The Canoness melee options are great, but couldn't carry the day. The VH build was supposed to be a tough nut to crack, but S6 vs. T3 is what it always is... a huge liability. My Sisters died in droves... I think he zeroed out 5 fresh squads in his Turn 2 Shooting phase. Spirit of the Martyr was okay, but not game changing. I think I'm still winless against Necrons, as opposed to a positive win-loss ratio against every other faction.


Well those destroyers got lucky. At best 5 4+ rolls so 2-3 rp's in best situation. I rarely get any rolls or if i get 1 comes back.

What s6 there was? Wraith cc but that's just one squad and sisters have bucketloads of bolters and storm bolters so shouldn't be an issue. Guns are mostly s5 no ap or s8+ high ap.

Go into cover and enjoy 2+ save. 10 immortal at buff causes 30 hits, 20 wounds, 3.333 past save and then your 6+++. And that's necron's best anti infantry. Which he likely can do 2, max 3 and would cost around 610 plus 1cp for 3 squads or 690 no cp


Automatically Appended Next Post:
Rynner wrote:
Necrons are one of our worse match ups. All their big guns are s9/10 and ap3+. The murder our Exorcists at range and in response an Excorcist can't really hurt anything with Quantum shielding.

One piece of advice though - the Melta rule on Sisters has changed, you can pick either dice at half range, not just the highest. That helps a little bit.


Well exorcists do average 1.55 per failed save so that's some hurt(average 4 and spare. I assumed no reroll buff available as don't recall did sisters have such for exorcist). Some things you can do is simply spam tons of shots at them. Last game w/necrons i ran into dark eldar who had +1 to wound vs w10 models so got tons of shots wounding on 5+。 just like say...storm bolters. Which sisters can put to dam2 and -2. Dominion squad with 4 will do nice dent for example. Plus that melta thing helps when you get to range(and if they stay away no rf10 shots from them either and you can use terrain to block los)

This message was edited 4 times. Last update was at 2019/12/27 17:07:13


2024 painted/bought: 109/109 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

tneva82 wrote:

Well those destroyers got lucky. At best 5 4+ rolls so 2-3 rp's in best situation. I rarely get any rolls or if i get 1 comes back.

What s6 there was? Wraith cc but that's just one squad and sisters have bucketloads of bolters and storm bolters so shouldn't be an issue. Guns are mostly s5 no ap or s8+ high ap.

Go into cover and enjoy 2+ save. 10 immortal at buff causes 30 hits, 20 wounds, 3.333 past save and then your 6+++. And that's necron's best anti infantry. Which he likely can do 2, max 3 and would cost around 610 plus 1cp for 3 squads or 690 no cp

The worst S6 came from the Destroyers... he had a unit of six with a Destroyer Lord. If we played it right (I was mainly concerned with my own rules, not his) they had 18 S6 shots, hitting on 3s, rerolling 1s, wounding on 2s, rerolling 1s, with AP-3. That was basically the perfect recipe for my T3, 3+ save, ignore AP -1/-2 army. He was splitting fire and making me pick up almost two whole squads each turn... there went the stormbolter Doms, the triple-melta BSS, the meatshield for the Warlord Canoness... everything.

Rynner wrote:
Necrons are one of our worse match ups. All their big guns are s9/10 and ap3+. The murder our Exorcists at range and in response an Excorcist can't really hurt anything with Quantum shielding.

One piece of advice though - the Melta rule on Sisters has changed, you can pick either dice at half range, not just the highest. That helps a little bit.

He never did come for my Exos, but they failed to put him in his place. I left a single Destroyer on the table Turn 1 due to range issues, and he turned 1 back into 5 in Turn 2. Celestine and a Canoness got to them in Turn 2 and finished the job, but by then he had devastated my infantry, while my Exos didn't offer a solution to his Battalion worth of unscathed infantry or his 6 Wraiths with their insane invuln. I did make good use of the melta rule and took down a Tomb Barge over 2 turns despite QS, but the board control game was already lost by then.

Thanks for the insights... please keep the good advice coming! Still curious as to which Order you'd bring against this army (mostly Warriors, Immortals, Wraiths, Destroyers), and whether anyone would swap 500 points of Exorcists for lots more boots on the ground. I felt like VH was a letdown, at least in terms of how resilient they look on paper. They were anything but resilient last night.

   
Made in fi
Locked in the Tower of Amareo





 MacPhail wrote:

The worst S6 came from the Destroyers... he had a unit of six with a Destroyer Lord. If we played it right (I was mainly concerned with my own rules, not his) they had 18 S6 shots, hitting on 3s, rerolling 1s, wounding on 2s, rerolling 1s, with AP-3. That was basically the perfect recipe for my T3, 3+ save, ignore AP -1/-2 army. He was splitting fire and making me pick up almost two whole squads each turn... there went the stormbolter Doms, the triple-melta BSS, the meatshield for the Warlord Canoness... everything.


Ah right. Those are bugger though 24" range can be bit of issue.

Slightly off though. With no cp no reroll to wound. If cp used reroll all to hit.

That's 300 pts squad though that's basically one shot. With 24" range they have to expose and then they die. I rarely get to shoot multiple turns with them and as such often kill less than 300pts. Though if it's shooty vehicle still worth as necrons generally struggle with vehicles.


and he turned 1 back into 5 in Turn 2


That's pure luck. Even if cryptek is in range average is 2.5.

Not to mention getting to even roll is far from quaranteed. Exorcists and all the meltas should make numbers. And with necrons you assign what you need in average and then some more to be sure you finish target up


Thanks for the insights... please keep the good advice coming! Still curious as to which Order you'd bring against this army (mostly Warriors, Immortals, Wraiths, Destroyers), and whether anyone would swap 500 points of Exorcists for lots more boots on the ground. I felt like VH was a letdown, at least in terms of how resilient they look on paper. They were anything but resilient last night.


Necrons are kind of paper vs vh rock. Necrons either throw in ap0 tesla or dda/destroyer -3 or better so no wonder they weren't tough. You faced faction that negates your trait just like vh counters armies that rely on -1/-2.

If you want list tailor then shroud for getting close fast, burning rose for slamming into melee where necrons struggle. Particularly if you 3point at which point it's 1 use relic and overlords as tools.

This message was edited 1 time. Last update was at 2019/12/27 17:27:41


2024 painted/bought: 109/109 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

tneva82 wrote:
 MacPhail wrote:

The worst S6 came from the Destroyers... he had a unit of six with a Destroyer Lord. If we played it right (I was mainly concerned with my own rules, not his) they had 18 S6 shots, hitting on 3s, rerolling 1s, wounding on 2s, rerolling 1s, with AP-3. That was basically the perfect recipe for my T3, 3+ save, ignore AP -1/-2 army. He was splitting fire and making me pick up almost two whole squads each turn... there went the stormbolter Doms, the triple-melta BSS, the meatshield for the Warlord Canoness... everything.


Ah right. Those are bugger though 24" range can be bit of issue.

Slightly off though. With no cp no reroll to wound. If cp used reroll all to hit.

Sounds like we were doing something wrong. I'm pretty sure he was claiming "reroll 1s to wound" from the Destroyer Lord... not sure where the "rerolls 1s to hit" was coming from. Is there another character or a Dynasty that gives that buff? He may have pulled that out of nowhere. He did use a few strats, but nothing in the Shooting phase.

   
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 MacPhail wrote:
tneva82 wrote:
 MacPhail wrote:

The worst S6 came from the Destroyers... he had a unit of six with a Destroyer Lord. If we played it right (I was mainly concerned with my own rules, not his) they had 18 S6 shots, hitting on 3s, rerolling 1s, wounding on 2s, rerolling 1s, with AP-3. That was basically the perfect recipe for my T3, 3+ save, ignore AP -1/-2 army. He was splitting fire and making me pick up almost two whole squads each turn... there went the stormbolter Doms, the triple-melta BSS, the meatshield for the Warlord Canoness... everything.


Ah right. Those are bugger though 24" range can be bit of issue.

Slightly off though. With no cp no reroll to wound. If cp used reroll all to hit.

Sounds like we were doing something wrong. I'm pretty sure he was claiming "reroll 1s to wound" from the Destroyer Lord... not sure where the "rerolls 1s to hit" was coming from. Is there another character or a Dynasty that gives that buff? He may have pulled that out of nowhere. He did use a few strats, but nothing in the Shooting phase.


Destroyers and Heavy Destroyers have "rerolls 1s to hit" built-in on their datasheet.

 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

 Gnarlly wrote:
 MacPhail wrote:

Sounds like we were doing something wrong. I'm pretty sure he was claiming "reroll 1s to wound" from the Destroyer Lord... not sure where the "rerolls 1s to hit" was coming from. Is there another character or a Dynasty that gives that buff? He may have pulled that out of nowhere. He did use a few strats, but nothing in the Shooting phase.


Destroyers and Heavy Destroyers have "rerolls 1s to hit" built-in on their datasheet.

So that's all in line... they're just the perfect anti-Sisters unit, even at 300+ points. I don't think they killed 300+ points, but they were easily tallying well over 100 per turn, and they were critical components of my army, not just chaff. So they're the unit to hit first and hardest... it would have been a very different game if I'd gotten them off the board on Turn 1.

   
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All that S6 would have problems against a T7 rhino.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Tel11 wrote:
All that S6 would have problems against a T7 rhino.

Yep, I ran two of them. One disembarked a Canoness and a melta BSS in aura range of the stormbolter Doms, and they bagged a pair of Heavy Destroyers and pitched in on the big Destroyer unit. The other disembarked heavy flamer Rets that gave me an answer to the QS on the Tomb Barge. They both felt like okay turn 1 disembark decisions, but it did cost me longevity on those units.

Is anyone trying wall o' transports, or is that build done for?

   
Made in fi
Locked in the Tower of Amareo





 MacPhail wrote:
tneva82 wrote:
 MacPhail wrote:

The worst S6 came from the Destroyers... he had a unit of six with a Destroyer Lord. If we played it right (I was mainly concerned with my own rules, not his) they had 18 S6 shots, hitting on 3s, rerolling 1s, wounding on 2s, rerolling 1s, with AP-3. That was basically the perfect recipe for my T3, 3+ save, ignore AP -1/-2 army. He was splitting fire and making me pick up almost two whole squads each turn... there went the stormbolter Doms, the triple-melta BSS, the meatshield for the Warlord Canoness... everything.


Ah right. Those are bugger though 24" range can be bit of issue.

Slightly off though. With no cp no reroll to wound. If cp used reroll all to hit.

Sounds like we were doing something wrong. I'm pretty sure he was claiming "reroll 1s to wound" from the Destroyer Lord... not sure where the "rerolls 1s to hit" was coming from. Is there another character or a Dynasty that gives that buff? He may have pulled that out of nowhere. He did use a few strats, but nothing in the Shooting phase.


Ah sorry missed destroyer lord. Before ca it was so bad nobody used it. Point drop made him bit more but still with 1cp stratagem giving full rerolls to hit and wound you either are in serious cp shortage or use multiple destroyer squads(now feasible idea with cheaper heavy destroyer) or d.lord is fairly pointless.

To hit rr1 destroyers have natively.


Automatically Appended Next Post:
Tel11 wrote:
All that S6 would have problems against a T7 rhino.


Well not with destroyer and stratagem. 18 shots, 14 hits, about 7.77 wounds, -3 so 6.44 past saves and d3 damage equals dead leman russ.

That 300 pts(plus 1cp) actually outshoots 2 dda(320pts) though at shorter range and softer body.

Destroyers are one of the few quality at units necrons have. Heavy destroyers entered into fray though with ca and with d.lord could be pretty nasty. 9 lascannonish shots rr1 for hit and to wound.

This message was edited 1 time. Last update was at 2019/12/28 08:21:39


2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut




Edmonds, WA

 MacPhail wrote:
Tel11 wrote:
All that S6 would have problems against a T7 rhino.

Is anyone trying wall o' transports, or is that build done for?


I'm still trying to get Immolator Spam to work, but at 110 points per... its a tight fit to get as many tanks in as possible. I really liked the version back in the day where Inquisitoral Storm Troopers jumped into Immolators and shot Plasma out of the rear hatch. I tried to keep that by having a 5 Sisters squad ride in a Repressor with Combi Plasma armed acolytes.

Spoiler:

8th Ed “Witch Hunters” List: 2000 points, 14~ 16 CP

=][= Vanguard Detachment (+1 CP) 251 points
74 HQ =][= Minoris, Combi Plasma, Force Sword
57 EL 3 Acolytes, 3 Combi Plasma
22 EL 1 Jokaero
76 EL 4 Acolytes. 4 Combi Plasma
22 EL 1 Jokaero

Ebon Chalice Battalion Detachment (+5 CP) 911 points
45 HQ Canoness WARLORD: Beacon of Faith (+1 MD/turn)
53 HQ Canoness, Chainsword, Bolt Pistol, Brazier of Holy Fire
70 TR 5 Sisters, 2 Storm Bolters, Cherub, Simulacrum, Combi Plasma
98 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Combi Melta
98 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Combi Melta
35 EL Hospitaller
73 DT Rhino, Storm Bolter, Hunter Killer Missile
109 DT Repressor, Heavy Flamer, 2 Storm Bolters
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter

Ebon Chalice Battalion Detachment (+5 CP) 838 points
60 HQ Canoness, Chainsword, Inferno Pistol, Brazier of Holy Fire, Iron Surplice, (-1 CP 2nd WARLORD: Terrible Knowledge): +d3 CP, 1st MD = 6
38 HQ Missionary
98 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Combi Melta
98 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Combi Melta
70 TR 5 Sisters, 2 Storm Bolters, Cherub, Simulacrum, Combi Plasma
35 EL Hospitaller
109 DT Repressor, Heavy Flamer, 2 Storm Bolters
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter



I'm going to give it a try at a store tournament on January 4th, just scrounging the bits for converting the last Cherubs I'll need and get paint on 'em New Years Day.
   
Made in us
Pious Palatine




 Frowbakk wrote:
 MacPhail wrote:
Tel11 wrote:
All that S6 would have problems against a T7 rhino.

Is anyone trying wall o' transports, or is that build done for?


I'm still trying to get Immolator Spam to work, but at 110 points per... its a tight fit to get as many tanks in as possible. I really liked the version back in the day where Inquisitoral Storm Troopers jumped into Immolators and shot Plasma out of the rear hatch. I tried to keep that by having a 5 Sisters squad ride in a Repressor with Combi Plasma armed acolytes.

Spoiler:

8th Ed “Witch Hunters” List: 2000 points, 14~ 16 CP

=][= Vanguard Detachment (+1 CP) 251 points
74 HQ =][= Minoris, Combi Plasma, Force Sword
57 EL 3 Acolytes, 3 Combi Plasma
22 EL 1 Jokaero
76 EL 4 Acolytes. 4 Combi Plasma
22 EL 1 Jokaero

Ebon Chalice Battalion Detachment (+5 CP) 911 points
45 HQ Canoness WARLORD: Beacon of Faith (+1 MD/turn)
53 HQ Canoness, Chainsword, Bolt Pistol, Brazier of Holy Fire
70 TR 5 Sisters, 2 Storm Bolters, Cherub, Simulacrum, Combi Plasma
98 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Combi Melta
98 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Combi Melta
35 EL Hospitaller
73 DT Rhino, Storm Bolter, Hunter Killer Missile
109 DT Repressor, Heavy Flamer, 2 Storm Bolters
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter

Ebon Chalice Battalion Detachment (+5 CP) 838 points
60 HQ Canoness, Chainsword, Inferno Pistol, Brazier of Holy Fire, Iron Surplice, (-1 CP 2nd WARLORD: Terrible Knowledge): +d3 CP, 1st MD = 6
38 HQ Missionary
98 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Combi Melta
98 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Combi Melta
70 TR 5 Sisters, 2 Storm Bolters, Cherub, Simulacrum, Combi Plasma
35 EL Hospitaller
109 DT Repressor, Heavy Flamer, 2 Storm Bolters
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter



I'm going to give it a try at a store tournament on January 4th, just scrounging the bits for converting the last Cherubs I'll need and get paint on 'em New Years Day.


Why ebon chalice? Valorous heart seems much better for vehicles. Also imagifiers can be reasonably expected to be in range at least the first two turns and will probably be massively more useful than hospitallers.

This message was edited 1 time. Last update was at 2019/12/29 01:39:11



 
   
Made in us
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Edmonds, WA

ERJAK wrote:


Why ebon chalice? Valorous heart seems much better for vehicles. Also imagifiers can be reasonably expected to be in range at least the first two turns and will probably be massively more useful than hospitallers.


I prefer the Ebon Chalice rules, and was planning on using the Cleansing Flame stratagem on the Immolators.

However, I moved some points around and came up with this list instead:

Spoiler:

8th Ed “Witch Hunters” List: 2000 points, 14~ 16 CP

=][= Vanguard Detachment (+1 CP) 251 points
74 HQ =][= Minoris, Combi Plasma, Force Sword
57 EL 3 Acolytes, 3 Combi Plasma
22 EL 1 Jokaero
76 EL 4 Acolytes. 4 Combi Plasma
22 EL 1 Jokaero

Ebon Chalice Battalion Detachment (+5 CP) 852 points
45 HQ Canoness, HEROINE IN THE MAKING (-1CP): Beacon of Faith (+1 MD/turn)
53 HQ Canoness, Chainsword, Bolt Pistol, Brazier of Holy Fire
70 TR 5 Sisters, 2 Storm Bolters, Cherub, Simulacrum, Combi Plasma
90 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Inferno Pistol
90 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Inferno Pistol
65 EL 5 Arcoflagellants
109 DT Repressor, Heavy Flamer, 2 Storm Bolters
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter

Ebon Chalice Battalion Detachment (+5 CP) 897 points
60 HQ Canoness, Chainsword, Inferno Pistol, Brazier of Holy Fire, Iron Surplice, WARLORD: +d3 CP, 1st MD = 6
38 HQ Missionary
90 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Inferno Pistol
90 TR 5 Sisters, 2 Meltaguns, Cherub, Simulacrum, Inferno Pistol
70 TR 5 Sisters, 2 Storm Bolters, Cherub, Simulacrum, Combi Plasma
113 HV 5 Retributors, 4 Heavy Bolters, Inferno Pistol
109 DT Repressor, Heavy Flamer, 2 Storm Bolters
107 DT Repressor, Heavy Flamer, Storm Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter
110 DT Immolator, Immolation Cannon, Heavy Bolter


Basically dropping the Hospitallers, Rhino and downgrading Combi Meltas to Inferno Pistols, and then adding in Heavy Flamer Retributors to shoot out the back of a Repressor with ArcoFlagellants to go with the Missionary in the formerly empty Immolator.

I'm thinking of swapping out the Arcos for Repentia so that they could use more stratagems due to their Sororitas keyword, like Holy Rage so they can Advance and still Charge, but unless I drop almost all of the Inferno Pistols I'm not squeezing a Repentia Superior in there as well.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

So.. Uh... well... We'll find out how true this turns out to be.


 
   
Made in fi
Locked in the Tower of Amareo





Well 3rd parties make own rulings all the time even going against raw. Either lvo doesn't know rules or they feel rules need changing.

Note it even specifically says not from gw.


2024 painted/bought: 109/109 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

tneva82 wrote:
Well 3rd parties make own rulings all the time even going against raw. Either lvo doesn't know rules or they feel rules need changing.

Note it even specifically says not from gw.

True. But FLG/LVO/ITC has a pretty big voice in the feedback area for GW.

 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

 deviantduck wrote:
tneva82 wrote:
Well 3rd parties make own rulings all the time even going against raw. Either lvo doesn't know rules or they feel rules need changing.

Note it even specifically says not from gw.

True. But FLG/LVO/ITC has a pretty big voice in the feedback area for GW.


Unfortunately true. I don't think they really should until they start playing the 40k missions rather than tweaking the meta internally themselves.

Always thought it was weird that a big expensive unit like the Castellan was dominating ITC so heavily for so long but wasn't nearly as big an issue in the CA missions. Then I remembered that there's a big financial incentive when ITC is managed by a third party store owner.

As for Sisters - that will be interesting...a pity we aren't getting legit answers to these questions but I imagine there will be very few sisters players there anyway.
   
Made in us
Pious Palatine




Lemondish wrote:
 deviantduck wrote:
tneva82 wrote:
Well 3rd parties make own rulings all the time even going against raw. Either lvo doesn't know rules or they feel rules need changing.

Note it even specifically says not from gw.

True. But FLG/LVO/ITC has a pretty big voice in the feedback area for GW.


Unfortunately true. I don't think they really should until they start playing the 40k missions rather than tweaking the meta internally themselves.

Always thought it was weird that a big expensive unit like the Castellan was dominating ITC so heavily for so long but wasn't nearly as big an issue in the CA missions. Then I remembered that there's a big financial incentive when ITC is managed by a third party store owner.

As for Sisters - that will be interesting...a pity we aren't getting legit answers to these questions but I imagine there will be very few sisters players there anyway.



The CA missions favor skew just as heavily as ITC missions do, the only difference is what the skew is toward. OH, and the fact that CA missions have stupid BS like 'no invul in the center' that massively favors some armies over others.

Besides, it's not like GW exclusively uses CA missions for playtesting. They most likely use...well let's be real they mostly use narrative scenarios with a few other missions thrown in.

The idea that their missions are designed the way they are to drive sales is laughable and implying the castellan being strong in ITC being a deliberate, profit driven choice demonstrates a childs understanding of how sales work.

You wouldn't want one expensive kit to be powerful for a long time. That's stupid for 3 reasons.

1. No matter how good it is, it will always be outside of what a significant number of people can afford to throw down in a single transaction. It's easier for people to make 3 60$ transactions than it is to make 1 180$ transaction.

2. You only ever need 1. No repeat customers. And that means it would be dead on the shelves after the initial wave of meta chasers (as it is now).

And 3. It makes FAR more money to rapidly change what's powerful than to let something sit stagnant. Look at the ironhands release. Buff repulsor executions(which NO ONE was using) into the stratosphere, sell a bunch of REs, nerf it hard 3 weeks later, now sell dreadnoughts and planes instead. To the same people who bought REs.

TL: DR Expensive=/=Profitable.


 
   
Made in it
Dakka Veteran




ERJAK wrote:
Lemondish wrote:
 deviantduck wrote:
tneva82 wrote:
Well 3rd parties make own rulings all the time even going against raw. Either lvo doesn't know rules or they feel rules need changing.

Note it even specifically says not from gw.

True. But FLG/LVO/ITC has a pretty big voice in the feedback area for GW.


Unfortunately true. I don't think they really should until they start playing the 40k missions rather than tweaking the meta internally themselves.

Always thought it was weird that a big expensive unit like the Castellan was dominating ITC so heavily for so long but wasn't nearly as big an issue in the CA missions. Then I remembered that there's a big financial incentive when ITC is managed by a third party store owner.

As for Sisters - that will be interesting...a pity we aren't getting legit answers to these questions but I imagine there will be very few sisters players there anyway.



The CA missions favor skew just as heavily as ITC missions do, the only difference is what the skew is toward. OH, and the fact that CA missions have stupid BS like 'no invul in the center' that massively favors some armies over others.

Besides, it's not like GW exclusively uses CA missions for playtesting. They most likely use...well let's be real they mostly use narrative scenarios with a few other missions thrown in.

The idea that their missions are designed the way they are to drive sales is laughable and implying the castellan being strong in ITC being a deliberate, profit driven choice demonstrates a childs understanding of how sales work.

You wouldn't want one expensive kit to be powerful for a long time. That's stupid for 3 reasons.

1. No matter how good it is, it will always be outside of what a significant number of people can afford to throw down in a single transaction. It's easier for people to make 3 60$ transactions than it is to make 1 180$ transaction.

2. You only ever need 1. No repeat customers. And that means it would be dead on the shelves after the initial wave of meta chasers (as it is now).

And 3. It makes FAR more money to rapidly change what's powerful than to let something sit stagnant. Look at the ironhands release. Buff repulsor executions(which NO ONE was using) into the stratosphere, sell a bunch of REs, nerf it hard 3 weeks later, now sell dreadnoughts and planes instead. To the same people who bought REs.

TL: DR Expensive=/=Profitable.


All things that got fixed with latest CA, no need to keep playing the same ITC ruleset over and over.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

I've not played a non-ITC game in 8th edition.

 
   
Made in au
Calm Celestian




 deviantduck wrote:
I've not played a non-ITC game in 8th edition.
Try to find someone who will. It's lots of fun. (I'd recommend Cities of Death, even if it's just the Core Senario)

   
Made in us
Hooded Inquisitorial Interrogator




For those of you who don't know they peddled back the MD use changes. We are still months out from a real answer from GW.
   
Made in au
Repentia Mistress





 deviantduck wrote:
So.. Uh... well... We'll find out how true this turns out to be.



Indeed. I am actually really curious to see how this plays out in games as I really don't think it's going to be as big a deal as some people make it out to be.

Still waiting on GWs faq though. Really hope they don't make us wait till after the full release for it.
   
Made in us
Ragin' Ork Dreadnought




Does anyone have a solution for dealing with Tau? I played a tournament practice game recently and just got demolished because I couldn't do anything about his Riptides, on account of Shield Drones making them effectively indestructible unless you can get into melee and cause a lot of damage there. I couldn't get anti-infantry weapons close to kill the drones because most of them were hiding behind LoS blockers, I couldn't tie up the Tides in combat because they have Fly, and I couldn't damage them directly because the drones were able to absorb anything I had that was strong enough to hurt a Riptide.

(And no, I'm not looking for people saying to just "play the mission", because ITC missions revolve mainly around killing things, and because it's not feasible to ignore 800ish points of mobile, long-ranged death with LoS-ignoring guns.

I'm also struggling against Imperial Fists, but I think there the only solution is "Go first so you can blunt the damage before getting blasted off the board". Tau I'm just out of ideas entirely.
   
Made in us
Heroic Senior Officer





Western Kentucky

Try the new ones ERJAK, even the maelstrom ones are way more fair now, but the eternal war ones took out all the weird stuff like no invulns. Only thing I can think of is you'll still want troops, but I see that as a good thing. If you don't have troops I don't feel you have the right to complain about being able to hold objectives in one mission out of 6. Some of the missions have some cool ideas, like being able to destroy objectives in your opponent's deployment zone.

Anywho, it seems like all the Valorous heart lists posted doing well in tournaments have used Exorcists. Have people been playing with Retributors any or is it more just a case of that's what they have because multimelta sisters aren't very common yet? Just curious if those who have used retributors ran into problems with them. I'm stuck with the starter set and a few extra models till the general release and still kind of budgeting how I'm going to make this army work, and the heavy support is one part I'm still scratching my head on

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
 
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