Monday 31 December 2018

Quick Hits - December 2018 Sisters of Battle

Our final quick hit of 2018 is Code: Adeptus Sororitas, using its beta form from Chapter Approved 2018. In light of it being a beta, I will also add any initial suggestions for improvements.


Special Rules

Acts of Faith
These are like Stratagems that you get in addition to Command Point-based ones, but require a successful die roll to activate. These are amazing.
I would look at changing The Passion's trigger to the end of the Fight phase. It's your hardest to achieve Act of Faith and you risk your opponent being able to kill the unit it's been activated on before they can strike a second time. By making it end of the phase, it works more like the similar Stratagems many armies have access too.    

Shield of Faith 
Universal Invulnerable save and limited protection against low-cast powers. Helps the army survive longer than you would otherwise expect.

Zealot  
Allows re-rolls to hit for units in the Fight phase. Pretty good for the units that have this rule.

HQ  

Celestine 
A fantastic character, who is great in combat and still has the ability to come back from the dead. The one problem with making her your Warlord is she will draw a lot of enemy attention, so the added target on her head is probably a bad thing even with her ability to come back to life once a game.

Canoness
Your standard HQ, and a pretty good shout for all Adeptus Sororitas armies.

Uriah Jacobus  
A slightly better Missionary, the only real benefit is the Banner of Sanctity, so I would probably pass on this guy.
See the Missionary for my note.   

Missionary  
These units buff Morale for units around them, but you can only take one per detachment.
I'd like to see Word of the Emperor affect Astra Miitarum units as well. I think you would see people taking one of these if they did.      

Troops 

Battle Sister Squad 
Your core unit. They can be taken in units of up to 15 and can gain +1 to the Act of Faith test. It's a shame that the amount of Special and Heavy weapons the unit can take doesn't scale with the number of models in the unit. 

Elites  

Geminae Superia 
Bodyguard for Celestine and a nice little melee unit in their own right. I would actually consider taking these without Celestine to fill a gap in a Sisters of Battle army.

Repentia Squad 
They have decent enough melee weapons and are likely to be ignored until it's too late as they don't look that threatening on their own. They won't do well as your only assault unit though so you will need to support them.
These may be a little too expensive at 15 points each. It's also a shame that the maximum squad size is smaller than it used to be. However, you can fit them into a transport.    

Mistress of Repentance
A buff character for the Repentia Squad. A little bit underwhelming though.
This character lacks the <Order> Repentia Squad keyword, so she doesn't buff her own ability to hit. More importantly, she doesn't buff her own Advance and Charge rolls so struggles to keep up with the unit she is supposed to buff. They can easily get out of range of her when they move into combat and she will struggle to make the charge to keep up. A simple fix is to give her the keyword to match them.  
 
Celestian Squad
Essentially Veteran Battle Sisters. The army has both enough rival options in Elites as well as enough other Sister units for me to never take these.
I'm not sure the army wants or needs this unit to exist, but I feel that way about Space Marine veterans, so maybe it's just me.   
     
Preacher  
Like an Astra Militarum Priest, but with a debuff for Chaos Morale. Good for the extra attacks he grants, especially if you can get him near Repentia or Seraphim.

Hospitaller 
An Apothecary, there is a possibility of taking a large unit of Sisters and then using this alongside a bunch of tools to make it too difficult to shift them off a central Objective. They either dedicate resources to trying to take the Objective or to deal with the rest of your army, not both. Worth a test, certainly.

Dialogus 
A buff to Leadership and re-rolls for Acts of Faith? Sign me up!

Arco-Flagellants  
No save, but a Feel No Pain. With a random number of attacks (2d3), I would rather take Sisters Repentia, as they cost the same amount.
Not sure what I want from these, they may just be too expensive for what they do.  

Crusaders  
I wasn't overly impressed with these in the Astra Militarum list, but now they have access to Acts of Faith they may be better when taken there. As part of a Sisters army, pass.

Death Cult Assassins 
An idea for these is to take a Priest so they don't take up Detachment slots, then take a couple of small units to counter-charge/protect your backline units from assault. They are fairly cheap for 4 attacks each.

Fast Attack 

Seraphim Squad 
These are great to Deep Strike in, especially in conjunction with one of the Stratagems, and are your fast assault unit. A decent unit for this job used alongside the other assault units you have access to.

Dominion Squad 
Vanguard lets you get a unit of these to the place you need them, with the Special Weapons to do the job. A great unit whose only downside is you really want to take a Transport to go with them. Luckily, the Sisters have a fantastic transport.

Heavy Support 

Exorcist  
A bit random due to having d6 shots, but a fantastic long-range unit.
As an aside, while looking at improvements for things, I wish Smoke Launchers weren't instead of shooting. It's great for transports that surge forward and advance, looking to get to the opponent, but terrible for gun tanks like this one. They also fail to help the tank if your opponent goes first. And this applies across all armies with access to them, not just Adeptus Sororitas.   

Retributor Squad 
Essentially your Devastator squad, but with much more limited choice in weapons. Heavy Bolters are fine, Heavy Flamers are great for a more mobile unit and Multi-meltas have too short a range for static anti-vehicle fire.

Penitent Engines 
A pair of these can tear a vehicle apart, and their Heavy Flamers give them some protection against infantry. They can even fight twice in the Fight phase and have a Feel No Pain. They are 100 points each though and lack Act of Faith.

Dedicated Transport 

Sororitas Rhino  
A Rhino, but with Shield of Faith. It's surprising what a difference a 6+ Invulnerable save makes.

Immolator 
A Razorback with Shield of Faith and different weapon options. The Immolation Flamer is exceptional, as it is both Assault and auto-hits allowing you to really move the tank and still shoot. The better transport, unless you want to carry larger units.

Order Convictions  

Half of these centre around Acts of Faith and the other half actually work better with different army builds.
It feels like two of these do the same thing, regardless of how you have built the army; regain Faith points. The third makes Tests of Faith easier and will probably go on to be the default choice for players. I would change Argent Shroud's ability to something else,  possibly something like the Space Marines Salamander's re-roll ability.  

Stratagems  

Stand-out Stratagems
  • Burning Descent
  • Vessel of the Emperor's Will
  • Final Redemption
  • Faith and Fury
  • Purity of Faith
  • Martyrdom
  • Sacred Rites
Warlord Traits 

A couple of these are interesting and can determine if you are going to hold your Warlord back or get stuck in.

Relics of the Ecclesiarchy 

Stand-out Relics
  • Blade of Admonition
  • Book of St. Lucius
  • Brazier of Eternal Flame
  • Litanies of Faith

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