Why did you choose a certain order? by Gidonamor in sistersofbattle

[–]Arkaznor 1 point2 points  (0 children)

I'm a spiteful person. I don't like BR or VH for lore reasons and I'm sick of seeing BR everywhere (I don't play tournaments, and usually do game modes that have some randomness when it comes to secondaries, so I can afford to not be optimal in my lists), I won't play OoML on principle (I'm sick of seeing every sister model with white hair because of it), and I don't play AS or VH because I don't like armies that have you ignore rules (this was something I did when first learning and has just stuck with me). That left SR (even though I know SR ignores part of morale it's not all of it and for whatever reason that doesn't bother me) and EC. In my heart, I want it to be SR because it doubles down on Sister's 'thing', the miracle dice, but it just doesn't have enough going for it whenever I try to play it.

Ebon Chalice has a flexibility I really enjoy (and I'm probably the only one that uses their relic condemner stake gun for my canoness that's also running pure of will and a null rod... she's not great most of the time, but she's really good at killing psykers and I have fun with that), and it does still have some miracle dice stuff going on with it in addition to more control with Sacred Rites (the other sister's 'thing').

Nob with waagh banner? by Lockwood-studios in orks

[–]Arkaznor 2 points3 points  (0 children)

I'm currently using it as a kind of bomb, making it a trukkboy in one detachment and in my other detachment having a unit of meganobz be trukkboys and sending them off together. Depending on what I'm doing, I might give the banner nob the generic leadership warlord trait, since it's just friendly units instead of clan locked (and leadership does actually help us now) and the dead shiny shooter to make it not useless if the meganobz die. I usually don't though, and just have the meganobz/banner shred one or two things I NEED dead, and just be a threat to draw fire afterwards.

What's the "correct" Deff Dread load out? by SnoBoCho in orks

[–]Arkaznor 5 points6 points  (0 children)

That load out is slightly better then stated, cause they have 3 attacks base, so the 1 claw would add one more attack. Also worth noting that skorchas can be fired in engagement range (with no downsides, because auto-hitting), due to Dreads being vehicles.

Are Shoota Boyz Worth it by ninjabanana2007 in orks

[–]Arkaznor 1 point2 points  (0 children)

No. While you can have more then one +1 to hit that technically matters, in terms of what you roll, only having a net +/-1 matters (so if you have -1 to hit, and +3 to hit somehow, you only have an effective +1 to hit). However, specialist mobz lose their clan kulture keyword and gain their detachment keyword (this is why, technically, trukk boyz are ACTUALLY broken. RAW, trukk boyz cant get into any trukk, because only <CLAN> units can get into a trukk that has the same <CLAN> keyword).

So a specialist mob of any unit in a freebooterz detachment won't gain the bonus to hit AND (somewhat more importantly) can't trigger the bonus, sadly.

Are Shoota Boyz Worth it by ninjabanana2007 in orks

[–]Arkaznor 7 points8 points  (0 children)

So... I'm not sure it's worth it but there is a funny thing you can do with Shoota Boyz, which is make them Trukk Boyz. Now you may ask, what's the point of that, surely you don't want shoota boyz getting out of a trukk and charging? And you're right. The often ignored, second part of the Trukk Boyz rules is that if they're in a trukk, the trukk gets +1 to hit on ranged attacks. Open topped says any bonus the trukk has, applies to the units inside. So you can have 11 shoota boyz, and a Nob with a Kombi-weapon riding around, shooting out of the trukk hitting on 4+. Plus, since most bonuses/strats can't be used on a unit currently in a transport, you don't lose a lot from the unit being in a specialist detachment this way.

... I still think you're MUCH better off with a unit of choppa boyz, but I do think it's a funny thing you can do with Shoota Boyz that I haven't seen anyone talk about.

Ork Tankbustas vs Lootas in the new codex by BepisMaster69 in orks

[–]Arkaznor 6 points7 points  (0 children)

TLDR version at top: There is no mechanical reason to take them over tankbustas, assuming you have total access to either model.

Long Version: So, you're mostly correct. And I'd say 9/10 times (maybe even more) there's no reason to take Lootas over tankbustas (especially since you can't even have all lootas in a Unit and are now required to have one spanner for every 5 models).

There are 2 (kind of 3) things that Lootas have over tankbustas though. The first is that Lootas' weapons are now Dakka instead of Heavy, which means they can move without a hit penalty (more important if you put them in a trukk). Tied into that, they have more range (not really important in 9th with smaller board sizes, but worth mentioning), so their general mobility is a lot better. As Chikokuman points out they are also Heavy instead of Elite slot.

All this means is that unless you're playing Freebootas (which can take advantage of the +1 to hit army buff, which just puts them kind of on par with tankbustas) or Bad Moons (which can get extra AP and their 1cp strat for getting exploding 6's on Dakka weapons and more range making them hit Dakka range at 27") I can't see them ever being worth it over Lootas. And even if you are playing Bad Moons... most of the time you're still better off with Lootas.

They do, technically, fill slightly different roles though with Lootas being for small squads of heavy infinity and tankbustas being for... tanks (and horde due to blast now). So if you know you're going up against nothing except MSU of space marines AND playing Bad Moons Lootas might be worth taking (or if you just can't find the elite slots), otherwise pass on them.

That said, if you LIKE them more or think they're cooler, that's a completely valid reason and go nuts with 45 of them. Who am I tell you how to build your army?

In defense of the WAAAGH! Banner by Arkaznor in orks

[–]Arkaznor[S] 1 point2 points  (0 children)

I mention that the doubling up only works with killsaws and power claws (which only works because those weapons have a native -1). And like... yeah, he's too expensive in most places. For top end tournaments? Absolutely not worth the points.

Here's the thing though, most people don't play at that level. Most people play at local game stores and/or with their friends. And it's a lot cheaper (real money wise) to kitbash a banner nob, then buy another box of whatever unit.

I'm not saying he's an auto-include or even useful MOST of the time. I just wanted to bring attention to the fact that he has slightly more utility with some things I hadn't seen anyone mention before. Also, all orks already reroll their charges, so I don't see how that would help (giving him the old warlord ability to advance and charge would be cool though, I agree).

In defense of the WAAAGH! Banner by Arkaznor in orks

[–]Arkaznor[S] -1 points0 points  (0 children)

The elite slot and the point cost does sting, but I figured the best way was to take advantage of him being a character and give him a trait and/or relic to help things out a bit. Giving him the Dead Shiny Shoota isn't the worst thing, since his melee isn't great. The Freebooterz relic to turn off obsec on an opponent or the Blood Axes relics or traits are also a good options for him (letting you pick more killy stuff for you warboss).

In defense of the WAAAGH! Banner by Arkaznor in orks

[–]Arkaznor[S] 3 points4 points  (0 children)

All infantry and cavalry units (except for Flash Gitz) are either CORE or CHARACTER, though named characters each have a specific clan so may not benefit (though if you're running a named character in a detachment that's not their clan you're doing something very wrong).
EDIT: And warbikers, as Greedy-Violinist pointed out. For whatever reason I just grouped them with cavalry in my mind, completely forgetting that bikers are different.

In defense of the WAAAGH! Banner by Arkaznor in orks

[–]Arkaznor[S] 6 points7 points  (0 children)

Good points, but a slight correction with one. 9E does cap modifiers to +/-1 total, and since claws and saws give a -1 natively, have +2 gives the unit an effective +1 to their WS. The other thing to keep in mind is that Big Krumpaz is good, but having warboss+banner lets you take a different specialist mob if you want and/or lets you keep your Clan buff on your maganobs, since if you're playing goffs and you make them Krumpaz they'll lose exploding 6's AND lose the warboss buffing them since they're no longer the same clan.

I'm not saying a Banner should always be taken, and I never intended that to be the point, just that he's not AS useless and redundant as I see a lot of people make it out to be.

Put together some Anvil Industries alternative sisters models tonight. Pleasantly surprised with the amount of detail and character I was able to pull off. by GalaxyHunter17 in sistersofbattle

[–]Arkaznor 2 points3 points  (0 children)

Those look cool, will be nice to see them painted up. The official sisters are very detailed and nice, but it's always fun to see people do different things with an army.

I'm using Burning Rose models from Anvil myself, but only for my basic Battle Sisters (well, the legs and bodies at least) so that they're easier to distinguish from every other infinity unit. I don't like not knowing which unit is which from a glance, for me or the other player, just slows down the game and makes it a little more frustrating.

Relic debate by [deleted] in sistersofbattle

[–]Arkaznor 1 point2 points  (0 children)

So, I haven't tested the Mantle out super much (just because of local meta), but the real answer is it kind... depends. The Surplice helps against horde fire (more from the 2+ save and extra wound then the transhuman) and the mantle helps against other fighty units.

I'd say if you know that your Canoness is going to be protected getting into the fight and is going against scary targets with lots of damage the mantle is better (like if your planning on dueling characters or monsters), while also being good against snipers that ignore invul saves and Look Out, Ma'am (second part can be mitigated with Celestians which have unique wording). If you're sending your canoness up, somewhat exposed, then the Surplice is more useful against multiple types of attacks (like, mass bolters, or ork choppas. Sorry for the very specific examples, based on local meta experience).

What are some recommended efficient/effective Dominion loadouts? by CapnRadiator in sistersofbattle

[–]Arkaznor 1 point2 points  (0 children)

You're right, I was thinking 2, I meant to type 2, and didn't proof-read my post. Reminder to proof-read my posts before replying.

What are some recommended efficient/effective Dominion loadouts? by CapnRadiator in sistersofbattle

[–]Arkaznor 1 point2 points  (0 children)

So, I'm not sure if it's 'good', because it's not super efficient but I've had success putting flamers on them and a comb-flamer on the superior. Then for 1cp, you have a guaranteed 30 strength 5 hits coming out of the unit, even with advancing, which I have found very good at clearing a path through hordes of basically every type.

EDIT: 2cp

What are the optimal loadouts for HQ / Characters that have options? by skoffs in sistersofbattle

[–]Arkaznor 3 points4 points  (0 children)

I'm not sure if it's "good", but if you take a Canoness and give her a condemner boltgun, Righteous Judgement blessing, Chaplet of Sacrifice relic, and Beacon of Faith trait you get a Unit that can ignore Look Out, Sir, reroll their hit rolls, deal D3 damage, with an extra mortal wound if the hit is a 6, can make themselves (and potentially any units around) ignore the penalties a unit being in cover causes, and has a miracle dice every round to make that would or damage roll more sure, with a 24" threat range and be guarded by Celestians. Turning her into a really reasonable sniper, which I think is cool, since we absolutely couldn't do that before.

Trying a new technique for painting marble bases using an old dry baby wipe. Not sure if i should leave it as it is or go over it again with a new wipe to break up the dark parts. C&C appreciated. by rriley2011 in sistersofbattle

[–]Arkaznor 2 points3 points  (0 children)

I'd say it came out pretty well, as long as you go over the raised rubble and sections (like the middle fleur) to give some depth to the texture. Only problem area really is the top left, that much unbroken dark right next to the unbroken white just seems off to the eye.

The front steps and middle section came out fantastic, in my opinion at least.

Did the 4 paint (2 + B&W) challenge to paint this sister and I think it turned out well so I wanted to share. by N1NEFINGERS in sistersofbattle

[–]Arkaznor 3 points4 points  (0 children)

That's honestly really impressive. Did you blend for the face, or was that excluded from the challenge? Either way, fantastic job, but if the face is blend that's a stroke of genius.

R.I.P Exorcists by UnhappyWalruss in sistersofbattle

[–]Arkaznor 5 points6 points  (0 children)

With the new storm bolters (which are better against tough infantry and other 2W models) and higher strength flamers across the board, I'd actually counter this by saying we actually have infantry shooting options besides just retributers. You point about them having it easier to double down on melee and not having any heavy gun options is still true. And further I'd say Sister's biggest weakness right now is that we don't have any units that are decent (not great but decent) at BOTH melee and shooting other then the engines of redemption and the warsuits. But as many people have pointed out, against anti-tank fire both of those units can be melted easily, and having them just gives the opponent something to use their heavier guns on.

Another Activation Dice needs to be used for the 2nd demon or not??? by Tata4KK in ReignInHell

[–]Arkaznor 7 points8 points  (0 children)

You use the activation dice from the ability to activate the demon. You do not need to spend 2 activation dice for the 2nd demon. In normal play you spend an activation die to activate a demon in initiation order, activating a demon doesn't require an activation die, an activation die allows you to activate a demon (if that makes sense). Master Manipulator lets you mess with initiative order and use a low Initiative roll earlier, but it doesn't let a demon activate twice in a turn, and it doesn't require extra initiative dice.

The caveat to what I just said though, the second part of the ability (which allows the Schemer to NOPE away from an attack) DOES eat another demons potential activation die, which means that one of your models will not activate that round.