I'll have to join in on the discussion later when I've fully read the new rules. I'd love to get back playing Sisters again, but my Immolator Spam list just doesn't fit into the confines of the White Dwearf Codex.
I'll have to join in on the discussion later when I've fully read the new rules. I'd love to get back playing Sisters again, but my Immolator Spam list just doesn't fit into the confines of the White Dwearf Codex.
Want to see some Adeptus Mechanicus?
My Dred Mob
Codex Armageddon Ghazghkull Thraka
Originally Posted by altmann
I'm not entirely convinced Immolators will remain all that attractive with the new vehicle rules.
Rhino chassis are going to take a lot more punishment, particularly if the meta shifts to plasma (rapid fire rules changes make their range much more appealing over meltagun range, AP2 gets a bonus on the damage chart) and other volume-of-fire weapons instead of simply melta-spam. As such, Immolators look like very expensive fragile tanks. Rhinos are cheap, disposable transports, Exorcists have AV 13 to get them to suffer fewer HP hits. Immolators end up in an uncomfortable middle ground, where they're priced like a valuable tank, but protected like a disposable one.
Predators may suffer similarly, though their option for longer range armament might offer some mitigation to the increased fragility to medium arms fire.
Wh-whaa? 6th ed keeps throwing me for loops! I really need to get the rulebook, but I REALLY wanna wait for the starter set... C'mon Ixe, don't let them sucker you with their shiny new $75 book!
Anyway, so Night Fight is now a cover save, rather than an LoS limit? In that case, bah humbug! Does it provide cover saves to tanks though? Because that would be a HUGE boost to our mech rush!
OK, now I'm just lostHere's a question, which warlord trait table are folks going to be using most commonly, I'm not sold on the personal traits table, but the command and strategic ones look like they have potential.![]()
"That thou wouldst bring them only death,/ That thou shouldst spare none,/ That thou shouldst pardon none/ We beseech thee, destroy them."
-Battle Hymn of the Adepta Sororitas
Night fighting prevents shooting beyond 36" and grants a +2 to cover save between 24" and 36", and +1 to cover save between 12 and 24"
It is very very good for our close range shooting army.
Just got done reading through all the rules. and I'm off tonight cause the U.S. bloodied Britain's nose awhile back, so I have time to work on the first post.
Night fighting is no shooting beyond 36", units between 24" and 36" gain shrouded special rule (+2 to cover save) and units between 24" and 12" gain stealth (+1 to cover save).
At the start of the game you decided which of your HQs is your warlord (highest Ld, you choose if tied) and they get to roll on one of 3 tables (your choice which table) which gives them a randomly generated benefit. Some of them are pretty near useless (character and his unit gains move through cover whilst moving through ruins), but there is some good stuff as well, one that makes your warlord and his/her unit scoring, another than lets your outflanking units reroll to see which table edge they show on, another that lets you reroll failed reserve rolls etc
If you run a lot of reserves, ESP outflanking dominions the Strategic traits table is probably the best one, but the command traits aren't bad, I'm not really sold on the personal traits though, most of them sound good, but are too limiting and situational to be that useful.
Aside from Tactical Notes, which I am going to wait on for now til I've played a game or two and had feedback from you all as well, Celestine is as done as I think she is going to get from my eyes alone.
Does anyone else see any Positives, Negatives, or Missed Opportunities for our Living Saint?
On to the Canoness.
As someone else noted a page or so back, when Celestine is joined to a seraphim unit they can still use the Hit & Run rule, and even better they always use the highest int when testing to H&R, so they test on her int of 7. She can also do a wall of death attack with the ardent blade if she is ever assaulted.
2+ armour is also a lot better because of the power weapon nerf, so lots of good things for her generally.
She's also one of the best units in the game to 'abuse' with the new wound allocation shenanigans, taking hits if you keep her up front to keep your army save. Also, she's obviously benefitting from all the new jump pack extras, and quite adapt at challenging most characters I'd say. - The only thing she lost is Move Through Cover, but oh well there :P
I dare say I find her a neccesity in every SoB army now myself, more so then Jacobus at this point.
On the Cannoness...
She has been upgraded as well. Her preferred enemy now works on shooting. The wording of the rule says, it lasts till the end of the assault phase, but starts at the movement phase (or shooting your choice). So, it does work during the shooting phase. Plus, with relentless being better, she is an awesome addition to the Sororitas Command Squad; since now they can move and fire, and assault! The +1 ini and preferred enemy makes sense now! They are a shooting powerhouse! One can put a whole lot of melta's in that squad ^ ^
Alright, I had missed the Initiative test for Hit and Run bonus, but the rest is already in there. I'll add that.
As far as the Canoness, I think you are reading it wrong. Where it describes the acts of faith in general, it does word it in a way that allows it to be taken in any phase. However under "The Passion" entry itself in the Canoness act of faith description, it specifies that it is used in the assault phase.
Double post - My bad -
As a long term Sisters player and very successflu as well(head swells)i have been giving alot of thought to the close combat assault now that Jacobus and friends have been kicked up the ****.I think that Repentia are the way to go,but as has been mentioned getting them there and assaulting is a bit tricky.Now i see 2 possible ways,the first being borowing a Battle sisters rhino from 1st turn,just deploy the sisters on foot near objective or building and deploy Repentia behind rhino ready to get in straight away.The other is similar but may be frowned upon by pure sisters.Ally with Dark Eldar and do the same with a raider and you have a nice 24" assault vehiclewhich will definately get them where they want to go,I am lucky in the fact that my other army is DE Wych army so will give it a go nd report back.
Blood Angels with a Stormraven or Landraider are also an (expensive) option.
Stormraven with Death Company + DC dread + HQ (Reclusiarch for re-rolls or Librarian for psyker)
its definitely too bad that even battle brother allies can't use each others transports. As for Repentia honestly a rhino isn't even worth it. I am still not sold on repentia being good yet. But I will definitely give them their fair chance, hell I have used them in plenty of games in 4th and 5th. I think the best thing going for Repentia right now is the fact that nothing else is really impressive in the elites slot. So you are more willing to give them a try. 17 points I suppose does get you 4 str 6 ap 2 attacks on the charge. but they are so fragile in getting there...
Last edited by IcedAnimals; 04-07-2012 at 23:12.
B.B.Hoods family full of disappointment. Tamales on the floor. The dads sombrero broken.
Accepting all challengers, currently playing SFxT, UMVC3, SCV, DoA5.
My Xbox Live account is Vicioushellsing.
I've been waiting for repentias to become competitive since Codex Witch Hunters was released and they've never looked better than they do now so I'm sure as hell going to give them a try.
I'm thinking the best choice of allies might be Imperial Guard, they gives easy access to two of the three areas of the game sisters are lacking (flyers and Psykers, the 3rd are being terminators). I think a primaris psyker and a squad of plasma vets in a chimera would be a good addition as the plasma guns will benefit greatly from the rapid fire rules to make a great anti-termie/anti-light tank unit, which can help take the pressure off our melta Doms and leave a FA slot open for Seraphim. Then bringing a Vendetta for air support will also be a great addition.
Well, if you happen to play in a group that allows forge world, don't forget:
We do have the Arvus Lighter, 75 point bucket of scrap with no guns, transport 12. But it is a flyer. Could be a good transport for Repentia.
More interestingly, due to Battle Brother IG, we will most likely gain assess to the whole panapoly of imperial navy support. Any Dawn of War fans out there looking to take a Lightning Strike Fighter?
Forgeworld 6th Edition rules update PDF is due out by Friday.
No s***! Instead of an IG force just tabling us on turn one, there's a 50/50 chance they won't be able to shoot us before we pop smoke (or we'll get a cover save)! Gun lines are officially NEFRED! Assault armies and close range shooty armies are officially BUFFED! Though Rhino Rush is not back, because you can't assault out of even stationary closed-top transports.
Is there anything new with deep strike? I understand you show up on turn 2 on a 3+, which certainly improves reliability, but if it's still 2d6" scatter with mishaps, I don't know if it's a viable option for phim. It still seems like they'd be more dangerous leaping from behind rhinos, and they still don't really compete with dominions.
I've heard people say that meltaguns are less good, but if the rules I've look at are correct, I don't think that's true at all--meltaguns become one of the only things with a shot a blowing up a tank in one hit. Missiles and autocannons will have to glance their targets to death, while meltaguns with their +2 to damage will have a 4+ chance to kill their target. They're even more important than they used to be, because now lucky glances are a thing of the past. That makes Dominsions just as essential as ever, which means they still crowd out Seraphim for the FA slot.
As for the 2 force org charts available a 2k points though--wouldn't you still need one HQ and two Troops for the second chart? Or did they change the way that works? If we could get 6 FA slots at 2k points, that would almost be more powerful than 6 heavy slots. 3 Exorcists is enough, but it would be awesome to have 3 Dominions and still have a slot for some Phim.
"That thou wouldst bring them only death,/ That thou shouldst spare none,/ That thou shouldst pardon none/ We beseech thee, destroy them."
-Battle Hymn of the Adepta Sororitas
Alright ive gotten 3 games in now with my test list. 1 win 1 lose 1 draw. My list is kind of all over the place because there have been a few things I want to "test" with it. But to sum it up.
List is 2k.
Saint Celestine.
Jacobus+friends (4/5) axes on saders. swords on DC. Rhino.
Troops 3x 10 sisters, flamer, melta, meltabomb. rhino's
10 Battle sisters, Heavybolter,flamer, combi flamer, meltabomb.
7 Seraphim, 2x two hand flamers.
3x Penitent Engines.
9 Retributors, Simulacrum imperialis.
Imperial Bastion, quad gun,
2x Exorcists.
The bastion with retributors and quad gun give the retributor squad 8 rending heavy bolters+ a rending quad gun I can use against aircraft. Not to mention they are in an av 14 bunker. Them the exorcists and the single troop choice with no rhino form the "defense" or objective sitters of the army. They provide long range support while remaining relatively safe and scoring. The rest of the army moves together in a bulk consisting of 4 rhinos, 3 penitent engines and the unit of seraphim. Using the rhinos to screen the advance this majority of the force should be able to handle anything thrown at it. If you destroy the rhinos Jacobus and friends provide a good "dont charge these sisters" deterrent. The crusaders take axes so they can handle anything the DC can't.
Ill try playing around with allies and repentia some other time but for now im really enjoying this new list. First sister list since WD came out that I haven't taken dominions.
B.B.Hoods family full of disappointment. Tamales on the floor. The dads sombrero broken.
Accepting all challengers, currently playing SFxT, UMVC3, SCV, DoA5.
My Xbox Live account is Vicioushellsing.