Thursday, September 29, 2011

Combat Patrol!


So my local game store will be running a small combat patrol league in the coming month. we will be using the adepticon 2011 rules for combat patrol so you can look them up to see exactly what they are, here i will just go over the basics. the force org is 1-3 troops and 0-1 of everything else, plus an extra 0-1 swing spot that can be used for an extra fast, heavy or elite choice. after that there are no mosterous creatures, no psyker powers that involve a roll, no 2+ or 2++ saves, no model with 3 or more wounds unless they are a troop or have the swarm rule, and no vehicles with any armor value over 11 unless it is a dedicated transport or troop in which case it can have a 12. so those are the basics the only things we are change is we are allowing the latest codexes (so grey knights and current Sister are in) and we are playing at 600pts instead of 400pts. ok now that we are done with rules lets talk about what to bring.

so i thought long and hard about what army i should even play. i have Sisters (as we all know), IG, some space marines, enough stuff to cobble together some kind of grey knight list (just so i could have assassins), tau, and chaos. looking at all the choices i had i came to a few conclusions. first i have way to many side project armies, second i figured i should play an army i have mostly modeled and painted. so that brings me down to IG, Space marines, Sisters and Tau. now i decided against Tau mostly because though they are painted i didn't paint them and i am planning to strip the models sometime soon. i got most of my current tau (about 50%) from a friend who decided he didn't want to play them and well he will probably be in the league too and i would feel uncomfortable using his army as is against him. then i figured no space marines because i'm sure there will be plenty of them in the league and i didnt want to rush painting them.

so that left me with IG and sisters. i really thought about this and although IG would be alot of fun, especially since all i really have is infantry so i would just field tons of guys, i think the sisters would be interesting and let me play with some models i usually don't. i am sure you all figured it out based on the picture at the beginning of this post but i said to my self "well this is suppose to be a fun casual kind of league might as well use the one model that i always want to but can never fit in because it sucks in big games... its time to use the penitent engine."

so i decided to play sisters and to fit at least one engine into the list. after playing around with it a bit and talking to a few people at the shop i came up with this.

Troop 1: Battle Sisters- 10 sisters, 2x flamers, combi-melta


Troop 2: Battle Sisters- 10 sisters, 2x flamer, combi-melta


Fast Attack: Dominion Squad- 5 sisters, 2x meltagun, combi-flamer, melta bombs
dedicated transport: Rhino


Heavy Support: Penitent Engine

Swing Slot-Heavy Support: Penitent Engine


total: 600pts

yup i got two engines in =) which makes me very happy. I might squadron them i am not positive yet i will think it over since i have until next week to submit my list.
over all i think its decent. in this type of game there should be alot of infantry so i tried to kit out to deal with that primarily but also have some mech killing just in case. i figure the anti tank will be limited by points, and strategy that the engines might actually stand a chance to do something, or at least draw fire for a turn or two. over all i think this is a fun and silly list that will look cool and die hard... but hey i could be wrong.

over the course of the leauge i will try to keep people updated on my status and also to fix up my sisters. i plan to rebase all of the army so i might as well start here and re base these 25 sisters and touch up the paint on them in the process.

well tell me what you guys think. anyone have some good ideas for a sisters combat patrol under these rules? questions and comments always welcomed.

well that's all for now.
until next time...
May the Emperor Protect

Saturday, September 24, 2011

some more thoughts on the Sisters of Battle after another battle

Well, i got another battle in with my sisters. it was a rematch against the eldar from last time with basically the same lists (we went up a few more points so some more doodads were added but nothing major). the battle was annihilation with pitched battle deployment. i ended up drawing the game just at the end and the whole thing was very fun. so now on to some points on the sisters.

-First i would like to say i have been reading the hand flamers wrong. in earlier posts i was gripping about them not working properly. somehow i missed read them so they are a s3 ap6 template pistol so they do work just fine for serraphim so you can be sure i will take some in the future.

-serraphim again are good for harassment and for being extra wounds for the saint and that's about it. either take five, two with hand flamers and superior with an eviserator and protect the saint, or take ten and just jump around pissing people off. i would not use the inferno pistols unfortunately. the unit is not really designed for tank killing in my opinion. or at least domminions are so much better at it that you really just shouldn't bother.

-domminions kick ass. right now i am using a ten girl squad in a rhino with 4 melta and a combi melta superior. i would change this to 5 girls two meltas and combi melta in a immolator simply because half the time they die right after completing their mission of tank destruction so better not to waste points. also this makes it easier to take two squads of them.

-standard sisters are good. yes i would have liked more than one troop choice but well this is a good troop choice. the only real problem is they have no close combat buffs so keep them shooting as long as possible. i have been fielding ten sisters with a combimelta superior 1 flamer and 1 meltagun in a rhino and i think its pretty good. this allows the squad to handle just about everything from orks to marines. you could give the superior a power sword or something but at S&I 3 i just feel its not worth it. just shoot the crap out of enemies and if the sisters get into close combat hope for lucky rolls or have a counter assault unit near by.

- so my biggest problem is of course this whole counter assault thing. right now the saint is the obvious and probably best assaulter in the book. all the other hqs are ok at best. i run a cannoness with combi plasma and eviserator right now with a command squad with either 3 heavy bolters or 2 heavy bolters and a heavy flamer. this makes an ok fire support/ counter assault unit. they have relentless, move through cover, stubborn, feel no pain, preferred enemy, I4 for the squad, and a god amount of attacks (assuming all your faith powers work). but this over all has been rather... meh they kill stuff but not as much as they could. a transport would of course help (preferably a rhino so you can keep shooting as you roll around the field) but i think this is just a point sick. the next best options are the cannoness again with celestians in stead, if only for a better combo of faith powers, or uriah and a goon squad of crusaders and assassins. the latter i very well might do since i am making some crusaders and assassins right now for an inquisition army so i might as well get some mileage out of them. the problem is i just don't know if i want to field Uriah. just don't like the priests for some reason. even though they have great rules and point costs just not loving them (must be because they aren't sisters).

-i still plan on trying out both repentia for the counter charge and pen engines since they are the only things left to try. i know no one likes the engine rules but im still going to try em. right now i have 2 models ready to go a third in the mail (yay ebay) and enugh bits to make the most likely esential wreck markers for them so i might as well try the damn things. i do have some high hopes for the repentia. used smartly i think they could be a very good unit for the army. giving a nice high strength close combat unit with some resilience (through having an invuln feel no pain and a faith power that lets you get at least one hit in per model)that really might help deal with serious problems like monsterous creatures and close combat dreds.

well that's all my thoughts for now. when i get some more bits in i will try and post some progress on making cheap repentia and the like. i do have one last closing thought. i have been trying to get the most out of my hobby budget as i'm sure most of you do too so i spend a lot of time looking for sales and cheap alternatives when i can. i think ebay can be a great place to shop for cheap second hand models. one thing i did notice though is some people need to do their bloody research before they bid on stuff. in several instances i saw this model being sold as a "oop sisters hq" which is a bold face lie. and not only that but people were bidding as much as $70 US for it. people please always check descriptions as well as the gw website before you bid. this model is still for sale for $15 US on gw and many other places and i would hate to see people get swindled like this.

anyways that's all i got to say. until next time...
May the Emperor Protect

Thursday, September 8, 2011

Some thoughts on my Sisters' first battle

Well i had my first game with the new codex this week and i would have to say it went pretty well. unfortunatly there was some cruel jokes of the dice gods against my opponent so we will have to play again to get a better idea of the sisters.

so for this game it was about 1680 points of sisters vs eldar. i know this is a weird value but my friend wanted to try out some new models and i said just filed whatever you have and i'll match it. my opponent was testing out a small group of shadow spectres and a warp hunter tank (both from forge world). besides them he also had some storm gaurdians a squad of dire avengers with exarch, some pathfinders, a wave serpent full of harlequins, some fire dragons with an exarch, a wraith lord, and a farseer with some warlocks. sorry i dont have a point break down or what powers the warlocks had but we made lists up on the spot so... sorry.

to fight this i had the Saint (of course), a cannoness with an eviserator, rosarius, and combi-flame, a command squad with 2 heavy bloters, 3 squads of sisters all 10 strong with a flamer, melta-gun, combi-melta in a rhino with extra armor, a domminion squad 10 strong with 4 melta-guns and a combi melta in a rhino, 5 serraphim with the sister supperior equipped with a eviserator, and 2 exorcists with extra armor. that's a decent amount of stuff.

well the mission was seize ground with three objectives and i deployed and went first. the objectives were lined up pretty much down the middle of the table forcing us to have a pretty straight forward fight. i reserved the dominion to out flank later and hoped for the best. over the game went very much my way. my dominions came on turn two and killed his warp hunter and i killed some other stuff through out. sure the doms died the next turn to blade storm + assault but they did their job. i avoided my opponents path finders just about all game as well as his wraith lord which was good. his specters didn't show up until like turn 4 and the game ended on five so they didn't get to do much. his harlequins basically killed everything they touched which sucked for me but eventually i got them out of close combat and burned them to death. the saint did decent pulling fire and getting back up to kill things. the cannoness and command were a decent range support unit. i wanted to get the into some combat but that never quite happened...next time. basic sisters did fine which made me happy. i usually rolled 2-4 faith a turn and it worked out ok. the first turn or two i only really could spend it for the command squad to get all relentless, which was great and to twin link the doms which was equally great.


My opponent had terrible luck. like i said his specters came in way too late, and the dice hated him. for example he went to wreck my sisters with his harlequins and the troop leader leads of with a bunch of power weapon attacks. he gets three hits and then rolls three ones to wound. but worse at one point i had him down to two fire dragons and they decided to blow up a rhino full of sisters so his storm guardians can charge and kill them and grab an objective. well first he whiffed the shooting phase then in anger he assaulted it. the rhino hadn't moved so two auto hits with melta bombs which of course pen. and then i roll 2 6++ invuln saves tottally crushing his dreams. next turn the saint got up from the dead and burned the dragons and the sister squad in the rhino let their flamer fly and sizzled them to death.

in the end i held 2 objectives to none and i had very little resistance left. so good first time out filled with lots of luck for me and non for my worthy opponent.
so what are my thoughts so far after experianceing the sisters first hand now?

well its a nice breath of fresh air. the faith works though is very limited. the saint is a house and she will basically always be in my list now. i plan to keep fielding the cannoness and her command crew. i like the idea of a range support/counter assault unit and they work pretty well, i think the only change is i will switch to combi-plasma and maybe add a simulacrum imperialis and transport if points allow. a simulacrum would be a good upgrade for any unit really and if i have points i'll tak them i think. the doms worked well. might try a smaller squad with less melta in a immo next time becuase i think 5 melta shots might be a bit over kill. the serraphim did ok as basically a meat shield for the saint. they really are now just a flanking unit to harass opponents with now i think or a meat shield for the saint, they really should not get into close combat if they can help it. exorcists have changed little so they are still pretty awesome. oh and 6++ always helps. its not a lot of help but its a chance to slow down your opponent and piss 'em off.


overall it was fun. i do think the sisters need a more dedicated assault unit. so that means i will be trying out the repentia. i have already ordered the bits i plan to use to make them so hopefully my plan will work, because i refuse to use the games workshop ones (they look dumb). i think they could work well, especially if they borrow someone else's rhino. like say the hq's or the dom's.

anyways i hope to do an actually proper battle report and some proper lists in the near future. oh and maybe i will remeber to take pictures during the game so you can see the enemies stuff. and of course sorry the pics were taken with my phone. my digital camera doesn't like me right now and my computer doesn't like SD cards right now either so double loss on that. so sorry if the pictures suck.

until next time...
May the Emperor Protect.

Saturday, September 3, 2011

Sisters of Battle: some comments and future plans

so the new codex is out and done with. i have a few gripes but over all i think its actually pretty decent. there looks to be a good amount of synergy and it all looks cool. they do need to faq the serraphim though. rules as written the hand flamers don't work very well and are thus a stupid point sick. as it is written serraphim can shoot two PISTOLS at the same time. the hand flamer though is a assault 1 weapon. it does not have the pistol rule. therefore not only do serraphim carrying them not get an extra attack for two weapons (which i am going to assume the other all do but that should be clarified as well) but they are basically paying 20pts for a s2 ap6 template. that's a bit of a rip off to say the least. other than that most of my complaints are little things or things i have already mentioned that i won't get into until i actually play some games.

i should be getting my first game with the sisters in this coming Wednesday, so that should be good. i will just throw together something for what i have. knowing my opponent is going to want to try out some new eldar stuff (the forge world spectre guys) i know that the game will probably be around 1300pts. so this will really just be for fun and testing.

after that i am going to try and make some lists from the codex at the 1500, 1750, 1850 and 2000pt levels since those are the usually tournament standards. the codex should work well up to 1850 definitely and most likely up to 2000 before the faith points start to suck with the whole not scaling up thing, so we will see how it goes.

so here is a quick list i threw together that i can field pretty easily for 1500pts. it looks ok and has some obvious flaws but it could be fun and is a start.


HQ:
The living Saint- 115

Cannoness- rosarius, eviserator, combi-whaterver -125

command squad- 3 heavy bolters- 130

Troop:
Battle Sister Squad- 2 melta gun, combi-whatever, rhino w/ extra armor -205

Battle Sister Squad- 2 melta gun, combi-whatever, rhino w/ extra armor -205

Battle Sister Squad- 2 melta gun, combi-whatever, rhino w/ extra armor -205

Fast Attack:
Domminion squad- 10sisters, 4 meltaguns, melta-bomb, rhino- 215

Heavy Support:
Exorcist- extra armor- 150

Exorcist- extra armor- 150

total 1500points

again not a great lists but i can field it right now no problem and lest me play around with some stuff. at higher point levels i want some serraphim and more domminions. i do want to try out the repentia and Pen Engines but that wont be for a while i don't think unless i proxy with my IG and some sentinels.

well tell me what you think. any ideas for sisters lists?
until next time
May the Emperor Protect




Thursday, August 25, 2011

Codex Sisters of Battle completion imminent

In just a few short days we will finally have the whole story on the new sisters of battle rules. the anticipation of getting the second half of this silly white dwarf codex is driving me mad. and it doesn't help that i wont be in the state when it comes out so i wont be able to pick up a copy until the Wednesday after at best. so i will just have to rely on the internet to give me the low down.

i am surprised that there really haven't been any rumors for part two on the internet. its like no one cares about this thing anymore after seeing the initial rules last month. i am just hoping at this point everything is decently costed and we get some cool war gear.

anyways my next post will be my thoughts on part two of codex sisters of battle and the beginning of the reorganization of my army.
as another note if repentia are costed well and in a good FOC spot i would like to try them out, but i hate there models. they look stupid and are crazy expensive at this point. i am thinking of using wargame factory's amazons some liberal green stuffing and finding some chainsaws or something and making some better looking repentia. anyone out there have a better idea? i am looking for cheap and plastic. a box of i think 24 amazons is like $20 U.S. which is well worth it.

anyways until next time...
May the Emperor Protect

EDIT:
just saw that the point costs are popping up on the internet, and people are not happy. i am not going to talk about it now as i want to really look at it before either joining the hate wagon or jumping for joy. i will say this may be bad for immo spam lists, which is ok because i didn't like them anyways... we shall see

Tuesday, August 16, 2011

White Dwarf Sisters Part 1 review: Part 2 the not so good part








So for my first part I tried to be as upbeat as possible since most of the internet seems hell bent on doubts and complaints. this is a list of things I do not like the looks of based on this first part and the revamped sister’s page on games-workshop’s site.

Lest start with the HQs and work through again. So we have standard hero sister (canoness), Super sister (the Saint), a human version of a chaplain, and two super versions of said chaplain. So we have 5 hqs. Now my problem with this is why the hell in a sisters of battle book are only 40% of our HQ options sisters? That really bugs me. I get that the ecclesiarchy is important but seriously drop one of the stupid preachers and just replace it with a freaking special canoness or something. Is that so hard? Hell you don’t even need a model for her just like that special xeno inquisitor in the grey knight book. Just throw in her rules and let us figure it out. I get they want to sell of their remaining stock of dumb rather meh models. It would have been cooler if they just made one an upgrade or something though (heck maybe they still will… yeah right).

Ok next thing. They gave sisters frag and bolt pistols. I mentioned this before but again this annoys me a little. Yes I know they are modeled with them on the models and that is probably why they have them now. But I really can’t see a situation where you would want to use either of these things with sisters. Unless there is like 2 or 3 marines left on turn 5 and you need to clear them from an objective and take it for yourself. And in that case I think just charging them would have to do anyways. Sisters don’t charge. They don’t need frag grenades. They are a close range shooty army that relies on their armor to help them get in there and then protect them if the enemy charges them. It would have been better to give them some kind of defensive grenade. That would’ve been awesome. Oh well I guess I’m just annoyed because I fear this will cause them to cost a few extra points a model then they should.



Moving on from that little gripe let’s look at the web site. Now that they have officially switched it over to the “sisters of battle” section and no longer “witch hunters” maybe we can see where things might fall force organization-wise. Well it is possible that they just left everything set up as It was on the witch hunter side and this look will be pointless but I’m guess how it is set up is how it will be when part two comes out… I hope I’m wrong.

Why? Well I really want pen engines in elite and either repentia or celestians as our second troop. Because all armies should have two troop choices, even if no one uses the second one normal. There must be a choice. But it looks like repentia are still elites and well everything is as it was before leaving us with just battle sisters as troops which is the lame. And, as an aside, if one of the special characters make something a troop that doesn’t count as a second troop choice. Though if something makes seraphim troops I could be happy (but that’s just crazy talk).
Oh and before I forget screw you GW for the immolator. If it isn’t dirt cheap or covered in really really badass affordable upgrades, like say one that makes it a emperor damned fast vehicle like it is suppose to be, I’m am going to be very upset.


Well I think that’s all the complaining in me until the second part comes out. Now before I go I will make one thing clear.

No matter what I will play this codex. I will not give up on the sisters. I do not recommend anyone starting an army of them unless they inherit the army or a million dollars, until plastics come out. But for those of us who play sisters we should not give up on them. I will do everything I can to make this codex work until I am given another.

This whole white dwarf codex will most likely be a setback for sister somewhat. Really the set back is more the lack of affordable models then possible bad rules. But something good has come of it for me. It has given me a definite purpose to continue this blog. I will still talk about my other armies occasionally and actually plan to talk about one of them in the next post. But from here on out Ordo Hereticus will be dedicated to primarily making a good working possibly competitive (don’t hold your breath) list out of the new sisters of battle.

That is all for now
Until next time…
May the Emperor Protect.

Sunday, August 7, 2011

White Dwarf Sisters Part 1 review: Part 1 the story so far

I did not want to talk about the new sisters of battle rules until i had a physical copy of them and could give it a full and careful read through. So i picked up the issue on Thursday and have been looking it over. so where to start? well i guess lets start with this. the new stuff so far does not suck. that's right i will be the first person i think that plays sisters that is not going to be all angry about this stuff. am i happy with the new stuff... not really but it really is not terrible from the looks of it. i won't be positive until part 2 comes out and we get our force organization chart and point costs, but for now i think it is OK.

Lets take a step back first. for those who read this very sparse blog you should probably know i have been playing war hammer 40k since about a year before the end of 4th ed so compared to a lot of vets I'm pretty much a noob. second thing you should know unlike most people talking about this stuff on all the blogs out there i play sisters of battle. not only do i play them but they are my primary army and my first army. so i am going to say that although i may not be as awesome or as experienced at the game in general as many other bloggers i will say i know the witch hunters and subsequently the sisters of battle.

so lets get this rolling.

FAITH: the new faith system is OK. i am not going to explain it since its all over the internet and i do not feel lie re type what so many have already have. what i will say is that the bog flaw is that the bigger the army the less effective your faith it which is a problem. but if we look at it my current 1850 builds out of the witch-hunter book net me about 8-9 faith point and another 6-8 from martyrdom. though of course i will only be able to art best use 5-6 of those martyr points since after that no one will be alive to use them. so with this we will say on my better list o have a max of 15 faith a game. with the new rules you will average about 21 faith a game (3.5 faith a turn for a game length of 6 turns). so at this level to about 2000pts you shouldn't see much difference in total faith, in fact you should get more. but the big problems with the new system are one you can't blow all your faith for massive cool turn anymore since you only get so much faith a turn. and second you can obly use them on your turn which is really not that useful. and third the powers are not as strong as the use to. this last problem isn't that big a deal to mean since it changes sisters from holy warriors protected by big awesome miracles to holy warriors with just a constant out flow of faith that is almost imperceptible. kinda like going from the bad ass obviousness of turning water to wine to the more subtle during the game but awesome in retrospect of the hey we have 3 fish and some bread how the hell did we just feed 500 people and have left overs? so its different but it still works.

as for the powers i think they are all pretty decent and work well with the units that have them and i will go into particulars as i get to the units. another god point here is that with the new faith you should actually pull off your powers more often. you have to roll a 5+ on a d6 for all of them but you get a +1 for having a sister superior, a attached ic (from the sisters army list), or have taking a casualty. all of this is cumulative. so a base squad should pretty much start rolling on 4+ and if they take a loss that isn't their squad leader and have an IC attached they are now making it on 2+ so that's pretty cool.
so past all this faith stuff lets look at what has changed unit wise. well the most annoying change is the lowering of the I of both the Serraphim and Celestian squads which at first i was like wtf but after thinking about it i think i it is OK. basically people were mad because now serraphim besides no longer having a possible 3+ invuln save now have human I scores so close combat isn't really their thing anymore. but looking at the fluff they arnt really suppose to be close combat fighters they are suppose to be jump pack gunners that can get in and out quick. and the new rules and stats i think represent this better and force you to play them as such. i am very happy they have 2 shots each now because i always wanted that and if you run the numbers you will see they hit a lot more now and with their faith power should kill some dudes. if you want to use them for counter cc you can and they should be ok especially with the support of a cannoness giving them +1 I and preferred enemy and then just be careful with hit and run and use it to jump out on your opponent's turn if possible and then shoot more dudes. celestians are also suppose to be shooters and i think their faith power just makes then an ok tar pit or again counter assault unit in a pinch.

over all with the new rules they are reenforcing what the sister are suppose to be about, brutal short range shooting.

ok lets go down the rest of the units
Cannoness: the new on is ok with a better weapon skill then before and stubborn standard. her faith power is again handy for a quick counter assault or a mop up attack and should go well with serraphim, celestians, and the command squad, as well as the battle conclave. i just hope she can still take a jump pack and somehting to enchance her armor and invuln saves.

Sororitas command squad: nice flesh out of the old just take celestians but bit from the old book. there act of faith gives them relentless and move through cover, which will make them good at covering ground to support other units and give them more shooting before mop up assaults. lets hope they can take a few heavy weapons though so they can have some broken fun.. come on just one relentless multi-melta is all i ask.

Priest: decent i am a little annoyed though that we get 2 priest options but not two cannoness options (whats up with that? i miss my palatine). anyways he will hopefully be a cheap hq which chaplain abilities that will probably unlock battle conclaves. so it should give a little flavor and be decent ... i hope.

Ecclesiarchy battle conclave: so this is were your henchmen went if they didn't already defect to the grey knights (mine will probably be playing double duty between the two). they should be alright giving you some other assault options with crusaders and death cults. too bad the new arcos look like they will suck.

Sister Repentia: much better then they used to be if only because they have faith now and feel no pain. yes they lost their armor but seriously they never had any to begin with. they should be decent with costed well. i am hoping for some possible upgrades, the ability to get into a transport and ummm not terrible models. i probably wont get the last one anytime soon. i am looking forward to seeing where they end up in the force org if they end up in elite that's OK troop would be great and fast attack would be acceptable if serraphim become elites. right now i think I'm OK with them but we will see what i think next month. (also i really wish they had better models. i hate the current ones a lot. if they had new ones i would probably pick them up).

penitent engine: basically the same as before but with an invuln save. i am hoping for some options and that it will only cost 40-50 points before upgrades. if so i will get a couple more of these guys.. especially in fine cast (probably the only thing i will take from the sisters line in fine cast with out a remodel). i would like them also to be moved out of heavy support but i won't hold my breath for that.

battke sisters: better then before. not because of the pistol and frag grenades, which honestly are useless on sisters. when push comes to shove sisters should always rapid fire and never assault. the real bonus is the krak grenades and the ability to regroup using faith. they should be pretty good. lets hope they are about 9-11 points for model that would be sick. i am also guessing that they will be 5-20 models a unit but we shall see.


Celestians: as above lower I sucks but they should be alright. s4 and fearless when they need it should be helpful lets hope they get some good upgrades. i will assume they are in the elites section but the way this bestiary is laid out i think there is a possibility they won't be which could be... interesting.

Dominion: i already loved these girls. 4 flamers or meltaguns was fantastic. now that they can twin link with faith and have scouts they will be a must take for most. they will most likely have to take a dedicated transport like the old days and for that if things go the way they are looking i think we will move away from immolators and put more rhinos on the field (more on that latter).

Serraphim: as mentioned above now a fast moving close range shooting squad (as the should be). these models are what got me into the sisters in the first place. there will always be a place for them in my army. also they re roll acts of faith if needed which is pretty handy.

Retributors: basically haven't changed. they get rending with their act of faith which is basically the same as divine guidance. i used to use some back in the day and it was OK but i opted out for dominions instead. they can now more effectively take on higher armor with a rending multi melta which is kinda cool but they should be wielding either heavy bolters and providing cover fire or using heavy flamers and clear hordes all day long. their points will be a huge factor in whether people take them or not.

Exorcists: no oput ward changes can be seen. yay 6+ invuln on tanks? i hope they haven't changed the missle launcher because it is what makes the exorcist the many stay heavy support of most sisters armies. lets hope the only thing they changed is the point cost (to cheaper).

Rhinos: brought to marine standard, so cool.

immolators: used to be the only rhino chassis with a twin linked heavy flamer that could mover 12" and shoot and carry people. then the 5th ed c:sm came out and it became the only rhino chassis that could move 12" and shoot a twin link heavy flamer and carry models. then c:ba came out and it was a weaker more expensive version of their razorback (sine there's could move 12" and shoot anything really and ours it was just a special thing for the flamer). now it looks like it can't even move 12" and shoot and it lost ifs fire point. unless this thing is like 40pts a model and can upgrade to fast it will suck. I'm sure it will still be usable but it is no where near as cool as it used to be.

Kyrinov: better version of priest with a power weapon that stuns guys (interesting). don't know how i feel about him since we dont know what all of his stuff does yet or his cost.

Uriah Jacobus: again interesting priest guy. givers +1 attack and feel no pain to attached unit and lets you re roll faith for turn. may be considered a must get for a lot of people. we shall see.


Saint Celestine: not as fast as she used to be. used to be able to move 12" run and then move d6" in the shooting phase for a possible mobe of 24". now she is just jump infanty. better stats, frag grenades, and upgraded sword make her pretty bad ass. and the new miraculous intervention is pretty slick. i will miss hit and run but honestly i think this is an improvement make a fun and good special character into a great one. lets hope that she doesn't cost too many points. leaving her at 201points would be fair i think. maybe even 210 but anymore might be too expensive. i really hope she costs around 195-200.

well that's the quick run down. next month we will get the end of the rules and see how it all turns out. i think this may not be a great hold over (especially fluff wise which i didn't get into) but will be useable and possibly even fun until we get a new codex. i am just praying for some plastic models soon damn it.

well until next time.
May the Emperor Protect