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J.McGowan
QUOTE(ArchonCryx @ Sep 6 2011, 05:18 PM) *

Umm, Josh, you do realise if a unit fails it's initiative test for performiong a hit n run they just stay in combat without further penalty, right? It's in the BRB (I know it's there because my Hellions actually failed a hit n run the other day, check the USR entry it's all there)

SO the seraphim aren't risking their lives to perform a hit n run, just risking staying in combat....

lol yes i realise that, but not the point i was making.

basically with stubborn bubbles in the old book it was ok to go into combat. also they were I4. now with I3 and no abiltiy as mentioned to go I6 like in the old days to put soem hurt on the enemy to reduce attacks comming back, you run a big risk of being run down to any combat you lose, as per the BRB you still have to pass a test to use ur abiltiy which is a 50-50, and if you fail there is a good chance you will be run down.
lijosahn
QUOTE(J.McGowan @ Sep 6 2011, 08:12 PM) *

lol yes i realise that, but not the point i was making.

basically with stubborn bubbles in the old book it was ok to go into combat. also they were I4. now with I3 and no abiltiy as mentioned to go I6 like in the old days to put soem hurt on the enemy to reduce attacks comming back, you run a big risk of being run down to any combat you lose, as per the BRB you still have to pass a test to use ur abiltiy which is a 50-50, and if you fail there is a good chance you will be run down.

+1
Hit n run only comes into it if the loser of the combat decides not to run away.
That loser is more likely going to be the seraphim, but without stubborn they're too likely to run away (and get run down due to I3).
Perhaps they could combo with the priest with the fearless bubble? Chuck the priest in a rhino to keep up, pehaps with some dca buddies.
J.McGowan
that or charge termies, or they do the damage to a unit then use fleeting repentia or conclaves to do the charging, they aare a great support unit, always have been. i am not running them with the saint because i dont want them shot biggrin.gif
Eltnot
I think their best use now will be to jump to where they are needed and add an extra 20 shots or so into a target. If you have to, they can also be a screen that might get to hit and run out of the way after taking the charge.
tintaman
Saw a 1500pts Sisters list munch a Guard gun line last night, partly because the Guard player was a bit of a muppet but also because Sisters get to do fairly well against Guard as Guard aren't able to punish them in assault, and all the Sisters AT is good vs AV12 (unlike armies with lots of S6 or S7 where they're in struggle town until they can hit side armour). From what I've seen they'll be struggling vs Grey Hunter/Assault Marine spam since they struggle to get the number of shots needed to kill that many marines AND the transports they come in. Sure the DCA will help but they're 1 very fragile (albeit incredibly hard-hitting) unit.
Zidi
QUOTE(lijosahn @ Sep 6 2011, 06:56 PM) *

I think seraphim's role will became a Celestine delivery system, a bunch die before Celestine breaks off for assault, the remnants then flame something before dying.
Combat wise, they really suffer for the lack of the old faith powers, whose use you could tailor to the situation; +2S, +2I, 3++.
I think now, even with the eviserator that's available, that you should never get them into combat, and therein lies the problem with them, their guns have a 12" range.



*does quick maths*

So 10 Seraphim with their faith off shooting at marines, with celestine attached

12 bolter shots = 8 hits, 4 wounds, reroll 2 wounds, = 6 total = 2 dead marines
4 Flamers, hitting say 6 guys = 8 wounds, re-rolls 5.333 wounds, total 13.333 marines wound, and 4.4 dead
Celestine Heavy flamer = 6 guys = 4 wounds + reroll = 5 wounds = 1.66777 dead marines

Total = 8 dead marines (6.44 without celstine)

If your 10 + Celstine can't take care of 2 marines in combat something is wrong. Even with changes to the amount flamers hit, you should be able to flame + assault.


I imagine Rhino + Dominon with 2 Melta's with 6-7 seraphim with a evisc hiding behind would be quite a decent combo for killing razorback style squads for example
Reunion-Round
QUOTE
If your 10 + Celstine can't take care of 2 marines in combat something is wrong. Even with changes to the amount flamers hit, you should be able to flame + assault.

Unless you opponent is smart and takes models from the front if possible... especially if in terrain.

50% of the time shooting before an assault will simply put you out of assault range.
neil
QUOTE(Zidi @ Sep 8 2011, 08:42 AM) *

4 Flamers, hitting say 6 guys = 8 wounds, re-rolls 5.333 wounds, total 13.333 marines wound, and 4.4 dead


6 guys under the templates is pretty optimistic I'd say!
Zidi
QUOTE(neil @ Sep 8 2011, 12:51 PM) *

6 guys under the templates is pretty optimistic I'd say!


I normally get at least 5 when i use flamers, but you have a point, 5 probably would've been a better guess.


If there is only 2-3 marines left you dont really care if you dont get to charge them that much, as i mentioned though, they look like a good support unit.
J.McGowan
tank shock to increase bunching for flamer use,

but yes your seraphim can deal with 2 guys but then also you can turn around and launch the girl off and they go the same to another squad, and then there are 2 threast to deal with amongst the others in the list, all about pressure and tactical flexibility more so then what your units can and cant do
neil
QUOTE(J.McGowan @ Sep 8 2011, 03:58 PM) *

tank shock to increase bunching for flamer use,


At that point you'd be wanting a dominion squad (in the same slot at similar point cost) so they allready have the tank, and their faith power does the same thing where flamers are concerned.

I'll try hard to make seraphim work because I love the models, it's looking like one unit squeezed in at 1750 right now (my 1500->1750 expansion will be celestine plus as many seraphim as fit, which unfortuantely is not very many).
J.McGowan
lol they are the first thing in my list and they always get their points back, so dynamic its awesome sauce.

they are well worth it, plus you can do it multiple times you know, dominions on one squad seraphim on the other, plus they form a very reliable counter punch to your gun lines and also a good pressure unit because they can be shot and always move 12" either kill them or feed them because you cant stop them biggrin.gif
neil
QUOTE(J.McGowan @ Sep 8 2011, 04:41 PM) *

lol they are the first thing in my list and they always get their points back, so dynamic its awesome sauce.

they are well worth it, plus you can do it multiple times you know, dominions on one squad seraphim on the other, plus they form a very reliable counter punch to your gun lines and also a good pressure unit because they can be shot and always move 12" either kill them or feed them because you cant stop them biggrin.gif


I saw you had the full 205 point unit (10 girls, 2 pairs flamers, eviscerator) in your 1750, but how do you fit them in at smaller point values? I'm finding there's not many points for anything by the time I buy a couple of excorcists and some troops.. I'll have to have another fiddle.
J.McGowan
well i dont really play the most optimised of lists in comped events, but at 1500 if you are to take double exo's would drop a dominion squad
neil
QUOTE(J.McGowan @ Sep 9 2011, 02:47 AM) *

well i dont really play the most optimised of lists in comped events, but at 1500 if you are to take double exo's would drop a dominion squad



It's not a straight swap across tho (unless only taking a 5 man unit), dominions are pretty cheap. Are they still going to be useful below 10?
Eltnot
QUOTE(neil @ Sep 9 2011, 07:06 AM) *

It's not a straight swap across tho (unless only taking a 5 man unit), dominions are pretty cheap. Are they still going to be useful below 10?

Depending on how many exorcists you have, a two man squad will probably be fine. I found that two meltaguns were enough for most tanks previously, and the times that they didn't work was because I missed generally. With a 50% chance to get twin linked, two should be enough, especially if you have an exorcist or two that you can use to back them up on the odd occasion that they fail.
J.McGowan
short answr yes.

also i look at dominions in mixed light, they are a great unit in isolation but dont add alot to your list throughout a tourny with multiple rounds of different missions or opponents that have units against their meta, besides, sisters can get 2x melta plus combi and are scoring and their faith power is essentially the same only a little bit worse, but scoring is the big thing over the outflank/scout.

but i will be taking them to orkfest later in 3 weeks so will be able to give some feedback on tourny experiance with them
jwai
Any new insights now that the codex has been out for a bit longer?
WitchFinderGeneral
I've been intrigued by the possibility of a Canoness+5 Celestians+Jacobus+ 3 Priests with Eviscerators.........

Expensive unit, but packs a lot of punch. Faith on a 3+, 2+ if a casualty taken, with re-rolls for Uriah. Lots of Eviscerator attacks, hitting on 3's with re-rolls at S7. Fearless. Feel No Pain.

Use the Cellies to soak the inevitable wounds, at I4 they'll at least get to strike back most of the time, then the Eviscerators chop ###### up.

Stick em in a Rhino behind the gunline, use them as a counter assault unit for Deathstar units......
westwood
QUOTE(jwai @ Oct 9 2011, 09:16 AM) *

Any new insights now that the codex has been out for a bit longer?


Well he placed first, so they can't be too bad!
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