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Made in gb
Fresh-Faced New User




UK

Did anyone find a use for Holy Trinity? I'm thinking of running Brigade of VH and a different detachment of BR. Thing is with VH brigade having 6 squads of sisters is a lot....and their firepower is a bit meh.

I was thinking of 2 lots of Stormbolter Dominions for Blessed bolts. 2 since I assume the opponent will nuke the Dominions once they know what they can do. But blessed bolts can only be used once per turn. I was thinking of maybe loading up 1 or 2 of the 6 basic VH sister squads with the cheap combi-melta, combi-flamer, stormbolter config.

Trinity gives +1 to wound which is not bad and certainly helps out the BSS squad bolters and flamers. Its just another strat on top of blessed bolts that can be used to kick up damage a gear. I'd take the extra -1 AP on 6 to wound rite as well.
   
Made in fi
Locked in the Tower of Amareo





2k all infantry spam trying to work with what's currently available plus conversion parts. Aiming list for competive tournament. Brigade and argent shroud to compensate lack of -2 ignoring(no imagifiers).

Spoiler:


Canoness(blessed blade, plasma pistol, iron surplice, indominable belief)
celestine(warlord)
missionary

7xsister(2xstormbolter, banner, cherub, combi melta)
6xsister(2xstormbolter, banner, cherub, combi melta)
8xsister(2xmeltagun, banner, cherub, combi flamer)
7xsister(2xflamer, banner, cherub, combi melta)
2x5xsister(2xstorm bolter)

10xcelestian(2xmeltagun, power maul, combi melta, banner, cherub)
preacher(just to fill brigade slots)
8xsister repentia
2x10 arco flagelant
repentia superior
10xdominion(4xstorm bolter, banner, cherub, combi plasma)
2x5xseraphim(4xinferno pistol, plasma pistol, power sword)
10xretributor(4xmulti melta, banner, 2xcherub)
2x5xretributor(2xheavy bolter, cherub)



122 models, 6 MD cherubs, 4 extra shot cherubs. Just 102 models cherub's included...Going to take an herculean effort to paint...Celestine and warlord leads MM retributions, melta and flamer BSS squads, dominions, celestians. H2h units try to use terrain(generally lots of LOS blocking available). Rest guard flanks and rears from DS. Seraphims comes turn 2 and 3 for some inferno pistol goodyness.

This message was edited 1 time. Last update was at 2020/01/20 13:06:26


2024 painted/bought: 109/109 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 Gareth_Evans wrote:
Did anyone find a use for Holy Trinity? I'm thinking of running Brigade of VH and a different detachment of BR. Thing is with VH brigade having 6 squads of sisters is a lot....and their firepower is a bit meh.

I was thinking of 2 lots of Stormbolter Dominions for Blessed bolts. 2 since I assume the opponent will nuke the Dominions once they know what they can do. But blessed bolts can only be used once per turn. I was thinking of maybe loading up 1 or 2 of the 6 basic VH sister squads with the cheap combi-melta, combi-flamer, stormbolter config.

Trinity gives +1 to wound which is not bad and certainly helps out the BSS squad bolters and flamers. Its just another strat on top of blessed bolts that can be used to kick up damage a gear. I'd take the extra -1 AP on 6 to wound rite as well.


My spontaneous thought is that holy trinity is a trap. It requires squads to be equipped with mixed gear, and get really close and fire weapons at suboptimal targets. I'll try to make some calculations...

As baseline, lets assume one unit of 5 sisters, with 2 stormbolters, in rapid fire range. And then we can see how much they can be improved by gearing for Holy Trinity.
14 shots -> 9,33 hits
Attacking guards: ~6 wounds -> 4 through saves -> 4 dead guards
Attacking primaris: ~4,6 wounds -> 2 through save -> 1 dead primaris

Next case: a unit of five sisters, with two meltaguns and one combi melta attacking a knight:
3 melta shots -> 2 hits -> 1 wound -> 1 through saves -> 1 melta wound roll, (average 3,5 or 4,5 within 6"
4 bolt shots -> 2,67 hits -> 0,44 wounds -> 0,11 through saves
So this unit does an average of 3,6 damage 6-12" away and 4,6 damage at 1-6".

If one of them has a heavy flamer instead, we get a unit that costs the same. Lets assume they use Holy Trinity.
2 melta shots -> 1,33 hits -> 0,89 wounds -> 0,89 through saves -> 0,89 melta wound rolls, (average 3,11 or 4 within 6"
4 bolt shots -> 2,67 hits -> 0,89 wounds -> ~0,3 through saves
3,5 flame hits -> 1,75 wounds -> 0,88 through saves
So an average of 4,3 damage at 6-8" away and 5,1 damage at 1-6"

But outside of 8" they will do:
2 melta shots -> 1,33 hits -> 0,665 wounds -> 0,665 through saves -> 0,65 melta rolls (average 2,3 damage)
4 bolt shots -> 2,67 hits -> 0,44 wounds -> 0,11 through saves
So an average of 2,4 damage.

By gearing for Holy Trinity you gain a small chance to increase damage by paying CPs at close range, and you loose out on damage at medium range.


I'll make one more excercise: 15 sisters with boltguns, one heavy flamer and one meltagun, to maximize damage against primaris marines for Holy Trinity
26 boltgun shots -> 17,3 hits -> 11,5 wounds -> 3,8 through saves -> 1,9 dead primaris
1 melta shot -> 0,67 hits -> 0,56 wounds -> 0,56 through saves -> probably 1 dead primaris
1 heavy flamer -> 3,5 hits -> 2,9 wounds -> 1,45 through saves -> 0,72 dead primaris
Without the strat they will do
26 boltgun shots -> 17,3 hits -> 8,65 wounds -> 2,8 through saves -> 1,4 dead primaris
1 melta shot -> 0,67 hits -> 0,56 wounds -> 0,56 through saves -> probably 1 dead primaris
1 heavy flamer -> 3,5 hits -> 2,3 wounds -> 1,15 through saves -> 0,62 dead primaris

The difference with the strat is about 0,6 dead primaris marines. Not impressive.

I realise that possibly having retributors with heavy flamers, and equipping the superior with a combi melta, that could be a decent use case... because they are already at 12" to shoot.
4 heavy flamers does 14 hits
Attacking primaris marines without Holy Trinity: 9,33 wounds -> 4,67 through saves
and with Holy Trinity: 11,67 wounds -> 5,8 through saves
So difference is again about half a dead primaris marine. Not impressive.

If flaming stuff with T6-9 the strat would add about 50% damage.
   
Made in us
Longtime Dakkanaut




Holy trinity really is only decent on retributers with heavy flamers as mellon has said. It's not something that I would ever use consistently but having it in the back pocket just in case isnt bad. However I find retributers to be the 1 squad I cant find a decent place for. They are a good alternative to a lot of stuff but really, I am just not that impressed by them.
   
Made in gb
Fresh-Faced New User




UK

Thanks for the reply. I did some playing at one of the math-hammer sites a while back, and it did seem meh. Once thing I tried was to give the superior a plasma, and the other 2 a flamer/combi-melta.

The plasma now double taps and wounds the Primaris on 2s -3AP with 2 shots. I think it actually worked out better, but still not amazing.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Mellon wrote:
 Gareth_Evans wrote:
Did anyone find a use for Holy Trinity?


My spontaneous thought is that holy trinity is a trap. It requires squads to be equipped with mixed gear, and get really close and fire weapons at suboptimal targets. I'll try to make some calculations...

I agree that this is the case... I've only played a couple of games, but of course we've been messing with Holy Trinity since the Beta. I think it layers too many situational limits onto the unit. Start with a very specific build, suffer the other limitations that come with it, identify the optimal target, get them reliably into pretty short range with all the required bodies intact, and then have that be your best use for the CP in that particular game context. I've tried it on Dominions, Rets with Heavy Flamers, and even 10x Seraphim with mixed loadout. I feel like even when I pull off all the required synergies, the damage bump never feels worthwhile. I would say Melta-Dominion knight-hunters might be a case for it, but I've never tried it.

   
Made in us
Consigned to the Grim Darkness





USA

tneva82 wrote:
Having 1 heavy weapon means either sister squad is sitting down or heavy bolter is hitting on 4+.
Well, except for Heavy Flamers anyway. Obviously if you intend to get close, a heavy flamer is not a terrible option for your squad-- certainly better than a normal flamer.

Speaking of not terrible options, I'm pondering best loadouts for celestians that accompany assault-oriented canonesses, like a Beneficence bearer. The additional ablative wounds are nice, but the Celestians also get to reroll ALL to-hit rolls when they're within aura range of a canoness. As far as I can tell this is for any phase, too. So maybe a barebones Celestian squad, but with a superior that has a combiplasma and power maul?

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





 Melissia wrote:
tneva82 wrote:
Having 1 heavy weapon means either sister squad is sitting down or heavy bolter is hitting on 4+.
Well, except for Heavy Flamers anyway. Obviously if you intend to get close, a heavy flamer is not a terrible option for your squad-- certainly better than a normal flamer.

Speaking of not terrible options, I'm pondering best loadouts for celestians that accompany assault-oriented canonesses, like a Beneficence bearer. The additional ablative wounds are nice, but the Celestians also get to reroll ALL to-hit rolls when they're within aura range of a canoness. As far as I can tell this is for any phase, too. So maybe a barebones Celestian squad, but with a superior that has a combiplasma and power maul?


True heavy flamer is bit more forgiving though loses ability to advance and grill like with flamer. Big issue is hf price though.

For celestians i'm going with triple meltas to give more at punch. Full rerolls also nice. And yes even in h2h. Thus my superior is also with maul. Even valorous heart nice unit, bloody rose just evil.

2024 painted/bought: 109/109 
   
Made in us
Consigned to the Grim Darkness





USA

Oh that's a good point. Triple meltas which reroll to-hits is a lot of damage.

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





Expensive though. There's that flipside but if you have meltas anywhere that's pretty decent spot to have them.

2024 painted/bought: 109/109 
   
Made in us
Widowmaker






Chicago

I'm giving my Celestians triple-melta too. The stratagem gives reroll to wounds, so I should be able to save my MD for those d6 damage rolls.

What are people equipping their Superiors with for melee? Obviously chainswords are free and a no-brainer, but where and when do you decide to go with a power sword or power maul?

DS:80S++G+++M----B--I--Pwmhd03/f#+D++A++++/sWD250R++T(S)DM+++

Elvis needs boats. 
   
Made in us
Consigned to the Grim Darkness





USA

Depends. For Bloody Rose, I'd say mauls and axes everywhere (except Retributors). Punish enemies just that much more for assaulting you, or make your assaults just that much better. For everyone else, chainswords are probably good enough-- but mauls and axes just make the most of Bloody Rose's Order Conviction.

A group of Celestians assaulting with a Canoness w/Beneficence after rapid firing and unleashing their special weapons on something can really mess some gak up, especially if their superior has a maul or axe.

This message was edited 3 times. Last update was at 2020/01/20 16:38:54


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





I'm thinking now the best use of Retributors might be moving round the backline objectives shooting with heavy bolters.

Heavy flamers will never get in range and multi meltas are just too expensive to be on a squishy T3 1W models in my opinion.
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

In my 2000 pts VH list I run a 5-man Retributor squad with 4 MM and 2 Arm Cherubs. They ride in a Repressor with a support Canoness (with the WL trait that improves their SoF throw to 5++) and an Imagifier.

The way I’ve used them is shooting out of the Repressor for a turn or two until they can get into a nice spot that gives them cover and can target high value threats. Once they exit the transport they get the aura benefits of re-rolling 1s to hit plus being in cover (2+ save) and ignoring weapons that are AP1 and AP2.

So they get 2+ ignoring AP1 and AP2, 5++ and 6+++, rerolling 1s to hit.

Placement is key as always, and the biggest issue has been keeping out of hth, but usually I’ll charge anything close by with the Repressor to avoid that happening.

 
   
Made in us
Regular Dakkanaut




Heavy flamer rets in a Repressor. Return of the Easy Bake Oven.

As for Holy Trinity, I've done a fair number of configuration simulations on over at B&C since beta and what you gain is rarely worth the 2CP.
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

Taikishi wrote:
Heavy flamer rets in a Repressor. Return of the Easy Bake Oven.


I’ve tried this as well. It’s like an Immolation Flamer with 4d6 autohits and even has 12” range. The cost of the heavy flamers is why I don’t take them, since I already have plenty of anti-infantry in the list.

 
   
Made in us
Regular Dakkanaut




rarely worth the 2CP.


In the German Dex, Trinity is 1 CP - is it really 2 CP in the English version?

I'll try Dominions with 3 Meltas, 1 Combimelta, 1 Flamer and some Bolter Sisters for Trinity - i guess with the Scout move they have a chance to get in flamer range early enough to use the gem...
   
Made in us
Consigned to the Grim Darkness





USA

Technically wouldn't the combiweapon count as both bolter and the other weapon?

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




 Gareth_Evans wrote:
Did anyone find a use for Holy Trinity? I'm thinking of running Brigade of VH and a different detachment of BR. Thing is with VH brigade having 6 squads of sisters is a lot....and their firepower is a bit meh.

I was thinking of 2 lots of Stormbolter Dominions for Blessed bolts. 2 since I assume the opponent will nuke the Dominions once they know what they can do. But blessed bolts can only be used once per turn. I was thinking of maybe loading up 1 or 2 of the 6 basic VH sister squads with the cheap combi-melta, combi-flamer, stormbolter config.

Trinity gives +1 to wound which is not bad and certainly helps out the BSS squad bolters and flamers. Its just another strat on top of blessed bolts that can be used to kick up damage a gear. I'd take the extra -1 AP on 6 to wound rite as well.


No because it's bad. It's a trap and is often mathematically very very close to just not running goofy loadouts on your units.

The only unit that can really benefit from it is 10 girl ebonchalice HeavyFlamer retributor squads under the effect of storm of fire. Outside of that, just build a normal squad and use the CP for a reroll. It's pretty much the same thing.


 
   
Made in ie
Battleship Captain





Bossdoc wrote:
rarely worth the 2CP.


In the German Dex, Trinity is 1 CP - is it really 2 CP in the English version?


Its 1cp in the english dex.


 
   
Made in us
Pious Palatine




Bossdoc wrote:
rarely worth the 2CP.


In the German Dex, Trinity is 1 CP - is it really 2 CP in the English version?

I'll try Dominions with 3 Meltas, 1 Combimelta, 1 Flamer and some Bolter Sisters for Trinity - i guess with the Scout move they have a chance to get in flamer range early enough to use the gem...


You have 4 meltas so you're praying you get to shoot at Centurions or better because if you're stuck shooting at T4, your loadout is already fethed thanks to your guns wounding on 2s. I shouldn't need to math it out to show why a +1 to wound flamer is worse than just another meltagun against intercessors.

So let's look at Centurions and rhinos

Centurion vs 5 meltas: (5*.667*.667*.833*3.5)= 6.48 damage
Centurion vs 4 meltas and a combi-flamer (because putting the combi on a melta is stupid vs flamer): (4*.667*.833*.833*3.5)+(3.5*.5*.1667)+(2*.5*.5*.1667)= 6.85. 5.4 without the strat.

So against Centurions you do a significant amount less damage without a stratagem, for the sake of WITH the stratagem doing additional damage than just a smart CP reroll. Or a 4 miracle dice.

Rhino vs 5 Meltas: (5*.667*.667*3.5)= 7.9 damage
Rhino vs Trinity squad: (4*.667*.833*3.5)+(3.5*.5*.333)+(2*.5*.5*.333)= 8.5. 6.7 without the strat.

Basically by building for the strat you're screwing yourself if you're in a situation where you don't want to use the strat AND not getting much additional damage anyway.


Automatically Appended Next Post:
 davidgr33n wrote:
In my 2000 pts VH list I run a 5-man Retributor squad with 4 MM and 2 Arm Cherubs. They ride in a Repressor with a support Canoness (with the WL trait that improves their SoF throw to 5++) and an Imagifier.

The way I’ve used them is shooting out of the Repressor for a turn or two until they can get into a nice spot that gives them cover and can target high value threats. Once they exit the transport they get the aura benefits of re-rolling 1s to hit plus being in cover (2+ save) and ignoring weapons that are AP1 and AP2.

So they get 2+ ignoring AP1 and AP2, 5++ and 6+++, rerolling 1s to hit.

Placement is key as always, and the biggest issue has been keeping out of hth, but usually I’ll charge anything close by with the Repressor to avoid that happening.


How on earth does a repressor with that many points in it live that long? Even Exorcists shouldn't get more than 2 turns unless you're DECIMATING.

Against most opponents that's a suicide box.

This message was edited 1 time. Last update was at 2020/01/20 23:48:01



 
   
Made in ie
Battleship Captain





Presumably there are other targets.present that the opponent shoots.


 
   
Made in de
Sister Vastly Superior




Germany - Bodensee/Ravensburg area

Azuza001 wrote:
Holy trinity really is only decent on retributers with heavy flamers as mellon has said. It's not something that I would ever use consistently but having it in the back pocket just in case isnt bad. However I find retributers to be the 1 squad I cant find a decent place for. They are a good alternative to a lot of stuff but really, I am just not that impressed by them.

Thinking about it, an Ebon Chalice Heavy Flamer Retributor unit with Heavy Flamers, 2 Cherubs and a combi-melta canoness for Holy Trinity will downright murder almost anything for 3 CP. 36 guaranteed auto-hit shots with S5 AP-1 and +1 to wound will delete a lot of things that aren't knights (though it would be interesting how many wounds that would do on a knight, if anyone is willing to run the math). And with 126 points the unit is also reasonably cheap considering the benefits, and the thought of just removing an 30 boyz strong mob of Orks with 5 gals with the Sister's coolest weapon is both heartwarming and amusing. Might be worth throwing 1-3 extra bodies on top when even the Superior is worth 25 points though, depending how much space is left in the transport and especially if run as foot-sloggers.

Still really like that Retributors have 12" flamers that are actually good (and with heavy-flamers no less, which are usually bottom-of-the-barrel even among flamers) with plenty of good strategems to support them to boot, makes me think that all flamers should have had that 12" range to begin with, then you would at least see way more of them.

 Sim-Life wrote:
Presumably there are other targets.present that the opponent shoots.

Ye, I imagine Exorcists are the #1 priority for almost every player's entire AT arsenal, especially considering the threat they pose from turn one and from a much longer range.

This message was edited 3 times. Last update was at 2020/01/21 00:37:36


Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer


- The saga of Hrothgar the Beastslayer 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I came up with this as an interesting mechanized Sisters force:
Spoiler:
Brigade: Valorous Heart
Canoness: Power Sword, Plasma Pistol, Warlord (Beacon of Faith)
Celestine
Missionary
2x 5 Battle Sisters: 2x Meltagun, Combi-melta, Cherub, Simulacrum
4x 5 Battle Sisters: 2x Storm Bolter
Hospitaller
Imagifier: Heroine in the Making (Indomitable Belief), Book of St. Lucius
Imagifier
9 Arco-flagellants
5 Dominions: 4x Storm Bolter
2x 5 Seraphim: 4x Inferno Pistol
3x Exorcist
2x Repressor: 2x Heavy Flamer
2x Sororitas Rhino
1996 points

Melta Sisters go in the Repressors who move up along with the two Rhinos (one has the Missionary and Arcos, other has Dominions) and Celestine. The tooled-up Imagifier and the Hospitaller ride in one of the vehicles as well. Canoness stays back to buff the Exorcists with her aura, along with the other Imagifier. The Seraphim drop on different turns to use their strat for both units and add a little bit of anti-tank.

Basically I want to have some decent backfield objective-holding stuff as well as plenty of things to move up and put pressure on the opponent and confuse target priority (hence 7 vehicles in the list). I should have a decent number of MIracle dice to use to get good damage on the meltas/Exorcists. Once some of the transports either go down or get close to the opponent, that's when the Imagifier, Hospitaller, and Celestine can go to work keeping some of those squads alive a little longer or at least forcing the opponent to focus them down. Not sure how well this will work in practice but then that's why I'm asking, before I commit actual money to acquiring these models (already got a line on the Repressors).

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

ERJAK wrote:
Bossdoc wrote:
rarely worth the 2CP.


In the German Dex, Trinity is 1 CP - is it really 2 CP in the English version?

I'll try Dominions with 3 Meltas, 1 Combimelta, 1 Flamer and some Bolter Sisters for Trinity - i guess with the Scout move they have a chance to get in flamer range early enough to use the gem...


You have 4 meltas so you're praying you get to shoot at Centurions or better because if you're stuck shooting at T4, your loadout is already fethed thanks to your guns wounding on 2s. I shouldn't need to math it out to show why a +1 to wound flamer is worse than just another meltagun against intercessors.

So let's look at Centurions and rhinos

Centurion vs 5 meltas: (5*.667*.667*.833*3.5)= 6.48 damage
Centurion vs 4 meltas and a combi-flamer (because putting the combi on a melta is stupid vs flamer): (4*.667*.833*.833*3.5)+(3.5*.5*.1667)+(2*.5*.5*.1667)= 6.85. 5.4 without the strat.

So against Centurions you do a significant amount less damage without a stratagem, for the sake of WITH the stratagem doing additional damage than just a smart CP reroll. Or a 4 miracle dice.

Rhino vs 5 Meltas: (5*.667*.667*3.5)= 7.9 damage
Rhino vs Trinity squad: (4*.667*.833*3.5)+(3.5*.5*.333)+(2*.5*.5*.333)= 8.5. 6.7 without the strat.

Basically by building for the strat you're screwing yourself if you're in a situation where you don't want to use the strat AND not getting much additional damage anyway.


Automatically Appended Next Post:
 davidgr33n wrote:
In my 2000 pts VH list I run a 5-man Retributor squad with 4 MM and 2 Arm Cherubs. They ride in a Repressor with a support Canoness (with the WL trait that improves their SoF throw to 5++) and an Imagifier.

The way I’ve used them is shooting out of the Repressor for a turn or two until they can get into a nice spot that gives them cover and can target high value threats. Once they exit the transport they get the aura benefits of re-rolling 1s to hit plus being in cover (2+ save) and ignoring weapons that are AP1 and AP2.

So they get 2+ ignoring AP1 and AP2, 5++ and 6+++, rerolling 1s to hit.

Placement is key as always, and the biggest issue has been keeping out of hth, but usually I’ll charge anything close by with the Repressor to avoid that happening.


How on earth does a repressor with that many points in it live that long? Even Exorcists shouldn't get more than 2 turns unless you're DECIMATING.

Against most opponents that's a suicide box.


Well, I have 3 anti-tank Exorcists and 5 Repressors all carrying 8 to 10 scary sisters with some melta. If they want to focus on that transport there’s plenty more. I was just making the case for MM Rets and how I use them.

 
   
Made in jp
Longtime Dakkanaut





I want to equip my superiors with mails, but they don't come in the box. Any idea where to get some? Inferno pistols too.
   
Made in de
Sister Vastly Superior




Germany - Bodensee/Ravensburg area

Spoletta wrote:
I want to equip my superiors with mails, but they don't come in the box. Any idea where to get some? Inferno pistols too.

Mails? Inferno Pistols are easy: Take a bolt pistol, saw off the magazine and muzzle, glue on head/muzzle from a meltagun (you got plenty of those if you get even only one regular Battle Sisters Squad box). It's literally what everyone has done with their Army Box Seraphim.
If you want to get more outlandish you could also take a plasma pistol and glue a melta muzzle in front and paint the plasma coils orange. It's not like you actually want to use Plasma Pistols on anything but Seraphim Superiors where I consider them to be must take (well, a case can be made for a canoness but there are better choices, especially that tasty relic bolt pistol) anyway, so you'll have the bits.

@Tactics: Just having checked the Celestians again, I really, REALLY like them. Sure, you can't build a list around them, but whenever you got 3 or 6 BSS already and think "hm, I want another infantry squad" there is very little reason not to take them. Like seriously, for ONE point they get +1A, +1Ld, Re-rolls for ANY rolls to hit with an extremely easy to achieve trigger and which also synergizes really well with their extra attacks (11 S3 attacks become quite deadly when they get pushed to S4 by a saintly Imagifier and get to re-roll their 3+ to hit). And to boot they get the body guard rule when someone tries to murderize your warlord canoness or Imagifier with snipers. 5 of them with 2 Storm Bolters are 54 points, which is really tasty.
Can anyone actually good at numbers run the math on them vs Dominions with 4xSB pwetty please ? Sure, Dominions got Blessed Bolts, but only one squad benefits from it, so I would love to see if Celestians are the better pick for multiple more elite servo sisters.

This message was edited 6 times. Last update was at 2020/01/21 01:42:56


Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer


- The saga of Hrothgar the Beastslayer 
   
Made in us
Regular Dakkanaut




 Sim-Life wrote:
Bossdoc wrote:
rarely worth the 2CP.


In the German Dex, Trinity is 1 CP - is it really 2 CP in the English version?


Its 1cp in the english dex.


My bad. Typed that up while waiting for a doctor's appointment and misremembered the CP cost.
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

Do I need to repaint my models??

I’ve been a sisters player for over 15 years and have my army painted in traditional Bloody Rose scheme. I have really liked the Valorous Heart back story and their Convictions.
In order to play VH do I need to repaint them or can I make up a storyline to lineup the color scheme with VH?

 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Unless you happen to be at a WHW Tournament, you don't need to repaint your army. That is the only place I have heard of where you have to play your army the way it is painted.
   
 
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