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Made in fr
Been Around the Block





In the webway with Ahriman

Thanks for you return. It was indeed a dumb idea to throw them against the bullgryn. I felt obliged to do it in ordrer to save my Celestine who was engaged by this whole bulgryn squad.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

That was your mistake. Never waste resources trying to win an unwinnable fight. It’s not like Celestine can’t Fall Back.
   
Made in us
Sister Vastly Superior





Pittsburgh Pa

Question - - - So im taking 4 morts and 2 archs and they all have HB and Flails... Should I take 1 in each squad and put 2 HF and 2 Buzz on it for charge deterrent or 1 HF and 1HB 1 Buzz and 1 Flail instead of 2 HB 2Flails?

4000pts






 
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 Spidey0804 wrote:
Question - - - So im taking 4 morts and 2 archs and they all have HB and Flails... Should I take 1 in each squad and put 2 HF and 2 Buzz on it for charge deterrent or 1 HF and 1HB 1 Buzz and 1 Flail instead of 2 HB 2Flails?


I'd say you keep them all with HB and flails. It's generally speaking the best outfit for them, and it's good to specialise on one type of target for a unit.

And an obligatory warning that we are getting a new codex somewhat soon. So this advice might have a short best-before date :-)
   
Made in ca
Krazed Killa Kan




Claremont, ON

Yes I agree, it's hard to imagine double flails keeping their 15 attacks and with a new book due within 1-2 months I wouldn't plastic glue any arm bits just yet. HB are still going to be the go to and that won't change I don't think. In the meantime HB and flails are the best all round

2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in us
Pious Palatine




 Spidey0804 wrote:
Question - - - So im taking 4 morts and 2 archs and they all have HB and Flails... Should I take 1 in each squad and put 2 HF and 2 Buzz on it for charge deterrent or 1 HF and 1HB 1 Buzz and 1 Flail instead of 2 HB 2Flails?


The only real reason to take buzz saws instead of flails (at least until the next book drops) is to not have to roll 45 dice per squad. As for the heavy flamer, that's not super necessary. Nothing that has a real chance of killing your Morties without getting shrecked in return is going to care about 2 heavy flamers.

Also it's aNchs, it was very confusing trying to figure out how you were taking 2 Archmages.

This message was edited 1 time. Last update was at 2021/05/09 14:17:20



 
   
Made in us
Kinebrach-Knobbling Xeno Interrogator





ERJAK wrote:
 Spidey0804 wrote:
Question - - - So im taking 4 morts and 2 archs and they all have HB and Flails... Should I take 1 in each squad and put 2 HF and 2 Buzz on it for charge deterrent or 1 HF and 1HB 1 Buzz and 1 Flail instead of 2 HB 2Flails?


The only real reason to take buzz saws instead of flails (at least until the next book drops) is to not have to roll 45 dice per squad. As for the heavy flamer, that's not super necessary. Nothing that has a real chance of killing your Morties without getting shrecked in return is going to care about 2 heavy flamers.

Also it's aNchs, it was very confusing trying to figure out how you were taking 2 Archmages.


Archmage = witch = guilty = strapped into a pain engine?
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

You're not wrong, but in this case he was talking about an Anchorite, a completely different type of heretic strapped to a very different engine
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

So unless her points cost is priced crazy, she seems like an auto include:

https://www.warhammer-community.com/2021/05/10/this-high-lord-of-terra-prefers-the-battlefield-to-the-boardroom/

 
   
Made in gb
Mighty Vampire Count






UK

All seems rather good - could be hefty pots cost

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

What is her weakness? she's non targetable, halves incoming damage, 4++ against invuln and MW, has melee and range for high toughness or hordes, and buffs like a champ...

 
   
Made in au
Calm Celestian




 deviantduck wrote:
What is her weakness? she's non targetable, halves incoming damage, 4++ against invuln and MW, has melee and range for high toughness or hordes, and buffs like a champ...
She's 400 points.

*doesn't actually know, but can suspect*

   
Made in us
Sister Vastly Superior





 deviantduck wrote:
What is her weakness? she's non targetable, halves incoming damage, 4++ against invuln and MW, has melee and range for high toughness or hordes, and buffs like a champ...


She is a primarch equivalent so probably the same way you take care of G-man, 1/2 damage vs revive is about the same. though i suppose it depends if the celestians or nu celestians can bodyguard her or not

"If you are forced to use your trump card, then the battle is already lost" 
   
Made in us
Fixture of Dakka






 deviantduck wrote:
What is her weakness? she's non targetable, halves incoming damage, 4++ against invuln and MW, has melee and range for high toughness or hordes, and buffs like a champ...


Honestly, T5. As soon as she is from LoS! any Str5+ gun with -1 or -2 ap will risk hurting her. Just number of shots. She is basically Custode character.

   
Made in ca
Regular Dakkanaut





Does anyone know how her halving damage would work vs an odd amount of damage? For instance would a 3 damage weapon inflict 2 damage to her or only 1?

 Psienesis wrote:
While that's possible, it's also stupid to build your game around your customers being fething morons
 
   
Made in us
Regular Dakkanaut




2. The ability says (round up).
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

 Punisher wrote:
Does anyone know how her halving damage would work vs an odd amount of damage? For instance would a 3 damage weapon inflict 2 damage to her or only 1?
3 is cut in half to 1.5 damage. Round up to 2.

 
   
Made in us
Regular Dakkanaut




So like...her durability is pretty comparable to the Triumph (half wounds but half damage, same invuln, t5 vs -1 to hit). Her melee is comparable. Her shooting shown is fairly unimpressive but maybe the bolter will be amazing.

In terms of buffing it is hard to straight compare the two but I would probably rate her pretty similar? +1 hit in melee is pretty comparable to reroll 1s hit and wound, particularly considering the competition with the cannoness/palatine (who we will still have to take), leaving her better for range but a bit worse for melee. The chapter master is good for rets, but will invariably end up targeting fewer points than an SM one. I almost certainly would prefer the miracle dice manip from the Triumph to it.

So I think she ends up very comparable to the Triumph but has character protection. Given the Triumph shows up half and half in comp lists I'd not really be willing to pay much north of 225 and call her super competitive.
   
Made in us
Longtime Dakkanaut




It's a weird model, in that it's basically just brute strength, nothing interesting about it like other SoB special characters are interesting. And the reroll hits and wounds, while insane in the abstract, isn't even actually all that good for retributors, because you have to use it in the command phase, and since when did anyone ever have retributors just sitting there on the table in their command phase? They're either in a rhino or reserved, and either way, you can't buff them on the turn they go in, and after the turn they do in, they're dead unless you've won the game.

Her rules seem like a bit of a symptom of what seems to be a turn away from the wild, wacky and weird and towards marines, but women. I hope it isn't indicative of the rules in the codex generally.

   
Made in us
Regular Dakkanaut




She isn't particularly impressive in melee. Can't remotely kill an intercessor squad, doesn't kill a wych squad or even a guard squad. Her melee is most comparable to a deathshroud termie sergeant.

Her warlord trait will matter. I could see value in walking up the board with two squads of nundams if they are good or the shield girls; if she grants the +1 invuln and those squads want that, there is legit value there. Her chapter master would be good on mortifiers. If they work well or the nundams end up similar either would be decent targets.
   
Made in us
Longtime Dakkanaut




Can't see mortifiers being core, that would really be at odds with their lore. Wulfen aren't core and are closely equivalent in terms of their relationship to the rest of the army, so it would also be a big departure from how they've handled it in other books.
   
Made in nl
Longtime Dakkanaut





drakerocket wrote:
She isn't particularly impressive in melee. Can't remotely kill an intercessor squad, doesn't kill a wych squad or even a guard squad. Her melee is most comparable to a deathshroud termie sergeant.

Her warlord trait will matter. I could see value in walking up the board with two squads of nundams if they are good or the shield girls; if she grants the +1 invuln and those squads want that, there is legit value there. Her chapter master would be good on mortifiers. If they work well or the nundams end up similar either would be decent targets.
I doubt Mortifiers will get CORE so she won't be able to buff them.
   
Made in us
Regular Dakkanaut




I think more the point I was going for was "if the nundams operate like mortifiers, they'd be good targets". Apologies for my being unclear.

Agree mortifiers probably won't snag core, though one never knows. Core has been all over the place. Sure wolfen don't have core, but Talos do. And talos have core but bloat drones don't. Inceptors have core but destroyers don't. They've been pretty inconsistent with what gets core tbh.

Mostly though, I hope that she is either cheap or there is a lot more to her. Character blocking makes her defense profile not too big a deal against guns and it isn't enough to keep her alive through a real melee unit; vanguard vets would eat her, as would DW termies, wyches..heck I think a unit of 10 zephyrm almost do it with a bit of strat support. And she can't kill any of those units in response.

   
Made in us
Pious Palatine




 deviantduck wrote:
What is her weakness? she's non targetable, halves incoming damage, 4++ against invuln and MW, has melee and range for high toughness or hordes, and buffs like a champ...


Not having any weaknesses is actually her biggest weakness. Because of how loaded for bare she is, she'll be very expensive. Likely in the 200-280pts range. That means she'll have to be able to be a melee beatstick(Beni Canoness 65pts) a force multiplier (ROO Canoness 65pts) and also match a full unit of repentia (144) to work in that price range.

Most sisters units are extremely good because they don't waste points on stats that don't matter (repentia, retributors, Canonesses) so they can be masters of 1. A jack of all trades has to be able to do EVERYTHING or she'll end up doing nothing.

This gets doubly hard if she doesn't benefit from ORDER abilities/stratagems.


Automatically Appended Next Post:
drakerocket wrote:
She isn't particularly impressive in melee. Can't remotely kill an intercessor squad, doesn't kill a wych squad or even a guard squad. Her melee is most comparable to a deathshroud termie sergeant.

Her warlord trait will matter. I could see value in walking up the board with two squads of nundams if they are good or the shield girls; if she grants the +1 invuln and those squads want that, there is legit value there. Her chapter master would be good on mortifiers. If they work well or the nundams end up similar either would be decent targets.


Techinically with the passion and her own ability (which does work on characters) she does kill a guard squad on average dice. If she's also allowed to benefit from Bloody Rose she takes out an intercessor squad on average as well.

This message was edited 2 times. Last update was at 2021/05/11 19:02:29



 
   
Made in us
Regular Dakkanaut




It's very unlikely she gets bloody rose. And 'kills guard squad' is a painfully low barrier for a 200 point melee unit, same with 'kill an intercessor squad'. The standard bloody rose cannoness does it and she's 65 (albeit with a relic and WLT).

I like the model, I like the concept. Honestly, I'd actually root pretty hard for her to not have much more than shown and clock in closer to like 175. Much more usable if she does.
   
Made in au
Calm Celestian




She's not going to be cheaper than Calgar.

People still take St C, and her combat stats and abilites don't match her point cost in the ways listed above.

I expect her popularity will come down to the need to get all her effects down on the board a number of times.

   
Made in nl
Longtime Dakkanaut





Viewing her as a beatstick feels like a mistake. She is primarily a force multiplier that is also able to take a beating and dish it back out.

You can throw her in to combat to help deal with a situation, rather then see her as a tool that cleans up any problem on her own.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 Ordana wrote:
Viewing her as a beatstick feels like a mistake. She is primarily a force multiplier that is also able to take a beating and dish it back out.

You can throw her in to combat to help deal with a situation, rather then see her as a tool that cleans up any problem on her own.

This right here.

She's basically the Sisters equivalent of a Chapter Master. You take her for her buffs, and her durability just means that she will continue to provide said buffs for longer before she dies. Her combat capability is a tertiary concern, although having basically a Typhoon Missile Launcher with character protection is not a bad thing at all.

I predict that she'll be seen in a lot of lists but not all of them, kind of like how you see The Silent King in a lot of Necron lists and Ghazzy in a lot of Ork lists. Unless her points cost is ludicrously high.

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 au
Calm Celestian




Does she multiply our force by enough to justify taking at 210 points though?

We don't have the units Space Marines and Necrons have that we want to multiply that we're not just taking multiples of at less of a cost.

Redundancy is sisters greatest strength, we don't pay what either of those armies do for units because we're s3 t3 w1

   
Made in us
Fixture of Dakka






Lammia wrote:
Does she multiply our force by enough to justify taking at 210 points though?

We don't have the units Space Marines and Necrons have that we want to multiply that we're not just taking multiples of at less of a cost.

Redundancy is sisters greatest strength, we don't pay what either of those armies do for units because we're s3 t3 w1


If you build for that then yes

   
 
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