Saturday, December 8, 2012

Sisters of Battle???



      I have been looking to start a new 40k studio army since the Daemons have been placed on the back burner due to their sudden boom in popularity (they may still happen as I already have a bunch of the models). I was reading through some of the Sisters of Battle rules and they seem fairly interesting. While I generally do not like playing with T3 units/armies I think they could make for some pretty cool lists if allied or even just on their own.

      The initial standouts I have for the army are the easy HQ choice in Saint Celestine (makes unit fearless, 2/4++ and comes back if killed on a 4+ with d3 wounds!), Fast attack choice Seraphim with max double flamers seems pretty great for horde control, and the Retributors with all heavy bolters seems like it could lay the hurt down on most walking units, marine or not. While Celestine and Seraphim seem to be the most common unit I never hear anyone talk about using the Retributors, why? With the new meta moving towards hordes and durability they seem like a great unit to have geared out with heavy bolters. Every shooting turn you have the chance of getting 12 heavy bolter shots with rending(on a 4+ with superior) . Sure they aren't going to rock large units or even kill a unit of 10 marines but they provide a great backfield unit that wont gain much attention from your opponent.

      My largest concerns for the army are the troop choices and cost. While the sisters have the 3+ save their t3 makes them weaker than walking marines so you either need to pay for a rhino or carry them in squads of 20 just because I don't see them standing up to the common 10 man strike squad with 20 st5 bolters wounding on 2+.

I'll see what the future brings but I think they make a pretty interesting choice for an army or at least an ally...if the wallet permits.

Thanks and as always check out the facebook page and feel free to post your thoughts on the topic!

-Stephen

3 comments:

  1. The biggest Achilles' Heel of the Sisters is not one in terms of gameplay, but one of availability and cost. Being a nearly all-metal army (with the exception of the Rhino and Immolator) makes collecting, modeling and customizing the army a royal pain. Currently the models are GW Direct only, and even then are usually limited or back-ordered.

    Secondly their heavy support choices are pretty spartan, with very limited access to long range/high strength (Heavy Bolters are the longest range weapons in their Devestator-esque Retributor Squad, only the Exorcist has Missile Launcher strength/AP) leaves them at a disadvantage to stand-off armies. While the Acts of Faith are sometimes capable of leveling the field in close match ups, they are far more suited as an Ally right now than a core army. Luckily all the folks I know that own full Sisters forces also have either a substantial Guard or Marine force to overcome that problem.

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  2. I agree with the previous poster, the biggest issue for anyone starting a Sisters army right now is cost. I don’t agree that they’re not a feasible stand alone army though. More than any army, they remain relatively undeterred by the changes in the rules to transports; assaulting out of them was never high on our ‘to do’ list. If anything, the additional 6” you can squeeze out of them each turn has increased their use to us, we can now get the majority of our army right into the midfield on turn two which is exactly where it wants to be. Although your sisters squads are clearly less durable than your standard tac marines, they’re firepower is superior. Their act of faith allowing them to reroll 1’s means they’re rerolling half their misses when they shoot. In rapid fire range, that’s 15-16 hits on average without special weapon consideration. They also received a major boost to their combat potential with the introduction of battle conclaves and revised rules for Repentia making them viable choices. Both these units, and the ever-hated Penitent Engines make excellent counter-assault units which will keep units firmly away from your lines unit they’ve been neutered. This combination makes Sisters, in my eyes, the uncontested kings of midfield domination, and I continue to have great success with the army following the new WD codex release using this tactic; flood the midfield, block firing lanes with rhinos and counter –assault anything that attempts to move into/through my lines.
    Standard sisters do need transports the majority of the time. At 160 + special weapons for ten in a Rhino, they’re considerably cheaper than a marine squad without a transport and arguably just as survivable considering the Rhino survivability boost. Units on foot do work, but need to number 15+. The problem with this investment is that they loose 2+ turns of effectual shooting rather than one. Outflanking dominions loaded up with flamers or meltas is a headache for anyone to play against, and Retributor squads with 4 x rending heavy flamer tear holes out of horde and MEQ lines without concern and Seraphim squads effectively mop up MSU units and vulnerable vehicles. There is a lot of synergy in the list when played correctly.
    My only gripe with Sisters in their current form is the complete lack of unviable non-unique HQ choices. At 90 points a piece, Uriah and Kyrinov are a steal compared to a standard Confessor, who clocks in at 75 points basic. Kyrinov comes with a Power Weapon (10 points), acts as an Simulacrum Imperialis (20 points) and a Loud Hailer (~5 points). That’s 100 points just on his equipment costs. Additionally, he makes everyone within 6” fearless! Uriah is equally perplexing, coming only with an upgraded storm bolter (5 points) he then gives the unit he joins +1 attack and FnP, in addition to allowing you to reroll your dice for faith points each turn. Each of those abilities is worth 10 points alone, so to have all three for 10 points more than a normal confessor just means its nor feasible not to take one of these characters. Equally, St. Celestine at 115 points is cheaper than a Cannonness with similar, but worse, equipment without a jump pack and the most ridiculous ‘I’ll be back’ rule in the 40k universe. This pains me, as I prefer to run generic HQ’s than unique ones to build some character and flavour into my armies. That said, from a gaming perspective the Sisters arguably have the most underpriced unique HQ’s that that’s another bonus for them presently.
    If money is no object, go for it but bear in mind this is not and should not be consider a MEQ equivalent army; it requires very different tactics. However, don’t come complaining to me when you’ve spend £100 on two units of battle sisters and a HQ unit. I already know this pain thanks! :)

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  3. Thanks for the feedback guys! I have been really enjoying the WD rules as I read through them. I have always enjoyed the idea of Pen. Engines and they seem like they could fill two very effective roles in the current meta. First would be an great anti horde unit. IF you survive and can get 6 heavy flamers off that is going to toast a lot of guardsmen or orks...its gonna toast anything really. 2nd they seem like they would be great counter assualt units for the sisters squads as you had mentioned.

    I will be play testing some lists in the next week or two so I will try to post some thoughts on what worked and didnt.

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