Showing posts with label sisters of battle. Show all posts
Showing posts with label sisters of battle. Show all posts

Playing: Tinkering with Witch Hunters again


I've been messing around with Army builder lately trying to put together a quality Witch-hunters list. With some back and forth about including inducted guard at the 1500 point level I've decided to finally drop the platoon in favor of less troop choices and putting the points into other aspects of the army.

My latest version originally had a cannoness and an inquisitor in the elite slot but after some deliberation I decided to drop them both in favor of an Inquisitor lord and then another celestians unit. I lose faith points this way and a book this way but make up list points in other areas. It allows for a more potent Inquisitor retinue with some neat tricks.

Inquisitor Witch Hunters - 1500

HQ

Inquisitor Lord (Bolt Pistol, Close Combat Weapon, Psychic Hood)
w Retinue
Sage
Sage
Warrior (Plasma)
Warrior (Plasma)

Elite

Celesitans x 5 (Melta x2) w Immolator (Smoke)
Celesitans x 5 (Melta x2) w Immolator (Smoke)
Celesitans x 5 (Melta x2) w Immolator (Smoke)

Troops

Battle Sisters x 20 w Veteran (Book of St Lucius, Eviscerator) and Priest (Eviscerator)
Inquisitorial Storm Trooper x 5 (Plasma x2) w Rhino (Smoke)
Inquisitorial Storm Trooper x 5 (Plasma x2) w Rhino (Smoke)

Heavy Support

Exorcist
Exorcist
Immolator (Smoke)

The Inquisitor Retinue is min/maxed. The Sages increase the Inquisitor BS to 5 and makes everyone in the unit shoot as twin linked. This is a cool combo with the Plasma as I re-roll gets hot or any miss I choose. The inquisitor is also now WS 5 with a CC weapon giving him 4 cc attacks and 5 on the charge. I also like the psychic hood with LD 10. A big screw you to Null Zone and JAWW.

You'll notice the extra immolator in the heavy slot. This is how the HQ unit gets around.

In the troop slot I opted for a 20 count sister of battle death star with double embedded eviscerators. This unit is a cc force with Divine Guidance (any wound rolls that are sixes ignore armor) and then a nasty tarpit if the number are whittled down to use Spirit of the Martry (entire unit gains invuln saves equal to armor). Backing up this unit are a couple stormtrooper units in rhinos that we use to grab objectives.

The rest of the list is standard fare. Celestians are the best unit in the book and Immolators the best dedicated transport for them. We take 3 of each. Exorcists round out the heavy support slot.

I'll keep tabs on some games going forward and report some results.

Army: Mech Sisters of Battle


I've been playing some games with Sister's of Battle recently and have had some fun putting together lists of varying point levels. I think they are a very powerful army, especially considering how old their codex is.

Most of the codex has a number of problems with it: Antiquated vehicle costs or just plain bad units. But there are enough powerful units at the core and a lot of ways to maximize power levels in a sisters army by clever use of allies. One issue that this army has is a notable lack of long reliable long range shooting outside of the heavy slot. Enter an Imperial Guard platoon with heavy weapon squads and the issue is resolved.

Here is what I've put together for 1500 points.

Mechanized Sisters of Battle (1500)

HQ

Palatine (Book of St. Lucius) w Celestian Retinue x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)

Elite

Inquisitor w Mystic x2
Celestians x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)
Celestians x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)

Troops

Inquisitorial Stormtroopers x5 (Plasma x2)
Inquisitorial Stormtroopers x5 (Plasma x2)
Infantry Platoon
Platoon Command Squad x5 (Flamer x3) Chimera (Heavy Flamer)
Infantry Squad x 10 (Autocannon) Chimera (Heavy Flamer)
Infantry Squad x 10 (Autocannon) Chimera (Heavy Flamer)
Heavy Weapons Squad (Autocannon x3)

Heavy Support

Exorcist
Exorcist
Exorcist

This list maximizes allies to their full advantage. We use the Inquisitor and mystics to foil deep strikes into our lines. At 35 points they are a bargain. I take the IG platoon to leverage cheap chimeras and autocannon teams. Then I give the chimeras to the inquisitorial stormtroopers to go find objectives. The guardsmen will shoot from on foot, ideally in cover.

Then we fill up with as many vehicles as possible. I'm a fan of exorcists for the fire support option they provide, especially at lower point levels where they prove extremely resilient. They do a decent job of tagging vehicles and are especially destructive against open topped transports and monstrous creatures. Some people prefer immolators in this slot and I don't hate the idea, but I think immolator spam is probably a better choice at the higher point levels, especially for 'Ard boyz as I've documented here.

Celestians are the most powerful sister in the codex. They are automatically faithful and possess holy hatred so we use them whenever possible. Immolators are also very cheap and a very strong transport that doubles as an attack vehicle.

The small units involved here and automatic faith points without the use of a veteran let us leverage some faith powers. The most notable is the ability which allows you to replace your celestian armor saves with an invulnerable. The increased initiative option in close combat can also be useful.

Note I've given the stormtroopers plasma to fill a void that sisters cannot use the technology. We have a number of meltas under the use of adeptas sororitas however.

At 1750 we simply add more firepower to the list. We've maxed out most of our FO now so we'll dip into fast attack and add...more sisters, melta and immolators. Not terribly exciting but extremely effective. We also have some spare points for another HWS. I'll add that to the platoon:

Mechanized Sisters of Battle (1750)

HQ

Palatine (Book of St. Lucius) w Celestian Retinue x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)

Elite

Inquisitor w Mystic x2
Celestians x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)
Celestians x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)

Troops

Inquisitorial Stormtroopers x5 (Plasma x2)
Inquisitorial Stormtroopers x5 (Plasma x2)
Infantry Platoon
Platoon Command Squad x5 (Flamer x3) Chimera (Heavy Flamer)
Infantry Squad x 10 (Autocannon) Chimera (Heavy Flamer)
Infantry Squad x 10 (Autocannon) Chimera (Heavy Flamer)
Heavy Weapons Squad (Autocannon x3)
Heavy Weapons Squad (Autocannon x3)

Heavy Support

Exorcist
Exorcist
Exorcist

Fast Attack

Dominon Squad x 5 (Melta x3) Immolator (Smoke, EA, Searchlight)

At 2000 points we finish up the fast attack FO with additional dominion squads, we also give the Palatine an inferno pistol. Now the list has 13 melta and 6 immolators.

Mechanized Sisters of Battle (2000)

HQ

Palatine (Book of St. Lucius, Inferno Pistol) w Celestian Retinue x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)

Elite

Inquisitor w Mystic x2
Celestians x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)
Celestians x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)

Troops

Inquisitorial Stormtroopers x5 (Plasma x2)
Inquisitorial Stormtroopers x5 (Plasma x2)
Infantry Platoon
Platoon Command Squad x5 (Flamer x3) Chimera (Heavy Flamer)
Infantry Squad x 10 (Autocannon) Chimera (Heavy Flamer)
Infantry Squad x 10 (Autocannon) Chimera (Heavy Flamer)
Heavy Weapons Squad (Autocannon x3)
Heavy Weapons Squad (Autocannon x3)

Heavy Support

Exorcist
Exorcist
Exorcist

Fast Attack

Dominon Squad x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)
Dominon Squad x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)
Dominon Squad x 5 (Melta x2) Immolator (Smoke, EA, Searchlight)

I'm least interested in this army at 2000 points because I think the exorcists start to fade as the best possible heavy choice. But I still think it's viable. They can't take over the game like they can at 1500 though.

Sisters tends to be a bit spammy in order to be competitive. Hopefully this will change with an updated Codex. In the meantime though, despite being a bit redundant the army is very good. It has all the tools required for 5th edition. Lots of efficient transports and the means to destroy enemy vehicles efficiently.

Batrep: Sisters of Battle vs. Tyranids (1500)

Shep and I got together today to play a quick 1500 point game at my place. I wanted a break from Orks as I have been playing the m almost exclusively for the last couple of months. Today I decided to go with Witch Hunters instead. Shep usually plays IG but he's been practicing extensively with Tyranids lately in an effort to prove they can work well in 5th edition. We still aren't convinced.

First we'll put down the lists.

Witch Hunters with Inducted Guard (1500)

HQ

Palatine (Book of St. Lucius)
and Celestian Retinue x 5 (Melta x2) and Immolator (Smoke, EA)

Elite

Celestian Squad x 5 (Melta x2) and Immolator (Smoke, EA)
Celestian Squad x 5 (Melta x2) and Immolator (Smoke, EA)

Troops

Infantry Platoon
Platoon Command Squad x 5 Chimera (Heavy Flamer)
Infantry Squad x 10 (Lascannon) Chimera (Heavy Flamer)
Infantry Squad x 10 (Lascannon) Chimera (Heavy Flamer)
Heavy Weapons Squad (Autocannon x3)
Heavy Weapons Squad (Autocannon x3)
Heavy Weapons Squad (Lascannon x2, Mortar)
Inquisitorial Stormtroopers x 5 (Plasma x2)
Inquisitorial Stormtroopers x 5 (Plasma x2)

Heavy

Exorcist
Exorcist

* The list I played with is not exactly the same as the list above. The list I played with was illegal. I used a couple of Lascannon Scout Sentinels. That isn't allowed because they require 2 IG platoons to unlock that allies option. I didn't realize this until the game was over. In the batrep pics you will see sentinels. They shouldn't be in the list. The legal way to create the list above is by replacing them with LC HWS instead. They aren't as good as sentinels because they lack mobility but they still grant the same LC shot with identical BS. Did this impact the outcome of this game? Probably not because I didn't scout or outflank with them and I wiffed with them for most of the game anyway. I probably would have gotten some LC shots off with the HWS as well. But I wanted to explain why there are sentinels in the pics but none in the list. Pretend those were a HWS instead. There you have it. Moving on.

Tyranids

HQ

Tyranid Prime (Boneswords x2, Adrenal Glands)

Troops

Tervigon
Tervigon
10 Termagaunts
16 Termagaunts

Elite

Venomthropes x3
Hive Guard x2
Hive Guard x2

Heavy

Tyranofex (Rupture Cannon)
Tyranofex (Rupture Cannon)

We end up with a sieze ground game with a dawn of war deployment. We place the objectives and I win the roll. I decide to go second.

Deployment:

The pic tells the story here. Shep lays down a bunch of gaunts and a tervigon. I put down a couple infantry platoons with the intention of bubble wrapping anything that shows up afterwards. Note my intention was to use the infantry squad chimeras for my inquisitorial stormtroopers. Thus, the infantry are on foot and in a great position to be devoured by tyranids.

From SOB_Batrep


From SOB_Batrep


From SOB_Batrep


Turn 1:

The Tervigon hatches 12 gaunts but throws doubles so no more hatching for him. The gaunts all move forward threatening the infantry squads.

From SOB_Batrep


The rest of his army comes in from off the table and lines up across moving as far forward as possible. During shooting his gaunts are able to get around night fight and pick off a number of guardsmen from both squads

My army shows up. I keep most of the models behind the bubble wrap with the exception of a few vehicles.

From SOB_Batrep


From SOB_Batrep


During the shooting phase I struggle to get around night fight and most of my vehicles cannot see their intended targets. I am able to drop an immolator template and some hellgun and chimera heavy flamer fire onto his gaunt unit though

From SOB_Batrep


I also unload some lasguns, another immolator heavy flamer and a multilaser into the other gaunt unit

From SOB_Batrep


Turn 2:

Shep moves forward with everything and starts taking long range shots with night fight now lifted. One of his tyranofexes blows up an exorcist missile launcher making it a very expensive camo cloak for the other one. He also manages to use his hive guard to stun and weapon destroy one of the stormtrooper chimeras and an immolator.

Witchhunters fire back. A platoon command squad wipes out the remaining gaunts sitting on an objective. The functional exorcist unloads 6 missiles into a Tyranofex and scores 4 wounds. I put a lascannon into a nearby tervigon and wound it. I put autocannons into the hive guard and kill one of them.

From SOB_Batrep


Turn 3:

Nids continue to move forward. A Tyranofex shakes an exorcist. The Tyranid Prime joins the gaunts and the whole unit surges forward and assaults the infantry squad. Hive guard weapon destroy an immolator and blow up a chimera. The tervigon attacks the PCS chimera and kills it and a couple of the squad inside.

A celestian immolator moves forward 12" and torches a couple venomthropes. The other immolators move forward and immolate some hive guard. Auto cannon spam shoots into the remaining hive guard wiping them all out.

Shep puts a glass of cranberry juice on the table. I comment that it looks like a cup of blood. Real cranberry juice is more tart than grapefruit juice. It must be cut with about 75% water and a spoonful of sugar to be drinkable. Poor drinkability.

From SOB_Batrep


From SOB_Batrep


From SOB_Batrep


Turn 4:

Tervigon in the back hatches more gaunts and they surge forward towards the autocannon teams. A celestian immolator is shaken. Another one is wrecked.

Witchunters debark all celestians and shoot at gaunts and do very little damage with bolters. Some lascannons and exorcist fire finish off the wounded tervigon and tyranofex. The venomthropes are also finished off by celestian bolters.

From SOB_Batrep


Turn 5:

The Gaunts eat the rest of the autocannon teams and then conslidate back onto an objective. The tyranofex is out of synapse and lurks. Another gaunt team eats a bunch of celestians. A tervigon in the back assaults a couple celestians but faith keeps them alive with invulnerable saves.

Sisters shoot at gaunts and do little. Immolators contest objectives. PCS sits on an objective with another inquisitorial squad in a chimera and another infantry squad. Exorcist takes a shot at the tyranofex and misses.

We roll to see if the game ends. It does not.

From SOB_Batrep


Turn 6:

Gaunts and Tyranid prime kills the rest of the celestians but cannot score the objective because an immolator is sitting on it. The other gaunts and tervigon wipe remaining celestians and camp another objective but again cannot score because an immolator is sitting on it.

From SOB_Batrep


From SOB_Batrep


The game finally ends with Witchhunters winning 1-0. Sisters are scoring one objective and contesting the other two with immolators.

Pretty rough for the nids. They did a lot more damage than the witchhunters did but couldn't wreck enough vehicles for it to matter. Witchhunters only lost 3 vehicles. Most of them didn't have weapons, but in an objective game that didn't seem to matter.

Army: Sisters of Battle for 'Ard Boyz


Aside from my Ork army I have gotten in quite a few games with Witch hunters and think that of the older codices they are one of the most powerful armies. Certainly they don't have the bells and whistles of the newer power armor MEQ armies like Space Wolves or Blood Angels, but they certainly hold their own, especially when they can exploit the allies rules to their advantage and indoctrinate Grey Knights and Imperial Guard units.

I outlined an Ork army I thought would be solid for 'Ard Boyz here.

As for Witch hunters? Well if I was playing that army I'd use the list below:

Sisters of Battle (2496 Points)

HQ

Palatine (Book of St. Lucius) w Celestian Retinue x5 (Melta x2) Immolator (Smoke, EA)
Palatine (Book of St. Lucius) w Celestian Retinue x5 (Melta x2) Immolator (Smoke, EA)

Troops

Inquisitorial Stormtroopers x5 (Melta x2)
Inquisitorial Stormtroopers x5 (Melta x2)
Inquisitorial Stormtroopers x5 (Melta x2)
Platoon Command Squad x5 (Flamer x4) Chimera (Multi Laser, Heavy Bolter, Heavy Stubber)
Infantry Squad x10 (Lascannon) Chimera (Multi Laser, Heavy Bolter, Heavy Stubber)
Infantry Squad x10 (Lascannon) Chimera (Multi Laster, Heavy Bolter, Heavy Stubber)
Heavy Weapons Squad x3 (Autocannon x 3)
Heavy Weapons Squad x3 (Autocannon x 3)
Heavy Weapons Squad x3 (Autocannon x 3)

Elite

Celestians x5 (Melta x2) Immolator (Smoke, EA)
Celestians x5 (Melta x2) Immolator (Smoke, EA)
Inquisitor, Mystics x2 Chimera (Multi Laser, Heavy Bolter, Storm Bolter, Smoke)

Fast

Dominons x5 (Melta x4) Immolator (Smoke, EA)
Dominons x5 (Melta x4) Immolator (Smoke, EA)
Dominons x5 (Melta x4) Immolator (Smoke, EA)

Heavy

Immolator (Smoke, EA)
Immolator (Smoke, EA)
Immolator (Smoke, EA)

Immolators are a bargain, and at only 73 points with the smoke and EA upgrades, well worth cramming into any list, in multiples. This list sports 10, all of them transporting some type of infantry. The Stormtroopers have no dedicated vehicles. They are assigned the Immolators from the heavy slot.


As with any inquisition list we include the standard inquisitor/mystic combination to prevent deep strikers making our life difficult. The Imperial Guard platoon offers additional fire support and scoring options. They pack a couple of Lascannons and 9 Autocannons for necessary long range vehicle destruction.

At short range this list is packed to the brim with firepower. 26 Meltas ensure no vehicle lives within 12". The Immolators provide us with 10 Heavy Flamers. For a strategic option I gave the Chimeras in the lists bolters and stubbers. That gives you mid-range anti infantry firepower to help balance the shooting.

I think Sisters of Battle would be highly competitive in any 'Ard Boyz tournament. They are as balanced as any of the other top tier armies currently in 40k.