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Sunday, July 24, 2011

Immolator Nerf! - Sisters of Battle White Dwarf release

Maws 40k


Most of you have seen the new Sisters of Battle rumors and the most apparent thing outside of the overhauled Faith System (D6 points per turn, only usable during player's turn) is the Immolator kick in the nuts. We knew it was coming but the glorious move 12", fire a twin-linked heavy flamer, Razorback with a firepoint has been reduced to...a Razorback with twin-linked heavy flamer. Yawn. 


We shall see what the points are for everything inside a month I imagine which will drastically impact the usefulness of such things as the Exorcists (much cheaper please), Penitent Engines (much cheaper please), Repentias (cheaper please and should therefore work well with Priests + their Faith), etc. I imagine the regular Sisters of Battle will be below their previous 11 points with a premimum placed on their upgrade characters thanks to Faith. One also expects Uriah Jacobus will be quite popular (re-roll Faith amount per turn) depending upon points cost. Having an excellent counter-assault unit in Death Cult Assassins is also nice and we know how awesome they are! A 6++ on most units is nice as well but with cover predominate at 5th we have to ask why wasn't this a 5++?


So...no new new units, an overhaul to the Faith system (more streamlined but very unreliable with a 1D6 based system and then needing another D6 to pass the actual test) and a nerf to what used to be one of the best transports in the game. The major changes we can see is an effort to make the combat units more viable but this depends a lot on the points cost. Overall I cannot see the whole concept of the army changing too much. Immolator spam is unlikely to be as effective or the same calibre it is now but a lot of 3+ save units with boltguns and melta-weapons wouldn't surprise me as the norm with ranged fire support having to come from within their own codex (Retribution Squads, Exorcists).


Anyway, let's hear your thoughts. Honestly it's what one would expect from a White Dwarf codex - pretty blah. Nothing new (though we should hopefully see that box which can outfit every Sisters squad in the book) and whilst appreciated, would have been much better off coming in at the beginning of 5th edition to bring the army in line with those rules as there is unlikely to be a Sisters of Battle codex for a long time after this.

Comments (69)

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I think the update is garbage, even for a WD codex. They completely gutted faith to the point where it's a random bonus now and then, rather than being something you can plan on using. 1d6 Faith/turn? Lame. The best units aren't even SoB.
2 replies · active less than 1 minute ago
Precisely. The best unit is the Inquistor...sorry, CONFESSOR Retinue, which is a copy of the Grey Knight one.

Soooooo....why shouldn't I just use Codex: Grey Knights then?

At least that way I'd actually have other decent units to choose from.
So... am I reading that right? Do you REALLY only get a single d6 worth of points no matter what point level you are playing? I... guess they really don't want you playing in 2000 point games... even 1500 seems pushing it.

And Emperor help you if you try to play Apoc...
I don't mind the Immo nerf because even though I own several I never thought spamming them was that great. Overall I kinda like what I've seen regarding the update, with the exception of Faith. I loved the old system and just wanted it to stay the same with just a tweak or two and some new Acts. This new stuff doesn't impress me but all I've seen are rumors. The Celestians and Seraphim are definitely I3 which sucks, but better armed and hopefully cheaper. We'll see soon enough what changed, but it doesn't appear to be what I was wishing for. But of course, I love the old book and didn't want any changes other than a points reduction and some shiny new toys. Looks like I'm getting a completely different army and Emperor willing it'll be better...
Celiberus's avatar

Celiberus · 731 weeks ago

Yep agree its just garbage ! They should have take some more time the make a decent new codex and PLASTIC ! models .
Games workshop is really disapointing the last few months ...
5 replies · active 731 weeks ago
Yep, they're on a fail roll lately. I'm not that impressed with the Grey Knights either. One of our locals plays both Knights and Sisters and is not happy with the current state of things. He's gone from being very competitive with combos of those two armies (plus inducted Guard) to having most of his competitive options taken away.

Points reductions, Repressors, Arbites, and Confessors with retinues was all the book really needed.
well, then he's not a very good grey knight player. Currently, they're a VERY strong codex, with the right builds
Yeah, GKs is pretty strong SandWyrm, I'm sure someone here could show you this in Vassal.
They are strong but can be a bit boring in terms of the look of the army list in paper and across the list gameplay. Don't get me wrong, I love playing them but I can see why people would be a bit meh towards the army style/look of it on paper which is perhaps what Sandy is referring to.
The "codex" is such a nerf because they are not taking the time and money to make new models. Sales will go elsewhere like to GK stuff or whatever else they have in the pipeline. They are phasing out all their metal, finecast is currently a joke IMO, and it takes a significant investment for new sculpts and sprues.

Once they actually do the sisters codex (sometime in 6th I bet) it will be properly done, with new models. There will be one or two undercosted flagship units to sell one or two overpriced kits. Just like GW normally does....

I have been in the hobby since 1993 so my cynicism is grounded in experience.
IRON FATHER's avatar

IRON FATHER · 731 weeks ago

i like BOOBS!
1 reply · active less than 1 minute ago
So say we all.
White Dwarf Codex = EPIC FAIL!

The new faith point system is not streamlined, it's more complicated. Instead of remembering five generic abilities, you now have to remember what each unit does and does not have access to. The fact that regular battle sister squads no longer have access to divine guidance means that you need more than two squads to finish off marines and it isn't feasible to get three squads within rapid fire range in one turn simply due to space. This of course makes them unplayable as sisters in HtH are dead sisters.

I would rather play with the outdated codex than this piece of steaming pile of shit. All they have done is made them halfway between marines and guard, with a quarter of the options and no real effectiveness. They lack the long range weapons to sit back and shoot like a guard army. They lack the ability to stand up in combat like a SM army. They now lack the ability to remove the enemy in short range fire fights thanks to the "streamlined" faith point system.

Fuck, I'd even say that the current Necron Codex would give me better odds of winning then what I'm about to be shafted with.
19 replies · active 731 weeks ago
I lol'd.
Say it like you mean it mate!

Look, I'll make you a deal. I'll give you $50 for those crappy SoB before this release and they become completely worthless on you. Deal?
All that melta and flamers could work alright as counts as Blood Angels. And they've taken me this long to paint, I ain't selling them to you retsef. Plus the shipping cost due to weigh on the army would be pretty nasty.
Oh yeah, this codex sucks so much right away:

-Rending Heavy Bolters en masse.
-(Scouting) meltas/flamers in rhinos.
-Ton of 3+ save models, all with potential buffs especially later into the game.

Damn man, seems so much weaker than Necrons!

Go back to BoLS please.
Rending Heavy Bolters - What do you use for long range anti tank if you're not taking exorcists? There are no other long range anti tank options in the codex so you're going to need to be taking two to three of them. That leaves you not a lot of space for your precious Rending Heavy Bolters.

Scouting Dominions - Are not bad for a suicide run but are they worth it to crack open a rhino? A smart player won't leave their land raider parked terribly close to anywhere near these guys and even if they do blow it up they will die horribly next turn. They will undoubtedly be more expensive than melta vets to boot.

Tons of three plus save models - Which will shoot what exactly? They have close range weapons and closer range weapons, but no staying power in HtH. Sisters of Battle in HtH = Dead sisters of battle, it's only a question of how long and now that they no longer have Spirit of the Martyr to help them, I'd say it will be sooner rather than later. They did well in short range firefights previously due to Divine Guidance but now you will just need to throw more bodies that way. Have you ever tried to fit thirty models all in rapid fire range of one SM squad in a given turn? That's what you'll need to kill them or reduce them to a small enough size that charging you won't kill or tie up a unit of sisters.

Potential buffs later in the game - Have you read the new acts of faith? 1D6 for the entire army each turn. So when I don't need them I'll have plenty and when I need them I'll roll a one. And even then they are less reliable to go off. You can't really count on them working reliably.

Go back to BoLS please - Given that I'm currently ranked second in the world for using Sisters of Battle according to Rankings HQ, I'm not exactly stupid and don't know how to use them. I don't give a lot of weighting to that ranking because it is a rare army, but it proves that I do know what I'm doing. Being ranked 96th in Australia doesn't hurt either. http://www.rankingshq.com/public/armyprofile.aspx...

So do you have any further points you'd like to bring up?
Sorry, but I don't care about your achievements or anything. I reply to the things somebody says, not the person behind it. You don't need to back yourself up with stats, just talk sense okay?

I noticed Kirby already explains my own thought more extensive, so I won't reply to everything you say here.

Acts of faith: My hopes are on Jacobus here. Also: Most units still work without Faith points, so faith points are more of a bonus imo. You talk about only getting 1, but what if you get 6 points? What if you roll well? Its the potential it has mate. That is what makes it good. It's not a 1 turn ability, you get to roll for it every turn, making it more reliable that you'll be getting some buffs throughout the game.

You talk about taking down large space marine squads. Well happily for you, these aren't really popular atm. It's mostly about MSU. But fair enough, some take them. You'll be getting new tools for these: Death Cult assassins. Rapid fire with sisters (or charge what they can charge) and countercharge with DCA.

Just wait till the complete codex please, when we at least have point costs.
To add to that, rending bolters didn't exactly evaporate Marines before. They are certainly nice to have and annoying not to have now but it's not "omg sisters now suck."
It wasn't the rending bolters that was good in the last system. It was hitting a unit with:
-a Flamer
-a Heavy Flamer
-and the Superior unleashing her Brazier of Holy Fire

for 3 templates covering one unit. With rending.
That's a lot of auto-hits, a good number of wounds, and 3 or 4 rends on top of it.

Now IF they get enough Faith Points AND the roll goes off the a Sisters Squad gets to re-roll 1's to hit (not all 1's, it's NOT a Wolf Standard).

Yeah, re-rolling 1's to hit really helps with Flamers. Sigh.
Snark not direct at you Kirby but at "Cruddy" Cruddace who thought this travesty was an improvement on the Sisters.
If this was a Ward-dex it'd be much better.

dwi
Fair enough re rending flamers but I never ran Sisters with flamers, the Immolators had those for me whilst my Sister squads ran around with meltaguns!

Re-rolling ones would have been nice for the rest of the player turn. Then you get to re-roll dangerous, misses, wounds and any saves which are 1's during that time but don't get to re-roll them when your opponent shoots you ,etc.
I hear you about the Meltas. I would run a couple squads that way and a couple squads loaded out with flamers. I found 3 x Exorcists plus a few melta squads were usually plenty to crack open tanks.

After wiping out an army of MSU Plague Marines with the Divine Guidance Flamer units (no FNP against AP1) I was sold on them. Oh well, guess I'll have to figure out a new way to use them. Maybe 20 Sisters ground pounding it and rapid firing? 40 Bolter shots re-rolling 1's might do some damage I guess.

Yeah, re-rolling all 1's would have been really nice. If you can get it on a T4, S4, 3 A (with Counter-Attack) Space Wolf I don't see why it's so bad on a T3, S3, 1 A Sister. Oh well, maybe when the full codex comes out.
You're not really going to make the argument that faith as it is now is MORE reliable?

I mean, I agree broadly - we haven't seen the points (I haven't even seen the dex, anyway), so why kvetch now rather than after the second part.

But faith seems to be, as you said, a minor bonus that should cost less because it's so bloody UNreliable. So depending on how cheap they are, it could still work
Yes, that is what I mean. If priced properly, it could act purely as a bonus. In that case random is good. If things aren't priced properly, then... it's a bad codex, simple.

So I'm not saying this codex will be great. But it does have the tools it seems, which I think DE lacks in the end, so there is still hope.
Rankings HQ? Hahaha
Gotta agree with Zjoekov here, the WD codex is meh. At the beginning of 5th for all the old books? Great! Or even several months in when the quirks were hammered. Regardless, whilst the options aren't extensive and fantastic in the book, depending upon points there are some good options. Let's assume your average SoB is 10 points (they are 11 atm), Rhinos down to 35 points, Immolators 40-50 points.

I'll take Jacobus, 3x Retributors with Heavy Bolters + Superiors, a DCA or Repentia counter-assault unit, and then lots of Dominions, Celestians and Sisters of Battle in Rhinos or Immolators (depending upon points and options for TL-MM). All dependent upon points of course but that gives you lots of vehicles, lots of 3++ bodies with mobile melta/flamers (and some scouting) and potentially a lot of rending heavy bolters. I'll take it personally.

I wouldn't say the rules are terrible though I would say GW dropped the ball in terms of 5th edition codex design. There just aren't enough options, new stuff, etc. but it doesn't seem like a load of bullshit in terms of playability, particularly without knowing points yet.
Retributors - You're counting on the act of faith working if they're going to tackle tanks and even then they are meh at best.
DCA/Repentia are alright counter assault units but they will die horribly if caught in the open. The fact that Repentia can get inside a vehicle will make them better now but their lack of save leaves them only viable at counter assault against regular units. Assault marines will eat them for breakfast.
So that leaves your only reliable anti tank in melta weapons. Eldar lists can hit the closest vehicles and run away from the rest for the entire game. You need exorcists to reach out and hit them from range so that your rhinos can close on the downed vehicles.

The army doesn't play like other forces because of it's weapon restrictions. Melta razorbacks are wasteful as they can only move 6" and then fire. They basically become 24" range missile launchers most of the time. If you're using meltaguns in squads to knock out tanks then the squad will probably get cover saves from your retributors because your sisters will be in front of them, etc.

There are some nice things in the codex, but the change in faith points have changed how your regular sisters need to be played, and none of the other units which have been changed are likely to affect this substantially.

Lastly, SoB were struggling in KP point games previously. With all these cheaper units you're going to be fielding more easy kills. Guard and orks get around this with big units but big foot units don't work well in sisters because it dilutes your melta down and makes it harder to get it within range.
They are ranged anti-infantry with the ability to damage tanks when that Faith works. They are indeed meh but that means I can have the rest ofmy units using meltaweapons on tanks and rely less on their bolters. Immo-spam has done fine without long-ranged anti-tank before. Obviously Immo-spam with IG allies was much better because it overcame that difficulty but having mobile melta (and probably MM here with Immolators likely switching to that option depending upon points and relentess celestians if they have that option + faith though then we start to use a lot of faith) will cover a lot of distance. And I'll take a 30" MM over nothing - they certainly aren't Attack Bikes or Land Speeders but they aren't a pile of crap either. This is again, highly points dependent.

Ya SoB combat will be about counter-attacks if anything.

Faith changes I'm here and there on. I think having them unit based is great, it's not like you have to remember more than what you had before and the system itself is easier to understand if you pass/fail (no over/under stuff) but becomes more of a management system based on a D6 for whole army system. The passing D6 is probably not that much worse than the old system (4+ for most squads, 3+ after a death).

And how does KP affect SoB Mech more than any other Mech? SoB mech depending upon points is probably going tohave more durable KP with SoB squads being a minimum of 10 and around 140-150 points compared to 5-man MSU Marines.

Yes the codex is meh compared to what it could have been but it's not shit.
Other mech armies will use things like terminators, rifle dreads, melta speeders etc to fulfill various tasks within the army. These units generally don't require transports. SoB units with the exception of Exorcists have to get close to work and so require Rhinos and immolators. You always end up being a few more units higher than your opponent generally and even more so, those rhino and immolators are within range of meltaguns and plasma guns (on razorbacks for example).

MM Immolators aren't very effective because to do their job they need to be moving 6". For the squad inside to do its job effectively, they need the MM Immolator to be moving 12".

Back to Rending Heavy Bolters, a squad can take up to four of them putting out a total of twelve shots a turn. Assuming they have taken a casualty and you pull off the act of faith, they will score 8 hits on average followed by 1.333 rending hits. One faith point and a whole bunch of luck, just for one rending hit is pretty darn crap. Without it though they can't even touch a Chimera. There was a reason you didn't seem them in any armylists previously, and not just because they were overcosted. It is because they are anti infantry units in a world where any unit their AP4 guns could shoot at could just as easily get a 4+ cover save. They do an okay job, but other units in the codex can do the same job without denying you long range anti tank.
If assuming full Mech you may be 3 KP over compared to other Mech lists from Fast Attack 1+1 and if you take 6 Troops. No a biggie and there are many advantages to having more units than your opponents. Add in quite a few armies 1+1 in their Heavy in Hybrid forces and can take very weak durability units in their FA slot (which Sisters have none of) and it's not really an issue. So you have more KP than the opponent, this gives you an advantage on the tabletop.

Yes we'll have to see the codex before we can say if they are decent or not (i.e. can we take Immos for Retributors who of course aren't be going to use them or using them with Dominions + Scout, etc.). There are options for them so don't simply write them off currently.

They are ranged 36". They are reliably going to put 5-6 wounds on anything up to that range. Rending allows them to have some duality if not amazing. All in an army which lacks ranged anything.

Sure with Immolators being less awesome and no more inducted Guard, Exorcists might see more play but will hopefully be much cheaper and aren't the only HSupport worth taking.
I'm just all atwitter with what will be the first -wing or -spam names sister list. I sooooo lve those surnames. I eargly await the "Jacobuswing", "Immolator spam", and such. That never gets tiresome.
1 reply · active less than 1 minute ago
All you'll get is "counts as wing" and "counts as spam". I'm trying to decide between "Sister Angels" and "Battle Wolves".
From what I can see now without having acces to point costs, seems like a decent codex. All the tools are still there, but just spread a bit different.

Faith system seems decent actually, I like it a lot more compared to the old system.
4 replies · active 731 weeks ago
To quote you in reply to one of my earlier posts:
"I reply to the things somebody says, not the person behind it. You don't need to back yourself up with stats, just talk sense okay?"

You think the new faith point system is decent and you like it a lot compared to the older?

New System:
Unreliable due to pool size and the test applied to actuall acts of faith.
Less effective abilities overall.
More complicated due to having to remember every units individual abilities.

Old System
Fairly reliable if you knew what you were doing (Spirit of the martyr on small squads, divine guiadance on big squads, etc).
Quite effective when used properly (get a some good hits with flamers and you could kill quite a lot with divine guidance. Jump Canoness could tie up squads for extended periods of time generally).
Less complicated due to having only fives acts of faith.

And I'm the one not talking sense....
I like it, I don't say its better ;) So I cannot not be talking sense, as this is purely my opinion.

Why I like it more?
Different acts of faith for different units. Feels more special.
Simply d6 each turn. This way I don't have to see if my oppenent is cheating or not with his amount of faith points. Makes it easier as an oppenent of sisters ;)

Personally I don't have problems remembering what the faith points do for each unit. Even better: I'm pretty sure I remember them right now already from the top of my head. Now I'm sure you can manage that too after reading the codex a couple of more times or playing with them ;)
I like the new faith system. The old one sucked, super miracles, that happened all the time, reliably, across the army, some miracles eh? The new system is more toned down. Also, the sisters were just boring as shit to play against. They roll up, rending bolter you, maybe drop some flame templates, an then slowly die in combat with their 3++ invuln. Snore. Sorry, I have no pity for you, now that this army is obsolete.

I used to run the tri falcon list in 4th edition, and could totally understand why it got shafted in 5th edition. Same with nids, the old book was arguably more powerful than the current codex, but was so much more boring to see. Ill support knocking armies down the power roster for some more variety

Cry less, and pro more, homie.
Meister_Kai's avatar

Meister_Kai · 731 weeks ago

So what Marine dex you packin bro?
My feeling is that this will be a very decent codex. A kind of mix between SM (Rhino, 3++, bolter) and GI (cheap melta/flamer unit, able to field 10+ embarqued unit, very weak in CC). It is good as it will be a kind of big FAQ of sob and also bad as I do not expect it will drastically change the way:
-SOB are played: multipled melta-flamer unit in rhino + few counter attack unit
-Metagame is today: welcome in the mech world.
Faith points are changed but again “not drastically”. They are still medium boost of a unit for one phase, need fine use of them (limited point) and can be optimized through the way you play (before: number of people in squad, now: attached people).
Overall it will be old sob with more body/rhino (probably +10-15 body and +1-2 chassis), slight increase in short range fire 12’ (more body, increase melta efficiency) and reduce efficiency/reliability in assault.
IRON FATHER's avatar

IRON FATHER · 731 weeks ago

KILL HIM TOM! KILL HIM! EAT HIS HEART!
2 replies · active less than 1 minute ago
Wes - please throw away Njal :) .
mmmm, tasty tasty heart! No Wes, I already had a steak for dinner, I don't need to eat this one as well.
I'm with the majority i hate the new faith system it completely restricts the playability of the units that before use to have multiple uses and could last a lot longer in a fire fight and close combat fight.

Also a little disappointed in the penitent engines closes combat attacks restrictions sure if we are lucky it could pull of a max of 16 attacks on a charge rolling a 6 with plus two for two close combat weapons and charging. But anyone would think that a crazy person trying to gain forgiveness from the emperor would to kill as much traitors as possible without stopping like the dreadnought that just has fancy claws that allows it to keep killing as long as it keeps killing.

Also anyone else notice the brackets next to the transport options in the rhino and immolator can not transport models in terminator amour. While i was hoping for some sisters with a 2+ save i was hoping for something more interesting then girls in terminator armour hell artificer Armour would of been better since doesn't terminator armour require some of the transplants that SM have?
2 replies · active 731 weeks ago
The part regarding terminators is most likely just a cut and paste issue. I was honestly surprised that we have access points (unlike the BA WD codex) and that they gave up back the original fire point system on the rhino (unlike the PDF dex). The fact that the Immolator lost its firepoint is probably also due to cut and paste from the Razorback text.
MeatPuppet's avatar

MeatPuppet · 731 weeks ago

I think the big question I'm having is with a set point faith system per army, why are the individual units in a small force suddenly more faithful than those in a grand crusade?
To make this codex work, all you need is to be able to field squadrons of Exorcists.

That is all.
My brother was really looking forward to starting sisters with this new 'dex, but from what I'm hearing it's not that great.
I looked at it, and it really seems, like the BA's white dwarf book, a patch-job while they hammer out a new, real codex over the next two years.

Would you guys suggest he starts them now, or hang on until the actual codex comes out? I don't think buying standard sisters would be so bad, as no matter what codex it is, you will need a ton of sisters with bolters, and the current metal models look fine.
1 reply · active 731 weeks ago
Wait for points and any releases that come with it - then decide.
Brother Captain Ed's avatar

Brother Captain Ed · 731 weeks ago

I admit, that no points values or wargear specifics makes it hard to conclusively say...but I think this is garbage.

The biggest issue with the army was COST! It's easily 3x more expensive to get Sisters than any other troops. Nothing changed that. No plastic Sisters on the horizon. And, since we have lesser faith now, even if they compensate that with lower points cost, that only makes the monetary cost worse.

As far as 5th Ed Codices go, this is not good. Especially when juxtaposed to the incredible Grey Knight codex. It feels like placing lipstick on a pig and hoping that satisfies us. The irony is that it was already a prize winning pig and the lipstick means the judges won't even stop to look.

I think this marks the end of the line for GW and me. I'd rather of the frustration of trying to find models from PP to play a better game, than all the models I can afford from GW (which is damn few) for a lackluster gaming experience.
Nobody should be able to say anything about this until the points costs come out and we can effectively judge the units. Saying they're bad without knowing how much you can fit into your army is poor thinking.
Is it bad that I didn't bother to actually read the rumors, and I just came here and read this summary instead?
:D
2 replies · active 731 weeks ago
It's bad that someone hasn't super complained about them and done an epic rant on some blog like BoLS in which I could have snowmobiled.

Then it would have been much better to read here with pink comments laced throughout, a heavy dose of sarcasm and a big hammer to smash to stupid with.

Otherwise, no - it's not bad.
Stelek did post for you - http://yesthetruthhurts.com/2011/07/sisters-of-ba...

I think he has already done that job.
Warboss Stalin's avatar

Warboss Stalin · 731 weeks ago

Sisters have always been a powerful Top rank defensive army. Able to buy a ton of 3+ troops dirt cheap, and all those naysayers about Repentia and Arco Flaglents have no idea how to use them. Keep them in reserve, then have 'em come on and Holy Rage into those assault BA's. Now they get rending heavy bolters? Excuse me for saying, but when a bolter can drop a land raider (and will easily penetrate AV 13 or less), they don't need excessive Exorcists.
1 reply · active 731 weeks ago
Meister_Kai's avatar

Meister_Kai · 731 weeks ago

Explain to us how glancing a Land Raider or "Easily" rolling a 6 then a 3+ to glance AV 13 is good. Aren't you the guy who also said they tabled a Chaos army without losing a single Ork?
IDK, from just looking at the summary it looks like they may have lost some oomph. But we've yet to see costs of units, how many special/heavy per squad, and wargear options.

Hasn't anyone else noticed Vehicles have Shield of Faith? 6++ isn't much but when you're most/all mech at 2k, those rolls can add upin a force that loves to get close.
Faith: as a game designer, I like the changes. Well, I think they could have been better (a way to scale up for larger armies), but keeping track of Faith Points got very complicated for a SoB opponent. Like the 3.5 Chaos Dex, a lot of opponents just hoped that the user wasn't cheating.

Balance: I think the army may end up a little more balanced now, given fair costs. It used to be nothing but short-range melta as anti-tank, now if Immolators become significantly cheaper (and they should), we can use the dual-MM weapon on them to get anti-tank at range > 12" other than from the HS slot. If Exorcists also get cheaper (and remain as strong in anti-tank firepower), then we have a more viable mid-ranged anti-tank army. In return, we lose the ability to get 3++ pretty reliably, and to get Rending. Basically, we lose short-range anti-infantry firepower, but gain mid-long range anti-tank. Given how good DCA squads are at chomping dismounted infantry, I'm not sure that losing anti-infantry firepower is as much of a negative as gaining more ranged anti-tank.

Note that this does assume a significant point drop for the MM-version Immolator, as well as Exorcists that are comparable in firepower to what we have now, plus a slight drop in points. Heck, even at the same points they're tolerable.

I'm a little unhappy, again as a game designer, that they have set up SoB to be so fragile at their best range (<12"), almost requiring DCA squads as counter-charge units. The army shouldn't be driven into specific builds to be competitive. Penitent Engines, even if cheaper, cannot be counted on as counter-charge units since they can be shot off too easily. Rage is not as much of an issue on a Walker without a turret, since it can only "see" units in its 45-degree Fire Arc, so you can generally just face it in the direction that you want it to move. But their fragility is an issue if you want to use them as a "get off me" unit, and SoB now look like they will have huge problems without some "get the bad men off us" units.
4 replies · active 730 weeks ago
I definetly agree on the Fatih Points. In the Witchhunters book, especially if the army was kitted to rack up lots of Faith Points, my opponent could be pulling a number out of his ass and I would have no idea. This is a much simpler mechanic to understand. THe faith powers aren't as powerful, but, you can always(try to) use them, and if the squad has a sergeant and has taken a casulalty, that's a 3+ for the power to work; that's pretty reliable.
I use tokens so that my opponent could easily see how many points I had used and had available. If you didn't know the rules on an eight year old book, that's your problem, not the sister's player. That being said I had the rules for faith printed out at the bottom of my armylist for my opponent to reference in any case. Do you know how "They Shall Know No Fear works"? Just because one army is more common than another is no reason why the less common should have it's rules changed because you are lazy.
It was a book from a previous edition, that is sufficient justification to change it. That it was changed in an apparently half-assed way is a shame but a separate issue.

I am glad that allies are consistent now at least, although I would be interested in an across the board 25% allies allowance if the army special rules and character buffs did not apply to and from allies. Only allowing imperial armies access to ally was a pretty big advantage added to what were already the most powerful factions.
I have no problem with the allies rules being dropped. I did not appreciate the induction rules being dropped in the PDF, but wasn't overly surprised. I'm not contesting the loss of either in the new dex, but it would be good to have options within the new book to cover the roles of those lost units.
So far I plan just to ignore the WD SoB codex. ToS ignores WD codices, so that's official. Besides, there's no specific rule about codex replacement. The thing doesn't even share a name with another more fun codex that it steals elements from.
I'm not sure here - you're only looking at half the rules? How can you declare nerf without seeing points costs?

I'm with you; it looks like they've significantly reduced abilities, but if that comes with a significant points drop, this could be an extremely good army.
1 reply · active 730 weeks ago
Well an Immolator was 65 points and thus directly comparable to a Vanilla Flamerback. Notice no one takes these guys because they cannot fire when moving 12" and don't have a fire point. Compared to a BA Flamerback who could fire on the move and not have a firepower (but comes with smoke launchers for free) at 55 points and the Immolator was still a good buy, just outdated in price.

The Immolator has lost these abilities - specifically moving 12" and firing which means the transport itself is far less useful. No longer do you have the option to move 12", getting those meltaguns into place with one tank and move a 2nd tank 6" and use both chassis to protect the infantry and fire three meltaguns + 2 heavy flamers at a target.

In this regard, Immolators are nerfed. They'll probably be around 40 points but unless being able to move and fire 12" is in their weapon profile, they are not as good as they used to be - no matter the points in this case.
Elnot buddy, I agree wth you. As it stands these changes are rather dull at best and the faith system is horrible. If nothing else the fact that is set by d6 per turn no matter the point limit shows how bad of a system it is.

I am not even a sisters player so I am not whinging because my codex sucks, I'm looking at this thinking "my poor sister playing friends". Now in saying that EVERYTHING DEPENDS ON POINT COSTS!! If a sister is 8 points and the upgrades are cheap then it will be very strong. (obviously) however if they have an everage price then I can't see them being particularly effective because their special abilities are rather limited so we are looking at a numbers army here.

Could be wrong. Lets wait till part two before we all start screaming and shouting.

Regards,

Crynn
1 reply · active 730 weeks ago
I don't play Sisters, but I do use WH as allies. Erm, they do have allies rules in the WD rules. Right?
It'll come down to point costs and upgrade options.

If min squad size is 5 for SoB and immos can get blessed ammo (+1S prob), then we're looking at similar builds to coteaz razor spam. Dominions with scout is nice too, again will depend on point cost and upgrade costs.

I could see armies looking like this
4x 5 SoB w/ melta + immo with blessed bolters
2x 10 SoB w/ 2 melta, vet w/ Eviserator + rhino
2x 5 Dominions w/ 2-4 melta + immo with heavy flamer
3x Exorsist
2x Priest with assassins in rhinos

But like I said, it depends on point costs.
The old faith system was excellent, it allowed you to have the very generic take all comers style of army, you had a heap of options that you could use in a pinch when you really needed it... but now it just a bunch of fairly ordinary sub par units with abilities that direct what they are geared towards doing... seems to me to be to make it simpler for stupid people... so your units can only do 1 thing, so you know what to do with them... Sisters lacked mobility and power, but made up for it in there ability to transfer there faith power instantly around the field, having lost this I think GM have messed this one up... I would have liked the old codex with new point costs... now on the plus side good points are:
Scout on FA guys...
Sisters Repentia in Vehicles will be a very effective anti Vehicle unit... since you can charge multiple vehicles at once and eviscerators are pretty good anti-vehicle... So in 1 turn the could pretty much pay for themselves before they die:]

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