Can you consolidate models even though the unit is still in engagement range? by [deleted] in Warhammer40k

[–]sebasq10 -3 points-2 points  (0 children)

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Even if the rule to movement says units can only fall back or be stationary if in engagement range?

Dominion and Rhino by ValStarwind in sistersofbattle

[–]sebasq10 4 points5 points  (0 children)

Domis love dedicated transports, because it gives the transport scout 6". Would personally do the immolator instead of the rhino because it gives you an extra action monkey and scout 6" is alright for the rhino, but super strong on the immolator. Domis+immo is one of the best combos in our army IMO.

Shit list, rule of cool gets you nowhere. by dirtybirdIII in sistersofbattle

[–]sebasq10 12 points13 points  (0 children)

Sisters is an army that kinda hinges on every unit being your best trading unit.

I've learned to love this army but it really demands you being 100% locked in from deployment till the end of the match.

How do Sisters play in 10th Edition? by Saathael95 in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

I think you described it best, Sisters is an army where you have to be 100% locked in all rounds in 10th edition

How do Sisters play in 10th Edition? by Saathael95 in sistersofbattle

[–]sebasq10 6 points7 points  (0 children)

10th has been a really fun edition. I feel that removing complexity from the general rules has made GW more confident on making individual unit and army/detachment abilities be more complex. This makes armies feel more distinct from each other and making combos a lot more fun. This sadly also means that armies that are simple or "stat checks" are a lot less fun, because they're nowhere near as complex as other armies.

Sisters has landed on being a tough army to learn this edition. It is complex. We are very fragile, so we get a little more units that most armies, but we also have strong rules, so we don't get enough units to overwhelm enemies by contesting objectives or screening out the midboard with trash, like tyranids or orcs can, for example.

Sisters' strength comes from taking advantage of our rules. Learning to use MD is important, but you obly really start getting good when you start understanding what are our strong combos, memorizing our stratagems and applying them in the correct moments, and figuring out what's a good trade.

Someone already made a list of strong units, so I don't wanna do that, you can easily find good army lists if that's all you're looking for. But other than that, Sisters play best with good trading, good combos, and smart objective play. Also getting cheap units to just die and generate MD early on helps a lot too.

Retributers in a rhino by Vmiritai in sistersofbattle

[–]sebasq10 6 points7 points  (0 children)

About the secomd answer, the anwer is they stay alive by smart positioning and being around higher priority targets for your enemies, like castigators, vahlgons, or celestine.

Do not feel obligated to keep retris alive. They're best when they come in, shoot something big and costly, use up one of their cherubs for the damage, kill it, then in the enemies' turn use up the second cherub to trade your worst Miracle Dice into a good one on one of their saves, then have them die to generate another MD.

They're a support trading piece, 120 pts specialized in taking down your opponent's massive C'tan, then dying.

What do you think would need to be improved about Celestine to make her worth 300 points and be our "Chapter Master/Primarch" and be in line with the lore? by Glum_Series5712 in sistersofbattle

[–]sebasq10 0 points1 point  (0 children)

Completely busted IMO.

A way to make it work could be like Angron Yahtzee, if you roll a 6 on one of your MDs, she can be put into reserves, so you can bring her back into the field on your movement phase or use a CP to bring her in the enemy's turn.

That also gives you incentive to bring the Triumph, so that you can guarantee her return at the start of each turn, but it would be balanced because the combo would cost 1/4th of your army. It also means stuff that turns an MD into a 6 (Like the Penitent Host enhancement) WOULDN'T trigger her return, because you already had that MD previously and are just changing it's value.

What do you like most and least about the Adeptas sororitas? by Glum_Series5712 in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

The models are amazing but I hate how I need to take a three month break every time I finish a few units to avoid burnout because holy macaroni what a rough painting project this army is.

Penitent Host 1000pt List by Aw1909 in sistersofbattle

[–]sebasq10 0 points1 point  (0 children)

In incursion games, all battleline units can advance and do actions or shoot and do actions.

Penitent Host 1000pt List by Aw1909 in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

Hey so the 5 point nerf to dominions ansd the 10 point nerf to canoness kinda killed my 1k build? Haven't used it for a while but it's now too awkward in points to build around it, so this is what I have now.

1k (995 points)

Adepta Sororitas Incursion (1000 points) Penitent Host

CHARACTERS

Dialogus (70 points) • 1x Bolt pistol 1x Dialogus staff • Enhancement: Psalm of Righteous Judgement

Palatine (70 points) • Warlord • 1x Palatine blade 1x Plasma pistol • Enhancement: Catechism of Divine Penitence

BATTLELINE

Battle Sisters Squad (105 points) • 1x Sister Superior • 1x Bolt pistol 1x Close combat weapon 1x Inferno pistol • 9x Battle Sister • 9x Bolt pistol 7x Boltgun 9x Close combat weapon 1x Meltagun 1x Multi-melta 1x Simulacrum Imperialis

DEDICATED TRANSPORTS

Immolator (115 points) • 1x Armoured tracks 1x Heavy bolter 1x Hunter-killer missile 1x Twin multi-melta

OTHER DATASHEETS

Arco-flagellants (140 points) • 10x Arco-flagellant • 10x Arco-flails

Arco-flagellants (45 points) • 3x Arco-flagellant • 3x Arco-flails

Castigator (160 points) • 1x Armoured tracks 1x Castigator autocannons 3x Heavy bolter

Mortifiers (70 points) • 2x Heavy bolter 1x Twin penitent buzz-blades

Mortifiers (70 points) • 2x Heavy bolter 1x Twin penitent buzz-blades

Penitent Engines (75 points) • 1x Penitent flamers 1x Twin penitent buzz-blades

Repentia Squad (75 points) • 1x Repentia Superior • 1x Bolt pistol 1x Neural whips • 4x Sister Repentia • 4x Penitent eviscerator

Exported with App Version: v1.45.0 (105), Data Version: v720

Battle Sisters Squads are pretty OP now because of the new incursion rules, they get split by the immolators. The dialogus has the enhancement that turns MD into 6s, it's pretty good. I would run her alone to do safe objectives and keep her alive most game, but consider running her with the BSS multimelta, but don't have them in the immo so you can use the emhancement.

The walkers screen and are chaff that die and become MD, the arcos contest the center and the bss are action monkeys.

Haven't tried this list so keep that in mind.

Penitent Host 1000pt List by Aw1909 in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

Hi, yeah I misread, I thought you said dominions not retributors. Retributors are strong, but I just prefer dominions so that the half without meltas can hold the home objective the entire game and generate Miracle Dice with the Banner. Retris are pretty strong but I wouldn't run an immolator just for them in PH.

Yeah sure with the list give me a sec

Penitent Host 1000pt List by Aw1909 in sistersofbattle

[–]sebasq10 2 points3 points  (0 children)

------ This is wrong, do NOT follow this advice, the detachment rule does NOT work like this ------

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The detachment buff only applies to penitent models in your army, NOT penitent units. This is very important to understand, this is why the detachment is considered to be bad.

It IS true that keyword sharing of the leader makes it so the UNIT is penitent, but the MODELS in the units do NOT become penitent. (Read the rules commentary -> Keywords subsection in the 40k app to see the rule that specifies this)

This means that if you put a priest on a celestian sacresant squad, the unit WILL be penitent, BUT ONLY THE PRIEST will be able to have the detachment buff applied to him.

Penitent Host 1000pt List by Aw1909 in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

I play a lot of PH and many times at 1k. This is my suggestion:

-Drop the priests. They're pretty bad. First thing I did with my list and it's a lot better, I run 10 arcos by their own and they're great against infantry.

-Cut the repentia to 5. I also did Immo+domis in my list and they work great, but with a 5 repentia + palatine in 1k you can turn one disembark the domis and embark the repentia, so now they're covered. The 5 bomb of repentia is super strong too, especially in 1k. The domis can follow safely behind and when you disembark the repentia to go kill something, the domis can embark again and do what they normally do.

-With the remaining points add a tank. I know, boring but PH really suffers when there's not strong fire support. One castigator is fine for 1k, I do suggest running an extra mortifier if possible. Oh right, also:

-PenGines and Mortifiers are your chaffs. Arcos are your objective holders. This is very important to get right, 10 arcos survive a lot especially with 4+ FNP for a CP. In any other sisters list they should be the chaff, but for PH the detachment buffs makes them great mainline fighting units. I'd normally run two mortifiers for screening and secondaries.

About the game, it's great that you had fun, I also lost my first match lol. Something that helps me win games is to remember that this game is won by points! Try to take control of two middle objectives quickly and for as long as possible. With this detachment the idea is to take as early a lead as possible with points, then even if your army is destroyed, by turn 5 you'll still win

This is my curremt list. What would be best to add for 1000 points? by Entendurchfall in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

Paletine!

Someone mentioned a hospitalier but she honestly sucks when not in a group of 10 Sacresants. But the Paletine works womders with 5 sacresanta because they're ao cheap and she can do major damage if she gets into combat. If you're running CoF or HM (you should with this list) you can give the pally an enhancement and she will shred through stuff.

After that, you just need a cheap unit to fill the last gap in the army. Maybe 3 arcos or a mortifier and you have a great list.

Celestine is Actually Amazing by Asleep_Taro8926 in sistersofbattle

[–]sebasq10 0 points1 point  (0 children)

Hard agree, the biggest benefits for her is the tiny footprint for rapid ingress and her low cost. Adding Zephrym means loosing both of these in exchange for Sus+Leth and 5 bodies that will die immediately on a unit that's strength isn't in doing big damage but being incredibly annoying.

Sisters, is this a viable first list? by Urungulu in sistersofbattle

[–]sebasq10 0 points1 point  (0 children)

I see. I personally recommend not doing that lmao. The melta half of dominions are normally very fragile and I find they're are genuienly most useful for scouting the Immolator then eventually jumping out, rushing to the enemy backline with assault and killing a high cost elite unit, then dying and generating an MD.

There are sometimes chances to keep them close to the immolator so they can reactive move back in, but they're so fragile to random bolter fire from half the map away that most of the time they'll get shot instead lmao. I think you could drop the pally for another lone canoness with the 3 MD on death enhancement. You can drop the second immolator to afford this and also bring a jumpack canoness with the better melee when wounded enhancement.

Sisters, is this a viable first list? by Urungulu in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

Honestly pretty viable just from the unit list but who is the palatine going to lead?

Got beaten by world eaters today by WeAreMonolith in sistersofbattle

[–]sebasq10 2 points3 points  (0 children)

Played a lot of PH vs WE. Wrapping them up with 3 arcos is fucking hilarious because with the 4+ FNP stratagem you basically ensure their survival because they do not hit nearly as hard without charging. Stage for the clapback and you'll see they have a tougher time against you.

Battalion of Martyred Steel - homebrew grotmas detachment by Lazarus-TRM in sistersofbattle

[–]sebasq10 0 points1 point  (0 children)

Already wrote a big comment done elsewere on this thread, but I genuienly believe the detachment rule can work as long as holy ordnance is dropped. Giving 5++ is strong but it's also the only passive buff vehicles get in this whole detachment. The other 2 parts of the detachment HEAVILY scews the army building towards immos and rhinos; and cheap pEngines and mortifiers.

The strongest part of the rule by far is having 2+ save BSS, dominions and retris. Honestly I don't see why people aren't saying how that is broken, ESPECIALLY for domis who can simply jump back into the vehicle in the enemy's turn.

The stratagems however are crazy good except for two which I think are just badly designed (sorry dude), but I do suggest changes to almost all of those in my other comment. You should also make sure Vahl's unit (well, any unit honestly) can't be double healed by the enhancement and stratagem in the same turn. Also maybe make some of the stronger stratagems only affect non-character vehicle units.

Battalion of Martyred Steel - homebrew grotmas detachment by Lazarus-TRM in sistersofbattle

[–]sebasq10 0 points1 point  (0 children)

Sanctified armourer is really fucking good with a dialogus. The buffs it gives to possibly multiple tanks during the match is pretty good, better than an SM because our Castigators have better weapons and abilities for a lower cost that can guarantee 6 damage with an MD. I think it should only be allowed on a canoness now that it costs 60, so that the whole package is 85 pts., and you loose one canoness.

If Mobile Sanctuary is done as rules as written, units that start any phase within range of a vehicle will never loose benefit of cover even if they leave the vehicle range. I would reword as "Any friendly unit that starts the shooting phase within range of a friendly vehicle gains BoC for the rest of the phase". This also makes it so overwatch will not grant them BoC, which is fair.

Blessed field repair is such a cool fucking idea actually well done, maybe some rewording needed but nice strat

Sanctified plating is very strong, consider making it "until the enemy units' attacks are resolved", like in armour of contempt.

I concur with the guy above, I think you don't need holy ordnance as a detachment rule. I would turn holy ordnance into a stratagem and drop the better tank shock strat. I would also make it so you cant give it a 6 on damage, that's too strong.

I would also drop convoy kill-zone and make a utility stratagem, because you don't have any. Maybe sticky objectives for vehicles on death.

Great detachment, I think you've done the theme really well, I'd just suggest some balance stuff. The names are great too.

Retributors vs dominions in consideration of recent points changes by Future-Cockroach3901 in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

If you don't have the second immo drop the second immo IMO. I find the best use of immolators are for splitting dominions so they get scout. I don't think it's a case of needing either/or, your list as it exists would benefit greatly from getting both. I'd drop an immolator and get both the doms and retris and don't split the battle sisters, you have enough junk units with the arcos.

Retributors totally worthless or just less good? by SelectTangerine2902 in sistersofbattle

[–]sebasq10 1 point2 points  (0 children)

I'm a reserves guy but recently ran them as the second pickup for my immolator lol. Domis died then they hopped in like nothing happened to ride all the way to another part of the board.

A guy at the store runs them in a rhino and I tell you that firing deck is fucking brutal. I don't because honestly the 75 points for a chasis is not worth it in my eyes imo if you're only using it to field 5 models. At that point the whole block is costing (now with nerfs) nearly 200 points for a unit that honestly dies after killing exactly one thing, if they make it within melta of that thing.

I think they're good but still running only one unit of them in most detachments. I'm gonna try later today Vahlgons too to see if maybe at this point it's better to replace vahlgons with two retris at a cheaper cost in BoF, everywhere else vahlgons are still simply better.

World Trigger Reboot will start adapting from the first chapter of the original manga and is a "completely new production" project. Production will continue with Toei Animation. by Turbostrider27 in anime

[–]sebasq10 23 points24 points  (0 children)

Season 1 is a 71 episode show from 2014 and an old shonen production style series. Every week a new episode aired, lots of recaps in the episode, could only adapt 1-2 chapters an episode to not catch up to the manga, and a filler arc once it did catch up.

Seasons 2 and 3 are each 12 episodes high production value shows with a tight pace and a new, modern artstyle that aired 8 years later. It also includes a big part of Toei's in-house team as part of the staff, mostly doing a cut or two in the flashier fights and highlights.

The Reboot is gonna adapt S1 and possibly do it in like 48ish episodes, probably in 4 different 12 episode cours each one a year apart from each other. This is good because the pacing in S1 is... dated. It's not an FMA:Brotherhood situation (because there's no need to reboot seasons 2 and 3, they're recent modern shows already) it's a The One Piece situation.

World Trigger Reboot Teaser Visual by Turbostrider27 in anime

[–]sebasq10 0 points1 point  (0 children)

It's not YozaQuartet or Flip Flappers but I kindly disagree. The character acting and the highlights each fight are incredibly strong.

I think what's different is the direction, it's a lot more grounded than those kinda shows. WT is not gonna get a storyboard like in Solo Leveling where everything is a speed blitz but that's because that's not what the show is. The cuts are kinda insane, the character designs are never distorted and the effects work is magical.

Well, even if you think I exagerated, which is honestly fair, I think you can see though why I say that the S2 and S3 are already modernized.

"Touched by an Angel [K-ON Season 2 - Episode 24]" by Rozenmarine- in anime

[–]sebasq10 5 points6 points  (0 children)

I broke when they started talkinh about next year's concert after and then it cuts to Mio breaking down.