Courage's 1700pt Sisters of Battle tournament army
~ a discussion of tactics ~
Sisters of Battle 1700 point Tournie results... Courage.
Snake eyes trophy and a pretty
decent set of results is the mark of a good player... kurisawa
(2/25/2002 10:20).
RE: Sisters of Battle 1700 point
Tournie results... armedandkilted (2/25/2002 10:20).
RE: Sisters of Battle 1700 point
Tournie results... AnubisGOJ (2/25/2002 11:40).
RE: RE:
Sisters of Battle 1700 point Tournie results... Courage (2/25/2002 11:58).
*teehee* I can almost hear the incredulous tone! :) kurisawa (2/25/2002
12:03).
RE: *teehee* I can almost hear the incredulous tone! :) Courage (2/25/2002
13:18).
Here's what I face... AnubisGOJ (2/25/2002 14:18).
RE: Here's what I face... Courage (2/25/2002 14:28).
RE: RE: Here's what I face... AnubisGOJ (2/25/2002 15:00).
RE: RE: RE: Here's what I face... Courage (2/26/2002 8:43).
Fluff and lists are different ulthrion (2/25/2002 14:37).
RE: Fluff and lists are different AnubisGOJ (2/25/2002 16:14).
Greatly disagree here ulthrion (2/25/2002 18:26).
Your changes make no sense carmachu (2/25/2002 19:31).
must be a joke... derling (2/25/2002 17:17).
RE: must be a joke... AnubisGOJ (2/25/2002 18:21).
On a more serious note.... ulthrion (2/25/2002 18:31).
RE: On a more serious note.... AnubisGOJ (2/25/2002 19:50).
RE: On a more serious note.... cwolf (2/25/2002 20:15).
One thought about beating Sisters with Tau... cwolf (2/26/2002 13:58).
I still
think you have a good chance... RedShoulder (2/26/2002 18:41).
Mixed feeling about a basic squad
ulthrion (2/25/2002 12:51).
RE: Mixed
feeling about a basic squad Courage (2/25/2002 13:36).
Long time, no chat... ulthrion (2/25/2002 13:57).
RE: Mixed
feeling about a basic squad cwolf (2/25/2002 13:44).
snake eyes huh? finally a trophy
I can win!! derling (2/25/2002 13:31).
RE: snake
eyes huh? finally a trophy I can win!! Courage (2/25/2002 14:22).
bastardliness...my new word of the week. derling (2/25/2002 15:18).
RE: bastardliness...my new word of the week. Courage (2/25/2002 16:01).
About your army list... RedShoulder (2/26/2002 17:29).
Always sweeping cwolf (2/25/2002 16:07).
RE: Always sweeping Courage (2/26/2002 9:19).
Analyzing the battle strat... Courage (2/26/2002 10:15).
Your problem was carmachu (2/26/2002 15:07).
RE: Your problem was Courage (2/26/2002 15:31).
RE: RE: Your problem was carmachu (2/26/2002 15:43).
RE: RE: RE: Your problem was Courage (2/26/2002 15:58).
RE: RE: RE: RE: Your problem was carmachu (2/26/2002 16:51).
Bait and switch?... RedShoulder (2/26/2002 17:15).
RE: Bait and switch?... carmachu (2/26/2002 17:20).
Easier? What about closer?.. RedShoulder (2/26/2002 17:42).
RE: Easier? What about closer?.. dielkathan (2/27/2002 16:02).
Gaunts and Hormagaunts ulthrion (2/27/2002 16:06).
RE: Gaunts and Hormagaunts Courage (2/27/2002 16:14).
nice flamers you have ulthrion (2/27/2002 16:30).
RE: nice flamers you have cwolf (2/27/2002 17:37).
Ecclesiarchy Counterswarm... RedShoulder (2/27/2002
21:26).
Make those shots count... RedShoulder (2/27/2002 21:10).
RE: RE: Easier? What about closer?.. Courage (2/27/2002 16:10).
RE: RE: RE: Easier? What about closer?.. dielkathan (2/27/2002
17:48).
What I cant wait for is carmachu (2/27/2002 18:38).
More than one way to skin a...Gaunt?... RedShoulder
(2/27/2002 20:56).
Never underestimate the fury of the swarm... RedShoulder
(2/27/2002 21:03).
at least i handed the ork player
his waaaagh dielkathan (2/26/2002 14:27).
RE: at
least i handed the ork player his waaaagh Courage (2/26/2002 14:43).
RE: at
least i handed the ork player his waaaagh carmachu (2/26/2002 14:59).
RE: at least i handed the ork
player his waaaagh carmachu (2/26/2002 14:59).
Sisters of Battle 1700 point Tournie results... . (57 Replies).
Courage[]. 2/25/2002 9:44 (2/27/2002 21:26)
Hey all, well I just had my first big tiurnament with the 1700
point SoB list which also serves
as my tune up for the GT...
A quick rundown
Canoness w/ Celestians in Immolator
Celestian squad Melta, H Flamer, mounted
Dominion squad 4xflamer, mounted
5 troop units Flamer, Melta
10 strong Seraphim
Ret squad 4 Hbolters
Exorcist launcher
Priestly delegation (every unit w/ Preacher)
Let me preface by saying that I was given the snake eyes trophy
for worst luck. I'm not
kidding, this is a real trophy they award for the absolute worst
dice rolling and I won hands
down so temper all with that in mind...
My record; 1 win, 1 draw, 2 losses...
The first game against Eldar I won even though I could not take
down any of his transports.
We had to kidnap each other's general and he hid his way in the
back. There was no way I
could get to him and he flew to me but I was able to take him
down despite his heavy duty
firepower. A better player would have hosed me as I had no way
to get to his HQ while he
had 4 squads on my pos....
The second game was against Dark Angels in a mission called "Confusion".
In essence your
army which is split into 3 groups ends up coming in each turn
on random table edges. It's alot
of fun but hard to nail down tactics and the 2nd player has the
advantage, unless your rolling
like I was.
My opponent, a great guy by the way, had several razorbacks and
rhinos. I kept on winding
up behind his transports but could do nought but stun them time
after time. He could not get
his troops out but I couldn't get to them. I unleashed an unbelivable
amount of firepower at
them and did nothing but keep his troops trapped. We called it
the "war that never was". we
ended in a draw...
The next game I drew against Blood Angels in a mission where we
had to reach and hold
each others base camp. He was running everything mounted plus
a Demolisher and a pred.
On top of this he had his Chaplain and death company AND a Sanguinary
w/ lightning claws
whose retinue was nicely Pwep'd up. I still hold that this is
the most disgusting army in the
game. The ability to reroll hits and wounds w/ 6 attacks is obscene
in an army where speed
and brutal charges are the norm.
To be fair he was a nice guy, though I dinged him heavy on the
army, and we screwed up as
we both forgot that the victor can only consolidate after a Moral
High Ground Victory. He ran
down 3 above strength units this way. After the game I realized
the mistake and am choosing
to believe he had forgotten as well. He offered a draw but I
declined. A wins a win.
The fact that he was able to move up eveything he owned behind
the pred so they made it
quite safely to my base camp while I had to send my Celestians
and Seraphim to his camp
alone as I needed everything I had to take on the fire from a
Demolisher and the onslaught of
all but his Death company and a unit I managed to strand made
things difficult. I managed to
wipe the one unit out before the Death Company waded in. It was
just ugly. He was left with
his chaplain and 1 Marine but I had no backup to send.
The last game was infuriating. I played an Orc player that 2 buddies
had warned me about.
He uses a 2nd ed army which is outdated so its difficult to make
out what's what. The most
dramatic effect was when 3 buggies with Big Shootas on them turned
out to be armed on
paper with missile launchas. He lit me up with them. I argued
in a tournament game for the first
time in my life. I told him that he owes it to reveal all if
things aren't WYSIWYG. He
apologized but I retorted that my deployment was contingent on
not worrying about the
buggies.
He also wandered from the table several times I literally had
to keep calling him back. He
wasted so much time we only got in 2 turns. Because my dismal
rolling kept me from blowing
up his HQ truck they got into me on that second turn and the
Buggies did their damage as well
he won by 100 victory points. My army was literally poised to
shred his left flank. And I mean
I was about to hit him with everything but of course I only move
12 " at best while he moves
24 and he ran down that clock.
2 factors seriously hampered me. The first was my dismal rolling
and that's nobody's fault. The
other though was a complete inability to get anywhere fast. If
I had been able to send a troop
unit with Seraphim and even another Elite mounted you have some
punch. But not being able
to get basic troops where you need them is the absolute biggest
failing in the current Sisters
list.
I could of course, have taken up the 2 fast attack slots by mounting
2 units in Rhinos but then
my comp is totally in the crapper rather than marginal as it
is now.
I may decide to field another Rhino with a troop unit making them
fast attack and lose the 6
man Battle sister squad for the GT.
The Canoness' leadership was another issue. She desperately needs
to be at Ld10.
I said it before, I will say it again; In standard meat grinders
I will hold my own against any
army. But when missions that require speed or crossing vast distances
the Sisters have
amazing problems.
I will only add that had my luck been even a little better, everything
I just wrote might have
seemed different. 38 shots failed to crack an orc truck. 4 of
them from the Exorcist and 3
from Meltas.
The exorcist by the way did abysmally bad.
The next day at the Mega battle though, my sisters aquitted themselves
well. There were 5 2k
armies on either side of the 20feet of table and the dice gods
seemed to smile on me that day
as I held out nicely against a Demon heavy Chaos army. I was
taking on Juggernauts and an
army of T5 marines.
Some days ya win, some days ya lose...
Eric J
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Snake eyes trophy and a pretty
decent set of results is the mark of a good player... . (0 Replies).
kurisawa[]. 2/25/2002 10:20 (2/25/2002 10:20)
Let me preface by saying that I was given the snake eyes trophy
for worst luck. I'm not
kidding, this is a real trophy they award for the absolute worst
dice rolling and I won hands
down so temper all with that in mind...
>>
>> My record; 1 win, 1 draw, 2 losses...
**** That's 50%. What should be expected of "even" luck and opponents
- that you got the
bad luck trophy shows you pulled a bad luck day out of the bag.
Kudos! ****
>> The first game against Eldar I won even though I could not
take down any of his
transports. We had to kidnap each other's general and he hid
his way in the back. There was
no way I could get to him and he flew to me but I was able to
take him down despite his
heavy duty firepower. A better player would have hosed me as
I had no way to get to his HQ
while he had 4 squads on my pos....
>>
**** So, you didn't come close to capture the HQ, but you won?
Hmmm, think you got
away with that one, you wily one! :) ****
>> The second game was against Dark Angels in a mission called
"Confusion". In essence
your army which is split into 3 groups ends up coming in each
turn on random table edges. It's
alot of fun but hard to nail down tactics and the 2nd player
has the advantage, unless your
rolling like I was.
>>
>> My opponent, a great guy by the way, had several razorbacks
and rhinos. I kept on
winding up behind his transports but could do nought but stun
them time after time. He could
not get his troops out but I couldn't get to them. I unleashed
an unbelivable amount of
firepower at them and did nothing but keep his troops trapped.
We called it the "war that
never was". we ended in a draw...
>>
**** What a shame, that sounded like a potentially cool game.
****
>> The next game I drew against Blood Angels in a mission where
we had to reach and hold
each others base camp. He was running everything mounted plus
a Demolisher and a pred.
On top of this he had his Chaplain and death company AND a Sanguinary
w/ lightning claws
whose retinue was nicely Pwep'd up. I still hold that this is
the most disgusting army in the
game. The ability to reroll hits and wounds w/ 6 attacks is obscene
in an army where speed
and brutal charges are the norm.
>>
>> To be fair he was a nice guy, though I dinged him heavy on
the army, and we screwed up
as we both forgot that the victor can only consolidate after
a Moral High Ground Victory. He
ran down 3 above strength units this way. After the game I realized
the mistake and am
choosing to believe he had forgotten as well. He offered a draw
but I declined. A wins a win.
>>
**** Eh, so this was one of the draws above, or not? Base Camp
could possibly be one of
the worst agmes against BA - as rushing at your lines is what
they do best anyway. Bad luck
dude!! :) ****
>> The fact that he was able to move up eveything he owned behind
the pred so they made it
quite safely to my base camp while I had to send my Celestians
and Seraphim to his camp
alone as I needed everything I had to take on the fire from a
Demolisher and the onslaught of
all but his Death company and a unit I managed to strand made
things difficult. I managed to
wipe the one unit out before the Death Company waded in. It was
just ugly. He was left with
his chaplain and 1 Marine but I had no backup to send.
>>
>> The last game was infuriating. I played an Orc player that
2 buddies had warned me
about. He uses a 2nd ed army which is outdated so its difficult
to make out what's what. The
most dramatic effect was when 3 buggies with Big Shootas on them
turned out to be armed
on paper with missile launchas. He lit me up with them. I argued
in a tournament game for the
first time in my life. I told him that he owes it to reveal all
if things aren't WYSIWYG. He
apologized but I retorted that my deployment was contingent on
not worrying about the
buggies.
>>
**** So no sportsmanship or army comp points for him then! :)
****
>> He also wandered from the table several times I literally had
to keep calling him back. He
wasted so much time we only got in 2 turns. Because my dismal
rolling kept me from blowing
up his HQ truck they got into me on that second turn and the
Buggies did their damage as well
he won by 100 victory points. My army was literally poised to
shred his left flank. And I mean
I was about to hit him with everything but of course I only move
12 " at best while he moves
24 and he ran down that clock.
>>
**** Man, that's gotta be a draw then hasn't it!?!? I'd have appealed!
****
>> 2 factors seriously hampered me. The first was my dismal rolling
and that's nobody's fault.
The other though was a complete inability to get anywhere fast.
If I had been able to send a
troop unit with Seraphim and even another Elite mounted you have
some punch. But not being
able to get basic troops where you need them is the absolute
biggest failing in the current
Sisters list.
>>
**** *cough*IG*cough* ;P. We all got characteristics of our lists
that we gotta deal with.
We're all better at some things than others. ****
>> I could of course, have taken up the 2 fast attack slots by
mounting 2 units in Rhinos but
then my comp is totally in the crapper rather than marginal as
it is now.
>>
>> I may decide to field another Rhino with a troop unit making
them fast attack and lose the
6 man Battle sister squad for the GT.
>>
>> The Canoness' leadership was another issue. She desperately
needs to be at Ld10.
>>
>> I said it before, I will say it again; In standard meat grinders
I will hold my own against any
army. But when missions that require speed or crossing vast distances
the Sisters have
amazing problems.
>>
>> I will only add that had my luck been even a little better,
everything I just wrote might have
seemed different. 38 shots failed to crack an orc truck. 4 of
them from the Exorcist and 3
from Meltas.
>>
**** You failed to crack an Ork truck with a melta!?!?!?!? Wow
you really deserved that
trophy. ****
>> The exorcist by the way did abysmally bad.
>>
>> The next day at the Mega battle though, my sisters aquitted
themselves well. There were 5
2k armies on either side of the 20feet of table and the dice
gods seemed to smile on me that
day as I held out nicely against a Demon heavy Chaos army. I
was taking on Juggernauts and
an army of T5 marines.
>>
>> Some days ya win, some days ya lose...
>>
**** You still got some winnin in ya for that luck to even out.
Good luck in the GT! ****
K.
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RE: Sisters of Battle 1700 point
Tournie results... . (0 Replies). armedandkilted[]. 2/25/2002 10:20
(2/25/2002 10:20)
congrats on the win, the nice shiny trophy and on coming back
with a good attitude. i am
recognized in my gaming group as the worst dice roller to ever
play the game... when they
award that trophy, it's named after me.
it sounds like your experience reinforces alot of what's been
said here- we need transports,
we need to not run away and we need to not be obliged to structure
our tactics around
dealing with someone's armor. all thoses "get somewhere" mission
are right out the window-
the one where some has to punch through half of your army is
the only one that's worse (i
once had to hold off a mounted blood angels army with a battle
squad, a retributer squad,
some redempitionists, a canoness and an excorcist- yeah, right).
anyway...
keep up the good gaming!
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RE: Sisters of Battle 1700 point
Tournie results... . (18 Replies). AnubisGOJ[]. 2/25/2002 11:40
(2/26/2002 18:41)
It's good to see a Sisters of Battle player, but after fighting
them week after week, you've got
to admit that the army is broken on so many levels. You're right
in the fact that if the Sisters
have to move, they're going to be hinded. However, if the enemy
has to come to them- they're
almost certainly to win. They have the best complements of a
Space Marine and Guard army.
My Tau cannot out shoot them, and the Tyranids cannot out-assault
them in the slightest.
Nothing is worse then sending a full squad of Hormugaunts into
a Sisters squad and not even
getting a single kill...
They are awesome at shooting and assault. They're just too good
for their points. The Acts of
Faith are completely unbalanced. I've used 6 different armies
against them. My playing skills
are not too bad, and I've placed 2nd twice in local tournaments.
In the Eldar/Imperial
campaign on Batreps.com, I won against tooled-up armies. So I
have the experience.
However I have not been able to find a single chink in their
armor.
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RE: RE:
Sisters of Battle 1700 point Tournie results... . (16 Replies). Courage[].
2/25/2002 11:58
(2/26/2002 13:58)
>> It's good to see a Sisters of Battle player, but after fighting
them week after week, you've
got to admit that the army is broken on so many levels. You're
right in the fact that if the
Sisters have to move, they're going to be hinded. However, if
the enemy has to come to them-
they're almost certainly to win. They have the best complements
of a Space Marine and
Guard army. My Tau cannot out shoot them, and the Tyranids cannot
out-assault them in the
slightest. Nothing is worse then sending a full squad of Hormugaunts
into a Sisters squad and
not even getting a single kill...
>>
>> They are awesome at shooting and assault. They're just too
good for their points. The
Acts of Faith are completely unbalanced. I've used 6 different
armies against them. My playing
skills are not too bad, and I've placed 2nd twice in local tournaments.
In the Eldar/Imperial
campaign on Batreps.com, I won against tooled-up armies. So I
have the experience.
However I have not been able to find a single chink in their
armor.
**I'm not sure I read you correctly. Are you asserting that the
SoB are broken in that they are
too powerful? If that is what you are saying I'm going to allow
you to support your declaration
before I answer as I don't see any reasons cited in your post.
As to the Acts, ahem... I've failed the Acts on too many occassions
for anyone to tell me
they're broken. But after your reply we'll get into that...
Eric J
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*teehee* I can almost hear the incredulous tone! :) . (15 Replies). kurisawa[].
2/25/2002 12:03
(2/26/2002 13:58)
I'm not sure I read you correctly. Are you asserting that the
SoB are broken in that they are
too powerful? If that is what you are saying I'm going to allow
you to support your declaration
before I answer as I don't see any reasons cited in your post.
>>
>> As to the Acts, ahem... I've failed the Acts on too many occassions
for anyone to tell me
they're broken. But after your reply we'll get into that...
>>
>> Eric J
**** I almost heard that disbelieving tone in your voice Eric.
Now calm down, it might be a
wind up! ;P
Just goes to show for every opinion one way, there's another point
of view.
Who knows - maybe you just have no idea how to play them. Lol!!!
(PS Declaration of neutrality - I don't know if they're balanced
or not!!)
K.
PPS: Eric - you checked your e-mail recently? I left some goodies
for you :) ****
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RE: *teehee* I can almost hear the incredulous tone! :) . (14 Replies).
Courage[]. 2/25/2002
13:18 (2/26/2002 13:58)
>> I'm not sure I read you correctly. Are you asserting that
the SoB are broken in that they
are too powerful? If that is what you are saying I'm going to
allow you to support your
declaration before I answer as I don't see any reasons cited
in your post.
>> >>
>> >> As to the Acts, ahem... I've failed the Acts on too many
occassions for anyone to tell
me they're broken. But after your reply we'll get into that...
>> >>
>> >> Eric J
>>
>> **** I almost heard that disbelieving tone in your voice Eric.
Now calm down, it might be
a wind up! ;P
>>
>> Just goes to show for every opinion one way, there's another
point of view.
>>
>> Who knows - maybe you just have no idea how to play them.
Lol!!!
>>
>> (PS Declaration of neutrality - I don't know if they're balanced
or not!!)
>>
>> K.
>>
>> PPS: Eric - you checked your e-mail recently? I left some
goodies for you :) ****
**Someone Trojan Horsed my aol and due to aol's total lack of
intelligence I have not gotten
my account back up and running yet. Should be a coupl'a days...
Eric J
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Here's what I face... . (13 Replies). AnubisGOJ[]. 2/25/2002 14:18 (2/26/2002
13:58)
My opponent never uses Immolators, instead relying on sheer numbers
to take down his
opponents. His troops are bristling with all things Melta, and
the Redemptionists are essentially
fearless for only 5 points apiece. Talk about a screen that won't
go away... Try facing down
that many heavy weapons and you'll find yourself on the short
of the stick.You're facing
Power Armor that's screened by fearless troops- plus Spirit of
the Martyr pretty much makes
any hits from your normal weapons useless. Wow! They're Death
Company now!
Seraphim are a steal at 16 points, and when combined with combined
with The Passion, will
scythe right through most of my squads. Add in a Divine Guidance
for even more nastiness.
How does my opponent have so many faith points? He's got so many
squads.
My opponent never takes Immolators or Exorcist tanks. His philosophy
(which is correct) is
that it takes a helluva lot more shots to kill off the squad.
The sheer amount of firepower volume they can kick out is unbelievable.
They can
consistently outshoot my Tau forces.
I like the Sisters of Battle in theme and fluff. However, they
are way too powerful compared
to what their background suggests. Their armor save is too darn
good for the points and
capabilities.
Players who have a hard time using this army are obviously loading
up on expensive items and
not relying on the ever-so-nasty basics. If you concentrate on
massed troops, you'll have a
much easier time.
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RE: Here's what I face... . (2 Replies). Courage[]. 2/25/2002 14:28 (2/26/2002
8:43)
>> My opponent never uses Immolators, instead relying on sheer
numbers to take down his
opponents. His troops are bristling with all things Melta, and
the Redemptionists are essentially
fearless for only 5 points apiece. Talk about a screen that won't
go away... Try facing down
that many heavy weapons and you'll find yourself on the short
of the stick.You're facing
Power Armor that's screened by fearless troops- plus Spirit of
the Martyr pretty much makes
any hits from your normal weapons useless. Wow! They're Death
Company now!
>>
>> Seraphim are a steal at 16 points, and when combined with
combined with The Passion,
will scythe right through most of my squads. Add in a Divine
Guidance for even more
nastiness.
>>
>> How does my opponent have so many faith points? He's got so
many squads.
>>
>> My opponent never takes Immolators or Exorcist tanks. His
philosophy (which is correct)
is that it takes a helluva lot more shots to kill off the squad.
>>
>> The sheer amount of firepower volume they can kick out is
unbelievable. They can
consistently outshoot my Tau forces.
>>
>> I like the Sisters of Battle in theme and fluff. However,
they are way too powerful
compared to what their background suggests. Their armor save
is too darn good for the
points and capabilities.
>>
>> Players who have a hard time using this army are obviously
loading up on expensive items
and not relying on the ever-so-nasty basics. If you concentrate
on massed troops, you'll have
a much easier time.
**I'm not having a hard time with them. I do well with them. I'm
talking about this specific
tournament. BA are not Tau, they will not be standing there for
me to shoot at nor will they
drop as easily to bolter fire.
In my 1700 point army I have 101 models all in power armor. I
have not yet had time to build
Reds but I have 2 friends who play sisters who abhor them. To
each his own...
My Immolator has turned sections of the battlefield around. I
took down half a unit of 1k sons
with it after it was immobilized on sunday. Don't ask what it
did to the Eldar...
Eric J
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RE: RE: Here's what I face... . (1 Replies). AnubisGOJ[]. 2/25/2002 15:00
(2/26/2002
8:43)
That's way too many models to have Power Armor in a single army.
Typically my group plays
between 1500-2000 points. I thought my Imperial Guard were troop
heavy. Gheesh!
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RE: RE: RE: Here's what I face... . (0 Replies). Courage[]. 2/26/2002 8:43
(2/26/2002
8:43)
>> That's way too many models to have Power Armor in a single
army. Typically my group
plays between 1500-2000 points. I thought my Imperial Guard were
troop heavy. Gheesh!
**Its more like 90 in power armor as the rest are Preachers and
vehicles (2Rhinos, an
Immolator and an Exorcist)...
I'm not sure I even know how to respond to someone who feels my
army is troop heavy. That
is the first time I've ever heard that argued...
Eric J
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Fluff and lists are different . (3 Replies). ulthrion[]. 2/25/2002 14:37
(2/25/2002 19:31)
Okay, what are U saying here?? SoB should get a bad list, because
they are not the galaxy's
most feared army??
If that were the case, then the eldar would have an army list
which allows you to decimate the
enemy within a few game turn, without sustaining much losses.
Okay, I know you probably didn't mean it this way, but please
don't try to degrade the sisters,
just because they aren't as popular as space armies.
Farseer Ulthrion
On a side note: a space marine army can essentially do almost
the same as a SoB army. They
don't get that many numbers, but they do get a hell lot more
models than most people think,
and they have ATSKNF, T4 and more options available to them.
>> I like the Sisters of Battle in theme and fluff. However, they
are way too powerful
compared to what their background suggests. Their armor save
is too darn good for the
points and capabilities.
>>
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RE: Fluff and lists are different . (2 Replies).
AnubisGOJ[anubisgoj@hotmail.com]. 2/25/2002 16:14 (2/25/2002
19:31)
They aren't Space Marines, no matter what people say. They are
armored, but that armor
should not be the same as a Marine's. I would make their armor
4+. However they are known
for their martial prowess, so I would increase their WS.
Is it fair that Sisters get so much for fewer points? Being able
to outnumber opponents is what
gives the swarm armies their strength. Sisters can't have the
best of all worlds (barring
transports, but hey, the Seraphin are just fine on their own).Their
armor combined with their
numbers makes them nigh impossible for anyone in our group to
beat.
They're like basic marines in most respects, plus they get the
acts of faith that tilts things over
the edge. They're the Black Templars and Blood Angels combined,
but no one complains...
Why? Because no one's played them enough to realize it. Heck,
every little rugrat out there
either had Templars or Blood Angels, but few have Sisters...
Probably because of the lack of
plastics...
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Greatly disagree here . (0 Replies). ulthrion[]. 2/25/2002 18:26 (2/25/2002
18:26)
>> They aren't Space Marines, no matter what people say. They
are armored, but that armor
should not be the same as a Marine's. I would make their armor
4+. However they are known
for their martial prowess, so I would increase their WS.
>>
Hello??? They have POWER ARMOUR.... It sais so in the fluff, it
shows on the models, it's
what makes the SoB what they are.....
There is no way I will ever play with the SoB when having a 4+
save. That's a loss of over
50% of survivability ( because there are a LOT of cheap AP4 weapons
out there ).
I am also against raising their WS, as I don't see them as martial
girls. They believe that the
emperor will protect them, and that's all. Surely they train,
and seraphim are trained in the
ancient arts of combat ( which used to mean that they could fire
both pistols in 1 turn ). I find it
against their nature to make them more combat-orientated. They
are a short-ranged army, not
combat-ninja's.
>> Is it fair that Sisters get so much for fewer points? Being
able to outnumber opponents is
what gives the swarm armies their strength. Sisters can't have
the best of all worlds (barring
transports, but hey, the Seraphin are just fine on their own).Their
armor combined with their
numbers makes them nigh impossible for anyone in our group to
beat.
>>
Marines get extra cheap heavy weapon options, transport options,
have more special weapon
upgrades, more wargear, and the basic marine has +1WS, +1BS,
+1S, +1T, +1I, and
ATSKNF for only 5 points more.
SoB don't get acts for free, they must pay for the preacher,
and then pass a Ld test, which
makes them a bit unreliable. SoB can run out of faith points,
or out of units to use them, but
marines can't run out of ATSKNF.
I agree thatthe current sisters are quite good, but they are in
no way overpowered. Have you
ever tried to max out your space marine tactical squads??? I
mean, take 60 marines in a 1000
points battle???? 60 tacticals cost you a mere 900 points, which
leaves out 100 points for
equipment and plasmaguns/lascannons/heavy bolters.
It works, truely. Most people don't realize it, but marine armies
can field so many marines,
that even the Eldar with starcannons have trouble getting them
all out of the way.
>> They're like basic marines in most respects, plus they get
the acts of faith that tilts things
over the edge. They're the Black Templars and Blood Angels combined,
but no one
complains... Why? Because no one's played them enough to realize
it. Heck, every little rugrat
out there either had Templars or Blood Angels, but few have Sisters...
Probably because of
the lack of plastics...
>>
See all of my comments above.
Just a quick question, given the rules of C:CA, how much would
you charge for a single battle
sister??
Farseer Ulthrion.
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Your changes make no sense . (0 Replies). carmachu[]. 2/25/2002 19:31
(2/25/2002 19:31)
>> They aren't Space Marines, no matter what people say. They
are armored, but that armor
should not be the same as a Marine's. I would make their armor
4+. However they are known
for their martial prowess, so I would increase their WS.
>>
Ok, their not marines, so you want to make'em 4+ save. THEN give'em
martial prowess and
WS4? WHY? it makes no sense.
You do realize you you'll have to drop the points, if you're gonna
drop the save? No way
would I pay 10pts for a 4+ save model that cant hit the side
of a barn 1/2 the time.
>> Is it fair that Sisters get so much for fewer points? Being
able to outnumber opponents is
what gives the swarm armies their strength. Sisters can't have
the best of all worlds (barring
transports, but hey, the Seraphin are just fine on their own).Their
armor combined with their
numbers makes them nigh impossible for anyone in our group to
beat.
>>
EXCEPT, you havent been listening. THE BIGGEST weaknest the list
has is: no MOBILITY.
You have no idea how many games I lose 'cause I cant get a mass
of troops from point a to
point b.
As for best of both BA and BT, I dont think so- -1 WS BS I S T
doesnt make'em so. Add in
you can only use acts once per turn per squad, and its dependent
on 3 factors(faithfulness, LD
test, faith points), while BA and BT get all their toys for free....
carmachu
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must be a joke... . (5 Replies). derling[]. 2/25/2002 17:17 (2/26/2002
13:58)
***I am fairly certain that this a joke post, as most of the points
made in it unconvincing at
best when they are develloped at all.
My opponent never uses Immolators, instead relying on sheer numbers
to take down his
opponents.
***no rhinos either? while I do believe the army's groundpounders
function well, they only do
so under the support of their supported mechanized troops.
His troops are bristling with all things Melta,
*** okay...
and the Redemptionists are essentially fearless for only 5 points
apiece. Talk about a screen
that won't go away... Try facing down that many heavy weapons
and you'll find yourself on
the short of the stick.
***personally, I think they are a good unit, but I think using
them as heavy weapons toters is
highly unsuccessful, particualarly as a screen you make mention
of "Try facing down that many
heavy weapons" to which I find oddly amusing, as this army can
field at most 12 heavy
weapons in it's troop allocation which can be pretty much rivaled
by most armies. (and those
who can't superscede them once they jump into all of the other
force Org selections.
You're facing Power Armor that's screened by fearless troops-
plus Spirit of the Martyr pretty
much makes any hits from your normal weapons useless. Wow! They're
Death Company
now!
*** it is kinda nice...too bad they will have to fight their way
to close range, losing models all
the way to instakill weapons and then bring themselves dangerously
close to assault. mean
while, the "friend's" army which has very little in the way of
speed will allow the initiative of the
enemy force to consolidate his core shock units into a small
portion of the SoB force, crushing
it, and then using the momentum to pile into the next batch of
the SoB.
Seraphim are a steal at 16 points, and when combined with combined
with The Passion, will
scythe right through most of my squads. Add in a Divine Guidance
for even more nastiness.
***they are a steal currently and additionally quite necesary.
How does my opponent have so many faith points? He's got so many
squads.
***how does this increase his faith points? I can only assume
he's got a preacher in every
squad. I'm not sure how your's friends number of faith points
factos into to your need to retool
the SoB army, something I do not think you will have a lot of
success with....especially in the
directions you've indicated.
My opponent never takes Immolators or Exorcist tanks. His philosophy
(which is correct) is
that it takes a helluva lot more shots to kill off the squad.
*** it's not a bad one, but it's not particularly a good one
if it's not supported by mobile
closed range troops. you'll have to pardon me if I don't automatically
assume your "(which is
correct)" to be correct though. Unless you are a GW games develloper
in disguise, you have
not shown significant merit to asume your claim is correct....particularly
since you have an
obvious bias....you commonly play against them.
The sheer amount of firepower volume they can kick out is unbelievable.
*** it can be pretty darn good.....
They can consistently outshoot my Tau forces.
***not that good. given the increased range and superiority of
your weapons, you should be
able to match him., particularly when you bolster the firepower
with your battle suits.virtually
all of the guns on the suit installkill an SoB, rendering"act
of the martyr" useless.
I like the Sisters of Battle in theme and fluff. However, they
are way too powerful compared
to what their background suggests. Their armor save is too darn
good for the points and
capabilities.
***I couldn't disagree more.
Players who have a hard time using this army are obviously loading
up on expensive items and
not relying on the ever-so-nasty basics.
*** this might be an oversimplification. and by "might" , I really
mean "is"
If you concentrate on massed troops, you'll have a much easier
time.
***mostly agree with this. they do perform well with lots of
troops. however, they require
their other mechanized and mobile elements in the force to perform
anything other than low
scale in indecisive damage. I would say that if you are having
problems with your SoB friend
outshooting you, I would suggest the problem does not lie in
the SoB codex but rather
yourself (which is correct).
My use of '(which is correct)' is correct is probably an oversimplification
as well, but be
careful when trying to diminish an army's effectiveness while
condeming people for losing with
it.
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RE: must be a joke... . (4 Replies). AnubisGOJ[]. 2/25/2002 18:21 (2/26/2002
13:58)
This post is no joke, and I appreciate your mature candor when
speaking of it (After some of
the boards I've been to, I expected a few rantings from poorly
schooled primates).
Maneuverbility is my opponent's only weakness. He can do a slow
death march up the middle
and use his numbers to protect him. Fearless redemptionists work
well for these purposes.
When factoring in Special Weapons, my humble opponent likes using
Dominion Squads,
chock full of Melta-Guns. That squad can have up to four. Range
isn't a problem depending
on the starting placement of his models.
I play many armies, and have been in the hobby since Advanced
Space Crusade. I have at
least 2000 points in: Tau, Dark Angels, Snakebite Orks, Harlequins,
Necrons, Kroot
Mercenaries, Dark Eldar, Eldar (Aliatoc) & all five elements
of Chaos (counting Undivided. If
I show a bias for or against a given army, it is accidental.
Afterall, I figure I'm going to have
them all sooner or later.
For Tau vs Sisters- Basic Tau Fire Warriors vs Sisters, the Sisters
will win. I have to punch a
lot of holes in Redemtpionists to stop their screen. My troops
cannot easily pop thier armor.
The Seraphim are a major threat to a Tau army. They can pop up
the flanks and assault my
front line- halting any direct firepower from my army, because
we all know we cannot shoot
through H-T-H. A wise sister player can hide behind cover and
get those flying fems right in
my face.
The table we use is roughly the same size as the ones at the GW
stores. Not too large. After a
turn or two, most of their weapons are in range. Melta-armed
Dominions in a Rhino can bite
deeply into any army.
My group believes that the Sisters will gain much more prominence
once players start realizing
how to play them.
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On a more serious note.... . (3 Replies). ulthrion[]. 2/25/2002 18:31 (2/26/2002
13:58)
Well, I agree that the Tau are a bit difficult against SoB, but
that is because the Tau really can't
handle armour that well. They have only 1 major AP2 weapon (
ion-cannon), and that one
only comes on the ....tank ( forgot name ).
The same problem would occur when you are fighting marines. Their
basic members are by
far better than your fire warriors, at least in hth, but they
almost match the fire warriors in
shooting.
SPace marines field lesser models than sisters, but they are tougher,
and have MUCH better
backup, in the form of heavy tanks, and other supporting weapons/squads.
If you have such difficulty with SoB, why don't you have the same
difficulty against marines??
Farseer Ulthrion.
>> For Tau vs Sisters- Basic Tau Fire Warriors vs Sisters, the
Sisters will win. I have to
punch a lot of holes in Redemtpionists to stop their screen.
My troops cannot easily pop thier
armor.
>> The Seraphim are a major threat to a Tau army. They can pop
up the flanks and assault
my front line- halting any direct firepower from my army, because
we all know we cannot
shoot through H-T-H. A wise sister player can hide behind cover
and get those flying fems
right in my face.
>>
>> The table we use is roughly the same size as the ones at the
GW stores. Not too large.
After a turn or two, most of their weapons are in range. Melta-armed
Dominions in a Rhino
can bite deeply into any army.
>>
>> My group believes that the Sisters will gain much more prominence
once players start
realizing how to play them.
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RE: On a more serious note.... . (0 Replies). AnubisGOJ[]. 2/25/2002 19:50
(2/25/2002 19:50)
The Marine armies I have gone against tend to mount up in Razorbacks.
This is a nasty
combo, but tends to keep the squad sizes down. It's rare for
one of my Marine opponents to
have a squad not mounted up or on a bike.
It's a matter of numbers.
It's that reason why the Sisters are so nasty. Imagine shooting
at an army that can give all of its
non-redemptionists a second armor save ala' Death Company. How
many instant kill or
Power Weapons can I have in my army?
Factor in the number of troops in a Sisters army- around 70 models-
all in Power Armor, and
you'v got a problem. By the time you whittle away the redemptionist
screens, you're getting hit
by meltas...
Marines can be taken apart piece by piece. They have fewer numbers
and less special
weapons overall.
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RE: On a more serious note.... . (1 Replies). cwolf[]. 2/25/2002 20:15
(2/26/2002
13:58)
>> If you have such difficulty with SoB, why don't you have the
same difficulty against
marines??
>>
He's quite correct in not equating Sisters with Marines, I'm always
amused when people use
the old conventional wisdom of "Sisters are just weak marines,
so this option that kills marines
will work even better against them!", or "Sisters are just IG
in power armour, so once I reach
hand to hand combat with them they're dead!"
I enjoy making a breakfast out of these people. The Ecclesiarchy
army cannot be used like
marines or IG, and should not be fought like marines or IG. The
seemingly similar statlines and
equipment are a big smokescreen.
The big difference here is that you can get 1.5 Fire Warriors
for every marine, a ratio that gets
further exacerbated because the marine player has all those other
goodies they take that eat
up points, like Dreadnoughts and Predators. On the other hand
the basic Battle Sister is the
same cost as a Fire Warrior, and the Ecclesiarchy doesn't have
those silly armoured
distractions luring it from buying lots of soldiers :-P
The current performance of the SOB seems to vary widely, some
commanders regularly get
their asses handed to them, others have unbroken winning streaks.
Mine recently came to an
end when I got schooled sideways by a Dark Angels army... the
big difference (other than my
tactical errors) was that he knew what he was up against and
accounted for it.
Mobility may be the only weakness of massed Sister troops, but
it's a big one. Sixty sisters
can become far less than that if you hit a flank. If it's true
the table being played on is
equivalent to those used at GW stores, though, it doesn't matter,
those are just pathetically
small areas to play on, 3'x3' on the average. They work well
for cityfights, but armies like Tau
and IG suffer tremendously from the lack of space. So I would
say that definitely skews the
results being tallied.
It's also just an issue of Tau IMO-- Tau as an army are equipped
to handle vehicles, small
numbers of infantry with good saves, and large numbers of infantry
with poor saves. The battle
sisters happen to be able to field a large number of infantry
with good saves. In my experience
there's three efficient ways to counter that:
- Ordnance blasts with Str6+ and/or AP3 or less (preferably both)
- High rate of fire guns with Str 6+ and/or AP3 or less
- Fast, tooled up characters, walkers, or beasties with Str6+
that ignore armour saves in close
combat.
Tau are severely limited in all three aspects. Most any other
army has the ability to field
something or several somethings with the above, which a Sisters
player then has to avoid or
neutralize for a chance at victory. The third in particular can
really ruin your day, as with the
aforementioned Dark Angels where a Str6 powerweapon striking
on Initiative 5 was
combined with a jump pack and an iron halo. 4 full Sister squads
disappeared in the span of
two turns :-P
I do admit it's heartening to hear at least a few souls out there
complain about Sisters being
too good, between the vast majority of 40k players who laugh
them off and the
underwhelmed within the Sisters' own ranks, it can sometimes
be hard to keep the faith.
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One thought about beating Sisters with Tau... . (0 Replies). cwolf[].
2/26/2002 13:58 (2/26/2002 13:58)
Actually I remember seeing this the first time I looked at a
Tau list. Tau can cause a LOT of
pinning tests, and everything in a SOB army is vulnerable to
pinning, even the otherwise
fearless Reds. All you have to do is kill one and a Leadership
check has to be passed or the
target unit can't move, shoot, or assault in the following turn...
and you can force multiple
pinning tests for a unit in a single shooting phase (one for
each unit firing).
Pin down the meat shield of Reds and it sounds like you could
stop the whole advance in its
tracks, since the Reds will be too close together for the Sisters
behind to move through. Just
get a whole bunch of Fire Warriors with an allotment of pulse
carbines to each, or better yet
gun drones that can zip in to fire and then back out of range
of even a Passion-fueled charge.
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I still
think you have a good chance... . (0 Replies). RedShoulder[]. 2/26/2002
18:41 (2/26/2002 18:41)
>> It's good to see a Sisters of Battle player, but after fighting
them week after week, you've
got to admit that the army is broken on so many levels.
Well, they do have some advantages. I don't think they are broken,but
we'll get to that.
>> You're right in the fact that if the Sisters have to move,
they're going to be hindered.
There are some Missions that are based on mobility. Mobility also
offers a player a better
chance to determine the time and range of engagement with the
enemy.
>> However, if the enemy has to come to them- they're almost certain
to win.
There are a lot of things the Sisters just cannot deal with in
temrs of just standing and firing. I
fought a Chaos Thousands Sons army recently, and having 66 Bolter
rendered useles is no
party. I only had 12 models left that could do any damage to
his Troops through shooting.
>> They have the best complements of a Space Marine and Guard
army.
They have a Marine's Bolter and Armor save, and can sometimes
have the Guard's numbers.
Sisters have the options of neither though. They are more survivable
than Guard in close
combat, but don't generally kill any more. Their stats are only
human whigch can put them at a
substantial disadvantage against Marines as well. Acts of Faith
balance some of these factors
out, but they are limited and subject to Leadership tests.
>> My Tau cannot out shoot them, and the Tyranids cannot out-assault
them in the slightest.
Are you fielding as many Fire Warriors as your opponent is fielding
Sisters?
Do your 'Gaunts manage to hold them in close combat long enough
for the really dangerous
stuff to get in close? What about Biovores and Acid Mines? I
have had some rather
unpleasant experiences with those. Don't forget Warp Blast.
>> Nothing is worse then sending a full squad of Hormugaunts into
a Sisters squad and not
even getting a single kill...
>>
A full Brood of 32 couldn't get a single kill? Was your opponent
just rolling well for armour
saves and Spirit of teh Martyr checks?
>> They are awesome at shooting and assault.
This seems to be the only place where I really disagree. Sisters
are AVERAGE at shooting.
They do have a very good standard weapon, and they can fire a
great number of them. The
effects can some times be awsome when combined with Divine Guidance,
but Sisters are not
that awesome at shooting alone.
The Sisters best weapons in assualt tend to be their Armor save
and Leadership. They have a
better chance to survive than many Troops, and a good chance
to not break. The Sisters can
take it, but they can't really dish it out. Strength, Toughness
and Initiative of 3 really hurts them
here. Spirit of the Martyr, the Passion and Divine Guidance can
help them in close combat,
but who can afford to spend 3 Faith points a turn on a single
unit? They can get a really fast
start, but they can't sustain that level of fighting. I don't
think it is really feasible to try and field
the Sisters as an "Assault" army. They just can't kill enough
in close combat quickly enough.
>> They're just too good for their points.
The standard Battle Sister has an average statline, an above average
Leadership, an excellent
weapon and armor save, but no inherent special rules. For this
she costs 2/3 more than an
Imperial Guardsman and 1/3 less than a Space Marine. They seem
to be an efficient
middle-of-the-road Troop choice, but statistically and ruleswise,
there isn't much special about
them. I guess that gives them a certain "stealth" factor. That
and the fact that they are women
will keep a certain percentage (dare I say 'majority') from ever
playing them.
>> The Acts of Faith are completely unbalanced.
They can be very effective, but they are limited. They simulate
efeects that other units in the
game get ALL OF THE TIME with no Leadership tests or points to
run out of:
1) Divine Guidance is similar to Rending Claws. While it can be
used on shooting as well, it
does not automatically cause a wound on a "6" so it is useless
against a Wraithlord still, unless
used with a Str 5 or better attack. Divine Guidance offers nothing
against vehicles.
2) Spirit of the Martyr works like the Blood Angels' Death Company
shrug off roll. Sisters
with only a Toughness of 3 though are much more susceptible to
instant kill. There are plenty
of Str 6 and 7 weapons outh there.
3) The Passion combines Fleet of Foot with an additional Attack
and an Initiative bonus. The
Fleet of Foot rush must be made toward the nearest enemy though.
There are plenty of other
units in the game with more Attacks and a greater Initiative
than the Sisters already. So while
this strikes me as useful, it does not feel game breaking at
all.
4) Light of the Emperor is nice, but isn't it much better to be
Fearless, Bonded or have And
They Shall Know No Fear? Lots of units out there like that.
>> I've used 6 different armies against them. My playing skills
are not too bad, and I've
placed 2nd twice in local tournaments. In the Eldar/Imperial
campaign on Batreps.com, I won
against tooled-up armies. So I have the experience. However I
have not been able to find a
single chink in their armor.
You make intelligent arguments and seem to have good knowledge
of the rules. I think you
are just venting a bit of frustration. The Sisters of Battle
may look like a cross-section of
Marines and Guard, but don't play like either. Subsequently,
you can't play against them like
they are either of those two armies. The Sisters seem to defy
a lot of obvious tactics.
I don't think you are whining about this either. I am sure you
will approach the Sisters with a
fresh perspective and find something that works for you...
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Mixed feeling about a basic squad
. (3 Replies). ulthrion[]. 2/25/2002 12:51 (2/25/2002 13:57)
First off let me congratulate you on your win.
The army looks nice, but when I read it, my first thought was
that you could have transferred
some sister squads to become fast attack choices, to add some
mobility. But you found out
the hard way eventually.
Also, I belive this is one of the first times that I actually
hear you complain about the basic
sister squad ( at least, I can't remember seeing you complain
about them ).
I agree that theuy desperately need transport. I have posted by
results of a battle some while
ago now, and I won solely to the fact that my opponent's nids
were coming for me.
About several other posts on this topic. One person drew the comparison
between IG squads
and Battle sisters squads. Well, that's not a nice thing to do...
SoB are very different from IG
squads. The fact that a normal IG squad cannot have transport
doesn't hurt the army too
much, as the theme of the army is to sit and shoot. The basic
squad's weapon options take this
into account ( having access to plasmaguns and heavy weapons
). Battle sister squads have
only short ranged weapons to chose from
( flamer/meltagun ), so for them it is much worse to have no
means of transportation.
Some other dude posted that the common sister is a bit too good.
I have mixed feelings about
this. As much as I believe that the Sisters need transport, and
something akin to ATSKNF,
there is something inside me saying that these things come at
a cost. On the other hand, you
have space marines, who have all this, plus cheap weapon options
and far better stats, at only
a marginally higher price.
This is quite a difficult issue. I would personally like them
to be 10 points, maybe 11, but not
more. I like the fact that I can field a lot of power armoured
girls at a relatively cheap price.
However, I do want Acts of Faith and transports to become available
to the basic sister
squad again ( without the aid of preachers ), but I don't know
if I am willing to pay the
accompanied price on these options.
Well, I know for sure that I still don't know how to solve such
a thing, maybe any of you
does??
Farseer Ulthrion.
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RE: Mixed
feeling about a basic squad . (1 Replies). Courage[]. 2/25/2002 13:36 (2/25/2002
13:57)
>> First off let me congratulate you on your win.
>>
>> The army looks nice, but when I read it, my first thought
was that you could have
transferred some sister squads to become fast attack choices,
to add some mobility. But you
found out the hard way eventually.
>>
**Hey Farseer how are ya?! I may yet do that.The problem is with
comp and I feel its wrong
for me to have to kill my comp score just to allow an extra Rhino.
I don't want to go over old
ground so I'll just leave it at that.
>> Also, I belive this is one of the first times that I actually
hear you complain about the basic
sister squad ( at least, I can't remember seeing you complain
about them ).
>>
**I really hope I didn't come over as complaining about the basic
Sister troop, I love them
and feel they are just about the best most versatile and resilient
troop choices in the game. My
point was merely to show that if you need to get to something
or somewhere fast, or need to
traverse a distance you are at a tremendous disadvantage.
>> I agree that theuy desperately need transport. I have posted
by results of a battle some
while ago now, and I won solely to the fact that my opponent's
nids were coming for me.
>>
**Yep...
>> About several other posts on this topic. One person drew the
comparison between IG
squads and Battle sisters squads. Well, that's not a nice thing
to do... SoB are very different
from IG squads. The fact that a normal IG squad cannot have transport
doesn't hurt the army
too much, as the theme of the army is to sit and shoot. The basic
squad's weapon options take
this into account ( having access to plasmaguns and heavy weapons
). Battle sister squads
have only short ranged weapons to chose from
>> ( flamer/meltagun ), so for them it is much worse to have
no means of transportation.
>>
**This is the old ground I was staying away from. Take away my
right hand and my left will
adapt. Take away my right hand and my left will adapt. Take away
both my hands and I'm left
with a smelly ass...
GW took away both APC's and Heavy weps.....
>> Some other dude posted that the common sister is a bit too
good. I have mixed feelings
about this. As much as I believe that the Sisters need transport,
and something akin to
ATSKNF, there is something inside me saying that these things
come at a cost. On the other
hand, you have space marines, who have all this, plus cheap weapon
options and far better
stats, at only a marginally higher price.
>>
**{sigh}... You know what? When a Sisters army works right and
everything meshes they
are a very destructive force. The ACTS can seem very overpowering
when they all work.
Being able to bring a multitude of Flamers to bear can be very
daunting.
But things don't always go as planned, Ld tests fail and sometimes
you fail to get your flamers
in range or fail to wound...
you have to remember that most of my issues stem from tournament
play. In one off games I'll
field the 2 FA choices but in all the leagues and tournies I
play Comp affects your Army
selection and your Sportsmanship.
>> This is quite a difficult issue. I would personally like them
to be 10 points, maybe 11, but
not more. I like the fact that I can field a lot of power armoured
girls at a relatively cheap
price. However, I do want Acts of Faith and transports to become
available to the basic sister
squad again ( without the aid of preachers ), but I don't know
if I am willing to pay the
accompanied price on these options.
>>
**Well, here we differ. I think its very in character to have
Preachers. The Sisters are a
church army, led by Spiritual leaders aka Preachers. I have 4
male and 4 female Preachers
and I love them. I think that the Sisters are soldiers first
and the Preachers guide and channel
their religious fervor. But that's just me...
>> Well, I know for sure that I still don't know how to solve
such a thing, maybe any of you
does??
>>
>> Farseer Ulthrion.
**Been workin' on it. Let's see what Ordo Hereticus brings us...
Eric J
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Long time, no chat... . (0 Replies). ulthrion[]. 2/25/2002 13:57 (2/25/2002
13:57)
>> >> First off let me congratulate you on your win.
>> >>
>> >> The army looks nice, but when I read it, my first thought
was that you could have
transferred some sister squads to become fast attack choices,
to add some mobility. But you
found out the hard way eventually.
>> >>
>>
>> **Hey Farseer how are ya?! I may yet do that.The problem is
with comp and I feel its
wrong for me to have to kill my comp score just to allow an extra
Rhino. I don't want to go
over old ground so I'll just leave it at that.
>>
I'm good as always, thank you. I agree we shouldn'y go over old
ground too much, so let's
leave it with this. Besides, what's the point about argueing
about something that we both agree
on.
On a side note, I forgot about the effect on army comp, so that's
why I made the suggestion of
fielding F.A. choices.
>> >> Also, I belive this is one of the first times that I actually
hear you complain about the
basic sister squad ( at least, I can't remember seeing you complain
about them ).
>> >>
>>
>> **I really hope I didn't come over as complaining about the
basic Sister troop, I love them
and feel they are just about the best most versatile and resilient
troop choices in the game. My
point was merely to show that if you need to get to something
or somewhere fast, or need to
traverse a distance you are at a tremendous disadvantage.
>>
I know you aren't complaining about the common sister. She is
just too good to complain
about ( both game and model-wise ).
I am fully aware of your point, and I fully agree here.
>> >> About several other posts on this topic. One person drew
the comparison between IG
squads and Battle sisters squads. Well, that's not a nice thing
to do... SoB are very different
from IG squads. The fact that a normal IG squad cannot have transport
doesn't hurt the army
too much, as the theme of the army is to sit and shoot. The basic
squad's weapon options take
this into account ( having access to plasmaguns and heavy weapons
). Battle sister squads
have only short ranged weapons to chose from
>> >> ( flamer/meltagun ), so for them it is much worse to have
no means of transportation.
>> >>
>>
>> **This is the old ground I was staying away from. Take away
my right hand and my left
will adapt. Take away my right hand and my left will adapt. Take
away both my hands and
I'm left with a smelly ass...
>>
>> GW took away both APC's and Heavy weps.....
>>
Well, about that covering old ground.....No, let's not do it......
(although I must say that I just
needed to say somewhere that I disagreed with this point of view
).
>> >> Some other dude posted that the common sister is a bit too
good. I have mixed
feelings about this. As much as I believe that the Sisters need
transport, and something akin to
ATSKNF, there is something inside me saying that these things
come at a cost. On the other
hand, you have space marines, who have all this, plus cheap weapon
options and far better
stats, at only a marginally higher price.
>> >>
>>
>> **{sigh}... You know what? When a Sisters army works right
and everything meshes they
are a very destructive force. The ACTS can seem very overpowering
when they all work.
Being able to bring a multitude of Flamers to bear can be very
daunting.
>>
>> But things don't always go as planned, Ld tests fail and sometimes
you fail to get your
flamers in range or fail to wound...
>>
>> you have to remember that most of my issues stem from tournament
play. In one off games
I'll field the 2 FA choices but in all the leagues and tournies
I play Comp affects your Army
selection and your Sportsmanship.
>>
I know the sisters are highly effective when everything goes according
to plan, but if you play
troop-heavy ( with a good mix of faith points ), you can send
2 squads to do the work of 1,
and be reasonably sure of success. This, of course doesn't always
work, especially the 'send'
part ( without transports, that gets hard, but you know what
I mean.. ).
However hard a common battle sister squad may seem ( for it's
points cost ), they are almost
helpless against fast-noving assault troops. Hormagaunts might
not shake them too much (
although you will get a few girls killed ), but most marines
in rhino's are simply too difficult to
counter with the current list, and the marine's power weapon
makes for a good slaughtering of
your precious power armoured girls.
I personally don't play in any tournaments ( I don't have enough
models painted, and it takes
me a few years before I finally get anything painted ). I would
really like to play in
tournaments, but it's not going to be anytime soon.
>> >> This is quite a difficult issue. I would personally like
them to be 10 points, maybe 11,
but not more. I like the fact that I can field a lot of power
armoured girls at a relatively cheap
price. However, I do want Acts of Faith and transports to become
available to the basic sister
squad again ( without the aid of preachers ), but I don't know
if I am willing to pay the
accompanied price on these options.
>> >>
>>
>> **Well, here we differ. I think its very in character to have
Preachers. The Sisters are a
church army, led by Spiritual leaders aka Preachers. I have 4
male and 4 female Preachers
and I love them. I think that the Sisters are soldiers first
and the Preachers guide and channel
their religious fervor. But that's just me...
>>
Yes, we do disagree here. I personally think that the sisters
( who devout their entire life to
worshipping the emperor ) should be quite faithful from themselves.
Don't get me wrong, I do like the idea of preachers hanging around
the army. I don't like the
fact that you are dependant on them for faith.
I also see the sisters as soldiers, but then more like soldiers
who undoubtly believe in the
emperor, and have the ultimate trust in him to save them from
their doom. they win simply
because they believe that that is what the emperor wants.
Well, it's been a while since we've seen eachother, may the light
of the dice-emperor clear
your path to victory next time...
Farseer Ulthrion.
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RE: Mixed
feeling about a basic squad . (0 Replies). cwolf[]. 2/25/2002 13:44 (2/25/2002
13:44)
>> Well, I know for sure that I still don't know how to solve
such a thing, maybe any of you
does??
>>
Simple enough, the Rhinos return to the troops in some fashion
and an option for faithfulness
without preachers occurs (I've always preferred a VSS upgrade
solution there). The latter is
pretty much cosmetic, the former is a necessity. I tried out
a game the other day using IG for
the first time, fighting Tau, and watching as a squad a turn
was wiped out by a single Stealth
team that kept jinking in and out of cover... I kept thinking
how my Sisters troopers would've
all but shrugged off the same volley :-)
The only time Sisters really start dying in droves are when they're
hit by heavy ordnance,
massed starcannon/plasma cannons, or assaulted by something with
lots of armour defeating
attacks. Nothing else deals with them easily, in my experience...
so of course my first priority
in any battle is to neutralize the above threats.
As for ATSKNF, we already have a version of it by using Light
of the Emperor, and the
overrun issue looks to be on its way out under the new assault
rule proposals.
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snake eyes huh? finally a trophy
I can win!! . (27 Replies). derling[]. 2/25/2002 13:31 (2/27/2002 21:26)
***Sorry to hear about the bad dice man.
My record; 1 win, 1 draw, 2 losses...
The last game was infuriating. I played an Orc player that 2 buddies
had warned me about.
He uses a 2nd ed army which is outdated so its difficult to make
out what's what. The most
dramatic effect was when 3 buggies with Big Shootas on them turned
out to be armed on
paper with missile launchas. He lit me up with them. I argued
in a tournament game for the first
time in my life. I told him that he owes it to reveal all if
things aren't WYSIWYG. He
apologized but I retorted that my deployment was contingent on
not worrying about the
buggies.
He also wandered from the table several times I literally had
to keep calling him back. He
wasted so much time we only got in 2 turns. Because my dismal
rolling kept me from blowing
up his HQ truck they got into me on that second turn and the
Buggies did their damage as well
he won by 100 victory points. My army was literally poised to
shred his left flank. And I mean
I was about to hit him with everything but of course I only move
12 " at best while he moves
24 and he ran down that clock.
2 factors seriously hampered me. The first was my dismal rolling
and that's nobody's fault. The
other though was a complete inability to get anywhere fast. If
I had been able to send a troop
unit with Seraphim and even another Elite mounted you have some
punch. But not being able
to get basic troops where you need them is the absolute biggest
failing in the current Sisters
list.
***bad luck will kill the best of strategies regardless of skill.
about your second point which
I'm not completely disagreeing with, I do have questions and
comments.
***1. you had 3 other mechanized units in the army besides the
seraphim. why was your
attack not coordinated using these units rather than feeling
that your methods were limited by
the slow troops squads. I would also ask why your machanized
and fast troops did not slow
their assault down for the remaining units to keep up (using
their mobilty to find cover, limit
LOS, and achieve better position outside of attack range)
***2. as I went through your list I noticed that there is about
a 200 point difference between
what you mentioned and the 1700 point max. I allotted for all
of the options mentioned plus a
modest amount of wargear on the units mentioned. did you spend
a ton on Veteren sisters,and
overly healthy Command squad and the like? this could also attribute
to the seeming army
failure, as those points could have been spent on maxing out
troop choices and adding another
FA choice. This again would not be indicative of an army failure.
>> I could of course, have taken up the 2 fast attack slots by
mounting 2 units in Rhinos but
then my comp is totally in the crapper rather than marginal as
it is now.
***3. I pointed out a 1700 to check out the effects and I had
6 troops(3 maxed, 1 almost, 2
half) 3 FA choices, 2 HS, and 1 elite that had 8 faithpoints,
a good number of heavy
weapons, 5 mobile units and 110 models. (I can post the list
if you want). my Comp would
have been at least decent ot my understanding and I feel I would
have had a healthy capacity
to fight a stand and fire or a rapidly moving strategy.
The Canoness' leadership was another issue. She desperately needs
to be at Ld10.
*** can't say I disagree or agree with this...haven't given it
thought. I don't think it would be
out of line with a point increase though.
I said it before, I will say it again; In standard meat grinders
I will hold my own against any
army. But when missions that require speed or crossing vast distances
the Sisters have
amazing problems.
***can't say I've shared this problem yet as long as I don't
have to move more than 18-24"
inches. if you missions involve having to cross the whole table,
then I'd suggest using your slow
troops to concentrate on stopping the otherguys from the the
same while your fast ones stick
to escape duty.
The next day at the Mega battle though, my sisters aquitted themselves
well. There were 5 2k
armies on either side of the 20feet of table and the dice gods
seemed to smile on me that day
as I held out nicely against a Demon heavy Chaos army. I was
taking on Juggernauts and an
army of T5 marines.
*** it's good to at least hear that. it's hard taking losses
in a row.
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RE: snake
eyes huh? finally a trophy I can win!! . (26 Replies). Courage[]. 2/25/2002
14:22 (2/27/2002
21:26)
>> ***1. you had 3 other mechanized units in the army besides
the seraphim. why was your
attack not coordinated using these units rather than feeling
that your methods were limited by
the slow troops squads. I would also ask why your machanized
and fast troops did not slow
their assault down for the remaining units to keep up (using
their mobilty to find cover, limit
LOS, and achieve better position outside of attack range)
}}}}Remember that my rolling truly was dismal so everything basically
fell apart. But lets take
the 2 losses; The first against BA; The base camps we were protecting
were about 50 inches
apart. His army is designed to cross vast amounts of ground quickly.
By turn 2 he was
disembarking to take on the units in front of my camp.
My Seraphim and mounted Celestians made it to his base camp by
turn4. My Dominions lost
their ride to the Demolisher cannon along with a good deal of
Sisters. He had 4 turns to take
me down with the bulk of his army including his Sanguinary plus
retinue while I had my
Seraphim and Celestians to take on a unit of marines and the
Death Company. Nice to have 2
badass HQ's to play with... Again, better dice rolling and this
game could have gone the other
way. His Chaplain and Death company were not jet packed so I
figured it wouldn't be "too"
difficult to jump out of combat into some relative cover 13"
away. I rolled 3 deuces giving him
a nice firing line before assaulting them...
The second loss was purely due to bad dice and the opponent intentionally
wasting the clock.
Funny how just when my forces were about to lace into him we
ran out of time. 2 friggin turns.
He literally won by a hundred points even though I controlled
more of the quarters. That was
the only game I was upset about. I had an absolute ball with
Zane, the BA player. My army is
"The Sisters of the Wounded Heart" while his are the "Purple
Hearts". And yes, every joke
you can think of we used...
Got a question for ya; The rule is that a unit that wins Moral
Highground after a drawn combat
can only consolidate and can not pursue the fleeing unit. Does
the "always sweep' rule of the
BA supercede that? I lost 3 above strength units that way and
after the game I was reminded
about the Moral Highground rule that we both forgot...
>> ***2. as I went through your list I noticed that there is about
a 200 point difference
between what you mentioned and the 1700 point max. I allotted
for all of the options
mentioned plus a modest amount of wargear on the units mentioned.
did you spend a ton on
Veteren sisters,and overly healthy Command squad and the like?
this could also attribute to
the seeming army failure, as those points could have been spent
on maxing out troop choices
and adding another FA choice. This again would not be indicative
of an army failure.
>>
**4 troops were maxed plus Preacher. 1 unit was at 6 w/Preacher.All
had VSS.
The HQ was the Canoness, VSS, Melta, HFlamer and Bolter.
Dominions in Rhino w/ Preacher
Celestians w/ Preacher in Rhino.
2 Pweps in the army. I don't use wargear. I may in the future
as I experiment with the army.
There are 101 models in the army. Its healthy and I generally
do well with them.
>> >> I could of course, have taken up the 2 fast attack slots
by mounting 2 units in Rhinos
but then my comp is totally in the crapper rather than marginal
as it is now.
>>
>> ***3. I pointed out a 1700 to check out the effects and I
had 6 troops(3 maxed, 1
almost, 2 half) 3 FA choices, 2 HS, and 1 elite that had 8 faithpoints,
a good number of heavy
weapons, 5 mobile units and 110 models. (I can post the list
if you want). my Comp would
have been at least decent ot my understanding and I feel I would
have had a healthy capacity
to fight a stand and fire or a rapidly moving strategy.
>>
}}}I'd like to see the list...
>>
>> The Canoness' leadership was another issue. She desperately
needs to be at Ld10.
>>
>> *** can't say I disagree or agree with this...haven't given
it thought. I don't think it would
be out of line with a point increase though.
>>
>> I said it before, I will say it again; In standard meat grinders
I will hold my own against any
army. But when missions that require speed or crossing vast distances
the Sisters have
amazing problems.
>> ***can't say I've shared this problem yet as long as I don't
have to move more than
18-24" inches. if you missions involve having to cross the whole
table, then I'd suggest using
your slow troops to concentrate on stopping the otherguys from
the the same while your fast
ones stick to escape duty.
>>
}}}That was just the problem. 3 of the missions involved crossing
a minimum of 35" but more
like 40 to be sure. The funny thing is that against the Eldar
player I decided to say the hell with
the objective (his HQ) and I just wiped out his army instead
giving me the victory. I was better
off not going after the objectives and that bothers me...
>> The next day at the Mega battle though, my sisters aquitted
themselves well. There were 5
2k armies on either side of the 20feet of table and the dice
gods seemed to smile on me that
day as I held out nicely against a Demon heavy Chaos army. I
was taking on Juggernauts and
an army of T5 marines.
>> *** it's good to at least hear that. it's hard taking losses
in a row.
}}}}Well, I had a great time at the Tournie. The only legit loss
was to the BA player and it
was hard fought for him which is all I can ever ask of any battle
I'm in. The Ork game as far as
I was concerned was a bogus display of trickery and bastardliness
(not dastardliness). I was
warned about the player by 3 others...
Eric J
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bastardliness...my new word of the week. . (2 Replies). derling[]. 2/25/2002
15:18 (2/26/2002
17:29)
Those sounds like some tough games and I can certaily see how
that orc player was
frustrating to play. that buggy armament deal would have made
me furious. WYSIWYG is
one of the core rules of the GTs isn't it? how was he allowed
to do this? shouldn't the judges
called him on it (or could you have done something about it?).
I've never been to GT, so I
don't know. you also pay a big chunk of money to enter that one
don't ya? to have a guy pull
that kind of stuff sounds frustrating to say the least.
>>Got a question for ya; The rule is that a unit that wins Moral
Highground after a drawn
combat can only consolidate and can not pursue the fleeing unit.
Does the "always sweep' rule
of the BA supercede that? I lost 3 above strength units that
way and after the game I was
reminded about the Moral Highground rule that we both forgot...
no solid evidence, but I'd have to imagine that the BA rule would
not superscede the existing
rules. I think the "Always sweep" rule is meant to imply that
you do not get the choice but to
sweep. however, if a squad does not have the option to sweep
because of a rule , they can't. I
would assume that BA terminators cannot sweep for the same reason.
>> ***2. as I went through your list I noticed that there is about
a 200 point difference
between what you mentioned and the 1700 point max. I allotted
for all of the options
mentioned plus a modest amount of wargear on the units mentioned.
did you spend a ton on
Veteren sisters,and overly healthy Command squad and the like?
this could also attribute to
the seeming army failure, as those points could have been spent
on maxing out troop choices
and adding another FA choice. This again would not be indicative
of an army failure.
>>
**4 troops were maxed plus Preacher. 1 unit was at 6 w/Preacher.All
had VSS.
I could have done the math wrong. as the only thing I seemd to
have gotten rith in the mix was
the all VSS's. lots plasma pistols maybe? heavy cannoness?
>> ***3. I pointed out a 1700 to check out the effects and I had
6 troops(3 maxed, 1
almost, 2 half) 3 FA choices, 2 HS, and 1 elite that had 8 faithpoints,
a good number of heavy
weapons, 5 mobile units and 110 models. (I can post the list
if you want). my Comp would
have been at least decent ot my understanding and I feel I would
have had a healthy capacity
to fight a stand and fire or a rapidly moving strategy.
>>
}}}I'd like to see the list...
I've posted it at the bottom...
>> I said it before, I will say it again; In standard meat grinders
I will hold my own against any
army. But when missions that require speed or crossing vast distances
the Sisters have
amazing problems.
>> ***can't say I've shared this problem yet as long as I don't
have to move more than
18-24" inches. if you missions involve having to cross the whole
table, then I'd suggest using
your slow troops to concentrate on stopping the otherguys from
the the same while your fast
ones stick to escape duty.
>>
}}}That was just the problem. 3 of the missions involved crossing
a minimum of 35" but more
like 40 to be sure. The funny thing is that against the Eldar
player I decided to say the hell with
the objective (his HQ) and I just wiped out his army instead
giving me the victory. I was better
off not going after the objectives and that bothers me...
I think that is more a problem with the mission than the army.
SoBs aren't the only army that
would not enjoy (or even be capable) of trudging more than 35"+
inches in a game. you want
a mission to force movement, but that's ridculous. for the same
reason I don't think the "you
line up on one side, I'll line up on the other and we'll start
shooting until 1 army is dead"
missions are particularly swell either.
Derling's Xcel Sheet 1700 pt SoB army
HQ
CannonessArielle plasmapistol, Power Weapon frag and krak grenades
68
command sqaudX9 sister famolous, meltagun, Heavy Flamer,, sister
Dialogous 153
Rhino smoke launchers, extra armor 53
Elite
Priestly DelegationX.2 bolt pistol and close combat weapons 12
Troops
BattleSquadX10 2 flamers 106
BattleSquadX10 10 106
BattleSquadX10 10 2 meltaguns 120
redemptionistsX17 mob weapons, leader with close combat weapon.
2 grenade
launchers,zealot 128
BattleSquadX5 50
BattleSquadX5 50
Fast Attack
Seraphim SquadX9 16 2 Flamer Pistols, Frags,krak grenades,power
weapon 182
Seraphim SquadX5 16 2 Flamer Pistols, Frags, powerweapon, meltabombs
120
Mechanized SOB squadX9 2meltaguns, Vet sister with Flail, meltabombs,
and pistol Rhino
with smoke 183
Heavy Support
Iron Fist Sqaud10 6 LasCannon, Plasma gun 88
Chimera Hull Heavy Bolter, Autolaunchers, MultiLaser 88
Retributor SquadX5 3 HBs 80
exorcist 100
Total Num models 110 points 1699 Faith 8
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RE: bastardliness...my new word of the week. . (0 Replies). Courage[].
2/25/2002 16:01
(2/25/2002 16:01)
>> Those sounds like some tough games and I can certaily see
how that orc player was
frustrating to play. that buggy armament deal would have made
me furious. WYSIWYG is
one of the core rules of the GTs isn't it? how was he allowed
to do this? shouldn't the judges
called him on it (or could you have done something about it?).
I've never been to GT, so I
don't know. you also pay a big chunk of money to enter that one
don't ya? to have a guy pull
that kind of stuff sounds frustrating to say the least.
>>
>>
**Oh no, this was not the GT. That's in a coupl'a weeks. This
is Carnage in the Park. Its a
tournie that GW actually wants to RT approve but the owner doesn't
want the restrictions...
Eric J
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About your army list... . (0 Replies). RedShoulder[]. 2/26/2002 17:29 (2/26/2002
17:29)
>> Derling's Xcel Sheet 1700 pt SoB army
>>
>> HQ
>> Cannoness Arielle plasmapistol, Power Weapon frag and krak
grenades 68
Wow! You even spell her name the exact same way as I spell my
Canoness'. Mine weighs in
a bit heavier on points, because of how I did the conversion.
I don't feel like ripping the Jump
Pack, Cloak or Rosarius off the mini...
>> command sqaudX9 sister famolous, meltagun, Heavy Flamer,, sister
Dialogous 153
>> Rhino smoke launchers, extra armor 53
>>
Interesting. You went with the two expensive Celestian upgrades...
I see the IG squad below,
but what attracted you to the Dialogus? Not that I find anything
wrong with her, I'm just
curious as to your reasons.
>>
>>
>> Elite
>> Priestly DelegationX.2 bolt pistol and close combat weapons
12
>>
Only 2? Very interesting. Well I guess it's good not to be too
dependent on Faith points.
Which Squads do they go with?
>>
>> Troops
>> BattleSquadX10 2 flamers 106
>> BattleSquadX10 10 106
>> BattleSquadX10 10 2 meltaguns 120
>> redemptionistsX17 mob weapons, leader with close combat weapon.
2 grenade
launchers,zealot 128
>> BattleSquadX5 50
>> BattleSquadX5 50
>>
Only one Zealot? Well, it's a good large yet low cost mob. I can
see this as a reasonable
general purpose unit that can still worry people, but isn't dedicated
to only one purpose.
>>
>> Fast Attack
>> Seraphim SquadX9 16 2 Flamer Pistols, Frags,krak grenades,power
weapon 182
>> Seraphim SquadX5 16 2 Flamer Pistols, Frags, powerweapon,
meltabombs 120
>> Mechanized SOB squadX9 2meltaguns, Vet sister with Flail,
meltabombs, and pistol
Rhino with smoke 183
>>
Large anti-personnel Seraphim Squad with the other two providing
mobile anti-tank support...
>> Heavy Support
>> Iron Fist Sqaud10 6 LasCannon, Plasma gun 88
>> Chimera Hull Heavy Bolter, Autolaunchers, MultiLaser 88
>>
>> Retributor SquadX5 3 HBs 80
>>
>> exorcist 100
>> Total Num models 110 points 1699 Faith 8
Lots of varied long range support as well. A very large army as
well. I assume it plays well for
you...
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Always sweeping . (22 Replies). cwolf[]. 2/25/2002 16:07 (2/27/2002 21:26)
>> Got a question for ya; The rule is that a unit that wins Moral
Highground after a drawn
combat can only consolidate and can not pursue the fleeing unit.
Does the "always sweep' rule
of the BA supercede that? I lost 3 above strength units that
way and after the game I was
reminded about the Moral Highground rule that we both forgot...
>>
Nope, this is actually something GW apparently considered... both
BA and Black Templar
have the clause in their "must sweep" rule of "if they would
normally be able to do so" (or
something to this effect).
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RE: Always sweeping . (21 Replies). Courage[]. 2/26/2002 9:19 (2/27/2002
21:26)
>> Nope, this is actually something GW apparently considered...
both BA and Black Templar
have the clause in their "must sweep" rule of "if they would
normally be able to do so" (or
something to this effect).
**Thanks C. I've been analyzing my battle strat and I'm going
to start a different thread as this
one's getting crowded with other discussion...
Eric J
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Analyzing the battle strat... . (20 Replies). Courage[]. 2/26/2002 10:15
(2/27/2002 21:26)
>>
>> **Thanks C. I've been analyzing my battle strat and I'm going
to start a different thread as
this one's getting crowded with other discussion...
>>
>> Eric J
**Okay I lied, I'll discuss it here...
I went through the games last night looking for what I did wrong
and right and came up with
several issues the dice not withstanding;
Let's take the a look at the BA game. The deployment was the same
for cleanse and he
deployed first dropping his Vindicator(I love that tank) right
at the edge of his quarter. Smart
move as this immediately put me on the defensive and drove me
back farther from his base
camp(the objective). He then placed his Pred at the head of what
was to become his convoy
in order to protect his Rhinos.
I concentrated way too much on the Vindicator and far too little
on the column of APC's
coming at me. Had I taken out the Pred rather than the Vindicator
his Rhinos would have had
to find a way around it. I could have also sent my Seraphim after
the Vin with Meltas. They
would have gotten there turn 1. It seems I was so worried about
my mobility that I paid no
attention to his. Had I popped the rhino with his Sanguinary
that would have changed things
dramatically.
When I played against the Eldar where we had to reach each others
HQ I decided first turn I
wouldn't get there so I played the game my way. He flew to me
and I whittled him away
rather than waste resources running across a whole battlefield.
I won decisively.
The draw against the Dark angels was actually quite funny in a
mission that changed the game
from turn to turn. It was fun but not worth commenting on tactics-wise.
My ice rolling was so
bad that I kept stunning his vehicles disallowing his units from
embarking. He couldn't get out,
I couldn't get in. It was the battle that never was...
The loss to the Orks was a 2 turn game with a dink who deliberately
wasted the clock and
wasn't WYSIWYG. Again nothing to really talk about constructively.
Live and learn...
Eric J
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Your problem was . (19 Replies). carmachu[]. 2/26/2002 15:07 (2/27/2002
21:26)
>>
>> I concentrated way too much on the Vindicator and far too
little on the column of APC's
coming at me. Had I taken out the Pred rather than the Vindicator
his Rhinos would have had
to find a way around it. I could have also sent my Seraphim after
the Vin with Meltas. They
would have gotten there turn 1. It seems I was so worried about
my mobility that I paid no
attention to his. Had I popped the rhino with his Sanguinary
that would have changed things
dramatically.
>>
WAS the same problem many have when dealing with marine landraiders
and wraithlords-
you concentrated too much on it, and ignored everything else
to your detriment. Thats why I
usually send the carnifex out to deal with, for example, pablo's
crusader, and he got distracted
by the carni, and instead of using the crusader to kill lots
of little guys(cause thats what it
does), he shot everything at the carnifex, who just shrugs off
small arms fire.
carmen
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RE: Your problem was . (3 Replies). Courage[]. 2/26/2002 15:31 (2/26/2002
16:51)
>>
>> >>
>> >> I concentrated way too much on the Vindicator and far too
little on the column of
APC's coming at me. Had I taken out the Pred rather than the
Vindicator his Rhinos would
have had to find a way around it. I could have also sent my Seraphim
after the Vin with
Meltas. They would have gotten there turn 1. It seems I was so
worried about my mobility
that I paid no attention to his. Had I popped the rhino with
his Sanguinary that would have
changed things dramatically.
>> >>
>>
>> WAS the same problem many have when dealing with marine landraiders
and wraithlords-
you concentrated too much on it, and ignored everything else
to your detriment. Thats why I
usually send the carnifex out to deal with, for example, pablo's
crusader, and he got distracted
by the carni, and instead of using the crusader to kill lots
of little guys(cause thats what it
does), he shot everything at the carnifex, who just shrugs off
small arms fire.
>>
>>
>>
>>
>>
>> carmen
**I thought I just said that?!
Eric J
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RE: RE: Your problem was . (2 Replies). carmachu[]. 2/26/2002 15:43 (2/26/2002
16:51)
>> >>
>> >> >>
>> >> >> I concentrated way too much on the Vindicator and far
too little on the column of
APC's coming at me. Had I taken out the Pred rather than the
Vindicator his Rhinos would
have had to find a way around it. I could have also sent my Seraphim
after the Vin with
Meltas. They would have gotten there turn 1. It seems I was so
worried about my mobility
that I paid no attention to his. Had I popped the rhino with
his Sanguinary that would have
changed things dramatically.
>> >> >>
>> >>
>> >> WAS the same problem many have when dealing with marine
landraiders and
wraithlords- you concentrated too much on it, and ignored everything
else to your detriment.
Thats why I usually send the carnifex out to deal with, for example,
pablo's crusader, and he
got distracted by the carni, and instead of using the crusader
to kill lots of little guys(cause
thats what it does), he shot everything at the carnifex, who
just shrugs off small arms fire.
>> >>
>> >>
>> >>
>> >>
>> >>
>> >> carmen
>>
>> **I thought I just said that?!
>>
>> Eric J
Yeah, but I thought I reenforce it? That and be a pain and remind
you that you cant sweep
after losing morale high ground.....how many times are you gonna
forget that?
seriously though, drop me a line. I'd like to share some thoughts
with you.
carmen
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RE: RE: RE: Your problem was . (1 Replies). Courage[]. 2/26/2002 15:58
(2/26/2002 16:51)
>>
>> Yeah, but I thought I reenforce it? That and be a pain and
remind you that you cant sweep
after losing morale high ground.....how many times are you gonna
forget that?
>>
>> seriously though, drop me a line. I'd like to share some thoughts
with you.
>>
>> carmen
**In the future I'm going to ask my opponents to allow me to affix
a post-it note with
MORAL HIGH GROUND written on it smack dab in the middle of their
foreheads...
Eric J
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RE: RE: RE: RE: Your problem was . (0 Replies). carmachu[]. 2/26/2002
16:51 (2/26/2002 16:51)
>>
>> >>
>> >> Yeah, but I thought I reenforce it? That and be a pain
and remind you that you cant
sweep after losing morale high ground.....how many times are
you gonna forget that?
>> >>
>> >> seriously though, drop me a line. I'd like to share some
thoughts with you.
>> >>
>> >> carmen
>>
>> **In the future I'm going to ask my opponents to allow me
to affix a post-it note with
MORAL HIGH GROUND written on it smack dab in the middle of their
foreheads...
>>
>> Eric J
Write it on your hands. You'll have to look at it sooner or later
to roll dice....Especially if your
opponent wanders off...
carmen
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Bait and switch?... . (14 Replies). RedShoulder[]. 2/26/2002 17:15 (2/27/2002
21:26)
>> ...the same problem many have when dealing with marine landraiders
and wraithlords- you
concentrated too much on it, and ignored everything else to your
detriment.
That's what I was thinking. The best way that I have dealt with
Eldar Wraithlords in the past,
was to ignore them until there was nothing else for my Sisters
to shoot at. It worked like a
charm.
"Kill what you can. Worry about what you can't later..."
>> Thats why I usually send the carnifex out to deal with, for
example, pablo's crusader, and
he got distracted by the carni, and instead of using the crusader
to kill lots of little guys(cause
thats what it does), he shot everything at the carnifex, who
just shrugs off small arms fire.
>>
I used to always use my Immolators as diversions. Very distracting
to soft armor armies...
Large swarms of Troops just don't seem to draw much attention.
I think it's funny...
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RE: Bait and switch?... . (13 Replies). carmachu[]. 2/26/2002 17:20 (2/27/2002
21:26)
>>
>> Large swarms of Troops just don't seem to draw much attention.
I think it's funny...
i was playing bugs- my units held 20 gaunts. Raul's had gaunt
units of 32. Its not that they dont
draw any attention, its that no one thinks they can kill the
unit thats so large, so they try
something "easier".
carmen
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Easier? What about closer?.. . (12 Replies). RedShoulder[]. 2/26/2002 17:42
(2/27/2002 21:26)
>>
>> >>
>> >> Large swarms of Troops just don't seem to draw much attention.
I think it's funny...
>>
>>
>> i was playing bugs- my units held 20 gaunts. Raul's had gaunt
units of 32. Its not that they
don't draw any attention, its that no one thinks they can kill
the unit thats so large, so they try
something "easier".
>>
Last time I played against the bugs, there were 2 Broods of Hormagaunts,
2 Broods of
Termagants and 2 Broods of Genestealers. I had my Sisters stand
still and Rapid fire into
them for about a turn or two just to whittle their numbers down
before the hit my lines. My
Exorcists shot at his Warriors and I just ignored the Carnifex,
Hive Tyrant, Tyrant Guard and
2 Zoanthropes until all of the Troops were gone. Once the Carnifex
had wiped out my
Dominion Squad, I shot him to pieces during his Sweeping Advance.
I think I may have only fired at his Tyrant and Guard once. They
were busy chasing my
Seraphim anyway...
It's funny what players consider to be the greatest threat on
the board. Sometimes past
experiences will skew their judgement. It can often be nice to
have a unit that provides that
psychological edge by goading people into devoting more resources
than is efficient to destroy
it...
Keep the Faith!
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RE: Easier? What about closer?.. . (11 Replies). dielkathan[]. 2/27/2002
16:02 (2/27/2002 21:26)
gotta agree. people see 128 gaunts and they ignore them to shoot
at a carnifex??? who moves
6"??? carnifex gets lit up, tyrant takes wounds - maybe even
dies, warriors take casualties.
then 128 untouched gaunts hit their line and kill everything,
with rippers doing mop up.
always makes me laugh when people try to "destroy the hive mind".
what soldier would shoot
a "big thing" that is a long way away with a "little gun" when
he can kill the "little thing" that are
in his face???
just don't get it
>> >>
>> >> >>
>> >> >> Large swarms of Troops just don't seem to draw much
attention. I think it's funny...
>> >>
>> >>
>> >> i was playing bugs- my units held 20 gaunts. Raul's had
gaunt units of 32. Its not that
they don't draw any atte |