Switch Theme:

Sisters of Battle 2019 Codex Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Steadfast Grey Hunter





I've a sneaking suspicion that triple heavy bolter immolators could be of some utility in lower point games. They're the cheapest option, and homogenize the weaponry, making the hull bolter not feel like such a tax. They can also potentially keep your sisters alive for a hot minute, while reducing your drops. Seems feasible?
   
Made in us
Monster-Slaying Daemonhunter





ryzouken wrote:
I've a sneaking suspicion that triple heavy bolter immolators could be of some utility in lower point games. They're the cheapest option, and homogenize the weaponry, making the hull bolter not feel like such a tax. They can also potentially keep your sisters alive for a hot minute, while reducing your drops. Seems feasible?


I actually think that Immolators w/ the flamers aren't so bad if you're using them as a light tank. I've had some success doing so.

They're not good for transports because they're costly and only carry 6 people, which if you're trying to haul units up board just isn't enough. Rhinos or Repressors are def preferable for carrying stuff if the important part is the stuff being carried.

But as a light tank, the Immolator is comparable with a pair of pentient engines. For about the same cost, they're appreciably more mobile, much more resilient, and threatening on turn 1 in exchange for about half the offensive output. I've found the mobility pretty valuable, especially in the CA missions [which I'm starting to like less and less the more I play them], and the firepower adequate. I don't have enough penitent engines to really swarm them and get a feel for the comparison though, since I do own like 8 or 9 immolators but only 2 finished penitent engines.

This message was edited 1 time. Last update was at 2020/02/16 18:54:24


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Consigned to the Grim Darkness





USA

 MacPhail wrote:
My Bloody Rose Canoness with Beneficence just bagged four Chaos Terminators in a single phase. She had the wounds for all five, but her Celestian pals got one first. She's incredible. That was with the Passion, which gave her extra hits every time she swung, but still... I may never not run BR just to have her every game. I suspect I'm preaching, apropos, to the choir...

Welcome to the Order.

With open bar. And lots of chainswords.


Automatically Appended Next Post:
Rogerio134134 wrote:
I'm of the school of thought that sisters squads should be small and cheap, sit on objectives and soak up fire
I'm not sure I agree with them doing nothing but soaking up fire. Maybe for some Orders, but not for all of them. For my Bloody Rose Sisters, I want them to be up close threatening enemies and taking heat off of my canonesses, zephyrim (once they come out), and celestians. And for that, 2xMelta is perfect, with a maul or axe on the superior to make perfect use of the BR trait-- but even without the maul/axe, a chainsword is perfectly understandable given they're WS4+ (-1ap chainswords with four attacks on the charge, plus two for each sister in the squad? perfectly reasonable). Yes it seems expensive, but it means that your anti-tank is spread out over a lot of squads, letting you suffer losses easier while still threatening high value targets.

This message was edited 3 times. Last update was at 2020/02/16 20:14:08


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
Sword-Bearing Inquisitorial Crusader




TX, US

I agree.

The beauty of Bloody Rose is that even on basic Battle Sisters, they’ll get two melee attacks with a profile WS4 Str3 AP-1 D1. Or use their bolt pistols with one Str4 Ap-1 shot.

The core rules state that “In addition to their other weapons, all models are assumed to be equipped with a close combat weapon.”


Automatically Appended Next Post:

This message was edited 2 times. Last update was at 2020/02/16 20:40:03


 
   
Made in us
Consigned to the Grim Darkness





USA

Oh damn, I didn't even consider their bolt pistols would get ap-1 in close combat. Great for combats after the charge if they get stuck in melee.

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
Monster-Slaying Daemonhunter





On the matter of being small and doing nothing but absorbing incoming fire,

Sisters are really good for Engineers, because we're good at doing exactly that. A small, or even large-ish squad of Battle Sisters is impressively difficult to move when they're in cover and especially out of LOS, making them ideal candidates for Engineers sitting out of range on a backfield objectives, being cheap enough that them doing nothing isn't hurting the army, and tough enough that the enemy will have to devote antitank firepower to removing them.

This message was edited 2 times. Last update was at 2020/02/16 21:27:38


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Pious Palatine




So the facebook team said SoB are getting new rules in one of the PA books. Speculation on what, in what book, and when?

My guess is end of march, a handful of new stratagems (which is actually kinda bad because of how CP starved we already are.) Relics (which we need even less) and a build your own sisters thing which probably won't be good.

This message was edited 2 times. Last update was at 2020/02/16 21:28:42



 
   
Made in us
Monster-Slaying Daemonhunter





ERJAK wrote:
So the facebook team said SoB are getting new rules in one of the PA books. Speculation on what, in what book, and when?

My guess is end of march, a handful of new stratagems (which is actually kinda bad because of how CP starved we already are.) Relics (which we need even less) and a build your own sisters thing which probably won't be good.


Yeah, probably. Not expecting more.

This message was edited 1 time. Last update was at 2020/02/16 21:28:30


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Pious Palatine




 Melissia wrote:
Oh damn, I didn't even consider their bolt pistols would get ap-1 in close combat. Great for combats after the charge if they get stuck in melee.


They will not.


 
   
Made in us
Deranged Necron Destroyer





ERJAK wrote:
 Melissia wrote:
Oh damn, I didn't even consider their bolt pistols would get ap-1 in close combat. Great for combats after the charge if they get stuck in melee.


They will not.


Why not? Bloody rose seems to say otherwise?

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Oberron wrote:
ERJAK wrote:
 Melissia wrote:
Oh damn, I didn't even consider their bolt pistols would get ap-1 in close combat. Great for combats after the charge if they get stuck in melee.


They will not.


Why not? Bloody rose seems to say otherwise?
I believe what was meant is that they will not get stuck in. They will either kill their targets, get killed by their targets, or their targets will fall back.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Pious Palatine




 JNAProductions wrote:
Oberron wrote:
ERJAK wrote:
 Melissia wrote:
Oh damn, I didn't even consider their bolt pistols would get ap-1 in close combat. Great for combats after the charge if they get stuck in melee.


They will not.


Why not? Bloody rose seems to say otherwise?
I believe what was meant is that they will not get stuck in. They will either kill their targets, get killed by their targets, or their targets will fall back.


Dingdingding! Sisters don't stay in melee long...one way or another.

To expand on this, using pistols in melee means that either you WERE charged, which means your opponent both got to swing with his attacking unit at full strength, AND that your opponent was very confident what he was charging would die or be reduced down to an irrelevant number of models. Or you CHARGED which means you have 2 combat phases and your opponent's pistols to sit through before your pistols become relevant. Unless you charged a rhino, chances are one or other unit will die LONG before the pistols come up again.

The only units in SoB that both have pistols AND have a reasonable chance of surviving a combat phase against an enemy they won't otherwise kill themselves (remember, there aren't really slap fights anymore with Intercessors suddenly crapping out so many attacks on the charge that powerfist sergeants are coming back in vogue) are large squads of Valorous Heart battle sisters under tale of the Stoic.

Then you have things like genestealer cult troops and tau fire warrior who take enough damage from Bloody rose battle sisters(especially at S4 rerolling 1s to hit) that they'll just melt into goo themselves.

This message was edited 1 time. Last update was at 2020/02/17 03:56:04



 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

ERJAK wrote:
So the facebook team said SoB are getting new rules in one of the PA books. Speculation on what, in what book, and when?

My guess is end of march, a handful of new stratagems (which is actually kinda bad because of how CP starved we already are.) Relics (which we need even less) and a build your own sisters thing which probably won't be good.


It would be nice if we got a jump Canoness or some other type of fast moving support character.
Just wishing but I can.

 
   
Made in gb
Dakka Veteran





Just wondering how people are doing imagifiers?? I'm tempted to just use the fancy cage style simulacrum from the sisters box and use it as an imagifier to save 20 quid.
   
Made in us
Monster-Slaying Daemonhunter





Rogerio134134 wrote:
Just wondering how people are doing imagifiers?? I'm tempted to just use the fancy cage style simulacrum from the sisters box and use it as an imagifier to save 20 quid.


Everybody with a stick is an imagifier. If I ever decide to put them in the squads, old stickbearers will be independent and the new stickbearers will be embedded in the squads.

Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in fi
Locked in the Tower of Amareo





Rogerio134134 wrote:
Just wondering how people are doing imagifiers?? I'm tempted to just use the fancy cage style simulacrum from the sisters box and use it as an imagifier to save 20 quid.


Saying "this simulcranum is actually imagifier". Until GW gets it's act together and releases them not much to do but that or some conversion but no doubt would look worse if I try that and likely parts and shipping would make price not that much cheaper anyway...

2024 painted/bought: 109/109 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Rogerio134134 wrote:
Just wondering how people are doing imagifiers?? I'm tempted to just use the fancy cage style simulacrum from the sisters box and use it as an imagifier to save 20 quid.


I bought a whole bunch of them for my army some time ago, so i got all the Simulacrums i need. I paint the bottom of bases of characters with Silver paint so you can tell if two of them are close to one another.


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Regular Dakkanaut




I haven't had a chance to expand this analysis to including Divine Guidance and the Bloody Rose conviction, but here's the "baseline" stats on a full seraphim squad using Holy Trinity with the following equipment setup:

1 Superior with Plasma Pistol and Bolt Pistol
7 Seraphim with Bolt Pistols
1 Seraphim with two Inferno Pistols
1 Seraphim with two Hand Flamers

Targets: MEQ (T4, 3+)

Assumed:
* Plasma Pistol is always firing at S7, both to avoid overcharging and because S8 doesn't benefit from HT against T4
* Targets are not in cover and have no saves beyond base, or ways to re-roll saves
* Firing unit has no way to re-roll hits and wounds
* Targets are 1W, so damage roll on Inferno Pistols is irrelevant

For deviations, I used ceiling for negative deviations and floor for positive just to deal with whole numbers of damage. That's why 68-95-97.9 isn't working out exactly in these numbers. For example:
Median of 3.5, St Dev of 1.1. 1 deviation would be 3-4 damage. 2 deviations would be 2-5 damage, etc.

Baseline data (no HT)
Bolt Pistols:
Spoiler:
-Median: 1.667 damage
-Mode: 1 damage (3257 / 10000)
-St Dev: 1.224 damage
-1st deviation: 1-2 damage (60.14%)
-2nd deviation: 0-4 damage (97.91%)
-Odds of doing 5+ damage: 2.09%, or 1:48
-Odds of doing 0 damage: 16.98%, or about 1:6
-Maximum probable damage: 8 -- 0.01%, or 1:10,000

Plasma Pistol:
Spoiler:

-Median: 0.375 damage
-Mode: 0 damage (6255 / 10,000)
-Deviations: Unimportant. All data within 1 deviation
-Odds of doing 0 damage: 62.55%

Inferno Pistols
* Note: these weapons are unaffected by Holy Trinity, Divine Guidance, and the Bloody Rose conviction with the previously mentioned assumptions. As a result, this data is consistent along all trials.
Spoiler:

-Median: 1.115 damage
-Mode: 1 damage (4950 / 10000)
-St Dev: 0.701 damage
-1st deviation: 1 damage (49.5%)
-2nd deviation: 0-2 damage (100%)
-Odds of doing 0 damage: 19.52%, or about 1:5

Hand Flamers
Spoiler:

-Median: 0.772 damage
-Mode: 0 damage (4581 / 10000)
-St Dev: 0.866 damage
-1st deviation: 0-1 damage (81.80%)
-2nd deviation: 0-2 damage (96.03%)
-Odds of doing 3+ damage: 3.97%, or about 1:25
-Odds of doing 0 damage: 45.81%, or about 1:2
-Maximum probable damage: 6 -- 0.01%, or 1:10,000

Damage per volley
Spoiler:

-Median: 3.927 damage
-Mode: 4 damage (2311 / 10000)
-St Dev: 1.719 damage
-1st deviation: 3-5 damage (62.27%)
-2nd deviation: 1-7 damage (96.30%)
-3rd deviation: 0-9 damage (99.77%)
-Odds of doing 10+ damage: 0.23%, or 1:435
-Odds of doing 0 damage: 0.95%, or 1:105
-Maximum probable damage: 11 -- 0.04%, or 1:2,500


With Holy Trinity
Spoiler:

Bolt Pistols
[spoiler]
-Median: 2.242 damage
-Mode: 2 damage (2819 / 10000)
-St Dev: 1.384 damage
-1st deviation: 1-3 damage (73.62%)
-2nd deviation: 0-5 damage (98.32%)
-Odds of doing 6+ damage: 1.68%, or 1:60
-Odds of doing 0 damage: 8.65% or about 1:12
-Maximum probable damage: 9 -- 0.02%, or 1:5,000

Plasma Pistol
Spoiler:

-Median: 0.466 damage
-Mode: 0 damage (5341 / 10000)
-Odds of doing 0 damage: 53.41%


Inferno Pistols - no change

Hand Flamers
Spoiler:

-Median: 1.165 damage
-Mode: 1 damage (3646 / 10000)
-St Dev: 1.073 damage
-1st deviation: 1-2 damage (57.85%)
-2nd deviation: 0-3 damage (97.09%)
-Odds of doing 4+ damage: 2.91%, or 1:34
-Odds of doing 0 damage: 31.00% or about 1:3
-Maximum probable damage: 8 -- 0.01%, or 1:10,000

Damage per volley
Spoiler:

-Median: 4.987 damage
-Mode: 5 damage (2037 / 10000)
-St Dev: 1.954 damage
-1st deviation: 3-6 damage (69.73%)
-2nd deviation: 1-8 damage (95.25%)
-3rd deviation: 0-10 damage (99.48%)
-Odds of doing 11+ damage: 0.52, or 1:192
-Odds of doing 0 damage: 0.39%, or 1:256
-Maximum probable damage: 14 - 0.02%, or 1:5,000

This message was edited 2 times. Last update was at 2020/02/17 23:43:25


 
   
Made in us
Preacher of the Emperor






For those of you interested in homebrew units, I just posted a couple to fill gaps in the current Codex (snipers please!) and would love critiques from the Tactical Geniuses of this thread:

New Sisters Units & Stratagems: Infiltrators & Novices

We now return you to your regularly scheduled discussion of units actually in the book.

This message was edited 1 time. Last update was at 2020/02/18 02:44:14


BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Monster-Slaying Daemonhunter





Also, on what to use as an Imagifier, IIRC all simulacra bearers have the rank of Imagifier, independent of their status as being embedded in a infantry squad or part of the Canoness's retinue. So you really just can use any of the stickbearers for your independent-character Imagifier.

I think there are/will be 6 different possible sticks for them to carry at this time: skull-house, parchment, cage, statue-niche, the one from the box set with a skull-house flanked by two statue niches, and the unreleased one with the big statue with all the pointy [there might be more]. If you want more, the Immolator came with a bunch of different sized skull-houses, a flag, and art relief panels so if you didn't use all of them on every tank you can mount some of them on sticks so that none of your imagifiers will have the same stick.

This message was edited 3 times. Last update was at 2020/02/18 04:39:04


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Ouch. Got beat up by some Blood Angels today. the alpha wasn't so bad, but i deployed poorly with a couple units and it allowed him to open an early lead. I kept creeping back but his units wouldnt die. He kept having one guy left in units. Le sigh. His characters wouldnt go down either. I hit him with plenty but the results just kept coming up inexplicably short.

Still after two games with Blood Angels I kinda feel like we're not at a huge disadvantage against them. I think you just need to give them a meaty hunk of meat to hit round one, and then blow them away.

My problem wasn't really the tools. I forgot to use Miracle dice a number of times in crucial situations which would have helped. At end of day both armies were in complete tatters but he had more tatters.

Biggest mistake i made was exposing the Arco-Flagellents. I was over thinking things and allowed them to be in his 30" bolter range. Totes forgot he had the 30" versions. Big oops. Had i not, i could have counter attacked pretty effectively.

Anyways, bemoaning the mistakes aside, the score and game made me feel a lot happier about the matchup than I was initially. I am kinda unlocking their code, but they are pooootent at what they do. that is fo sho.

This message was edited 1 time. Last update was at 2020/02/18 07:11:10


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

Taikishi wrote:
I haven't had a chance to expand this analysis to including Divine Guidance and the Bloody Rose conviction, but here's the "baseline" stats on a full seraphim squad using Holy Trinity with the following equipment setup:

1 Superior with Plasma Pistol and Bolt Pistol
7 Seraphim with Bolt Pistols
1 Seraphim with two Inferno Pistols
1 Seraphim with two Hand Flamers

Targets: MEQ (T4, 3+)

Assumed:
* Plasma Pistol is always firing at S7, both to avoid overcharging and because S8 doesn't benefit from HT against T4
* Targets are not in cover and have no saves beyond base, or ways to re-roll saves
* Firing unit has no way to re-roll hits and wounds
* Targets are 1W, so damage roll on Inferno Pistols is irrelevant

For deviations, I used ceiling for negative deviations and floor for positive just to deal with whole numbers of damage. That's why 68-95-97.9 isn't working out exactly in these numbers. For example:
Median of 3.5, St Dev of 1.1. 1 deviation would be 3-4 damage. 2 deviations would be 2-5 damage, etc.

Baseline data (no HT)
Bolt Pistols:
Spoiler:
-Median: 1.667 damage
-Mode: 1 damage (3257 / 10000)
-St Dev: 1.224 damage
-1st deviation: 1-2 damage (60.14%)
-2nd deviation: 0-4 damage (97.91%)
-Odds of doing 5+ damage: 2.09%, or 1:48
-Odds of doing 0 damage: 16.98%, or about 1:6
-Maximum probable damage: 8 -- 0.01%, or 1:10,000

Plasma Pistol:
Spoiler:

-Median: 0.375 damage
-Mode: 0 damage (6255 / 10,000)
-Deviations: Unimportant. All data within 1 deviation
-Odds of doing 0 damage: 62.55%

Inferno Pistols
* Note: these weapons are unaffected by Holy Trinity, Divine Guidance, and the Bloody Rose conviction with the previously mentioned assumptions. As a result, this data is consistent along all trials.
Spoiler:

-Median: 1.115 damage
-Mode: 1 damage (4950 / 10000)
-St Dev: 0.701 damage
-1st deviation: 1 damage (49.5%)
-2nd deviation: 0-2 damage (100%)
-Odds of doing 0 damage: 19.52%, or about 1:5

Hand Flamers
Spoiler:

-Median: 0.772 damage
-Mode: 0 damage (4581 / 10000)
-St Dev: 0.866 damage
-1st deviation: 0-1 damage (81.80%)
-2nd deviation: 0-2 damage (96.03%)
-Odds of doing 3+ damage: 3.97%, or about 1:25
-Odds of doing 0 damage: 45.81%, or about 1:2
-Maximum probable damage: 6 -- 0.01%, or 1:10,000

Damage per volley
Spoiler:

-Median: 3.927 damage
-Mode: 4 damage (2311 / 10000)
-St Dev: 1.719 damage
-1st deviation: 3-5 damage (62.27%)
-2nd deviation: 1-7 damage (96.30%)
-3rd deviation: 0-9 damage (99.77%)
-Odds of doing 10+ damage: 0.23%, or 1:435
-Odds of doing 0 damage: 0.95%, or 1:105
-Maximum probable damage: 11 -- 0.04%, or 1:2,500


With Holy Trinity
Spoiler:

Bolt Pistols
[spoiler]
-Median: 2.242 damage
-Mode: 2 damage (2819 / 10000)
-St Dev: 1.384 damage
-1st deviation: 1-3 damage (73.62%)
-2nd deviation: 0-5 damage (98.32%)
-Odds of doing 6+ damage: 1.68%, or 1:60
-Odds of doing 0 damage: 8.65% or about 1:12
-Maximum probable damage: 9 -- 0.02%, or 1:5,000

Plasma Pistol
Spoiler:

-Median: 0.466 damage
-Mode: 0 damage (5341 / 10000)
-Odds of doing 0 damage: 53.41%


Inferno Pistols - no change

Hand Flamers
Spoiler:

-Median: 1.165 damage
-Mode: 1 damage (3646 / 10000)
-St Dev: 1.073 damage
-1st deviation: 1-2 damage (57.85%)
-2nd deviation: 0-3 damage (97.09%)
-Odds of doing 4+ damage: 2.91%, or 1:34
-Odds of doing 0 damage: 31.00% or about 1:3
-Maximum probable damage: 8 -- 0.01%, or 1:10,000

Damage per volley
Spoiler:

-Median: 4.987 damage
-Mode: 5 damage (2037 / 10000)
-St Dev: 1.954 damage
-1st deviation: 3-6 damage (69.73%)
-2nd deviation: 1-8 damage (95.25%)
-3rd deviation: 0-10 damage (99.48%)
-Odds of doing 11+ damage: 0.52, or 1:192
-Odds of doing 0 damage: 0.39%, or 1:256
-Maximum probable damage: 14 - 0.02%, or 1:5,000



Great math, thanks!
This reinforces my opinion that Holy Trinity is a bit meh and not quite worth army building for. I mean, a ~25% increase of median damage is a big percentage, but since it's only a single wound it's not that significant.
   
Made in us
Regular Dakkanaut




The numbers will gravitate upward once I throw in the Bloody Rose conviction and Divine Guidance, but I think the median won't go up by much more than a wound, tops.

Best units for HT are likely a 15-model BSS in range of two flamers + combi-melta OR a 10-model Retributor squad in range heavy flamers + combi-melta + 2 armorium cherubs just because of total weight of fire. The real shame is you can't efficiently get a combi-plasma added in because you must have a flamer and a melta, and I really don't like the idea of a squad armed with 1 flamer, 1 meltagun, 1 combi-plasma for BSS OR 3 heavy flamers, 1 multi-melta, 1 combi-plasma for Retributors.

This message was edited 1 time. Last update was at 2020/02/18 13:20:40


 
   
Made in gb
Fresh-Faced New User




UK

Don't forget Celestians. Though only 10 Strong, they get access to cheap full to hit re-rolls,pushing more hits through to be buffed.

Also if you really need to shoot at T8 targets, it allows the meltas to wound on 3+ instead of 4. A cheap way of accessing HT is to put an inferno pistol (1pt) on the Superior. Celestians can also re-roll wounds, giving you more value out of the +1 to wound.

Granted this stuff is expensive CP wise to do, but paying 1pt for an inferno pistol is worth it for the edge cases that it might be needed.
   
Made in us
Pious Palatine




 Gareth_Evans wrote:
Don't forget Celestians. Though only 10 Strong, they get access to cheap full to hit re-rolls,pushing more hits through to be buffed.

Also if you really need to shoot at T8 targets, it allows the meltas to wound on 3+ instead of 4. A cheap way of accessing HT is to put an inferno pistol (1pt) on the Superior. Celestians can also re-roll wounds, giving you more value out of the +1 to wound.

Granted this stuff is expensive CP wise to do, but paying 1pt for an inferno pistol is worth it for the edge cases that it might be needed.


You mean hand flamer. An inferno pistol is 7pts.

This introduces some serious logistical issues, however. Getting within 8" with an uninjured squad is already hard enough, getting all the way down to 6" pretty much relegates you to a counter-attack unit camping out of LoS; and we have a lot better options for that(repentia and zephyrim are both hilariously good at countering aggressive units...if you can dodge overwatch.)

If instead of that hand flamer, you got an inferno pistol, you could do a statistically similar amount of damage 3*.667*.5*3.5=3.5 vs (2*.667*.667*3.5)+(3.5*.5*.333)=3.66 for 6 extra points. 6 points is FAR less valuable than 1 CP. If you went with a combi-melta instead it'd be 13pts, but then you could double the range AND leave yourself the option to advance and shoot.

Basically, as every analysis of the strat has said since the beta codex, there really isn't a compelling reason to build for holy trinity except on specific edge case units like Ebon Chalice HF retributors or maxed out 15 girl BSS squads, and even then it's more 'nifty' than a serious game changing buff.


 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

tneva82 wrote:
More feasible use for this would be with heavy flamer retributors or maybe dominion squad with holy trinity(though that's not something to plan for) and blessed bolts.

Alextroy: Also multi melta is not 2d6 drop lowest with sisters. It's 2d6 discard one. Very useful when you come against necrons. If it was 2d6 discard lowest it would make melta swingier and make stratagems(quantum shielding, command reroll for save rerolls) more efficient(without stratagems average damage stays same though. Just more swingy with big damage or no damage).

With 2d6 discard one it's flat out bonus. Roll 3 and 6? Go for 3. 3 and 4 are the optimal to have.

(you could also use it on the odd case where you want to damage but not kill the target. Not often but sometimes might come handy)
Oh man, thanks for pointing this out. They changed it from the last dex.

Chapter Approved 2018
Meltagun 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Multi-melta 24" Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

2019 Codex
Meltagun 12" Assault 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
Multi-melta 24" Heavy 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.

Because Melta used to be really bad against necrons. I played against 2 necron opponents at LVO 2019 and it was annoying.


 
   
Made in fi
Locked in the Tower of Amareo





 deviantduck wrote:
Oh man, thanks for pointing this out. They changed it from the last dex.



Yep it changed with the marine codex. Found out that last fall when I went to tournament and faced the new marine codex where it popped up(I had necrons).

Tiny tweak and now there's 2 types of imperial melta guns. Marines and sisters have got for some bizarre reason superior melta's to...well everybody else including dark angels, blood angels etc.

Go figure. That's what you get without USR's!

Had tight game vs tau today. CA19 mission which saved my arse. On ITC I would have been totally screwed as tau unsurprisingly do gun lines and indirect fire better. He got to pick deployment zone so took long way down and deployed so far and with LOS blocking terrain as well I still had pretty much nothing in range or sight for most of my army in turn 2...There might not even have been 4 turns I killed even one unit...Turn 1 I whiffed completely unsurprisingly with just 2 exorcists to shoot. One vs riptide with drones and one had just 5 fire warriors to shoot at...

Managed to get some good objectives including area denial(unsurprisingly no tau came within 12" of center of board swarming with sisters ) which kept vp's close enough. Then got the card that gives vp's based on how many acts of faith you do. I blew up my entire store of miracle dices and cherub and did ANYTHING I could come up with(I literally burned 1 by missing with bolter...) and got 5 vp's from that which put me on lead.

Blew it on last turn when I got tunnel focused on securing the infernal secure 5 that was on his deployment zone. Celestine had already tried to get that by trying to kill cold star commander but failed and died and came back. Rather than finish off commander preventing him scoring line breaker and behind the enemy lines card(which I knew he had and we had even refered to that card...) denying 2 vp's I still tried to take out broadsides but the 3 drones kept them alive long enough for only 1 to die to retributors. Celestine failed to kill the one 6 wound one and died so didn't get that secure 5 in the end...Drat.

17-17 draw.

Lack of long range firepower was hurting. Not to mention total lack of indirect fire. He was keeping mostly out of sight and all drones behind LOS blocking making taking out those riptides impossible. Crisis suits I dealt with and those weren't that much of worry(cyclic ion blaster -1 AP meant my exorcists even outside imagifier range which I didn't bother because no any -2 fire coming their way) were fairly safe vs crisis anyway.

On ITC scenarios I would have been roasted with easy kill and kill more for opponent. I struggled to finish up even 1 unit per turn. Albeit some of that was ridiculous bad dice roll. 2 plasma pistol, 8 bolt pistol and 4 inferno pistol can't kill 5 tau firewarrior? Really?) but still. 24" ranges, no ability to ignore LOS blocking terrain hurts vs gunlines. Good thing we don't die easily.

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




Here's the rest of the data analysis for the earlier mentioned HT Seraphim squad. Prepare for some spam...

Two minor corrections from my previous mathhammer post on the Holy Trinity section.
1st deviation for total damage is 4-6, not 3-6, due to inadvertently flooring the minimum. This leads to a 56.32% chance of 4-6 damage
2nd deviation for total damage is 2-8, not 1-8, also due to inadvertently flooring the minimum. This leads to a 93.45% chance of 2-8 damage.
I reconfirmed all of the other data points as accurate.

Divine guidance. From this point forward, Inferno Pistol sims are not included on their own because none of the abilities affect Inferno Pistols for T4, 3+ saves. Inferno Pistol damage is still included in total damage, however.

Bolt Pistols
Spoiler:

-Median: 1.943 damage
-Mode: 2 damage (2850 / 10000)
-St Dev: 1.310 damage
-1st deviation: 1-3 damage (75.72%)
-2nd deviation: 0-4 damage (96.18%)
-Odds of doing 5+ damage: 3.81%, or about 1:26
-Odds of doing 0 damage: 12.53%, or about 1:8
-Maximum probable damage: 9 -- 0.01%, or 1:10,000


Plasma Pistol
Spoiler:

-Median: 0.394 damage
-Mode: 0 damage (6064 / 10000)
-Odds of doing 0 damage: 60.64%


Hand Flamers
Spoiler:

-Median: 0.967 damage
-Mode: 0 damage (3768 / 10000)
-St Dev: 0.973 damage
-1st deviation: 0-1 damage (75.06%)
-2nd deviation: 0-2 damage (92.39%)
-Odds of doing 3+ damage: 7.61%, or about 1:13
-Odds of doing 0 damage: 37.68%, or 1:2.65
-Maximum probable damage: 6 -- 0.02%, or 1:5,000


Total damage
Spoiler:

-Median: 4.418 damage
-Mode: 4 damage (2138 / 10000)
-St. Dev: 1.830 damage
-1st deviation: 3-6 damage (75.53%)
-2nd deviation: 1-8 damage (97.37%)
-3rd deviation: 0-9 damage (99.3%)
-Odds of doing 10+ damage: 0.69%, or about 1:145
-Odds of doing 0 damage: 0.55%, or about 1:182
-Maximum probable damage: 12 -- 0.01%, or 1:10,000



Divine Guidance + Holy Trinity
Bolt Pistols
Spoiler:

-Median: 2.520 damage
-Mode: 2 damage (2691 / 10000)
-St Dev: 1.452 damage
-1st deviation: 2-3 damage (50.46%)
-2nd deviation: 0-5 damage (97.08%)
-Odds of doing 6+ damage: 2.92%, or about 1:34
-Odds of doing 0 damage: 6.19%, or about 1:16
-Maximum probable damage: 9 -- 0.03%, or about 1:3333


Plasma Pistol
Spoiler:

-Median: 0.483 damage
-Mode: 0 damage (5172 / 10000)
-Odds of doing 0 damage: 51.72%


Hand Flamers
Spoiler:

-Median: 1.368 damage
-Mode: 1 damage (3768 / 10000)
-St Dev: 1.164 damage
-1st deviation: 1-2 damage (58.76%)
-2nd deviation: 0-3 damage (94.93%)
-Odds of doing 4+ damage: 5.07%, or about 1:20
-Odds of doing 0 damage: 37.68%, or 1:3.94
-Maximum probable damage: 8 -- 0.01%, or 1:10,000


Total damage
Spoiler:

-Median: 5.485 damage
-Mode: 5 damage (1981 / 100000)
-St. Dev: 2.044 damage
-1st deviation: 4-7 damage (67.80%)
-2nd deviation: 2-9 damage (95.40%)
-3rd deviation: 0-11 damage (98.75%)
-Odds of doing 12+ damage: 1.25%, or 1:80
-Odds of doing 0 damage: 0.24%, or about 1:417
-Maximum probable damage: 14 -- 0.04%, or 1:2,500


Bloody Rose conviction
Bolt Pistols
Spoiler:

-Median: 2.517 damage
-Mode: 2 damage (2720 / 10000)
-St Dev: 1.448 damage
-1st deviation: 2-3 damage (50.97%)
-2nd deviation: 0-5 damage (97.32%)
-Odds of doing 6+ damage: 2.68%, or about 1:37
-Odds of doing 0 damage: 6.58%, or about 1:15
-Maximum probable damage: 9 -- 0.03%, or about 1:3333


Plasma Pistol – from this point forward, Divine Guidance has no impact on Plasma Pistols in these simulations due to Bloody Rose making them AP-4
Spoiler:

-Median: 0.453 damage
-Mode: 0 damage (5475 / 10000)
-Odds of doing 0 damage: 54.75%


Hand Flamers
Spoiler:

-Median: 1.162 damage
-Mode: 1 damage (3740 / 10000)
-St Dev: 1.063 damage
-1st deviation: 1-2 damage (58.07%)
-2nd deviation: 0-3 damage (97.00%)
-Odds of doing 4+ damage: 3.00%, or about 1:33
-Odds of doing 0 damage: 30.64%, or 1:3.3
-Maximum probable damage: 7 -- 0.01%, or 1:10,000


Total damage
Spoiler:

-Median: 5.246 damage
-Mode: 5 damage (2002 / 10000)
-St. Dev: 1.969 damage
-1st deviation: 4-7 damage (68.32%)
-2nd deviation: 2-9 damage (96.19%)
-3rd deviation: 0-11 damage (99.85%)
-Odds of doing 12+ damage: 0.15%, or 1:667
-Odds of doing 0 damage: 0.21%, or about 1:476
-Maximum probable damage: 13 -- 0.01%, or 1:10,000


Bloody Rose + Holy Trinity
Bolt Pistols
Spoiler:

-Median: 3.341 damage
-Mode: 3 damage (2448 / 10000)
-St Dev: 1.606 damage
-1st deviation: 2-4 damage (65.28%)
-2nd deviation: 1-6 damage (94.68%)
-3rd deviation: 0-8 damage (99.78%)
-Odds of doing 9+ damage: 0.22%, or about 1:455
-Odds of doing 0 damage: 2.08%, or about 1:48
-Maximum probable damage: 10 -- 0.03%, or about 1:3333


Plasma Pistol
Spoiler:

-Median: 0.558 damage
-Mode: 1 damage (5584 / 10000)
-Odds of doing 0 damage: 44.16%


Hand Flamers
Spoiler:

-Median: 1.764 damage
-Mode: 1 damage (3077 / 10000)
-St Dev: 1.315 damage
-1st deviation: 1-3 damage (72.97%)
-2nd deviation: 0-4 damage (89.61%)
-Odds of doing 5+ damage: 3.15%, or about 1:32
-Odds of doing 0 damage: 16.64%, or about 1:6
-Maximum probable damage: 9 -- 0.01%, or 1:10,000


Total damage
Spoiler:

-Median: 6.778 damage
-Mode: 7 damage (1791 / 10000)
-St. Dev: 2.238 damage
-1st deviation: 5-9 damage (73.39%)
-2nd deviation: 3-11 damage (96.06%)
-3rd deviation: 1-13 damage (97.87%)
-Odds of doing 14+ damage: 0.34%, or about 1:294
-Odds of doing 0 damage: 0.05%, or 1:200
-Maximum probable damage: 17 -- 0.01%, or 1:10,000


Bloody Rose + Divine Guidance. Plasma Pistol data excluded individually because Divine Guidance is irrelevant. Plasma Pistol data included in total damage
Bolt Pistols
Spoiler:

-Median: 2.796 damage
-Mode: 2 damage (2483 / 10000)
-St Dev: 1.509 damage
-1st deviation: 2-4 damage (66.68%)
-2nd deviation: 0-5 damage (95.64%)
-Odds of doing 6+ damage: 4.36%, or about 1:23
-Odds of doing 0 damage: 4.47%, or about 1:22
-Maximum probable damage: 10 -- 0.03%, or about 1:3333

Hand Flamers
Spoiler:

-Median: 0.695 damage
-Mode: 1 damage (3546 / 10000)
-St Dev: 0.829 damage
-1st deviation: 0-1 damage (88.94%)
-2nd deviation: 0-2 damage (96.75%)
-Odds of doing 3+ damage: 3.25%, or about 1:31
-Odds of doing 0 damage: 49.53%, or about 1:2
-Maximum probable damage: 6 -- 0.01%, or 1:10,000


Total damage
Spoiler:

-Median: 5.058 damage
-Mode: 5 damage (2044 / 10000)
-St. Dev: 1.928 damage
-1st deviation: 4-6 damage (56.54%)
-2nd deviation: 2-8 damage (93.50%)
-3rd deviation: 0-10 damage (99.50%)
-Odds of doing 11+ damage: 1.49%, or about 1:67
-Odds of doing 0 damage: 0.23%, or about 1:435
-Maximum probable damage: 13 -- 0.02%, or 1:5,000



Bloody Rose, Divine Guidance, and Holy Trinity
Bolt Pistols
Spoiler:

-Median: 3.619 damage
-Mode: 3 damage (2303 / 10000)
-St Dev: 1.653 damage
-1st deviation: 2-5 damage (78.15%)
-2nd deviation: 1-6 damage (95.64%)
-3rd deviation: 0-8 damage (99.61%)
-Odds of doing 9+ damage: 0.39%, or about 1:256
-Odds of doing 0 damage: 1.51%, or about 1:66
-Maximum probable damage: 10 -- 0.06%, or about 1:1667

Hand Flamers
Spoiler:

-Median: 1.952 damage
-Mode: 1 damage (2829 / 10000)
-St Dev: 1.374 damage
-1st deviation: 1-3 damage (73.26%)
-2nd deviation: 0-4 damage (95.53%)
-Odds of doing 5+ damage: 4.47%, or about 1:22
-Odds of doing 0 damage: 13.57%, or about 1:7
-Maximum probable damage: 11 -- 0.01%, or 1:10,000


Total damage
Spoiler:

-Median: 7.244 damage
-Mode: 7 damage (1728 / 10000)
-St. Dev: 2.306 damage
-1st deviation: 5-9 damage (73.02%)
-2nd deviation: 2-8 damage (95.10%)
-3rd deviation: 0-10 damage (99.77%)
-Odds of doing 15+ damage: 0.23%, or about 1:435
-Odds of doing 0 damage: 0.02%, or 1:5000
-Maximum probable damage: 18 -- 0.01%, or 1:10,000


This message was edited 1 time. Last update was at 2020/02/19 00:09:17


 
   
Made in fi
Locked in the Tower of Amareo





These are for t4 3+ w1 models? Howabout something like leman russ where inf pistol benefits(quite a lot) from holy trinity and multi damage useful and even flamer doubles damage.

Dunno. That would be target i would use ht for

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





A strange place

Hey guys,

What is your opinion on using a 5 girl bss with two stormbolters and a combi-melta in conjunction with Argent Shroud and hand of the emperor.

The argent Shroud likes to move forward and use their mobility to control the midfield, often getting in the 12 inch deadzone where sisters shine. So lots of melta feels desirable.

But they are also meant to take the objectives which will often leave the melta useless. So i think that two stormbolters and a combi-melta could be the sweet spot for Argent Shroud. Keeping maximum firepower at range, but having the opportunity to take adantage of the movespeed and positioning of the enemy of possible.

What do you guys think?



 
   
 
Forum Index » 40K General Discussion
Go to: