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Post by canadianguy on Jul 11, 2012 23:24:13 GMT -5
Saint Celestine URiah, 6 DCA 3 crusaders in rhino
3 x 10 sisters w 2 mg in rhinos w search lights
2 x 5 doinions w 2 mg in immolator w TLMM, storm bollter, search light and xtr armour 5 dominions w 2 flamers in immolator w TLMM storm bolter and xtra armour
3 x exorcist w storm bolter xtra armour n search lights
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Post by Jack Shrapnel on Jul 12, 2012 5:31:50 GMT -5
Well that's pretty much what I'd run too! so yeah, it's about as rock solid as you can get with sisters....
the only issue is just how easy it is to pop a rhino chassis now... but 10 vehicles are still a mess to try and take out!
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Post by calitom on Jul 12, 2012 7:21:22 GMT -5
If model count weren't an issue I'd just run 80 sisters on foot with the obvious characters, 2 dominion squads and 3 exorcists... Orcs with power armor.
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Post by Jack Shrapnel on Jul 12, 2012 7:43:29 GMT -5
at the current price of $20.75 for three sisters of battle that might just be the MOST expensive army ever! (makes death korps of krieg look reasonable )
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Post by Frosty the Pirate on Jul 12, 2012 8:13:55 GMT -5
You could try Stelek's "unbeatable" Sisters/Guard Deathstar!
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Post by canadianguy on Jul 12, 2012 9:02:22 GMT -5
Sorry my sisters refuse to play with others!
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Post by BewareOfTom on Jul 12, 2012 10:05:55 GMT -5
You go girlfriend
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Post by Jack Shrapnel on Jul 12, 2012 10:34:14 GMT -5
Well technically being allowed to have inquisitors, grey nights and guard with sisters is just giving us BACK the book they took away with that stupid White Dwarf PDF!!!! (they had to wait til EVERYONE could get inducted guard I guess )
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Post by Frosty the Pirate on Jul 12, 2012 11:06:54 GMT -5
You must of missed the -Intended for 6th- stamp on the WD.
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Post by canadianguy on Jul 13, 2012 6:28:58 GMT -5
Any other thoughts on how to play them?
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Post by Jack Shrapnel on Jul 13, 2012 12:32:41 GMT -5
Against a mech oriented force, I'd use the dominions to concentrate on one flank with scouting forward to cause some early casualites and de-mech them early. This will hopefully give you the option of slowing down / stalling one of their flanks. The only issue with this is that with the survivability level of an immolator, and how great a threat they are, you're probably looking at them heavily targetted... that's why I'd suggest trying to alpha strike with them... no opponent who knows about dominions is going to let them stay mobile if you hang them back or try to hide them... aggressive I think is the better tactic with them. If... (and it's a big if) they survive the retaliation fire, I would attempt to redeploy them to another target an concentrate their fire... use them to demech your opponent to gain a mobility advantage. small arms fire still can't glance a rhino reliably, so you need to really target the enemy's mech elements... next priority is any vulnerable heavy weapons squads. scouting TLMM immolators have a pretty long reach... get at the backfield if you can... This will also take some pressure off Jacobus' ride... which should also be a priority target for your opponent. Expect the DCA's to be de-meched at some point (make the dominions enough of a nusiance that they draw the most fire) but they are going to be your main hammer unit. Problem is, with the changes to power weapons they are no longer your unit to handle terminators... keep them clear as they're not going to be effective at all... terminators need their ride busted by dominions (and as much melta that's left focused fire into them as well) and once they're walking, an exorcist missile or 20 should sort them fairly easily... Your DCA's and Jacobus unit are great for eliminating pesky assault units (other than those with a 2+) or clearing an objective out if the unit holding it is anywhere near effective or hard to remove. In 6th your sisters don't score or contest an objective if they're embarked in a transport. This is huge for SOB, as the girls have to voluntarily leave their metal box to hold or contest. As always with SOB you want to be maximizing mobility and focus fire... avoid the one on one matchups as that is just not going to go well. you are going to find a lot less mech so you may not need the meltas in the girl squads. extra armor is also not that great in that the glances are going to be what does your light mech in, not the pens. At least your transports will still be moving til they're wrecked, which is kind of a good thing ...plus those flamers are awful nice when someone inevitably charges you to try and take you out.
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Post by canadianguy on Jul 13, 2012 12:39:58 GMT -5
Switch one sister squad from 2 mg to 1 flamer 1 hf?
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Post by canadianguy on Jul 16, 2012 7:21:36 GMT -5
So just to clarify, are these kind of standard thoughts knowing what we know of the new edition HQ: Take the special characters as they are all better for the points then standard options
Elites: really why bother?
Troops hehe so many options: More a mix of flamer n melta now? Transports still worth it? Maybe a supersized unit?
Fast Attacks: Still just dominions only?
Heavies: Exorcists still #1 choice? Would u use the other options if so why n how?
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Post by BewareOfTom on Jul 16, 2012 9:04:01 GMT -5
well, with over watch I could see 20 girl squads being worth it dunno about mix flamers and melta though, melta seem better to me
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Post by Jack Shrapnel on Jul 16, 2012 9:34:27 GMT -5
depends... if they're on foot, melta is really a sub-par option because then they aren't going to be popping any vehicles anyways... if a vehicle rolls up to your girls on foot something has gone terribly wrong... ie: your dominions & exorcists have not really done their job now have they? and you have way bigger concerns than popping the rhino...
so if on foot I'd say the flamer / H.flamer to overwatch hit whatever has come to remove you off the objective.
If you're not bringing dominions or exorcists and you've got a transport then melta would certainly be superior.... however then I would also question why you're not bringing dominons or exorcists....
fast attack I'd say it's either dominons or seraphim... seraphim could work in a similar role to dominions brining the twin melta guns (which now provide two shots each!) to the table, as well as being a bodyguard (ie: ablative wounds) to Celestine if you're worried about someone insta-deathing her... (which isn't that hard if you've got any S6+ weapons - who has them eh?)... it's hard to say no though to scouting TLMM rhinos who are harder to supress given the new damage charts needing a pen to actually stop it from moving/shooting
I think transports are still worth it, but you have to be either all in or all not... a couple rhinos are not going to live very long if they're your only tank.... it's not like all the usual anti-tank options are really going anywhere and with hull points it doesn't take much focus fire to wreck a rhino.
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