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![[Post New]](/s/i/i.gif) 2035/05/11 11:44:44
Subject: [2000] - Sisters of Battle - Semi-competitive
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Fresh-Faced New User
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Hello,
I’m starting to get the hang of selectively choosing units, assigning them roles, and playing to their strengths. So I am fairly confident in building a strong list that could potentially compete.
Some notes on the list:
- I do not like the Vahl model or the Warsuit models, therefore I will not use them
- For fluff reasons, and personal opinion, i also won’t use Repentia, Flagellants, PEs/Mortifiers
Hence, I imagine it loses some competitive edge where these units would outperform my choices.
Here goes:
++ Battalion Detachment 0CP (Imperium - Adepta Sororitas) [58 PL, 1,193pts, 12CP] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Order Convictions: Order: Bloody Rose
+ HQ +
Canoness [3 PL, 65pts]: Plasma pistol, Power sword, Rod of Office, Warlord
Palatine [3 PL, 50pts]: Plasma pistol
+ Troops +
Battle Sister Squad [3 PL, 60pts]
. 3x Battle Sister: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
. Battle Sister w/ Simulacrum: Simulacrum Imperialis
. Sister Superior: Chainsword
. . Bolt Pistol & Boltgun
Battle Sister Squad [3 PL, 55pts]
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Chainsword
. . Bolt Pistol & Boltgun
Battle Sister Squad [3 PL, 60pts]
. 3x Battle Sister: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
. Battle Sister w/ Simulacrum: Simulacrum Imperialis
. Sister Superior: Chainsword
. . Bolt Pistol & Boltgun
+ Elites +
Celestian Sacresants [3 PL, 75pts]
. 4x Celestian Sacresant (Hallowed Mace): 4x Bolt pistol, 4x Frag & Krak grenades, 4x Hallowed Mace
. Sacresant Superior: Bolt pistol, Spear of the Faithful
Celestian Sacresants [3 PL, 75pts]
. 4x Celestian Sacresant (Anointed Halberd): 4x Bolt pistol, 4x Frag & Krak grenades, 4x Anointed Halberd
. Sacresant Superior: Bolt pistol, Spear of the Faithful
+ Fast Attack +
Dominion Squad [4 PL, 80pts]
. Dominion Superior: Chainsword
. . Bolt Pistol & Boltgun
. Dominion w/ Special Weapon: Artificer-crafted storm bolter
. Dominion w/ Special Weapon: Artificer-crafted storm bolter
. Dominion w/ Special Weapon: Artificer-crafted storm bolter
. Dominion w/ Special Weapon: Artificer-crafted storm bolter
Dominion Squad [4 PL, 80pts]
. Dominion Superior: Chainsword
. . Bolt Pistol & Boltgun
. Dominion w/ Special Weapon: Artificer-crafted storm bolter
. Dominion w/ Special Weapon: Artificer-crafted storm bolter
. Dominion w/ Special Weapon: Artificer-crafted storm bolter
. Dominion w/ Special Weapon: Artificer-crafted storm bolter
+ Heavy Support +
Retributor Squad [6 PL, 140pts]: 2x Armourium Cherub
. Retributor Superior: Chainsword
. . Bolt Pistol & Combi-plasma: Combi-plasma
. Retributor w/ Heavy Weapon: Multi-melta
. Retributor w/ Heavy Weapon: Multi-melta
. Retributor w/ Heavy Weapon: Ministorum Heavy Flamer
. Retributor w/ Heavy Weapon: Ministorum Heavy Flamer
Retributor Squad [6 PL, 140pts]: 2x Armourium Cherub
. Retributor Superior: Chainsword
. . Bolt Pistol & Combi-plasma: Combi-plasma
. Retributor w/ Heavy Weapon: Multi-melta
. Retributor w/ Heavy Weapon: Multi-melta
. Retributor w/ Heavy Weapon: Ministorum Heavy Flamer
. Retributor w/ Heavy Weapon: Ministorum Heavy Flamer
Retributor Squad [9 PL, 158pts]
. 3x Retributor: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
. Retributor Superior: Chainsword
. . Bolt Pistol & Combi-plasma: Combi-plasma
. Retributor w/ Heavy Weapon: Heavy bolter
. Retributor w/ Heavy Weapon: Heavy bolter
. Retributor w/ Heavy Weapon: Heavy bolter
. Retributor w/ Heavy Weapon: Heavy bolter
. Retributor w/ Simulacrum
+ Dedicated Transport +
Sororitas Rhino [4 PL, 80pts]
Sororitas Rhino [4 PL, 80pts]
++ Outrider Detachment -3CP (Imperium - Adepta Sororitas) [30 PL, 660pts, -3CP] ++
+ Configuration +
Detachment Command Cost [-3CP]
Order Convictions: Order: Bloody Rose
+ HQ +
Celestine and Geminae Superia [10 PL, 200pts]
. 2x Geminae Superia: 2x Bolt pistol, 2x Frag & Krak grenades, 2x Power sword
+ Fast Attack +
Seraphim Squad [4 PL, 95pts]
. 2x Seraphim: 4x Bolt pistol, 2x Frag & Krak grenades
. Seraphim Superior: Bolt pistol, Plasma pistol
. Seraphim w/ Special Weapons: 2x Ministorum Hand Flamers
. Seraphim w/ Special Weapons: 2x Ministorum Hand Flamers
Seraphim Squad [4 PL, 95pts]
. 2x Seraphim: 4x Bolt pistol, 2x Frag & Krak grenades
. Seraphim Superior: Bolt pistol, Plasma pistol
. Seraphim w/ Special Weapons: 2x Ministorum Hand Flamers
. Seraphim w/ Special Weapons: 2x Ministorum Hand Flamers
Zephyrim Squad [4 PL, 90pts]
. 4x Zephyrim: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Power sword
. Zephyrim Superior: Bolt pistol, Zephyrim Pennant
Zephyrim Squad [4 PL, 90pts]
. 4x Zephyrim: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Power sword
. Zephyrim Superior: Bolt pistol, Zephyrim Pennant
Zephyrim Squad [4 PL, 90pts]
. 4x Zephyrim: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Power sword
. Zephyrim Superior: Bolt pistol, Zephyrim Pennant
++ Total: [88 PL, 1,858pts, 9CP] ++
After CA changes for Sacresant and Dominion pts, this is about 1900pts.
Some strategies here:
- Dominions to pair up with MM/HF Retributors in Rhinos. Using the pregame move to lead the mid-table attack. Blessed bolts to really do some damage.
- Seraphim to use a combination of Deadly descent, Cleansed by fire if the first round of shooting was pitiful, and if they survive, angelic ascent to cause havoc in the next turn. I expect to achieve this in turn 2 for 1 squad, then turn 3 for the other.
- Hopefully the Seraphim have caused a headache to bring in Reinforcements of Celestine and the Zephyrim in turn 3
- The HB Retributors to hold the backline, with some Bolter BS as meatshields, and a SI to help them out if needed.
The only role i can’t find is for the Sacresants. They have decent saves and obviously have the bodguard abilities, but other than that, i just imagine they will follow around and protect the Canoness/Palatine.
There is 100pt remainder, and I have some ideas:
1. With only 3 5-woman BSS, that may be a bit low for ObSec troops? Maybe add another 5-woman?
2. With only 4 MMs in the entire army, anti-tank is slightly lacking. Possibly replace Sacresants with a MM Retributor squad.
3. 3 Zephyrim squads may be overkill and tough to find somewhere to put whilst still 9” away from enemies, may drop one for something else?
4. For another 95pts, could squeeze in another Seraphim squad
Thoughts? Does it have a competitive edge?
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![[Post New]](/s/i/i.gif) 2022/02/04 14:34:44
Subject: [2000] - Sisters of Battle - Semi-competitive
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Krazed Killa Kan
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Cherubs just got FAQed to only use one per turn so only have one in each squad. I still think sacrecents will be great for protecting our characters especially celestine and your cannoness. I'd beef up your cannoness with some blessed blade and rupturous blows to make her a cheap threat. Also give her the bloody rose WL trait.
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![[Post New]](/s/i/i.gif) 2022/02/08 14:20:46
Subject: [2000] - Sisters of Battle - Semi-competitive
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Fresh-Faced New User
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skycapt44 wrote:Cherubs just got FAQed to only use one per turn so only have one in each squad. I still think sacrecents will be great for protecting our characters especially celestine and your cannoness. I'd beef up your cannoness with some blessed blade and rupturous blows to make her a cheap threat. Also give her the bloody rose WL trait.
Just read the FAQ, they finally clarified this. I'll drop one from the MM/ HF squads but perhaps the HB squad could pull off using 2 with the extra bodies in the squad.
Not sure the Sacresants will be able to keep up with Celestine even if i don't have her deep strike, but will keep them following around the Canoness & Palatine.
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![[Post New]](/s/i/i.gif) 2022/02/08 17:07:38
Subject: [2000] - Sisters of Battle - Semi-competitive
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Krazed Killa Kan
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You can easily create a chain with celestine and her girls to drag back to your sacrecents. to keep a bodyguard rule in effect. Simple advance up the sacrecents and you can move your 12 with celestine and leave 2 girls behind her 2' apart all the way back to your sacrecents. Never DS celestine she needs to be on the table.
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![[Post New]](/s/i/i.gif) 2022/02/09 22:20:45
Subject: [2000] - Sisters of Battle - Semi-competitive
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Fresh-Faced New User
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skycapt44 wrote:You can easily create a chain with celestine and her girls to drag back to your sacrecents. to keep a bodyguard rule in effect. Simple advance up the sacrecents and you can move your 12 with celestine and leave 2 girls behind her 2' apart all the way back to your sacrecents. Never DS celestine she needs to be on the table.
Sorry, could you elaborate?
IIUC, Sacresants bodyguard rule has a range of 3”, so if I wanted to move Celestine 12”, the Sacresants would have to advance atleast 3”, and even the. Would eventually fall out of range? Or am i missing the point of what you said?
What are the arguments for not DS Celestine? My thoughts were to do so with the Zephyrim and charge around the place.
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![[Post New]](/s/i/i.gif) 2022/02/09 22:33:43
Subject: [2000] - Sisters of Battle - Semi-competitive
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Pious Palatine
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andrewor wrote:skycapt44 wrote:You can easily create a chain with celestine and her girls to drag back to your sacrecents. to keep a bodyguard rule in effect. Simple advance up the sacrecents and you can move your 12 with celestine and leave 2 girls behind her 2' apart all the way back to your sacrecents. Never DS celestine she needs to be on the table. Sorry, could you elaborate? IIUC, Sacresants bodyguard rule has a range of 3”, so if I wanted to move Celestine 12”, the Sacresants would have to advance atleast 3”, and even the. Would eventually fall out of range? Or am i missing the point of what you said? What are the arguments for not DS Celestine? My thoughts were to do so with the Zephyrim and charge around the place. Celestine is on a 40mm base, the Geminae are on 32mm bases, the bodyguard range is 3", Coherency is 2 inches. So if you spread Celestine's unit out as far as possible that's 3+2+2+1.26+1.26+1.57 for a total movement of 11.09 inches where you are still completely safe from being shot at. Celestine almost never DS's because of said bodyguard shenanigans but also because it's like a 28% chance to succeed a 9" charge and while miracle dice mitigate that, you're spending a lot of your resources on guaranteeing that charge roll. If you utilize look out sir and bodyguard well you can keep Celestine safe for second turn charges and save miracle dice for other things. Waiting until turn three to bring in a full quarter of your army means that you've probably already lost the game at that point. As for the rest of the list: Plasma pistols on characters are really bad. Either inferno pistol or save the points. Most people save the points. Simulacrums are bad. On BSS they're worse. You won't have the dice to utilize them even if there was a good reason to use dice on them. The points are wrong as of CA2022. 3 Zephyrim pennants are overkill. You could easily cut 2 and be fine. Heavy bolters on rets are pretty sub-optimal, especially with all the -1damage running around. Just take more multimeltas or a Holy Trinity heavy flamer squad. Combi-plasma's aren't great. They're 10 points for maybe 2 shots. Bloody Rose run as few BSS as possible. If you have novitiates, a squad of those would make a better third troop. Adding more is only going to do more harm in the long run. To my mind you don't have enough melta/high strength high damage weapons. Drop heavy bolters where you can for multimeltas. Getting rid of 2 combi-plasmas buys you an entire multimelta (which is pretty much always the superior take.). Extra bodies on retributor squads are mostly wasted points. If they can kill 5 rets they can usually kill 30. You would also get a lot of mileage out of a dogmata. Obsec Zephyrim+shoot and do an action is very powerful, even before you consider hymns.
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This message was edited 1 time. Last update was at 2022/02/09 22:52:44
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![[Post New]](/s/i/i.gif) 2022/02/10 23:09:37
Subject: [2000] - Sisters of Battle - Semi-competitive
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Fresh-Faced New User
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ERJAK wrote:andrewor wrote:skycapt44 wrote:You can easily create a chain with celestine and her girls to drag back to your sacrecents. to keep a bodyguard rule in effect. Simple advance up the sacrecents and you can move your 12 with celestine and leave 2 girls behind her 2' apart all the way back to your sacrecents. Never DS celestine she needs to be on the table.
Sorry, could you elaborate?
IIUC, Sacresants bodyguard rule has a range of 3”, so if I wanted to move Celestine 12”, the Sacresants would have to advance atleast 3”, and even the. Would eventually fall out of range? Or am i missing the point of what you said?
What are the arguments for not DS Celestine? My thoughts were to do so with the Zephyrim and charge around the place.
Celestine is on a 40mm base, the Geminae are on 32mm bases, the bodyguard range is 3", Coherency is 2 inches. So if you spread Celestine's unit out as far as possible that's 3+2+2+1.26+1.26+1.57 for a total movement of 11.09 inches where you are still completely safe from being shot at.
Celestine almost never DS's because of said bodyguard shenanigans but also because it's like a 28% chance to succeed a 9" charge and while miracle dice mitigate that, you're spending a lot of your resources on guaranteeing that charge roll. If you utilize look out sir and bodyguard well you can keep Celestine safe for second turn charges and save miracle dice for other things. Waiting until turn three to bring in a full quarter of your army means that you've probably already lost the game at that point.
As for the rest of the list:
Plasma pistols on characters are really bad. Either inferno pistol or save the points. Most people save the points.
Simulacrums are bad. On BSS they're worse. You won't have the dice to utilize them even if there was a good reason to use dice on them.
The points are wrong as of CA2022.
3 Zephyrim pennants are overkill. You could easily cut 2 and be fine.
Heavy bolters on rets are pretty sub-optimal, especially with all the -1damage running around. Just take more multimeltas or a Holy Trinity heavy flamer squad.
Combi-plasma's aren't great. They're 10 points for maybe 2 shots.
Bloody Rose run as few BSS as possible. If you have novitiates, a squad of those would make a better third troop. Adding more is only going to do more harm in the long run.
To my mind you don't have enough melta/high strength high damage weapons. Drop heavy bolters where you can for multimeltas. Getting rid of 2 combi-plasmas buys you an entire multimelta (which is pretty much always the superior take.). Extra bodies on retributor squads are mostly wasted points. If they can kill 5 rets they can usually kill 30.
You would also get a lot of mileage out of a dogmata. Obsec Zephyrim+shoot and do an action is very powerful, even before you consider hymns.
Thanks for clarifying, that will sure look a little silly on the table but still an effective strategy! Will consider this.
Yeah, the plasma pistols on the Palatine/Canoness are for the sake of WYSIWYG Unfortunately.
Simulacrums are there purely because thats how i have built them, but I can always just them they're decoration and don't actually have any use, so i'll 'drop' them.
Good point about the pennants, i misread that it was the only the unit itself gaining the ability to reroll, rather than units within 6", so 1 pennant is plenty.
The HBs were mainly because thats what I am able to get hold of atm, but I could try and scour some MMs off the internet, i do understand well that they are much better option. My only concern is that my thoughts for the 3rd Retributor squad is to hold the backline, but with a shorter range of 24", I fear they won't get to shoot much. Maybe I should swap their role with a BSS and have the latter hold the backline objective instead?
I'll stick with the 3 BSS at max.
Thanks for the advice!
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This message was edited 1 time. Last update was at 2022/02/10 23:11:05
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