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sisters vs new armies


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ah cool. i get sick of hearing the usual net ranting of the worlds going to end & any game vs elder = you lose

the elder player I know is quite aggressive with his play & could drop any unit as he has a large army

I like doing some recon so i roughly know what Im up against instead of suprise I just hit the auto win button please remove your models

 

@Kabbala

did you find any of the elder units really changed vs sisters? I never bother chasing the fast units like bikes

I usually drive up to the nearest weakling xeno hiding in cover & cleanse them with flames

they dont like straight up fights which suits me just fine

The thing i love about my sisters is unlike any of my other armies, it plays teh same regardless of my opponent's army. Everything dies the same when melted to slag. Just remember that sisters win via concentration of fire so that requires bringing all the gunns to bare on a target until its gone. Unlike many of the newer codicies where the units have extreme versitility and power, we have a different gift.....redundancy. Now that may not seem that great, but it's a hidden gem. Kill the exorcist, oh well there dominion, tri-melta sisters, retributers, and the like filling the same high str low ap role. Just have a relative idea on what you can and should focus down and take the brakes off.

 

One note of caution, if the opponent is playing eldar and going wraith heavy be careful when you engage. D weapons are very strong but they have a relativly short range so avoid until you can focus fire them as they can delete multi units relativly easy. Now i'm not claiming they are OP, but they WILL catch you off gaurd if you engage them half heartedly.

 

Cheers and good luck!

I've played against the Newcrons, yes Heavy Flamer spam is a godsend! The real trouble is getting there.

 

We are blessed with Rhinos that have two options: 12" move and smoke for 5+ cover, or flat out 18" and rely on the 6++.

 

In a clutch, the Meltas also reduce Cron's RP to 5+.

 

I wouldn't worry as much about the D-weapons because the Eldar's D-weapons have a 33% chance of doing nothing on a hit (if I am understanding the rule correctly, on a 1-2 it whiffs, and can never get the 6 result).

 

Jetbikes have always been hard to deal with with our small 24" threat bubble, but catch them with Heavy Flamers and they will cry. MSU also sort-of diminishes the effectiveness as that'll be a lot of wasted shots on their end.

I have faced the latest codices except for Harlequins and Skitarii, neither of which I'm too worried about.  For the record the hardest for us imo is the Decurion force because we cannot rely on killing...  So long as we have lots of obsec though it's still a matchup we can win easily. 

As for the Eldar D-weapons, the -1 to the result is on D-scythes only.  All other types function as full-fledged D.  Personally, I'm not too bothered by that since we still get saves most of the time.  The worst things now are jetbikes with scatter lasers and Wraithknights (purely because of stomp).  Fortunately, they still lose obsec in most of the fancy builds, and dominions can at least catch them.

Eldar D weapons are over rated, wait until others notice stuff like the cheap Dark reapers (with aspect host making them very cheap) or the dirt cheap Virbo cannons which simply lay waste to any would be tank with there 3 Strength 9 ap 2 shots, and thats a toughness 7 unit with 12 or 13 wounds for just 90 to 125 points. Did i mention that it has a guaranteed remove cover save option with the higher points cost version?

 

Yeah i kind of read stuff, cant help it.

I usually run heavy flamer+flamer over double flamers for sisters squads I also like running penitent engines so I've got that covered. Sounds like I'm still going to have fun with conclaves+repentia laying into wraithguard

Havnt had to face a wraithknight though...

Eldar are out main problem foe now, With their toughness 8, 3+/5+ including FNP spamming wraith knights they are hard to beat. 

Reason I was considering bringing in some Death Watch under BA rules with a pair of inquisitors and a Libby in 3 pods.

They tend to deal with most problems. ;) 

Wraithknights can only be spammed if they go unbound, if someone says otherwise they are wrong. In this case always go for Maelstrom, you have an easier time beating them on objectives.

 

The closest battleforged list you can get with them has a tax of 358  (bare bone jetbike formation) points of other stuff before they can start spamming Wraithknights, and even than the formations has no objectiv secured. (page 94/95 of eldar codex.)

A recent tourney I played in had someone bring (at 1500 pts)

 

2 Wraithknights

2 Imperial Knights

2 squads of Rangers

1 Farseer, I think?

 

I lost that game by 1 point (first blood!!!) But it wasn't as hard to deal with as I thought it would be. MSU is really king in this objective-based world.

 

If you can't kill it efficiently, play around it.

Not to bang on about Eldar, but I see there is still a lot of misunderstandings about what they can and can't do in their new incarnation.

 

Eldar D weapons are over rated, wait until others notice stuff like the cheap Dark reapers (with aspect host making them very cheap) or the dirt cheap Virbo cannons which simply lay waste to any would be tank with there 3 Strength 9 ap 2 shots, and thats a toughness 7 unit with 12 or 13 wounds for just 90 to 125 points. Did i mention that it has a guaranteed remove cover save option with the higher points cost version?

 

Yeah i kind of read stuff, cant help it.

 

Dark Reapers got cheaper, but they haven't really got any deadlier... Seraphim are particularly great against them since they can't fire overwatch and they suck in melee.  Failing that, they are still T3 3+ enemies taht cost 25 points a model... They die to bolters good :p  Not sure what you meant by aspect host making them cheaper though?  Vibro cannons are pretty terrible compared to the other choices, since they need to get 3 hits to reach what equates to 3 lascannon shots... meh.  How can they get ignores cover?

Assault is the trick to these as well :) 

Aspect host allows them to re-roll failed morale/pinning tests and you can chose if you want to boost there WS or BS, they also can move and shoot now. And for the Vibro cannon you might not have considered how easy it is for Eldar to spam Guide on it, Guide gives them re-rolls to hit (at bs 4).

 

Ignore cover comes from divination btw, also not hard to get with Eldar  (a bit harder than guide).

What, Reapers taken in that formation can move n fire? Oh wow my xeno loving mate loves reapers me not so much

I tend to get really angry with them & avengers i never underestimate weight of fire

So I bring more "fire" & praise the emperor with piles of burning xeno scum

 

 

What, Reapers taken in that formation can move n fire? Oh wow my xeno loving mate loves reapers me not so much

 

Not thanks to the formation. Reapers have Slow and Purposeful. Though if memory serves they had it last dex as well.
Can't remember myself tbh but sounds right 3+ save represented additional support to suit blah blah blah

They die just the same to bolter fire

Reapers got Slow and Purposeful in the 6th edition dex...  The main boost they got this time round is the 10 point cost reduction...  Any other power requires significant investment, they are still expensive, and honestly I'd rather face several lots of aspect host (Aspect Warriors needed a buff) which is really fun to play against and balanced rather then Wraithknight spam and jetbikes.

 

Also if a farseer wants to waste his spells on a vibrocannon unit then I'm a-okay with that!

 

All of these things die just the same as ever, only Wraithknights and jetbikes are worse then ever.  Wraithknights we can deal with, jetbikes are going to be a struggle...

Had my game this evening against fellow B+C user TredHed. The Cult of the God-Emperor threw down with the Cult of the Omnissiah, probably over relatively minor doctrinal differences. I will call our new series of games "The Dogma Wars."

 

1250 points, Maelstrom: Lost Contact

 

Forces of the Adeptus Ministorum

 

Adepta Sororitas CAD:

Saint Celestine

x2 BSS (10 women each) x2 Meltagun, Veteran Superior, Combi-melta, powersword, Rhino

Dominions (5 women) xs4 Meltagun, Immolator w/TLMM, dozer blade

Seraphim (5 women) x2 twin Inferno pistols

Retributors (5 women) x3 Heavy Bolters

Exorcist w/Storm Bolter

Avenger Strike Fighter

 

Forces of the Adeptus Mechanicus

 

Skitarii Maniple Detachment:

some kind of Skitarii HQ

squad of 10 Skitarii Vanguard with x3 arc rifles

squad of 10 Skitarii Vanguard with x3 plasma calivers

Onager Dunewalker

squadron of x2 Sydonian Dragoons

 

Imperial Knights Oathsworn Detachment:

Knight Errant (Thermal Cannon and Thunderstrike Gauntlet)

Knight Warden (Avenger Gatling Cannon and Reaper Chainsword)

 

AdMech won the toss up and decided to force me to set up first. The Sisters kept the Avenger in regular Reserves. Saint Celestine and the Seraphim went into Deepstrike Reserves in separate units. The Dominions went to Outflank in the Immolator. The BSS got inside their Rhinos, and one parked on an objective while the other one was within a leisurely driving distance of one. The Exorcist parked to the right of the Rhinos. All three vehicles were masked by ruins in the hopes of avoiding getting sniped before they could do anything, and all three vehicles were situation on my own left half. The Retributors were on my right flank, which was on an objective in the middle of my deployment zone.

 

The AdMech set up with the Knights and the Onager holding the center, Vanguard on each flank, and the Sydonian Dragoons on my far flank. They performed Scout moves and put the Onager and Errant forward into No Man's Land.

 

Opening Game:

 

BSS drove forward to claim the near objective and the Exorcist blooded the Onager. The Sydonian Dragoons raced the long way around and got hosed over two turns by the Retributors. The Onager was finished off by dismounted BSS who were in turn cleaned up by the Warden's Gatling Cannon. Their Rhino skated away from the shooting attacks of the Vanguard camping a nearby objective and capped her own objective from behind terrain. Maelstrom objectives are tallying up early, and I admit I got a lot of good draws from the beginning. First Blood goes to the God-Emperor for the Onager. The Knight Errant stalked in among the tall buildings of the Sisters' deployment zone and blew up the Exorcist but failed a charge distance on the Retributors.

 

Mid Game:

 

The Sororitas are getting Reserves in piecemeal. The Avenger swoops in and punishes the Skitarii Vanguard squad who looked like they thought they might want to cross the board, causing the survivors to decide that objective camping in cover was safer. The Avenger is unfortunately in the sights of the Knight Warden, who probably didn't even need to be sitting on a Skyfire Mysterious Objective, but was. Saint Celestine descends from the sky and lands right where she wants to, shooting her dove at the Vanguard and HQ camping an objective in ruins and taking out seven of them in one go. Those break and start to run, but manage to regroup and plasma caliver Living Dead Girl into the ground. The Knight Errant finds itself beset on three sides, takes a strong hit from the incoming Immolator, suffers under the meltaguns of the second BSS, and has its final HP removed by a krak grenade*. The resultant explosion removes the Retributors from the battlefield. The Seraphim come down where they want to, fail to do anything with their Inferno pistols, bungle their retreat and get stuffed by the Knight Warden.

 

End Game:

 

The God-Emperor has had a very good run of Maelstrom objectives, while the Omnissiah has not. Living Dead Girl pops back to life and shoots her dove at the Skitarii HQ earning Slay the Warlord, then cleans up the remaining skitarii in assault. She survives one revenge round of shooting from the Knight Warden, but not a second round. That Knight Warden really wanted her to stay dead... The Immolator moved from midfield to capture the Warden's temporarily abandoned objective to score yet another Maelstrom objective, but in the excitement the Dominions inside forgot they could get out and shoot their meltaguns at the Warden. They also forgot to Emergency Disembark when the Warden smashed the Immolator, so effectively did not exist for the game.

 

The game went 7 complete turns, with a final result of:

 

God-Emperor 12, Omnissiah 7

 

I hope this was useful for consideration.

 

*The Retributors were originally going to attempt to stall the Knight Errant so that the Immolator full of Dominions could get close to bring weight of fire on it, but the Immolator's excellent shot removed 3 HP and the BSS meltaguns took out another 2 HP. With the Knight only having 1 HP left I asked after the front AV of it and was told 12, so I threw a Krak grenade and then made a grenade assault. After discovering the error in the next turn it was decided to keep playing, and the AAR conclusion was that it wouldn't have impacted the ultimate result.

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