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hopes, dreams, and fears for sisters in 8th


micahwc

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Nice that thats cleared up. Hopefully they'll fix her so she can .....disregard, I just remembered that characters cant join units in the new edition so her previous issue of blocking off acts of Faith in sisters units she joined is solved too.

The news today has the rules for "Hellflamers" on a Chaos Forgeworld Dreadnought.  If we want to extrapolate, those might be the same rules as Heavy Flamers in 8th.  So, it's 8" range, D6 hits, S5, AP-1, D2.  Most of that could probably be guessed, but the 2 damage would be nice if we get that on our Heavy Flamers.

 

As per the leaked Renegade Knight datasheet, we can now see what the profiles for Heavy Flamers and Meltaguns are:

 

Heavy Flamer - 8", Heavy D6, S5, AP-1, D1

Meltagun - 12", Assault 1, S8, AP-4, D6

So someone on the Italian 40k board is answering questions and the translated posts are going up on Dakka. At the moment this is all we have on Sisters so far:

 

Only thing that I read is that they are amongst the Imperial Agents, the Saint gives them some buffs and they have shared rules with the adeptus ministrorum (Act of Faith, Shield of Faith and Zealot)

Priests have Rosarius soit,s not like they benefit from the invulmit gave. It'll likely be a rule for denying psychic powerrs, maybe tanking wounds.

 

On a different note, apparently Storm Shields keep their 3+ invul so Crusaders retain some durability.

It's the flavor of the thing, not the rules it gives. I liked that SoF was specific to Sisters models (except for Jacobus, and then the Ministorum Delegation).

 

At best, it would be a minor complaint. Nothing to got too upset over :P

It's the flavor of the thing, not the rules it gives. I liked that SoF was specific to Sisters models (except for Jacobus, and then the Ministorum Delegation).

At best, it would be a minor complaint. Nothing to got too upset over :P

To be fair, faith hals always been the shield of the devout in universe, giving it to Priests means they actually get to be faithful. ;)

Also the chaos rhino is 70 points without gear..means rhino's went up in cost.

It,s basically an MC now in terms of stats. An MC that carries dudes. It needed a points bump.

Like I said in that thread, it's about what I've been expecting, but there are a lot of things I wouldn't be happy about. I'm not going to go into any more detail than that till we have confirmation of the actual rules.

You can fit more into a Chimera for one. And two, I'm tired of building Rhino chassis vehicles. tongue.png

If it works out favourable just think of the muraling opportunities to be found on the slab sides of a Demolisher without sponsons.

Though, if I am going to nick guard transports I think I'd rather have them ride in style and tool around in Valkries.

Re: Natfka: If true my canoness misses her jump pack.

So once more the triggering of faith is down to sheer dumb luck, didn't really expect much but at least Ld9 checks were reliable in 7th ed.

I'm not exactly thrilled at the idea that our faith mechanic is not naturally scalabe with the size of the game but at least there is an option to pay points to buff it with a number of T3 characters limited by the force organisation chart we can fill.

Well if they are M6, I think Dominions with flamers should be cheap, cheerful and fast. M6+D6+8" threat range means they average around 17.5" while autohitting 17.5 (3.5*5 (combi flamer for the 5th one)) times. Granted it's S4 and AP0, but for 5 models that,s a fair amount of death.

 

Yikes. According the Blood Angels' rules Hand Flamers only inflict D3 hits and have a 6" range. That's a massive nerf to Seraphim.

Flip side is that it,s a pistol so you can do that while in combat too.

 

They will have the fly rule so will be able to leave combat in their turn which makes being able to fire the pistols when locked moot... unless you wish to keep your strengh 3 toughness 3 models without much in the way of melee weapons or prowess in a fight for some reason

They will have the fly rule so will be able to leave combat in their turn which makes being able to fire the pistols when locked moot...

Do, how likely do we think 'Phim superiors are to have good armour access? Five girl squads with leaders who tote dual combi-flamers?

 

Also, with some of the 9+ titanic strengths rolling about it could be a moot factor between toughness 3 and 4 and with outlier potential to be worth it for a turn or two to delay the enemies reengagement with something else.

 

Better yet, it becomes insurance if you built the tank-hunting inferno-pistol squad. If you've charged a ground based tank after stripping some wounds off with your first volley it either needs to back off and not shoot that turn, which could be a challenge if you've caught it isolated, or desperately attempt to clip your ladies with a likely 6+ melee attack roll. On your turn if you 'fly' back to shoot you can't charge back in, so this lets you keep it trapped.

 

So, situationally useful if we contrive hard enough. If nothing else it stops the tanks from wandering off by themselves and limits the opponent's manoeuver options.

Its not the most exciting list ever, but It could have been so much worse imo. Im still confident I will continue to have lots of fun with my Sisters :) Thinking my group will have to up our 500 point games to 750. You sure don't get much for 500 with vehicles now.

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