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Found 8 results

  1. Seeing as we are now a full-ish list in its own right i figured id kick off a Sisters of Silence tactica thread for second ed. I figured as an opener to briefly go over the units as a whole, that way when we look back we can all get a good laugh. HQ Jenetia Krole, Knight Abyssal, Knight Centura Presented in order of deadliness we have our beatstick HQ's, and what good beatsticks they are! Even on a relatively fragile mortal frame they can still reliably win challenges with the Ex-Oblivio rule against anything that isnt a Primarch and inflict serious harm on enemy units. Beware those return strikes though! Silent Judge The more ranged leaning HQ choice, she packs some serious (If generally short ranged) weaponry and can commonly deny enemy units reacting to her unit's shooting or charges. So my first instinct would see her as backfield support to shooting squads, especially the heavy support cadres where she offers some decent protection. Silent Fury A judgement HQ on a jetbike! She faces stiff competition from her peers but her speed is unmatched so if you need a character 18" away this is your choice. Plus decent firepower from the bike and pistol upgrades. This is really a fluffy/fun choice though. Questora Cadre The Slightly awkward update to the Excrutiatus cadre from 1st edition they are a retinue choice for Judgement characters, which in practice means Silent judges as Furies would be giving up the jetbike advantages. They have some decent firepower choices, OR can take some basic melee upgrades to take advantage of their better stats. They could see use as a flex counterattack unit but i think they will usually lose out on efficiency to the more specialised cadres. Raptora Cadre The new Oblivion character retinue the Raptora are a lot more focused as the peak melee unit of the faction. I would certainly take them over Oblivion knights every time as Oblivion characters are typically going to be getting into melee as soon as possible and staying there. They have a lot of pistol options so beware going too overboard! Elites Knight Vestal Covenant The Sisterhoods dual pistol wielding medics. For now awkward to add to squads unless you take only one or group said sqads together for the Vestals to join in turn one, possibly behind some Acquisitors. They have a few options and adding needle pistols for pinning could be fun but they are ripe to get sniped so beware spending on a full power weapon and archeotech pistols loadout! Oblivion Knight Cadre The Veteran versions of Vigilators, they suffer somewhat in comparison to Raptora cadres though they are more flexible in their loadouts and Lashes, Power axes or spears could see uses, so they arent just the option when you run out of potential Raptora slots! Eradicator Cadre The Veteran prosecutors, they come with the Vratine bolters but really their strength is in the combi weapon options and precision shots. The obvious choice is combi meltas out of a transport to delete tanks or elites but i think the minor combi weapons have appeal too, especially combi snare guns which let you stop an enemy unit in place as well as putting some bolter rounds up them. Troops Prosecutor Cadre Your bolter (probably) armed line troops, they do largely what their peer units do, albeit a bit more fragile. They have the option for dual pistols for cool points or assault needlers for enhanced firepower and pinning, though those arent cheap! Vigilator Cadre Alternatively you can take Vigilators for the troops/line slots wielding big old choppy swords instead. They now have a lot more pistol and sergeant options to boost your output, noone will expect 15 S5 hand flamers! (But dont do this :D ) Get them in a transport and they will still dish out significant damage whilst scoring too, Dedicated Transport Kharon pattern Acquisitor Formerly the best assault transport in the game, the Acquisitor is still a great transport, fast, harder to catch thanks to its Spectra distort shield and if upgraded with a multimelta, probably the most reliable Anti tank in the list. An essential choice for any melee unit and compelling for anyone else. Fast Attack Pursuer Cadre Pursuers again changed a bit with the update, losing their special weapons and swarm to get a broader variety of beasts and a free hand flamer upgrade potentially. You could probably spend a lot of time discussing the various beasts advantages, though including a Raptor to get shrouded is a solid choice. Essentially its a super fun mixed melee unit, that can have Cyber-crocs :D Firebrand Cadre The Special weapon unit they come by default with flamers, which are great against the right army, but this is the AoD so that army is super rare. Grenade launchers took a hit in the edition shift too but its still a lot of pinning hits potentially, worried light vehicles or psy shock. Snare guns are an option but im not sure how useful they are as a sole weapon, i suspect other cadres do this better. Subjugator Cadre Our jetbike unit they are obviously lightning fast at 18" (Which renders outflank a bit pointless) and come with snare cannons to stick deathstars in place and the option to upgrade to needle cannons for some poisoned pinning or adrathic destructors for somewhat risky blasting holes in things with death rays, the sergeant upgrades give a bit of melee punch but really stick to bullying vehicles, though note the lack of grenades on the unit for some reason. Termite Assault drill Unevenly available to all Imperial factions, the Termite pops out of the ground to drop off a squad and wave its heavy weapons around. Some more melta weapon goodness but a bit slower to get on target. Heavy Support Sanctioner Cadre Our sniper unit, really essential choice in 2nd Edition to pick off characters and dish out pins, they snipe! You have the option to upgrade to Vratine sniper rifles but this seems bad? 5pts to drop your damage but gain Psy shock, so great if you know you want to shoot psykers but they really arent a priority for Sisters unless allied. Great if you fight a lot of Ksons or Daemons! Expurgator Cadre Finally our heavy weapons unit, Judgement chamber so you will need a judge to field them and they do pair well together. They come stock with heavy flamers, which obviously benefit from a transport (And possibly compression tanks) and can switch for free to snare cannons which dish out significant snaring but are heavy and 18" range. They also have some pricy nut hefty guns in the form of vrantine missile launchers and adrathic destructors which operate a bit more like conventional devastators, just remember the range on the latter again. Relentless would make this cadre shine but its not on the table currently. So, initial thoughts? Im certainly keen to add the new units to my old army and try out the new toys.
  2. From the album: Misc

    Does this still play in 9th???
  3. So tinkering about with the idea of starting some Blood Angels (or at least painting some). As a Venerable (old fart) 40k fella, I have a penchant for the old orange Blood Angels. I've taken to using Vallejo for just about everything, particularly airbrushing. The trouble is I have no retailers of Vallejo nearby, so I have to order online. Since color swatches can't be relied on with a computer monitor, I can't really be sure which paints to pick out. So, any guides out there for Orange Angels using Vallejo paints, or known recipes to share? Bonus points for pictures
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