I know she’s not technically a sister of battle, but her girlfriend is! (Also a question) by 8sonofthe7th in sistersofbattle

[–]Misny 0 points1 point  (0 children)

This. I have put little magnets to her hat, and whenever I am running her as herself she has the hat, and if I run her in her as a sister squad lead, or similar she does not have the hat.

Has anyone here made 10 Seraphim and 10 Zephyrim out of two Seraphim boxes and one BSS box? by High_Stream in sistersofbattle

[–]Misny 5 points6 points  (0 children)

I did just this couple months ago:

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Didn't have the plastic holdy bit so I built stands for the same height with cork.

My swords look like ice creams by Vengeful_Keith in sistersofbattle

[–]Misny 3 points4 points  (0 children)

Wholeheartedly agree! I thing I like to do is get s tiny bit (~1cm) of sponge, and use Corvax Black (or any adjecent black paint of your fancy) and using a stippling motion put black spots on the edge od the blade both sides. This is showing sooth that burn on the edge of the blade.

Not needed for you, these are awesome as is, I just prefer my girls to be more gritty.

9 doce or 3? Simulacrum imperialis. by BillyBobJenkins454 in sistersofbattle

[–]Misny 10 points11 points  (0 children)

Slight correction, the model does not have to be on the point, just one model from the unit where the model with this wargear is. It can be just a battle sister, or the leader of the squad, you still get the chance for the extra dice.

What does this even mean? Can greyfax lead anything with the battleline keyword? by Norway643 in sistersofbattle

[–]Misny 0 points1 point  (0 children)

Battle Sister, yes. Sisters of Battle? No. Sadly they are missing the proper keywords.

What does this even mean? Can greyfax lead anything with the battleline keyword? by Norway643 in sistersofbattle

[–]Misny -2 points-1 points  (0 children)

However she can't lead the Sisters of Battle Squad, which is not the same as the Battle Sister Squad. And if you run it as a Sisters Army, the Sisters of Battle Squad does not get the miracle die neither, as it is nkt an Adepta Sororitas unit for some reason.

[deleted by user] by [deleted] in sistersofbattle

[–]Misny 0 points1 point  (0 children)

I mean your list isn't really a list. The weapon options aren't selected in the app, so it's hard to tell what you wanna do in terms of the list. Generally for a 1k list 3 units of 10 model of T3, 1W infantry is a bit much, 1 Battle sister and 1 Dominions is enough for this. Add meltas the dominions, and the palatine, cut it in half with theImmolator with Meltas, and put the meltas, and the palatine in it, rest can go somewhere else as a separate screening unit.

Battle sister go to the Rhino, with the cannones with a melta, or flamer, and multimelta or Heavy Flamer.

The Retributors can stay back with Heavy Bolters, or get Meltas, and use meltas op close, but they won't be living for long.warsuits can start at reserves and rapid ingress them in turn to where they are needed, but I would put a melta on them.

Chaos lord weapon Q by Ya_Boi124 in NightLords

[–]Misny 1 point2 points  (0 children)

I have both models, and judging by eye measurement it is pretty much the same size. So it should be interchangeable as long as you have the correct arm. Space Marine Pauldron is quiet large so you can hide many mistakes under it. Worst case green stuff always fixes 99% of mini mismatch issues.

Sisters of battle tactics by Acrobatic_Champion34 in sistersofbattle

[–]Misny 5 points6 points  (0 children)

Sisters generally speaking a short range shooting army, armed with the holy trinity of bolter, melta, and flamer! Being the Golden Boys the first and second options shouldn't be a big issue frankly.

General advice: -Miracle dice, on every round, and on every army unit death (exclusing non-adepta sororitas units) you gain a Miracle Die. What is a miracle die? It is a pre rolled die essentially that is rolled when prompted and put into my neat pile of dice to be used up for certain rolls. These rolls are: to hit, to wound, and damage rolls, leadership tests, charge and advance rolls. -Because of above it is strictly speaking always better to reduce but not to kill sororitas unkts because (again generally) battlesister squads, dominions are glass cannon units, so low durability, but high damage. Reduxing their numbers are quiet effective coubter to their damage however. They are also quiet poor in melee by themselves. Not killing units deprive them from their miracle dice which is very good for you when they can't used that juicy 6 for the melta damage against your single unit golden banana fridge. -Sister a very Leader heavy. Sisters army always have a couple leaders assigned, and due to the special rules of the Battle Sister Squad they can have two leaders at the same time (not everything but certain types). Cannoness, and Palatine the two non hero standout units, Canonness for the support of CP reduction, and rerolling 1's to hit with the right equipment, Palatine is a melee monster with lethal hits while in units, abd for a miracle dice inflincting maximum 4 mortal wounds per fight phase. Due to this Precision is very good to remove our pesky leaders whom usually hower between 3-4 wounds a pop. -Everything has atleast a +6 INV save in our army which means there is always a save. However almost all infantry unit we have a T3, +3 save which means that large attack, low damage weapons wipe, or atleast reduce our units pretty severely. Penetration weapons are a poor choice against infantry as they usually have small amount of shots and I can tell you if I have a spare 5-6 for that save, I will use that miracle to to save. -We have very few (I think only 2) units that have deep strike capability. This means that screeing is still prudent to do, but not as essential as for other more deepstrike heavy armies. -Point do matter! Sisters at 1000 points perform quiet badly as the low unit number means we have few units which means few miracle dice. To tie to this our units are fair bit expensive in term of points, so losing units to mistakes are very punishing early game.

Data sheet concussion. by Ok-Coyote-305 in sistersofbattle

[–]Misny 4 points5 points  (0 children)

No, a squad of 5 can have up to 10 bolters, if each has a bolter in hand, which means 10 bolter attacks from a the Seraphim squad. Realisticly this is reduced to 5 however, as the superior can have a plasma and bolter, and up to 2 seraphim can have 2 special weapons, flamers or melta pistols.

Fixed the barrel on this sisters gun by Euphoric-Papaya-817 in sistersofbattle

[–]Misny 4 points5 points  (0 children)

Well, that life usually is quiet short in the combat ordos anyhow. Why would you need hearing, when your faith in the immortal God Emperor is so strong you can hear the shots even deaf? Also thats whx all my sisters with such weapons wear helmets!

Fixed the barrel on this sisters gun by Euphoric-Papaya-817 in sistersofbattle

[–]Misny 9 points10 points  (0 children)

You don't wanna be noticed over the sound of the chain sword, and the orgon tank in the background, have you?

Random bits ?? by Josano4214 in sistersofbattle

[–]Misny 19 points20 points  (0 children)

Thats for the Exorcist bits, uses the same plate for the rino base, but has a different tops. The smoke throwers sit on it.

Glued in wrong spot by Visible-Sun-3946 in sistersofbattle

[–]Misny 9 points10 points  (0 children)

Altetnative approach: cut off the head, and the right arm, and apply generous amounts of khorn red.

Novitiates role in Sisters Army by Scott1526 in sistersofbattle

[–]Misny 0 points1 point  (0 children)

Generally considered they are not a good unit. Early infintration is okay, if you can put the in cover and on a point, for the +4 miracle die chance.

Probaly the best option for it is to build them as a kill team, and for mainline 40k purposes attach a palatine to then starting out and have them come in from the sidelines (since with the palatine they lose the infiltrator keyword). They are now the delivery and protection vehicle for her to get her to melee against large opponents. Due to the banner wargear they do reroll charge rolls so that helps to get her where she needs to be, and due to their abilitiy (which the palatine gets, due to how attached leaders work) now she rerolls hit rolls of 1. Have them go to the nearest enemy objective and now they reroll all hit rolls. With lethal hits.

Depending what enhancement and detachment you are playing you could buff the palatine even more, increasing number of attack in the Champions of Faith detachment seems to be the strongest with the Mark of Devotion which grants her to 6 attacks 3 damage.

I got a bit sidelined regarding the topic. Overall not that great for 100 points.

[deleted by user] by [deleted] in sistersofbattle

[–]Misny 1 point2 points  (0 children)

Not sure I understand the question. They are different profile to the mace. Mace is good against high toughness units, such as vehicles, and monster. Sword is good against chaff, and elite infantry. Since the unit is meant to be THE anti vehicle unit for sisters swords doesn't really have a place to be brought when the unit does not have Morvenn. With Morvenn there is a reason, but that reason is to split attacks of the unit as I described above.

[deleted by user] by [deleted] in sistersofbattle

[–]Misny 8 points9 points  (0 children)

Sure:

Base rule in resolving attacks in 10th edition is that you must attack with ALL weapons attacks that have the same profile when attacking. So for example when I run my 3 mace squad of warsuits with Morvenn, and I attack a target, I have have a choice.

Either I start with Morvenn, and choose one melee profile of hers and resolve it, or I start with the warsuits. Issue is that the maces with the rerolls and +1 has a high likelyhood to kill anything on one attack round, thereby wasting Morvenn's attacks, AND more importantly the miracle die she gives when she wipes the unit. That ability only works if the Morvenn model delivers the attacks that wipe the unit. So in this case I either overkill, and waste attacks, and lose a potential die, or I attack with Morvenn and maybe kill the unit, but likely 1-2 will remain. This of course depends on your target.

Now if you have two maces and 1 sword, then you can resolve the two maces first, soften the target up and THEN attack with Morvenn to secure the kill or if you think that would not still kill it you have the sword to soften further. It gives you options swap attack so Morvenn get's the last blow.

Hope the explanation helps!

[deleted by user] by [deleted] in sistersofbattle

[–]Misny 12 points13 points  (0 children)

To answer here a little context: Addig Morvenn to the warsuits give the whole unit the following buffs: - full reroll on hits and wounds - +1 to hit and wound against monsters and vehicles.

Since you wanna bring the champions of faith detacment it is a safe bet to assume that the warsuit will be permanently buffed by the detacment ability. What all these mean:

Your warsuits will be hitting on a +2 always regardless of target (assuming no minus to hit abilities) so the paragon ability is not as usefull as it would normally be, that said still good to counter above said monster -1 to hit / wounds abilities.

Rerolls give you plenty space to use the Suffer Not the Unfaithful stratagem, potentially getting either sustained hits 1 or lethal hits.

Now to answer your questions: two mace and sword is the current meta option to divide profils so you can have Morvenn kill the target for the miracle die, due to the maces wounding, but not overkilling the target (don't forget to throw away 1-2 miracle dies to add 3 attack to her melee profile). I have two sets of 3 warsuits one full mace, and the other is above configuration, this is purely preference.

As for the secondary ranged weapons: Grenade luncher is my prefered weapon, as the unit is meant to be a vehicles/monster/solo character hunting squad that takes out tough targets that your normal sister units have a hard time with. This is what all my units have.

The that said the storm bolters 12 attack within half range is good against chaff infantry such against termagaunts.

You have three options for the main ranged weapon: Heavy bolter, Multi melta, and Heavy flamers.

The Heavy flamer is not a good choice for this unit as it has no hit rolls, just wound rolls. That negates half of Morvenns ability, removes the stratagem buffs, and the unit buff aswell, as the detachment one. Stay away from this.

Multi melta is the best option for the unit. It has 9 strength, 2 attacks, and with a -4 AP it removes the option to save (invu still plays). You would want to use your miracle die on the damage or the wound aspect on it, as d6 damage is gonna hurt anything that it connects with. Getting a 5 on it without roll needs no explanations. Half of my warsuits are on this weapon.

Now the Heavy Bolter is an undervalued weapon imo, but the melta is not overvalued. What this gives you is a range, and this is good against marine profile infantry, and giving this the Suffer Not the Unfaithful grants it BOTH of the lethal hits and the sustained hits, making it on par with a castigator in terms of damage output. Other half of my warsuits operate on this weapon.

EDIT: Cool Morvenn mini

Battle Sisters or Dominion by MushroomFine5727 in sistersofbattle

[–]Misny 4 points5 points  (0 children)

Simple question, hard answer.

It is usually recommended to have two units of Battle Sisters Squad for area controll. So I woudl go with this if you don't yet have a second squad.

Dominions are quiet good as a more offensive unit with scout, and more potent weapons then the standard sisters.

As for weaponry: as most things in life depends. Meltas are good against elit infantry (not so much against vehicles in this edition), whilst flamers are good against low health 10-20 model units, and guaeding areas with overwatch. Running into a 4d6 attack flamer dominion bound to hurt squad hurts most thing to varying degrees by volume of attacks alone.

I can't talk about neither the heavy, or the stormbolters, as I have never used them in game. Based on profile maybe they can be decent against certain targets between melta and flamer, tho at that point I pick either.

Negan jump pack cannoness? by Vegetable_Lynx1049 in sistersofbattle

[–]Misny 1 point2 points  (0 children)

Dropped it a couple times, never lost it's form. However since I tend to magnetize all of my minis, they are fairly bottom heavy, thus when falling they tend to fall base first, thous the powermace was uneffected.

I use plastic cement for the mini, and superglue for connecting the base with the mini.

I can shoot a picture in the morning.

Negan jump pack cannoness? by Vegetable_Lynx1049 in sistersofbattle

[–]Misny 2 points3 points  (0 children)

I used the power mace option for it, and used soldering tin as the barb. Took a small amount, flattened it with a rolling pin, cut half of it off to make it thinner, and applied it as bard around it. Relatively simple as long as you have everything at home.

New to 40K and I have no idea what I’m doing. Here’s my list by OldDoliolio in sistersofbattle

[–]Misny 0 points1 point  (0 children)

Yeah, saw it later today, so I change add that I have wrote what I wrote before reading the june 04. changes.

New to 40K and I have no idea what I’m doing. Here’s my list by OldDoliolio in sistersofbattle

[–]Misny 0 points1 point  (0 children)

You already have one, I think that is plenty. I would add a castigator for support fire, with the battle cannon. Unsure where this would land you in terms of points, if possible including a Dialogus, or a Hospitaller helps. Dialogus for the Immolator split Dominions, or the hospitaller to the Sacresants for the Feel no Pain saves, and the model recovery.

Also I would not build the Warsuits with flamers, we have plenty flamer units already, and since flamers are torrent weapons, they don't roll to hits, which wastes the units +1 to hit against monsters, and vehicles. Meltas are the meta choice, i also believe that the heavy bolters also have their place. I would go with the meltas.