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Monday, September 26, 2011
Sisters of Battle Codex Review: Part 1 - Introduction & Faith
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Well let's look at this lovely White Dwarf enigma. We'll not reminisce about what was lost (but will compare to the past) nor lament what could have been in this review but rather look at what options the book has and how best to use them. We will readily admit there was a lot of promise with this codex but as expected with a White Dwarf release, it fell short. Rather than dwell on that let's see what we can pull together for the Nuns with bolters and power armor!
The Sisters of Battle are a Marine like force with 3+ saves being common with bolt, flame and melta weapons the main weapons of choice. Whilst 3+ armor makes the units durable as a whole, T3 means they are taking a lot more saves than your average Marine. They are cheaper than Marines to compensate for this but their statline is worse in other ways such as weapon skill, strength and initiative. This means Sisters of Battle are much worse in combat than your standard Tactical Marine (already pretty shit) but are very point efficient in terms of shooting firepower at the cost of durability. A reliance on bolt, melta and flame weapons also makes them a very short-ranged army in terms of where they deal the most damage (~24") and with their poor combat status movement and blocking becomes very, very important.
Common lists are going to still see the proliferation of vehicles with 10+ being common at 2000 points and an increase in bodies over your average Marine list. 50+ wouldn't be uncommon though lists can go as high as 70 whilst maintaining a balanced list with some hope of competing. Against opponents unable to sweep units in combat or deal with masses of pretty tough infantry are going to have a hard time against lists like this.
A key aspect of any Sisters list is Faith but it's very different from before. No longer is there a set pool which can replenish and the whole army can use it as needed. This enabled generals to save their Faith for a specific couple of turns and make their Sisters super effective for those turns. Now, you get D6 points a turn no matter the points being played at for your whole army. Those points have to be used that turn or lost. This really turns Faith from a swiss army knife which can be applied as you see fit with the option of using lots of Faith at the same time to hammer the opponent, to something which is only effective for a couple units at a time. Whilst there is some utility in Faith still (like rolling a six at a very important juncture), the inherent randomness of the new system means you're better off expecting and planning for only a couple units a turn to be able to use acts of Faith. Add in the further roll to activate Faith (generally a 4+) in conjunction with Jacobus, who allows you to re-roll the number of Faith points you get each turn, and you can reliably plan for a couple units to get an Act of Faith off each turn.
This is a massive change from the old system and it can be debated over which system is better or worse but it does influence army design to a certain extent. The change in Acts of Faith being unique for each unit also dictates this and is the reason the new Faith system is generally perceived as worse than before - only a couple units have good Acts of Faith and these are the units you look to plan your use of Faith with. With average rolls including Jacobus you can plan to have multiple units of whatever being able to use their Act of Faith each turn with the chance you'll have some extra points left-over for other units. The point is don't expect high numbers consistently as they won't come and therefore don't grab four-six units expecting they can use Acts of Faith each turn. Jacobus minimises the risk of getting very low numbers regularly but isn't going to ensure you get high numbers. When you do get the high Faith points consider them a bonus.
This overall change, specifically the actual Acts themselves, has morphed Faith from an integral part of any Sisters army to something that only a few units are ever going to really use. It does provide some utility (like the couple times you rally below 50% Sisters of Battle squads) but it's not a driving force of an army list anymore. I feel the system itself is okay with some tweaks (2D6 pick the highest?) but the Acts themselves have left something to be desired. Each Act will be covered in their respective unit's review.
Next up we'll look at the HQ and special characters.
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Sisters of Battle Codex Review: Part 1 - Introduction & Faith
2011-09-26T22:00:00+10:00
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Analysis|Review|Sisters of Battle|
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algesan · 702 weeks ago
Just for fun you understand...
artemi7 78p · 702 weeks ago
So, are those tournaments going to let you use the WH book, then? As much as I want to boycott the WD dex, enjoy having unsanctioned tournaments, then!
That said, I've got three rhinos, two exorcists, a handful of razor/immos, and somewhere near 80+ various Sisters of Battle models waiting for this book review!
algesan · 702 weeks ago
Of course, the point you miss, is that if all or even the vast majority of the sanctioned tournaments rejected the WD codex in favor of continuing to use C:WH, then there really wouldn't be much GW could do about it. Speaking practically, like GW, the TOs of the tournaments (and the vast majority of the player base) really doesn't give a flip about Sisters.
billybox 52p · 702 weeks ago
Scuzgob 96p · 702 weeks ago
timff8 · 702 weeks ago
This seems much like the Blood Angels PDF codex.
At the time I was just happy to see a new codex supporting them, but soon you realize that yeah, it's crap.
The change in Faith points is much like the Blood Angels' abilities being wrapped up in Corbulo rather than being innnate, as in this PDF you essentially need Jacobus.
Oh well. Maybe some units got better and some rules were made more clear.
I know I was happy so see that Death Company were no longer taking guys out of my units, and also got Rending.
AltarBoy · 702 weeks ago
There are lots of cool stuff in there that could be lost to time, but may reappear when the "real" codex appears. I am not going to hold my breath for a quick turn-around on this, nor am I expecting a top-tier army like the Blood Angels, but hopefully it is not too far out, and at the very least...lets give the "Witch Hunters" some(any?) psychic defense. I'd also like the Cannoness to be able to joing the holiest of the holy (Serphim, really, no jump pack?)
I_and_I · 702 weeks ago
rmy and is instead almost a bonus stacked on to the unit at the end that doesn't really make a huge difference on the unit's effectiveness one way or another. They're like flashy rims on a car. They look nice and they might get you a few extra looks, but they don't make it run any better. The system in place for generating Faith points and spending them is hit and miss. Generation is unreliable without Uriah, but activation is nice and simple.
I don't love the codex, but I didn't love the old one, so for me its neither a huge success or a huge failure. I'll keep on using it regardless. I am curious to see the rest of this series, I have a feeling Kirby and co. have drawn the same conclusions as we have...
phalanxlord 61p · 702 weeks ago
Timber · 700 weeks ago
Spidey0804 · 680 weeks ago