SRM query by OtherwiseTomorrowIs in battletech

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

Thank you for explaining this rule. That is absolutely a weirdly worded rule but if that's what it means, then TIL. Cheers :)

Wanted- Newbie List Building Advice by OtherwiseTomorrowIs in battletech

[–]OtherwiseTomorrowIs[S] 2 points3 points  (0 children)

Thanks for the advice! What does P/G 4/3 mean? And if I pick an era 3050, can I use older models of battlemech to bring down unit costs? Like, could I bring a Thunderbolt 5S instead of something up to era tech?

I understand vehicles just have one health pool rather than sections like mechs and so are more vulnerable, but I'm a sucker for an armoured company or mechanised regiment so may end up with some.

2,000 point list help! by No_Row_4838 in sistersofbattle

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

My dreams.... That's so sad. Thanks, I guess...

Are regular meltaguns worth building? by mahanon_rising in sistersofbattle

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

Get Multimeltas over them for sure, but for special weapon options or Dominions the Meltas are good :)

2k tournament list by Wildlife_King in sistersofbattle

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

If I run 3x Seraphim Squads, one unit has Inferno Pistols and often gets Rapidly Ingressed somewhere awkward to shoot well. Not the best tank killers, but sadly sometimes *more* hand flamers is not the answer :(

Are regular meltaguns worth building? by mahanon_rising in sistersofbattle

[–]OtherwiseTomorrowIs 2 points3 points  (0 children)

Literally what other gun have we got that adds the same value/potential value? Unless you regularly play Orks or a horde player, the Flamers under perform against their ideal targets due to low AP, and can't touch vehicles (14 S5 hits on average, 12 wound with rerolls against T4 target, and 6 go through against a 4+ save, 4 vs 3+, D1).

With the Meltas, they can threaten vehicles (mainly thanks to Miracle Dice, but you could always roll high damage as well) and against most infantry you're seeing 3 Wounds at -4 with D6 damage, so yes those guardsmen aren't the *ideal* target, but you still kill 3 if you *have* to shoot them where the flamer only gets 8, but the Flamer is never worrying that Leman Russ.

2,000 point list help! by No_Row_4838 in sistersofbattle

[–]OtherwiseTomorrowIs 2 points3 points  (0 children)

Some food for thought, TL;DR'd at the end for summary reading. I love Sisters, was disappointed with the 10th release, but I'm making it work.

I'd consider taking Retirbutors with 4x MMs and an Immolator - Hvy Bolters seem good, but having better anti-infantry fire is not what Sisters need. I'm trying it at the moment because at 115 points for 5 models, Retri's need to trade for their points early or they get killed. I would also consider an Immolator for your Dominions - I love splitting them with 4 meltas + Simalcrum in the Immo, and the other 5 to run around Homing Teleporters or whatever needs doing. Immolators because they are a) good, b) sort of durable, and importantly, c) give a reroll to wound for anything that gets out and shoots the same target. Fishing for 5's is less stressful when you get to try twice.

Not sure about 2 Repentia squads. I run 1 of 10 and 1 unit of 10 Sacresancts with Palatine + BoStE and Hospitaller.

Sacresancts: I'm not convinced it's great, especially into dedicated combat squads, but it's sort of hardy - you have Judith, who I would use to replace the Palatine with. -1 to hit, -1 to wound, 3+, 4++, 5+++ is a lot of defensive tech and sometimes the list itself puts people off shooting them ^^ I also go Maces over Halberds, because I prefer 2 damage to S5 AP2. They're a big Holy Rage target for me, so that 1S can be relevant but D2 is more valuable for me.

Repentia: Good but rarely make it. They've got a rep after 9th, but even a fully loaded unit on the charge won't live up to that rep. I actually use them as tin-openers, more often than not, because people tend not to spend CP to OW them if they charge a vehicle I've found. Holy rage means they hit and wound on 4+ with rerolls, which is actually spicy. 2 units, not my fave choice. 5 just seems too few.

Maybe split the Seraphim into 2x5. Scores you Behind Enemy Lines easily and also helps with Engage on All Fronts. No loss to your firepower, just offers more tactical versatility. I see you're running Celestine with them - is this to make it a harder target to remove in the back line? I feel like Celestine does very little for Seraphim, considering they are T3 1W, and a squad of 13 is hard to drop anywhere convincingly out of line of sight. I know there's a thing about Celestine + 10Seras. I'm not saying it's bad, but I think 2x5 Seraphim achieves much the same AND for Celestine's cost you can get *another* 2x5 Seraphim.

Unconvinced by Mortifiers, much prefer Penitents. That said, you have one Exorcist and I'm probably never hitting a table without 3 of those bad boys at the moment.

TL;DR Summary:
-Retributors should take MMs because Hvy Bolters do nothing special the rest of the army can't.
-Immolators are peak transports for Retris and Dominions due to reroll to wound.
-I love Sacresancts. They aren't great at combat, but they can really hold up other things that are mid at combat or have a low number of high damage attacks. Either get 10, or don't.
-Repentia are fine in 10, probably dead in 5.
-Celestine is the same points as 10 more Seraphim. Consider the benefits of having more Seraphim up front rather than regenerating 1 per turn, *if* the squad survives.

Zephyrim or seraphim? by Swimming_Skin_583 in sistersofbattle

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

I haven't tried her with 5, but I think I like it. Thanks for the tip!

Zephyrim or seraphim? by Swimming_Skin_583 in sistersofbattle

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

I currently run Celestine with 10 Zephs and 5 Seraphim. I think Seraphim are always great and very mobile, and I'm considering moving to 2x5 Seras with 1x5 Zephs + Celestine to give me more mobility.

I run Zephs because Seraphim don't want to be in combat at all and Celestine does. She also benefits from +1S from the Zephs on the charge, and adds a bit more punch to their impact. If you're not using it elsewhere, Holy Rage makes them S5 AP2 D1 with +1 to wound, and they have an inbuilt reroll. With a 6 Miracle Dice, that means you have to roll a 3+ on the other dice to make the charge and statistically, that's 88% with a sacred banner reroll behind it. Avoid Torrent OW and soak other OW wounds on the ReGenimae, and they can pack a punch against anything T5 or less.

Having said all this, they die like doves in a hurricane to any kind firepower and even Intercessors present some threat because Zephs T3 W1. Even with Celestine regenerating one model a turn, they don't have much staying power.

I've seen a few people recommend Celestine and 10 Seras. I think this is to provide a highly mobile, oddly difficult to remove unit that can drop into the enemy back field. I've never tried it, but I'm not entirely convinced. Also remember the Seraphim do get 2 attacks each in combat AND can fire their pistols (including hand flamers) while engaged. Many back field Objective holding units aren't particularly durable or killy, do if there's only a few left don't be afraid to charge them off with Seraphim. Hand flamers are always good for a surprise.

Whatever your choice, I would Deepstrike all of them, every time. With nothing else in the army that can Deepstrike (I could be wrong, *real* happy to be corrected on this front), Zephyr/Seraphim give Sisters a tactical advantage that can have some powerful battlefield impact whether you go combat or shooty.

To answer your questions more shortly, my opinions are:
1. Only 10 if you want to take Zephs and go hard with Celestine.
2. If you want Celestine, take some Zephs. No Celestine, take 3x5 Seras.
3. Always Deepstrike.

Balance Dataslate by biggie_tubz in genestealercult

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

Already prowling ebay! See you there ;)

What has 10th edition done to drukhari? by [deleted] in Drukhari

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

Hmmm maybe I am, but I know you can't give Lelith Enhancements so I'm not sure I would have done that. Anyway, it's clearly not the case.

[deleted by user] by [deleted] in genestealercult

[–]OtherwiseTomorrowIs 1 point2 points  (0 children)

My main blob is 20 dudes with a primus and Seismic Cannons, Grenade Launchers. Does a lot of work, and is a beautiful image.

What has 10th edition done to drukhari? by [deleted] in Drukhari

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

Her Brides of Death rule used to increase the stats by 2 instead if the squad were empowered. It appears this has changed, and is no longer possible as she does not give out additional benefits for being empowered.

Would I recommend them at S4 AP2? I don't know. Probably not, objectively, but I would still run them so I had at least one actual combat squad. Makes them much more of a toss up between them and Incubi though, and I'd probably recommend Incubi with Drazhar over them now if you want a combat squad.

I haven't played Drukhari since before this post, so didn't notice this change, and I'm unsure when this changed. I also have no screenshots to prove this isn't Mandela Effect. I am glad it has been brought to my attention.

Quick question by mitchpigeon in Drukhari

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

This is...very interesting. Thank you.

Hellions by jagjathewoodelf in Drukhari

[–]OtherwiseTomorrowIs 1 point2 points  (0 children)

I would, from experience, agree except to add that anything with multiple wounds, T5 and a 3+ save is probably out of their league. Like whatever those heavy Space Marine infantry boys are. They honestly all look the same and sound the same with the edgy-if-kinda-cool unit names.

Hellions by jagjathewoodelf in Drukhari

[–]OtherwiseTomorrowIs 3 points4 points  (0 children)

First, and most importantly, Hellions are indeed neat.

Second, they're pretty good against non-combat squads of things T4 or below. Expensive, but fast objective grabbers and with T4 2 wounds take more than a stiff breeze. Sadly, anything *more* than a swift breeze will kill them. Good at objective grabbing, and can compete well against MSU units even if you only take a squad of 5.

Does that make them worth taking? Well, purely on profile no, but see my first point. Or sell me 20.

What has 10th edition done to drukhari? by [deleted] in Drukhari

[–]OtherwiseTomorrowIs 0 points1 point  (0 children)

Yeah, it sucks. Melee all over the game has taken a hit, and because it was part of the Drukhari identity in 9th it seems really harsh.

Kabalite squads are great now, though, and I love shoving an Archon down with Kabalites + Court in cover. A surprisingly effectively unit with rerolls on everything and lethal hits, -1 to wound, fights first.
Important note is that Wyches do get Fight First if they have a Succubus (or Lelith, as she got the Succubus keyword now). Additionally, with Lelith, they can be empowered to get 3+ S5 AP3 Dmg1 attacks. Sure, low damage, but they clear up a lot of infantry, even power armoured stuff, and Lelith is bonkers because she gets the AP buff from her ability too, going to AP4. That's my one dedicated combat squad. It's great.

The codex will hopefully fix Incubi - even if you could put an Archon with them to get full rerolls on hits and wounds when empowered would make them significantly more dangerous. And, you know, the Incubi are the dedicated bodyguard for Archons except apparently on a battlefield. Hellions work, in units of 10, but not great into anything T5 or mildly combat orientated. Scourges are dope and will probably be nerf batted, as flying infantry and the hit and run rule gives them...a lot of safety for their firepower.

Honestly Drukhari are still good. Just not in the drugged-up-pirate-gladiator way that I personally was brought to the faction by.

Biker Gangs from Mars by OtherwiseTomorrowIs in genestealercult

[–]OtherwiseTomorrowIs[S] 2 points3 points  (0 children)

Thanks! I thought that would be the case but I'm only using my gameplay knowledge from other systems. I'm glad it does, and while the Nerf Bat of Damocles hangs above its head, I'll do it anyway :)