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Made in us
Thunderhawk Pilot Dropping From Orbit




AZ

I love the idea of SOB. I have a requisitioned squad in my army. I noticed they have a 6+ invulnerable save. But does it rly matter?



 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Generally? No.
AP-4 (-5 if they have cover) is needed to make it matter at all.
And even when you are taking it over your armor, it’s only a 20% buff to durability. Nice, but not that big a deal, and unlikely to see enough rolls to actually see averages instead of just maybe saving a gal.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

Here's the edge case: turn 5, opponent has a Kill mission and your Canoness has 1 wound.

You take a Melta shot.

You burn an MD on Six for the Invul and deny the kill.

Note: It is extremely rare to hoard a Six to the zero hour... But don't forget, there are many ways to convert any MD into a six, so the combo isn't as rare as it might otherwise be.

Also- I didn't think power armoured troops qualified for cover bonuses, so a Melta will always Pen.
   
Made in ca
Secretive Dark Angels Veteran



Canada

 PenitentJake wrote:
Here's the edge case: turn 5, opponent has a Kill mission and your Canoness has 1 wound.

You take a Melta shot.

You burn an MD on Six for the Invul and deny the kill.

Note: It is extremely rare to hoard a Six to the zero hour... But don't forget, there are many ways to convert any MD into a six, so the combo isn't as rare as it might otherwise be.

Also- I didn't think power armoured troops qualified for cover bonuses, so a Melta will always Pen.


Units with a 3+ save or better do not get a cover bonus against AP 0. They do get it against AP -1 and better.

All you have to do is fire three rounds a minute, and stand 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

Thanks for the clarification.
   
Made in us
Thunderhawk Pilot Dropping From Orbit




AZ

I’m running them in Imperial Agents req detachment. So it’s literally just one squad. I was curious when it would rly come into play because I don’t see opponents shooting meltas in 1 wound minis. Or overcharging plasma for them. Maybe some close combat weapons?

It’s a shame because it’s a cool concept that doesn’t rly come into play often.



 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

It mattered more in 3rd-7th.

With binary AP, you either got your armor or didn’t.
So power swords, battle cannons, Lascannons, plasma guns, all AP3 or AP2, would force you to your cover or invulnerable save.

Now, with modifiers, literally none of those force a Sister to her Invuln save.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

usmcmidn wrote:
I’m running them in Imperial Agents req detachment. So it’s literally just one squad. I was curious when it would rly come into play because I don’t see opponents shooting meltas in 1 wound minis. Or overcharging plasma for them. Maybe some close combat weapons?

It’s a shame because it’s a cool concept that doesn’t rly come into play often.


If you're running them as Agents, they don't get MD, so the whole edge case I mentioned above doesn't apply. My take on Sisters in an Agents Army is that you take them for Immolator splitting- two Immos per sister unit, and room for a character to ride along could give a nice mechanized core. Or you can leave five on foot to support one of the Arbites options.

But unfortunately, the Sisters don't like doing Miracles when the Inquisition is watching.
   
Made in us
Thunderhawk Pilot Dropping From Orbit




AZ

 PenitentJake wrote:
usmcmidn wrote:
I’m running them in Imperial Agents req detachment. So it’s literally just one squad. I was curious when it would rly come into play because I don’t see opponents shooting meltas in 1 wound minis. Or overcharging plasma for them. Maybe some close combat weapons?

It’s a shame because it’s a cool concept that doesn’t rly come into play often.


If you're running them as Agents, they don't get MD, so the whole edge case I mentioned above doesn't apply. My take on Sisters in an Agents Army is that you take them for Immolator splitting- two Immos per sister unit, and room for a character to ride along could give a nice mechanized core. Or you can leave five on foot to support one of the Arbites options.

But unfortunately, the Sisters don't like doing Miracles when the Inquisition is watching.


Running with grenadier guard (all scions, a couple tanks, and a knight). I was thinking either back field obj camping and eventually running them up the board because of sticky obj. I rly like the concept of normal people in power armor so I’m throwing them in my list.

I was going to throw them in an Inquisitorial Rhino. I think I can do that, right?

This message was edited 2 times. Last update was at 2024/09/20 06:33:54




 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

Ahh- so you're running them as assigned Agents in a guard army rather than as a Hereticus Imperial Agents detachment, so at 2k points, you only get two units.

Yep, in that scenario, you call is the right one.

I thought you meant you were running an IA detachment, where you could take up to three units and transports for all if you wanted too.

But as assigned Agents, it's either two units, or one and a Immolator (I think- I'm away from my books til tomorrow).
   
Made in us
Fixture of Dakka





I'm told the 6++ is a big deal if you're fielding the Triumph because you'll have enough 6's in your miracle dice pool to use them to mitigate high-quality-low-volume attacks. So you can, for instance, auto-save against that incoming bright lance attack to keep your immolator alive, then speed it forward on the next turn to deliver a bunch of flamers to their destination.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Dakka Veteran





17% of the times that your opponent decides to shoot your battle sister squad with a volcano cannon, you will be glad that they have this

8930 points 6800 points 75 points 600 points
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2990 points 700 points 2235 points 1935 points
3460 points 1595 points 2480 points 2895 points
 
   
Made in us
Fixture of Dakka




NE Ohio, USA

 Wyldhunt wrote:
I'm told the 6++ is a big deal if you're fielding the Triumph because you'll have enough 6's in your miracle dice pool to use them to mitigate high-quality-low-volume attacks. So you can, for instance, auto-save against that incoming bright lance attack to keep your immolator alive, then speed it forward on the next turn to deliver a bunch of flamers to their destination.


Whoever told you this doesn't take into account that if the foe wants it gone that that Immolator is likely taking multiple HQ/LV shots..... That 1 miracle dice isn't going to save it.

But still, a 6++ is better than nothing.
   
Made in us
Thunderhawk Pilot Dropping From Orbit




AZ

So it’s kinda useless for a requisitioned unit then? Just nice to have?



 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

My opinion is that 6+ Invulnerable Saves or FNP are a time-wasting mechanic.

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You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Witch Hunter in the Shadows





 JNAProductions wrote:
It mattered more in 3rd-7th.

With binary AP, you either got your armor or didn’t.
I think the only time I saw lists built around it was 8th edition - there was a brief period where you could stack it up to 4++ in a bubble.

But otherwise not so much, between sisters first getting it at the end of 5th through to the end of 7th you were only really ever rolling it against power weapons, and if your sisters were in close combat they were already dead.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

It did lead to some memorable moments. Sure, it might have been unreliable, but when the Emperor smiled upon you and the dice lined up, it was great.

Anything that happens on a 6+ is a random perk. Barring dice manipulation you can’t count on it. But we chuck a lot of dice in this hobby, so it will come up.

the 6++ was significantly more relevant in prior editions, where it would come up a lot more often, as AP3+ proliferation was getting out of hand for quite a while at the end of the 3-7th cycle. With the change back to armor mods in 8th you need to be hit with some pretty serious firepower to even have it come up.

But when you have a sister tank a melta to the face, and still stand to fight on, you will remember that moment. Especially if she’s holding that last objective, puts that last wound on their foe in retaliation, etc. Statistical flukes like that stand out in our memories, and make for the games we talk about years later.

   
Made in us
Thunderhawk Pilot Dropping From Orbit




AZ

Anyone have a list of the all the AP -4 weapons in 10th? I can think of the melta, over charged plasma, and volcano cannon.



 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

usmcmidn wrote:
Anyone have a list of the all the AP -4 weapons in 10th? I can think of the melta, over charged plasma, and volcano cannon.
Plasma is usually only AP-2, AP-3 on overcharge.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka




NE Ohio, USA

usmcmidn wrote:
Anyone have a list of the all the AP -4 weapons in 10th? I can think of the melta, over charged plasma, and volcano cannon.


Isn't the Elsar Visearchs (sp?) Melee attack ap-4?
   
Made in gb
Gore-Drenched Khorne Chaos Lord




usmcmidn wrote:
Anyone have a list of the all the AP -4 weapons in 10th? I can think of the melta, over charged plasma, and volcano cannon.


There's a handful in each army, they tend to be anti-big-thing weapons though or general all round threats. so largely it's the vehicles and suits that'll benefit from the save the most, assuming they're a 3+.
   
 
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