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  1. #1
    Callum F Seymour's Avatar
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    Just a few thoughts: let's all discuss what we think so far!

    I'm not really looking for feedback on the army list as such, but I just wanted to post up what has worked for me in my recently with the new codex. I also want to know:
    - Who else has been playing a few games with their Sororitas, and how have they gone?
    - What has worked for you so far, and what are you playing with?
    - Did the new codex give you any new ideas? How much has your army changed?
    Etc...

    I know this is early days, but the sooner we start a dialogue the sooner we start winning a lot, I reckon. It'll save faffing about if we can learn from each others experiences.

    I'd love to see people's lists, not for critiquing, but just to get a place with a spread of what people are trying in the Sisters of Battle world so we can all hopefully find some inspiration in each others ideas.

    Mine looks like this at 1'500pts, and it's pretty damn different -there are some things in there that I wouldn't have though worked until I tried it (looks at his new Penitent Engines )



    HQ:
    Saint Celestine

    Elites:
    None.

    Troops:
    Battle Sister Squad [10] with a plasma pistol, flamer and heavy flamer.
    Rhino Transport.
    Battle Sister Squad [10] with a plasma pistol, flamer and heavy flamer.
    Rhino Transport.
    Battle Sister Squad [10] with a plasma pistol, flamer and heavy flamer.
    Rhino Transport.


    Fast Attack:
    Seraphim Squad [6] with two sets of inferno pistols.
    Seraphim Squad [6] with two sets of inferno pistols.

    Heavy Support:
    Penitent Engines [2].
    Penitent Engines [2].
    Exorcist battle Tank.

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  2. #2
    Kaffis's Avatar
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    Honestly, I've been doing okay so far with my list. I'm left wondering at the Penitent Engines, in particular, whether I should've given them a more serious shot back in the WH days, because they certainly didn't get better with SoB (losing the extra Holy Rage speed). I still need some more games against a broader variety of codices (the success I've had has been against a semi-meched up Eldar and Tau lists, just due to my recent opponents), so I'm not ready to speak definitively about the ultimate quality of the codex.

    In any event, Exorcists are still solid, but I wouldn't recommend running just one. With 2 or 3, your long-range antivehicular support isn't all in one target, and for so long as you've got multiples around, you're less likely to fall prey to a bad d6 roll robbing you of the shots you need to be effective with S8 against heavy armor. I use Exorcists against some infantry targets like Broadsides (multiple instant kill shots that ignore 2+ armor are the fastest way to deal with them) and Terminators, but their primary targets are heavy tanks or transports with particularly threatening payloads. I try to avoid shooting AV14 with them, though, for obvious reasons. Those targets get back-burnered while my melta gets on the table.

    The Penitent Engines have done me some good service recently. I'm not sure whether it's purely due to people unfamiliar with them and underestimating them, or whether they'll continue to screw with peoples' target priority enough to survive or absorb inordinate amounts of fire to protect more important stuff. I can confirm that they'll rip into things once in CC, though. The elephant in the room is seeing if my opponents can learn to skillfully lead them with cheap, trash units. I refuse to concede that it's as trivial as lots of Computer Chair Generals on various forums will have you believe, though; as I said, they're vicious enough that if you trip up and let them catch you, your bait units won't survive it, and they're fast enough that they can still come back and matter if they tear something apart from out of position in turn 3 or so. On a table with good 5th edition terrain, you can do a lot with LOS blocking to get them where you'd like them to be. Also, keep in mind, Rage doesn't impose restrictions on where you can *run*. Squadrons are key for PEs, though. You will take casualties when fire is directed at them. Remember to allocate properly when they're under fire; it can mean a lot.

    I've been having a lot of success with hand flamer Seraphim. They benefit better from the Seraphim's Act of Faith, and are less of a point sink. Melta is easier to come by (and longer range) in other delivery units, IMO. I use outflanking Dominions, and they've pleased me thus far. Laying 5 templates down when you've got 12" of movement to position your hand flamers optimally is just sick. Keep in mind that hand flamers lay down a lot of wounds with Faith despite being S3. Firing both pistols for Seraphim is a really ingenious move, IMO. Now that I've gotten past my balking at the change in role they took, I have to say I'm not disappointed by where they've ended up.

    Celestine runs with my Seraphim, and has more than made up for the assault nerfs the Seraphim themselves took. Together, they seem a pretty potent mobile infantry killer.

    Battle Conclaves get very killy, very fast. I see a lot of people talking about taking them in Rhinos to max out the squad size. I'm taking mine in an Immolator to get that extra Immo weapon in, and between 2 each DCAs and Arcos getting an extra swing from Uriah... I haven't had problems where I said "If only I had MORE wounds inflicted" yet. Granted, I haven't taken them toe to toe with a dedicated CC unit yet, but there's only so many power weapon attacks you need when they're striking at I6...

    "In the 21st Century, Artificial Intelligence has progressed to the point where we can create dyslexic computers." - edmundblack
    "Never follow my advice. Except for when I'm right." - Rel
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  3. #3

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    TL;DR version: I am finding most units are useful in some way.

    This looks like as good a place as any to jump in the forums.
    Wall of text incoming.


    I have played quite a few games with the new Sisters. Most of the earlier games were just to use as many different unit types as possible. I am now trying to narrow down what I feel is a core build.

    Jacobus and a Conclave is every bit as good as people say. I fill up a Rhino with them and run it out front, hoping it will get popped near the enemy so I can charge the next turn. They are seriously nasty and have taken on and thrashed some of the most powerful CC squads. They once took a charge from Abadon backed by full squad of berserkers and killed them all before the chaos player had a chance to swing. Other notable HQ kills include Ragnar and crew from the spacewolves (though it was a hard won fight that left the conclave at about half strength) and 5 Grey Knight paladins backed by Draigo. This is the single most effective unit we have. Getting them into combat is the hard part.

    Also in close combat support, the Repentia are looking better. They are not the unstoppable meat grinder that the conclave is, but they have been doing ok on the games I have taken them. You have to put them in a barrowed rhino and leave one troop squad on foot, but that is not to hard to do.

    I have not taken a Celestine Squad at all, even when trying to play everything in the codex. They were given a few perks to help them in close combat, but I always seem like there is something better I should take. If nothing else, one more scoring troop unit is more important than an elite choice that is almost equal to a marine tac squad. I need to try them out; I really do intend to. If they were a troop choice I would have taken them in a few games already. So I have nothing to base their game play on yet.

    Seraphim are still fun, but have changed a little. The flamers are expensive but do take them. The key to playing the new jump sisters is to remember those re-rolls.
    Dominions and the scouting Immolator are, in my opinion, a bit over-rated. They are good, don’t get me wrong. But their survivability is kind of low. They do good for a first strike with a strong anti-tank hit but if you don’t get the first turn, you are better off outflanking them and hoping you get them in soon and that there is a target within striking distance. I still take 2 units when I can but I know some people would rather take 3 Dominions and no Seraphim.

    Battle Sister Squads are just as reliable as ever and now with dirt cheap melta. I usually equip the squad with a melta and a multi-melta and then give the Sister Superior a combi-flamer. Then again, I have several of those combi-flamer models already that I used for my squad leaders.’

    Exorcists are good and have not changed other than getting a 6+ invulnerable save. They still make it hard to squeeze in one of the other Heavy Support choices. I really was hoping the Penitent Engine was going to be elite like dreadnoughts and dreadknights. Oh well. They are what they are. I only have one model but so far it has been kind if bland. It is usually shot and explodes before it has a chance to engage. If nothing else it is a usful distraction/harassment unit. I am going to try subbing in a couple of my dreadnoughts and play a game or two with friends to see how they do in a squadron before I go buy any more. I hope they do better with more models.

    The Command Squad is too limited. The two times I took them I kept them near the middle of the board and took shots at smaller units of soft targets. Both times they went down quickly from an assault I took Retributors armed with multi-meltas once and had about the same result, but this time my targets were skimmers and rhinos because I could not get near the tougher targets. You can add more models to the Retributors but they also have to compete for a Heavy Support spot.

    Saint Celestine is a blast. I love her to death. Often. And then I lover her again. So she has a T3 and no Eternal Warrior or any other way of being immune to instant death. She comes back on a 4+ with the added bonus of not being locked in combat. I am also fine with the fact that she is no IC killer. For less than the cost of a bare troop squad, Saint Celestine can take out scoring unit after scoring unit all game long with no real worry about being removed. And then this is the final blow to the Command Squad. I am taking Jacobus and Saint Celestine and they are both key elements of my army. I would have to go without one or the other is I want to bring in the “devistator-light” squad.

    So here is my typical list now.

    HQ
    Saint Celestine
    Uriah Jacobus
    Battle Conclave
    - 6 DCA, 3 Crusaders

    ELITE
    None (possibly Repentia if points allow)

    FAST ATTACK
    Seraphim with 2, twin hand flamers and eviscerator on the Superior
    Dominion with 2 meltas in a Multi-Melta Immolator
    Dominion with 2 meltas in a Multi-Melta Immolator

    TROOPS
    Battle Sister squads with MultiMelta and flamer.
    (repeat as points allow)

    HEAVY SUPPORT
    Exorcist
    Exorcist
    (varies)

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  4. #4
    Kaffis's Avatar
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    Do proxy those 2 extra PEs. 1 vs. 3 is night and day. I wish I'd realized that in WH when they were faster.

    "In the 21st Century, Artificial Intelligence has progressed to the point where we can create dyslexic computers." - edmundblack
    "Never follow my advice. Except for when I'm right." - Rel
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