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SW vs. WD sisters


RipherChost

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I played a random pick up game 1500 points vs. the white dwarf codex sisters as my first none at home game in about four year ( I finally live near a game store).

 

My list was:

 

HQ

-Rune Priest - Living Lightning + Murdderous Hurricane

 

Elite

-6 Scouts -5 Sniper Riffles -1 ML

 

Troops

-10 GH with 2 Melta, 1 Fist + standard w/rhino

-2X -10 GH with 2 Plasma, 1 PW +standard w/rhino

 

Fast:

-3 Speeders Melta/Flamer

 

Heavy

-6 LF with 3 ML, 2 PC

-6 LF with 3 ML, 2 LC *RP attached

-Whirlwind

 

 

His Sisters:

-Cannoness with bodyguard + 3 Multimelta in razorback equivelent

-Some 3 wound guy that is supossedly good in hth ? (he mostly stood there the whole game and took random frag wounds from my MLs)

 

Elite:

-Repentia (whatever they are called)

 

Troop:

- 2X 10 sisters 1 SB, 1 MM

 

Fast:

-7 Seraphim

 

Heavy:

- 1 sisters with heavy bolters

- 2X pipe organ rocket tank

 

Terrain was badly placed as we did not expect to roll table quaters for deployment, this left an empty no mans land in the mid feild.

 

I deployed first placing the RP-LF team in a building with good LoS my whirlwind behind a building and my 3 rhinos on the deployment edge with LF right behind them. So already I should have put my second LF team in another building, o-well. Opponent castled up in a building far corner on the board with Repentia out in no mans land. I then placed my scouts in the building next to his "castle".

 

I don't have a great turn by turn break down however... I was able to shoot down the repentia but the had fnp and the 6+ faith save so they proved to be rather resiliant, in fact the 6+ faith save through out the army saved against a lot of shots from my end. On a good note the plasma did wonders against the fnp.

My Whirlwind missed spectacularly for two rounds and then received inferno pistol doom from the seraphs when they came into play, next turn both LF packs shot them down to nothing to avoid assault.

My initial push with rhinos was halted by by his organ ML , leaving me with over hte coarse of the game 30 GH getting shot to death in the empty void of no mans land.

Landspeeders came in round 2 and landed near a squad of sisters but not close enough to flame more than two so no kills... Next turn shot to hell by everything that was in range, which was the fate of my scouts the turn before.

In the end it was my 2 kp vs. 5 kp for him. He was happy as it was his first time winning so I wasn't to bummed out as it was fun and a good learning experience.

 

After thoughts: The LF and the GH plasma did a pretty good job, lots of frag wounds flying around his castle made things nice and had my whirlwind survived it might have helped out some. A couple questions arise, I plan to switch the scouts, but with what? The land speeders seemed to under perform as well, should I have not used the squadron or perhaps only a squad of 2 speeders or perhaps not have gone with deep strike as well? Should I trade out the whirlwind, a daka pred is the same points and it doesn't scatter?

 

Any help on the list would be great, I can feild anything so no restrictions there.

 

Thanks for reading.

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Ditch the sniper rifles and go with Bolt Pistols, 2 plasma pistols and a melta. Then have the Operate Behind Enemy Lines. They walk in behind his organ tank and poof dead. or behind something important and pshoot crap out of it. Sniper Marines do not do well in Space Wolf armies as we are more on the move and not shooting. In a Dark Angels they can rock. We can make gun lines but most wolf players are more agressive and moving.

 

What is there point value with Sniper rifles. 90 points and the gear =? You could have tanking a Dakka Preditor. Or mybe a Vindicator. Vins work better in pairs thou. Singles usually die fast or lose the main gun fast.

Sniper Marines do not do well in Space Wolf armies as we are more on the move and not shooting. In a Dark Angels they can rock. We can make gun lines but most wolf players are more agressive and moving.

 

That is a grossly over-reaching statement and most certainly doesn't apply to everyone. In fact, there's a pseudo-recent thread here that debates that very topic.

 

If anything, SW scouts are perhaps the best Marine sniper option with a BS of 4, needing only a 3+ to hit and 4+ to wound, vs any other scout with a BS of 3. Blood Angels are comparable statwise, but point for point, SW scouts are cheaper. And don't forget they still retain their bolt pistols, so they don't exactly have to sit and wait for the enemy to assault them, should it happen.

 

Also, regardless of whether I agree or disagree on the effectiveness of the sniper pack, I think the suggestion of downgrading them to 2x pp and a melta is perhaps less effective vs the opposing list, only b/c with the 2x packs of Long Fangs, Whirlwind, 3x deepstriking Speeders with MMeltas, and the one obel scout with ML, there should have been more than enough tank-busting power to remove only three tanks. Meanwhile, those snipers could be pinning those sisters on foot, allowing the Hunters to make that < 24" gap while the LFs/Whirlwind/Speeders dealt with the heavy support.

Wolf Scouts with Melta doing the OBEL thing is always good to take out their long range stuff, and that Exorcist tank is the only thing the Sisters have that can reach beyond 36". They have the HW squad that can get Heavy Bolters that Rend with an Act of Faith, but that's about it. I would not run the Speeders in a squadron, and not Deep Strike them. You can move them Flat Out to get a cover save, then head for whatever you want to fry/melta.

 

I've played Sisters once and I wasn't terribly impressed with them. Once the Exorcists are done you've got total range on them and the Long Fangs have a field day. Second: assault them. They are WS3 S3 I3... when I played them the only Sisters model that got to make a melee swing at me were the Repentia and that's because of their Act of Faith that gives them 1 swing after they die. If you know you're playing Sisters it might even be time to field the Blood Claws or Sky Claws, they will seriously mess up Sisters in CC.

Thanks for the input guys! The excorcist tanks were the bane of my force and I should have focused on taking those down the first turn or two.

 

I think I will re-post the list in the army list section of BnC as I do want to make some tweeks to it before I scrap it all together...

try to take the speeders not in squadrons, if you have enough fast attack slots free. you can better divide and hunt with each one a different target, or threaten two flanks. also use them against tanks first and infantry second (especially 3+ armour) to make more points back.

but nice to hear from a game against the new sisters! the first time against a new army is always a learning game, right? next time it will be different!

try to take the speeders not in squadrons, if you have enough fast attack slots free. you can better divide and hunt with each one a different target, or threaten two flanks. also use them against tanks first and infantry second (especially 3+ armour) to make more points back.

but nice to hear from a game against the new sisters! the first time against a new army is always a learning game, right? next time it will be different!

 

I would second this, unless I absolutely need those FOC slots for something else, in my SM armies in general I always break my speeders into single squadrons. And honestly, w/ the cost of bikes & the so-so of vanilla assault marines unless I'm playing guard or tau I rarely need them in my Imperial Fists, w/ my Wolves there's almost never any competition for anything other than 1 slot for my TWC as skyclaws are not a unit I'm fond of & honestly, I just personally don't care for SM bikes, as I said, they're too expensive $ wise to suit me as I feel the models are overpriced.

 

Also, I LIKE wolf sniper scouts actually as I don't feel like wolf scouts HAVE to be or even fluff-wise SHOULD be a suicide squad & BS4 sniper rifles w/ heavy bolter or missile launcher, infiltrate, move through cover & scout move is nothing to be sneezed at, let alone the addition of acute senses for that odd dawn of war game & the counter-attack ability is a great addition as they lose nothing for standing & shooting & taking a charge if neccessary as a salvo of sniper rifles & a heavy can really ruin the day of a unit planning on charging you next turn. But that's just my thoughts on it.

 

However, at 1500 pts I personally like to run more hard-hitting units such as additional armor, a vindicator is actually a very threatening piece of equipment at 1500 pts as you're not going to run into as MUCH anti-armor & if you're like me & roll scatter dice well (but I suck at massed armor saves) then you could really ruin the day of his castle fast. Even that 6++ won't save the day against that very often. A pair of them is downright terrifying, just ask anyone who's played my Imperial Fists mechanized column lol. Don't get me wrong, I love Long Fangs, but against power armor I like the pie plates, ESPECIALLY at such a low points level.

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