Sisters of Battle

How do sisters fare in the current edition? I heard that celestine is brutal, but that's about it. Somebody said something about her being able to charge the enemy on turn one by abuse of several acts of faith in one turn? Is this bullshit?

Bump? Is there truly no interest in sisters now?

Been repainting my whole army so I've only played two games this edition and that was at the beginning so we were just using the indexes. Fought a necron force and lost(dude's freaking get back up dice were crazy hot) and a heavily mechanized Salamander army(choked him to death with meltas).

Now that some armies have their codexs? I have no idea how we stand up since I don't even know how much power creap there is in those things.

Also, I don't use Celestine but her rules make her seem like a hell of a beast. Now as the rules state, a single unit cannot do more than one act of faith a turn so you can't spam them on her but if she uses one act on herself she gets a free move so she's basically moving 24' and then she's got a 2d6 charge range so it looks pretty easy to get stuck in.

Ahhhh, that makes more sense. This guy online was implying she could first turn charge the enemy from 70 inches away.

there's no abuse, no bullshit

but celestine is a character that has everything for a cheap price

seraphim are shit

Eh, having a squad of them move 24' a turn with an act of faith makes it really easy to shove them up annoying armor's asses and with 4 melta pistols and a plasma they can really bring the pain.

>enemy bubble wraps even the tiniest bit and your 6" pistols can't do anything at all

So how do sisters units generally hold up in games these days? I've not played since 5th edition.

they're like shitty marines without rules and good characters like always

Isn't faith really good now and lets them spam shooting like crazy? And aren't there other acts of faith that let you add one to strength too?

Out of order shooting sounds decent enough.

Top to Almost Broken OP tier.

Anyone that says otherwise is lying. They can reliably table IG Conscript spam, mech spam or mix of them by turn 3 all the time.

Their easy access to fast moving and accurate melta, flamer, bolter type weapons makes the cucked 12" range or worst irrelevant

you can get to shoot some heavy bolters and bolters twice in the first couple turns before your retributors are thinned down

no there is not

out of order shooting is garbage for most squads because it happens before moving

>implying that is an issue for SoB
user normal SoB list run minimun 10 dominions

Meaning an effective melta range of 36"+D6" turn 1, unless the table is over crowded with terrain and some how your opponent manages to deploy perfectly. You still have a minimum of 10 meltas on your face that can shoot safely from their transport.

Hell you can 20 of those fast moving and hard to kill meltas under 1000 points.
Oh you blow up the transport, good for you, there firepower didn't change, hell not even the mobility was that affected.

Granted that if game last more than 3 turns SoB are fucked, but rarely that happens

vehicles can't use acts of faith, can't use acts of faith on dominions the turn they disembark and they can't shoot from inside their transport. where are you getting these inches from? also imagifiers can't give units 50/50 acts of faith if they're embarked

Who needs Act of Faith for dominions, is not like they need it.
AoF are for the rest of the army, like Seraphims, or Ret.

Do you even play the game? Is not hard to understand where the numbers come from.

>Repressor move 12" +D6" with advance
>Dominions have a free movement before turn 1
>they can grant the free movement to their transport
>melta Dominions now move 12"+D6" before turn 1
>turn 1 starts, Repressor move 12"
>melta has a 12" range
>effective range of meltas turn 1, 36"+D6

Then stuff like immolator exist. They can move 12"+D6" and shoot their 12" Assault 2 S5 AP-1 auto hitting flamer.
A Melta Battle Sister Squad, the troop choice in their transport is 197 points. carrying 3 meltas and long range twin heavy flamer.

AoF get better use from Celestine and Serpahims, followed by Retribution. Since SoB only have 1 HQ option the tax blends well with HB retribution granting them Re-Roll 1's
AoF are a nice bonus, not a thing you depend on.

many units can deep strike meltas up close yet it doesn't make the respective armies overpowered or even good. i play against people who don't offer their valuable units on a silver platter.

also you have to make the free vanguard move before it is decided who takes first turn which makes it risky to go all in on this strategy.

it has been like this for a long time. it isn't especially good in 8th

user it is not before who gets turn one
It is right before turn one. So you already know who is starting first.

You do not deepstrike meltas. You can't with SoB, you remove the need of moving into position your meltas, turn 1.

That is one of the reason why SoB are good, they negate the negative effects of 12" range during firs turn.

so do any deepstrikers. you're just bringing expensive transports to get destroyed in melee if you go straight ahead

Is their one flier from forgeworld still a beast of a marine killer?

>93 points
>T7, W12, 3+/6++
>transport 10 models
>6 of them can shoot from the inside
>WS5+ S6 AP1 with 9 attacks against INFANTRY
>units inside can still shoot while the vehicle is locked in combat.
>expensive transport

Hell for a bit more you can double heavy flamers on those things.
You do not understand the level of cheese SoB operate right now. Can't blame you though

Avenger Strike Fighter, that's what it was called.

nobody has repressor models

>shit my 4 repressor I have are not real
user do you even wargame?
OoP models or not having a model has never prevented anyone from making one.

Scratch building has only not being a thing when 6th show up. Before that dark time making was encouraged.

Beside SoBfags are all old players that already have models from 2 decades ago.

I'm a sisters player, I only started about half a decade ago.

Do sisters still only function well in small games?

Would they pair well with admech? I want to combin them

Is battle brothers still a thing this edition? I know that admech don't tend to like the ecclesiarchy in the fluff.

They lost it since it is no longer SoB, but well it is Imperium so no problems there.

Now even if you go full dakka wth 4D6 S4 shots options it is still rather crap since it will be hitting on a 4+

Gun Ship Valkyrie, Vulture or Vendetta work much better than the Avenger.

Aww. I loved that option. Didn't it used to have 7 S7 shots ignore 3+ armour?

Chimaman, russians, shapeways

What lists do you guys run with if any of you play?

What are the must haves for sisters? And is it worth buying sisters models right now when a plastic celestine just came out? PErhaps there's more to follow? OR am I just being overly optimistic?

Can't go wrong with exorcists, neither immolators nor penitent engines are too stupidly priced and they're pretty good.

Do not buy new sisters from GW. Go ebay, recast or third party, you do not want to spend £50 per squad before specialists.

Ah, I've bought about a squad of sisters, as well as a rhino from ebay prior to this. I also have the old celestine model but i hate it as the cloak won't stay on. I might look at grabbing an exorcist.

bumping

Hey, can I get an evaluation of this list? I don't yet have any of the 8e books so I can't verify what points level this is or how effective it is.

Outrider Detachment
HQ
>Celestine & Celestine's posse
Elites
>Two Imagifiers
Fast Attack
>5 Dominions, 5 storm bolters, Flamer Immolator
>5 Dominions, 5 storm bolters, Flamer Immolator
>5 Dominions, 5 storm bolters, Flamer Immolator
>5 Dominions, 5 storm bolters, Flamer Immolator
>10 Seraphim, Melta Pistols, plasma pistol
>10 Seraphim, Melta Pistols, plasma pistol
Heavy Support
>10 Retributors, 4 Multi-Meltas
>10 Retributors, 4 Multi-Meltas

Depending on how many points are left over, I might add transports for the Retributors. I plan to run them with the Imagifiers, while everyone rushes forward.

Why are you running 10 girl squads of footslogging retributors with multi meltas? That's a slow, short ranged unit that's going to need very careful placement to get both the bolters and the meltas to be useful.

And where is your exorcist?


Get battlescribe, it's got the points values in it, then have a skim of the 1d4chan tactica article for sisters in 8th

I'm hoping to run the retributors forward in the first turn then spam melta-shots in two 24" bubbles.

1d6 krak missiles a turn seems way less useful than an average of 6 multi-melta shots a turn.

Downloaded battlescribe and discovered the above list was under by about 400 points, whoops.

Bought repressors for the dominions, but that means they won't be able to get acts of faith so I dropped the imagifiers. With the two elite slots freed up I took a ministorum priest and some arco-flagellants and stuck them in a rhino.

Although now that I think about it I'd rather have rhinos for the retributors and just have them sit nearby with Imagifiers. Instead of spending points on arco-flagellants I could take a valkyrie or two. Thoughts?

Exorcist are horribly bad this edition. You run them nostalgia sake, not because they are remotely good. They are so bad that you might as well play with less points.

Immolators outside of the Immolation Flamer do not bother with the other options.

PE work like 7th but you need less models so yay? Basically you need 4 Penitent Engines less than that you are giving free kills to your opponent.
Why? Well because they are slow, bad save, low wound and toughness. Since the retards of GW made Heavy Flamers heavy you can either advance or shoot. Ending paying for 2 heavy Flamers you can't use.

Super bad, it is not even funny. Unless you are aiming to make a bad list.
Outside of Celestine and the Seraphims everything else in that list is trash a won't do nothing.

Quick guide to know if your list is shit with SoB

If your list have anything of the following it is a bad list:
>Exorcist
>Rhinos
>more than one squad of Dominions with Storm Bolter
>less than 4 Penitent Engines
>Seraphims with Hand Flamer
>walking squads outside of Heavy Bolter Retribution
>Immolators with Twi Heavy Bolter or Twin Multi-Melta
>Repentias
>Canoness using Evicerators when they are staying back.

So maybe you could elaborate on what the good units are and why they're good?

Building up quite a sister's army with some allied vehicles.

>HQ
Celestine, the wall of the Imperium, you do not expect to kill stuff with her, you expect to annoy the crap out of your opponent with a never ending bitch that can't be locked in melee but can lock you
Work well with Seraphims, her additional AoF and buff to SoF makes seraphim very good despite their short range guns.

Canoness, only options beside Storm Bolter/Combi-Plasma and Power Maul there isn't much you can do with her.
Her stats and gear point towards melee, but her buff are made for shooting
Why? Well every church and SoB unit already re-rolls by default, and Repentias that don't get better buff from the Mistress.

>Elite
Ignoring super good stuff from the Church like Arco Flagellants that can vomit 27D3 attacks at WS3+ with re-roll, S5, W2 and 5++ just by having a priest near is stupidly good.

Outside of the Imagifier that is basically a needed upgrade if you bring Heavy Bolter Retribution, it is the only good elite but it is only good for 1 unit

Repentias are trash. Maybe if they costed half the points they could maybe work

Penitent Engines, bring 4 or more. Otherwise they are super easy to snipe. They are not really good against anything, but they are not bad either against anything. They are a solid melee dread.

>Troops
When you could run 20 of this bitches it was worth having them on foot
With 8th? have 5 of them and stick them inside an Immolator
3x Storm Bolter is good enough you can spam 4 squads like this with their transport the price of 3 of the later combinations
Combi-flamer, flamer and heavy flamer, not bad option, it is a potentially more deadly SB spam, but lacks range and reliability
Combi-melta 2x Melta, since Meltaguns are your plasmaguns, meltaguns, lascannons, hot-shot, special weapons other armies have and you don't you can never go wrong with more melta
Combi-Melta, Melta and Heavy Flamer, cost the same as the above but adds a bit of anti everything.

I want the title of that picture to be a pun and I just can't make it

>Fast
Seraphims, fly, move 12, 6++ that can re-roll and with Celestine turns it into 5++, making AP-1 or better against them kind of redundant.
Also the extra AoF helps them to move faster. So two squads of Seraphim, one next to Celestine and one using the army AoF can move 24" making the 6" on their special weapons not so punishing.
Power Swords are a trap, only add them if you have points left.
2x Pair of Inferno Pistol is your only option, when Hand Flamers had D6 shots you could consider them but with 6" Pistol D3 S3 and auto hits hardly compares to inferno pistols.
You can add a plasma pistol if you have the points.
Two squads of 5 girls squad with 2x pair of inferno pistols is about the same as a squad of 10 with 2x pair of inferno pistols.
So the choice is do you want more bodies to weather the storm or use them as Skirmish to punish bad positioning and blow up characters or bigger stuff.

Dominions. The glory of the SoB army. They are basically Meltaguns, Flamers and Storm Bolter.
On foot they suck ass because they are still normal Sisters. Their magic starts when you add transports
They grant their scout move to the transport, since the move happens before the first turn but after we know who is first you can safely move.
This means that 4x Meltas and Combi meltas inside a Repressor have a threat range of 36"+D6" range turn one.
12"+D6" before turn one, 12" during turn one and 12" of the meltas when shooting.
Most players will run at least two squad in Repressor minimum
Flamers are good option if you know before hand you are facing hordes, but for anti hordes you have the rest of the army, mainly troops and their Immolators
Storm Bolters are good, 5 of them at short will vomit a lot of firepower, but they are still just bolters and you do not have orders to make them better. So just take meltas.

>Heavy
Exorcist are trash, look awesome as fuck, but 160 points you Seraphims that are more useful, for a bit more an actual useful squad in the form of Battle Sisters squad and their transport. Hell 3 BSS with their transport and the mandatory Celestine and Canoness already grants you 3+
Outside of looks there is nothing of worth in the Exorcist maybe if it was Damage 2, 3 or hell D3 it would be good.
Heavy D6 S8 AP-4 D D3 sounds good in paper, till you notices the number of shots and damage is totally random and even with a Canoness for re-rolling 1's it won't prevent the random nature of the gun RoF and Damage.

Penitent Engines, not a bad unit, expensive for what they do. You need 4, because they basically melee scout sentinels, sure they have more wounds and toughness but with no invulnerable those wounds will melt fast with a 4+ save.
They can't charge after advancing and they can't fire their Heavy Flamers when advancing, since HF are Heavy D6 for some odd reason.
Meaning that when you get within Charge range you'll have to choose between firing your flamers and risk failing a charge due to over kill (or some how you got lucky and flame one squad and charge another)
Hence why you need 4, one will die from shooting, 1 won't get a charge, the third will make a shitty charge, the last one will do the job.
So either you get super lucky and 3 get to the enemy line or you roll average and at least one does the job and anally rapes the thing it reached.
Oh by the way after attacking in melee on a 4+ they get an additional set of attacks.
a in theory till you notice they need a transport, if they need

>Heavy part 2

Retribution.
Unless they are allied to another army you will need extra bodies so it will be odd to see them in just squads of 5. Usually 8 girls is enough.
Multi-Melta need perfect positioning to work, even then it is just 24" range, you have other units that are faster and can actually use the melta rule of the melta weapons
Heavy Flamer, good idea, till you notice they need a transport to their job.
If you are transporting girls, why not just grab Dominions and Battle Sisters squad, one actually kills stuff and the other allows you get 3+ CP
They are not bad, but there are better options.
Heavy Bolters, practically the only good option. With the tax Canoness they will get to re-roll 1's so that is nice. Since you are bringing Retribution Squad remember Imagifiers are mandatory upgrades. For that sweet 50% chance of an extra AoF also known as extra shooting.
This means you will hardly need more than 1 squad of Rets.

>Transports
Rhinos are trash the only time you want a Rhino is if you are running 9 Arco-Flagellants with a priest, thats it. Any other time you need to transport more than 6 models get a Repressor.
Immolators, their guns are a trap, the onlyone worth the points is the Immolation Flamer, sure the Twin Heavy Bolter is nice, but your Immolation is doing the same thing better but at closer range. If you need Heavy Bolter guns for long range... You might have lost the game already.
Immolation Flamers leave the Immolator at 103 points, not cheap, but not that expensive.
This bad boy allows 12"+D6" movement always, since the flamer is Assault. You have 24"+D6" threat range Assault 2D6 S5 AP-1 Auto hit transport and gun platform.
So stick your Battle Sister squads in here along with any extra characters you might need in the front lines.

Repressor, criminally under costed for 93 points it comes with Dozer Blade, Storm Bolter and Heavy Flamer, you can have a second SB/HF
Just look at the stats, the thing explains it self why it is so good.

>Allies
Scion, for less than 200 points you have 4 deepstriking plasmas with orders. A patrol detachment can be enough or bring 3 squads of 5 and two tempestors, for 300~ you just gain 3+ CP
IG crusaders with psyker and priest for buff inside a Chimera and Valkyrie is a good melee speed bump
Old Witch Hunters are kind of back

Bringing marines is silly, you already do what marines do for cheaper and in some cases better.

AdMech, Onager Dune Crawlers for their multi-weapon options are nice add a cheap HQ and you have a useful Spearhead.

Assassins, Eversor and Culexus are your friends.

Inquisition, Basically bring Greyfax for anti-psyker or Coteaz for smite and maybe Dominate shenanigans.

Thanks user.

Here's my updated list after playing around with Battlescribe

HQ
>Celestine and friends
Elites
>2 Imagifiers
Fast Attack
>Dominions, 5 stormbolters, Flamer Immolator
>Dominions, 5 stormbolters, Flamer Immolator
>Dominions, 5 stormbolters, Flamer Immolator
>Dominions, 5 stormbolters, Flamer Immolator
>10 Seraphim, Melta Pistols, Plasma pistol
Heavy Support
>10 Seraphim, Melta Pistols, Plasma pistol
Heavy Support
>10 Retributors, 4 Multi-meltas
>10 Retributors, 4 Multi-meltas
IG Airwing
>Valkyrie with Lascannon
>Valkyrie with Lascannon

With the imagifiers I decided against transport, they should be able to move twice anyway on their first turn, running into range and shooting twice.

How important is it to have flyers in this edition? I remember in previous ones they could only be shot by other flyers or units with Skyfire. Is that still true? Or can I ditch the Airwing?

user... what the hell you took every single options the other user said not to take.
Are you intentionally trolling aren't you..

Assuming you did not troll
>Celestine and friends
Ok fine no problem
>2 Imagifiers
Why? no one really benefits that much from this, hell I question if they help anyone at all.
>Dominions, 5 stormbolters, Flamer Immolator
>Dominions, 5 stormbolters, Flamer Immolator
>Dominions, 5 stormbolters, Flamer Immolator
>Dominions, 5 stormbolters, Flamer Immolator
Fucking why? Why Storm Bolters? Specially in Dominions, they should be getting the meltas while the Retribution get the shooting
>10 Seraphim, Melta Pistols, Plasma pistol
>10 Seraphim, Melta Pistols, Plasma pistol
It would be better to have 2 squads of 5, but that is a matter of taste
>10 Retributors, 4 Multi-meltas
>10 Retributors, 4 Multi-meltas
Are you joking, they lack the range and the movement for properly using MM, just give them Heavy Bolter

>Valkyrie with Lascannon
>Valkyrie with Lascannon
Why lass, even with the buff from the codex just get Multilaser and Missile pode? Why Valks with nothing inside, that is like bringing an empty Chimera. If you want air support why not grab literally any other flyer.

Regarding flying stuff, Seraphim and Celestine should be enough to counter them, if they spam it, your meltas and long range flamers should be enough to kill them or cripple them enough to be ignored after.

I grabbed 2 Valks because they were cheaper than the Vendetta and I could afford 2 of them. If celestine has it covered I won't bother, I'll spend those points on something else.

Took the imagifiers to give the Retributors a free shot at the start of every turn. As they won't be moving anyway, seems like a good investment. I won't be keeping them together - first turn run the retributors forward, setting up two 24 inch bubbles that can blast my enemies with an average of 6 MM shots a turn.

Stormbolters are slightly worse than flamers, but they have much better range and reliability. 20 bolter shots seems better for killing infantry than 4 melta shots, especially when supported by 2d6 HF shots.

MM wont be shooting crap that is the issue. On random LoS blocking terrain and those 8 MM are useless.
Again NEVER TAKE MULTI-MELTAS WITH RETRIBUTION the mechanics do not support them and the math does not support them it is a dumb choice in 2nd, 3rd, 4th, 5th, 6th, 7th and 8th edition.

Since your Retribution are doing jack shit, because they are a stupid and bad choice. Your Dominions and Immolators can only deal with infantry. Random tank you are fucked.

Look at that If your list have anything of the following it is a bad list:
>more than one squad of Dominions with Storm Bolter
You have 4
>walking squads outside of Heavy Bolter Retribution
you have 2
You wont be needing to Imagifier with one Squad of Retribution, so you immediately liberated a lot of points between the elite and heavy.

Why meltas in Dominions? Well because your Immolator and Retribution are dealing with Infantry and other low T and bad saves, the melta dominions kill everything else.

SoB are an Alpha strike force, your list is not that. You are trying to play SoB like IG.

Please for the love of the holy emperor link me to one of those options. I have been searching with no luck and im bad at hand crafting.

How am I gonna hold objectives with retributors? Half the advantage of dominions is they can zip across the board and jump on stuff

I've been doing ok so far, and I'm not even good at the game. Celestine is a beast and guard allies provide the long range guns and the mass of models that sisters don't have, while sisters have their high quality guns and mobility from rhinos/jump packs. Pretty good synergy.

Celestine

5 serpahim with 2 inferno pistols
5 serpahim with 2 inferno pistols
5 serpahim with 2 inferno pistols

10 sisters in a rhino with a flamer and a heavy flamer, veteran has a plasma pistol
10 sisters in a rhino with a flamer and a heavy flamer, veteran has a plasma pistol
10 sisters in a rhino with a flamer and a heavy flamer, veteran has a plasma pistol

--guard allies--
company command with lascannon

5 Storm troopers with 2 plasma guns and a plasma pistol
5 Storm troopers with 2 plasma guns and a plasma pistol

10 veterans with meltaguns in a chimera
30 man big blob with a commissar and grenade launchers

squad of 3 heavy bolter sponson leman russ
squad of 3 naked basilisks

Rets grab back home objectives like they have done since the dawn of time.

HQ, Troops, and Fast are your objectives grabbers. You the units that won't get penalize by moving around.