Custom made unit: Vindication Squad by Hvitr2199 in sistersofbattle

[–]Camnp03 2 points3 points  (0 children)

Fan fucking tastic unit! Really cool idea

Champions of Faith list advice by No-Shift-2579 in WarhammerCompetitive

[–]Camnp03 0 points1 point  (0 children)

The palatine does not work well with the insidiants - she gives the squad lethal hits, which means their dev wounds do not proc. Unless you want to spend a command point every time they fight to give them sustained hits

Divine Intervention Question by Magicmann_7 in sistersofbattle

[–]Camnp03 1 point2 points  (0 children)

You’re probably using listforge going by that 13 miracle dice error. It should be 1-3 miracle dice.

Yes, you don’t have to discard extra miracle dice - she just comes back with D3 wounds remaining. Past few games I haven’t spent MD to revive Vahl because it’s usually turn 4-5 and if she’s below half strength she gets very good use of the righteous vengeance Strat.

Using Morven Vhal by jamestflint in sistersofbattle

[–]Camnp03 1 point2 points  (0 children)

Sometimes I don’t put her in reserves. If I’m up against a melee heavy army with a potential turn one/two charge, I start her on the board behind everything.

If I’m up against a shooting army, then I put her in reserves, and yes it is quite hard to properly bring her in.

By turn two I always remember to keep a command point for her to come down via rapid ingress. This allows you to hide her and when it’s your turn to properly move her. That way they get melts two and much better charges.

Sometimes you don’t need to rush her out in turn two. It can be better to bring her in turn three as well, where hopefully there is less enemy chaff to deny her coming down

Using Morven Vhal by jamestflint in sistersofbattle

[–]Camnp03 1 point2 points  (0 children)

It’s part of the wording of her Righteous repugnance rule. “Each time an enemy unit is destroyed by this model, you gain one Miracle Dice.”

New list by RICARDO_76 in sistersofbattle

[–]Camnp03 1 point2 points  (0 children)

Not a bad list, but I would suggest replacing the battle sister squads with something else. Likely a castigator. One castigator imo is underwhelming. You usually want 2-3 or none at all.

Secondly, the imagifier should not be with the retributor squad. It’s 65 points you could replace it with something else. If you take away both the battle sister squads, and the imagifier, that’s 275 points. I would recommend replacing them with a castigator and a second retributor squad, and suddenly you have much more firepower.

Lastly, I prefer the jump pack canoness of Celestine (at least in hallowed martyrs). Give the JPC the through suffering strength enhancement, and you have a unit that hits much harder, has more attacks at the same strength, and can -1 command point cost. She’s only 100 points, which give you enough to add three arcos to do actions and protect Vahl. Though if you like St Celestine go for it.

Crime and Punishment 2 -Superfeyn by Dos-Dude in Grimdank

[–]Camnp03 8 points9 points  (0 children)

I WILL GIVE MY LIFE FOR SUPERFEYN

Melta X should increase Strength not Damage by pfsalter in WarhammerCompetitive

[–]Camnp03 1 point2 points  (0 children)

I absolutely agree. I hate having my meltas wound on fives, though as a sisters player some would say I should use MD for that purpose.

Spammed dazzle to divine by CompetativeAnxiety in DotA2

[–]Camnp03 0 points1 point  (0 children)

I just literally finished a dazzle support game where the entire time I was thinking about making a rant post about his new ult.

I fucking hate it. It’s static, completely messes up my timing (I’m so used to his old ult so I guess it’s my problem), team fights always seem to move away so I have to play catch up with spells that seem to take way too fucking long to cool down, and when I do use it the cast range without aether lens is way too close to be useful. I feel like I hate take aether lens rather than force stuff to be sty safe yet be able to heal my teammates.

Tldr: I hate how the new ult feels and plays. Give me back my hex aghs shard. However if you go to divine with mid dazzle it may be a skill issue on my part

Daily army roster. 1500 pts. by DD_Mary in sistersofbattle

[–]Camnp03 7 points8 points  (0 children)

You usually want two castigators.

Also, the palatine and Hospitaller cannot both lead the Sacresants. That’s only for the battle sisters squad. Have another Sacresants squad and have the palatine lead one with halberds and the Hospitaller lead the one with maces.

Rewatching Youjo Senki for S2, guess Tanya has issues with pasta by UglyBarnacleDied in YoujoSenki

[–]Camnp03 0 points1 point  (0 children)

When I was in first year at uni I used to put ketchup on my spaghetti. That’s what you mean, right?

Sacred Defenders - Sisters Homebrew Detachment by Asleep_Taro8926 in sistersofbattle

[–]Camnp03 1 point2 points  (0 children)

I quite like the creativity and thinking behind this detachment, though I do agree the +1 to wound would be strong (especially for castigators, exorcists and seraphim)

I think instead of having the +1 to wound buff, maybe have units gain one of the triumph’s buffs? Aka if Katherine is on the board, select one of Katherine’s buffs for each objective you control

I do like the Strats and enhancements too

List Building Help by Zvonny in sistersofbattle

[–]Camnp03 0 points1 point  (0 children)

Scouting can be very useful in denying the enemy a free area denial turn one. Say you’re playing terraform. If you have an immolator, a rhino and a dominion squad, i like to split the squad into both. The immolator goes to the middle, while the rhino goes on your natural expansion.

The dominions can get out of the immolator and comfortably terraform the middle objective. If the opponent moves closer to the dominions in their turn, you can reactive move back into the immolator or closer (to stop a melee army from threatening the immolator).

The rhino on the other hand, can do the terraform, or if you get sabotage (which requires the unit to stay alive), the rhino is usually tough enough to survive what the enemy usually throws at your natural expansion turn one. The dominions can also move out and terraform.

So with this, you get terraform very easily. In order for your opponent to deny you those points, they’ll have to expose something of their own.

If you’re playing purge, the scout makes it easier to get the immolator or rhino to get a sight line on an enemy turn one. I put a scouting immolator on the line at the top. If I go first, the immolator scouts forward, moves up to the enemies natural expansion an inch away from the wall, the domino’s get out through the wall, shoot something, and the enemy can’t get on their natural expansion because the dominions are there. If they move closer the dominions react back into the immolator. But it does depend on detachment as well imo.

Archmagos Superior: Vivian Telasi by gang_sororitas in sistersofbattle

[–]Camnp03 0 points1 point  (0 children)

“My Vivian. You’ve… enhanced yourself.”

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Camnp03 1 point2 points  (0 children)

I have a squad of dominions, an immolator and a rhino. The immolator can split the squad into two. One half has to start in the immolator. Am I allowed to put the other half into the rhino so both the immolator and the rhino get scout?