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Made in us
Pulsating Possessed Chaos Marine




Denver, CO

My army list for the semi's:

HQ
1 Canoness w/ book of st. lucius, eviscerator, bolt pistol
2 Celestians w/ bolters
2 Celestians w/ melta guns
1 Celestian superior w/ bolt pistol, cc weapon
1 Immolator w/ tl heavy flamer, smoke

1 Canoness w/ book of st. lucius, eviscerator, bolt pistol
2 Celestians w/ bolters
2 Celestians w/ melta guns
1 Celestian superior w/ bolt pistol, cc weapon
1 Immolator w/ tl heavy flamer, smoke

Elites
1 DH Inquisitor w/ emperors tarot, psychic hood
2 Hierophants
2 Mystics

2 Celestians w/ bolters
2 Celestians w/ melta guns
1 Celestian superior w/ bolt pistol, cc weapon
1 Immolator w/ tl heavy flamer, smoke

2 Celestians w/ bolters
2 Celestians w/ melta guns
1 Celestian superior w/ bolt pistol, cc weapon
1 Immolator w/ tl heavy flamer, smoke
Troops
7 Battle Sisters w/ bolters
1 Battle Sister w/ heavy flamer
1 Battle Sister w/ flamer
1 Veteran Sister Superior w/ book of st. lucius
1 rhino w/ smoke

7 Battle Sisters w/ bolters
1 Battle Sister w/ heavy flamer
1 Battle Sister w/ flamer
1 Veteran Sister Superior w/ book of st. lucius
1 rhino w/ smoke, searchlight

7 Battle Sisters w/ bolters
1 Battle Sister w/ heavy flamer
1 Battle Sister w/ melta gun
1 Veteran Sister Superior w/ book of st. lucius, melta bombs
1 rhino w/ smoke, searchlight

7 Battle Sisters w/ bolters
1 Battle Sister w/ heavy flamer
1 Battle Sister w/ melta gun
1 Veteran Sister Superior w/ book of st. lucius, melta bombs
1 rhino w/ smoke

7 Battle Sisters w/ bolters
1 Battle Sister w/ heavy flamer
1 Battle Sister w/ melta gun
1 Veteran Sister Superior w/ book of st. lucius, melta bombs
1 rhino w/ smoke

7 Battle Sisters w/ bolters
1 Battle Sister w/ heavy flamer
1 Battle Sister w/ melta gun
1 Veteran Sister Superior w/ book of st. lucius, melta bombs
1 rhino w/ smoke

Heavy Support
1 Exorcist w/ smoke
1 Exorcist w/ smoke
1 Exorcist w/ smoke


There were some minor tweaks made from round #1. I dropped a lot of toys I put on the inquisitor and added the hierophants and switched out some heavy flamer/flamer squads for some melta gun/heavy flamer squads to increase my anti tank.

This message was edited 2 times. Last update was at 2008/10/20 21:27:54


 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Game #1

Annihilation, Spearhead, all troops start in reserve's

His Army:

HQ
1 Warboss w/ pk and combi-skorcha
1 Big Mek w/ kff

Elites
14 Loota's
10 Nobz in trukk

Troops
20 Grot's with slaverz
20 Grot's with slaverz
30 Slugga boyz
30 Slugga boyz
10 ard boyz in a truck
30 Shoota Boyz

Fast Attack
5 Deff kopta's

Heavy Support
1 Looted Wagon
1 Looted Wagon

Orks got 1st turn and side choice. We will call his the northwest corner.
He sets up on a hill in his deployment zone which gives him a pretty large view of the battle field. He puts the mek 2 looted wagons and the loota's on the hill. Places the deff koptas as close to the center to the south as possible and puts the trukk with nobz towards the middle to the east.

On my side I make a conga line and put the 3 exorcists up front with 3 immolators behind them dead center of my deployment zone. I hide my 4th immolator behind some other terrain towards the west side of my deployment zone.

Ork Turn 1
The deff kopta's scouted before the game started and then moved in to get shots on my exorcists. The trukk with the nobz zoomed into the North east part of the table. Between the deffkopta's and the loota's he manages to immobilize one of the exorcists.

Sisters Turn 1
A canoness squad gets out of it's immy and hoofs it over through terrain to where the kopta's are. One immolator peels off and moves towards the nobz trukk and unloads it's celestian squad. The other 2 immolators move up one to get flame shots on the kopta's (the one against the kopta's unloaded it's squad to get more shots) and one to try to get shots on the nobz trukk. The canoness with some help from the 2 immolators kill 4 out of 5 deff kopta's and assault and kill the last one, consolidating back into terrain. The celestian squad melta's the trukk and blows it up with a 5 (which becomes a 6). Nobz spill out everywhere into the crater left behind. All 3 exorcists unload into the nobz squad. When the dust settls there are 3 nobz and the warboss left.

Ork Turn 2
The horde begins to arrive 1 slugga boyz (north east corner) squad and 1 shoota boyz (north center) squad and a unit of grotz (far north west corner, they never do anything) move onto his table edge and run. The loota's blow up the immolator that shot into the loota's, however the killkannons are in range miss and deviate onto the dismounted squad that helped to kill the kopta's losing 3 out of 5. The warboss and nobs roll ones and twos trying to get out of the wreck and are unable to charge my celestians. So they shoot them instead peeling out 2 of their number.

Sisters Turn 2
2 Squads come in and rhino up between the exorcists in the middle. My 2 celestian squads retreat towards my back corner to hide from the onslaught coming at them. All 3 exorcists shoot into the nobz squad killing a grand total of 1 nob. My Canoness that killed the kopta's hops back in to her immolator and rides over and hides behind a piece of terrain in the center of the table.

Ork Turn 3
20 more grot's and 30 more slugga boyz come on the table. It's a green tide. The new mob comes in between the other slugga's and the choppa's. The warboss starts to run away since I've backed off everything but still barely manages to make it out of the crater. The loota's shoot but only manage to shake one my immolator (yay smoke). The killkannons are out of range, just barely.

Sister's Turn 3
3 more rhino squads become available. My quarter is looking like a parking lot. The first 2 rhino's moved up and formed with a wall with my other immolator on the border between the Northeast and SouthEast corners. Basically the orks will be able to assault the rhino's if and only if they waagh on their next turn. I make a gamble and try to drive my other immolator up the center towards the hill of death. 3 exorcists shoot into the warboss and nob and kill nothing, but they do put two wounds on the warboss.

Ork Turn 4
The final trukk with ard boyz comes on the north east corner to be a second wave for the assault that's about to happen. Both killkannons miss my immolator charging their position forcing the loota's to unload on it. This was my plan from the first. Basically I wanted to keep the loota's from shooting the rhino wall, otherwise he might be able to fleet through to tender sisters if he blew one up. The loota's destroy the immolator and my canoness is left on foot to run for it. The slugga horde assaults the rhino/immy wall but does nothing. Warbos and nob continue to run.

Sisters Turn 4
The sisters get out behind their tanks I then tank shock with the immy and 2 rhinos to bunch up the orks and block off counter assaults, he immobilizes one of them (which then allows the ard boyz to get in next round but oh well). My last rhino comes in. The canoness in the center hoofs it back into cover out of line of site. 2 squads of sisters, and 1 immolator reduce a 30 man ork mob to 1 model. He of course makes his panic check. I charge him with my canoness squad and kill him off. 3 exorcists shoot his nob and warboss. After 2 exorcists shooting I finally take the 2 of them out. The 3rd exorcist takes out the ard boyz trukk, but they will still be too close and he will get one assault in the next round.

Orks Turn 5
The trukk ard boyz charge in and kill off a sisters squad. And the loota's immobolize an emptied rhino. Kill kannons have no target

Sisters Turn 5
2 Sisters squads flame and bolter the ard boyz. One exorcist blows up a looted wagon, exposing the hiding mek. Another exorcist then kills the mech. Because of time we knew this was the last round and called it there.

After action,
Man it took forever to kill all those nobs. If my opponent hadn't of been so gutsy with running them forward I would have been in for more hurt but his rushing forward put me up on kill points early on and I just had to keep the lead. At the end of the game he had gotten one kp to my double digits. It really hurt having to start all of my sisters off the table, but thankfully it hurt his horde also.

Next up Dual lash chaos.

This message was edited 1 time. Last update was at 2008/10/16 22:03:35


 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Game #2

Objectives, Pitched Battle


His Army:

HQ
1 Lash Sorcerer
1 Lash Sorcerer

Troops
8 Plague Marine's with melta, fist in rhino
8 Plague Marine's with melta, fist in rhino
8 Plague Marine's with melta, fist in rhino
8 Noise Marine's with sonic blaster, blastmaster, in a rhino
8 Noise Marine's with sonic blaster, blastmaster, in a rhino
8 Noise Marines w/ doom siren, power fist

Heavy Support
3x Oblits
3x Oblits
Land Raider

I win the deployment role. All of the objectives are scattered fairly evenly across the talbe alternating sides of the table. 3 of them are closer to my deployment zone 2 of them closer to his.

My setup
I make a triangle out of the exorcists with the dh inquisitor in the middle to start off the game. I evenly mix immy's and rhinos across the center and west side of the table. (West is to my left).

His Setup
He splits up with a PM squad in rhino and a Noise Marine in rhino on each side. The Land Raider sets up in the middle with the nm squad in it. The extra noise marine squad goes on the west side. Both squads of oblits start in reserves.

Sisters Turn #1
All the rhino's move up and seize objectives. I'm sitting on all three objectives from my half of the table. The exorcists pop each of the noise marine rhino's on the flanks. I send 2 immolator squads in a rush towards the land raider to hopefully get some melta action.

CSM Turn #1
His rhino's all move up and pop smoke. The noise marine squad on the east side blow up a rhino.

Sisters Turn #2
My dismounted squad moves up within melta range of the pm's. An immolator immobilizes itself on the east side trying to get through some terrain. On the west side my rhino's move up and pop smoke. I exorcist and melta and blow up a plague marine rhino and immobilize the other one on the west side. I fail to do anything on the east side.

CSM Turn #2
Both oblits come in. Great. He deep strikes one on the west side off of an icon right in my rhino wall. The other one comes in next to my immobilized rhino, right next to my advancing sisters squad. On the west side both rhino's are destroyed dumping out their sisters (safely behind the rhino's). And the plague marines on the west side hop around towards the center to melta one of my immolators advancing up the center to try to keep it's precious cargo from making it to the land raider. They blow up the immolator and kill 3 of the celestines but fail the charge.

Sisters Turn #3
I've got him right where I wanted him. At least thats what I though. I dumped out 2 sisters squads (one on the east pms, one on the west pm's) and the 2 squads that had dismounted and the squad in the east. I then proceeded to roll 2 11's and 1 10 ( on a squad that had lost 1 model) for my divine guidance tests. Ouch, I'm in trouble now. With some exorcist help i kill off all the oblits on the east side and tie up the center/east pm squad in hth. The west side I manage to whittle the oblits down to 2 and 1 of the plague marine squads down to the fist. I assault in with the canoness and retinue and manage to down one of the oblits and lock them in hth. Shining moment of the round was that my 2 person celstine squad with 1 melta gun makes it within 6 inche's of the land raider and blows it up. They are now martyrs as far as I'm concerned.

CSM Turn #3
The noise marines come out of the crater and doom siren my sister's unit that failed to get into hth with the east plague marines the turn before. After the dust settles I have 3 sisters left, but thankfully i'm out of assault range. The noise marines on the east side shoot into my canoness unit that had just finished off the last of the left side obliterators and kill 3 of them. The east side plague marines finish off my sisters squad. The plague marine squad in the west moves up but can't get a full move because of a blocking immolator and the canoness with celestians locked in hth. If they get a good difficult terrain role on their turn they will be able to push through the narrow gap (the gap was about 2 1/4 inches) and reach a sisters unit in hth, I narrowly avoid death when he rolls a 3 for his difficult terrain role. The west side noise marines move up and prepare to assault a sisters squad, they don't shoot them because they want to guarantee the assault, they assault in and whiff horribly only 2 sisters die and I pass my test to hold him there. My canoness loses the rest of her bonus wounds (ie celestians) and did no damage to the remaining oblit or pm.

Sisters Turn #4
My two squads on the west side move in and dg flame the pm's to death. With the mop up being performed by the exorcists. In the center an immolator moves up and flames the noise marines with doom siren killing 4 of them. My doom siren'd remnants hop in their rhino and zoom back 12 inchs to get away from the mean noise marines and claim the center objective. I unload a squad into the last chaos moving rhino and fail to do any damage to it (it is running amok in my deployment zone just tank shocking and riding around). My 2 celestians from the land raider blow up assault the east plague marines and my canoness with her celestian helper's. Melta gun's down 3 of the pm's before I charge in. In hth I knock out another 2 pm's and he kills off one of the celestians from the land raider squad. The canoness goes down but takes the plague marine champion with her leaving a single oblit on the west side. On the west side his noise marines are slowly grinding down my sisters squad.

CSM Turn #4
The single oblit flames and charges a sisters unit on the west side to pull them off the objective (but the oblit is too far away to contest). The doom siren noise marines assault into the east pm battle with the canoness. The east side noise marines are now moving forwards towards my objective. His lash sorcerer gets off a lash (his only one of the game) and moves my sisters unit on the east objective a grand total of 3 inches. The canoness kills off the last of the plague marines and is now down to fighting the noise marines. The last celestian from the melta squad goes down in a blaze of glory from the doom siren marines with their power weapon. Noise marines on the west side keep on grinding.

Sisters Turn #5
I roll a whopping 2 for my difficult terrain on the east side and am only able to get within bolter range of the noise marines and sorcerers. I shoot a full squad of sisters into whats left of them leaving 1 noise marine and the sorcerer. I then have to shoot 3 exorcists to take out the last 2 models. Which unfortunately left his rhino unmolested. Noise marines on the west side keep on grinding, I'm down to the veteran sister superior, you go girl!!

CSM Turn #5
He tank shocks onto the objective to the east to contest it. His noise marines contest the north west one (along with a celstian squad hiding in a rhino). We roll for another turn and it comes up a 2. End of game.
2 objectives to me 1 to him. If we had gone one more round I would have gotten the massacre but that's the way the cookie crumbles.

After action review
The one turn of failing three dg roles really hurt, if I had made 2 of those three I wouldn't have lost nearly as many sisters. It was a very good game, both sides had some pivotal bad roles, and some good ones to make for an exciting game. I'm extremley agressive with my mech sisters and I probably would have been better off if I'd held back for another turn. But I like to ge stuck in and flaming as soon as possible, especially in these big games because you will never know how many rounds you get in. Doom Siren, assaulting noise marines are brutal, I haven't seen many people use them yet.

This message was edited 1 time. Last update was at 2008/10/17 00:06:27


 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Round #3
Seize Ground + Annihilation, Dawn of War


His Army Rainbow Eldratar
HQ
1 Avatar
1 Eldrad

Elites
8 Fire Dragons, wave serpent, bright lance
9 Banshees, wave serpent, bright lance
8 or 9 Harlies fully loaded

Troops
6 Bikes, 1 warlock
3-4 bikes
3-4 bikes (not sure how many, small squads with 1 cannon each)
10 Guardians w/ eml
10 Guardians w/ eml
10 Guardians w/ eml, wave serpent

Heavy Support
1 Prism
1 Prism
3 D-Cannon's

Initial Setup
He puts his objective about 20 inches in from the west side of the table. I place mine a bit more centrally. There are a lot of buildings on this table. One huge one occupies the eastern center of the table. The only break in it is a small bridge connecting 2 of the buildings. There are 2 buildings on my side of the table. And 3 on his side. One of them about 12" in on the west side and one right in the back where he puts his objective.

Eldar - I've been on the receiving end of this one a couple of times. He places 2 bikes squads all the way up on the line and the avatar near the center hidden in the building.

Sisters - I place 2 rhino's on the table. One on the far west side and one in the center.

He uses eldrad to pick up both bike squads and move them back towards his board edge.


Turn #1 Eldar
Everything moves on the table on the west side. Skimmers zoom around and bikes all turbo boost, nothing has line of sight on my rhino's. Harlequins get in the guardians wave serpent.

Turn #1 Sisters
My two dismounted squads move on the table and hop in their rhino's. The rhino's zoom out 12 inches, pop smoke and form a hiding spot for all the other tanks. 2 exorcists come on in the center one on the left hand side. I sprinkle the field with immolator's and rhino's. A canoness immy, celestian immy and another rhino trundle up the far western side. Another rhino and canoness come up the west-middle. The other celestian squad and 2 rhinos come up the eastern side. I try to searchlight and shoot some stuff but nothing really effective happens.

Turn #2 Eldar
His unit's shuffle around a bit. All of his bikes move over to the eastern side to try to outflank me. Lots of prisms and missile launchers and stuff stun one rhino (that was on my objective, with a squad inside), blow up the lead rhino on the eastern side and I think manage to rip a gun off of another one.

Turn #2 Sisters
The rhino/immy wall advances. The exorcists blow the cannon off of a prism and down the wave serpent that was holding the harlequins. The dismounted sisters squad moves into cover near the building.

Turn #3 Eldar
The prism comes crashing down my side ramming (and destroying) 2 immolators. His bikes round the corner and shoot up my dismounted squad causin a few casualties, nothing serious.

Turn #3 Sister's
On the far western side I run up another 12 with a rhino unload and wipe out a guardian squad. I use immolators to light up a second squad inside of a building. I pump 3 melta gun shots and an eviscerator into the damaged prism and cause no damage. I dump 2 melta shots into the other prism on the eastern side and shoot an immolator at a bike squad and cause 1 wound on the bikes. In the center another sisters rhino rushes the building where the avatar and harlequins are hanging out and sits there trusting to the safety of their rhino. Exorcists shoot and manage to take out the banshee's wave serpent and kill off one of the d-cannon's.

Turn #4 Eldar
The fire dragon wave serpent moves up and unloads into one of my rhinos destroying it and forcing the tender sisters out within charge range of the banshee's. Avatar moves out blows up my rhino and assaults on in. He left the harlies in hiding for fear of wiping my squad and getting stuck out in the open. He d'cannons the squad that was dismounted by the fire dragons, killing 8 out of 10 of them. The baneshee's then proceed to roll a 2 for their difficult terrain and fail to make it into hth.

Turn #4 Sisters
I flame the banshee's to death and down the prism with melta shots finally. Unfortunately we were out of time so I stopped there securing the minor victory. I could have trimmed more points out of his list but there really wasnt any need to keep going.

After action:
I was definitely way ahead on kill points after round 4 but there was still a lot of points around the objectives. I don't know if another turn could have gotten me into the massacre range.

This game was unfortunate from my perspective. I had to play against one of my best friend's we had actualy split stores for the first round so we wouldn't be playing against each other. We've been playing each other a lot over the past few weeks getting ready. I've been helping him fine tune his list to deal with all the additional armor we both thought would be seen in the semi-finals. So not only was I going up against a great friend but it was against an army I've been helping to fine tune.

I ended up with a massacre, a major, and a minor, which put me 1 point behind the person that won overall.

The armies I faced in the 2 rounds of the ard boyz were:
1 Daemons (massacre)
1 Orks (massacre)
1 Space marines (massacre)
1 Chaos (major).
2 eldar (minors for each one, same mission for each one, go figure )

I believe this has a lot to do with the funky kill points rules for the ard boyz. In any single game I've played the most kill points I've lost is around 4-5 except for in the one game agains the plague marines, that was the closest by far where he got around 8. This list is very solid and I think gives you a fighting chance against anything you may see. I'm finalizing plans now and will hopefully be at the Finals. It should be a blast. I've had a great time so far.

This message was edited 2 times. Last update was at 2008/10/20 22:59:55


 
   
Made in us
Longtime Dakkanaut





Wow, really brutal list. All those vehicles and the bankrupt 'Ardboyz kill points missions combine to make one heck of a sweet list. Too bad on having such tough competition in the first two rounds, getting orks in round 1 is just plain bad luck. Can't wait to see how you did in round 3, and maybe see you at finals!

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Twisting Tzeentch Horror




Golden, CO

Yeah, I was thinking my target priority in turn 2 was mistaken. I should have ignored your push in the center and instead shot/charged the disembarked sisters in the east with the oblits and the PMs when I had the chance, rather than rushing back to the center to try and knock out some of the Immolator squad. I needed to remember scoring units have higher priority! Then you would have had a harder time claiming that far objective. But it was a good game overall.
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

40kenthusiast wrote:Wow, really brutal list. All those vehicles and the bankrupt 'Ardboyz kill points missions combine to make one heck of a sweet list. Too bad on having such tough competition in the first two rounds, getting orks in round 1 is just plain bad luck. Can't wait to see how you did in round 3, and maybe see you at finals!


I think I lucked out playing him in this round. You definitely want the ork horde player either this round or the dawn of war mission. It really limits their contributions to the fight when they have to walk on from the board edge. It hurst my army also, but since mine is mechanized it has a bit more maneuverability.

I should find out by the end of this week if I'm going to finals. I do really want to go just to see the level of players that made it this far in the tournament.

   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Looks like a 4E sisters list with 3 immolator units added to make up points.


   
Made in us
Twisting Tzeentch Horror




Golden, CO

Stelek wrote:Looks like a 4E sisters list with 3 immolator units added to make up points.

Not every Sisters army can have 11 immolators, nor should they...

How exactly would you differentiate, with Sisters, between 4E and 5E? I mean, the core fundamentals are still there - lots of flamers and meltaguns, backed up with Divine Guidance, in Rhinos and Immolators. There's a lot of AV11 there - about 10 at AV11 and 3 at AV13, which even at 2500 is still a good number compared to most armies. The Exorcists are still useful, particularly for popping lesser tanks like Rhinos at range, given the AP1 - smoke/concealment only goes so far. I mean, I assume you meant that as a scathing critique, so I'm curious how you would consider the list non-optimal for 5E.

This message was edited 1 time. Last update was at 2008/10/20 22:36:25


 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Stelek wrote:Looks like a 4E sisters list with 3 immolator units added to make up points.



How did the sisters list you wrote up work for the other guy. I still think the standard sisters mec list is hard to beat, especially with the ard boyz kill point rules. With the horde lists running around 3 immolators > 1 land raider and because of the amounts of transports and low av vehicles 2 exorcists > land raider. Now if I could put a crusader in the list I'd load up on them.

Exorcists are proving invaluable for popping light armor. Rhino's, wave serpents, etc, all fall prey to the exorcist launcher, and a front armor 13 is hard to take at range. The smattering of melta gun's take out everything else armor wise.

Is the list you wrote up what you would consider to be a 5e list? It was interesting but I feel it lacked focus, it didn't really do anything well. It had decent shooting at range, and some decent stuff at close range but besides some additional protection against deep strikers because you have 2 dh inqusitors there isn't anything in there that impresses me.
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

@ Warmaster: The ard boyz KP rules (regarding transports) are indeed stupid, but thankfully they are one-off rules that will hopefully not come this way again.

The other guy placed 5th. Not bad for someone who is a painter first and not known for good generalship, and had 1 practice game with it before going.

That said: Horde lists have a terrible time with raiders, sure immolators are annoying to hordes but land raiders + exorcists stop mech lists; and all that firepower stops hordes.

It's focus is to kill you, not prevent deep strikers.

I'd consider stjohn's list high on the hog as far as 5E lists go.

See, if you stop a Rhino...so what? Once the Sisters get out, what does that vehicle do? Tank shock? Right, it does nothing. The core of your army is Rhino rushing, and that's fine.

Sadly, there are still enough veterans around from 3rd edition that know how to deal with it.

I'm curious what you do when someone takes 2 Dark Eldar Raiders and sits them in front of your Rhinos.

Besides lose, I mean.

Ground mech has serious limitations, not the least of which is inability to move other vehicles out of the way--especially fast sacrificial ones like speeders, raiders, trukks, and piranhas.

Totally shut down by some of the most commonly brought units in the game, and in games where you might not get more than 5 turns by rule...

Skimmer mech I can recommend because they don't have that problem.

Destructive vehicle hordes like Immolator spam, yes you can slow them down but it does not shut down the army--they can, after all, blow you up and keep going. Your army has to sit inside and blow them up, and that's just one issue you have.

I mean, I can talk all day about bikes and enemy skimmer armies rocking your sisters but you should know this already.

I'd personally never run the flamer/melta combo you do. It's bad redundancy. Always failed me when I ran Sisters, so now I don't and I haven't had an issue since.

@ Tzeentchling: I'd run a foot army in 5th. I don't think mech is dead, I think it has advantages. I prefer foot over mech (and thus skipped playing Sisters in 4th edition) even in those editions (3rd, 5th) where mech was powerful.

Foot sisters always served me better. Sisters can run an incredibly powerful foot list.

Sadly, everyone seems to just love the 4 rhino, 3 exorcist list.

Something I've never really had issues beating, and given how poorly Sisters fared in 4th edition GW GT's you need to really have a good general running them to do any good with them.

I did well with my list in 3rd, stjohn70 did well with his list in 4th. In 5th, a few players brought that mech list (stjohn got to play one) to Vegas and it did decently against 4th edition lists. None showed in Chicago, but I expect a few to show up at Baltimore.

Guess we'll see if the non-Sisters players have figured out how to build 5th edition lists yet by that time.

If they haven't, and you are good enough, I think you can place in the top 30 (or do reasonably well at the ard boyz if you aren't playing in the GT itself) with a mech sisters army like this--especially if people keep bringing their 4th edition lascannon armies.

I think foot Sisters are better than mech sisters at 1750. Strangely enough, I think at 1850-2000...mech is better.

Foot is how I'd run them. Should I draw up a list?

   
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Yellin' Yoof on a Scooter





Stelek:

I'd be interested to see your versions of competitive 2500 foot and mech sisters lists.

"Skulltaker" at Las Vegas Throne of Skulls 2011
2nd Overall: Mechanicon 2010
1st Overall: NEWCC 40k 2010
4th Overall: Adepticon 40k National Champs 2010
3rd Overall: St. Valentine's Massacre 2010
3rd Place Overall: Baltimore 'Ardboyz Finals 2008
11th Overall: Adepticon 40k National Champs 2008

tallest guy in a Cold Steel Mercs TShirt

 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO


I agree with you for 5th I would never run a mech sisters list (heavy rhino) at a GT. The sisters list above was meant to purely take advantage of the ard boyz kp rules and the mission set ups.

The point I was trying to make is that for the price of 2 land raiders I can field 3 immolators and 2 exorcists. I agree that the land raider is tough for hordes to handle but against a horde the land raider isn't goint to do all that much damage.

If you want to fly all your low av vechicles up and block off my rhinos I'm perfectly okay with that. I'll run the rhino's around your lines or just set it up so I can get out and shoot said item with the rhino blocking your shots back at my squad. I'm more impressed with someone parking wave serpents in front, now that hurts. Blocking the land based mech army really only hurts in one out of the 3 ard boyz scenarios usually (which would cost me 2-3 games of the gt which again would not be good odds). It doesn't make much of a difference in the kp scenario or the objective grabbing scenario.

I agree with you on the h. flamer, melta squads. I was worried about not having enough anti-tank for the second round, but the extra melta gun's really didn't help anything. I'll probably switch back to 4 squads with heavy flamer, flamer, and 2 squads with 2 melta guns.

Post up a foot list. I've run the sister foot horde before but I didn't think it was a viable ard boyz list. And even at 1750 for some reason my foot list always loses to a mech list anything mixed or pure infantry it did fine against.
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Here's the foot list:

http://www.dakkadakka.com/dakkaforum/posts/list/0/220777.page#415950

I'll post the mech list when I get a chance. Still mulling it over.

   
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Water-Caste Negotiator



Lafayette, IN, USA

"10 Guardians w/ eml, wave"

IIRC Guardians that have a weapon platform cannot have a transport. I might just be stuck in the past and my codex is out in the garage (cold weather isn't worth a codex at 11 pm), so ignore me if I'm wrong.

I actually have a full body tattoo, but it's of an invisibility cloak, so you can't see it.



(1000) : W/L/D -- 2:3:2
DS:90-SG—M----B+I—Pw40k04D++A+/dWD-R++T(S)DM+ 
   
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Banelord Titan Princeps of Khorne






NidMaster40000 wrote:"10 Guardians w/ eml, wave"

IIRC Guardians that have a weapon platform cannot have a transport. I might just be stuck in the past and my codex is out in the garage (cold weather isn't worth a codex at 11 pm), so ignore me if I'm wrong.


You are stuck in the past. They can indeed now have a weapon platform and still have a wave serpent in the newest codex.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
 
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