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2000 points pure Sisters of Battle

Started by Masked Thespian, January 23, 2016, 02:09:00 AM

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Masked Thespian

#15
Quote from: Narric on January 28, 2016, 09:41:46 AM
Looking at the Sisters Weapons, I think the only option they have that could dent a Flyer is the Exorcist Missile Launcher. The problem is that you would be only able to hit with it on a 6, due to snap shots. If you roll for a high yeild of missiles, you could luck out and score a hit, and have a 50% chance of glancing, and 33% chance of a penetrating hit (assuming AV12). Same applies to Monstrous Flying Creatures, but they may be easier to wound due to S vs T.

That's true, but the randomness of the weapon and the need to have 6's to hit makes that a little unreliable at best.  Plus, there will be plenty of other targets that they'll also want to shoot at.

Quote from: Narric on January 28, 2016, 09:41:46 AMIf you manage to get either kind of flyer on the ground (or your opponent needs to land it), your best bet is to pummel it with as many high strength guns you have in range. Flying MCs have(had?) a chance to get back in the air, but Vehicle Flyers iirc becoming turrets, or at least fast skimmers (someone with a rulebook to hand correct me if I'm wrong).

The issue there is requiring the opponent to make a particular action.  Not to mention that not all Flyers have hover mode (I believe).

Quote from: Narric on January 28, 2016, 09:41:46 AMIf you can find a way to add Infantry Missile Launchers with Flakk Missiles, they'll give you more chances to take down flyers, whilst also providing Frag and Krak missiles.

That probably seems like the best option, but I don't currently have any current edition codexes except for Adeptus Sororitas, Inquisition, and Officio Assassinorum, so I'm unsure what's available out there to any given army.








EDIT: Since I didn't want to double post, I've edited this in.

Thinking about it, I'm probably asking too much to include the Inquisition here right now.  Especially with my substandard choices.  So I'm going to table those ideas for the moment.

I've come up with a new version of the army list.  I like how it looks but I'm also willing to change it if I've made mistakes (again).

Primary Detachment: Combined Arms Detachment

HQ: Uriah Jacobus (100) (Warlord)

HQ: Saint Celestine (135)

HQ: Priest w/Litanies of Faith (40)

Elites: Repentia Squad (Mistress + 9 Repentia) (155)

Troops: Battle Sister Squad (15 models) w/2 Storm Bolters, Simulacrum Imperialis, and Veteran Sister Superior w/Melta Bombs and Power Maul (230)

Troops: Battle Sister Squad (15 models) w/2 Storm Bolters, Simulacrum Imperialis, and Veteran Sister Superior w/Melta Bombs and Power Maul (230)

Troops: Battle Sister Squad (5 models) w/2 Meltaguns (80)
Transport: Immolator w/Twin-Linked Multi-Meltas and Dozer Blade (65)

Troops: Battle Sister Squad (5 models) w/2 Meltaguns (80)
Transport: Immolator w/Twin-Linked Multi-Meltas and Dozer Blade (65)

Fast Attack: Seraphim Squad (10 models) w/2 x Two Hand Flamers, and Seraphim Superior w/Power Maul and Melta Bombs (200)

Fast Attack: Seraphim Squad (10 models) w/2 x Two Hand Flamers, and Seraphim Superior w/Power Maul and Melta Bombs (200)

Heavy Support: 2 Penitent Engines (160)

Heavy Support: Exorcist w/Dozer Blade (130)

Heavy Support: Exorcist w/Dozer Blade (130)

Total: 2000


Jacobus will go with one of the foot-slogging big Sisters squads and the Priest will go in the other (more for the boosts than for his attacks).  These two will run up the centre of the board supported by the Repentia and the Penitent Engines.  Meanwhile, the two Immolator squads and the two Seraphim squads will race up and try and flank/attack weak spots/generally be a nuisance in their deployment zone.  The Exorcists are my only real long range firepower and will have to try and fulfil multiple roles.

How's this?  Am I missing anything obvious or making any other significant mistakes?
Regards,
MT.
Quote from: Ravager Zero
Freaking mod-ninja. :P

Although, given that you're in Japan now, I suppose that's entirely legit. :shifty:

Waaaghpower

#16
Quote from: Masked Thespian on January 28, 2016, 09:32:42 AM
On the subject of Flyers, how much do I need to take them into account?  Are they fairly ubiquitous?  And what options do I have for anti-air fire?  I'd like to go as ally-free as possible, but seeing as the Adeptus Sororitas codex has no anti-air wargear or weapons I doubt that's an option.  I've noticed that there aren't rules for the Aegis Defence Line in the rulebook any more, unlike in 6th Edition, so where are those located these days?
Stronghold Assault. It's got a bunch of fun toys, including a pipeline that turns nearby templates into Heavy 1 Torrent weapons (wooh! Sisters!) And a pricey base that fires 4 twin-linked Lascannon shots with Skyfire. (They auto aim, though, so no picking which flier to kill and no using Sisters BS4.)


Your list looks about as good as a pure Sisters army can hope for. Not every army includes Flyers (which makes dedicated AA an expensive crapshoot,) and not every flyer is a real threat. You're probably best off crossing your fingers, and ignoring them if they do come up.

As a teeny note, I'd find points to put Storm Bolters on your exorcists. For 5 points a pop, you get a 50/50 shot at saving your big gun, should a Weapon Destroyed result come your way. Other than that, you're golden.
Super Mario 3D World is The. Best. Thing.

Masked Thespian

Looks like I'm going to have to pick up a copy of Stronghold Assault at some point, then.

I wasn't aware that in 7th Edition Weapon Destroyed results were now random.  I'm just too used to previous editions allowing the attacker's choice of which weapon gets destroyed.  I agree that I should probably find the points to give the Exorcists Storm Bolters (though I'm not sure where I can put them on the models themselves).  Do you think it's worth putting Storm Bolters on Immolators too (in general, not with regards to this specific army), seeing as they only have a single weapon as well?
Regards,
MT.
Quote from: Ravager Zero
Freaking mod-ninja. :P

Although, given that you're in Japan now, I suppose that's entirely legit. :shifty:

Waaaghpower

If you can spare the points, it's certainly not a bad investment. I would say it's not as critical, since the gun you're protecting is less valuable and the tank as a whole is more fragile anyways, but it's also 5 points, so you can't really go wrong there.
Super Mario 3D World is The. Best. Thing.

Masked Thespian

How about Extra Armour?  The last time I debated putting Extra Armour on a vehicle was back in 4th Edition.  These days is it considered vital or a waste of points?
Regards,
MT.
Quote from: Ravager Zero
Freaking mod-ninja. :P

Although, given that you're in Japan now, I suppose that's entirely legit. :shifty:

Waaaghpower

Extra Armor is fine for transports or dreads, things that need movement but don't have critical firepower, but are wasted on tanks.
Even on those, though, you have to keep in mind that it will only help one sixth of the time, only against penetrating hits, and it only diminishes the effect.
Super Mario 3D World is The. Best. Thing.