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 gb
Dakka Veteran





What we thinking on strongest sacred rites??

For me it has to be spirit of the martyr. Hugely useful in any situation and considering it works for vehicles is brilliant, potential of a free round of fire from an excorcist. Even for stuff like retributiors and even sisters with meltas it's extremely good.
   
Made in fi
Locked in the Tower of Amareo





Hard to tell since I never remember them I have tried selecting twice the spirit and literally never rolled for it.

2024 painted/bought: 109/109 
   
Made in au
Calm Celestian




Rogerio134134 wrote:
What we thinking on strongest sacred rites??

For me it has to be spirit of the martyr. Hugely useful in any situation and considering it works for vehicles is brilliant, potential of a free round of fire from an excorcist. Even for stuff like retributiors and even sisters with meltas it's extremely good.
Without a Brazier of Eternal Flame, I'm firmly in favour of rolling 2 and maybe spending 1CP to get something different if it's really bad

   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Lammia wrote:
Rogerio134134 wrote:
What we thinking on strongest sacred rites??

For me it has to be spirit of the martyr. Hugely useful in any situation and considering it works for vehicles is brilliant, potential of a free round of fire from an excorcist. Even for stuff like retributiors and even sisters with meltas it's extremely good.
Without a Brazier of Eternal Flame, I'm firmly in favour of rolling 2 and maybe spending 1CP to get something different if it's really bad


this is what i do as well

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 ca
Stealthy Sanctus Slipping in His Blade






Lammia wrote:
Rogerio134134 wrote:
What we thinking on strongest sacred rites??

For me it has to be spirit of the martyr. Hugely useful in any situation and considering it works for vehicles is brilliant, potential of a free round of fire from an excorcist. Even for stuff like retributiors and even sisters with meltas it's extremely good.
Without a Brazier of Eternal Flame, I'm firmly in favour of rolling 2 and maybe spending 1CP to get something different if it's really bad


Unless I'm playing 1kSons or the new GK's and the like I roll for two and swap one if I have too. Mech VH are doing great for me.

A ton of armies and a terrain habit...


 
   
Made in us
Consigned to the Grim Darkness





USA

I pretty much always want The Passion, but I play pure BR.

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
Deranged Necron Destroyer





Rogerio134134 wrote:
What we thinking on strongest sacred rites??

For me it has to be spirit of the martyr. Hugely useful in any situation and considering it works for vehicles is brilliant, potential of a free round of fire from an excorcist. Even for stuff like retributiors and even sisters with meltas it's extremely good.


For me it is a really big "it depends"

If the opponent has important powers they need to get of, aegis is really strong.

Divine guidance has been my go to if I'm not making a melee focus list. It's a solid way to boost heavy flamer damage and can even help with blessed bolts.

Hand of emp and light of emp are very meh

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
Pious Palatine




Rogerio134134 wrote:
What we thinking on strongest sacred rites??

For me it has to be spirit of the martyr. Hugely useful in any situation and considering it works for vehicles is brilliant, potential of a free round of fire from an excorcist. Even for stuff like retributiors and even sisters with meltas it's extremely good.


Hate spirit. End up rolling 5s for bolter sisters and 2s for meltas. The value is too low and too random to be reliable.

The passion and divine guidance are almost always going to be better options because A. You're throwing so many more dice you're much more likely to get meaningful value out of the course of the game and B. You can force it with MD if you really need it.


I also hate rolling because I've rolled doubles into reroll morale EVERY GAME so far.


Automatically Appended Next Post:
Played a tournament recently, went 2-1 but didn't do so hot on differential scoring for reasons I'll get into in a minute.

List: VH Brigade with 6 min stormbolter BSS, Aura Canoness with the 4++ and book, 3 IPPP drop Seraphim, 2 Stoic imags, 1 with Surplice and a Hospitaller, 2 exorcist, 10 girl ret squad with double cherub. + BR Vanguard with beneficence, brazier IP canoness, Admonition IP canoness, 2 units of 10 Zephyrim with PP sergeant, imagifier with warrior. Not allowed to change relics/WT between games due to TO rules.

Some immediate takeaways: Love VH, double imag is mandatory. 12 CP is not enough, forgot rets could move and shoot with no penalty, still like exos better, even with SoF and Cherubs they feel like they do less damage. Forgot about brazier every time. Hate rolling for SR. 4++ Not really necessary when running exos and deepstrike. I play too slow, especially in deployment.

Game 1 vs Grey Knights:
Rolled terrible SRs, either DG or +3 to deny would have individually been way better.

Standard paladin bomb and friends list. Gave him first turn, lost a handful of rets to SB fire, only 1 unit of his was visible to my stuff. Shot everything in range, left 1 paladin with 1 wound left. He got better Maelstrom cards so he went up in points. His turn lost a bunch of bolter girls but nothing too important, he made his charge with his deepstriking paladins but failed to kill a squad of 5 bolter sisters with 5 paladins and the named GK character, used the one remaining sister to shield an exorcist from consolidate, not that it would have mattered, still had CP for retreat and shoot. Deepstruck 1 Seraphim squad and both zephyrim. Seraphim whiffed, zephyrim+shooting killed 5 paladins. GK strat killed the Zephyrim back. Other zephyrim squad failed their charge.

Game ended bottom of 2, 10-7 in his favor. 6 turn game I think I take pretty easily though.

Game 2 vs Guard.

Tons of vehicles, basikisks, Lemans, chimeras, etc. He goes first and bounces utterly, even the basilisks only manage to do about 8 wounds total. My turn and I massively chunk out his forces on the right flank but am not in a position to deal with his russes. He shoots, mostly bounces except he kills an exorcist and I have to CP it to stop an explosion. My turn zephyrim drop and kill his infantry, Celestine kills a chimera that explodes on her and my 2 BR canoness, who I accidentally leave out in the open to die on his turn. Turn 3 was more of the same with zephyrim getting me 2 points on hold the center.

Game ended bottom of 3, 11-6 my favor. By turn 6 would have tabled him.

Game 3 vs Tau

Riptide+Yhvara with 6 HYMP broadsides and a standard buff suite. No drone shenanigans(which is probably better against SoB tbh, drones hate stormbolters)

He went first, lot of LoS terrain, meant my rets ate most of the fire early, though he did peel 2 BSS squads almost immediately. Only time the 4++ really helped. My turn shot all 6 melta shots with SoF AND reroll 1s AND a 5 on the miracle dice to kill all of 1 broadside.

His turn 2 he mulched all of my screening units and my retributors but I still had both exorcists intact. My turn, each exorcist killed a Big Suit by themselves (15 shots 14 hits, way too many failed saves) Zephyrim and Seraphim dropped, seraphim killed another broadside, Zephyrim made it into his backline by charging from out of LoS. The writing was on the wall from there.

Still only got to bottom 3.

11-7 my favor.

Ended up middle of the pack because I only scored 10ish maelstrom points a game, compared to my opponents getting 20+. This happened mostly because THEY finished.

I have to play faster. VH armies, especially with BR deepstrikes win games turn 3 or 4 and need 5 and 6 to pump the scores. I'm also still in the 'remeber all your rules' stage.

This message was edited 2 times. Last update was at 2020/02/26 20:25:42



 
   
Made in gb
Esteemed Veteran Space Marine



Ottawa

How long were those rounds? Seems pretty rough to only get through half of each game. I wouldn't sweat the score differential if you're never getting past turn 3.

Sounds like you learned some key lessons. I used to see a lot of players running checklists for themselves in their practice matches. Since you seem pretty good at keeping track of the events in a match in general, especially in hindsight, it might be worth writing out the things you missed and ordering them by phase as a checklist to refer to in any future practice matches.

This message was edited 1 time. Last update was at 2020/02/26 23:30:23


 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

 Orlanth wrote:
Ok, thanks for that.

Can you confirm which ammo to use against Tyranid Warriors and Terminators please.
Your question intrigued me Orlanth, so I ran it through a nice little dice roller website and it is Exorcist Missile Launcher against anything that has multiple wounds (the more wounds per model, the better it gets). The link below shows how many wounds you can expect from the Exorcist Missile, Conflagration Missile, and 4 Heavy Bolters.

Versus Tyranid Warriors (3 W 4+ Sv) https://anydice.com/program/1a1da
Versus Terminators (2 W 2+ Sv 5+ Inv) https://anydice.com/program/1a1db

Click on the At Least option to see the chance of getting at least a certain number of wounds in.

This message was edited 1 time. Last update was at 2020/02/27 00:24:47


 
   
Made in us
Pious Palatine




Lemondish wrote:
How long were those rounds? Seems pretty rough to only get through half of each game. I wouldn't sweat the score differential if you're never getting past turn 3.

Sounds like you learned some key lessons. I used to see a lot of players running checklists for themselves in their practice matches. Since you seem pretty good at keeping track of the events in a match in general, especially in hindsight, it might be worth writing out the things you missed and ordering them by phase as a checklist to refer to in any future practice matches.


2.5 hour rounds. The problem was a combination of taking too long for my own stuff, particularly doing things out of order and having to take back stuff after getting part way through setting up. I also was taking too long to get my units properly organized due to a combination of proxies and not having my storage solution(magnetic bases and movement trays) ready yet. This made deployment take longer than it should.

As for getting the rules down, I go in stages as I learn an army. A few more games and I'll have everything memorized but I wasn't quite there yet at this event. Writing things down to speed up the process isn't a bad idea.

I also drank quite a lot of margaritas at lunch so game 2 was a bit blurry.

Once I get a couple more games in and get enough stuff finished that I can get everything based and magnetized I'll be able to cut probably 35% off of my play time. Add in chess clocks(which are available, though optional) to keep my opponent on task and finishing games should be relatively consistent. I feel like a bit of a heel needing that but this army is sort of geared towards winning turn 4 and running score 5 and 6 so I really need as much time as I can get.


Automatically Appended Next Post:
 Grundz wrote:
tneva82 wrote:

Well let's see. Today:

First round. First exorcist caused 4 wounds. I got 4 hits, 2 wounds, he saved 1(target was russ). Didn't have higher than 4 on MD(well I only had 2 MD anyway being first turn). Other exorcist whiffed utterly.
Round 2. Now both tanks are degraded to hit on 4+. Other tank caused 4 wounds to demolisher(again 4 highest MD which was used to secure one wound), other whiffed completely again.

Round 3. Well first exorcist was dead, other whiffed third time in row.

Round 4. Second exorcist finally caused 4 damage.

Wounding on 4+ isn't that easy. Luckily I didn't need that much. After 3 turns I had only taken down one russ and 1 warglaive(2 mortifiers got seriously pissed off by being charged by 1) and caused some damage to demolisher. But I had weathered without too much damage and then was able to get into combat with stuff. Celestine in particular was very useful in this.


The 4+ to wound can certainly be a problem, I'm "usually" shooting at T7, vs guard I would be saving dice for the turn 2-3 seraphim drop and tie up all the tanks with a long charge+consolidate


Since the exorcist changes I've been having gangsta luck with exorcists.

Shot a fully degraded exorcist at an Executioner and...executed it. From full. Obviously not typical ougcome but my exocists LOVE me now. The beta codex ones hated me.

This message was edited 2 times. Last update was at 2020/02/27 00:43:32



 
   
Made in us
Monster-Slaying Daemonhunter





Rogerio134134 wrote:
What we thinking on strongest sacred rites??

For me it has to be spirit of the martyr. Hugely useful in any situation and considering it works for vehicles is brilliant, potential of a free round of fire from an excorcist. Even for stuff like retributiors and even sisters with meltas it's extremely good.


Definitely not Spirit of the Martyr.

I'd say the only one I'd build deliberately for is the one to shut down psychic powers. yes, it's situational, but it's very effective and powerful when you need it. The other ones offer less benefit than 32 imperial guardsmen and a basilisk.

Theoretically, if you build into it, the +1 Advance/Charge could be fairly decent, particularly if you play strongly into it, but if you're not built to use it then you probably won't go that far with it. If I have a mono list and the situation doesn't call for anything else, I'll probably take Passion or Guidance, they'll have the most actual utility of the set.


Automatically Appended Next Post:
ERJAK wrote:


Since the exorcist changes I've been having gangsta luck with exorcists.

Shot a fully degraded exorcist at an Executioner and...executed it. From full. Obviously not typical ougcome but my exocists LOVE me now. The beta codex ones hated me.


I'm the opposite. They hate me now. I used to be routinely counting 4, 5, 6 shots from each in early turns, in part because the first one to come up 1 or 2 got re-rolled by a CP.

Now, well, with 3d3 the impact of a re-roll is negligible and the only dice fixing open to them requires prescience, so when it's 3 or 4 shots downrange you're just screwed..

This message was edited 2 times. Last update was at 2020/02/27 01:32:43


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





ERJAK wrote:

Riptide+Yhvara with 6 HYMP broadsides and a standard buff suite. No drone shenanigans(which is probably better against SoB tbh, drones hate stormbolters)


Drones hide behind some ruin. I have yet to be able to shoot vs drone ever without either moving like hell or have indirect fire weapon.



I have to play faster. VH armies, especially with BR deepstrikes win games turn 3 or 4 and need 5 and 6 to pump the scores. I'm also still in the 'remeber all your rules' stage.


One thing that helped me is movement trays. Since many sister units aren't rushing to melee that weakness of trays doesn't hurt and all the sisters are generally moving a lot due to short ranges of weapons.


Automatically Appended Next Post:
 Inquisitor Lord Katherine wrote:
[
I'm the opposite. They hate me now. I used to be routinely counting 4, 5, 6 shots from each in early turns, in part because the first one to come up 1 or 2 got re-rolled by a CP.

Now, well, with 3d3 the impact of a re-roll is negligible and the only dice fixing open to them requires prescience, so when it's 3 or 4 shots downrange you're just screwed..


Eh so you were great when you are rolling over average before and now screwed when even 1/27 event is same as before average...3 or 4 shots is pretty slim odds. 1/27 for 3 shots.

This message was edited 2 times. Last update was at 2020/02/27 06:39:41


2024 painted/bought: 109/109 
   
Made in gb
Esteemed Veteran Space Marine



Ottawa

ERJAK wrote:

I also drank quite a lot of margaritas at lunch so game 2 was a bit blurry.


My man lol

Good luck at the next event!
   
Made in it
Longtime Dakkanaut





 alextroy wrote:
 Orlanth wrote:
Ok, thanks for that.

Can you confirm which ammo to use against Tyranid Warriors and Terminators please.
Your question intrigued me Orlanth, so I ran it through a nice little dice roller website and it is Exorcist Missile Launcher against anything that has multiple wounds (the more wounds per model, the better it gets). The link below shows how many wounds you can expect from the Exorcist Missile, Conflagration Missile, and 4 Heavy Bolters.

Versus Tyranid Warriors (3 W 4+ Sv) https://anydice.com/program/1a1da
Versus Terminators (2 W 2+ Sv 5+ Inv) https://anydice.com/program/1a1db

Click on the At Least option to see the chance of getting at least a certain number of wounds in.


Keep in mind that warriors reduce damage received by 1, and many times they are also under a -1 to hit aura and -1 strenght aura.

The solution would still be the exorcist missile launcher though.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Twice the attacks simply doesn't make up for d6 damage against multi-wound models. If you aren't shooting line infantry, the EML is your friend.

I remember seeing the stat block for the Conflagration Missiles and thinking, "if this was damage 2 it would be awesome, but at damage 1 it is awful".

This message was edited 1 time. Last update was at 2020/02/27 13:25:25


 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

Lemondish wrote:
ERJAK wrote:

I also drank quite a lot of margaritas at lunch so game 2 was a bit blurry.


My man lol

Good luck at the next event!
This was the only part I picked up on. Results be damned. You already won.

 
   
Made in us
Arch Magos w/ 4 Meg of RAM






tneva82 wrote:

With imagifier only real gun tau has to worry is riptide ion vs exorcist. Actually tau hard counters then exorcist pretty well. Drones negate exorcist shooting and ion cannon(especially relic one) blows exorcist in no time. But sister infantry hard counters tau army


sisters dont gunline well, you'd have to drop your seraphim squads to mass clear drones

marines were nerfed today, you must progress through your doctrines now, so this may bode well for non-valorous heart sisters, since you dont need to lean on that ap-2 ignore as hard

Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge 
   
Made in fi
Locked in the Tower of Amareo





Or not worry about riptides. Especially good with pure infantry VH sisters. Burstcannon riptide is like "whatever" and without exorcists the ion cannon one doesn't have good targets either. Though exorcist at least are good distraction carnifex seeing exorcist isn't that useful vs tau anyway.

Take control of board, get rid of any crisis suits and firewarriors and don't fret too much about riptides. They aren't that big threat for points vs VH infantry anwyay

2024 painted/bought: 109/109 
   
Made in us
Pious Palatine




 Grundz wrote:
tneva82 wrote:

With imagifier only real gun tau has to worry is riptide ion vs exorcist. Actually tau hard counters then exorcist pretty well. Drones negate exorcist shooting and ion cannon(especially relic one) blows exorcist in no time. But sister infantry hard counters tau army


sisters dont gunline well, you'd have to drop your seraphim squads to mass clear drones

marines were nerfed today, you must progress through your doctrines now, so this may bode well for non-valorous heart sisters, since you dont need to lean on that ap-2 ignore as hard


I would actually argue the opposite, this pushes VH EVEN HARDER because less of SM's guns will be able ro push past the minus 2 and A LOT of them are suddenly bouncing even without stoic. Add on to that that Aggressors are nowhere near as good as centurion as killing our infantry(no ignores cover) and VH are even stronger than they were.

Not that other tactics didn't benefit also but I don't think any of them made out as well as VH did.


 
   
Made in fi
Locked in the Tower of Amareo





What ignore cover was removed from centurions? Not familiar with all the ignore cover things marines have. I know imperial fists ignore but that'stheir chapter bonus which wasn't untouched today(indeed IF didn't get updated at all today)

2024 painted/bought: 109/109 
   
Made in us
Monster-Slaying Daemonhunter





tneva82 wrote:

Automatically Appended Next Post:
 Inquisitor Lord Katherine wrote:
[
I'm the opposite. They hate me now. I used to be routinely counting 4, 5, 6 shots from each in early turns, in part because the first one to come up 1 or 2 got re-rolled by a CP.

Now, well, with 3d3 the impact of a re-roll is negligible and the only dice fixing open to them requires prescience, so when it's 3 or 4 shots downrange you're just screwed..


Eh so you were great when you are rolling over average before and now screwed when even 1/27 event is same as before average...3 or 4 shots is pretty slim odds. 1/27 for 3 shots.


I also cared less when it was poor. At 125 points, I didn't really care that much and getting a good roll was very good. At 170 points I need it to do more. The battery has more required of it, since I have one less full melta seraphim squad or dominions squad, or one less transport for my infantry, or almost an entire CP battalion since Scions are now 35 points.

This is just my thing. I always felt that with CP for re-rolls, I could keep the battery pretty well overperforming, and at 125 they were marginally undercosted for even mundane performance. I like this. At 170, they're actually reasonably costed for average performance and it's nigh-on-impossible to get the battery to overperform it's cost.

This message was edited 2 times. Last update was at 2020/02/27 19:20:23


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




tneva82 wrote:
What ignore cover was removed from centurions? Not familiar with all the ignore cover things marines have. I know imperial fists ignore but that'stheir chapter bonus which wasn't untouched today(indeed IF didn't get updated at all today)


It wasn't removed, their delivery system was, which makes assault cents basically DOA.(It's their sergeants wargear just fyi)

Aggressors can still infiltrate, but THEY don't get ignores cover.

This message was edited 1 time. Last update was at 2020/02/27 19:20:09



 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Apparently sisters took 2nd at a GT this weekend.

repentia and zeraphim spam list, using miracle dice to guarantee monster first turn charges

Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

Melee sisters are surprisingly strong. It’s taken me some tweaks with several games but combine Celestians/Repentia and Zephyrim in BR with MD and Hand of the Emperor for mid table control and potent first strikes.

 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Spoletta wrote:
 alextroy wrote:
 Orlanth wrote:
Ok, thanks for that.

Can you confirm which ammo to use against Tyranid Warriors and Terminators please.
Your question intrigued me Orlanth, so I ran it through a nice little dice roller website and it is Exorcist Missile Launcher against anything that has multiple wounds (the more wounds per model, the better it gets). The link below shows how many wounds you can expect from the Exorcist Missile, Conflagration Missile, and 4 Heavy Bolters.

Versus Tyranid Warriors (3 W 4+ Sv) https://anydice.com/program/1a1da
Versus Terminators (2 W 2+ Sv 5+ Inv) https://anydice.com/program/1a1db

Click on the At Least option to see the chance of getting at least a certain number of wounds in.


Keep in mind that warriors reduce damage received by 1, and many times they are also under a -1 to hit aura and -1 strenght aura.

The solution would still be the exorcist missile launcher though.


More so it would seem as D6 damage can afford -1 a fair amount of the time. Its a major defence but not insurmountable.
Thank you for your efforts, you have convinced me. I find the damage ramp quite significant and worth not going cheap on.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Sword-Bearing Inquisitorial Crusader




TX, US

What’s our best way to eliminate Eliminators?


 
   
Made in us
Pious Palatine




 davidgr33n wrote:
What’s our best way to eliminate Eliminators?



Post nerf, just ignore them if you've got an imagifier or are VH. They're pretty much irrelevant with -1 immune characters in cover, combined with doctrines only being good for 1 turn. VH could go an entire game without losing a single to wound to them. Put a Surplice on whatever your most valuable character is if you want extra peace of mind, but yeah they shouldn't actually do much to you.


 
   
Made in fi
Locked in the Tower of Amareo





If you aren\t VH or are but it's T1 they are bit more annoying as you can't go into LOS or the -3 shots hurt. And sisters not being long range gun line staying out of LOS forever isn't going to work if you don't want to lose all your buffs.

For VH hide characters out of LOS T1 and then you are safe.

If you really need to kill them exorcists, possibly seraphim depending on screening and celestine can all do the job.

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





Denver, CO, USA

I can imagine a couple small Celestian squads getting you through that difficult Turn 1, and Divine Intervention as a backup if the dice don't go your way or your opponent brought tons of Eliminators... although that strat on T1 will eat all your Miracle Dice and still maybe not be worth 2CP.

   
 
Forum Index » 40K General Discussion
Go to: