Jump to content

The basic battle sister squad


sgt campbell

Recommended Posts

So since being back I've managed a few games of 6th sadly not with my sisters. In the last codex I used 10 girls, book, heavy flamer, melta, rhino. With the new codex and 5th I was using 10 girls, 2 melta, rhino.

 

And my question is what have people been using in 6th?? Is the double melta in a rhino still a good idea or are people starting to use more flamers? I was thinking since there's becoming more and more troops taking 10 girls, mm, melta, HB immolator, the girls shoot anything at 24" and the immolator re-rolls hits and wounds?

Link to comment
https://bolterandchainsword.com/topic/267752-the-basic-battle-sister-squad/
Share on other sites

i really want to put flamers on the girls squads, but i just come up against too many vehciles, since i use rets instead of exorcists i have no choice but to put meltas in my base squads.

still i only run 2xmelta and meltabombs on the base squads, (rhino too), keeps costs down

Generally I run these set ups

 

If I know I am running vs. heavy mechinized list

 

10 Girls

Rhino,

Melta-gun

Flamer

 

If I know I am running vs. a mostly infantry list

 

10 girls

Rhino

2 Flamers

 

In Tournies /All comers list

 

10 Girls

Rhino

Flamer

Heavy Bolter.

 

The All comers list setup is for objecting holding. I generally use my Retributors, Q-gun, Dominions, Repentia, and Exorcist for anti armor. If I have extra points then I add melta bombs to the squads for anti armor.

If you are familiar with the White Dwarf codex you know they are not the work horse unit they once were. They may be one of the weaker units now but we can still make good use of them. I have a few set roles I need for all my units, troops included. I will usually take 3 Battle Sister Squads, two of which will be “hide in the back” troops and the third being midfield support.

 

The first two squads come with two melta guns and a rhino. Nothing for Sister Superior and no Rhino upgrades. They cost 180 points per squad which is the cheapest they get while still being able to do their job. They stay back, out of sight and even in reserves if I don’t think there is enough backfield cover. Their job is to stay alive and mobile until end game and also to protect the Exorcists from dreadknights, deep striking terminators, fast defkopters zipping along the edge and things like that. Melt suicide squads, stay alive and stay out of the fight until needed to capture pre-cleared objectives on turn 5.

 

The third Battle Sister Squad is equipped with flamer, heavy flamer, combi-melta for the Superior and ride in a Repressor (if FW is allowed – rhino with pintal mounted storm bolter and dozer blade if not). 210 points with either transport. If they start on the table, they stay back and in cover for the first turn. They come after the front line units to help with fire support, mop-up, or exploit weakened enemy infantry. Sometimes used as bait for the Conclave to counter assault. They are mobile and can generate a lot of hits.

 

All troops stay in their tanks as long as possible. “She who bails, fails” is my motto. When in doubt, don’t get out.

 

Anyway, that’s how I use my girls. In lower point games I stick with two melta squads and keep them off the table when I can.

I always just take 10-14 sister squads hvy flamed melta, Superior with melta bombs, Bolter and thinking about including power maces for some, if they are 10 models they get a rhino but usually I take 14 sisters and 4-5 squads

i currently have 2 squads of sisters, probably going to extend to 3. i'm still tweaking the kits, but i like 2 melta, or melta/multimelta. i'm also looking at 2 flamers for one squad, and tossing around the idea of a 2nd melta squad or rolling 2 storm bolters as the 3rd.

i like the idea of keeping heavy weapons out of my troops, because my style of play is very mobile, and while you can at least shoot after moving heavy stuff now, it's not at full BS, so i'm still not a huge fan. tho it did make retributors (or havocs in my original army) way more useful.

might not be a bad idea tho to put a heavy bolter in, as those are always awesome, and with chaos (finally) jumping on the hordewagon with the addition of cultists, more bullets are always welcome.

I take blocks as big as I can afford, ususally 14 -16. The Sister superior is Bolt pistol and chainsword. I take a Heavy bolter and a storm bolter for the specials. I field two of these in 1500, or three in 1750. In general, they maneauver around the Heavy bolter, forming conga lines from cover to cover. Their job is to sit on objectives. If thesy dont start on one, then conga out on turn 5/6. With 16 women, they are very resilient, and often ignored until its too late. They are ususally the last things left on the table.

that's not a bad idea. storm bolters don't get a lot of attention, i would wager, compared to flamers and meltas. and of course the bigger the squad the longer it takes for them to have to test.

i run plasma pistols on my superiors, actually. i figure our optimal spot is somewhere around a foot out and i might as well pack as much high(low?) AP as possible, considering i'm used to my chaos marines weighing in around 15+ points each. the squads i've built so far at equivalent sizes have come in considerably cheaper than marines for just as much firepower.

The reason that Storm Bolters don't get much love is because even for 3 points, they're useless.

 

You're paying 3 points for one extra shot at long range or when charging. OR, you could spend 2 points more than that to get a weapon that hits multiple targets and ignores cover.

 

Storm Bolters just aren't worth the weapon slots. In my opinion, you're better off with a flamer and a searchlight than you are with two storm bolters. They'll be more useful, especially with the way night fighting is applied now, and you'll still have that unit with a sub-optimal load-out to encourage the enemy ignoring them.

i like the idea, i like the model, but i do struggle for a use. for things like guard or orks it's probably more useful, because it's longer range than the melta/flamer, and they don't typically get saves against bolters anyway, but yeah it's like ONE more shot.

i have a couple storm bolter models myself but they don't get a lot of play, to be honest. the times i've run small games just to field the ladies i usually end up with meltas/mm and flamers, leaving the poor storm bolter in the armory. again. :/

I personally use my Storm Bolter models as Heavy Bolters (with opponent's permission of course). The fluff is that they're smaller, more mobile heavy bolters that use specialised ammunition to achieve the same punch, designed for fighting in enclosed spaces (like libraries) where a true heavy bolter is too unwieldy to manage.
I personally use my Storm Bolter models as Heavy Bolters (with opponent's permission of course). The fluff is that they're smaller, more mobile heavy bolters that use specialised ammunition to achieve the same punch, designed for fighting in enclosed spaces (like libraries) where a true heavy bolter is too unwieldy to manage.

That's a cool idea. Since everything has a cost in multiples of 5, I tend to put search lights on my Exorcists and use the remaing 3 points for a stormbolter on my Retributer Superior. Since she will be firing at range with the rest of the unit I figure it is the only place that will actually get any use at all from stormbolters. But since this is only when she has fired the quadgun on Intercepter or after it has been destroyed, it really is a waste of 3 points. And since I can't do anything else with those 3 points after buying 2 searchlights ... what the heck. May as well.

 

If Celestians came with stormbolters and True Grit, maybe they would both have a little use.

i deploy specialized squad like 10 sisters with 2 meltas and combi melta in rhino or 10 sisters with 2 flamers and combi flamer also in rhino. I like to have specialized squads because I learned that one melta ALWAYS miss or one flamer ALWAYS inflict one or two wounds :P B)

^_^ I had a game a little while ago where the Orks were so bunched up by terrain that I had a Heavy Flamer, a Flamer, and a Combi-flamer, and didn't have to fire the combi-flamer.

 

It was a big mob of 30 Boyz. ;)

:P I had a game a little while ago where the Orks were so bunched up by terrain that I had a Heavy Flamer, a Flamer, and a Combi-flamer, and didn't have to fire the combi-flamer.

 

It was a big mob of 30 Boyz. ;)

 

I think they call that kindling actually!

 

I'm thinking 2 big units of Sisters (15 each) would work well, maybe even a third (which could be smaller for objective camping), to hold the middle ground.

I'm thinking 2 big units of Sisters (15 each) would work well, maybe even a third (which could be smaller for objective camping), to hold the middle ground.

So do you think it's the end of the rhino? 6th really has screwed with the transport!!

 

I had a game a little while ago where the Orks were so bunched up by terrain that I had a Heavy Flamer, a Flamer, and a Combi-flamer, and didn't have to fire the combi-flamer.

I love this squad so many auto hits they have to remove at least a few models!

 

 

i deploy specialized squad like 10 sisters with 2 meltas and combi melta in rhino or 10 sisters with 2 flamers and combi flamer also in rhino. I like to have specialized squads because I learned that one melta ALWAYS miss or one flamer ALWAYS inflict one or two wounds

But what happens when the flamer squad comes up against a vehicle or walkers??

So do you think it's the end of the rhino? 6th really has screwed with the transport!!

 

i dont believe it has, 35 points is incredibly cheap and still an awesome upgrade.

id like SOB rhinos alot more if they came with a free searchlight, trouble is everything is a multiple of 5 in the dex, so finding that 1 point for a couple of vehicles can be hard.

 

the only way to play competitive sisters is to support each other!

 

i agree 100%

i think every army plays a little differently depending on what units you take, my army for example uses lots of retributors, so i push up all my mounted SOB squads to centre board to make use of thier meltaguns/flamers, supported by serpahim and conclave, whilst the rets reach out and touch someone from the back of the table.

this of course means my casualties come from my SOB squads which makes it hard to win objective based games.

 

going back to rhinos, i feel the one place they let you down is with getting first blood, ALOT of games now ive noticed come down to secondary objectives, warlord, first blood and linebreaker, with celestine your opponent cant gaurantee slay the warlord, hell i won a doubles match at a tourney based solely on that fact.. so first blood can play an important role.

Then you deserve to lose for not properly deploying and moving your units to support each other.
well not really when a vehicle can move 18" now, but the only way to play competitive sisters is to support each other!

 

well you answered your question ^_^ good support is key to victory :lol: 2 or 3 exorcists or HB retributors usually solve problems.

 

I´m not fan of mixed units because every squad in my list has its own target priority, that way I can focus my units to do what they are supposed to do. I have bad experience with mixed units, with SoB and BA and with Tyranids.

I'm thinking 2 big units of Sisters (15 each) would work well, maybe even a third (which could be smaller for objective camping), to hold the middle ground.

So do you think it's the end of the rhino? 6th really has screwed with the transport!!

 

I'd suggest at least 2 transported units in the army but since you'll have Dominions you'll have the transported squads necessary. Maybe a a couple large Sister squads on foot and then a single Sisters squad in a Rhino to accompany the Dominions and job's done.

I usually use 4 x 10 women squad with described weaponry in rhinos, 3x melta squads and 1 flamer squad. with shield of faith and/or cover 5+, they are in background and waiting for 5 turn to drive on objectives. but it all depends on mission I play. I´m not sure about using larger squad out in the open because T 3 is easy to kill but everybody has his own style of play :tu:

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.