Monday, August 29, 2011

Son of a Bi..attle.

Alright, sisters are ok now. The acts faith got streamlined, but are much weaker now.

Here is my first list that I am thinking might be cool. Comments to follow.

1850

HQ
90 Uriah Jacobus
170 Battle Conclave 4 Crusaders, 5 Assassins, Rhino

Elites

Troops
185 10 Sisters, power weapon, melta, flamer, rhino
185 10 Sisters, power weapon, melta, flamer, rhino
185 10 Sisters, power weapon, melta, flamer, rhino
190 10 Sisters, power weapon,  2x melta, rhino 
190 10 Sisters, power weapon,  2x melta, rhino


Fast Attack
125 5 Dominions, 2x meltaguns, rhino 
125 5 Dominions, 2x meltaguns, rhino
  
Heavy Support
135 Exorcist
135 Exorcist
135 Exorcist 



HQ:
Alright, Uriah will be in every list, he is the most auto include thing that I have ever seen. He is cheap as hell, and gives you your only means to control the amount of faith points you get. Also, put this guy in a unit of crusaders and deathcult assassins, he adds +1 attack and FNP to a unit with nothing but power weapons and invulnerable saves.

Troops:
The nuns with guns don't have as many flashy powers to call upon now. The Acts are divided by unit, the normal battle sisters get a very general, almost subtle power that can be used in every phase. In the movement phase they can use the power to regroup ( in normal squads the powers go off on a 4+) regardless of any normal restrictions, so on a 4+ these ladies are braver than space marines, and can't be chased off. In the shooting and assault phases the power has the same effect and can be used in both, it allows you to re-roll
 to Hit rolls of 1. Not that great, but it helps a bit. Also, Ld 9 basically across the board, and if they take a casualty the powers go off on a 3+
Also, on a related note, why the hell are heavy flamers 20 points? That seems excessive.

Fast Attack
Dominions have scout, so you can outflank with them. Each of these squads has 2 meltas and their Act of Faith makes the meltas twin linked on a 4+. So come around the side, hop out and hopefully blow up something important.

Heavy Support
Same as they were, d6 Str 8 Ap 1 shots at 48in. Armor 13 on the front, for 135 each, take three!

Non used units.
Cannoness, she is pretty cool, not really seeing the point though when you can get Uriah. She adds nothing but some close combat ability, and that is not really something that you need, her power adds +1 initiative and  preferred enemy in close combat, so now you don't strike after space marines, yay!

She also opens up a command squad, which includes feel no pain and a laud hailer(lets you recover successful Faith Points on a 6.) Their power gives move through cover and relentless. This struck me as really odd, until the second part came out and the three celestians in the squad can get multi meltas for 10 points each. Nice. Worth it, maybe? Being a laud hailer bubble and a multi melta bunker in a rhino perhaps.

Saint Celestine is cheap cheap cheap, and pretty cool, she can come back to life  and kinda wreck shop for a sister. One issue, in the unit entries she is an IC, in the army list she is not. Ugh. I'd say she is an IC, throw her in some Celestians and maybe they can do something cool.

The other preachers are not worth mentioning, Jacobus is as far as you need to look. However the Battle Conclave is awesome. Deathcult Assassins, Crusaders, 15 points each. There might be another unit in there, but by brain blocked it out for uselessness.

Elites

I don't know where you would put the Preachers, maybe a celestian squad? Normal sisters are already 10 strong. They give re-rolls to hit when charging. Really only useful to the battle conclave and seraphim(though they can't join this unit) and Jacobus provides this to the battle conclave that he can take.

Celestians seem to be your assault unit, they can take two weapons no matter the size, have WS 4, and get +1 Str and Fearless in close combat. So these ladies seem made to be with a cannoness. So then you are hitting like a space marine with a chaplain in the squad with T 3. After two faith points spent, that go off on a 3+, or 2+ if they have taken a casualty.  At only 80 points for the squad base, they are not that pricey.

Sisters Repentia. Well, they are almost usable now, they have a 6++ invulnerable save like all the other sisters. They have fleet, rage, feel no pain and fearless, with Str 6 strikes last attacks, 2 each. If they are killed before they can strike in the turn they get one attack after combat before they are removed. for 90 points for 4 plus the leader, and the power going off on a 4+, if you can get them to combat, not bad. Not good at all, battle conclaves are what these are when they grow up.

Troops:
Just battle sisters, they can get two weapons for reasonable cost unless you want heavy flamers. They are 12 points each, I think this is reasonable, 10 would have been too cheap, and they are not worth the 15 of a grey hunter.

Fast Attack
Seraphim, I love this unit. I really want them to be awesome. They can shoot both pistols, and get to inherently re-roll failed acts of faith and the 6++ save they get too. Their act of faith allows failed wounds from just shooting. Then they get to charge, with probably a power weapon from the superior, and then they go last against the average opponent. Sigh.

Dominions
They get two specials per 5, that is pretty nice, so you can get 4 in a full squad, also scouts. They can have twin linked weapons with their act of faith. A nice back up to normal sisters.

Heavy Support
Exorcist, front armor 13, 48in d6 S8 Ap1 shots for 135 each. 'Nuf said.

Retributiors
They can have 4 heavy per squad, Heavy Bolter, Multimelta, and Heavy Flamer. Their act of faith gives rending. Sigh. However, on heavy flamers, damn also only 5 points here.

Penitent Engine, only 85 points, Ws 4, two dread CCWs, both with a heavy flamer, it ignores stunned and shaken, can be taken in units of three and each of it's d6+1 attacks that kill it gets another attack, not infinite. It's open topped, av 11, and a 6++ save. Cool, but meh. Also rage.

That rounds out the unit choices.

We have a Rhino, same as always. It gets a 6+ invulnerable save, something you must remember that.

And the Immolator, it is no longer fast, and the heavy bolters with re-roll to wound is 65 points or the standard twin lnked heavy flamer. Meh, I'd rather have larger squads and use points on more weapons.








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