Ex Libris Mortis'
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Tactica Sisters of Battle
this is one of the biggest Sisters Tactical Threads I saw on the board - from the days before they limited their size - what a treasure of knowledge! :-)

  Start of a SOB Tactical thread SilentScope.       [14]   What is everyones standard load out for their Redemptionist mobs (NT) SilentScope (11/22/2001 0:15).           [14]   RE: What is everyones standard load out for their Redemptionist mobs (NT) blkdymnd (11/22/2001 2:22).               [14]   RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) Syzor (11/22/2001 7:15).                   [14]   RE: RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) balance (11/22/2001 9:54).                       [14]   RE: RE: RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) blkdymnd (11/22/2001 10:43).                           [14]   whats the best source of pistols/weapons for the militia then ? Syzor (11/23/2001 11:49).                               [14]   RE: whats the best source of pistols/weapons for the militia then ? dethfromabove (12/3/2001 14:55).                   [14]   How about WHFB plastics? paulsk (11/22/2001 10:59).                       [14]   Very true SilentScope (11/22/2001 18:25).                           [14]   RE: Very true dethfromabove (12/3/2001 14:49).                               [14]   RE: RE: Very true Neio (12/4/2001 16:37).                   [14]   RE: RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) Angel Master (12/19/2001 22:11).           [14]   RE: What is everyones standard load out for their Redemptionist mobs (NT) Alberigo (11/27/2001 5:51).               [14]   RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) fieryretribution (12/6/2001 17:07).       [14]   Topic of the Day: Dominions SilentScope (11/22/2001 20:34).           [14]   RE: Topic of the Day: Dominions blkdymnd (11/22/2001 23:58).               [14]   RE: RE: Topic of the Day: Dominions fieryretribution (12/14/2001 4:05).           [14]   RE: Topic of the Day: Dominions ColChechnov (11/26/2001 12:22).               [14]   RE: RE: Topic of the Day: Dominions Rat Marine (12/3/2001 14:37).       [14]   Topic of the Day: Seraphrim SilentScope (11/23/2001 23:04).           [14]   RE: Topic of the Day: Seraphrim SwissArmyWolf (12/4/2001 16:03).       [14]   *Bump* (NT) SilentScope (11/24/2001 20:13).           [14]   Bump part 2 MistWraith (12/3/2001 8:52).       [14]   Redmptionists... RedShoulder (11/27/2001 1:27).           [14]   RE: Redmptionists... SilentScope (11/27/2001 1:48).               [14]   Mine are blkdymnd (11/27/2001 11:44).                   [14]   Mine too... RedShoulder (11/27/2001 19:30).                       [14]   House Escher from Necromunda ColChechnov (12/3/2001 20:03).                           [14]   Hardened Vets... RedShoulder (12/8/2001 4:13).       [14]   Topic of the Day: Retributers SilentScope (11/28/2001 2:34).           [14]   Retributors... RedShoulder (11/28/2001 15:12).               [14]   RE: Retributors... frankie (12/10/2001 6:27).       [14]   Topic of the day: Priestly Delegation... RedShoulder (11/28/2001 19:08).           [14]   RE: Topic of the day: Priestly Delegation... Panders (11/30/2001 13:17).               [14]   RE: RE: Topic of the day: Priestly Delegation... fieryretribution (12/14/2001 4:24).       [14]   Topic of the Day: Sister Hospitiler SilentScope (12/2/2001 19:28).           [14]   Medic! RedShoulder (12/3/2001 14:00).               [14]   RE: Medic! paulsk (12/3/2001 18:11).                   [14]   Rules and conversions... RedShoulder (12/4/2001 19:04).                       [14]   RE: Rules and conversions... paulsk (12/4/2001 19:48).                           [14]   Close combat I think... RedShoulder (12/4/2001 20:53).                               [14]   RE: Close combat I think... von straub (12/11/2001 13:16).                                   [14]   Okay, but... RedShoulder (12/11/2001 20:15).                                       [14]   RE: Okay, but... cwolf (12/12/2001 14:53).                                           [14]   But it's not necessarily a good idea... RedShoulder (12/12/2001 22:52).               [14]   RE: Medic! ColChechnov (12/6/2001 13:33).                   [14]   Oops! RedShoulder (12/6/2001 19:34).       [14]   Topic Squadof the Day: Battle Sisters SilentScope (12/3/2001 18:43).           [14]   RE: Topic Squadof the Day: Battle Sisters paulsk (12/3/2001 18:51).           [14]   RE: Topic Squadof the Day: Battle Sisters blkdymnd (12/3/2001 19:37).               [14]   RE: RE: Topic Squadof the Day: Battle Sisters cwolf (12/4/2001 16:25).                   [14]   Disposable units? RedShoulder (12/8/2001 0:13).           [14]   RE: Topic Squadof the Day: Battle Sisters Neio (12/4/2001 16:46).       [14]   Topic of the Day: Faith Points SilentScope (12/4/2001 18:54).           [14]   Spend 'em while ya got 'em! RedShoulder (12/4/2001 22:43).       [14]   Topic of the Day: Sister Dialogus SilentScope (12/5/2001 18:59).           [14]   RE: Topic of the Day: Sister Dialogus MistWraith (12/5/2001 20:01).           [14]   RE: Topic of the Day: Sister Dialogus blkdymnd (12/6/2001 0:49).               [14]    Sister Dialogus Nobanion (12/6/2001 10:43).           [14]   Expensive?... RedShoulder (12/6/2001 17:48).       [14]   Topic of the Day:VDR Creations SilentScope (12/6/2001 10:47).           [14]   Sororitas Dreadnaught paulsk (12/6/2001 10:59).           [14]   RE: Topic of the Day:VDR Creations SilentScope (12/6/2001 12:22).               [14]   Give it an Inferno Cannon instead (NT) RedShoulder (12/6/2001 17:11).           [14]   A great model as the basis for a VDR paulsk (12/6/2001 12:44).           [14]   Another Sororitas Dread blkdymnd (12/6/2001 19:21).               [14]   Great minds... RedShoulder (12/6/2001 20:21).                   [14]   RE: Great minds... blkdymnd (12/6/2001 22:18).           [14]   No sisters army is complete w/o the Phoenix Dreadnought jdelrio (12/12/2001 21:27).       [14]   Topic of the Day:(insert you idea here) SilentScope (12/7/2001 12:47).           [14]   How about... RedShoulder (12/7/2001 14:54).               [14]   Aha! That's a really good idea. And it will be good for a LOT of mileage. (NT) paulsk (12/7/2001 17:38).           [14]   RE: Topic of the Day:(insert you idea here) blkdymnd (12/7/2001 16:40).           [14]   RE: Topic of the Day:(insert you idea here) Syzor (12/7/2001 22:06).       [14]   Topic of the Day: Fighting Eldar RedShoulder (12/8/2001 4:49).           [14]   RE: Topic of the Day: Fighting Eldar Neio (12/8/2001 9:12).               [14]   No opportunity... RedShoulder (12/9/2001 2:56).                   [14]   RE: No opportunity... Neio (12/9/2001 5:37).                       [14]   RE: RE: No opportunity... cwolf (12/9/2001 21:38).           [14]   next time my falcon won't arrive on the sixth turn!! edbeckatha (12/12/2001 3:23).               [14]   Well at least your Farseer and Bodyguard got to see some action... RedShoulder (12/25/2001 3:28).       [14]   SoB Tactica 101:Space Marines SilentScope (12/9/2001 5:25).           [14]   My 1st battle! Neio (12/9/2001 5:58).               [14]   RE: My 1st battle! paulsk (12/9/2001 14:29).       [14]   SoB Poll of the Week: SilentScope (12/9/2001 5:38).           [14]   Celestians w/ Bolt Pistol/CCW RedShoulder (12/9/2001 6:20).           [14]   No need to pick, if u like them just leave them, and if you have anymore ideas just add them. SilentScope (12/9/2001 6:23).           [14]   RE: SoB Poll of the Week: Neio (12/9/2001 6:37).               [14]   Instead of ordnance napalm I suppose letting it fire frag might be OK although... Neio (12/9/2001 6:43).                   [14]   1d6 Frag Missiles... brutal! RedShoulder (12/9/2001 7:02).           [14]   A big flatbed Transport for Redemptionists... RedShoulder (12/9/2001 7:07).               [14]   How about these: Neio (12/9/2001 7:23).           [14]   RE: SoB Poll of the Week: Rubican Alliance (12/9/2001 12:37).           [14]   Retributor Plasma Cannons!! And maybe 1 or 2 more miracles just for spice/variety; nothing super-powered, just something fun (NT) paulsk (12/9/2001 14:33).           [14]   Could someone please playtest these for me?: Neio (12/9/2001 14:55).           [14]   Further Ideas on Excorcist varient SilentScope (12/10/2001 5:25).               [14]   RE: Further Ideas on Excorcist varient Neio (12/10/2001 11:00).               [14]   So, basically it's a... RedShoulder (12/10/2001 13:50).                   [14]   RE: So, basically it's a... SilentScope (12/10/2001 17:45).               [14]   RE: Further Ideas on Excorcist varient paulsk (12/10/2001 14:03).       [14]   RE: Start of a SOB Tactical thread madmekdedwrekka (12/9/2001 12:48).           [14]   but consider the irony... paulsk (12/9/2001 14:41).       [14]   SoB Tactica 101: Orks SilentScope (12/10/2001 4:55).           [14]   RE: SoB Tactica 101: Orks blkdymnd (12/10/2001 10:38).           [14]   RE: SoB Tactica 101: Orks mithrax (12/10/2001 11:09).           [14]   RE: SoB Tactica 101: Orks paulsk (12/10/2001 14:10).           [14]   RE: that's what you think BlakkArrgarrd (12/12/2001 3:39).               [14]   I never said it was hopeless... RedShoulder (12/12/2001 14:46).                   [14]   RE: I never said it was hopeless... Neio (12/12/2001 16:25).                       [14]   RE: RE: maybe with that orks, but not with MY orks BlakkArrgarrd (12/14/2001 5:48).                           [14]   The way points affect different armies... RedShoulder (12/16/2001 18:21).                   [14]   RE:true BlakkArrgarrd (12/14/2001 5:41).                       [14]   RE: RE:true SilentScope (12/14/2001 6:02).                       [14]   True, true... RedShoulder (12/16/2001 18:42).       [14]   a little help? ahiman (12/10/2001 11:12).           [14]   RE: a little help? Neio (12/10/2001 13:34).           [14]   RE: a little help? SilentScope (12/10/2001 18:08).       [14]   SoB Tactica 101:Tyranids SilentScope (12/11/2001 4:16).           [14]   RE: SoB Tactica 101:Tyranids Neio (12/12/2001 2:39).               [14]   Anti-'Nid thoughts cwolf (12/14/2001 14:11).           [14]   RE: SoB Tactica 101:Tyranids Neio (12/12/2001 2:41).           [14]   *Bump* SilentScope (12/27/2001 15:59).       [14]   Topic of the Day: Assassins SilentScope (12/12/2001 19:36).           [14]   RE: Topic of the Day: Assassins MistWraith (12/12/2001 20:57).               [14]   The care and feeding of Assassins... RedShoulder (12/13/2001 2:03).                   [14]   RE: The care and feeding of Assassins... Neio (12/13/2001 2:26).                       [14]   RE: RE: The care and feeding of Assassins... fieryretribution (12/14/2001 4:47).           [14]   ooo, a good topic paulsk (12/12/2001 23:40).           [14]   So far... RedShoulder (12/13/2001 0:41).               [14]   RE: So far... blkdymnd (12/13/2001 2:06).       [14]   Topic of the Day: Wargear... RedShoulder (12/13/2001 17:02).           [14]   RE: Topic of the Day: Wargear... blkdymnd (12/13/2001 17:34).               [14]   Vets and Combi-Meltas... RedShoulder (12/14/2001 0:15).                   [14]   RE: Vets and Combi-Meltas... blkdymnd (12/14/2001 1:06).                       [14]   VSS's... RedShoulder (12/14/2001 6:48).                           [14]   My approach: Neio (12/14/2001 14:30).       [14]   correct me if I'm wrong, but... paulsk (12/14/2001 1:00).           [14]   On your turn... RedShoulder (12/14/2001 6:29).               [14]   RE: On your turn... cwolf (12/14/2001 13:17).       [14]   Models!! von straub (12/14/2001 21:51).           [14]   Forgotten but not gone? RedShoulder (12/14/2001 22:52).               [14]   RE: Forgotten but not gone? blkdymnd (12/14/2001 23:38).                   [14]   Got yer back! RedShoulder (12/15/2001 4:10).                   [14]   RE: RE: Forgotten but not gone? MadEdric (12/31/2001 19:50).       [14]   RE: Start of a SOB Tactical thread AceMisfire (12/17/2001 1:03).       [14]   We did it!!!!!!!!!!!!!!! SilentScope (12/17/2001 1:30).       [14]   At the risk of making this thread longer... docfool (12/17/2001 2:17).           [14]   RE: At the risk of making this thread longer... docfool (12/17/2001 2:19).           [14]   Just a couple ideas SilentScope (12/17/2001 17:20).               [14]   RE: Just a couple ideas docfool (12/17/2001 20:42).                   [14]   RE: RE: Just a couple ideas SilentScope (12/17/2001 21:50).       [14]   SoB Poll of the Week: SilentScope (12/18/2001 23:25).           [14]   RE: SoB Poll of the Week: docfool (12/19/2001 0:03).               [14]   I guess I have to agree... RedShoulder (12/19/2001 1:43).               [14]   RE: RE: SoB Poll of the Week: paulsk (12/19/2001 2:07).                   [14]   Praesidium Protectiva... RedShoulder (12/19/2001 2:32).               [14]   I agree, so I made my "priests" sisters. ColChechnov (12/20/2001 18:32).           [14]   First, a note on the Justice... RedShoulder (12/19/2001 1:28).       [14]   RE: Da sistas revenge(ouch) BlakkArrgarrd (12/19/2001 1:37).           [14]   Wow, what a close battle... RedShoulder (12/19/2001 1:48).               [14]   RE: Wow, what a close battle... BlakkArrgarrd (12/19/2001 22:47).       [14]   Interesting theory SilentScope (12/20/2001 2:25).           [14]   RE: Interesting theory paulsk (12/20/2001 2:37).               [14]   Have to agree... RedShoulder (12/20/2001 20:55).                   [14]   RE: Have to agree... SilentScope (12/20/2001 21:28).                       [14]   That's sort of what I was doing... RedShoulder (12/21/2001 0:44).       [14]   SoB Tactica 101:Chaos SilentScope (12/27/2001 16:19).           [14]   Just a few additions... RedShoulder (12/27/2001 17:33).       [14]   Sororitas Tactica: Cityfight... RedShoulder (12/31/2001 16:21).       [14]   Also not having played CF yet, but these are my conjectures: paulsk (12/31/2001 17:04).       [14]   Thanks for the ideas!... RedShoulder (1/3/2002 17:00).

[14] Start of a SOB Tactical thread . (230 Replies). SilentScope[]. 11/21/2001 21:04 (1/3/2002 17:00) Well looing around the board I have seen one of these for almost every single army except Sisters of Battle. Well I thought I would make a post that we can communicate ideas, rumours and tactics. Post army lists and we can share ideas about all the units in our faithful armoury for any reason just post and show your support for the Sisters.

For starters what does everyone think of Redemptionists. I think these guys have serious potential for wrecking havoc. The sheer amount of dice alone can create many casualties and when coupled with Passion or Divine Guidance even more enemies may fall at their hands-I believe a 20 man squad using divine guidance alone can take a wraithlord or 2 out in CC..
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     [14] What is everyones standard load out for their Redemptionist mobs (NT) . (17 Replies). SilentScope[]. 11/22/2001 0:15 (12/19/2001 22:11) No Text
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         [14] RE: What is everyones standard load out for their Redemptionist mobs (NT) . (12 Replies). blkdymnd[]. 11/22/2001 2:22 (12/19/2001 22:11) >> No Text

You mean what is the equipment load? I got basically just 4 zealots with eviserators, basic weapons for the other girls, and my redemption priestess with her wargear.
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             [14] RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) . (11 Replies). Syzor[]. 11/22/2001 7:15 (12/19/2001 22:11) Ok im gonna start sisters but what models do i use for redemptionists ? The necromunda zealots look alright for eviscerators but what for the normal ones ?

P.S they must be made of platic i want a lof of them
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                 [14] RE: RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) . (5 Replies). balance[]. 11/22/2001 9:54 (12/3/2001 14:55) >> Ok im gonna start sisters but what models do i use for redemptionists ? The necromunda zealots look alright for eviscerators but what for the normal ones ?

I'm using a mix... The Redemptionists are, IMHO partially a mob scrounged up. So they'll be using a backbone of House Cawdore necromundans with Redemptionsts for specialc haracters, and maybe some Goliath and Orlock plastics I have sitting around to add more bulk.

>> P.S they must be made of platic i want a lof of them

Tis' the hard part. AFAIK the only plastic non-space amrine human troops out there are Catachans... With a good paint job, these could be Redemptionists, I guess, but I'd say that at least some conversion would be nice.

Necromunda has been announced by Fanatic as coming back into more active support in June of 2002 or so... maybe they'll do a run of the Necromunda plastics. Also, Redemptionists may be at least orderable by RT stores...
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                     [14] RE: RE: RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) . (4 Replies). blkdymnd[]. 11/22/2001 10:43 (12/3/2001 14:55) >> >> Ok im gonna start sisters but what models do i use for redemptionists ? The necromunda zealots look alright for eviscerators but what for the normal ones ?
>>
>> I'm using a mix... The Redemptionists are, IMHO partially a mob scrounged up. So they'll be using a backbone of House Cawdore necromundans with Redemptionsts for specialc haracters, and maybe some Goliath and Orlock plastics I have sitting around to add more bulk.
>>
>> >> P.S they must be made of platic i want a lof of them
>>
>> Tis' the hard part. AFAIK the only plastic non-space amrine human troops out there are Catachans... With a good paint job, these could be Redemptionists, I guess, but I'd say that at least some conversion would be nice.
>>
>> Necromunda has been announced by Fanatic as coming back into more active support in June of 2002 or so... maybe they'll do a run of the Necromunda plastics. Also, Redemptionists may be at least orderable by RT stores...

What I did with my Redemptionists, which I'm happy with the way they came out was using Morheim Sisters of Sigmar (metal though, no plastic). There are two novice sisters I used. They have a hammer in one hand and are making a fist for a shield in the other. I used the hammer hand to put all sorts of different weapons on, and the other I repositioned slightly and used as many different pistols as I could to make it look varied. The Zealots are the Mordheim Sister that is holding a double handed hammer. I took off the top of the hammer right above her high hand, kept the shaft in her hands, and grafted a chainsword to the top of it with the hilt guard going over her top hand. It looks great. My redemption priestess is Bertha of Mordheim with one of her hammers removed and a boltgun in place.
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                         [14] whats the best source of pistols/weapons for the militia then ? . (3 Replies). Syzor[]. 11/23/2001 11:49 (12/3/2001 14:55) The question is the heading and thnx for the help so far.
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                             [14] RE: whats the best source of pistols/weapons for the militia then ? . (0 Replies). dethfromabove[]. 12/3/2001 14:55 (12/3/2001 14:55) >> The question is the heading and thnx for the help so far.

!!!!

I like to use the eavy shootas from the ork warbike. They can be fitted with that huge ammo to look just like autocannons. also, you get two for 12.50 US and you get a ork warbiker with hand weapons. Also, I use catachans plastic, and cut down the las gun barrels to make them look like diff. calibers, and with the many knive and swords, you can make some crazy looking sword fighters. Then you paint the catachans with crazy tatoos, I use chinese characters.
 

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                 [14] How about WHFB plastics? . (3 Replies). paulsk[]. 11/22/2001 10:59 (12/4/2001 16:37) For example Imperial Militia troops. They have a few black powder pistols, i think, which gives the impression of the mob having ranged weapons. Unfortunately, the GW online store does not have pictures of the actual sprues, so I don't know exactly what they look like.

Also, Dark Elf plastic troops look promising. They have a very severe look, and sort of have a robed look going on. Their helmets woulf probably need modification/replacement and they'd need more variety of weapons. Maybe on or two spures of catachans would be enough to have a few different heads and some lasguns, pistols, flamers, and knives so they haven't all got uniform spears.
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                     [14] Very true . (2 Replies). SilentScope[]. 11/22/2001 18:25 (12/4/2001 16:37) WHFB Plastics I believe are the fastiest and easiest way of putting a mob togther. I will be using empire militia the zealot preist will be one of the special Dark Elf Witches. I will use Steel Legion Heavy Bolter Team to represent Heavy Bolters with a little modification or just say they are retired soldiers.

If you can get your hands on Ork chainsaw swords u can also easily modify militia into zealots. The greatest thing about redemptionists is it doesn't matter what the model is armed with it all counts as mob weapons 12" strength 3 ap- they can be sisters of sigmar with 2 hammers and still count as having the range.

Just a little curious has anyone tried feilding just redemptionists as troop choices?
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                         [14] RE: Very true . (1 Replies). dethfromabove[]. 12/3/2001 14:49 (12/4/2001 16:37) >> WHFB Plastics I believe are the fastiest and easiest way of putting a mob togther. I will be using empire militia the zealot preist will be one of the special Dark Elf Witches. I will use Steel Legion Heavy Bolter Team to represent Heavy Bolters with a little modification or just say they are retired soldiers.
>>
>> If you can get your hands on Ork chainsaw swords u can also easily modify militia into zealots. The greatest thing about redemptionists is it doesn't matter what the model is armed with it all counts as mob weapons 12" strength 3 ap- they can be sisters of sigmar with 2 hammers and still count as having the range.
>>
>> Just a little curious has anyone tried feilding just redemptionists as troop choices?
 

I have fielded a army of 6 troop slots of Redemptionists. My squads are 17 redemptionists, with Two autocannons, a Red. priest, with a rosary. Total of 145 pts., !! they are unbreakable, have 4 shots of str. 7 at 48" range, and a leader with an invulnerable save to stand up against heavy assault troops, or a dreadnaught, and still keep the unit unbreakable. I team them with two retributor squads with 2heavy flamers, and 2heavy bolters, placed in a rhino, so that two sisters with heavy bolters can shoot from the back of the rhino, and if anything gets too close, the rhino can ride up, let out the sisters, and burn what they face. Also, I field a squad of sob fast attack squad without a rhino, and I field a sis. sup. accompanying a 5 seraphim squad.

Tell me what you think of this. I also use catachans, armed with the knives and swords from the sprues, and the lasguns, cut down to different sizes, and then I paint them with lots of chinese symbol tatoos and logos on gear.
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                             [14] RE: RE: Very true . (0 Replies). Neio[]. 12/4/2001 16:37 (12/4/2001 16:37) >> >> WHFB Plastics I believe are the fastiest and easiest way of putting a mob togther. I will be using empire militia the zealot preist will be one of the special Dark Elf Witches. I will use Steel Legion Heavy Bolter Team to represent Heavy Bolters with a little modification or just say they are retired soldiers.
>> >>
>> >> If you can get your hands on Ork chainsaw swords u can also easily modify militia into zealots. The greatest thing about redemptionists is it doesn't matter what the model is armed with it all counts as mob weapons 12" strength 3 ap- they can be sisters of sigmar with 2 hammers and still count as having the range.
>> >>
>> >> Just a little curious has anyone tried feilding just redemptionists as troop choices?
>>
>>
>> I have fielded a army of 6 troop slots of Redemptionists. My squads are 17 redemptionists, with Two autocannons, a Red. priest, with a rosary. Total of 145 pts., !! they are unbreakable, have 4 shots of str. 7 at 48" range, and a leader with an invulnerable save to stand up against heavy assault troops, or a dreadnaught, and still keep the unit unbreakable. I team them with two retributor squads with 2heavy flamers, and 2heavy bolters, placed in a rhino, so that two sisters with heavy bolters can shoot from the back of the rhino, and if anything gets too close, the rhino can ride up, let out the sisters, and burn what they face. Also, I field a squad of sob fast attack squad without a rhino, and I field a sis. sup. accompanying a 5 seraphim squad.
>>
>> Tell me what you think of this. I also use catachans, armed with the knives and swords from the sprues, and the lasguns, cut down to different sizes, and then I paint them with lots of chinese symbol tatoos and logos on gear.
 

it would surprise enemies!
Although if you read the Fast attack sisters it says that they MUST be mounted in a rhino!:-)
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                 [14] RE: RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) . (0 Replies). Angel Master[hphealey@c.com]. 12/19/2001 22:11 (12/19/2001 22:11) >> Ok im gonna start sisters but what models do i use for redemptionists ? The necromunda zealots look alright for eviscerators but what for the normal ones ?
>>
>> P.S they must be made of platic i want a lof of them

I'm using Fantasy Sisters of Sigmar for the crazies...they're made of metal, but they look cool...
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         [14] RE: What is everyones standard load out for their Redemptionist mobs (NT) . (1 Replies). Alberigo[]. 11/27/2001 5:51 (12/6/2001 17:07) I fielded a small mob of redemtionists (13) in a 300 pt engagement at my local shop. They performed reasonably until an assault by a Khornate lord and friends (as can be expected) but the experience has given me an indication of their potential.

Next time around (in a full game) I'll be maxing out the mob. Twenty troops at 100 pt.s is nothing to sneeze at and they aren't incompetent like militia or cultists. The redemtor priest makes them fearless and makes them a faithful unit. I would strongly consider outfitting them with exterminators as the high initiative and high probability of striking with weight of numbers makes the potential lethality massive. Consider following the assault with divine guidance and a mob of redemtionists could level even seasoned assualt troops. The survivablity of the mob is perhaps it's greatest weakness. with light armor and 3 toughness they have to be protected from early attacks (maybe screened by a more resilent unit).

Overall I think they are a good addition to the sisters list and look good on the table as well. I've been fielding redemtionists, cawdors, and old and new flagellant models to represent them. They contrast well with the cleaner, brighter sister models.
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             [14] RE: RE: What is everyones standard load out for their Redemptionist mobs (NT) . (0 Replies). fieryretribution[]. 12/6/2001 17:07 (12/6/2001 17:07) >> I fielded a small mob of redemtionists (13) in a 300 pt engagement at my local shop. They performed reasonably until an assault by a Khornate lord and friends (as can be expected) but the experience has given me an indication of their potential.
>>
>> Next time around (in a full game) I'll be maxing out the mob. Twenty troops at 100 pt.s is nothing to sneeze at and they aren't incompetent like militia or cultists. The redemtor priest makes them fearless and makes them a faithful unit. I would strongly consider outfitting them with exterminators as the high initiative and high probability of striking with weight of numbers makes the potential lethality massive. Consider following the assault with divine guidance and a mob of redemtionists could level even seasoned assualt troops. The survivablity of the mob is perhaps it's greatest weakness. with light armor and 3 toughness they have to be protected from early attacks (maybe screened by a more resilent unit).
>>
>> Overall I think they are a good addition to the sisters list and look good on the table as well. I've been fielding redemtionists, cawdors, and old and new flagellant models to represent them. They contrast well with the cleaner, brighter sister models
 
 
 
 
 

I chose to use a five man squad of Deathwatch marines instead of redemtionists in my 2000 pt army due to their ability to always deep strike and they can all have power weapons. They haven't failed me yet. I love the exterminator tank. One of my buddies has a huge eldar army and it works great against wraithlords. I have a preacher in every squad except of course my seraphims. for my next 1000 pts I am going to build a mob of 20 reds, a squad of IG hardened veterans or storm troopers, and some more sisters squads. I also use the Eversor assassin because he is 95 pts of pure butt stomping. Anyone else use assassins?
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     [14] Topic of the Day: Dominions . (6 Replies). SilentScope[]. 11/22/2001 20:34 (12/14/2001 4:05) What are your opinions on this new unit. What are your strategies with them.

Personally I like them alot, most people only find them effective vehicle hunters with 4 meltaguns and melta bombs. This job I prefer to give to the much more effective seraphrim, fast WS4 with melta bombs proves very devastating.

I like them as infantry hunters 5 sisters 4 flamers and a preist and mounting in a rhino with smoke and extra armour. This allows them to be a fast acting response team and the sheer amount of hits that u can score upon an enemy is unbelievable. Even against space marines they can be effective, I prefer using divine guidance with them AP 1 on 6's 2 wound. Most squads consist of 5-10 guys with 4 templates u can usually get atleast 2 wounds on each marine 20 dice and ur bound to get a few 6's and he will fail some saves allowing u 2 charge this weakened squad safley.

What are your thoughts.
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         [14] RE: Topic of the Day: Dominions . (1 Replies). blkdymnd[]. 11/22/2001 23:58 (12/14/2001 4:05) >> What are your opinions on this new unit. What are your strategies with them.
>>
>> Personally I like them alot, most people only find them effective vehicle hunters with 4 meltaguns and melta bombs. This job I prefer to give to the much more effective seraphrim, fast WS4 with melta bombs proves very devastating.
>>
>> I like them as infantry hunters 5 sisters 4 flamers and a preist and mounting in a rhino with smoke and extra armour. This allows them to be a fast acting response team and the sheer amount of hits that u can score upon an enemy is unbelievable. Even against space marines they can be effective, I prefer using divine guidance with them AP 1 on 6's 2 wound. Most squads consist of 5-10 guys with 4 templates u can usually get atleast 2 wounds on each marine 20 dice and ur bound to get a few 6's and he will fail some saves allowing u 2 charge this weakened squad safley.
>>
>> What are your thoughts.

I like the thought of that tactic. I may look into get a squad of them, didn't really like em when I first saw em, figured they were retributer "lite" squads
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             [14] RE: RE: Topic of the Day: Dominions . (0 Replies). fieryretribution[]. 12/14/2001 4:05 (12/14/2001 4:05) >> >> What are your opinions on this new unit. What are your strategies with them.
>> >>
>> >> Personally I like them alot, most people only find them effective vehicle hunters with 4 meltaguns and melta bombs. This job I prefer to give to the much more effective seraphrim, fast WS4 with melta bombs proves very devastating.
>> >>
>> >> I like them as infantry hunters 5 sisters 4 flamers and a preist and mounting in a rhino with smoke and extra armour. This allows them to be a fast acting response team and the sheer amount of hits that u can score upon an enemy is unbelievable. Even against space marines they can be effective, I prefer using divine guidance with them AP 1 on 6's 2 wound. Most squads consist of 5-10 guys with 4 templates u can usually get atleast 2 wounds on each marine 20 dice and ur bound to get a few 6's and he will fail some saves allowing u 2 charge this weakened squad safley.
>> >>
>> >> What are your thoughts.
>>
>> I like the thought of that tactic. I may look into get a squad of them, didn't really like em when I first saw em, figured they were retributer "lite" squads

I like the dominion idea but I have my elites taken up with an Eversor Assasin, A priestly delegation(a preacher in every unit except seraphim) and I opted for the celestians for their BS of four. I do however use a retributor squad of four heavy flamers in the same manner as you use the dominions.
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         [14] RE: Topic of the Day: Dominions . (1 Replies). ColChechnov[]. 11/26/2001 12:22 (12/3/2001 14:37) Greetings All,

I'm just building my Sisters army and haven't had much time to use them in battle yet. But based on the stats in the Codex, I'm not currently building Dominions. Instead, I'm using Celestians for the same anti-infantry role. They can have the flamer, plus the heavy flamer, and have a higher BS for their infantry-destroying bolter shots. It looks like a more effective squad for the points.

For the anti-armor role, I'm equipping my troops squads with 2 meltaguns. They don't have transport to get them there quickly, but they're inexpensive and can take a lot of hits before I have to start removing meltasisters (hold over from playing IG, I view most troops as ablative "armor" for my special weapons models).

Question of my own,
Is anybody putting a Confessor with an Axe of Retribution into the command squad? It seems like it's the best way to make a very stiff HTH squad now that they have removed powerfists from our armament options.

Got Faith?
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             [14] RE: RE: Topic of the Day: Dominions . (0 Replies). Rat Marine[]. 12/3/2001 14:37 (12/3/2001 14:37) I use one equipped that way in one of my redemptionist mobs.
=================
>> Is anybody putting a Confessor with an Axe of Retribution into the command squad? It seems like it's the best way to make a very stiff HTH squad now that they have removed powerfists from our armament options.
 

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     [14] Topic of the Day: Seraphrim . (5 Replies). SilentScope[]. 11/23/2001 23:04 (12/4/2001 16:03) Possibly the most versatile and dangerous units in the sisters army. When equipped with 2 flamers and melta bombs they can kill vehicles and and take on many troops on pretty easily. I prefer to keep them hidden and spring them out when enemies near, I find going straight up the center can spell doom for these troops but if you ambush and get the charge it can spell doom for the others.

Divine guidance is very helpful with the two flamers but if your really desperate passions can easily get these troops into a good position on the board within turn one. My prefrence is a 9 sister squad 2 with flamers with a Vet Sister with plasma and powersword and all loaded out with melta bombs. Redemptionists make a pretty good meat sheild for them.

Hit and Run-well this skill is very nice, charge the enemy fisish the assualt and wait until after his assualt turn the fallback. This is great because on your turn u can re flame the enemy and shoot them up again and get the charge bonus again.

What is everbodies tactics with Seraphrim, do people find it absolutly neccasary to feild them? Tommorows topic will be the Excorcist..........

"Let the Purging begin"
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         [14] RE: Topic of the Day: Seraphrim . (0 Replies). SwissArmyWolf[]. 12/4/2001 16:03 (12/4/2001 16:03) - Hint: add purity seals to your vetren sister. This way when you fall back from hit and run you roll four dice and pick the three you want! not to metion in any direction. Heck with that many dice you can assault with the passion and fall back behind cover in the same turn and the other guy who might have the better assault troops doesn't get that extra turn to kill you.
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     [14] *Bump* (NT) . (1 Replies). SilentScope[]. 11/24/2001 20:13 (12/3/2001 8:52) No Text
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         [14] Bump part 2 . (0 Replies). MistWraith[]. 12/3/2001 8:52 (12/3/2001 8:52) >> No Text

Me too
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     [14] Redmptionists... . (9 Replies). RedShoulder[]. 11/27/2001 1:27 (12/8/2001 4:13) >> Well looking around the board I have seen one of these for almost every single army except Sisters of Battle. Well I thought I would make a post that we can communicate ideas, rumours and tactics. Post army lists and we can share ideas about all the units in our faithful armoury for any reason just post and show your support for the Sisters.
>>

Excellent idea! I feel stupid for not thinking of it myself.

>> For starters what does everyone think of Redemptionists. I think these guys have serious potential for wrecking havoc. The sheer amount of dice alone can create many casualties and when coupled with Passion or Divine Guidance even more enemies may fall at their hands-

I have had the best results using my Redemptionists for long range fire support with a pair of Auto Cannons. It would seem that they would need to be screened to get close enough to charge the enemy. Screening is an effective tactic, but I still am not comfortable with it. I tend to only use vehicles to block LOS.

Using a mob of poorly armored religious fanatics as my close combat specialists just doesn't feel right for the way I envisioned the army. I am often tempted to use Zealots and Redemptor Priests, but more for their rules than their background so I usually avoid them.

>> I believe a 20 man squad using divine guidance alone can take a wraithlord or 2 out in CC..
 

I don't see how Redemptionists are going to deal with a Wraithlord in close combat unless they have Eviscerators. Divine Guidance may help in the Shooting phase with some of the Heavy and Special Weapons, but I don't see it making a difference in close combat.
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         [14] RE: Redmptionists... . (8 Replies). SilentScope[]. 11/27/2001 1:48 (12/8/2001 4:13) >> >> Well looking around the board I have seen one of these for almost every single army except Sisters of Battle. Well I thought I would make a post that we can communicate ideas, rumours and tactics. Post army lists and we can share ideas about all the units in our faithful armoury for any reason just post and show your support for the Sisters.
>> >>
>>
>> Excellent idea! I feel stupid for not thinking of it myself.
>>
>> >> For starters what does everyone think of Redemptionists. I think these guys have serious potential for wrecking havoc. The sheer amount of dice alone can create many casualties and when coupled with Passion or Divine Guidance even more enemies may fall at their hands-
>>
>> I have had the best results using my Redemptionists for long range fire support with a pair of Auto Cannons. It would seem that they would need to be screened to get close enough to charge the enemy. Screening is an effective tactic, but I still am not comfortable with it. I tend to only use vehicles to block LOS.
>>
>> Using a mob of poorly armored religious fanatics as my close combat specialists just doesn't feel right for the way I envisioned the army. I am often tempted to use Zealots and Redemptor Priests, but more for their rules than their background so I usually avoid them.
>>
>> >> I believe a 20 man squad using divine guidance alone can take a wraithlord or 2 out in CC..
>>
>>
>> I don't see how Redemptionists are going to deal with a Wraithlord in close combat unless they have Eviscerators. Divine Guidance may help in the Shooting phase with some of the Heavy and Special Weapons, but I don't see it making a difference in close combat.

****Welcome to the thread, yea typed this around 3 in the morning and for some reason I thought that with divine guidance if you rolled a six to wound it would auto wound no matter the toughness and bypass saves-don't ask me where this came from probably from looking at gene stealers. Besides the point yea the only real way to take down the infamous wraithlord is by using auto cannons from afar or chopping the crap out of it with eviserators. I myself wouldn't take my chances in CC.

Well hope to see you reply more often now that you know about it.
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             [14] Mine are . (4 Replies). blkdymnd[]. 11/27/2001 11:44 (12/8/2001 4:13) >> >> >> Well looking around the board I have seen one of these for almost every single army except Sisters of Battle. Well I thought I would make a post that we can communicate ideas, rumours and tactics. Post army lists and we can share ideas about all the units in our faithful armoury for any reason just post and show your support for the Sisters.
>> >> >>
>> >>
>> >> Excellent idea! I feel stupid for not thinking of it myself.
>> >>
>> >> >> For starters what does everyone think of Redemptionists. I think these guys have serious potential for wrecking havoc. The sheer amount of dice alone can create many casualties and when coupled with Passion or Divine Guidance even more enemies may fall at their hands-
>> >>
>> >> I have had the best results using my Redemptionists for long range fire support with a pair of Auto Cannons. It would seem that they would need to be screened to get close enough to charge the enemy. Screening is an effective tactic, but I still am not comfortable with it. I tend to only use vehicles to block LOS.
>> >>
>> >> Using a mob of poorly armored religious fanatics as my close combat specialists just doesn't feel right for the way I envisioned the army. I am often tempted to use Zealots and Redemptor Priests, but more for their rules than their background so I usually avoid them.
>> >>
>> >> >> I believe a 20 man squad using divine guidance alone can take a wraithlord or 2 out in CC..
>> >>
>> >>
>> >> I don't see how Redemptionists are going to deal with a Wraithlord in close combat unless they have Eviscerators. Divine Guidance may help in the Shooting phase with some of the Heavy and Special Weapons, but I don't see it making a difference in close combat.
>>
>> ****Welcome to the thread, yea typed this around 3 in the morning and for some reason I thought that with divine guidance if you rolled a six to wound it would auto wound no matter the toughness and bypass saves-don't ask me where this came from probably from looking at gene stealers. Besides the point yea the only real way to take down the infamous wraithlord is by using auto cannons from afar or chopping the crap out of it with eviserators. I myself wouldn't take my chances in CC.
>>
>> Well hope to see you reply more often now that you know about it.

I have themed my army to be completley women. My Inquisitor I made female, my preachers, my redemption priestess, and my redemption squad, but thats just me...
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                 [14] Mine too... . (3 Replies). RedShoulder[]. 11/27/2001 19:30 (12/8/2001 4:13) >> I have themed my army to be completley women. My Inquisitor I made female, my preachers, my redemption priestess, and my redemption squad, but thats just me...

No, not just you. I converted a female Inquisitor Terminator and have a number of Sisters of Sigmar that I use for Priests. GW doesn't make enough females with guns to fill my needs for Redemptionists though. I have found a number of suitable minis from other manufacturers, but would never think of using any of these at any official events.

Fortunately I have been getting more ideas of ways to use available GW minis, but one of my main complaints with the Sisters is that they don't have enough variety in their minis. This of course is why I want plastics, but I am still concerned about maintaining the level of quality.

I am still looking into ways of putting together all female Imperial Guard squads for whenever I field a Sister Famulous.
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                     [14] House Escher from Necromunda . (1 Replies). ColChechnov[]. 12/3/2001 20:03 (12/8/2001 4:13) > I am still looking into ways of putting together all female Imperial Guard squads for whenever I field a Sister Famulous.

House Escher (sp?) models for Necromunda. They are punk/street gang looking females mostly armed with lasguns. They're easy to convert and have a great variety of poses. I've got a squad of them I use as a hardened vet IG squad. I'm also considering them for redemptionists.
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                         [14] Hardened Vets... . (0 Replies). RedShoulder[]. 12/8/2001 4:13 (12/8/2001 4:13) >> House Escher (sp?) models for Necromunda. They are punk/street gang looking females mostly armed with lasguns. They're easy to convert and have a great variety of poses. I've got a squad of them I use as a hardened vet IG squad. I'm also considering them for redemptionists.

I was planning on using my Escher Gang as my Hardened Veterans. Now I'm trying to decide on what will work for female Storm Troopers...
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     [14] Topic of the Day: Retributers . (5 Replies). SilentScope[]. 11/28/2001 2:34 (12/10/2001 6:27) Simple enough, what do you guys load your retributers out with. I think the most popular load out is 4 heavy bolters which makes for a very good middle ground support squad. What do you guys think the best setup is?
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         [14] Retributors... . (1 Replies). RedShoulder[]. 11/28/2001 15:12 (12/10/2001 6:27) >> Simple enough, what do you guys load your retributers out with. I think the most popular load out is 4 heavy bolters which makes for a very good middle ground support squad. What do you guys think the best setup is?

I have had much luck with a squad of 5, 4 Heavy Bolters, Veteran Sieter Superior and Preacher in an Immolator. The Heavy Bolters can cover a good portion of the field from a distance, the Immolator usually runs off to torch other troops and the VSS and Preacher deal with close combat threats like those sneaky Space Wolf Scouts. With Acts of Faith, they even have the potential to kill the occasional Wraithlord, Carnifex, Tyrant, Zoanthrope, Battlesuit or Talos.

A squad with 4 Heavy Flamers means mobile death for any troops not in Power Armor. I will sometimes go with 9 and a Preacher and put them in a Rhino. Since they will be getting closer to the enemy, having extra bodies in close combat can help.

The Multi Meltas pose a dilemma to me. They are rather expensive and unless I can find a good spot in cover near the center of the board that still has fairly clear firing lanes, I'm not going to feel very confident about them killing their points worth of enemies. I probably just need to force myself to use them more to find the best tactics for them though. The mobile, cheaper Dominion Squads makes this a bit difficult.

As you have noticed I do not mix my heavy weapons. I tried it in the past and it was a disaster. I have since learned what I was doing wrong, but have not tried it again yet. There are so many possible combinations, but I could only see it really working well with full squads though.

Just my thoughts...
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             [14] RE: Retributors... . (0 Replies). frankie[]. 12/10/2001 6:27 (12/10/2001 6:27) >> >> Simple enough, what do you guys load your retributers out with. I think the most popular load out is 4 heavy bolters which makes for a very good middle ground support squad. What do you guys think the best setup is?
>>
>> I have had much luck with a squad of 5, 4 Heavy Bolters, Veteran Sieter Superior and Preacher in an Immolator. The Heavy Bolters can cover a good portion of the field from a distance, the Immolator usually runs off to torch other troops and the VSS and Preacher deal with close combat threats like those sneaky Space Wolf Scouts. With Acts of Faith, they even have the potential to kill the occasional Wraithlord, Carnifex, Tyrant, Zoanthrope, Battlesuit or Talos.
>>
>> A squad with 4 Heavy Flamers means mobile death for any troops not in Power Armor. I will sometimes go with 9 and a Preacher and put them in a Rhino. Since they will be getting closer to the enemy, having extra bodies in close combat can help.
>>
>> The Multi Meltas pose a dilemma to me. They are rather expensive and unless I can find a good spot in cover near the center of the board that still has fairly clear firing lanes, I'm not going to feel very confident about them killing their points worth of enemies. I probably just need to force myself to use them more to find the best tactics for them though. The mobile, cheaper Dominion Squads makes this a bit difficult.
>>
>> As you have noticed I do not mix my heavy weapons. I tried it in the past and it was a disaster. I have since learned what I was doing wrong, but have not tried it again yet. There are so many possible combinations, but I could only see it really working well with full squads though.
>>
>> Just my thoughts...

I tend not to mix in my Ret squads. If I can, I'll take two squads. One with 4HB on a hill or with a good field of fire. The other squad is 4HF + VSS + preacher in an Immolator.

It is rare indeed that the MM gets an outing these days! Limited range and points wise expensive for what it is. I am one of those who prefers to use the dominions with 4 melta guns, and Seraphim with meltabombs as my anti-armour units.
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     [14] Topic of the day: Priestly Delegation... . (7 Replies). RedShoulder[]. 11/28/2001 19:08 (12/14/2001 4:24) I am wondering how the majority of players have been using them. I know that some just field Preachers to get martyred so they can reap the benefits of additional Faith points. I actually try to make more use of them.

I always arm Preachers with at least a Bolt Pistol and CCW. Often I will give them a Power Weapon, just to give the unit they are in a bit of close combat muscle. I would tempted to give them a Plasma Pistol, but that would also require Master-crafting, Armor/Rosarius or both. I try to keep the cost of my Characters down these days.

I haven't used Confessors of Missionaries yet because I'm not done modeling them yet.

I don't believe that any model should be placed on the battlefield with the sole purpose of dying. I am sure that they can be useful in other ways as well.

In close combat I will often protect my Preachers. Getting an additional Faith point upon their death is a nice bonus, but the unit the belong to won't be Faithful anymore. Is that always going to be worth the price?
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         [14] RE: Topic of the day: Priestly Delegation... . (1 Replies). Panders[]. 11/30/2001 13:17 (12/14/2001 4:24) Hmm...I left out my Priestly Delegation in my previous post...Anyway, I use a small 36 point delegation composed of just 3 Preachers, two with bolt pistol/ccw and one with a bolter.
I do not reguard them as expendable, but neither do I expect anything much out of them either, except of course giving me those Acts.

I put the two armed for close combat with my two larger SOB squads, which I usually put out front to screen my smaller meltagun-toting SOB squads. Making this unit more survivable with Spirit of the Martyr and threatening, with Divine Guide and the Passion, turns these squads from mediocre to outstanding. Obviously, I try to protect the Preacher as best as possible...manuevering him to the sides of the unit, placing him in the back during an assault, etc.

The Preacher with the bolter hangs out with my Ret squad w/ the 4 Heavy Bolters. Guess what Act they use? With the preacher, my Ret gals mow down power armor like guard.

I used to experiment with the Missionary, but found his points to be better spend elsewhere. This was also when I relied a lot more on Faith than I do now on good, solid long range firepower.

The Confessor is truly a hth nightmare, but again, I rarely use them, even tho I specially converted two out of Mordheim Zealots. To make them really effective, I found that I had to arm them with Axes, which makes them both A) more expensive and B) less survivable. If only there was a way to put a Confessor in with a Seraphim squad...
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             [14] RE: RE: Topic of the day: Priestly Delegation... . (0 Replies). fieryretribution[]. 12/14/2001 4:24 (12/14/2001 4:24) >> Hmm...I left out my Priestly Delegation in my previous post...Anyway, I use a small 36 point delegation composed of just 3 Preachers, two with bolt pistol/ccw and one with a bolter.
>> I do not reguard them as expendable, but neither do I expect anything much out of them either, except of course giving me those Acts.
>>
>> I put the two armed for close combat with my two larger SOB squads, which I usually put out front to screen my smaller meltagun-toting SOB squads. Making this unit more survivable with Spirit of the Martyr and threatening, with Divine Guide and the Passion, turns these squads from mediocre to outstanding. Obviously, I try to protect the Preacher as best as possible...manuevering him to the sides of the unit, placing him in the back during an assault, etc.
>>
>> The Preacher with the bolter hangs out with my Ret squad w/ the 4 Heavy Bolters. Guess what Act they use? With the preacher, my Ret gals mow down power armor like guard.
>>
>> I used to experiment with the Missionary, but found his points to be better spend elsewhere. This was also when I relied a lot more on Faith than I do now on good, solid long range firepower.
>>
>> The Confessor is truly a hth nightmare, but again, I rarely use them, even tho I specially converted two out of Mordheim Zealots. To make them really effective, I found that I had to arm them with Axes, which makes them both A) more expensive and B) less survivable. If only there was a way to put a Confessor in with a Seraphim squad...

HeHe. A Confessor with Seraphim.. sounds like a great idea to me. However, I also only use preachers. 6 of them in fact. A couple with bolt pistol and th weapon, a couple with power weapons, carapace armor and bolt pistol and one with a bolter.
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     [14] Topic of the Day: Sister Hospitiler . (13 Replies). SilentScope[]. 12/2/2001 19:28 (12/12/2001 22:52) What does everyone think of the option to have an apothecary equvuilent in their force. I don't use one but i can see their usefulness in letting your HQ get more armoury weapons and lets use ignore the firstarmour save of that squad. What is everyones strargeies when they feild one?
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         [14] Medic! . (10 Replies). RedShoulder[]. 12/3/2001 14:00 (12/12/2001 22:52) >> What does everyone think of the option to have an apothecary equvuilent in their force. I don't use one but i can see their usefulness in letting your HQ get more armoury weapons and lets use ignore the firstarmour save of that squad. What is everyones strargeies when they feild one?

If you are going to take a Celestian Bodyguard, I think the Sister Hospitaller is the first Character to designate. If you outfit a Canoness or Celestian Superior with a Cloak, then you have the option to ignore that first Krak Missile (or whatever other AP3 weapon) shot aimed at your HQ. Will this annoy your opponents? Possibly, but the Tau Codex pretty much tells players to use similar tactics when it comes to assigning wounds to a unit.

My only question is what to use to represent the Medicus Ministorum on the model...
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             [14] RE: Medic! . (7 Replies). paulsk[]. 12/3/2001 18:11 (12/12/2001 22:52) >> If you are going to take a Celestian Bodyguard, I think the Sister Hospitaller is the first Character to designate. If you outfit a Canoness or Celestian Superior with a Cloak, then you have the option to ignore that first Krak Missile (or whatever other AP3 weapon) shot aimed at your HQ. Will this annoy your opponents? Possibly, but the Tau Codex pretty much tells players to use similar tactics when it comes to assigning wounds to a unit.

That's clever, but I heard a rumor that the Mixed Armor rules have been retrograded to apply to all armies, not just BT, Orks, SW, etc. Hopefully its untrue, and that would make this a devious little trick. :)

>> My only question is what to use to represent the Medicus Ministorum on the model...

Get a Narthecium backack from a Marine apothecary. In fact, buy a Corbullo the medic and you get a neat chalice to use as a Brazier of Holy Fire too.
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                 [14] Rules and conversions... . (6 Replies). RedShoulder[]. 12/4/2001 19:04 (12/12/2001 22:52) >> That's clever, but I heard a rumor that the Mixed Armor rules have been retrograded to apply to all armies, not just BT, Orks, SW, etc. Hopefully its untrue, and that would make this a devious little trick. :)
>>

Well, if they do that, it would make the newly released Tau Shield Drones much less useful in Battle Armor Squads wouldn't it?

>> >> My only question is what to use to represent the Medicus Ministorum on the model...
>>
>> Get a Narthecium backack from a Marine apothecary. In fact, buy a Corbullo the medic and you get a neat chalice to use as a Brazier of Holy Fire too.

I saw a conversion tha someone did with the Apothecary backpack that looked really nice. I think it was at:

http://agisn.de/html/sisters_of_battle.html

Even though the Medicus Ministorum, the Narthecium and Medi-Packs probably all are suppose to look different, since they are all Imperial equipment that serve the exact same function, I can certainly see using the only Bitz that GW makes for all of them.
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                     [14] RE: Rules and conversions... . (5 Replies). paulsk[]. 12/4/2001 19:48 (12/12/2001 22:52) >> >> That's clever, but I heard a rumor that the Mixed Armor rules have been retrograded to apply to all armies, not just BT, Orks, SW, etc. Hopefully its untrue, and that would make this a devious little trick. :)
>> >>
>>
>> Well, if they do that, it would make the newly released Tau Shield Drones much less useful in Battle Armor Squads wouldn't it?

I think the shield drones already have special rules that require you to take saves on them first even if you don't want to.
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                         [14] Close combat I think... . (4 Replies). RedShoulder[]. 12/4/2001 20:53 (12/12/2001 22:52) >> >> >> That's clever, but I heard a rumor that the Mixed Armor rules have been retrograded to apply to all armies, not just BT, Orks, SW, etc. Hopefully its untrue, and that would make this a devious little trick. :)
>> >> >>
>> >>
>> >> Well, if they do that, it would make the newly released Tau Shield Drones much less useful in Battle Armor Squads wouldn't it?
>>
>> I think the shield drones already have special rules that require you to take saves on them first even if you don't want to.

I think that rule only applies to SHield Drones in base contact with the enemy in assaults.
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                             [14] RE: Close combat I think... . (3 Replies). von straub[]. 12/11/2001 13:16 (12/12/2001 22:52) >> >> >> >> That's clever, but I heard a rumor that the Mixed Armor rules have been retrograded to apply to all armies, not just BT, Orks, SW, etc. Hopefully its untrue, and that would make this a devious little trick. :)
>> >> >> >>
>> >> >>
>> >> >> Well, if they do that, it would make the newly released Tau Shield Drones much less useful in Battle Armor Squads wouldn't it?
>> >>
>> >> I think the shield drones already have special rules that require you to take saves on them first even if you don't want to.
>>
>> I think that rule only applies to SHield Drones in base contact with the enemy in assaults.

Nope -- whenever you have a mixed unit that includes drones, hits must always be allocated first to the drones, before taking hits on other models.

VS
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                                 [14] Okay, but... . (2 Replies). RedShoulder[]. 12/11/2001 20:15 (12/12/2001 22:52) >> >> >> >> >> That's clever, but I heard a rumor that the Mixed Armor rules have been retrograded to apply to all armies, not just BT, Orks, SW, etc. Hopefully its untrue, and that would make this a devious little trick. :)
>> >> >> >> >>
>> >> >> >>
>> >> >> >> Well, if they do that, it would make the newly released Tau Shield Drones much less useful in Battle Armor Squads wouldn't it?
>> >> >>
>> >> >> I think the shield drones already have special rules that require you to take saves on them first even if you don't want to.
>> >>
>> >> I think that rule only applies to SHield Drones in base contact with the enemy in assaults.
>>
>> Nope -- whenever you have a mixed unit that includes drones, hits must always be allocated first to the drones, before taking hits on other models.
>>

Okay, I have re-read the Tau section on Drones and you are right (can't remember everything!). Now I guess I'm just waiting to see the Mixed Armor retrofit. I suppose I will jsut get out of the habit of using it and not field my figure with the Cloak of St. Aspira. I'll spend the points on offense instead of defense.

It will be sad to field my Sisters with an attrition mentality, but I guess in the dark future, everything is fodder...
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                                     [14] RE: Okay, but... . (1 Replies). cwolf[]. 12/12/2001 14:53 (12/12/2001 22:52) >> It will be sad to field my Sisters with an attrition mentality, but I guess in the dark future, everything is fodder...

Now yer gettin' the idea...
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                                         [14] But it's not necessarily a good idea... . (0 Replies). RedShoulder[]. 12/12/2001 22:52 (12/12/2001 22:52) >> >> It will be sad to field my Sisters with an attrition mentality, but I guess in the dark future, everything is fodder...
>>
>> Now yer gettin' the idea...

Don't get me wrong. I can get into that frame of mind, but I'll start thinking darker and playing darker, adhering to tactics that would make Dark Eldar and Chaos proud. No mercy, utter ruthlessness, everything will burn. None shall be safe from our Holy retribution. Every battle is a War of Faith, every campaign a Crusade.

How long before we start screaming, "BLOOD!!! Blood for the Emperor!!!" ?

How much blood is there in the galaxy? We'll see...
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             [14] RE: Medic! . (1 Replies). ColChechnov[]. 12/6/2001 13:33 (12/6/2001 19:34) If you outfit a Canoness or Celestian Superior with a Cloak, then you have the option to ignore that first Krak Missile (or whatever other AP3 weapon) shot aimed at your HQ.
>>

I'm pretty sure that the Medicus Ministorum will not work for any wound caused by an "instant kill" weapon. (This is certainly true for the SM and IB equivalents) Since the Sisters are T3, that means any weapon of st 6 or better including starcannons. I don't know of a st5 or less ap 3 weapon, so the MM isn't quite as good as some think.
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                 [14] Oops! . (0 Replies). RedShoulder[]. 12/6/2001 19:34 (12/6/2001 19:34) >> If you outfit a Canoness or Celestian Superior with a Cloak, then you have the option to ignore that first Krak Missile (or whatever other AP3 weapon) shot aimed at your HQ.
>> >>
>>
>> I'm pretty sure that the Medicus Ministorum will not work for any wound caused by an "instant kill" weapon. (This is certainly true for the SM and IB equivalents) Since the Sisters are T3, that means any weapon of st 6 or better including starcannons. I don't know of a st5 or less ap 3 weapon, so the MM isn't quite as good as some think.

Forgot about that! Good point. I guess it's a good thing I have't had a chance to use one yet. I guess it's only really useful against stuff like Reaper Launchers then. Well, I'll keep a Sister Hospitaller in my Bodyguard regardless (as soon as I get around to converting them).

Well, thanks for keeping me in line. Sometimes we get so excited about a possible advantage we forget things!
 

Keep the Faith!
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     [14] Topic Squadof the Day: Battle Sisters . (5 Replies). SilentScope[]. 12/3/2001 18:43 (12/8/2001 0:13) What can I say, possibly one of the most flexiable units within our army. I always take two,before getting any redemptionists at around 8 per squad one squad for tank busting equipped with meltas and the other for infantry killing with flamers, especially nasty with a preacher making them faithful, Got Divine Guidance?

For 10pts a bolter and power armour is a bargain I do miss the ability to mount them though. But I dont really miss the heavy weapons option now they have to walk down the whole battlefeild, heavy weapons would be just a really expensive paper weight. Plus for Redemptionists to have the ability to take two auto cannons really makes up for that shortcoming.

So what is everyones thoughts about them, yea or nah, any strategies that have proved useful in the past.
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         [14] RE: Topic Squadof the Day: Battle Sisters . (0 Replies). paulsk[]. 12/3/2001 18:51 (12/3/2001 18:51) >> So what is everyones thoughts about them, yea or nah, any strategies that have proved useful in the past.

My SoB friend believes in strength of numbers. His goal is to have 70+ Battle Sisters and Celestians in a 1500 pt army. He belives in Bolter Fire and then more bolter fire.

My army will probably feature many of its sisters as Fast Attack or as Dominions. I want to limit myself to 2 full Battle Squads and leave room for 4 redemptionist mobs.
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         [14] RE: Topic Squadof the Day: Battle Sisters . (2 Replies). blkdymnd[]. 12/3/2001 19:37 (12/8/2001 0:13) >> What can I say, possibly one of the most flexiable units within our army. I always take two,before getting any redemptionists at around 8 per squad one squad for tank busting equipped with meltas and the other for infantry killing with flamers, especially nasty with a preacher making them faithful, Got Divine Guidance?
>>
>> For 10pts a bolter and power armour is a bargain I do miss the ability to mount them though. But I dont really miss the heavy weapons option now they have to walk down the whole battlefeild, heavy weapons would be just a really expensive paper weight. Plus for Redemptionists to have the ability to take two auto cannons really makes up for that shortcoming.
>>
>> So what is everyones thoughts about them, yea or nah, any strategies that have proved useful in the past.

I use my two token units of sisters still and one unit of redemptionists. I use a full compliment of 10 sisters including my vet and I add a confessor to make them faithful and the confessor makes them useful once they get into HTH. I do miss the vehicles, I used to have a fully armoured sisters army, now I can't. And I don't miss the heavy weapons, I like them as an asssault squad which is what they should be anyway.
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             [14] RE: RE: Topic Squadof the Day: Battle Sisters . (1 Replies). cwolf[]. 12/4/2001 16:25 (12/8/2001 0:13) Even before C:CA came out my troop sisters tended to be minimal squads with no transport or Heavy Weapon, deployed as follow-ups to the speedier units. Playing in friendly games with 500 or 1000 point limits will do that to ya :-P

So C:CA's changes didn't affect me at all, except that now instead of two sister squads I have one accompanied by one huge mob of Redemption... I have yet to go for Autocannons with the latter, for me it's much more fun and fluffy to charge them forwards as a large clump of cannon fodder the enemy *cannot* afford to ignore and let hit their lines intact.

Small BS squads make good baiting units, and can be surprisingly effective with even one flamer and a preacher attached. I also like being able to move them around every turn and still get an excellent amount of firepower out of them (using the flamer) should I be in range of something.

They're also quite durable until and unless smacked by something that ignores armour saves... but usually those sorts of weapons tend to pass over the vanilla Sisters in favour of higher priority targets.

I do eventually have a plan to work up a 1700 point tourney army featuring 5 full battle sister troop squads, mostly because I have the models to do it and I think it should be both fun and tactically sound to have that huge (and still mobile, if slowly)
firebase around which to base my more maneuverable elements.
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                 [14] Disposable units? . (0 Replies). RedShoulder[]. 12/8/2001 0:13 (12/8/2001 0:13) >> Even before C:CA came out my troop sisters tended to be minimal squads with no transport or Heavy Weapon, deployed as follow-ups to the speedier units. Playing in friendly games with 500 or 1000 point limits will do that to ya :-P
>>

I can imagine it would :)

>> So C:CA's changes didn't affect me at all, except that now instead of two sister squads I have one accompanied by one huge mob of Redemption... I have yet to go for Autocannons with the latter, for me it's much more fun and fluffy to charge them forwards as a large clump of cannon fodder the enemy *cannot* afford to ignore and let hit their lines intact.
>>

Interesting. I guess I only field them for the Auto Cannons since I don't really believe in cannon fodder. Having my Sororitas hade behind a living shield of fanatics just makes the Sisters seem cowardly to me. Aren't the Sisters are suppose to be helping protect the Imperium, instead of leading loyal subjects of the Church to their deaths? Maybe I'm just not buying into the grim, dark future enough. If I want to get dark and gritty though, I'll put together a Chaos or Dark Eldar army.
I know that having religious zealots rushing forward to purge the Imperium of heretics fits the background, but if I have an established military presence, I will risk them before letting civilians come to harm.

>> Small BS squads make good baiting units, and can be surprisingly effective with even one flamer and a preacher attached. I also like being able to move them around every turn and still get an excellent amount of firepower out of them (using the flamer) should I be in range of something.
>>

Isn't there some better purpose served by these units other than "bait"? I can see units making sacrifices in the heat of battle, but being deployed as bait has got to be demoralizing. What are the members of the unit thinking? "They sent me out here to die. Who's my real enemy?"

>> They're also quite durable until and unless smacked by something that ignores armour saves... but usually those sorts of weapons tend to pass over the vanilla Sisters in favour of higher priority targets.
>>

If they are lucky. What if they are the only viable target?

>> I do eventually have a plan to work up a 1700 point tourney army featuring 5 full battle sister troop squads, mostly because I have the models to do it and I think it should be both fun and tactically sound to have that huge (and still mobile, if slowly)
>> firebase around which to base my more maneuverable elements.

Good luck to you!
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         [14] RE: Topic Squadof the Day: Battle Sisters . (0 Replies). Neio[]. 12/4/2001 16:46 (12/4/2001 16:46) >> What can I say, possibly one of the most flexiable units within our army. I always take two,before getting any redemptionists at around 8 per squad one squad for tank busting equipped with meltas and the other for infantry killing with flamers, especially nasty with a preacher making them faithful, Got Divine Guidance?
>>
>> For 10pts a bolter and power armour is a bargain I do miss the ability to mount them though. But I dont really miss the heavy weapons option now they have to walk down the whole battlefeild, heavy weapons would be just a really expensive paper weight. Plus for Redemptionists to have the ability to take two auto cannons really makes up for that shortcoming.
>>
>> So what is everyones thoughts about them, yea or nah, any strategies that have proved useful in the past.
 

Well, I plan to go for that setup(one w/ 2 meltas and one w/ 2 flamers):
2x10 sisters and a full 20 redemptionist squad all will have preacher(or redemptor priest!:-).

For my 1st 500-1,000pts I may be forced to leave out redemptionists(money reasons!:-()
 

PS. I think that this 'topic of the day' is really helpful as it lets you pick exactly what you want to find

PPS. If possible could the next 'Topic of the Day' be how to use faith points, how many to try and get in an army and when to use them etc? I didn't feel right putting it in myself as you are the sorta 'official' TotD guy:-)

PPPS. I reckon my exorcist will have the land raider Helios(I think:-) missiles, they look cool!:-)

PPPPS. I think thats enough PS's for now!
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     [14] Topic of the Day: Faith Points . (1 Replies). SilentScope[]. 12/4/2001 18:54 (12/4/2001 22:43) We have had a request by Neio to have the next topic of the day about Faith points, well here it is and I hope it helps you out.

Well my strategy with faith points is rather simple, I try to go for at least the number of squads in my army's worth, and if I can maybe a few more extra. So basically anything I can get faithpoints in I will get a preacher in there. I like all my units faithful, it allows for more flexability and needed power when the time comes.

On the lines of which acts are the most use, well all of them have their specific times that they shine. You just have to learn to identify these oppurtunities and take full advantage of them.

You must also remember at all times that if the faithful model is killed you get a faithpoint back. Also remember to be sparring on them, but not to sparing because if you decide to wait to long you may not have a squad to use them. First time I used them I only used like 3 faithpoints out of my 7. Any other questions about faith points just post.
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         [14] Spend 'em while ya got 'em! . (0 Replies). RedShoulder[]. 12/4/2001 22:43 (12/4/2001 22:43) I make sure that all of my squads are Faithful. You never know when or where you may need a minor miracle. I go for as many Faith points as I can afford, though I don't really appreciate the way the Priestly Delegation has been forced on us. It seems like they needed a way to sell the overstock on Preacher and Missionary miniatures.

Which Act to use and when depends on many factors. Toughness and Initiative of the opposition will often determine the choice between the Passion or Divine Guidance. I have to roll very poorly on my armor save to decide to chance Spirit of the Martyr with my Sisters, but it's almost a given with my Redemptionists.

I use them often and early while I have the chance...
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     [14] Topic of the Day: Sister Dialogus . (4 Replies). SilentScope[]. 12/5/2001 18:59 (12/6/2001 17:48) Well I dont really poor points into an HQ seeing I only play around 1000pts. But does anyone feild one just for the faith point or for the ability to get more power weapons in their HQ. I think It should defiently be made cheaper a preacher is much cheaper and gives u more attacks. So what does everyone think.
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         [14] RE: Topic of the Day: Sister Dialogus . (0 Replies). MistWraith[]. 12/5/2001 20:01 (12/5/2001 20:01) >> Well I dont really poor points into an HQ seeing I only play around 1000pts. But does anyone feild one just for the faith point or for the ability to get more power weapons in their HQ. I think It should defiently be made cheaper a preacher is much cheaper and gives u more attacks. So what does everyone think.

I field one w/ my bodyguard. This is mostly for the powerweapon and wargear. The shear intimidation that having 8 charecters in one unit causes is fun and the main reason for this.
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         [14] RE: Topic of the Day: Sister Dialogus . (1 Replies). blkdymnd[]. 12/6/2001 0:49 (12/6/2001 10:43) >> Well I dont really poor points into an HQ seeing I only play around 1000pts. But does anyone feild one just for the faith point or for the ability to get more power weapons in their HQ. I think It should defiently be made cheaper a preacher is much cheaper and gives u more attacks. So what does everyone think.

I don't really bother with one. I use the hospitalus and the familius, they are worth the points. The dialogus just isn't quite worth it just for one faith point.
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             [14] Sister Dialogus . (0 Replies). Nobanion[]. 12/6/2001 10:43 (12/6/2001 10:43) In smaller battles I would tend to argee that a preacher is cheaper than the Sisters Dialogus. I generally use the preacher instead of the Sister Dialogus and I play 1500 point battles usually.

In large battles, over 2000 points I can see the use of both the Preacher and the Sister Dialogus.
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         [14] Expensive?... . (0 Replies). RedShoulder[]. 12/6/2001 17:48 (12/6/2001 17:48) It seems to me that many measures were taken to sort of force Sisters players to use the Priestly Delegation. Banner Bearers, Imagifiers and Sisters Hospitaller cost nothing to upgrade, yet Sister Dialogus costs more than a Preacher. She is only five points less than a Celestian Superior. It just doesn't feel right...

Well, when I do have my HQ converted, I probably will still include one; just for the extra weapons and Attacks. If I am going to be forced to pay too much for something, I plan to get as much out of it as I can. If I feel I need that 8 Character HQ against certain types of opponents, then so be it. If I have to pay, so will they...
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     [14] Topic of the Day:VDR Creations . (8 Replies). SilentScope[]. 12/6/2001 10:47 (12/12/2001 21:27) Pretty straight forward, I wanna know what everyone has created to make their sisters army that much stronger. Today I was trying to think of a characterful vehicle for my army-my army background wise is the orders recconnaisance brigade and are more of a city guerrilla force and are very well trained-kind of like the marines recon.

My creation is as follows

Valkyrie Reconnassiance Buggy Points:153
BS:3 Front:12 Side:11 Back:11
Agile

Weapons:
Twin Linked Melta Guns mounted in front
Pintle mounted Mega Heavy Flamer(Str:6 AP:3)

Purpose of this vehicle is to scout ahead of the main force and report their status back, can take on a tank and a squad of Space Marines if needed. Conversion wise I think it would look like a standard Hummer with cermite plates visably placed all over the panels.

Also would have some large wipe antenae on the back to report back to cammand group and maybe a periscope sticking out of the top as an advanced spotting device-dont really want to drive on top of a huge pile of rubble to see whats on the other side. Plus its original to anything that is really scene in 40K. So please give me feedback on mine and post your creations.
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         [14] Sororitas Dreadnaught . (0 Replies). paulsk[]. 12/6/2001 10:59 (12/6/2001 10:59) And you thought only SM interred their dying heroes in big metal things...

This is based on the old metal BA dreadnaught.

Small Walker (thus is counts as an Elite, like an SM Dreadnaught)
Armor: F12, S11, R10
Crew: Human
Targeter (this gives it BS 4 to reflect the fact that the hero inside was formerly a Celestian. One could also make a WS 4 Dreadnaught to represent former Seraphim)
Weapons:
Dreadnaught CCW
Multi-Melta
Heavy Flamer
(this is a weapon combo explicitly allowed to SM dreadnaughts, so to make the VDR more legit, it is outfitted in what is normally a legal manner, but it still stays SoB consistent for weapons)

Cost: sadly about 150, about 15 points more than for a Comparable SM dreadnaught that has higher WS and INIT.
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         [14] RE: Topic of the Day:VDR Creations . (1 Replies). SilentScope[]. 12/6/2001 12:22 (12/6/2001 17:11) Made a mistake Mega weapons can only be taken by warmachines and heavy vahicles. Stupid army builder
>> Pretty straight forward, I wanna know what everyone has created to make their sisters army that much stronger. Today I was trying to think of a characterful vehicle for my army-my army background wise is the orders recconnaisance brigade and are more of a city guerrilla force and are very well trained-kind of like the marines recon.
>>
>> My creation is as follows
>>
>> Valkyrie Reconnassiance Buggy Points:130
>> BS:3 Front:12 Side:11 Back:11
>> Agile
>>
>> Weapons:
>> Twin Linked Melta Guns mounted in front
>> Pintle mounted Heavy Flamer

>> Purpose of this vehicle is to scout ahead of the main force and report their status back, can take on a tank and a squad of Space Marines if needed. Conversion wise I think it would look like a standard Hummer with cermite plates visably placed all over the panels.
>>
>> Also would have some large wipe antenae on the back to report back to command group and maybe a periscope sticking out of the top as an advanced spotting device-dont really want to drive on top of a huge pile of rubble to see whats on the other side. Plus its original to anything that is really scene in 40K. So please give me feedback on mine and post your creations.
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             [14] Give it an Inferno Cannon instead (NT) . (0 Replies). RedShoulder[]. 12/6/2001 17:11 (12/6/2001 17:11) No Text
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         [14] A great model as the basis for a VDR . (0 Replies). paulsk[]. 12/6/2001 12:44 (12/6/2001 12:44) I'm sure some of you have seen this before. It is a great SoB conversion that makes a dandy VDR. It's not mine, I just remembered seeing it before then tracked down a link.

http://www.users.cloud9.net/~garyo/Hhowto1.htm
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         [14] Another Sororitas Dread . (2 Replies). blkdymnd[]. 12/6/2001 19:21 (12/6/2001 22:18) >> Pretty straight forward, I wanna know what everyone has created to make their sisters army that much stronger. Today I was trying to think of a characterful vehicle for my army-my army background wise is the orders recconnaisance brigade and are more of a city guerrilla force and are very well trained-kind of like the marines recon.
>>
>> My creation is as follows
>>
>> Valkyrie Reconnassiance Buggy Points:153
>> BS:3 Front:12 Side:11 Back:11
>> Agile
>>
>> Weapons:
>> Twin Linked Melta Guns mounted in front
>> Pintle mounted Mega Heavy Flamer(Str:6 AP:3)
>>
>> Purpose of this vehicle is to scout ahead of the main force and report their status back, can take on a tank and a squad of Space Marines if needed. Conversion wise I think it would look like a standard Hummer with cermite plates visably placed all over the panels.
>>
>> Also would have some large wipe antenae on the back to report back to cammand group and maybe a periscope sticking out of the top as an advanced spotting device-dont really want to drive on top of a huge pile of rubble to see whats on the other side. Plus its original to anything that is really scene in 40K. So please give me feedback on mine and post your creations.

I made my own dreadnought for the sisters as well. A mortally wounded canoness runs the thing, thats all the fluff I have so far:

Armor:12, 11, 11
Arms: Thunder Hammer (with spiky chaos bits sanded off to make it more sister like. Then inserted into the claw on the arm)
Twin linked heavy flamer
Storm Bolter
BS:3

Working on a picture to post, it's one of my best conversions.
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             [14] Great minds... . (1 Replies). RedShoulder[]. 12/6/2001 20:21 (12/6/2001 22:18) >> I made my own dreadnought for the sisters as well. A mortally wounded canoness runs the thing, thats all the fluff I have so far:
>>
Sounds like the same kind of background story I was working on for mine. I'll give more details when I finish the model...
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                 [14] RE: Great minds... . (0 Replies). blkdymnd[]. 12/6/2001 22:18 (12/6/2001 22:18) >> >> I made my own dreadnought for the sisters as well. A mortally wounded canoness runs the thing, thats all the fluff I have so far:
>> >>
>> Sounds like the same kind of background story I was working on for mine. I'll give more details when I finish the model...

Ok, now if you tell me that you paint yours as the Order of the Bloody Rose, then I think we've actually been working on the same models... funny, I never see you around here painting them, hehe.
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         [14] No sisters army is complete w/o the Phoenix Dreadnought . (0 Replies). jdelrio[jmdelrio1@hotmail.com]. 12/12/2001 21:27 (12/12/2001 21:27) Synopsis of a larger story:
Joint venture between SOB and Blood Angels.
Space Hulk.
Looking for fragments of the past.
Both detachments join against a greater threat.
Unspeakable Horrors.
Teams separated in extraction.
One Sister join the Blood Angels through their escape route.
Running blindly she trips on something..
Looks around horrified, what remains of her friends and squad cover the floor in red gore.
Helped to her feet by strong hands, she looks around.
The Blood Angels, they came back for her and are now trying to hold the corridor.
So many lives lost for a piece of past.
Realizing they will never get out if they try to fight it!
"Run for your ship, and destroy this abomination for the Emperor!!"
She grabs two flamers from fallen sisters and nods to the marines.
The sergeant hands her a token with the Blood Angles Sigil, and they depart.
She lights up the corridors with the twin flamers.
She burns.
And burns.
Everything.
Everything lights up.
Everything get covered in a burnt blackness.
Fallen ammunition ignites. Some hit her most does not.
She feels them not.
The walls are glowing from the heat.
She hears the sounds of a hull breach behind her and know she's done her duty.
The raging inferno greedily consumes the remaining atmosphere.
She sees shimmering lights..

Blackness...

They tell her, she died well. That with those flamers she superheated the corridors so that
nothing could survive on it. She purged the evil with flames...

Blackness...

..don't how she survived the heat....nothing more we can do.....rest.....another option....
..let her serve the Emperor with her flames again.....
 
 

"Phoenix" Sister of Battle Dreadnought
Modeled after a Blood Angels Furioso Dreadnought to suit the Sister's Needs.

Points=218
Type=Walker
Size=Normal
Speed=Normal
Weapons=2 Dreadnought Close Combat Weapons
2 Heavy Flames
1 Long Barrel Multi Melta
Dreadnought Exterminator System (hits on a +3)
Special=Targeter (+1 BS)
Fury (+1 A)

Profile
WS BS S Front Side Rear I A
3 4 5(10) 12 12 11 3 4

Details= The Dreadnought Exterminator System consists of many one shot flamers on the exterior of
the powerfists and armor. The system may be used once per battle and is used in the first
round of an assault, regardless of who charged. The attack is made at Initiative 8 and is
in addition to the Dreadnoughts normal attacks. All models in opposing unit care hit on a
+3 at Strength 4 and AP 5.

The Long Barrel Multi Melta, Range 36 Str 8 AP1 Heavy1

This dreadnought is intended to be used as a character using the following additional rules.

-IF the mission allows DeepStrike. The Phoenix's main purpose is to safe guard the sisters. A SOB
dreadnought is a rare thing indeed and as such are only called
apon in dire circumstances. The Phoenix is held in reserves till
needed most then it will DeepStrike into battle.

-Any Sisters within 12' who are falling back, automatically rally.
 

Modeling the Phoenix
I took the melta gun off the furioso's right arm and attatched a heavy flamer. I then made a base where
the smoke launchers normaly are with green stuff and put an old landspeeder Multi Melta. I added sister
symbols and a book. I then took 8 hand flamers and glued them around the powerfists. I added the nessesary cables and I am still adding sisters memorabilia to it.
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     [14] Topic of the Day:(insert you idea here) . (4 Replies). SilentScope[]. 12/7/2001 12:47 (12/7/2001 22:06) Last couple of weeks I have been writing different ideas and thoughts on the various units. But we have pretty much gone through the whole list and disected it. So please if you have any topic or ideas you would like to talk about please feel free to post them.
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         [14] How about... . (1 Replies). RedShoulder[]. 12/7/2001 14:54 (12/7/2001 17:38) >> Last couple of weeks I have been writing different ideas and thoughts on the various units. But we have pretty much gone through the whole list and disected it. So please if you have any topic or ideas you would like to talk about please feel free to post them.

We could start with things like Topic of the Day: Fighting Space Marines, Fighting Eldar, Fighting Tyranids and so on. Anti Swarm Tactics, Anti Vehicle Tactics, Anti Uber Character Tactics, the list goes on.

Don't worry, we haven't run out of steam yet!
 

Keep the Faith!
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             [14] Aha! That's a really good idea. And it will be good for a LOT of mileage. (NT) . (0 Replies). paulsk[]. 12/7/2001 17:38 (12/7/2001 17:38) No Text
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         [14] RE: Topic of the Day:(insert you idea here) . (0 Replies). blkdymnd[]. 12/7/2001 16:40 (12/7/2001 16:40) >> Last couple of weeks I have been writing different ideas and thoughts on the various units. But we have pretty much gone through the whole list and disected it. So please if you have any topic or ideas you would like to talk about please feel free to post them.

we could also go with what different paint schemes are out there, any cool conversions besides VDR, maybe get into the crafting side of the sisters... just an idea.
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         [14] RE: Topic of the Day:(insert you idea here) . (0 Replies). Syzor[]. 12/7/2001 22:06 (12/7/2001 22:06) Ok you want a question then here it is.

Topic of the Day killing Salamnader Space Marines Landraiders that stop melta weapons getting 2d6 penetration.
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     [14] Topic of the Day: Fighting Eldar . (6 Replies). RedShoulder[]. 12/8/2001 4:49 (12/25/2001 3:28) This is just on my mind since I just faced them in a Patrol Mission last night. I barely won by 24 points.

What worked for me:

Redemptionist Mobs with 2 Auto Cannons
Exorcists
Faith points

What didn't work:

Battle Squads
Dominion Squads
 

Okay, now most of these highs and lows were specific to the mission. Battle Squads were just too slow and didn't have the range to involve themselves in the battle once they cam on the field. Dominion Squads had Rhinos, but those Melta Guns just couldn't pop the Wave Serpent. These are not criticisms of the units, just an example of how they won't work as well in certain situations.

On the positive side, the Auto Cannon and Exorcist Launcher enjoyed their reach advantage over the Starcannons and Bright Lances of the Guardians and War Walkers. Faith points spent were all worth it. I actually used each different Act at least once, Spirit of the Martyr getting the most calls.

Seraphim proved deadly against Guardians and were able to keep the Farseer and Warlocks tied up for most of the battle, but as expected, my second squad was slaughtered by Banshees.
 

I try to learn something new every game, win or lose. Yesterday's findings:

1. If you know there is a Wave Serpent with Banshees in it, hit it with everything you have so you can shoot at the squad. Killing Sisters is what Banshees do best.

2. Always put a Redemptor Priest with your fire support Mobs. Passing those morale checks keeps your firepower on the board.

3. Even if your Canoness or Celestian Superior has a Jump Pack, if you keep her with your Seraphim, they won't be able to Hit & Run anymore.

4. Exploit any range advantage you can.

5. Melta Guns may not kill all vehicles as easily as you think. (6 hits againt the Wave Serpent and all I did was destroy the turret)

6. Spend your Faith points early and often. You will ahve more Sisters left alive to use the remaining ones later.
 

Most of this stuff was painfully obvious, but I was surprised how much one can forget in the heat of battle,
 

Great game Ed!
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         [14] RE: Topic of the Day: Fighting Eldar . (3 Replies). Neio[]. 12/8/2001 9:12 (12/9/2001 21:38) >> This is just on my mind since I just faced them in a Patrol Mission last night. I barely won by 24 points.
>>
>> What worked for me:
>>
>> Redemptionist Mobs with 2 Auto Cannons
>> Exorcists
>> Faith points
>>
>> What didn't work:
>>
>> Battle Squads
>> Dominion Squads
>>
>>
>> Okay, now most of these highs and lows were specific to the mission. Battle Squads were just too slow and didn't have the range to involve themselves in the battle once they cam on the field. Dominion Squads had Rhinos, but those Melta Guns just couldn't pop the Wave Serpent. These are not criticisms of the units, just an example of how they won't work as well in certain situations.
>>
>> On the positive side, the Auto Cannon and Exorcist Launcher enjoyed their reach advantage over the Starcannons and Bright Lances of the Guardians and War Walkers. Faith points spent were all worth it. I actually used each different Act at least once, Spirit of the Martyr getting the most calls.
>>
>> Seraphim proved deadly against Guardians and were able to keep the Farseer and Warlocks tied up for most of the battle, but as expected, my second squad was slaughtered by Banshees.
>>
>>
>> I try to learn something new every game, win or lose. Yesterday's findings:
>>
>> 1. If you know there is a Wave Serpent with Banshees in it, hit it with everything you have so you can shoot at the squad. Killing Sisters is what Banshees do best.
>>
>> 2. Always put a Redemptor Priest with your fire support Mobs. Passing those morale checks keeps your firepower on the board.
>>
>> 3. Even if your Canoness or Celestian Superior has a Jump Pack, if you keep her with your Seraphim, they won't be able to Hit & Run anymore.
>>
>> 4. Exploit any range advantage you can.
>>
>> 5. Melta Guns may not kill all vehicles as easily as you think. (6 hits againt the Wave Serpent and all I did was destroy the turret)
>>
>> 6. Spend your Faith points early and often. You will ahve more Sisters left alive to use the remaining ones later.
>>
>>
>> Most of this stuff was painfully obvious, but I was surprised how much one can forget in the heat of battle,
>>
>>
>> Great game Ed!

I would have thought that 4 heavy bolter retributors would have helped.. You average 6 hits a turn, and could take down 5 banshees with that....:-)
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             [14] No opportunity... . (2 Replies). RedShoulder[]. 12/9/2001 2:56 (12/9/2001 21:38) >> I would have thought that 4 heavy bolter retributors would have helped.. You average 6 hits a turn, and could take down 5 banshees with that....:-)

That was the problem. I never got to shoot at them. The Wave Serpent would move and disembark the Banshees about an inch or two away from their target. They would shoot without causing any casualties and then charge. Due to the way the terrain was only four Banshees plus Exarch would actually make it into base contact and the others would just have to crowd around. They'd wipe out 8 Sisters, the last two would break and the Banshees consolidate back into the Wave Serpent.

He did this twice and then the game ended. It was just good placement on Ed's part.
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                 [14] RE: No opportunity... . (1 Replies). Neio[]. 12/9/2001 5:37 (12/9/2001 21:38) >> >> I would have thought that 4 heavy bolter retributors would have helped.. You average 6 hits a turn, and could take down 5 banshees with that....:-)
>>
>> That was the problem. I never got to shoot at them. The Wave Serpent would move and disembark the Banshees about an inch or two away from their target. They would shoot without causing any casualties and then charge. Due to the way the terrain was only four Banshees plus Exarch would actually make it into base contact and the others would just have to crowd around. They'd wipe out 8 Sisters, the last two would break and the Banshees consolidate back into the Wave Serpent.
>>
>> He did this twice and then the game ended. It was just good placement on Ed's part.

I know, my serpents full of aspect warriors used to annoy my enemies...(especially the Tau, one survived a volley from a full Broadside squad:-)

I suppose the exorcists should really have hit it. Although most eldar players seem good at hiding their tanks behind cover!:-)
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                     [14] RE: RE: No opportunity... . (0 Replies). cwolf[]. 12/9/2001 21:38 (12/9/2001 21:38) >> >> >> I would have thought that 4 heavy bolter retributors would have helped.. You average 6 hits a turn, and could take down 5 banshees with that....:-)
>> >>
>> >> That was the problem. I never got to shoot at them. The Wave Serpent would move and disembark the Banshees about an inch or two away from their target. They would shoot without causing any casualties and then charge. Due to the way the terrain was only four Banshees plus Exarch would actually make it into base contact and the others would just have to crowd around. They'd wipe out 8 Sisters, the last two would break and the Banshees consolidate back into the Wave Serpent.
>> >>
>> >> He did this twice and then the game ended. It was just good placement on Ed's part.
>>
>> I know, my serpents full of aspect warriors used to annoy my enemies...(especially the Tau, one survived a volley from a full Broadside squad:-)
>>
>> I suppose the exorcists should really have hit it. Although most eldar players seem good at hiding their tanks behind cover!:-)
 

An Exorcist is a lovely thing for flipping and burning Eldar tanks. You have a force field that reduces the strength of hits to 8 and max +1d6 penetration? Well oh darn. ;-) Keep it just out of LOS nearby the corridor that pesky WS wants to use to unload Banshees into. As soon as it pokes its nose out, you poke out your Exorcist and let fly.

Better yet, have a gang of HtH Redemptionists squarely in the way. Nothing makes a mockery of a Banshee charge like 20 fearless guys who only had a 6+ to begin with!
 
 

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         [14] next time my falcon won't arrive on the sixth turn!! . (1 Replies). edbeckatha[]. 12/12/2001 3:23 (12/25/2001 3:28) Where were those guys, stuck in a webway traffic jam?
It WAS a good game!
Till next time we meet...
EDS
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             [14] Well at least your Farseer and Bodyguard got to see some action... . (0 Replies). RedShoulder[]. 12/25/2001 3:28 (12/25/2001 3:28) >> Where were those guys, stuck in a webway traffic jam?
>> It WAS a good game!
>> Till next time we meet...
>> EDS

I couldn't stand to see them waiting around to hitch a ride. What wer they going to do other than fight with some Seraphim in assault anyway?

Enjoy the holidays!
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     [14] SoB Tactica 101:Space Marines . (2 Replies). SilentScope[]. 12/9/2001 5:25 (12/9/2001 14:29) Well what is everyones strategy for them, I haven't really had a real fight against them but with divine guidance and enough massed fire and attacks u can take them down, Redemptionists would prove really effective do to the lack of ordinance with the exception of the Whirlwind-Vindicator no one really uses to often, the range sux bad only really good in high point games when u need a flank supported.

There is also my favorite Can Opener the Excorcist which has the potential to obliterate anything in its path. On top of this depending on what the opponent may have an assassin may be an ideal ally give u that extra moment or the chance to take out an expensive ubber HQ. Just a few suggestions, please feel free to add all your knowledge.
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         [14] My 1st battle! . (1 Replies). Neio[]. 12/9/2001 5:58 (12/9/2001 14:29) I've finally got my 500pts of sisters together:

1 Canoness Serena(She has her history) w/ power weapon and bolt pistol 56pts
7xsisters w/ 2xflamer 76pts
6xsisters w/ 2xmelta 80pts
5 retributors w/ 4 heavy bolters 90pts
8 seraphim w/ sister superior w/ power weapon and plasma pistol, 2 flamers. 168pts
2 preachers, bolt pistol and cc weapon:24pts
I think I was under

The marine player took:

Commander w/ power weapon and plasma pistol, 9 men to go w/ him in a rhino, and 2 6 man squads, 1 w/ missile launcher, other had plasma. In rhino. I think he took some hunter-killers too.

I think I did well for my 1st game:-) The retributors w/ divine guidance took out 2 marines on the 1st turn, my sisters had moved in to better positions, so no shooting from them. The marines poured forward, except for the 6 man squad. The hunter killer missile hit my retributors and took out the leader.

Lots of firepower managed to make me fail 3 saves on the squad where Serena was. I used 'spirit of the Martyr' and so lost 2. The krak missile fromt eh firepower squad missed, but they caused another wound on the squad which I promptly failed.

I managed to get my 2 meltas in range of the 1st rhino, and melted it, taking out a marine with it. the seraphim were impassioned. the retributors now had LOS to the 'firepower' squad and shot single marine down. Bolter fire from teh 'flamer' squad managed to kill a secnd through luck. My seraphim charged in using 'the passion' and the sister superior killed one of the marines, the other sisters downeda second, but to my horror I failed another single armour save! I now had a single faith point left.

The marines now moved up closer, the commander vaped a sister from the flamer squad with his plasma and short range fire downed a second, Spirit of teh martyr though meant she struggled to her feet:-). The retributors came under fire and the preacher gave his life nobly, granting me a faith point. Well, to
cut it short my seraphim flew out, kiled 2 marines with fire and charged in to finish off. The 'flamer' sisters squad was nearly wiped out(just one left) and my canoness Serena was wounded, although she did kill the space marine commander. It ended with the following:

1 marines w/ a missile launcher and one rhino v. canoness, 4 retributors, 6 seraphim, 1 sister w/ bolter and 2 meltas:-)

I won!:-)
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             [14] RE: My 1st battle! . (0 Replies). paulsk[]. 12/9/2001 14:29 (12/9/2001 14:29) >> I've finally got my 500pts of sisters together:
>>
>> 1 Canoness Serena(She has her history) w/ power weapon and bolt pistol 56pts
>> 7xsisters w/ 2xflamer 76pts
>> 6xsisters w/ 2xmelta 80pts
>> 5 retributors w/ 4 heavy bolters 90pts
>> 8 seraphim w/ sister superior w/ power weapon and plasma pistol, 2 flamers. 168pts
>> 2 preachers, bolt pistol and cc weapon:24pts
>> I think I was under
>>
>> The marine player took:
>>
>> Commander w/ power weapon and plasma pistol, 9 men to go w/ him in a rhino, and 2 6 man squads, 1 w/ missile launcher, other had plasma. In rhino. I think he took some hunter-killers too.
>>
>> I won!:-)
 

Nice work. Sounds like a fun one. When I get the sisters I think marines are going to be rather intimidating. Its hard to compete when he hits you on 3+ in CC and wounds on 3+, whereas we hit on 4+ and wound on 5+. It's good to see that the miracles are useful enough to level the field a bit.
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     [14] SoB Poll of the Week: . (15 Replies). SilentScope[]. 12/9/2001 5:38 (12/10/2001 17:45) What would you most like to see included or added to the Sisters of Battle Army.

Few Examples:

-Transports for Basics Squads
-Seraphrim can Deepstrike
-Retributers can take Plasma Cannons
-Celestians can trade their Bolters in for Bolt Pistol and CCW
-Heavy Bolter Option for Immolator
-Napalm Salvo Excorcist-(Ordinance)
-Etc.
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         [14] Celestians w/ Bolt Pistol/CCW . (0 Replies). RedShoulder[]. 12/9/2001 6:20 (12/9/2001 6:20) >> What would you most like to see included or added to the Sisters of Battle Army.
>>
>> Few Examples:
>>
>> -Transports for Basics Squads
>> -Seraphrim can Deepstrike
>> -Retributers can take Plasma Cannons
>> -Celestians can trade their Bolters in for Bolt Pistol and CCW
>> -Heavy Bolter Option for Immolator
>> -Napalm Salvo Excorcist-(Ordinance)
>> -Etc.

So many good choices! Must we only pick one?

I went with the Celestians because it would require some new minis. Actually though I could go for all of your suggestions...
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         [14] No need to pick, if u like them just leave them, and if you have anymore ideas just add them. . (0 Replies). SilentScope[]. 12/9/2001 6:23 (12/9/2001 6:23) >> What would you most like to see included or added to the Sisters of Battle Army.
>>
>> Few Examples:
>>
>> -Transports for Basics Squads
>> -Seraphrim can Deepstrike
>> -Retributers can take Plasma Cannons
>> -Celestians can trade their Bolters in for Bolt Pistol and CCW
>> -Heavy Bolter Option for Immolator
>> -Napalm Salvo Excorcist-(Ordinance)
>> -Etc.
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         [14] RE: SoB Poll of the Week: . (2 Replies). Neio[]. 12/9/2001 6:37 (12/9/2001 7:02) >> What would you most like to see included or added to the Sisters of Battle Army.
>>
>> Few Examples:
>>
>> -Transports for Basics Squads
>> -Seraphrim can Deepstrike
>> -Retributers can take Plasma Cannons
>> -Celestians can trade their Bolters in for Bolt Pistol and CCW
>> -Heavy Bolter Option for Immolator
>> -Napalm Salvo Excorcist-(Ordinance)
>> -Etc.
 

Undecided, maybe a 'sisters only' type transport, it would be the equivalent of a rhino, but would probly have a flamer or 2(sorta mini immolator:-)
 

or a special type of melta weapon(new design, sisters only, slightly longer range)

cc Celestians and napalm are also good.
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             [14] Instead of ordnance napalm I suppose letting it fire frag might be OK although... . (1 Replies). Neio[]. 12/9/2001 6:43 (12/9/2001 7:02) ...few people use frag, only really useful against gaunts and sometimes orks.

Although maybe letting certain sisters squads have exterminators strapped to the bottom?

>> >> What would you most like to see included or added to the Sisters of Battle Army.
>> >>
>> >> Few Examples:
>> >>
>> >> -Transports for Basics Squads
>> >> -Seraphrim can Deepstrike
>> >> -Retributers can take Plasma Cannons
>> >> -Celestians can trade their Bolters in for Bolt Pistol and CCW
>> >> -Heavy Bolter Option for Immolator
>> >> -Napalm Salvo Excorcist-(Ordinance)
>> >> -Etc.
>>
>>
>> Undecided, maybe a 'sisters only' type transport, it would be the equivalent of a rhino, but would probly have a flamer or 2(sorta mini immolator:-)
>>
>>
>> or a special type of melta weapon(new design, sisters only, slightly longer range)
>>
>> cc Celestians and napalm are also good.
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                 [14] 1d6 Frag Missiles... brutal! . (0 Replies). RedShoulder[]. 12/9/2001 7:02 (12/9/2001 7:02) I like the way you think!
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         [14] A big flatbed Transport for Redemptionists... . (1 Replies). RedShoulder[]. 12/9/2001 7:07 (12/9/2001 7:23) It could be open topped like a big pickup truck. Or it could be like the Turnbull A.C.s schoolbus in "The Warriors". Fanatics want to get to the front lines in a hurry don't they?
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             [14] How about these: . (0 Replies). Neio[]. 12/9/2001 7:23 (12/9/2001 7:23) >> It could be open topped like a big pickup truck. Or it could be like the Turnbull A.C.s schoolbus in "The Warriors". Fanatics want to get to the front lines in a hurry don't they?

Priest vehicle, armoured pulpit type thing. He can make more than one unit faithful(something like all within 6")

Maybe allow hellfire rounds to certain models(Hey, flame from distance!) like celestians and characters.

There was this redemptor thing in Warhammer monthly(I got a free issue) and he had this sorta long ram thing on wheels. That would be cool...

A quick question too: Does anyone give their redemptionists plasma guns? I would use them as cheaper and safer(further away) terminator busters and the like...
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         [14] RE: SoB Poll of the Week: . (0 Replies). Rubican Alliance[free_rubicon@hotmail.com]. 12/9/2001 12:37 (12/9/2001 12:37) --------
>> What would you most like to see included or added to the Sisters of Battle Army.
>>
>> Few Examples:
>>
>> -Transports for Basics Squads
>> -Seraphrim can Deepstrike
>> -Retributers can take Plasma Cannons
>> -Celestians can trade their Bolters in for Bolt Pistol and CCW
>> -Heavy Bolter Option for Immolator
>> -Napalm Salvo Excorcist-(Ordinance)
>> -Etc.
--------

Hmm, out of that list it would have to be returning the Rhino to the basic squads. CC Celestians has a nice feel about it too. Id also like to see a Seraphim Bodyguard for an HQ choice, Frat Militia (including Human Bombs and other nastiness), a third special weapon option for the basic squads (as Ive said so often before, Grenade Launcher or Storm Bolter). In fact, loads of fun options for the basic squads (eg, Bolter mounted Exterminators or Aux Grenade Launchers, etc). The biggest flaw with the current list is the way it makes the Battle Sister Troop squad one of the least attractive options on the list. They just need something that gives them more tactical options (rather than advance slowly on foot, trying to get into effective flamer or melta range, then usually get charged and killed by mechanised or jumpacking enemy units)

Tim
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         [14] Retributor Plasma Cannons!! And maybe 1 or 2 more miracles just for spice/variety; nothing super-powered, just something fun (NT) . (0 Replies). paulsk[]. 12/9/2001 14:33 (12/9/2001 14:33) No Text
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         [14] Could someone please playtest these for me?: . (0 Replies). Neio[]. 12/9/2001 14:55 (12/9/2001 14:55) 1) Celestians. May be upgraded to bolt pistol and close combat weapon for no extra cost. May replace hand weapon with hand flamer for +2pts per model. These count as exterminators. If they are armed for cc then they may take meltabombs at +4pts each.

2) Exorcists. May be armed with frag missiles instead for free. You must declare what you are arming them with before the battle(we're facing orks, oh look, a looted leman russ, better swap to krak, only take a few hours...)

may have extended missile racks for +15pts. These come with frag missiles, each turn you may choose between D6 frag or D6 krak missiles, only one a turn, don't get greedy!

3) Pulpit tank. Confessors or missionaries may be mounted in a pulpit tank for +55pts. It has the following stats:

F S R BS
12 11 10 3

Tank, open topped
Weapons:Flamer

Special rules:The priest atop the vehicle preaches from his armoured pulpit for all to see, all friendly units within 6" become faithful.

Choir:The priest may be joined by up to 2 priests at +12pts each, they are armed with bolt pistols and close combat weapons, each preacher added increases +3"(max 12") to the 'faithful' distance, the more teh voices, the further they travel.

Close combat:The priests fight from the pulpit just as a dreadnought, using their special attacks(eg axe of retribution if they have one) They may not leave the pulpit until it is destroyed. If it is, roll as if they were escaping a destroyed transport.

4) Sisters of battle rhinos. May swap their stormbolter for a flamer at +3pts or a melta at +8pts.
 
 
 

POINTS:
1) Should CC celestians be banned from getting heavy weapons, instead being allowed to get 2 special weapons(melta/flamer), should they be allowed melta bombs. Should the sister superior be allowed a power weapon for +8pts like seraphim?

2) Should extended missile racks be allowed? Should they be 20, or even 25pts. Should they have a different effect(eg. twin linked and/or more reliable salvo, so 2D3 instead?)

3) Is this pulpit tank a good idea, and is it priced right? Should the preachers be allowed a ride?

4) Are the weapons priced right? Should they even be allowed?

THANKS FOR READING IF YOU GOT THIS FAR! If I recieve good feedback from this I will leave some mroe of my ideas for sisters of battle and celestian upgrades:-)
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         [14] Further Ideas on Excorcist varient . (4 Replies). SilentScope[]. 12/10/2001 5:25 (12/10/2001 17:45) Well was thinking today o how it could work. Well I think it would be best served as Ordinance- Range: 46" Napalm S6 AP4 Heavy 1/ordiance, now I think it should be able to shoot inderictly and directly my idea is like this. I you have Line of Sight you can role with your BS and if you hit it doesn't have to scatter, if its indirect it will follow scatter rules. I was also thinking that it should since it is napalm on a 6+ to wound it is AP 1 do to the jelly burning so hot that it basically will cook the person within their armour even if it was 3+.
 

Other little ideas would be that any unit that takes a wound from it must retreat D6 inches backwards do to the fire still burning in their ranks. Or that the unit is pinned and has to make a leadership test with a -2 modifier do to the fear of the fire. Just a few ideas I found interesting.
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             [14] RE: Further Ideas on Excorcist varient . (0 Replies). Neio[]. 12/10/2001 11:00 (12/10/2001 11:00) >> Well was thinking today o how it could work. Well I think it would be best served as Ordinance- Range: 46" Napalm S6 AP4 Heavy 1/ordiance, now I think it should be able to shoot inderictly and directly my idea is like this. I you have Line of Sight you can role with your BS and if you hit it doesn't have to scatter, if its indirect it will follow scatter rules. I was also thinking that it should since it is napalm on a 6+ to wound it is AP 1 do to the jelly burning so hot that it basically will cook the person within their armour even if it was 3+.
>>
>>
>> Other little ideas would be that any unit that takes a wound from it must retreat D6 inches backwards do to the fire still burning in their ranks. Or that the unit is pinned and has to make a leadership test with a -2 modifier do to the fear of the fire. Just a few ideas I found interesting.
 

My point is that this would a) Make exorcists too much like whirlwinds and b) would destroy the sorta 'randomness' of it all(1 krak is far worse than this, and 6 krak average 3 hits) that's why I'll put my vote for D6 frag;-) Good ideas though(about napalm an' all:-)
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             [14] So, basically it's a... . (1 Replies). RedShoulder[]. 12/10/2001 13:50 (12/10/2001 17:45) >> Well was thinking today o how it could work. Well I think it would be best served as Ordinance- Range: 46" Napalm S6 AP4 Heavy 1/ordiance, now I think it should be able to shoot inderictly and directly my idea is like this. I you have Line of Sight you can role with your BS and if you hit it doesn't have to scatter, if its indirect it will follow scatter rules. I was also thinking that it should since it is napalm on a 6+ to wound it is AP 1 do to the jelly burning so hot that it basically will cook the person within their armour even if it was 3+.
>>
>>
>> Other little ideas would be that any unit that takes a wound from it must retreat D6 inches backwards do to the fire still burning in their ranks. Or that the unit is pinned and has to make a leadership test with a -2 modifier do to the fear of the fire. Just a few ideas I found interesting.
 

It sounds like a Griffon Mortar with Divine Guidance and Inferno Cannon bonuses. Could be interesting...
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                 [14] RE: So, basically it's a... . (0 Replies). SilentScope[]. 12/10/2001 17:45 (12/10/2001 17:45) >> It sounds like a Griffon Mortar with Divine Guidance and Inferno Cannon bonuses. Could be interesting...

Basically what it was inspired by, thought the inferno cannon was the best sort of picture I had about how napalm would function in 40K. Plus seriously not really Divine Guidence only functions like it, I just have this picture in my head of a space marine-armour covered in napalm being cooked like a hard boiled egg within his shell, how ever desturbing it may b ;P. Plus napalm is like the ultimate mass weapon which is fire based especially usefull for strafing the enemies ranks.

Other characterful things may b incendiary devices maybe work like Deathworld Satchel charges. Or a special bolter round that launches a flame template just thinking out loud.
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             [14] RE: Further Ideas on Excorcist varient . (0 Replies). paulsk[]. 12/10/2001 14:03 (12/10/2001 14:03) >> Well was thinking today o how it could work. Well I think it would be best served as Ordinance- Range: 46" Napalm S6 AP4 Heavy 1/ordiance, now I think it should be able to shoot inderictly and directly my idea is like this. I you have Line of Sight you can role with your BS and if you hit it doesn't have to scatter, if its indirect it will follow scatter rules.
>>
>> Other little ideas would be that any unit that takes a wound from it must retreat D6 inches backwards do to the fire still burning in their ranks. Or that the unit is pinned and has to make a leadership test with a -2 modifier do to the fear of the fire. Just a few ideas I found interesting.

To keep the rules simple, just make it a 48" Range Ord weapon, with the option to fire as a 12"-48" Guess weapon. Barrage weapons cause pinning at -1 anyway, or you could go for direct fire to ensure a better hit.

The trouble is that this should be an anti-infantry weapon, but STR 6 gives it substantial vehicle killing power, especially if you guess well and barrage it into rear armor.

This would be a fun toy, but I think we could survive without it.
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     [14] RE: Start of a SOB Tactical thread . (1 Replies). madmekdedwrekka[]. 12/9/2001 12:48 (12/9/2001 14:41) >> Well looing around the board I have seen one of these for almost every single army except Sisters of Battle. Well I thought I would make a post that we can communicate ideas, rumours and tactics. Post army lists and we can share ideas about all the units in our faithful armoury for any reason just post and show your support for the Sisters.
>>
>> For starters what does everyone think of Redemptionists. I think these guys have serious potential for wrecking havoc. The sheer amount of dice alone can create many casualties and when coupled with Passion or Divine Guidance even more enemies may fall at their hands-I believe a 20 man squad using divine guidance alone can take a wraithlord or 2 out in CC..

A little advice, I would Suggest that you not shorten the name to SoB. If you don't know why then ask someone what it means.
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         [14] but consider the irony... . (0 Replies). paulsk[]. 12/9/2001 14:41 (12/9/2001 14:41) >> A little advice, I would Suggest that you not shorten the name to SoB. If you don't know why then ask someone what it means.

But consider the irony that the Daughters of the Emperor have the moniker "SoBs", it's too precious to give up.
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     [14] SoB Tactica 101: Orks . (11 Replies). SilentScope[]. 12/10/2001 4:55 (12/16/2001 18:42) Again I have had very little experience playing against them, I can only theorise what might work and what may not. Well lots of loaded out Redemptionists would probably excell at taking them out with the support of at least two Retributer squads with X4 Heavy bolters each and maybe an Immolator. The excorcist would probably prove a waste on Orks but may be helpful against a speed freek army.

Reds with Auto cannons would also chew through them pretty well. I would prefer to keep all my units out of range of the Orks making flamers pretty useless-although a rhino of dominions with 2 flamers could do some nice damage if driving up in front of the mob-very little in the ork armoury that can hurt a vehicle except burnas and Zzap guns. Any experiences and tried tested and true tactics and advice are seriously welcomed.
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         [14] RE: SoB Tactica 101: Orks . (0 Replies). blkdymnd[]. 12/10/2001 10:38 (12/10/2001 10:38) >> Again I have had very little experience playing against them, I can only theorise what might work and what may not. Well lots of loaded out Redemptionists would probably excell at taking them out with the support of at least two Retributer squads with X4 Heavy bolters each and maybe an Immolator. The excorcist would probably prove a waste on Orks but may be helpful against a speed freek army.
>>
>> Reds with Auto cannons would also chew through them pretty well. I would prefer to keep all my units out of range of the Orks making flamers pretty useless-although a rhino of dominions with 2 flamers could do some nice damage if driving up in front of the mob-very little in the ork armoury that can hurt a vehicle except burnas and Zzap guns. Any experiences and tried tested and true tactics and advice are seriously welcomed.

I haven't played orcs either, but I would think you're points are all the ones I would have hit on. Keeping the sisters out of close combat would be the main point of the battle. The orks would chew them up once in choppa range. Probably 2 immolators, two full squads of battle sisters, a squad of redemptionists, the heavy bolters plus a heavy bolter in the command unit.
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         [14] RE: SoB Tactica 101: Orks . (0 Replies). mithrax[]. 12/10/2001 11:09 (12/10/2001 11:09) Played 1500 points against a KoS army.

That has to have been my worst loss in any 40k game. Can't remember the mission but I had to defend an object so it really didn't help me that ALL his mobs were charging into the same area, screened by bikes and boar riders. Was a beautiful display of KoS playing.

I didn't have any Redemptionists (I do now, but oy...the cost) and my basic squads lasted more turns than I thought possible. And yes, I used the Acts, especially divine guidance.

What I learned: don't play against KoS :P

seriously, don't get suckered in by screening units if you can at all avoid it. Heavy Bolters can do wonders, same with heavy flamers. If you get into H2H, pray to the emperor for lucky dice rolls :P

As an aside, I did -very- well in H2H against SW the other day. Only problem was the maxed out on wargear 2 HQ units for 1.2k points. Oy was that not fun.
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         [14] RE: SoB Tactica 101: Orks . (0 Replies). paulsk[]. 12/10/2001 14:10 (12/10/2001 14:10) >> Again I have had very little experience playing against them, I can only theorise what might work and what may not. Well lots of loaded out Redemptionists would probably excell at taking them out with the support of at least two Retributer squads with X4 Heavy bolters each and maybe an Immolator. The excorcist would probably prove a waste on Orks but may be helpful against a speed freek army.

My theory: Keeping some Reds for Autocannons and a line of CC fodder would be good, but I really want to take Reds for Divine Guiding a whole mob's worth of CC attacks. Of course, Orks haven't got much armor and DG won't do any good, so I would probably drop some Reds in favor of more battle sisters with boltguns who can chop down some orks on the walk over, or even kill trukks in a KoS army. Choppas may reduce power armor to a 4+ save, but that's still almost twice the suvivability than the Reds are going to have.

And if their are mega-armored orks, I guess its time to start Divinge Guiding the Hvy Bolter and bolter fire frantically.
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         [14] RE: that's what you think . (7 Replies). BlakkArrgarrd[]. 12/12/2001 3:39 (12/16/2001 18:42) Ask red shoulder and you'll see there is no way sistas can win (cityfight)against my ork army. Those heavy bolters wound me with 3+ and they hit with 4+ so many fail(of 4HB=12 shotz, boyz killed=3 or 4, maybe 5 with luck). And those flamers/missile launchers no longer work like they did. Sistas do not have dreds so they are tenderless and little in HtH(my boyz crush 'em!)the redempionists also are worthless(there was a battle that even grotz defeated them!). The only problem of a sista army is the exorcist who rip out my boys, but there is always to kill those pesky teasy things and that guy finished always dead.

Warlord Arrgarrd "Bonekrusha" Hadhash
Great Kommander of the Blakk Slayers Tribe
 

>> Again I have had very little experience playing against them, I can only theorise what might work and what may not. Well lots of loaded out Redemptionists would probably excell at taking them out with the support of at least two Retributer squads with X4 Heavy bolters each and maybe an Immolator. The excorcist would probably prove a waste on Orks but may be helpful against a speed freek army.
>>
>> Reds with Auto cannons would also chew through them pretty well. I would prefer to keep all my units out of range of the Orks making flamers pretty useless-although a rhino of dominions with 2 flamers could do some nice damage if driving up in front of the mob-very little in the ork armoury that can hurt a vehicle except burnas and Zzap guns. Any experiences and tried tested and true tactics and advice are seriously welcomed.
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             [14] I never said it was hopeless... . (6 Replies). RedShoulder[]. 12/12/2001 14:46 (12/16/2001 18:42) >> Ask red shoulder and you'll see there is no way sistas can win (cityfight)against my ork army.

Admittedly it is going to be difficult to fight your 3600+ point Ork army in a Cityfight mission. I am still curious as to how big your playing area is. But then again it would also be difficult for many armies to face an Imperial Guard Armoured company on a 12' table of desert where both armies start at opposite ends.

Orks will have some distinctive advantages in Cityfight. They can cluster more Boyz into a small area to get more Choppa attacks in assault without having to worry about losing more than 6 BOyz to a single Flamer weapon. Redemptionists can try to use similar tactics, but they don't have the Orks WS, T, A or even Mob numbers to compete. I suppose fielding multiple detachments could help balance out the numbers, but I don't know anyone that has that many Redemptionists.

>> Those heavy bolters wound me with 3+ and they hit with 4+ so many fail(of 4HB=12 shotz, boyz killed=3 or 4, maybe 5 with luck). And those flamers/missile launchers no longer work like they did. Sistas do not have dreds so they are tenderless and little in HtH(my boyz crush 'em!)the redempionists also are worthless(there was a battle that even grotz defeated them!). The only problem of a sista army is the exorcist who rip out my boys, but there is always to kill those pesky teasy things and that guy finished always dead.
>>

It may not be easy, but there is always a way to win...
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                 [14] RE: I never said it was hopeless... . (2 Replies). Neio[]. 12/12/2001 16:25 (12/16/2001 18:21) >> >> Ask red shoulder and you'll see there is no way sistas can win (cityfight)against my ork army.
>>
>> Admittedly it is going to be difficult to fight your 3600+ point Ork army in a Cityfight mission. I am still curious as to how big your playing area is. But then again it would also be difficult for many armies to face an Imperial Guard Armoured company on a 12' table of desert where both armies start at opposite ends.
>>
>> Orks will have some distinctive advantages in Cityfight. They can cluster more Boyz into a small area to get more Choppa attacks in assault without having to worry about losing more than 6 BOyz to a single Flamer weapon. Redemptionists can try to use similar tactics, but they don't have the Orks WS, T, A or even Mob numbers to compete. I suppose fielding multiple detachments could help balance out the numbers, but I don't know anyone that has that many Redemptionists.
>>
>> >> Those heavy bolters wound me with 3+ and they hit with 4+ so many fail(of 4HB=12 shotz, boyz killed=3 or 4, maybe 5 with luck). And those flamers/missile launchers no longer work like they did. Sistas do not have dreds so they are tenderless and little in HtH(my boyz crush 'em!)the redempionists also are worthless(there was a battle that even grotz defeated them!). The only problem of a sista army is the exorcist who rip out my boys, but there is always to kill those pesky teasy things and that guy finished always dead.
>> >>
>>
>> It may not be easy, but there is always a way to win...

hmmm:-) For your reds. plenty of exterminators and eviscerators(for nobs etc). When you charge in, say 20 boys with 20 flamer attacks hitting on 3+ that ignore his saves, beautiful to watch!:-) especially impassioned... killed 7 boyz with the exterminators(just over teh cost of teh exterminators) and the normal attacks(yes, all 65 or so of them:-) average another 10 or so kills(okay, maybe you wil get less attacks in...) but the 3 remaining ork boys get 10 attacks max, averaging 3 or so dead reds. The eviscerators will finish off the last few:-)(PS. yes I have played against orks in cityfight, I borrowed alot of necro minis and took 2 full 20 squads, each took out a full slugga squad and they even killed off a bunch o nobs that were guardin' the warboss!
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                     [14] RE: RE: maybe with that orks, but not with MY orks . (1 Replies). BlakkArrgarrd[]. 12/14/2001 5:48 (12/16/2001 18:21) Just try to face my ork army in cityfight. It is really hard to win against it, just by the fact the orks who are +12 are fearless, they mob up with other mobs and if they charge you...you're dead.
Necrons?
BAH! The necrons are the worst army, they do not HS choices!(yet) and even they fire a lot, they are masacrated in close combat and if they stand up(we'll be back)i charge 'em again and in some turns, they're dead.
Their I2 is one of the things i like best from necrons, even if my boyz fail waaagh! we strike at the same time(Gork N' Mork!) war har har
 
 
 

>> >> >> Ask red shoulder and you'll see there is no way sistas can win (cityfight)against my ork army.
>> >>
>> >> Admittedly it is going to be difficult to fight your 3600+ point Ork army in a Cityfight mission. I am still curious as to how big your playing area is. But then again it would also be difficult for many armies to face an Imperial Guard Armoured company on a 12' table of desert where both armies start at opposite ends.
>> >>
>> >> Orks will have some distinctive advantages in Cityfight. They can cluster more Boyz into a small area to get more Choppa attacks in assault without having to worry about losing more than 6 BOyz to a single Flamer weapon. Redemptionists can try to use similar tactics, but they don't have the Orks WS, T, A or even Mob numbers to compete. I suppose fielding multiple detachments could help balance out the numbers, but I don't know anyone that has that many Redemptionists.
>> >>
>> >> >> Those heavy bolters wound me with 3+ and they hit with 4+ so many fail(of 4HB=12 shotz, boyz killed=3 or 4, maybe 5 with luck). And those flamers/missile launchers no longer work like they did. Sistas do not have dreds so they are tenderless and little in HtH(my boyz crush 'em!)the redempionists also are worthless(there was a battle that even grotz defeated them!). The only problem of a sista army is the exorcist who rip out my boys, but there is always to kill those pesky teasy things and that guy finished always dead.
>> >> >>
>> >>
>> >> It may not be easy, but there is always a way to win...
>>
>> hmmm:-) For your reds. plenty of exterminators and eviscerators(for nobs etc). When you charge in, say 20 boys with 20 flamer attacks hitting on 3+ that ignore his saves, beautiful to watch!:-) especially impassioned... killed 7 boyz with the exterminators(just over teh cost of teh exterminators) and the normal attacks(yes, all 65 or so of them:-) average another 10 or so kills(okay, maybe you wil get less attacks in...) but the 3 remaining ork boys get 10 attacks max, averaging 3 or so dead reds. The eviscerators will finish off the last few:-)(PS. yes I have played against orks in cityfight, I borrowed alot of necro minis and took 2 full 20 squads, each took out a full slugga squad and they even killed off a bunch o nobs that were guardin' the warboss!
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                         [14] The way points affect different armies... . (0 Replies). RedShoulder[]. 12/16/2001 18:21 (12/16/2001 18:21) >> Just try to face my ork army in cityfight. It is really hard to win against it, just by the fact the orks who are +12 are fearless, they mob up with other mobs and if they charge you...you're dead.
>> Necrons?
>> BAH! The necrons are the worst army, they do not HS choices!(yet) and even they fire a lot, they are masacrated in close combat and if they stand up(we'll be back)i charge 'em again and in some turns, they're dead.
>> Their I2 is one of the things i like best from necrons, even if my boyz fail waaagh! we strike at the same time(Gork N' Mork!) war har har
>>

I think that the Ork army list may benefit from larger games more than some others. Having mobs that can go up to 30 models helps. Being able to afford 4 Meks with Kustom Force Fields to protect the rest of the army helps.

Armies with limited choices are often going to struggle in larger games. Shooting armies are sometimes going to struggle in Cityfight.

Your army is solid, but the are being played in very favorable conditions. This is not a critcism, just an observation...
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                 [14] RE:true . (2 Replies). BlakkArrgarrd[]. 12/14/2001 5:41 (12/16/2001 18:42) Your absolutely right, there's always a way to win. But this guy, scope, thinks that beating orks is a easy task.
The area we play is big. We have(well, the store)5 or 6 warhammer tables and 2 for 40k(one for cityfight and one for normal fields) The cityfight scenary is cool(copied from the WD where IG and night lords fought)and it is pretty big(enough to play 3600 battle pts)
By the way, had ya counsulted the Rebel Grotz?
 

>> >> Ask red shoulder and you'll see there is no way sistas can win (cityfight)against my ork army.
>>
>> Admittedly it is going to be difficult to fight your 3600+ point Ork army in a Cityfight mission. I am still curious as to how big your playing area is. But then again it would also be difficult for many armies to face an Imperial Guard Armoured company on a 12' table of desert where both armies start at opposite ends.
>>
>> Orks will have some distinctive advantages in Cityfight. They can cluster more Boyz into a small area to get more Choppa attacks in assault without having to worry about losing more than 6 BOyz to a single Flamer weapon. Redemptionists can try to use similar tactics, but they don't have the Orks WS, T, A or even Mob numbers to compete. I suppose fielding multiple detachments could help balance out the numbers, but I don't know anyone that has that many Redemptionists.
>>
>> >> Those heavy bolters wound me with 3+ and they hit with 4+ so many fail(of 4HB=12 shotz, boyz killed=3 or 4, maybe 5 with luck). And those flamers/missile launchers no longer work like they did. Sistas do not have dreds so they are tenderless and little in HtH(my boyz crush 'em!)the redempionists also are worthless(there was a battle that even grotz defeated them!). The only problem of a sista army is the exorcist who rip out my boys, but there is always to kill those pesky teasy things and that guy finished always dead.
>> >>
>>
>> It may not be easy, but there is always a way to win...
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                     [14] RE: RE:true . (0 Replies). SilentScope[]. 12/14/2001 6:02 (12/14/2001 6:02) Do not put words in my mouth or jump to any conclusions, no where did i even emply killing orks was an easy tasks. The only thing I have done is give theories, yes theories that is all they are THEORIES on ways that it is possible to take out orks. Any Army can be beaten I have played as an orks speed freek army once but have never played against an ork army with my sisters. For some reason you seem to think that your orks are unbeatable against sisters because you trounced one sisters player. It is all tactics, Redemptionist have the potential too do major damage in CC even to orks on the charge(this is there strength-on the charge). I also gave many other ways to take a few orks out.

These tactics will not always win you a battle, this game factors in more then just averages and tactics-luck is a big part. Now if you even go back and bother reading what I said I think orks are very dangerous, we must attack from afar, if they get to us with their choppas then our squads will most likely die. That is why you do everything in your power to keep your distance and do as much damage as possible before they get close enough, it wont be easy but you got to do as much damage as possible.
>> Your absolutely right, there's always a way to win. But this guy, scope, thinks that beating orks is a easy task.
>> The area we play is big. We have(well, the store)5 or 6 warhammer tables and 2 for 40k(one for cityfight and one for normal fields) The cityfight scenary is cool(copied from the WD where IG and night lords fought)and it is pretty big(enough to play 3600 battle pts)
>> By the way, had ya counsulted the Rebel Grotz?
>>
>>
>> >> >> Ask red shoulder and you'll see there is no way sistas can win (cityfight)against my ork army.
>> >>
>> >> Admittedly it is going to be difficult to fight your 3600+ point Ork army in a Cityfight mission. I am still curious as to how big your playing area is. But then again it would also be difficult for many armies to face an Imperial Guard Armoured company on a 12' table of desert where both armies start at opposite ends.
>> >>
>> >> Orks will have some distinctive advantages in Cityfight. They can cluster more Boyz into a small area to get more Choppa attacks in assault without having to worry about losing more than 6 BOyz to a single Flamer weapon. Redemptionists can try to use similar tactics, but they don't have the Orks WS, T, A or even Mob numbers to compete. I suppose fielding multiple detachments could help balance out the numbers, but I don't know anyone that has that many Redemptionists.
>> >>
>> >> >> Those heavy bolters wound me with 3+ and they hit with 4+ so many fail(of 4HB=12 shotz, boyz killed=3 or 4, maybe 5 with luck). And those flamers/missile launchers no longer work like they did. Sistas do not have dreds so they are tenderless and little in HtH(my boyz crush 'em!)the redempionists also are worthless(there was a battle that even grotz defeated them!). The only problem of a sista army is the exorcist who rip out my boys, but there is always to kill those pesky teasy things and that guy finished always dead.
>> >> >>
>> >>
>> >> It may not be easy, but there is always a way to win...
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                     [14] True, true... . (0 Replies). RedShoulder[]. 12/16/2001 18:42 (12/16/2001 18:42) >> Your absolutely right, there's always a way to win. But this guy, scope, thinks that beating orks is a easy task.
>> The area we play is big. We have(well, the store)5 or 6 warhammer tables and 2 for 40k(one for cityfight and one for normal fields) The cityfight scenary is cool(copied from the WD where IG and night lords fought)and it is pretty big(enough to play 3600 battle pts)
>> By the way, had ya counsulted the Rebel Grotz?
>>

Maybe Scope's competition hasn't been as effective as your army. No army is going to be easy to beat with a good list and an exceptional general.

I'll check out the Grots...

>>
>> >> >> Ask red shoulder and you'll see there is no way sistas can win (cityfight)against my ork army.
>> >>
>> >> Admittedly it is going to be difficult to fight your 3600+ point Ork army in a Cityfight mission. I am still curious as to how big your playing area is. But then again it would also be difficult for many armies to face an Imperial Guard Armoured company on a 12' table of desert where both armies start at opposite ends.
>> >>
>> >> Orks will have some distinctive advantages in Cityfight. They can cluster more Boyz into a small area to get more Choppa attacks in assault without having to worry about losing more than 6 BOyz to a single Flamer weapon. Redemptionists can try to use similar tactics, but they don't have the Orks WS, T, A or even Mob numbers to compete. I suppose fielding multiple detachments could help balance out the numbers, but I don't know anyone that has that many Redemptionists.
>> >>
>> >> >> Those heavy bolters wound me with 3+ and they hit with 4+ so many fail(of 4HB=12 shotz, boyz killed=3 or 4, maybe 5 with luck). And those flamers/missile launchers no longer work like they did. Sistas do not have dreds so they are tenderless and little in HtH(my boyz crush 'em!)the redempionists also are worthless(there was a battle that even grotz defeated them!). The only problem of a sista army is the exorcist who rip out my boys, but there is always to kill those pesky teasy things and that guy finished always dead.
>> >> >>
>> >>
>> >> It may not be easy, but there is always a way to win...
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     [14] a little help? . (2 Replies). ahiman[]. 12/10/2001 11:12 (12/10/2001 18:08) how do sob stack up in 40k are they worth playing and where are the new rules i,v herd so much about(I have chapter aproved).
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         [14] RE: a little help? . (0 Replies). Neio[]. 12/10/2001 13:34 (12/10/2001 13:34) >> how do sob stack up in 40k are they worth playing and where are the new rules i,v herd so much about(I have chapter aproved).

Those 'new rules' are in chapter approved:-)

I think they are worth playing, they are hard to get a good mix up which is effective(I have seen 3 squads of 10 seraphim in 1,000pts, and it worked! Although battlecannons and the like would have a field day!)

The redemptionists are a great addition to the army as is teh exorcist....
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         [14] RE: a little help? . (0 Replies). SilentScope[]. 12/10/2001 18:08 (12/10/2001 18:08) Sisters are a great competative army. Even more so in CityFight being the guerilla force that they where made to be. All the units at our disposal all have there strengths. Redemptionists are our extreme CC shock troops and bullet sheilds when couple with a priest, some zelots and passions each red gets 4 attacks on the charge. Coupled in cityfight by the 6" full attacks rule is deadly especially since most of them get a cover save now.

Seraphrim are now especially feared, The Excorcist is an extreme can opener which is a much welcomed edition to my army D6 Krak is a life save especially when used against a wraithlord. On top of all this stuff u still have dominions which can be eavy anti infantry or heavy vehicle killers, Redemptionists that can take assualt cannons which are great firing support. Acts of fiath can prove devestating for the enemy when coupled with flamers. Plus to top it all of yesterday a player posted a message about a tournament was in he played sisters and he won the whole thing. Guess what they say is true "Fides Ominia Vincit"-Faith conquers all.
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     [14] SoB Tactica 101:Tyranids . (4 Replies). SilentScope[]. 12/11/2001 4:16 (12/27/2001 15:59) Basically I believe all tactics that you would use against orks will work perfect-you just have to follow them even more so. 2 Excorcists might be called for here though to take out those pesky big ones. An Immolators survivability is probably much better against this army if used right although warp blast and venom cannons can be a problem. Other then that get lots of long range weapons heavy bolters, auto cannons excorcists and anything else you can scrap togther to take as much stuff out before they reach you as you can. Does anyone have much play experience against them-main opponent plays beil-tann eldar and really haven't had the chance to play many other armies.
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         [14] RE: SoB Tactica 101:Tyranids . (1 Replies). Neio[]. 12/12/2001 2:39 (12/14/2001 14:11) >> Basically I believe all tactics that you would use against orks will work perfect-you just have to follow them even more so. 2 Excorcists might be called for here though to take out those pesky big ones. An Immolators survivability is probably much better against this army if used right although warp blast and venom cannons can be a problem. Other then that get lots of long range weapons heavy bolters, auto cannons excorcists and anything else you can scrap togther to take as much stuff out before they reach you as you can. Does anyone have much play experience against them-main opponent plays beil-tann eldar and really haven't had the chance to play many other armies.

I suppose you will need atleast 2 squads of reds. w/ eviscerators to get the big 'uns. Most big 'uns seem to ave extended carapace, so meltas may be useful?(normal meltas are too short range:-() Although the immolator is agreat way of killing warriors(since it causes 2 hits:-)
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             [14] Anti-'Nid thoughts . (0 Replies). cwolf[]. 12/14/2001 14:11 (12/14/2001 14:11) >>
>> I suppose you will need atleast 2 squads of reds. w/ eviscerators to get the big 'uns. Most big 'uns seem to ave extended carapace, so meltas may be useful?(normal meltas are too short range:-() Although the immolator is agreat way of killing warriors(since it causes 2 hits:-)

I have yet to face my buddy's 'Nids one on one under the new Sisters rules, but I fought him often with the old Sister list and some of those rules still apply. Theory can apply to a couple of things though, for instance I say the Exorcist and Eviscerator suggestions on Big 'Nids are very flawed solutions.

- The Exorcist - excellent against Warriors, Raveners, and other medium sized bugs... outranges even an on-the-move Venom Cannon, so about all it has to fear in return are bio-acid spore mines. HOWEVER, with Tyrants and Carnifexes (or Zoanthropes) you will almost inevitably be facing a 2+ save, which will bounce Krak missiles like nothing. I computed the averages once, and an Exorcist needs 24 hits to take even one big bug down. Which means 48 shots, more than you could possibly get all game long even rolling a 6 every time. Unless they somehow forgot to bring along Extended Carapace, in which case smoke the fools like the roaches they are.

- The Eviscerator. In a standard game this needs to be in base-to-base contact with its target to function. The problem here is it strikes last, and the Hive Tyrant and Carnifex count as Tyranid Monstrous Creatures, able to allocate their attacks freely to any models in contact with them. The Zealots cannot hide from these attacks, and will be hit on 3+ and wounded on 2+ with no save and no SotM allowed. Unless you manage to get all four in BtB at once, they will likely be wiped out before they can do any damage.

What can you do? First off, don't be entirely afraid to go towards the 'Nids, at least the small ones. There's so many marine armies out there that Sister players tend to concentrate on our T3 and forget our 3+ save, which makes us quite durable against anything that can't get penetrate powered armour. A big horde of Hormies will still hurt, but SotM can stand Sisters back up from that.

The first rule: be ready to sacrifice. I will not hesitate to put my vanilla Sisters out in front of my lines to receive a charge of 32 Hormagaunts. If those hormagaunts don't charge them, voila, I'm now likely coming close to being in range of flamer and bolter fire of that horde, or something else soft. 'Nid players will bound their fast stuff forwards to get to grips and try to block LOS to the stuff behind them. Here's where you can use "suckiness" to your advantage. Let the bait die / fall back, and what have you got? A concentration of your Sister forces, which are EXTREMELY effective at destroying masses of lightly armoured troops, against one or two units of his guys. 32 Gaunts disappear really fast when flamer templates start laying down. Alternately, if your squad doesn't die and doesn't break, engage in a massive countercharge (Reds w/Exterminators especially useful), then consolidate into battle lines again. Or if the gaunt horde is not particularly large, use your Seraphim, who can jump out and leave the gaunts vulnerable.

You want bait, because you want to lure those fast little guys out ahead and deal with them separately from the rest of the force. 'Nids work best exactly as AndyC describes in their codex, as a coordinated hammer blow where everything hits at once.

Until the new Codex I had no real thoughts on how to effectively take down the big bugs... then Acts of Faith came along. Once the fast little bugs are down or crippled (and the Exorcist and HB's are hopefully tearing large holes in the mediums), it's time to counter-swarm the swarm. Divine Guidance and the Passion make it far riskier for a Carnifex to wade into our lines than into your average marines. If his big bugs are in close support of each other, you've got a challenge, so it's important again to try to split them up. Eviscerators may be next to useless, but 12+ Passioned, Divinely Guided Redemption smacking into a Carnifex have a damn good chance of dragging the thing down before it can even hit back. Even better if it's already been plinked with a plasma pistol or meltagun, or divinely guided bolter/HB fire. In any case they'll tie it up, being fearless as they are.

Seraphim's first targets should be engaging and killing Zoanthropes in HtH (Passion and DG again, plus the Superior's power sword), then using hit and run to get into the backfield and hunt down pesky Biovores.

Immolators are an excellent buy, a threat to all but Zoanthropes and big bugs, and an ability to keep moving at breakneck pace which renders it immune

So... Divide and Conquer -- use your troops, weapons, and AoF where they maximize returns. Pretty much basic battlefield doctrine. Take care of his fast little guys quickly and decisively, then counterswarm the big ones with lots of DG shooting and HtH. Don't be afraid to sacrifice troops if it means achieving this. If you can remove the big bugs you've cut the heart out of the army, and the rest, in my honest opinion, is mop up.

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         [14] RE: SoB Tactica 101:Tyranids . (0 Replies). Neio[]. 12/12/2001 2:41 (12/12/2001 2:41) >> Basically I believe all tactics that you would use against orks will work perfect-you just have to follow them even more so. 2 Excorcists might be called for here though to take out those pesky big ones. An Immolators survivability is probably much better against this army if used right although warp blast and venom cannons can be a problem. Other then that get lots of long range weapons heavy bolters, auto cannons excorcists and anything else you can scrap togther to take as much stuff out before they reach you as you can. Does anyone have much play experience against them-main opponent plays beil-tann eldar and really haven't had the chance to play many other armies.

I suppose you will need atleast 2 squads of reds. w/ eviscerators to get the big 'uns. Most big 'uns seem to ave extended carapace, so meltas may be useful?(normal meltas are too short range:-() Although the immolator is agreat way of killing warriors(since it causes 2 hits:-)

The cheaper alternative is to also give your redemptionists plasma guns, plenty of 'em too! each 2 will get you one hit, so get 3 and you could kill a carnie or tyrant in 2 turns!:-) May even do well with 3 squads!:-)

Of course, you will still need the heavy bolters from the retributors, and plenty of normal bolters. You could take 2 celestian squads too w/ heavu bolters. hmmmm BS4...
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         [14] *Bump* . (0 Replies). SilentScope[]. 12/27/2001 15:59 (12/27/2001 15:59) N/T
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     [14] Topic of the Day: Assassins . (7 Replies). SilentScope[]. 12/12/2001 19:36 (12/14/2001 4:47) Well I think the Tactical threads are very helpful allow for a broader scope of tried tested and true tactics to work from and adapt your own. I just hope this whole thread has been like this in helping people decide which units to feild how many and how to equip them. I was trying to think of what I have missed in the many Topics of the Day, then it struck me.

Assassins, yes in some cases they are cheesy. A unit that can be deployed with out the opponents permission and has the potential to seriously devestate anything in its path. I myself only use them against a cheesy army, such as a wraithlord in a 750pt game.

I prefer the callidus to all else, she has made her points back many times taking out heavily souped up Farseers and other pesky squads. The eversor can also be devestating with the coupled might of a redemptionist mob. So what do you think on this Topic.
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         [14] RE: Topic of the Day: Assassins . (3 Replies). MistWraith[]. 12/12/2001 20:57 (12/14/2001 4:47) The calidus is ok aginst some hq's were she shines is the unfluffy way she is used to take out heavy weapons squads and other anoying units. Aginst most hq's she will lose real quick.

The eversor is nearly useless for me. He cant hold his own in combat aginst Hard troops/shooty troops he will neaver make it to combat, aginst lightly armed non hard troops the redemtionist are a better choice as they will live to fight a few more rounds and if shot close to your hq do not blowup.

the vindicar is all around nastyness. An uber sniper that can pick out the model he wants to kill. Good in hth and has a nice pistol for when he is moving. Hard to shoot at range because of the suit.

The culexus is pure evil aginst bugs. Also aginst certan eldar he is good. A wast of points aginst everything else.
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             [14] The care and feeding of Assassins... . (2 Replies). RedShoulder[]. 12/13/2001 2:03 (12/14/2001 4:47) >> The callidus is ok aginst some hq's were she shines is the unfluffy way she is used to take out heavy weapons squads and other anoying units. Against most hq's she will lose real quick.
>>

I suppose you mean "unfluffy" in the fact that she is being used for her tactical potential to tie up a Heavy Support unit as opposed to trying to assassinate a Character. Most Characters that would rate an Assassin often are surrounded by some kind Command Squad, Bodyguard, Retinue or whatever. Sending a Callidus into that mess might not be very successful. Player (for better or worse) tend to want to get the best usage out of their points. As you said, against most HQ's she will lose real quick. Why not put her where ashe will do some good? Fluff? I'm playing a game, not writing a book.

>> The eversor is nearly useless for me. He can't hold his own in combat against Hard troops/shooty troops he will never make it to combat against lightly armed non hard troops the redemtionist are a better choice as they will live to fight a few more rounds and if shot close to your hq do not blowup.
>>

I haven't tried one yet, so I don't know. As long as the Eversor stays within 6" of another legal target, the assassin can't be shot at unless... Ah, I'm sure you know the IC rules.

>> the vindicar is all around nastyness. An uber sniper that can pick out the model he wants to kill. Good in hth and has a nice pistol for when he is moving. Hard to shoot at range because of the suit.
>>

The Vindicare possibly best fits the role of an assassin assigned to eliminating a single living target.

>> The culexus is pure evil aginst bugs. Also aginst certan eldar he is good. A wast of points aginst everything else.

A detachment would have to know there was strong potential to encounter enemy Psykers, for there to be any reason for a Culexus assigned to them.
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                 [14] RE: The care and feeding of Assassins... . (1 Replies). Neio[]. 12/13/2001 2:26 (12/14/2001 4:47) >> >> The callidus is ok aginst some hq's were she shines is the unfluffy way she is used to take out heavy weapons squads and other anoying units. Against most hq's she will lose real quick.
>> >>

Yea, I know. She's pretty good against ICs within 6" of an enemy unit, I've had her hurt mephiston badly before!:-)

>>
>> I suppose you mean "unfluffy" in the fact that she is being used for her tactical potential to tie up a Heavy Support unit as opposed to trying to assassinate a Character. Most Characters that would rate an Assassin often are surrounded by some kind Command Squad, Bodyguard, Retinue or whatever. Sending a Callidus into that mess might not be very successful. Player (for better or worse) tend to want to get the best usage out of their points. As you said, against most HQ's she will lose real quick. Why not put her where ashe will do some good? Fluff? I'm playing a game, not writing a book.
>>

True

>> >> The eversor is nearly useless for me. He can't hold his own in combat against Hard troops/shooty troops he will never make it to combat against lightly armed non hard troops the redemtionist are a better choice as they will live to fight a few more rounds and if shot close to your hq do not blowup.
>> >>

I love my eversor! He nearly always earnshis points! His neuro gauntlet means he can even take out wraithlords, and he has melta bombs to destroy a tank. He can get up to 9 attacks on the charge, I managed to kill 4 termies with that once! 95pts for 168pts+wargear is a good trade for me...I would have had trouble hurting them otherwise!:-)

>>
>> I haven't tried one yet, so I don't know. As long as the Eversor stays within 6" of another legal target, the assassin can't be shot at unless... Ah, I'm sure you know the IC rules.
>>

Yep, always, I try yto keep him just behind my 1st line squads

>> >> the vindicar is all around nastyness. An uber sniper that can pick out the model he wants to kill. Good in hth and has a nice pistol for when he is moving. Hard to shoot at range because of the suit.
>> >>

I tend to disagree...I did use him but now I mostly use an eversor, sometimes callidus. Why? On average, including special rounds he will cause 3 wounds in a game from 6 turns of shooting. That could be 3 heavy weapons or whatever, or even to kill a character, although HQs tend to make it into close combat by the 3rd turn...

>>
>> The Vindicare possibly best fits the role of an assassin assigned to eliminating a single living target.
>>

Agreed, he is more of an 'assassin'

>> >> The culexus is pure evil aginst bugs. Also aginst certan eldar he is good. A wast of points aginst everything else.
>>
>> A detachment would have to know there was strong potential to encounter enemy Psykers, for there to be any reason for a Culexus assigned to them.
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                     [14] RE: RE: The care and feeding of Assassins... . (0 Replies). fieryretribution[]. 12/14/2001 4:47 (12/14/2001 4:47) >> >> >> The callidus is ok aginst some hq's were she shines is the unfluffy way she is used to take out heavy weapons squads and other anoying units. Against most hq's she will lose real quick.
>> >> >>
>>
>> Yea, I know. She's pretty good against ICs within 6" of an enemy unit, I've had her hurt mephiston badly before!:-)
>>
>> >>
>> >> I suppose you mean "unfluffy" in the fact that she is being used for her tactical potential to tie up a Heavy Support unit as opposed to trying to assassinate a Character. Most Characters that would rate an Assassin often are surrounded by some kind Command Squad, Bodyguard, Retinue or whatever. Sending a Callidus into that mess might not be very successful. Player (for better or worse) tend to want to get the best usage out of their points. As you said, against most HQ's she will lose real quick. Why not put her where ashe will do some good? Fluff? I'm playing a game, not writing a book.
>> >>
>>
>> True
>>
>> >> >> The eversor is nearly useless for me. He can't hold his own in combat against Hard troops/shooty troops he will never make it to combat against lightly armed non hard troops the redemtionist are a better choice as they will live to fight a few more rounds and if shot close to your hq do not blowup.
>> >> >>
>>
>> I love my eversor! He nearly always earnshis points! His neuro gauntlet means he can even take out wraithlords, and he has melta bombs to destroy a tank. He can get up to 9 attacks on the charge, I managed to kill 4 termies with that once! 95pts for 168pts+wargear is a good trade for me...I would have had trouble hurting them otherwise!:-)
>>
>> >>
>> >> I haven't tried one yet, so I don't know. As long as the Eversor stays within 6" of another legal target, the assassin can't be shot at unless... Ah, I'm sure you know the IC rules.
>> >>
>>
>> Yep, always, I try yto keep him just behind my 1st line squads
>>
>> >> >> the vindicar is all around nastyness. An uber sniper that can pick out the model he wants to kill. Good in hth and has a nice pistol for when he is moving. Hard to shoot at range because of the suit.
>> >> >>
>>
>> I tend to disagree...I did use him but now I mostly use an eversor, sometimes callidus. Why? On average, including special rounds he will cause 3 wounds in a game from 6 turns of shooting. That could be 3 heavy weapons or whatever, or even to kill a character, although HQs tend to make it into close combat by the 3rd turn...
>>
>> >>
>> >> The Vindicare possibly best fits the role of an assassin assigned to eliminating a single living target.
>> >>
>>
>> Agreed, he is more of an 'assassin'
>>
>> >> >> The culexus is pure evil aginst bugs. Also aginst certan eldar he is good. A wast of points aginst everything else.
>> >>
>> >> A detachment would have to know there was strong potential to encounter enemy Psykers, for there to be any reason for a Culexus assigned to them.

I use the eversor. I always run him right next to one or more of my squads and go for large units of weak troops such as dark eldar warriors or eldar guardians. I started with the vindicare and he never earned his points before dying, then I switched to the callidus and loved using her except she was always left unsupported when deep striking, then when ChapAppr. came out I needed points back so switched to the eversor. He has been the most effective for me. The way he is painted he looks like part of the squad he is next to so sometimes that squad gets charged and my opponent gets a nasty surprise in my assault phase..lol
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         [14] ooo, a good topic . (0 Replies). paulsk[]. 12/12/2001 23:40 (12/12/2001 23:40) First of all, I am annoyed by Marine armies with Assassins. Imagine the phone call when a Marine chapter contacts the Officio Assassionorum to order an assassin. The response should invariably be:
"You're the SPACE MARINES; DO IT YOURSELF!"

An assassin is much more logical in a Sisters or Guard army. And since the Ecclesairchy has more influence than any single guard company commander, the Sisters are actually the most likely army to employ one.

I only have a Vindicare model, so that's what I'll be using, although they all have their own appeal. I would feel dirty taking the Callidus except against an opponent with a ludicrously topheavy HQ.

A Vindicare would have trouble making back his point cost against most opponents except for the decision by Andy Chambers in the official WH40K Q&A that the vindicare's ability to "ignore normal targetting restrictions" even allows him to shoot into close combat! (as long as you actually have LOS to the model you want to fire at)
This guy is great for taking out over-equiped veterans, Tyranids with a Hive Node, warlocks, etc. He even has a bullet that will give him decent odds of hurting light vehicle armor.
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         [14] So far... . (1 Replies). RedShoulder[]. 12/13/2001 0:41 (12/13/2001 2:06) I have only used the Callidus Temple. It got started because, well... she's female like the rest of my army. Then I just started collecting female GW minis. Banshees, the Hellion, the Archon, the Commissar, Catachan with Grenade Launcher, Rocket Girl and Warrior Woman. So far the Callidus is the only one I have fielded.

I will probably make female conversions of the other three eventually. I have seen a few that others have done that were pretty nice.

So far the Callidus has yet to disappoint me. I wouldn't say she has won me any games on her own, but she has always proven useful even though I keep forgetting to use "A Word In Your Ear".
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             [14] RE: So far... . (0 Replies). blkdymnd[]. 12/13/2001 2:06 (12/13/2001 2:06) >> I have only used the Callidus Temple. It got started because, well... she's female like the rest of my army. Then I just started collecting female GW minis. Banshees, the Hellion, the Archon, the Commissar, Catachan with Grenade Launcher, Rocket Girl and Warrior Woman. So far the Callidus is the only one I have fielded.
>>
>> I will probably make female conversions of the other three eventually. I have seen a few that others have done that were pretty nice.
>>
>> So far the Callidus has yet to disappoint me. I wouldn't say she has won me any games on her own, but she has always proven useful even though I keep forgetting to use "A Word In Your Ear".

Ok, this just shows how me and redshoulder have been cloned. Of course, I also have only used the callidus assassin because of course, she is female. I use her regularly because she works into the fluff of the sisters of battle. The ecclesiarchy would so use an assassin when they could. I also forget to use "word in your ear" and need to take advantage of it way more often. Especially now that I have exorcist tanks, that extra few inches of movement could put a unit in range or take them out of cover. She has made her points many times over against my buddies deathwing army. You should see the depression on his face when one of his termi squads gets vaped by a girl, hehe. great topic!
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     [14] Topic of the Day: Wargear... . (5 Replies). RedShoulder[]. 12/13/2001 17:02 (12/14/2001 14:30) How do the rest of you normally outfit your CHaracter? Before C:CA I used to go all out and load them down with as much junk as I could think of. In the past, My Canoness never went out with less than 90 points of Wargear. Excessive? Yes, but sh's the Canoness of the whole Order. I am not sending my highest ranked Sister to the front lines without arming her to the teeth. This was all before I learned that there was a Prioress even above her though. That made me feel better.

Recently I have adopted a quantity over quality approach. I don't see much point in dumping a lot of points into a Character that can be insta-killed by a Str 6 attack. A lot of my Characters just get a Bolt Pistol and CCW for weapons these days. Though a Plasma Pistol or Power Weapon need only kill a 10 point model to pay for itself.

The Rosarius is a great defensive item despite its expense. It would only seem to make sense for multi Wound Characters though. What I find funny is that as a piece of Wargear it costs more than an Eldar Warlock who comes with a 4+ Invulnerable save. Go figure.

Purity Seals I think are a must for just about any Character, though I don't think Redemptor Priests ever make much use of them.

If you have already dumped a ton of points into a Character, Bionics may be a good last ditch way to keep them alive. If one out of every 6 Characters survives, then you only need save a 60 point Character for it to be worth it. (Did that make any sense?)

I can see the Flail of Chastisement being potentially useful when combined with a Rosarius, especially against monstrosities.

Litanies of Faith are really expensive, but when you absolutely have to be successful with an Act of Faith, that's your ticket. It's a good way to keep Broken, non-Faithful units on the board with Light of the Emperor. That can make it's points back right there if in a victory points mission.

I don't think I will ever use a Praesidium Protectiva. I would rather a second weapon and would just pay the 10 extra points for a Rosarius that I can use against all attacks (except those that ignore Inv. saves as well).

I still have my old converted Canoness with Cloak of St. Aspira, Rosarius, Jump Pack, Purity Seals, Power Fist and Plasma Pistol. I suppose I can just declare the Power Fist is just a Master-crafted Power Weapon including Bionics or something. I won't be attaching her to my Seraphim anymore since that would negate their ability to Hit & Run. I guess she'll need Melta Bombs as well now. Ah, well... new strategies...
 

I need more sleep I think...
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         [14] RE: Topic of the Day: Wargear... . (4 Replies). blkdymnd[]. 12/13/2001 17:34 (12/14/2001 14:30) >> How do the rest of you normally outfit your CHaracter? Before C:CA I used to go all out and load them down with as much junk as I could think of. In the past, My Canoness never went out with less than 90 points of Wargear. Excessive? Yes, but sh's the Canoness of the whole Order. I am not sending my highest ranked Sister to the front lines without arming her to the teeth. This was all before I learned that there was a Prioress even above her though. That made me feel better.
>>
>> Recently I have adopted a quantity over quality approach. I don't see much point in dumping a lot of points into a Character that can be insta-killed by a Str 6 attack. A lot of my Characters just get a Bolt Pistol and CCW for weapons these days. Though a Plasma Pistol or Power Weapon need only kill a 10 point model to pay for itself.
>>
>> The Rosarius is a great defensive item despite its expense. It would only seem to make sense for multi Wound Characters though. What I find funny is that as a piece of Wargear it costs more than an Eldar Warlock who comes with a 4+ Invulnerable save. Go figure.
>>
>> Purity Seals I think are a must for just about any Character, though I don't think Redemptor Priests ever make much use of them.
>>
>> If you have already dumped a ton of points into a Character, Bionics may be a good last ditch way to keep them alive. If one out of every 6 Characters survives, then you only need save a 60 point Character for it to be worth it. (Did that make any sense?)
>>
>> I can see the Flail of Chastisement being potentially useful when combined with a Rosarius, especially against monstrosities.
>>
>> Litanies of Faith are really expensive, but when you absolutely have to be successful with an Act of Faith, that's your ticket. It's a good way to keep Broken, non-Faithful units on the board with Light of the Emperor. That can make it's points back right there if in a victory points mission.
>>
>> I don't think I will ever use a Praesidium Protectiva. I would rather a second weapon and would just pay the 10 extra points for a Rosarius that I can use against all attacks (except those that ignore Inv. saves as well).
>>
>> I still have my old converted Canoness with Cloak of St. Aspira, Rosarius, Jump Pack, Purity Seals, Power Fist and Plasma Pistol. I suppose I can just declare the Power Fist is just a Master-crafted Power Weapon including Bionics or something. I won't be attaching her to my Seraphim anymore since that would negate their ability to Hit & Run. I guess she'll need Melta Bombs as well now. Ah, well... new strategies...
>>
>>
>> I need more sleep I think...

Well, my canoness gets a cloak of st. aspira, a rosarius, and a power weapon. Then I'm pretty consistent with the rest of my characters sans confessors. My vets get a rosarius, power weapon, and a bolter. One of my two confessors gets a power weapon (was a power fist darnit!) and a plasma pistol, my other confessor has the blade of admonition and a plasma pistol. I used to give them rosarius' also til they were reduced to 25 points of wargear. Thats pretty much it. I'd like to find a couple of combi-melters for my vets but that'll come in time.
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             [14] Vets and Combi-Meltas... . (3 Replies). RedShoulder[]. 12/14/2001 0:15 (12/14/2001 14:30) >> Well, my canoness gets a cloak of st. aspira, a rosarius, and a power weapon. Then I'm pretty consistent with the rest of my characters sans confessors. My vets get a rosarius, power weapon, and a bolter. One of my two confessors gets a power weapon (was a power fist darnit!) and a plasma pistol, my other confessor has the blade of admonition and a plasma pistol. I used to give them rosarius' also til they were reduced to 25 points of wargear. Thats pretty much it. I'd like to find a couple of combi-melters for my vets but that'll come in time.

Have you found that the Rosarius is worth it for your Vets? You're paying 25 sdditional points to keep an otherwise 31 point single Wound model alive 50% of the time.

You may have to concvert your own Combi-Meltas. The only models I know of with them are Captain Tycho and the Limited Edition Space Marine Captain.

Good luck!
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                 [14] RE: Vets and Combi-Meltas... . (2 Replies). blkdymnd[]. 12/14/2001 1:06 (12/14/2001 14:30) >> >> Well, my canoness gets a cloak of st. aspira, a rosarius, and a power weapon. Then I'm pretty consistent with the rest of my characters sans confessors. My vets get a rosarius, power weapon, and a bolter. One of my two confessors gets a power weapon (was a power fist darnit!) and a plasma pistol, my other confessor has the blade of admonition and a plasma pistol. I used to give them rosarius' also til they were reduced to 25 points of wargear. Thats pretty much it. I'd like to find a couple of combi-melters for my vets but that'll come in time.
>>
>> Have you found that the Rosarius is worth it for your Vets? You're paying 25 sdditional points to keep an otherwise 31 point single Wound model alive 50% of the time.
>>
>> You may have to concvert your own Combi-Meltas. The only models I know of with them are Captain Tycho and the Limited Edition Space Marine Captain.
>>
>> Good luck!

It's been so ritualistic, I haven't noticed the points that I'm spending on them. They have helped in the past, I can steer a couple of instant kill shots at the rosarius and sometimes make it, but I do see your point. Do you deck your vets out in anything special at all or just ccw and bolter? Thanks for pointing that out.
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                     [14] VSS's... . (1 Replies). RedShoulder[]. 12/14/2001 6:48 (12/14/2001 14:30) >> >> >> Well, my canoness gets a cloak of st. aspira, a rosarius, and a power weapon. Then I'm pretty consistent with the rest of my characters sans confessors. My vets get a rosarius, power weapon, and a bolter.
>> >>
>> >> Have you found that the Rosarius is worth it for your Vets? You're paying 25 sdditional points to keep an otherwise 31 point single Wound model alive 50% of the time.
>> >>

>> It's been so ritualistic, I haven't noticed the points that I'm spending on them. They have helped in the past, I can steer a couple of instant kill shots at the rosarius and sometimes make it, but I do see your point. Do you deck your vets out in anything special at all or just ccw and bolter? Thanks for pointing that out.

Well, I will often give them either a a Bolt Pistol and Power Sword or Plasma Pistol and CCW. I like the extra attack and most of my squads are not stationary long enough to take advantage of the Bolter's longer range. Even the VSS in my Retributor Squad will often have two single handed weapons. It gives the squad some close combat punch just in case. I don't expect it to make much difference, but I have had to deal ith Wolf Scouts in the past. This is another reason why I usually place a Preacher in my Battle, Dominion, Celestian and Retributor Squads.

If I have extra points to spend I will sometimes give a VSS both Plasma Pistol and Power Sword. Once I start spending these kinds of points, then I consider giving her a Rosarius as well. Bionics often follow to help protect the investment. The top tray of one of my Sisters' cases is devoted to Characters, so I try to keep enough different model variations on hand.

Master-crafted weaponry is an interesting call. Is 15 points worth it? Well, the time you get to re-roll that "1" may save the Sister's life. If she had a Plasma Pistol, she must have cost at least 30 points already. One miss that you can turn into a hit only needs to kill one Marine to pay for itself.

Purity Seals are a great defense from being run down by assault armies.

Melta Bombs I save for Vets in units that I will be most likely pushing forward. They have a greater chance of getting near enemy vehicles.

Litanies of Faith are good for those who depend on Acts of Faith and wish to leave nothing to chance.
 

That's all I can think of right now. I need sleep badly (hell, I need a vacation)...
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                         [14] My approach: . (0 Replies). Neio[]. 12/14/2001 14:30 (12/14/2001 14:30) I try to minimize on wargear. Sure, my seraphim squads have a VSS w/ plasma pistol and power weapon, but 25pts for rosarius, and 15pts for bionics si too much...(I take 2-3 seraphim squads:-)

My basic sisters squads have just a normal SS w/ bolter, although my celestians do sometimes have a VSS(More for Ld to help w/ acts of faith than anything else:-)

Retributors at a stretch.

My priestly delegation has a single confessor and the rest being priests w/ bolt pistol and cc weapon.

Hope this helps!:-)
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     [14] correct me if I'm wrong, but... . (2 Replies). paulsk[]. 12/14/2001 1:00 (12/14/2001 13:17) Take a look at the text for the Passion. I always assumed you could only use it the turn you charged, but upon closer reading, it seems like you can use it on any of your turns even if already in CC. Did everyone already know this and am I just the last one to notice? Am I wrong?
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         [14] On your turn... . (1 Replies). RedShoulder[]. 12/14/2001 6:29 (12/14/2001 13:17) >> Take a look at the text for the Passion. I always assumed you could only use it the turn you charged, but upon closer reading, it seems like you can use it on any of your turns even if already in CC. Did everyone already know this and am I just the last one to notice? Am I wrong?

I doubt you are the last one to notice, but I have known. At least that was how it appeared to be written to me...
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             [14] RE: On your turn... . (0 Replies). cwolf[]. 12/14/2001 13:17 (12/14/2001 13:17) >> >> Take a look at the text for the Passion. I always assumed you could only use it the turn you charged, but upon closer reading, it seems like you can use it on any of your turns even if already in CC. Did everyone already know this and am I just the last one to notice? Am I wrong?
>>
>> I doubt you are the last one to notice, but I have known. At least that was how it appeared to be written to me...

You can use it each of your turns, whether or not you're already engaged. For example: "Instead of shooting it must fleet of foot towards the nearest visible enemy *if not already in melee*..." (emphasis mine, but the words are exact quote)

Basically, every other round of close combat your troops can experience a surge of religious frenzy, provided they've remained faithful, you have a point to spend and they succeed on the activation. One tactic if you happen to be charged is to use SotM to absorb the brunt of the assault, then Passion the survivors in the next round to give some hurt back. It's not as good as charging them in the first place, but even a vanilla Sister squad can do some damage in this way.
 
 

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     [14] Models!! . (4 Replies). von straub[]. 12/14/2001 21:51 (12/31/2001 19:50) How's this for a topic of the day...Models. How about some new friggin' models! Sure, the old metals are gorgeous, but they get...well...OLD. Even the Eldar finally got their revamp.
I think EVERY SINGLE other army has their core troops in plastic now...How about Sisters? Nope. I'm sure you've noticed the difficulty of trying to convert a model whose bolter is pressed tightly to her body to carry a BPP/CCW or anything else. The poses that ARE convertable begin to look the same after awhile (all of a sudden, ALL your models are clutching an Ecclesiarchy Icon in their right hand, and their left arm at full extension...).
Sure -- an ACTUAL codex, rather than a footnote in C:CA would be nice, but I can live with the "stuck in there" army list. I'd really like to see new models for everything -- Plastic Sisters, Plastic Redemptionists, Metal Celestians that look different from Sisters rather than just being painted differently, priests and confessors, etc modeled with legal wargear choices, an excorcist conversion kit, multiple poses of assault weapons, an alternate cannoness, etc, etc...
And you can bet when that new Rhino comes out, they won't exactly rush to get new Immolator and Exorcist pieces out for it, will they? Heck no.
Why do the Sisters get the modelling shaft?

Grumbling,

VS
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         [14] Forgotten but not gone? . (3 Replies). RedShoulder[]. 12/14/2001 22:52 (12/31/2001 19:50) >> How's this for a topic of the day...Models. How about some new friggin' models! Sure, the old metals are gorgeous, but they get...well...OLD.

While I also love the existing line of metal figures (all 22 of them) I do find having only 7 different Battle Sisters poses to make up the bulk of my army a bit redundant. Some of that is because I only use the two Battle Sisters with helmets for specific purposes. Seraphim begin to look repetitive even quicker.

>> Even the Eldar finally got their revamp.

New metals for most of their Aspect Warriors, their Supprot Weapon Batteries and a new Scatter Laser was mainly what I noticed.

>> I think EVERY SINGLE other army has their core troops in plastic now...

Let's see... Marines, Chaos, Eldar, Orks, Dark Eldar, Catachans, Tyranids, Space Wolves (hey, they got their own sprue!), Tau and Kroot. That's just about everybody. Necrons should be on the way. Imperial Guard don't really have a standard "Core" trooper. There seem to be more Cadian players than Catachan, which makes the Catachans seem like an odd choice. I guess they expect non-Catachan players to spend more on Tanks than Troops. If they did plastic Cadians, how long would it be before the Mordian, Valhallan, Tallarn, Praetorian and Attilan players started screaming for representation? I'm not saying that they shouldn't make plastic Cadians. I think they should. I'm just speculating on player response...

>> How about Sisters? Nope.

Yeah, the Sisters have no plastic Battle Sisters or Redemptionists. I think there would be a great deal of protest if Redmptionists were released in plastic before the Battle Sisters, despite the difference in point cost.

>> I'm sure you've noticed the difficulty of trying to convert a model whose bolter is pressed tightly to her body to carry a BPP/CCW or anything else.

I haven't even bothered try to convert any of the Battle Sisters with Bolters...

>> The poses that ARE convertable begin to look the same after awhile (all of a sudden, ALL your models are clutching an Ecclesiarchy Icon in their right hand, and their left arm at full extension...).

I have seen some very nice COnversion based on the Heavy Weapon Sisters since their hands are separate.

>> Sure -- an ACTUAL codex, rather than a footnote in C:CA would be nice, but I can live with the "stuck in there" army list. I'd really like to see new models for everything -- Plastic Sisters, Plastic Redemptionists, Metal Celestians that look different from Sisters rather than just being painted differently, priests and confessors, etc modeled with legal wargear choices, an excorcist conversion kit, multiple poses of assault weapons, an alternate cannoness, etc, etc...

GW just needs to be sure that there are enough players out there to buy them all...

>> And you can bet when that new Rhino comes out, they won't exactly rush to get new Immolator and Exorcist pieces out for it, will they? Heck no.

Forge World is supposed to be working on a model or two for the Sisters I have heard. Whether or not th Missile turret for the Land Raider Helios is to be used for the Exorcist is unkown to me. I'm guessing that they will be making their conversions for the new Rhino kit. I read somewhere that Imperial Armour 3 is supposed to be Space Marines and Sisters of Battle. It may not be much, but any support is better than none.

>> Why do the Sisters get the modelling shaft?
>>

Many players still are not willing to play a predominantly female army. Fewer player, fewer sale, fewer resources. We just have to continue to prove that they are marketable and competitive.

Keep the Faith!
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             [14] RE: Forgotten but not gone? . (2 Replies). blkdymnd[]. 12/14/2001 23:38 (12/31/2001 19:50) >> >> How's this for a topic of the day...Models. How about some new friggin' models! Sure, the old metals are gorgeous, but they get...well...OLD.
>>
>> While I also love the existing line of metal figures (all 22 of them) I do find having only 7 different Battle Sisters poses to make up the bulk of my army a bit redundant. Some of that is because I only use the two Battle Sisters with helmets for specific purposes. Seraphim begin to look repetitive even quicker.
>>
>> >> Even the Eldar finally got their revamp.
>>
>> New metals for most of their Aspect Warriors, their Supprot Weapon Batteries and a new Scatter Laser was mainly what I noticed.
>>
>> >> I think EVERY SINGLE other army has their core troops in plastic now...
>>
>> Let's see... Marines, Chaos, Eldar, Orks, Dark Eldar, Catachans, Tyranids, Space Wolves (hey, they got their own sprue!), Tau and Kroot. That's just about everybody. Necrons should be on the way. Imperial Guard don't really have a standard "Core" trooper. There seem to be more Cadian players than Catachan, which makes the Catachans seem like an odd choice. I guess they expect non-Catachan players to spend more on Tanks than Troops. If they did plastic Cadians, how long would it be before the Mordian, Valhallan, Tallarn, Praetorian and Attilan players started screaming for representation? I'm not saying that they shouldn't make plastic Cadians. I think they should. I'm just speculating on player response...
>>
>> >> How about Sisters? Nope.
>>
>> Yeah, the Sisters have no plastic Battle Sisters or Redemptionists. I think there would be a great deal of protest if Redmptionists were released in plastic before the Battle Sisters, despite the difference in point cost.
>>
>> >> I'm sure you've noticed the difficulty of trying to convert a model whose bolter is pressed tightly to her body to carry a BPP/CCW or anything else.
>>
>> I haven't even bothered try to convert any of the Battle Sisters with Bolters...
>>
>> >> The poses that ARE convertable begin to look the same after awhile (all of a sudden, ALL your models are clutching an Ecclesiarchy Icon in their right hand, and their left arm at full extension...).
>>
>> I have seen some very nice COnversion based on the Heavy Weapon Sisters since their hands are separate.
>>
>> >> Sure -- an ACTUAL codex, rather than a footnote in C:CA would be nice, but I can live with the "stuck in there" army list. I'd really like to see new models for everything -- Plastic Sisters, Plastic Redemptionists, Metal Celestians that look different from Sisters rather than just being painted differently, priests and confessors, etc modeled with legal wargear choices, an excorcist conversion kit, multiple poses of assault weapons, an alternate cannoness, etc, etc...
>>
>> GW just needs to be sure that there are enough players out there to buy them all...
>>
>> >> And you can bet when that new Rhino comes out, they won't exactly rush to get new Immolator and Exorcist pieces out for it, will they? Heck no.
>>
>> Forge World is supposed to be working on a model or two for the Sisters I have heard. Whether or not th Missile turret for the Land Raider Helios is to be used for the Exorcist is unkown to me. I'm guessing that they will be making their conversions for the new Rhino kit. I read somewhere that Imperial Armour 3 is supposed to be Space Marines and Sisters of Battle. It may not be much, but any support is better than none.
>>
>> >> Why do the Sisters get the modelling shaft?
>> >>
>>
>> Many players still are not willing to play a predominantly female army. Fewer player, fewer sale, fewer resources. We just have to continue to prove that they are marketable and competitive.
>>
>> Keep the Faith!

The players don't want the challenge I guess of a female army. Shoulder will probably back me up when I say that the reason I picked the sisters of battle was because it WAS an all female army, different than any other army that supports the empire out there. It was a challenge to me and still is to only include female characters in my army, I'm still trying to get my stormtroopers female. I agree with all of the above, and I'll still be patient. We will be heard eventually.
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                 [14] Got yer back! . (0 Replies). RedShoulder[]. 12/15/2001 4:10 (12/15/2001 4:10) >> The players don't want the challenge I guess of a female army. Shoulder will probably back me up when I say that the reason I picked the sisters of battle was because it WAS an all female army, different than any other army that supports the empire out there.

That was one of the aspect of the army I found most intriguing. It certainly sets them apart from the rest. All female, all human (no Ratlings or Ogryn), backed by the Ecclesiarchy... they're different from the rest I say.

>> It was a challenge to me and still is to only include female characters in my army, I'm still trying to get my stormtroopers female. I agree with all of the above, and I'll still be patient. We will be heard eventually.

I must say that making a female Inquisitor Terminator was an interesting challenge, but I am pleased with the end result. I just hope my paint job will do her justice. I have most of my female Hardened Veterans. I have been collecting a number of female "Priests and Redemptionists". I'll have a full case of them soon. Female Storm Troopers still have me stumped though...

Keep the Faith!
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                 [14] RE: RE: Forgotten but not gone? . (0 Replies). MadEdric[]. 12/31/2001 19:50 (12/31/2001 19:50) I intend to start a Sisters army someday, when I finally finish up my Eldar force. I have to say that the thought of how much it's going to cost has kept me from grabbing models right now. While the thought of an all female army is interesting, I kind of like the thought of those poor male stormtroopers that have to billet with warrior women that could snap them in two, probably makes the stormtroopers more aggressive in battle.
Mad Edric

>> The players don't want the challenge I guess of a female army. Shoulder will probably back me up when I say that the reason I picked the sisters of battle was because it WAS an all female army, different than any other army that supports the empire out there. It was a challenge to me and still is to only include female characters in my army, I'm still trying to get my stormtroopers female. I agree with all of the above, and I'll still be patient. We will be heard eventually.
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     [14] RE: Start of a SOB Tactical thread . (0 Replies). AceMisfire[]. 12/17/2001 1:03 (12/17/2001 1:03) 200th reply :)
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     [14] We did it!!!!!!!!!!!!!!! . (0 Replies). SilentScope[]. 12/17/2001 1:30 (12/17/2001 1:30) Wow happy 200th anniversary :P This is quite an accomplishment for the sisters and a major accomplishment for any army strategy thread. A little dissapointing that GW hasn't seemed to take to much interest, most of their major tactical army threads at leasts gets a little feedback from the mods, is this another sign of prejudice from GW-(hopefully not, I pray that it is just they have nothing to say, or they're being tight lipped because they dont want to spill the beans on possible over- haul:P )

But lets keep it up, lets show the power of the Sister of Battle and make this thread even bigger. Show them that we will never lay down and die.............We r the army that will never die, we will never surrender, defeat is not an option!!!!!!!!
 

Sorry feeling a little patriotic about the Sisters at the moment. I also want some solid proof of the Sisters future, I mean solid undeniable proof. Not that I dont trust GW or AndyH who has been very kind and responded to many of our threads but ,Im just of sick about being guided around like a blind rat on a string, no offence.
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     [14] At the risk of making this thread longer... . (4 Replies). docfool[]. 12/17/2001 2:17 (12/17/2001 21:50) ...I'm going to post my 1500pt. list and leave it open to comment.

HQ: Canoness [45]
bolter-flamer [10], blade of admonition [15], rosarius [25], purity seals [5]

10 Celestian Bodyguards [120]
h. flamer [15] flamer [3]

sister hospitallier w/ medicus ministorum [20]

sister dialogus [15]

elite: 10 Celestians [120]
h. flamer [15], flamer [3]

VSS [10]
power weapon [10], purity seals [5]

preacher w/ bolt pistol and CCW [12]

troop: 10 sisters [100]
2 meltaguns [20]

VSS [10]
power weapon [10], purity seals [5]

preacher w/ bolt pistol and CCW [12]

10 sisters [100]
2 meltaguns [20]

VSS [10]
power weapon [10], purity seals [5]

preacher w/ bolt pistol and CCW [12]

20 redemptionists [100]
exterminators [60], 2 plasma guns [16]

redemptor priest [15]
power weapon [10] carapace armor [10] bolt pistol [1]

FA: 10 Seraphim [160]
melta-bombs [40], 2 flamers [12]

VSS [10]
plasma pistol [10], power sword [10], purity seals [5]

HS: 10 retributors [100]
4 h. bolters [40]

VSS w/ purity seals [15]

preacher w/ bolt pistol and CCW [12]

exorcist [100]
extra armor [5], smoke launchers [3]
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         [14] RE: At the risk of making this thread longer... . (0 Replies). docfool[]. 12/17/2001 2:19 (12/17/2001 2:19) I posted too quickly. 1496 pts.

[if anyone sees a good use for 4 pts, please let me know.
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         [14] Just a couple ideas . (2 Replies). SilentScope[]. 12/17/2001 17:20 (12/17/2001 21:50) >> ...I'm going to post my 1500pt. list and leave it open to comment.
>>
>> HQ: Canoness [45]
>> bolter-flamer [10], blade of admonition [15], rosarius [25], purity seals [5]
>>
>> 10 Celestian Bodyguards [120]
>> h. flamer [15] flamer [3]
>>
>> sister hospitallier w/ medicus ministorum [20]
>>
>> sister dialogus [15]
>>
>> elite: 10 Celestians [120]
>> h. flamer [15], flamer [3]
>>
>> VSS [10]
>> power weapon [10], purity seals [5]
>>
>> preacher w/ bolt pistol and CCW [12]
>>
>> troop: 10 sisters [100]
>> 2 meltaguns [20]
>>
>> VSS [10]
>> power weapon [10], purity seals [5]
>>
>> preacher w/ bolt pistol and CCW [12]
>>
>> 10 sisters [100]
>> 2 meltaguns [20]
>>
>> VSS [10]
>> power weapon [10], purity seals [5]
>>
>> preacher w/ bolt pistol and CCW [12]
>>
>> 20 redemptionists [100]
>> exterminators [60], 2 plasma guns [16]
>>
>> redemptor priest [15]
>> power weapon [10] carapace armor [10] bolt pistol [1]
>>
>> FA: 10 Seraphim [160]
>> melta-bombs [40], 2 flamers [12]
>>
>> VSS [10]
>> plasma pistol [10], power sword [10], purity seals [5]
>>
>> HS: 10 retributors [100]
>> 4 h. bolters [40]
>>
>> VSS w/ purity seals [15]
>>
>> preacher w/ bolt pistol and CCW [12]
>>
>> exorcist [100]
>> extra armor [5], smoke launchers [3]

Well the only real problem I see is that you don't seem to have to much mobility, your only fast units are you Seraphrim which are good-but I favor taking two serperate squads-One for tank hunting the the other for anti troop detail. I would get rid of the plasma guns and upgrade a few reds to zelots.

I would also seriously consider taking away those extra troops in the retributer squad I can see why you have them but you shouldn't really take a full squad-the only good feature would be more wounds-but the enemy will be to busy with the rest of your army, just hide them in a building or behind a wall. With the loadout of your HQ u should defiently get them a rhino with extra armour and smoke, maybe get rid of the dialogus and get a preacher a bit cheaper. Those r just my suggestions, good luck and have fun.
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             [14] RE: Just a couple ideas . (1 Replies). docfool[]. 12/17/2001 20:42 (12/17/2001 21:50)
>> Well the only real problem I see is that you don't seem to have to much mobility, your only fast units are you Seraphrim which are good-but I favor taking two serperate squads-One for tank hunting the the other for anti troop detail. I would get rid of the plasma guns and upgrade a few reds to zelots.
>>
>> I would also seriously consider taking away those extra troops in the retributer squad I can see why you have them but you shouldn't really take a full squad-the only good feature would be more wounds-but the enemy will be to busy with the rest of your army, just hide them in a building or behind a wall. With the loadout of your HQ u should defiently get them a rhino with extra armour and smoke, maybe get rid of the dialogus and get a preacher a bit cheaper. Those r just my suggestions, good luck and have fun.
 

Not to discredit your ideas, but I had my reasons for all of those things. I'm afraid I'm going to have to disagree with all of these suggestions. This is a troop based army, which will rely on concentrated fire. Dividing the force through transport or smaller squads will diminish this. Smaller squads are much less durable, which is a definite concern.

Are zealots really worthwhile? I'm thinking they'll just get cut to ribbons before they ever get to use those eviscerators.

Those extra wounds in the retributor squad are invaluable.

And I dislike preachers, that's why they get so little wargear. I'd always take a dialogus over one.
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                 [14] RE: RE: Just a couple ideas . (0 Replies). SilentScope[]. 12/17/2001 21:50 (12/17/2001 21:50) >>
>> >> Well the only real problem I see is that you don't seem to have to much mobility, your only fast units are you Seraphrim which are good-but I favor taking two serperate squads-One for tank hunting the the other for anti troop detail. I would get rid of the plasma guns and upgrade a few reds to zelots.
>> >>
>> >> I would also seriously consider taking away those extra troops in the retributer squad I can see why you have them but you shouldn't really take a full squad-the only good feature would be more wounds-but the enemy will be to busy with the rest of your army, just hide them in a building or behind a wall. With the loadout of your HQ u should defiently get them a rhino with extra armour and smoke, maybe get rid of the dialogus and get a preacher a bit cheaper. Those r just my suggestions, good luck and have fun.
>>
>>
>> Not to discredit your ideas, but I had my reasons for all of those things. I'm afraid I'm going to have to disagree with all of these suggestions. This is a troop based army, which will rely on concentrated fire. Dividing the force through transport or smaller squads will diminish this. Smaller squads are much less durable, which is a definite concern.
>>
>> Are zealots really worthwhile? I'm thinking they'll just get cut to ribbons before they ever get to use those eviscerators.
>>
>> Those extra wounds in the retributor squad are invaluable.
>>
>> And I dislike preachers, that's why they get so little wargear. I'd always take a dialogus over one.
 

Well I can see where your coming from, but you are putting a some serious restrictions on yourself with this kind of army. Basically it looks like its just supposed to dig in and pray that they take out whatever comes at them. This army would really only be good at defending and when a mission calls for more then this such as objective collecting or taking an objective your army will lack, the only real fast unit is the seraphrim, the rest will have to slowly tremble over the board.

I have no idea on what armies you play or what kind of missions, but i would seriously suggest at least one mounted squad and splitting the seraphrim this would give you some movement freedom, and about the retributers you really shouldn't need the extra wounds if you want them that bad just pump the squad up two more sisters not sure if you had one but also a preacher divine guidance with H.Bolters is Invaluable. I would also switch the weapons in ur celestian squads for longer range if you aren't going to mount them, flamers r worthless if they have to walk the whole board.
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     [14] SoB Poll of the Week: . (6 Replies). SilentScope[]. 12/18/2001 23:25 (12/20/2001 18:32) What do you most want to see taken out of the Sister of Battle list.

For me it would be the justice pattern immolator maybe make it more useful with some sponson heavy flamers or heavy bolters.
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         [14] RE: SoB Poll of the Week: . (4 Replies). docfool[]. 12/19/2001 0:03 (12/20/2001 18:32) Priestly delegations. It still makes no sense that sisters, who have been training in the Light of the Emperor for decades, need some whacko in robes to be faithful.

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             [14] I guess I have to agree... . (0 Replies). RedShoulder[]. 12/19/2001 1:43 (12/19/2001 1:43) >> Priestly delegations. It still makes no sense that sisters, who have been training in the Light of the Emperor for decades, need some whacko in robes to be faithful.
>>

I am bothered by the fact that the Sisters would need the Priestly Delegation to begin with. It's a shame that my vision of the Sisters is not the same as GW's.

I am also bothered by the fact that using these non-Sisters in a Sisters army is the only way to make the majority of Sisters units Faithful and give them access to the rules that make them unique as an army, the Acts of Faith.

I am bothered that they take up an Elite slot in the army list. Just when we finally get some Elites really worth fielding, we are left with access to one fewer Elites choices if we wish to use our other special rules with them. What gives? More options but less opportunity to use them?
 

Ah, well. I have gotten used to them, I suppose. My biggest gripe I guess is them taking up an Elite choice.
 

The need for Battle Squads in Rhinos to be "Fast Attack" is another annoyance.

Other than that, I have becom fairly accustomed to the list.
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             [14] RE: RE: SoB Poll of the Week: . (1 Replies). paulsk[]. 12/19/2001 2:07 (12/19/2001 2:32) >> Priestly delegations. It still makes no sense that sisters, who have been training in the Light of the Emperor for decades, need some whacko in robes to be faithful.
>>

I can accept that the Delegation should be present in some form, the Sisters are an Ecclesiarchy sponsored organization, after all. It is unfortunately that you have to lean so heavily on the priests in order to use the Acts of Faith, though. And it is annoying to lose Elite space.

I'm not sure there's anything on the list that I want to go away, but there are plenty of things we have all found worth amendeding.

Here's a thought. The Praesidum Protectiva should function like the old 2nd Ed Version. It should cost 15pt. (like a storm shield) but to reflect the fact that it supports a less valuable (pointwise) model than a space marine, it should not cost extra to reflect its special ability. It should function against ALL CC attacks, and to mimic its 2nd ed ability it should reflect a hit back on the attack if it rolls a '6' to save. Roll to wound and save on whoever threw the attack. That should give the enemies of mankind a rightful respect for the Emperor's divine favor!
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                 [14] Praesidium Protectiva... . (0 Replies). RedShoulder[]. 12/19/2001 2:32 (12/19/2001 2:32) >> Here's a thought. The Praesidum Protectiva should function like the old 2nd Ed Version. It should cost 15pt. (like a storm shield) but to reflect the fact that it supports a less valuable (pointwise) model than a space marine, it should not cost extra to reflect its special ability. It should function against ALL CC attacks, and to mimic its 2nd ed ability it should reflect a hit back on the attack if it rolls a '6' to save. Roll to wound and save on whoever threw the attack. That should give the enemies of mankind a rightful respect for the Emperor's divine favor!

And it shouldn't be for Independent Characters only! I am far more likely to spend 25 points on a Canoness or Celestian Superior for a Rosarius that will protect against all attacks than use a valuable weapon slot that will only protect against some. Currently though if I want to protect any other Characters from harm, they too must shell out 25 points for a Rosarius. I will pay that for some, but I would like to have the option. If I can only have one though, I will stick with the Rosarius.
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             [14] I agree, so I made my "priests" sisters. . (0 Replies). ColChechnov[]. 12/20/2001 18:32 (12/20/2001 18:32) >> Priestly delegations. It still makes no sense that sisters, who have been training in the Light of the Emperor for decades, need some whacko in robes to be faithful.
>>
I agree, so I decided that all of my "priests" were actually sisters from the same convent, they just had less battle training, and are a bit more fanatical.

I gave each of the priests carapace armor (not worth the points, but fits the story) and used Sisters models without the powerarmor backpacks on. I painted them contrasting colors, and I have instant female priests.

I also don't like the story behind redemptionists. So mine will be "novices" that haven't been given power armor yet. I don't really have a justification for the novices having huge chainsaws that can cut through tanks, but I'll figure something out.
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         [14] First, a note on the Justice... . (0 Replies). RedShoulder[]. 12/19/2001 1:28 (12/19/2001 1:28) >> What do you most want to see taken out of the Sister of Battle list.
>>
>> For me it would be the justice pattern immolator maybe make it more useful with some sponson heavy flamers or heavy bolters.

If an Immolator had Sponsons, it would probably lose its Transport ability. The Troops would only be able to access the rear hatch and the Sponson hardware would take up cargo capacity anyway. A new modular tank based on the Rhino chassis would be nice. It could have Predator armor, a choice of Turrets and Sponson options. Exorcist, Immolator, Inferno or Justice Turrets and Heavy Bolter, Heavy Flamer or Multi Melta Sponsons. I would suggest a Twin Heavy Bolter Turret, but some may feel that would be to similar ot the Razorback.

Base cost could be 75 or 80 points depending on what people consider the BS 3 to be worth on a tank (VDR seems to come out to 80). This is based on the cost of 85 for the Chaos Predator which works out to be identical to the relative costs of a Space Marine Predator Annihilator or Destructor. A pair of Heavy Bolter or Heavy Flamer Sponsons would be 10 points and Multi Melta Sponsons would be 30 points based on the Leman Russ Demolisher Sponson prices.

I based the Turret prices on the Inferno Cannon from VDR. The Immolator and Inferno Turret prices should be 30 and 35 respectively, if the tank can still move 12" and fire them. The Justice Turret is 45 points through VDR. An Exorcist costs 10 points more than a Justice and loses Transport ability. I still feel inclined to charge 60 points for the The Exorcist Launcher Turret instead of 50 though. After all an Exorcist costs 60 points more than a Sisters' Rhino.
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     [14] RE: Da sistas revenge(ouch) . (2 Replies). BlakkArrgarrd[]. 12/19/2001 1:37 (12/19/2001 22:47) Well i had beaten those sistas couple of times, they take always big squads of sistas and 20 redempsionits.
But yesterday the story and strategy changed. Sistas took 80 redempsionits!
That battle was a headache for me. But i gave the sistas and the BA(they were united)several loses.
It was a strongpoint mission.
I got 100 boyz in transports(yesterday i used speed freeks, not orks and it was not cityfight) included 30 skarboys and my warboss.
At the 2nd turn i was available to assault those 80 redempsionits with 7 units included my warboss and many many models reached base to base contact(trust me, nothing would survive to that, NOTHING!). The sista player always armed the redempsionits with bad weapons and they don't rock in CC. But this time was different.
All the 80 humies were armed with those flamers who hit with I8 and like i assaulted many squads, many of the humies hit me with 3+'s.
15 orks dead by the fire power. Fortunatly there were fortifications and i carried fragstikk bombz so we go at the same time. Not to count that those #"$ humies put a invulnerable save of 4+ and their normal save of 6+. So i was able to kill those 80 humies with plenty of power klaws(5) my warboss, many orks with choppas and sluggas(4 attacks each). But i only killed 20, they had a damn terrific luck! they saved like 40 times i can't believe that!!!
And my poor ladz were masacrated then to that !"# honour guard...so the result was my burna boy squad was annihilated with my Big Mek!(they didn't reached to the trukk!)and 2 complete trukk boy squads...oh great gork!
But then i got really mad and shoot to death to those humies with my Battlefortress.
the 2 lobbas from the fortress killed 10 humies, the 2 twin linked big shootas killed 4 from another squad, the zzap destroyed a immolator and the bolt on big shootas killed 8 more humies. The basilisk destroyed the bunker and my 2 weird boys killed the complete honour guard(that was a very happy moment!) in a turn!!!! I thought with that i will be able to win, but at then end both sides suffered several casualties and sistas won by 12 victory pts.
An excellent combat i would say. Now i know that i have to shoot to those humies...and then charge 'em. I better watch out those sistas.

Warlord Arrgarrd "Bonekrusha" Hadhash
Blakk Slayers Tribe
 

>> Well looing around the board I have seen one of these for almost every single army except Sisters of Battle. Well I thought I would make a post that we can communicate ideas, rumours and tactics. Post army lists and we can share ideas about all the units in our faithful armoury for any reason just post and show your support for the Sisters.
>>
>> For starters what does everyone think of Redemptionists. I think these guys have serious potential for wrecking havoc. The sheer amount of dice alone can create many casualties and when coupled with Passion or Divine Guidance even more enemies may fall at their hands-I believe a 20 man squad using divine guidance alone can take a wraithlord or 2 out in CC..
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         [14] Wow, what a close battle... . (1 Replies). RedShoulder[]. 12/19/2001 1:48 (12/19/2001 22:47) >> An excellent combat i would say. Now i know that i have to shoot to those humies...and then charge 'em. I better watch out those sistas.
>>

Well, like I said, it is almost a hard fought battle when I play my Sisters, but it is possible to win with them. It sounds like you guys had a great game.

How many players were ther and how many points was it?
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             [14] RE: Wow, what a close battle... . (0 Replies). BlakkArrgarrd[]. 12/19/2001 22:47 (12/19/2001 22:47) >> >> An excellent combat i would say. Now i know that i have to shoot to those humies...and then charge 'em. I better watch out those sistas.
>> >>
>>
>> Well, like I said, it is almost a hard fought battle when I play my Sisters, but it is possible to win with them. It sounds like you guys had a great game.

Well it was 2750 pts
i used the freeks and my enemies were sistas and BA.
The sistas didn't take sistas! they took 80 redempsionits and BA took what they always take.
Many guys were seeing the game and most of them supported the imperium. Many say that orks suck and that are one of the most stupid armies but i just ignored them. Orks look KOOL! too bad that GW always report battles were they lose(just look at all codexs)
It was a great game and very closed. Now i know that battlefortresses rock and i will take mine almost everybattle i fight cuz it carries loadz of guns.
Today i fought nids and i won! i killed the fex in turn 2 and i wounded twice the tyrant. I suffered great loses(the battlefortress and 19 skarboys)but i almost annihilated the bugs, the survivors were 5 models of 100: 1 wounded tyrant, 2 guards and 2 wounded zoantrophes.

Warlord Arrgarrd "Bonekrusha" Hadhash
Blakk Slayers Tribe
Long live to the "Bonekrusha", da bringer of deth...
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     [14] Interesting theory . (4 Replies). SilentScope[]. 12/20/2001 2:25 (12/21/2001 0:44) Re-Reading the Armeggddon fluff something very interesting struck me. Sister of Battle operate more like a special forces unit the a conventional fighting force. If you build a force built around fluff you should actually have more Redemptionist then sister units in your force.

Basically what im saying is that in most fluff, they fight mainly alongside militia. This is how I see it, a sisters of battle covenant from a certain order lands on a threatened planet. It is a small force maybe a few sister squads a celestian superior etc....., But after they land their main purpose is that of defence. Train a militia on the planet to be the brute force and main conventional fighting units while the sisters reinforce and support them with equipment and spiritual guidance.

Now how is this like a Special Forces unit. Well the SAS, SEALs, Green Berets, Joint Task Force 2, GSG-9, GIGN, Spetsnaz etc, etc are trained in uncoventional warfare. One of the types of waefare they are trained in is insurgance which basically consists of parachuting behind enemy lines, setting and organising re-equipping and training under ground factions freedom fighters and other "locals" to help fight, start riots, and mess with the enemy as much as possible.

Both function on some what of the same lines, or am I just thinking to hard. Well either way I believe I will use this sort of construction for the background of my army. Please tell me what you think
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         [14] RE: Interesting theory . (3 Replies). paulsk[]. 12/20/2001 2:37 (12/21/2001 0:44) >> Re-Reading the Armeggddon fluff something very interesting struck me. Sister of Battle operate more like a special forces unit the a conventional fighting force. If you build a force built around fluff you should actually have more Redemptionist then sister units in your force.

That does help justify the prevalence of Reds, but I'd rather have a force of Sisters who can stand on their own who just take Reds for flavor, not out of necessity.
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             [14] Have to agree... . (2 Replies). RedShoulder[]. 12/20/2001 20:55 (12/21/2001 0:44) >> >> Re-Reading the Armeggddon fluff something very interesting struck me. Sister of Battle operate more like a special forces unit the a conventional fighting force. If you build a force built around fluff you should actually have more Redemptionist then sister units in your force.
>>
>> That does help justify the prevalence of Reds, but I'd rather have a force of Sisters who can stand on their own who just take Reds for flavor, not out of necessity.

I didn't start playing this army for Redemptionists. If that was how they were supposed to be played, then that's how they should have been originally presented. The 2nd edition Codex and 3rd edition list should not have been titled "Sisters of Battle" if they were not meant to be the focus of the list.

If Redemptionists was what they wanted, then the army list should be called "Redemptionists" or they should have released "Codex: Ecclesiarchy". But they didn't. THey gave us the Sisters of Battle and that's what I intend to play.

Now I will admit that I do have Redemptionists in my army, butthey are all female. Priests? All female. I converted a female Inquisitor Terminator and I will not use any other Assassin but the Callidus until I convert a female Vindicare, Eversor and Culexus.

All of my army are still "sisters" that way. Just a personal thing...
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                 [14] RE: Have to agree... . (1 Replies). SilentScope[]. 12/20/2001 21:28 (12/21/2001 0:44) It was nothing but a observation, this is how a Sister of Battle army seems to operate from the fluff I have seen. Yes I joined the sisters to play sisters to, since I got a job and am now getting a pay check I will also be building my Redemptionists from escher models. There is still nothing that says you cant have an all female army but it will require work. Maybe GW is redoing the fluff so it is more like the Ecclesiarchy army. This is what seems to be happening from what I am observing atleast.
 

Maybe it will depend on the different Orders. Maybe the Order of the Martyred Lady is more of a conventional force. While another Order like the Ebon Chalice or Argent Shroud may take the more unconventional way of warfare. Just a few observations I felt like putting out there. Just meir theories I felt like putting out there.
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                     [14] That's sort of what I was doing... . (0 Replies). RedShoulder[]. 12/21/2001 0:44 (12/21/2001 0:44) >> It was nothing but a observation, this is how a Sister of Battle army seems to operate from the fluff I have seen.

Some of the background material does point in that direction. The first story I had the chance to read was Daemonifuge though. Nothing but Sisters and an Inquisitor there. There were no Redemptionist options in the rulebook and I didn't have a 2nd edition Codex yet. The first time I heard of the possibilty of anythin like them was from the Codex: Apocalypse playtest rules and the Frateris Militia therein.

>> Yes I joined the sisters to play sisters to, since I got a job and am now getting a pay check I will also be building my Redemptionists from escher models.

I see nothing at wrong with that. I don't even have a problem with people using the Necromunda Redemptionists. I was just stating my own bias and how I plan to field my own army. I'll probably be using my Eschers to form a Hardened Veterans Squad.

>> There is still nothing that says you cant have an all female army but it will require work.

If there was, they run the risk of losing some players. I wonder if that could also get them into any legal trouble. After all Space Marines are ALL male according to the text. With plenty of all male armies out there, forbidding an all female army sounds like possible grounds for litigation.

>> Maybe GW is redoing the fluff so it is more like the Ecclesiarchy army. This is what seems to be happening from what I am observing atleast.
>>

Reasonable observations at that. They may be re-writing the list, but they tend to possibly lose some established long time support if they lessen the importance of the Adepta Sororitas in any new lists. A lot of players were bothered by the inclusion of the Redemptionists. Some of us have grown to accept them. If they were simply cheaper Troops it wouldn't have been so much of an issue. Giving them options and advantages that the Battle Sisters don't have though actually seemed to enrage a few players.

>>
>> Maybe it will depend on the different Orders. Maybe the Order of the Martyred Lady is more of a conventional force. While another Order like the Ebon Chalice or Argent Shroud may take the more unconventional way of warfare. Just a few observations I felt like putting out there. Just meir theories I felt like putting out there.

That was one of the things I suggested when I was making alternate list options for the Sisters. Some liked it. Others hated it. I suppose if someone has already painted their army to match a particular order, they wouldn't want me telling them to play them in a different manner than they have already established.

Fair enough...
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     [14] SoB Tactica 101:Chaos . (1 Replies). SilentScope[]. 12/27/2001 16:19 (12/27/2001 17:33) Wow this thread dropped real fast, just got sometime off work so I thought I would ressurect it.

Chaos our most hated foe, also a very cunning enemy. The ability to feild a wide variety of troops. So it is also a tactically challenging enemy, when building a list build it for anything unless you are absouloutly positive that they do follow a certain god or legion.

Some examples of the possible troop choices.
 

Plague Marines:Melta Weapons, Heavy Bolters, Excorcist

Khorne Berzerkers:Anything-Just make sure u hit at long range

Noise Marines:Anything-Basically normal Marines with +1A

Thousand Sons:Excorcist,Melta Weapons,

Cultists:Flamers,Heavy Flamer,Twin Heavy Flamers can release holy hell on them.
 

Just some basic theories and suggestions, no one I know of really plays chaos at my local store.
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         [14] Just a few additions... . (0 Replies). RedShoulder[]. 12/27/2001 17:33 (12/27/2001 17:33) >> Wow this thread dropped real fast, just got sometime off work so I thought I would ressurect it.
>>

'Tis the season...

Some of us log on at work and may not be spending quite as much time at the office.

>> Chaos our most hated foe, also a very cunning enemy. The ability to feild a wide variety of troops. So it is also a tactically challenging enemy, when building a list build it for anything unless you are absouloutly positive that they do follow a certain god or legion.
>>
>> Some examples of the possible troop choices.
>>
>>
>> Plague Marines:Melta Weapons, Heavy Bolters, Excorcist
>>

Less fortunate units should use Divine Guidance against them since you will often need 6's to wound them anyway.

>> Khorne Berzerkers:Anything-Just make sure u hit at long range
>>

Seraphim using Spirit of the Martyr and Hit&Run can leave them stranded so your other units can shoot them hopefully.

>> Noise Marines:Anything-Basically normal Marines with +1A
>>

Never faced them yet...

>> Thousand Sons:Excorcist,Melta Weapons,
>>

Yes, yes, a thousand times yes!

>> Cultists:Flamers,Heavy Flamer,Twin Heavy Flamers can release holy hell on them.
>>

Don't forget Tank Shock. That really took my opponents off guard. They broke and it totally ruined their screen.

>>
>> Just some basic theories and suggestions, no one I know of really plays chaos at my local store.

A good start!
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     [14] Sororitas Tactica: Cityfight... . (2 Replies). RedShoulder[]. 12/31/2001 16:21 (1/3/2002 17:00) I'm going to have to start this off with some questions since I haven't had the chance to indulge in playing Cityfight yet myself.

First off, Troops choices:
Do players find this environment best suited for Redemptionists? They get planty of cover saves and the close combat rules should benefit them more than they would a Battle Squad.

Are people more likely to put a Confessor in a Redemptionist Mob since units seem to be harder to break and the Redemptor Priest ability isn't as pronounced?
 

Weapons choices:
Are Flamers still worth it? It seems that only averaging 3.5 hits per Flamer is far less than what I get on the battlfield. This bothers me because I can see players crowding their models much more in Cityfight due to the changes in close combat rules.

Do Axes of Retribution get any more use since the owning player allocates the wounds?

Since other close combat weapons get to use their special rules, does this also hold true for the Flail of Chastsiement?
 

Unit Choices:
How well do Seraphim do and how useful is Hit&Run in a Cityfight?

Are the Dominion Special Weapons still worth it?

Does anyone use Heavy Bolter Retributors unless they are sure they can get them to a good vantage point before the game?

How much luck have you had with the Exorcist in the urban jungle?
 

Equipment choices:
Does anybody EVER take a vehicle without a dozer blade?

Do you use Siege Armor anyway to protect your tanks from elevated Bolter fire?
 
 

Well that's just a few things I was curious about from those of you with a bit more time to play than I have had...
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     [14] Also not having played CF yet, but these are my conjectures: . (1 Replies). paulsk[]. 12/31/2001 17:04 (1/3/2002 17:00) >> I'm going to have to start this off with some questions since I haven't had the chance to indulge in playing Cityfight yet myself.
>>
>> First off, Troops choices:
>> Do players find this environment best suited for Redemptionists? They get planty of cover saves and the close combat rules should benefit them more than they would a Battle Squad.

Reds seem even better for a few reasons. 1)Yes, they would all suddenly have much better saves in almost any cirmcstances 2) You could max out on Zealots and they would fight on to the last man. This ought to muss up the SM and other rock hard models pretty severely. 3) Any faithil units can do this, but in a terrain rich board, using the Passion to fleet of foot is an even more decisive advantage since you make your fleet move unmodified by terrain and cover much more distance than regular foot troops.

>> Are people more likely to put a Confessor in a Redemptionist Mob since units seem to be harder to break and the Redemptor Priest ability isn't as pronounced?

I would still opt for fearlessness. Reds will probably "lose" a lot of close combats still, and would risk fleeing.

>> Weapons choices:
>> Are Flamers still worth it? It seems that only averaging 3.5 hits per Flamer is far less than what I get on the battlfield. This bothers me because I can see players crowding their models much more in Cityfight due to the changes in close combat rules.

3.5 five hits is a drop from what we should be able to expect, but flamers are valuable because they are the only weapon which will the ignore the cover saves that most of your enemies will be claiming. We can still burn their 5+ save troops and deny them any saves at all, 4+ with a Heavy. Also, using flamers in conjuction with Divine Guidance will stove be good. If we DG bolter fire the enemy takes their cover save - only the flamer will kill with no saves whatsoever.

>> Do Axes of Retribution get any more use since the owning player allocates the wounds?

It seems like an Axe that can't be picked off will have a better shot of making its cost back, yeah. Although I'm debating building my default Cannonnes with an Axe and a Flail. Perhaps I'll build a "backup" Cannonnes with Axe/Fail who will get more play in Cityfight.

>> Since other close combat weapons get to use their special rules, does this also hold true for the Flail of Chastsiement?

I wonder how the rules would work for the Flail? It wouldn't reduce the attacks of every enemy model would it? That would be silly, even though those models are potentially attacking the Cannonness. Would you still look to see who was in Base contact with the Cannonness even though you can choose for those enemies to hurt other models indtead? Weird...

>> Unit Choices:
>> How well do Seraphim do and how useful is Hit&Run in a Cityfight?

I believe units with Jumppacks fall back ignoreing terrain, so yes. You would get to Hit and Run with full effect and still clear a lot of ground. You might even be able to safely H&R right after your own charge and fallback behind a building, since enemies who try to move and charge you on their turn will have to stumble through terrain to get you.

>> Are the Dominion Special Weapons still worth it?

As long as they can still get a bunch of flamer hits and DG them I will be drawn to them.

>> Does anyone use Heavy Bolter Retributors unless they are sure they can get them to a good vantage point before the game?

Good Question. I might consider replacing Retibutors in Immolators with stright immolators and building 6 strong Battle Sister squads who could then ride in them.

On the other hand, if you can get the Heavy Bolters to an 8" high vantage point you can start shooting Str 5 against the rear armor of enemy tanks. Or you could shoot at infantry and reduce their cover save.

>> How much luck have you had with the Exorcist in the urban jungle?

That's another tough call. Actually, they might have the advantage of being free from enemy fire for a few turns. With only 11 armor they can't trade it with tanks, but in the City you could move them around behind buildings, them pop out moving only 6" on your turn and suddenly fire on enemy vehicles. If you can maneuver well, perhaps side armor.

>> Equipment choices:
>> Does anybody EVER take a vehicle without a dozer blade?

I suppose not, but I don't plan to model on blades for normal use so I might have to build some modular blades to stick on in Cityfights.

>> Do you use Siege Armor anyway to protect your tanks from elevated Bolter fire?

I can't remember the cost of seige armor, but I suspect not. None of the SOB tanks represent the high initial investment of most REAL tanks.
 

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     [14] Thanks for the ideas!... . (0 Replies). RedShoulder[]. 1/3/2002 17:00 (1/3/2002 17:00) >> Reds seem even better for a few reasons. 1)Yes, they would all suddenly have much better saves in almost any cirmcstances 2) You could max out on Zealots and they would fight on to the last man. This ought to muss up the SM and other rock hard models pretty severely. 3) Any Faithful units can do this, but in a terrain rich board, using the Passion to fleet of foot is an even more decisive advantage since you make your fleet move unmodified by terrain and cover much more distance than regular foot troops.
>>

It's a shame to see the Battle Squads relegated to second string this way...

>> >> Are people more likely to put a Confessor in a Redemptionist Mob since units seem to be harder to break and the Redemptor Priest ability isn't as pronounced?
>>
>> I would still opt for fearlessness. Reds will probably "lose" a lot of close combats still, and would risk fleeing.
>>

Considering you can keep the Redemptor Priest around until last, and the Confessor only gets the bonus on the Charge, I think I would have to agree.

>> >> Weapons choices:
>> >> Are Flamers still worth it?
>>
>> 3.5 five hits is a drop from what we should be able to expect, but flamers are valuable because they are the only weapon which will the ignore the cover saves that most of your enemies will be claiming. We can still burn their 5+ save troops and deny them any saves at all, 4+ with a Heavy. Also, using flamers in conjuction with Divine Guidance will stove be good. If we DG bolter fire the enemy takes their cover save - only the flamer will kill with no saves whatsoever.
>>

Agreed. Ignoring those cover saves is worth it.

>> >> Do Axes of Retribution get any more use since the owning player allocates the wounds?
>>
>> It seems like an Axe that can't be picked off will have a better shot of making its cost back, yeah. Although I'm debating building my default Cannonnes with an Axe and a Flail. Perhaps I'll build a "backup" Cannonnes with Axe/Fail who will get more play in Cityfight.
>>

I thought the Axe and Flail (at least the new one) were both two-handed weapons. Check before doing the conversion.

>> >> Since other close combat weapons get to use their special rules, does this also hold true for the Flail of Chastsiement?
>>
>> I wonder how the rules would work for the Flail? It wouldn't reduce the attacks of every enemy model would it? That would be silly, even though those models are potentially attacking the Cannonness. Would you still look to see who was in Base contact with the Cannonness even though you can choose for those enemies to hurt other models instead? Weird...
>>

Hey, I'm just looking at what the rules say. I think it would be kind of silly, but if everyone else's special rules apply... Maybe there is some precedence set with the Tyranid Lash Whip or Daemon Prince Lashing Tounge.

>> >> Unit Choices:
>> >> How well do Seraphim do and how useful is Hit&Run in a Cityfight?
>>
>> I believe units with Jumppacks fall back ignoreing terrain, so yes. You would get to Hit and Run with full effect and still clear a lot of ground. You might even be able to safely H&R right after your own charge and fallback behind a building, since enemies who try to move and charge you on their turn will have to stumble through terrain to get you.
>>

Now that would be cool. I'll be investing in Purity Seals!

>> >> Are the Dominion Special Weapons still worth it?
>>
>> As long as they can still get a bunch of flamer hits and DG them I will be drawn to them.
>>

Always useful.

>> >> Does anyone use Heavy Bolter Retributors unless they are sure they can get them to a good vantage point before the game?
>>
>> Good Question. I might consider replacing Retibutors in Immolators with stright immolators and building 6 strong Battle Sister squads who could then ride in them.
>>

I've been know to do that with my regular army enough...

>> On the other hand, if you can get the Heavy Bolters to an 8" high vantage point you can start shooting Str 5 against the rear armor of enemy tanks. Or you could shoot at infantry and reduce their cover save.
>>

So long as there is some place for them...

>> >> How much luck have you had with the Exorcist in the urban jungle?
>>
>> That's another tough call. Actually, they might have the advantage of being free from enemy fire for a few turns. With only 11 armor they can't trade it with tanks, but in the City you could move them around behind buildings, them pop out moving only 6" on your turn and suddenly fire on enemy vehicles. If you can maneuver well, perhaps side armor.
>>

I guess if Hull Down is still applicable...

>> >> Equipment choices:
>> >> Does anybody EVER take a vehicle without a dozer blade?
>>
>> I suppose not, but I don't plan to model on blades for normal use so I might have to build some modular blades to stick on in Cityfights.
>>

I seen too many tanks lost to immobilization to do without.

>> >> Do you use Siege Armor anyway to protect your tanks from elevated Bolter fire?
>>
>> I can't remember the cost of seige armor, but I suspect not. None of the SOB tanks represent the high initial investment of most REAL tanks.
>>

I'll bet that one time a tank gets destroyed by an elevated squad lead with a Storm Bolter might change a few minds...
 

Thanks for the input. You have given me some ideas!
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