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Made in us
Powerful Ushbati





United States

Battalion: Sacred Rose

HQ: 2

Canoness w/ BG/PS/RoS ----> Warlord Trait: Light of the Emperor/Relic: Litanies of Faith
Missionary w/ AG/CS

Troops: 4

BSS: 5 Sisters w/BG/2 MG
BSS: 5 Sisters w/BG/2 MG
BSS: 5 Sisters w/BG/2 MG
BSS: 5 Sisters w/BG/2 MG

Elites: 2
Dialogus w/BP/DS
Dialogus w/BP/DS


Heavy Support: 3
Exorcist w/EML/HB
Exorcist w/EML/HB
Exorcist w/EML/HB

Transport: 4
Immolator w/IF/HB
Immolator w/IF/HB
Immolator w/IF/HB
Immolator w/IF/HB

Vanguard Detachment: Bloody Rose

No-Slot: 2 Geminae Superia w/ BP/PS

HQ: 1

Celestine

Fast Attack:
Seraphim Squad: 5 Seraphim w/1 PP/1PS --- 4 IP--- 2BP

Elites: 3
Zephyrim Squad: 7 Zephyrim w/PS/BP
Zephyrim Squad: 7 Zephyrim w/PS/BP
Zephyrim Squad: 7 Zephyrim w/PS/BP

This is the list I ran this past weekend, and I managed to nearly table my opponent by the end of turn three. My Zephyrim obliterated Abaddon in CC thanks to my usage of supporting stratagems (Tear Them Down, Battle Rites, Holy Rage were the big winners) and both SR and AoF dice.

As far as I can tell Miracle dice are just about as close to being busted as anything else I've seen in 8th edition. I'm a little scared that they'll end up getting hit by the nerf hammer in terms of how many you can use per AoF. I'm pretty happy with the list as it is, but I'm always willing to entertain suggestions.

My primary opponents are:

Chaos Marines: BL, AL
Adeptes Custodes
Dark Eldar
Dark Angels
Salamanders
Adeptus Mechanicus
Astra Militarum




   
Made in se
Regular Dakkanaut




I saw your list and later that evening a friend at the club was playing the new sisters (he used to play orks but we haven’t seen him in 6 months.), it made my nerves itchy so I packed up my small army and calculated the points to just over 2000!! I’m so happy now! But enough of me.

Just by the looks of your list I’ve fell in love! Don’t know much of the codex such as stratagems but are three units Zephyrim that good? Seems a bit too much but you do have antitank so they will be killing marines.

Sitting here typing makes me think more and more how and what you can or maybe should do but I cannot think of anything. If I can proxy two immolators and 7 Zephyrims I will try this list but later on when they have released the new box piece by piece so I can get my beloved Penitent engine and start my sinners list of redemption (18 of them, 9 mortis, 9 Penitent).

Please play some more games and write about them!
Sorry for not being a help or have any ideas.
   
Made in us
Pious Palatine




Am I counting 7 sisters in those immolators or is that just a weird formatting thing? Because immolators only fit 6 girls. Also, the geminae HAVE to be in Celestine's detachment because that's where they don't take up a slot.

Never take geminae, they suck. Use the leftover points to take the BR blender canoness instead of a missionary. It also feels like you'll be short on CP, but that's more of a personal thing.

If you wanted to keep the list mostly unchanged then the alterations I would make would be to drop whatever you have to for an imagifier on the SR battalion(the immunity to -1 rend is incredibly useful) and don't evenly distribute the Zephyrim. Only 2 squads are going to be able to benefit from your miracle dice to guarantee the charge if you deep strike them and only one will if you start them on the table and go for the max run, max charge 31" first turn charge combo. I would max two squads and take either a minimum 3rd squad or a buff character of some variety.

If you wanted to slightly alter it, I would always take Valorous heart or Argent shroud on the battalion over Sacred rose. Sacred rose is decent and being able to essentially reroll miracle dice by blowing terrible ones on the warlord is neat but both Valorous heart and Argent shroud support your chosen units better and make you less reliant on rolling good miracle dice.

Not really part of the list critique so much as my personal opinion, but immolators kind of suck now. The heavy bolter is a essentially a 10 point nerf and they got a 2 point nerf on top of that.


 
   
Made in us
Powerful Ushbati





United States

ERJAK wrote:
Am I counting 7 sisters in those immolators or is that just a weird formatting thing? Because immolators only fit 6 girls. Also, the geminae HAVE to be in Celestine's detachment because that's where they don't take up a slot.

Never take geminae, they suck. Use the leftover points to take the BR blender canoness instead of a missionary. It also feels like you'll be short on CP, but that's more of a personal thing.

If you wanted to keep the list mostly unchanged then the alterations I would make would be to drop whatever you have to for an imagifier on the SR battalion(the immunity to -1 rend is incredibly useful) and don't evenly distribute the Zephyrim. Only 2 squads are going to be able to benefit from your miracle dice to guarantee the charge if you deep strike them and only one will if you start them on the table and go for the max run, max charge 31" first turn charge combo. I would max two squads and take either a minimum 3rd squad or a buff character of some variety.

If you wanted to slightly alter it, I would always take Valorous heart or Argent shroud on the battalion over Sacred rose. Sacred rose is decent and being able to essentially reroll miracle dice by blowing terrible ones on the warlord is neat but both Valorous heart and Argent shroud support your chosen units better and make you less reliant on rolling good miracle dice.

Not really part of the list critique so much as my personal opinion, but immolators kind of suck now. The heavy bolter is a essentially a 10 point nerf and they got a 2 point nerf on top of that.


5 Girls, 3 bolters, 2 MG.

So far in my games the Immolaters have been MVP. Last night I went up against Phobos Ravenguard. Game ended on turn 4, 10(SoB) VP to 5(RG). I still had about 60% of my army on the table and he only had about 25% of his left.

Why do you say the HB is a nerf? HBs are pretty good at dealing with unguarded infantry.

As for the Geminae, they've saved my butt twice now protecting Celestine from getting gibbed. I personally love them.

This message was edited 1 time. Last update was at 2019/12/15 19:37:01


 
   
Made in fi
Locked in the Tower of Amareo





HB on immolator gets hindered by advancing(can't shoot) and moving in general(-1 to hit) so those HB's are not always shooting(T1 in particular where you need to advance to be in range to begin with) and even then you are hitting worse.

Though 10 pts nerf is exaggeration.

2024 painted/bought: 109/109 
   
Made in us
Fresh-Faced New User




It seems from the way you’re talking about Miracle Dice that you’re not playing it correctly according to the rules.

- Miracle dice can only be used to replace a roll. Hit, Wound, and Damage rolls are handled individually per shot. You can only replace one of those dice during the shooting phase. It sounds like you’ve been replacing a whole squad’s worth during the shooting phase. The only roll that you can use multiple dice for is the charge roll as that specifically rolls two dice in one roll.

- Miracle dice are to be used BEFORE you make a roll. You can’t roll 5 hits and replace the misses.
   
Made in fi
Locked in the Tower of Amareo





Acolytus wrote:
The only roll that you can use multiple dice for is the charge roll as that specifically rolls two dice in one roll.


Did sisters have any 2d6/2d3 type of damage weapons? Those would be another but not sure did they have any. Well except melta weapons but there's no bloody point in using 2 MD for that

2024 painted/bought: 109/109 
   
Made in us
Powerful Ushbati





United States

Acolytus wrote:
It seems from the way you’re talking about Miracle Dice that you’re not playing it correctly according to the rules.

- Miracle dice can only be used to replace a roll. Hit, Wound, and Damage rolls are handled individually per shot. You can only replace one of those dice during the shooting phase. It sounds like you’ve been replacing a whole squad’s worth during the shooting phase. The only roll that you can use multiple dice for is the charge roll as that specifically rolls two dice in one roll.

- Miracle dice are to be used BEFORE you make a roll. You can’t roll 5 hits and replace the misses.


No. I'm playing them just as they're intended, I never use them after the rolls and I never would use all my dice on a whole squad, even if you could. That would be a huge waste of a valuable resource.


Automatically Appended Next Post:
tneva82 wrote:
HB on immolator gets hindered by advancing(can't shoot) and moving in general(-1 to hit) so those HB's are not always shooting(T1 in particular where you need to advance to be in range to begin with) and even then you are hitting worse.

Though 10 pts nerf is exaggeration.


I hit on 4+ instead of a 3+. It hasn't been that much of an issue for my yet...

However, I typically do not advance my Immolators, so that may be why it's a bit rougher on you guys than it is on me. taking an extra turn to get somewhere hasn't been much of an issue for me yet, but I'm about to play another game in a few minutes against Tyranids, so I'll have to see how it goes.


Automatically Appended Next Post:
tneva82 wrote:
Acolytus wrote:
The only roll that you can use multiple dice for is the charge roll as that specifically rolls two dice in one roll.


Did sisters have any 2d6/2d3 type of damage weapons? Those would be another but not sure did they have any. Well except melta weapons but there's no bloody point in using 2 MD for that


Immolation Flamers are 2d6, Exorcists are either 2d6 ot 3d3.

This message was edited 2 times. Last update was at 2019/12/15 23:15:23


 
   
Made in fi
Locked in the Tower of Amareo





Damage. Not shots. Can't even miracle dice shot number so those can't be multiused. As each shot is individual can't even md to hit roll of all exorcist shots

2024 painted/bought: 109/109 
   
Made in us
Fresh-Faced New User




Not saying the OP is using MD incorrectly but its one action per phase can be replaced.

1 hit roll (1 dice)
OR
1 dmg roll (1 dice)
OR
1 charge roll (2 dice)
etc.

And yeah numbers of shots cannot be used with MD dice. The book has the list you can use them on.

Havent used immos yet but I was under the impression they have 1 heavy flamer now not 2. (dont have my book in front of me) OK I stand corrected. Its 1 HB and 2 immo flamers/2 HB/2 MM. Thats actually not bad for 97-120 btw pts.

This message was edited 2 times. Last update was at 2019/12/16 19:00:43


 
   
Made in us
Powerful Ushbati





United States

Darsolan wrote:
Not saying the OP is using MD incorrectly but its one action per phase can be replaced.

1 hit roll (1 dice)
OR
1 dmg roll (1 dice)
OR
1 charge roll (2 dice)
etc.

And yeah numbers of shots cannot be used with MD dice. The book has the list you can use them on.

Havent used immos yet but I was under the impression they have 1 heavy flamer now not 2. (dont have my book in front of me) OK I stand corrected. Its 1 HB and 2 immo flamers/2 HB/2 MM. Thats actually not bad for 97-120 btw pts.


So the immolators ended up winning me me game last night against Tyranids.

I managed to seize the ini and killed 2 and 1/2 Exocrine on turn one with my Exorcists.

We were playing an objective game where the objective you need to have moved turn to turn, this allowed me to move, and lay-down bursts of BH fire and Flames on his warriors and Hormagaunts. It was a bloodbath for him, where as I took relatively few casualties. Nids conceded at the end of my turn on R2. It's amazing how bad that army is, I quit playing my nids about 2 years ago, and it seems like all they've done is get a 1 trick pony (Exocrines) and everything else had been nerfed or reduced in effectiveness.
   
 
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