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I'm running a pure-Sisters list for the upcoming 'Ardboyz tournament. So far, I've tested it in two games against Imperial Guard with varying results; mostly due to the deployment style of those games favoring the Guard (Spearhead).
Headquarters: Canoness with Inferno Pistol, master-crafted power weapon, Cloak of St. Aspira, frags, melta bomb, Book of St. Lucius, Litanies of Faith, and Bionics for 151 points
Canoness with Jump pack, bolt pistol, blessed weapon, Cloak of St. Aspira, Mantle of Ophelia, frags, melta bomb, and Book of St. Lucius for 142 points.
Elites: Sisters Repentia accompanied by a Priest with Eviscerator for 275 points
Troops: 2x 10-woman Sister squads with Imagifer, melta gun, and heavy Flamer; led by a Sister Superior with bolt pistol, Eviscerator, Book of St. Lucius, melta bombs, and auspex for 203 points each.
1 Sister squad which is identical to those above, except that the Superior has a plasma pistol and no melta bomb for 213 points.
Fast Attack: 1x 7-woman Seraphim squad with inferno pistols, hand flamers, and melta bombs; led by a Sister Superior with Plasma Pistol, power sword, and Book of St, Lucius for 230 points.
1x 5-woman Dominion squad with 3 flamers, and 1 melta gun; led by a Superior with Eviscerator, Plasma Pistol, and Book of St. Lucius for 156 points.
Heavy Support: 2x 6-woman Retributor squads with 4 heavy bolters and an Imagifer; led by a Superior with a storm bolter, auspex, and Book of St. Lucius for 177 points each.
1 Excorcist tank with extra armor, smoke launchers, and hunter-killer missile for 158 points.
Transports: 2x Rhinos for battle squads with extra armor, dozer blade, and smoke launcher for 63 points each.
1x Rhino identical to the above except for a hunter-killer missile for 78 points.
1x Immolator for the Dominion Squad with extra armor, holy promethium, dozer blade, smoke launchers, and hunter-killer missile for 103 points.
1x Immolator as transport for a Retributor squad with extra armor, blessed ammo, dozer blade, smoke launchers, twin-linked heavy bolter, and hunter-killer missile for 108 points.
I'm seriously thinking of dropping all hunter-killer missiles, an auspex from one squad, and the bionics from the Canoness on foot and spending that 72 points on 3 more Seraphim with melta bombs. The only problem is that I would have to paint the Seraphim models and it would take a long time to finish them to the standard their illustriousness deserves.
As for the Seraphim, I will primarily be deep-striking them with a Canoness in order to destroy enemy heavy weapons and vehicles, deny objectives, and to sow hate and discontent within the enemy lines. To this end, I'm thinking of giving Litanies of Faith to the jump Canoness so that when I drop the squad in the middle of a Guard or Tau gunline, they'll be guaranteed to make Spirit of the Martyr and survive the next, inevitably brutal shooting phase. When the squad becomes capable of moving and charging in the following turn, I'll move the Canoness away from the squad so that they may regain their Hit and Run.
Please note that this army consists of almost every single painted miniature and vehicle I own, so adding anything to it will take a bit of effort on my part.
I too play witch hunters and are prepasing for the ard boyz tourney and understand your dilema of painted models. the thing i am concerend about inyour list is lack of scoring units (3). which menas in 75% of the missions you will be plaing for a draw. I don't know if its possible or entered your realm of thinking but could you steal, trade or borow some guard models and a Russ to even out this list. As an example i plan i playing with 2 infantry platoons and 3 mounted sister squads just because 75% of missions in 5th edtion are predicated on scoring units and kill point. I understand its not pure sisters but the tactial edge achvied is not to be underestimated ( 50 guys plus 4-5 heavy weapons) and i also feel that since sisters adopt a home world where their monastries are located it would not be a stretch to say that the pdf of the planet would be their loyal servants. Take it for what it is worth.
I have two squads of Inquisitorial Stormtroopers that I thought of using but I don't have transports for them. I could replace the Repentia with them and still have points left over. Repentia don't add to the Faith pool anyway so that won't be an issue. "Acquiring" Imperial Guardsmen is not an option though, since everyone I know who plays Guard is entering 'Ardboyz too!
i think the ist's would be fine w/o transports because of the new run rule and battle field taxi rule. I also noticed something else about your list. Do you have enough models to give your first cannoness a retinue ?(perhaps droping the dominions squad) as the walking cannones befeits greatly from a retinue. the most important fact is in close combat she is no longer an ic when accompanied by retinue also i think you have too much gear on her. Anthoer thought i had was to run the 1st cannones as an inquster and squeeze an assain or 3 into the mix.
I just played a game against a guy fielding a Khorne army (no Berserkers, but still mean as hell) and my Repentia were amazing! They saved my flank from a Bloodthirster and slaughtered their way to a glorious end by turn 5. Considering my historical problems against Khorne, the Repentia proved to de invaluable. Now I really don't know whether or not I should keep them.
in light of recent edtion I'd say run them. the new edtion with its copious cover saves and the abilty to run make them playable. another devious tactic would be to run behind your rhino's now that they can keep up and counter assult the unit that attempts to jump your BSS after they have jumped out and divine giudance the bejesus out of target unit. my second point is problem with khorne ? Turn 1 mount up 2 bss squad into rhino's drive 12"pop smoke and run your repentia behind. Now next turn you drive your rhino up
Both BSS in V formation (rhinobutt to rhino butt) use 2 faith on divine guidance double tap bolters and you should kil your target. He then counter assults one of yor 2 so you then move your unegaged squad to a new target repeat above and use your repentia to then counter assult the pinned unit. I have never had a problem with meq it's those dammed mobile tau list (9 crisis suits) that i can't seem to beat but likly that list is going away as they only have 2 6 man scoring units.
Here's the improved version. I tested it today against Dark Eldar with tremendous success. However, the windfall victory was primarily due to a strategic error and terrible rolling on the part of my worthy foe.
HQ: Canoness with inferno pistol, master-crafted power weapon, Cloak of St. Aspira, Book of St. Lucius, Litanies of Faith, melta bomb, and frags for 141 points.
Canoness with jump pack, blessed weapon, Cloak of St. Aspira, Litanies of Faith, bolt pistol, and frags for 142 points.
Elites: 6x Arco-Flagellants for 210 points.
Troops: 2x 10-woman Sister squad with Imagifer, heavy flamer, melta gun, and Sister Superior. The Superior has an Eviscerator, Book of St. Lucius, and melta bombs. 201 points each.
1x Sister squad. Identical to above but with a plasma pistol. 216 points.
10-man Stormtrooper squad with melta gun, veteran sergeant, and flamer. Sergeant has a plasma pistol. 145 points
10-man Stormtrooper squad with plasma gun, grenade launcher, Priest, and veteran sergeant for 170 points.
Fast Attack: 9-woman Seraphim squad with hand flamers, inferno pistols, melta bombs and Sister Superior. Superior has plasma pistol, melta bomb, power weapon, and Book of St. Lucius. 296 points.
Heavy Support: 2x 8-woman Retributor squads with 4 heavy bolters and a Sister Superior with a storm bolter, Book of St. Lucius, and auspex for 179 points each.
Excorcist with extra armor, pintle-mounted storm bolter, and smoke launchers for 152 points.
3x Rhinos with extra armor, smoke, and dozer blade for 63 points each. Transporting Sister squads.
Immolator with extra armor, smoke, and dozer blade for 78 points. Transporting Canoness.
I dropped the Repentia and the Dominion squad for the Arcos and ISTs. The Repentia managed to do amazing things as counter-assault against a Khorne army, but they were just too squishy and initiative oney to be competitive. The Arcos would probably be nice for counter-assault but I did so well shooting the S&M Eldar that I never used them.
The Stormtroopers did alright soaking up fire and absorbing enemy assaults. I would only use them defensively though. The use of close-range weapons like flamers here is only due to the WYSIWYG requirement for 'Ardboyz and lack of models on my part. This also explains most of the sillier wargear choices I've made, like power weapons in place of Eviscerators.
One problem I ran into is the priest. Of course, he's required to take Arco-Flagellants and he has to join a unit. However, in an army that functions almost entirely based on either rapid fire or long-range fire, that makes him a real hindrance otherwise. The only solution I could find was to remove him as a casualty as soon as humanly possible.
The only other problem I have is that with the sudden influx of 21 penises, I can't call this army 'Ard Gurlz anymore. Seriously, I really wanted to run pure Sisters to prove a point. But the only way I can prove that point is with more Seraphim and Exorcists.