Jump to content

battle sisters loadout?


Recommended Posts

It is a brave new world folks in regards to what can be done in the game. Historically mech has been the most competative roster for most SoB players but I'm firmly of the belief that footsloggers (with ranged exorcist support of course) are as competative as any other roster on the table. I think it's a case of thinking outside established preconceptions and asking if we can be a little more unpredictable in what we are fielding.

 

This might come off sounding like a challenge, but it's not, it's an honest request - if you get some tabletop play results with footslogging SoBs in 5th ed please, PLEASE share them here! I'm curious about this build myself (have been ever since I saw 'unit size 10-20' back in the 4th days) and would love to hear some real-life testing of the concept.

i play sisters, as well as GK's, and I can say that SoB's are a very versatile army, depending on how you use them. If you are using armor, or a mech list for SoB, its best to use them accompanied by or accompanying Space marine armor. Seraphim can make quick work of armor, if you know how to use them, and Repentia can take most armor with their strength 6 attacks and eviscerators, if you can get them close,

If you WANT to get them close, that is. Because the sisters like burning stuff, they have a pretty decent selection of anti armor weapons.

 

I personally play infantry heavy, using the sisters main strenghts, and faith points. Two exorcists and an immolator(melta or flamer depending on who you are playing) are all the armor i ever need. Playing seraphim, two squads of 5, a sisters repentia mob, 6 celestians, and two or three battle sister squads, with the occasional variation of stormtroopers, can leave even a necron army in shambles.

 

I say even a necron army because they are just notoriously hard to keep down.

 

I also like adding grey knights for some extra power in CC or to power forward.

 

Once again, it ALL DEPENDS ON YOU. Play to YOUR strengths, because i know that my list, although very effective for me, could be just another slaughter fest for someone else.

I personally play infantry heavy, using the sisters main strenghts, and faith points. Two exorcists and an immolator(melta or flamer depending on who you are playing) are all the armor i ever need. Playing seraphim, two squads of 5, a sisters repentia mob, 6 celestians, and two or three battle sister squads, with the occasional variation of stormtroopers, can leave even a necron army in shambles.

how many points and how big the repentia unit . also if its possible , could you post a sample list of your opponents? am being very courious here.

I run between 100 to 107 models at 1850 all sisters ( and some repentias) I fight Mech armies and they come to me so I have fire fights in my first turn as I perfer going second.

 

my 1850 list

canoness bolter melta BOSL cloak frag and melta bombs

13 repentias/mistress

5 15 sister strong squads frag melta hvy flamer vss bolter BOSL melta bomb

8 strong seraphim 2 hand flamers w/vss twin bolt p melta BOSL

10 strong retributor squad 4 hvy bolters vss with an auspex BOSL

 

I have decided to trade out the seraphim for a celestian command squad with scared standard frag melta hvy flamer, vss bolters BOSL melta and then trade the repentias for a 10 model retributor squad with 4 MM Vss BOSL bolter

 

sometimes gear is dropped to make points but that is the basic army design.

 

I have lost to an all Khorne Bzerker army I had no dice skills and was slaughtered. Left an Avatar (ap1 hvy boltes baby) with 1 wound remaining while the rest of the eldar army was running or dead. Beat mech orks due to kill points (I had 9 he had 19 and I had 2 units remaining and he had 10) and tied due to an ork miscalculation about his own objective (he miss calculated by being an inch too far)

It is a brave new world folks in regards to what can be done in the game. Historically mech has been the most competative roster for most SoB players but I'm firmly of the belief that footsloggers (with ranged exorcist support of course) are as competative as any other roster on the table. I think it's a case of thinking outside established preconceptions and asking if we can be a little more unpredictable in what we are fielding.

 

This might come off sounding like a challenge, but it's not, it's an honest request - if you get some tabletop play results with footslogging SoBs in 5th ed please, PLEASE share them here! I'm curious about this build myself (have been ever since I saw 'unit size 10-20' back in the 4th days) and would love to hear some real-life testing of the concept.

Apologies for threadnomancy and the delay in response Flintlocklaser but it’s been a busy couple of weeks…anyway, where were we?

 

I’ve been playing with an infantry heavy list for a while now, and after some considerable play testing against some pretty nasty tournie style lists my current line up is now what I’m considering taking to the next UK GT to pitch against the serious tournie circuit.

 

This is off the top of my head, so I may be a little light/heavy on the points but this is something like my 1500pts list at the moment:

 

HQ

Canoness+ combi flamer, Celestian retinue of 5 + Flamer & Heavy Flamer, Immolator+ smoke & Searchlight.

(Battlefield role: Fast response unit, designed to hit large lightly armoured units with multiple templates to blunt an infantry attack. Considered to be held in reserve and deployed as a threat emerges. Generally considered to be effective for a single turn of fire, however in the event of totally eliminating an enemy unit they can move onto the next. Unit is worth 3 FP’s in the event of martyrdom).

 

Troops

Battle Sisters X 14 + Vet supe, Eviscerator, bolt pistol, BoSL+ (unit) Flamer & Hvy Flamer. (2 Squads).

(Battlefield role: Troop choices X 2. Anti infantry specific but with Vet ability to hit vehicles in assault & enable hits against dreads in CC. Primary function to take objectives that are occupied with infantry, flamers = no cover saves. Secondary function to supply infantry support to melta units).

 

Battle Sisters X 14 + Vet supe, Eviscerator, bolt pistol, BoSL+ (unit) Meltaguns X 2. (2 Squads).

(Battlefield role: Troop choices X 2. Anti armour specific. Primary function to eliminate mid table armour, e.g. transports & LR’s and to target AV14 (Not monoliths) provide support for anti infantry units. Secondary functions: Take and hold objectives, supply rapid fire support).

 

Heavy Support

Exorcist+ Searchlight (X 3).

(Battlefield role: supply long range heavy support to infantry units. Target specifically MC’s, anti infantry armour, TDA units, chaos assault units, enemy HQ units. Use all 3 to destroy specific unit, then move on to next target).

 

…and there you go.

 

Playing against new marines, tournie nids and tournie tau I’m managing a very respectable WLD with the wins & draws individually outscoring the losses, something that was a very different story in 4th ed where my losses equalled the wins & draws combined.

 

On the table it’s a very survivable list, the only time I’ve seriously struggled was in a doubles game against CSM and it was the first time I’d gone against them. If you’ve got the quantity of minis I’d thoroughly recommend giving it a run out and see what you think. It’s not the most exciting of lists by any means (and somewhat cheesy with 3 exorcists) but in the competitive game I think it does perform.

It is a brave new world folks in regards to what can be done in the game. Historically mech has been the most competative roster for most SoB players but I'm firmly of the belief that footsloggers (with ranged exorcist support of course) are as competative as any other roster on the table. I think it's a case of thinking outside established preconceptions and asking if we can be a little more unpredictable in what we are fielding.

 

This might come off sounding like a challenge, but it's not, it's an honest request - if you get some tabletop play results with footslogging SoBs in 5th ed please, PLEASE share them here! I'm curious about this build myself (have been ever since I saw 'unit size 10-20' back in the 4th days) and would love to hear some real-life testing of the concept.

 

I had a tourny-report a page or two back - I ran foot sloggers. To answer your question, big squads certainly can put out the dakka, but I learned flamers = a bad idea. Too tempted to advance and get charged. Repentia kick ass if you hold them in reserve and wait for the enemy to come to you.. then it's a nice suprise :jaw:.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.