Jump to content

Is anyone taking a pure SoB list to 'Ard Boys?


ValourousHeart

Recommended Posts

Just as the topic says... Is anyone going to take a pure sisters list to 'Ard Boys... obviously DH =I= plus mystics may be included?

And if so what all would you take?

 

I know we are still a strong codex, but do we have what it takes to stand up to the abusive lists that we know will be there?

And ultimately is it possible to win it all?

There was a guy playing Sisters at the regionals I attended last year, I know he wasn't top 3, not sure his overall performance. I think Sisters still a strong codex, altough going all the way might be too large a hill to climb.

 

I am definitely no expert but if I played Sisters I would do something like this:

Jump Cannoness

DH Inqusititor Lord w/ Imperial Tarrot, Psychic Hood, 3 Mystics

6 Squads of Sisters in Rhinos

3 Exorcists

3 squads Seraphim (I think Sisters players say 7 or 8 per squad is the right number)

Celestians in Rhinos (whatever points I had left.)

 

Good luck!

What's the Pts limit for 'ard boys?

 

Sisters can be a competative force and in some cases it can be an uphill struggle but it's a struggle worth making.

 

When it comes to allies I've always been averse to diluting my sisters with non faithful squads. Sure it's nice to have some of the other abilities or weapons that allies can offer but for every non faithful unit you are losing FP's that can be burnt by your army throughout the game.

 

One of the lists I've been running looks something like this;

 

Jump canoness.

Celestians x 6 mounted in immolator.

Sisters x 14 - vet & special weapons (4 squads)

Seraphim x 8.

Exorcist x 2.

 

There's other wargear etc mixed in amongst this lot and as it's roughly the list I'm playing at the ultrameet this weekend I don't want to spill my guts too much but all in you're looking at 1750pts, 8 faith, 71 bodies on the ground and to me that 71 PA's bodies presents quite a challenge for anyone to deal with.

 

What I would say is don't expect to compete against the top tier players with sisters but do expect to cause the odd upset.

If you want sister could compete, but I think you'd just have to be as spammy as you can be.

 

You'd need at least an inquisitor for Psy hood @ Ld 10. New SW, BA and Nids powers at least are worth having a shot at blocking it, eldar did not dissapear either. He'd unlock an assasin also, so I'd suggest the calidus for the mayham she can cause in some lists. That is IF you feel you need the assasin,. builds without one are perfectly valid.

 

 

After that you'd need I'd say 3 squads of sisters in rhino's, You keep these safe, the rest of your amry is up where sisters shine (12"as soon as possible, aided by faith. The rest you'd spam as many immolators as you can for a huge army of tankshocking.

Fill them with many meltaguns, and try to maximise faith points.

 

I'd say 3 exorcists as they never hurt (Ap1 missiles for the win) on your list that is.

 

Been a while since I build sisters lists, but I think you are certainly able to go toe to toe with several of the big lists.

You'd need at least an inquisitor for Psy hood @ Ld 10. New SW, BA and Nids powers at least are worth having a shot at blocking it, eldar did not dissapear either. He'd unlock an assasin also, so I'd suggest the calidus for the mayham she can cause in some lists. That is IF you feel you need the assasin,. builds without one are perfectly valid.
The thing people need to also remember is the 'Shield of Faith' rule. Having a 1/3 chance that a psychic power won't work on any Sororitas unit is a BIG bonus. Alright, so it's not a psychic hood but when you present an opponent with that level of uncertainty when using psychic powers it can make a difference.

 

A good example was when I played against a double lash CSM list at the GT last year. I had 2 squads of sisters mid table, he rolled up a LR loaded with berzerkers which he unloaded in readiness to lash in one of the sisters squads. He then used 2 lashes on one of the sisters squads and shield of faith protected them from any subsequent assault. True, I was fairly lucky that I managed to roll a 5+ for both lashes but it happened.

 

For my money a psychic hood, as effective as it can be, can be too expensive when you account for the cost of the inquisitor+hood itself and then add in any other bells and whistles (wargear, retinue, etc)... and then it only lasts as long as the =][= is on the table, so then you have to ask yourself what's the best way of defending your investment against, well, JotWW is a fine example of a 'sniping' ability that could remove the =][= early in the game.

The other consideration is how much of a target is that =][= with hood going to be. With the proliferation of psychic powers in the game it works in our favour because of the hood but also against us because it makes the wearer a prime, and easily killed, target.

 

So like I said, how many pts do you need to put into that unit to enable it's effectiveness and survival throughout the game compared to what it will acheive?

I took Sisters to the semi-finals, massacred both my first two opponents, and got a minor loss against my third round opponent, but only because I was incredibly stupid in my deployment. He had lost of Rhinos, I had 3 Exorcists. I kept the Exorcists in reserve ?!?!?

 

Looking back on it, I probably could have tabled him had I played my normal game. So, yeah, I think that all Sisters forces can be quite good.

I did quite well with Sisters my first time playing 'Ard Boyz. I had only been playing the game 3 months and I got to 4th place (out of 22) in the first round. I missed last year, but I intend on participating this year, and have much more experience under my belt.

 

 

One thing I have noticed about Sisters is they are one of the most underestimated armies in the game, and many times people will make certain mistakes against us. Something else that is awesome about Sisters in 'Ard Boyz is the points denial. I stand by Living Saint being one of the greatest units in the game in terms of 'Ard Boyz rules. Most times there are bonus points awarded for destroying all of the player's HQs, or extra KP for such an event. The Living Saint denies extra KPs most of the time, and she is an incredible objective contester.

 

 

I will probably be fielding something along these lines:

 

Living Saint

Inquisitor Lord (unsure if I will do DH or WH Inqielord)

4x Battle Sisters with Heavy Flamers, Combi-Flamers, Meltaguns, and Rhinos.

A squad of inducted Veteran Guardsmen with Chimera and Lascannon, or a footslogging Sister squad.

A couple Seraphim Squads of 7-8

A few Exorcists.

 

I may include an Assassin, I did pretty well with a Callidus. I may also get a Land Raider for the Inqielord and maybe throw a footslog sister squad in it on turn one.

The 'Ard Boyz tournament is 2500 points, normal force org chart. I would strongly recommend an Inquisitor Lord with Psychic Hood with mystics, mostly for the (unlimited range) LD 10 hood, as was mentioned. The mystics allow you free shots at deep strikers; leaving them near an exorcist would discourage guys from dropping stuff near your lines.

 

I believe that the hood can be used in conjunction with the 'shield of faith' rule so most of the time psychic powers are going to fail against you, which is awesome against some armies (Eldar, Lash/Oblit, IG psyker choirs, etc.)

 

I would not recommend an Assassin for 'Ard Boyz. Use the points for more Sisters. At 2500 points you can nearly max out a Sisters force org chart; use the best, most points efficent stuff in the codex (Sisters squads, exorcists, Seraphim with meltabombs/flamers, etc.)

 

I'm sure if you post some lists folks would be glad to critique.

Ok here is a first draft list... C&C welcome.

 

HQ

 

Living Saint - 201

Cannoness - Inferno Pistol, Blessed Weapon, Frag, Melta Bombs, Book, Cloak, Jump Pack, Litanies, Rosarius - 191

 

TROOPS

 

5 x Sister Squad - 10 Girls, Vet, Melta, Heavy Flamer, Brazier, Book - 161 each (805 total)

5 x Rhino - Extra Armor - 55 each (275 total)

 

FAST ATTACK

 

2 x Seraphim Squad - 8 Girls, Vet, 2 Flamers, Brazier, Book - 215 each (430 total)

Seraphim Squad - 7 Girls, Vet, 2 Flamers, Brazier, Book - 193

 

HEAVY SUPPORT

 

3 x Exorcist - 135 each (405 total)

 

2500 points

5 Scoring units

18 Kill Points

 

13 Faith + 1 Litanies

Need smoke for your Rhinos, that will do more than Extra Armor ever will to protect them.

 

Make the Seraphim squads sized 7, it is pretty easy to get either SotM or DG with a 7 man imagifier wielding squad.

 

Eviscerators on the Seraphim squads IMO, if you are going to flame squads you need to be able to do some damage in CC with them, and you really cannot run the Canoness with them (lose Hit and Run).

 

 

 

For my own play I have drifted away from Seraphim and instead I run 3x Celestians in Immolators at 180 points a pop and then add a celestian retinue to my canoness and strip off the pack, Rosarius, Melta bombs and frags to give her an Eviserators. That is 8x MElta guns + Inferno pistol plus 4 Twin Linked Heavy Flamers and 4 more vehicles to go with your 5 SoB Rhinos

 

I do agree that the main strength of SoB is people totally underestimate them, they can wipe out a 10 man tactical using DG and one SoB troop squad.

 

Edit: Cool fact, the Immolator has the Adeptas Sororitas special rule I believe...

+1 for the smoke launchers, absolutely needed. I would take smoke launchers before the EA. Also, agree with Eviscerators on the Seraphim. I would ditch the meltabomb on the Cannoness and find the points to put meltabombs on your Seraphim (they're stupidly cheap, especially on JP troops.)

 

To cut some more points, I don't think you need a book on every Sisters squad, they have a range to support each other with.

I'm pretty certain the Immolator doesn't have the Adeptas Sororitas special rule.

I just wanted to add I still see a lot of benefit behind having a Seraphim squad with plasma pistol/power weapon (perhaps brazier), then 2 sisters with TL inferno pistols. The ability to have a very mobile, very accurate (TL BS4 is nice) armor ignoring weapons capable of instagibs on tough targets (I'm looking at you Crisis Suits!) is nice. Pair this with the ability to hit and run if need be, and it's a unit capable of handling both armor via deep strike, or deep striking reserves to attack units like Monstrous Creatures or Crisis Suits by dropping within pistol range and letting plasma and melta fly.

 

Granted it seems most people prefer the flamer heavy style of Seraphim, but I've had luck with my own unit and found it effective for my own style of play :huh:

SO I just played this fun list last night.

 

-Living Saint

-DH Inqielord with 2 Mystics and an Acolyte inside a Land Raider

-3 Battle Sister Squads with Vets, Books, Combi-Flamers, Heavy Flamers, Meltaguns in Rhinos with Smoke

-1 Battle Sister Squad with Vet, Book, Combi-Melta, 2 Meltaguns in a Rhino with Smoke

-1 Inducted Veteran Guard squad with Lascannon, 3 Flamers, Demolitions in a Chimera

-2 Seraphim squads, one with 7 girls (to attach Saint), and one with 8 girls with Vet, MC-Plasma Pistol, Book, Eviscerator, and 2 Hand Flamers

-3 Exorcists

 

 

The Seraphim squads were a bit too expensive, but it was a fun list regardless. Setup was dispersion of Rhinos at the front lines, Seraphim and Saint around them. Land Raider in the Middle, with Exorcists around it.

 

I played against Blood Angels and I negated almost every Psychic Power he used with my Psychic hood. And the Mystics allowed my Exorcists to destroy almost all his dreadnoughts that dropped into play via deepstrike.

 

The game ended up a tie mostly because I made some bad decisions at the end (I haven't played in months, so I was a bit rusty), but suffice to say, the DH Inqielord in the Land Raider was invaluable to being a thorn in my opponent's side.

Yeah, the IL really is a nasty little piece of work that finds its way into almost all my competitive lists. I'm really looking forward to the new GK codex eliminating the ability to induct in stuff like this (yes, I don't like it but I use it, knife to a gun fight, etc.)

 

FYI as I recall from the FAQ you cannot induct veteran IG squads, only infantry platoons.

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.