Hey everybody, It seems to be going really well at the minute, and I’m riding a bit of a hobby progress wave, so thought I’d come here to ramble about it, as I usually do! I’m feeling really positive about the hobby and stuff, so I think it’s good to celebrate this (and, hopefully, keep that wave going!)
I had a second game with the Sisters at the start of the week, again against JP and his Imperial Fists. This was a much better game for me, though I still lost – I had tweaked the list to bring the unit of Celestians that I talked about last time, and while my game plan didn’t entirely go according to plan, I was nevertheless able to play with more of the rules than last time, getting enough buffs that I was able to actually be a part of the game, rather than providing target practice. So that was nice!
Of course, it was an uphill struggle even without having a lot of units shot off the field before I have a chance to play. I was able to hide the bulk of my army in dense cover, so the Imperial Fists thing of ignoring light cover didn’t come into play, yet there were a few units left out in the open. However, giving him a tank as the main target did mean that I was able to survive enough to be able to do stuff when my turn came. Being S3 T3 is a distinct disadvantage, though, and I found myself shooting meltaguns at infantry, which is always just a waste. A few of the tricks that I was trying to pull off depended on dice rolls, such as the Dialogus hymns of battle, and so naturally I failed every time. The addition of improving AP on weapons became key, though, as we had decided to play with the Armour of Contempt rule from the balance dataslate, meaning that we were both benefiting from the rule that worsens the AP by 1. Being able to keep my melta shots at AP-4 helped a lot, and the flamers benefited too.
However, while I tried to focus on the mission rather than getting distracted by killing stuff, I was only able to score 24 victory points, while JP had picked better secondary objectives for 37 points by the end of round 3, at which point we decided to call it a day. It was also 1am, and I had work the next day, so…
I’m really enjoying learning the army, but the way Primaris Marines are able to build a better army list that just interlocks so well, whereas I’m fighting to try to do half of that stuff the same, just makes it such a battle to play well. I think that Sisters are really not the army to take against this kind of army. Even though I was able to kill the Redemptor Dreadnought, the Impulsor, the Assault Intercessor squad and the Aggressors, I lost almost my entire army doing so because it took so much effort to bring stuff down. I’m stopping short of saying it was oppressive, but in general I don’t think the game is fun when it is skewed so well in favour of Space Marines. Something I really disagreed with, and yet it is clearly the right rule, was how a squad of five Intercessors was able to destroy my unit of Seraphim by shooting through a building. The rules are clear, that building is light cover, and Imperial Fists ignore light cover, so as they could see through the windows they shot, and they killed. It’s like shooting through an office block, basically – they are just allowed to do it. Meh.
I’m not going to abandon them, but for our next game, I’m switching back to Necrons, as I have been thinking a lot about getting them back to the table, and JP is keen to see how well the Fists fare against 60+ tesla carbines. So that should be fun.
Following on from my August Audit blog at the start of the month, I’ve been thinking a little bit about how I could potentially plan for the rest of the year and aim to get things finished. I don’t want to go crazy of course, as I find when I spread myself too thinly I end up doing very little of anything. The time around Easter this year, when I stalled with my Tau and promptly spent about three months in a bit of a hobby wilderness, moving from odd project to odd project without any kind of focus. Sure, I finished painting 10 Chaos Marines and 10 Khorne Bloodreavers, but I wasn’t able to sustain either into any kind of proper project.
At the minute, I’m finding myself incredibly focused on the Sisters, and have been amazed at how easy and quick my paint scheme is to work with. I’ve painted a ten-woman squad in a single week, whereas with other projects ten-model units have taken easily twice that length of time! The Celestians have taken just a handful of days, too. I think, having a very clear idea of what each model needs, coupled with the drive to get them painted for games, has meant I’m able to push through and get a lot done quite quickly.
I find myself comparing this current hobby streak with my painting progress for the Genestealer Cultists last autumn/winter. In the period of four months from September to December, I ended up painting almost a full army, eleven units at something well over 1000 points in total. While five of those units were single-model characters, I still painted 30 Neophytes and 5 Metamorphs, so I was no slouch! Currently, my Sisters tally is looking a whole lot better – it hasn’t even been a month, and already I’ve painted up 17 models, with another five almost done. If I can keep this going, I should really outstrip my Genestealer Cults record by the time Christmas rolls around!
I’m trying to stop short of actually planning anything, as I find that generally means I fail at the first hurdle and move on to something else entirely, but I think my main goals for the foreseeable future are to finish painting the Repentia and the Penitent Engine, then to paint the 10 Novitiates and the 5 Retributors. That still leaves a bit of a chunk to paint, but it’s all I want to focus on for the time being. For all that I said the colour scheme has been easy to do, I still need to give some thought to that for the Novitiates, as I’m not sure if I should paint them a little differently…
I’m still fully intending to ride this wave of getting the Sisters painted, of course, as it would be lovely to have a fully painted army, but I do find myself also wanting to get some Necrons units finished off, as I was quite horrified to discover they weren’t entirely completed. And it would be great to get a few more Tau models done, considering that was going to be a big push for me this year, with a new army and all!
Hey everybody, August is turning out to be quite the month for gaming, I’m very impressed with myself! The other day I had the chance to play a game of 40k with my Sisters, going up against my buddy JP and his Imperial Fists. I took a similar list I had mentioned in my last blog about the Adepta Sororitas, and I lost, quite dramatically at that!
I didn’t get first turn, and so had a swathe of Primaris Marines coming at me with their ridiculous weaponry, and even though in retrospect I didn’t actually lose that many models, I think the psychological damage of losing some of my Sisters, almost the whole Retributor squad, my Palatine etc really put me on the back foot. Now, the main error I made in this game is not really having a plan to deal with anything – I just deployed my army and thought, that’ll do. It clearly would not do, though, and JP was the complete opposite – a well-thought-out plan with maximum use of relics and warlord traits to make his Primaris Lieutenant, as he said, “a real warlord”, allowing for bonus hits on 6s and extra AP, re-rolling 1s and all sorts. It was quite the beautiful thing, it really was!
While I did have some successes, I was ultimately a very poor showing. Now, I know everybody always jokes about the bad dice and whatnot, but I made some phenomenally poor rolls. Shooting with a squad of Battle Sisters in rapid fire range, I think I was looking at 16 boltgun shots and 4 storm bolter shots, and I might have made 3 hits. Saving throws were also just ludicrously poor, and I was just shedding models across the three full rounds that we played. We should have called it there, but played a fourth round just to see what would happen, and I was thoroughly tabled.
I was able to kill a Librarian, and two Eliminators, and took maybe 5 wounds off the Redemptor Dreadnought. I really did not have any luck whatsoever, and it showed!
So, naturally, I’m looking at a slightly different list now, with a couple of tweaks to see how they do in a rematch next week! I’m swapping out the Penitent Engine and the Sisters Repentia for a Celestian Squad, with flamer and meltagun, and inferno pistol on the Superior. This will kinda function as the foundation for a sort of mini-deathstar type of unit which comprises the Canoness and Dialogus being nearby, hopefully with additional support from the Palatine.
I envision the Celestians acting as a bodyguard unit for the Canoness, who will trigger their +1 to hit rule while they’re within 6” of her. The Canoness also allows a unit within 6” to re-roll hit rolls of 1, which will serve to improve their accuracy further. They have a dedicated stratagem called Exceptional Proficiency with also gives them +1 to hit, and because of the weapon choices I have, they are a good target for the Holy Trinity stratagem, getting +1 to wound, as well. The Dialogus has a new hymn, which improves AP by one when the enemy is within half range, which is just wonderful. Celestians hit on 3s, but with +2 to hit re-rolling 1s they should be really accurate. With three boltguns alone, that’s six shots when within 12”, AP-1, wounding on 4s with +1 to wound. The Palatine will grant re-rolls to 1, as well, which should make them very accurate indeed. On top of that, of course, there is the meltagun which is a single shot, but wounding on 2s and AP-5, D6 damage (D6+2 if we’re close enough for the inferno pistol to come into play, as well!)
I should probably mention that I’m using the Divine Guidance Sacred Rite, to improve the AP further on an unmodified wound roll of 6 for any ranged attack. Basic boltguns at AP-2 is a very nice dream!
On top of all this, the Canoness cannot be targeted if she is within 3” of the Celestians, so the usual wisdom is to hide the Celestians and let the Canoness smash face with impunity. I’m not sure how prevalent that could be, given that 3” isn’t particularly large. However, it is a nice protection. In return, the Canoness has the Warlord Trait that allows core units within 6” to fall back and shoot (and to use any miracle dice as a 6), which might be handy if they get in a spot of bother. Her relic is the Iron Surplice that gives +1W, Sv 2+, and any attack against her auto-fails on an unmodified 1-3. So she does also get some built-in protection for being out in the open regardless, but I think if I’m going to be fairly aggressive with her, I need to ensure she doesn’t die to a stiff breeze.
An interesting footnote to the whole Celestians unit is that, while they can take two special weapons for a squad of five, you can actually take them in squads of 10, although you can’t take any more weapons for bulking up the squad size. Now, you might think, but that’s making them a normal Battle Sister squad? Aside from additional attacks, which is hardly a benefit given that they are only fighting with the generic close combat weapon, the real bonus that I’m thinking of is the extra bodies that a larger squad represents. Hiding a Canoness with a 10-woman bodyguard does seem like it might work out – and this squad has got a lot more to make it highly accurate, whereas the Sisters don’t have the additional +2 to hit from the Celestian ability and stratagem.
Now, Celestians are one of the alternate build options in the Battle Sisters box, the other being Dominions, and I do rather like the look of having those as well. In fact, I have also been considering using the other five from the box to build five more regular Sisters to either bulk out my existing squads, or else form a new five-woman squad to get a third troops choice in the list that isn’t the Novitiates. However, I do need some sort of melee option in here, and Novitiates are really my only choice for the time being.
My plan, then, such as it is, is to have the unit of Celestians being backed up with the Dialogus, in range of both the Canoness and the Palatine. At least one squad of Battle Sisters will also be keeping step with this walking mass of doom, to further gain the benefit of the re-rolls from all three characters – because something I forgot a lot in that game was the Dialogus gives core units within 6” +1 Ld. Even though I’m playing Order of the Sacred Rose, so I auto-pass combat attrition tests, I still saw some models flee in the Morale phase.
I didn’t really get a chance to use the Retributors in the last game, because the unit was almost entirely shot off the board in the first turn. But they have an interesting rule that denies any type of cover to units they target with heavy weapons, which is very interesting. Their cherubs allow for one model to shoot again, once the unit has shot, which is really quite useful indeed! Didn’t realise they did that, I have to say! Two heavy bolters and two multi-meltas does make the unit fairly expensive though, and I am thinking it might be worth exploring alternative builds. There isn’t a great deal in terms of support for them either, though they are core so benefit from the re-rolls from the HQs. There is also the Sacred Rose stratagem that gives exploding 6s to hit, which I wish I had known about – although the way I was rolling, it was probably no use anyway!
To my mind, though, it isn’t an easy ride with the Sisters. Many times, when you read through a book, you can find ways to stack things on top of one another and you end up with quite a well-oiled machine. Nothing really leaps out at me from this, though – looking online, it seems very much the consensus is that Sisters are a steep learning curve army, and the T3 makes them very precarious. One post on reddit made me chuckle: “play and be prepared to lose”. For all that I might bemoan the fact that I’m struggling to find answers, I am nevertheless really enjoying the puzzle. It’s clear that they are an army that wants to be reasonably close, but remaining in shooting range and not getting into close combat. Having the army-wide 6++ is very useful, especially when there are ways and means to improve that. I have been tempted to give the Palatine the Indomitable Belief warlord trait via a stratagem, but I’ve already spent 1 CP on her to get a relic bolt pistol, so I’m not sure I should sink so much in there before the battle! I suppose we can see. The warlord trait improves the invuln save for core units within 6”, so it’s all about keeping everything fairly close together as it moves up the field.
I think Acts of Faith are such a key part of how the army is meant to work, it’s crucial to keep on top of that and making sure I don’t forget everything that I can do. I completely forgot about the triggers for gaining them when I destroy a unit, or when my characters die. There are quite a few things that allow you to play with miracle dice, including Faith and Fury (1CP) which lets you use a single dice for the hit and wound roll of an attack, or Moment of Grace (1CP) which lets you discard 1-2 miracle dice to add one to a hit, wound or save roll for each dice discarded. Divine Intervention (2CP) can bring back a character from the dead by discarding 1-3 miracle dice, which brings the character back with that many wounds. Luckily, Order of the Sacred Rose allows you to gain a miracle dice on a 4+ whenever you perform an Act of Faith, so I was able to keep my supply up for a time, but I didn’t really ever find myself with a huge stock of them. I suppose that’s a good thing, because it meant I was using them, but even so, I don’t think I used them as well as I could have done.
Moving on further, I have another squad of Seraphim, or Zephyrim, to build up and paint, and I’m not 100% sure how I want to kit those out. I’ll probably wait and see how they perform as Seraphim on the battlefield before I make a decision. I also want to make a Dominion squad, and I keep having silly ideas about having all-melta or all-flamer squads. I think I want to try and get a better handle on the army in general before I make a final decision on that, though. I’ve also been thinking a lot about the Paragon Warsuits for some kind of heavy-support option. The trouble, of course, is that these suits are now 210 points a model. You’re only required to pay extra for the multi-melta option, but that’s still only three models for 630 points! Definitely something for when I’m playing higher-points games with the girls. They seem like a legitimate choice for close combat though, making 4 attacks each (five with the Superior) at S6 AP-3 D2 with their war blades. They also have a stratagem to do impact damage on the charge, and are core units for all of the re-roll shenanigans I’ve already talked about. Expensive in game terms and real-life terms, I think I’ll come back to them later.
The Imagifier is a model I want to include, as I have her in my to-build pile, but her effect doesn’t seem to be worthwhile, really. Situational, at best. I don’t face a lot of S3 weaponry, and I don’t really want to be advancing or charging a lot of the army up the field. That leaves the +1 Strength for core units within 6”, which is not amazing, but I suppose if I were to get charged, it could be useful to be wounding (potentially) on 4s and not 5s.
Saint Celestine is a model that I’ve had since the Triumvirate box came out late in 7th edition, and despite building her up a long time ago, I haven’t seriously considered her as my general. She actually has a lot going for her, with two built-in bodyguards, a 4++ and subtracting 1 from any damage allocated to her (with no minimum, so…). There are deployment things and whatnot, but her signature move is to return to the battlefield on a 2+ when she has been destroyed for the first time. She does seem quite useful, although at 200 points she might be a little out of my league for now. Maybe when I’m getting into the realms of 1500 point games…
Of course, everybody talks about Morvenn Vahl, and with good reason. She rolls a Canoness and Palatine re-roll abilities together, she can nominate a unit to gain that effect before they move and leave her, she halves damage allocated to her and can negate mortal wounds on a 4+. With 8 wounds, she’s the toughest thing in the book that isn’t a tank or diorama, and is armed with a heavy bolter, missile launcher, and lance of kill your face. At 280 points, however, I don’t foresee any time soon for me to be using her in my games!
I think I definitely need to play with the army more, and get more familiar with what the various units can do. I also need to cement the way Acts of Faith work into my brain, because I definitely lost the plot with those halfway through that game! There seems like a lot of book-keeping that needs to be done with the force, but it should nevertheless be an absolute joy to play, whether I’m burning the heretics or dying in droves.
Hey everybody, If you follow me on Instagram, or if you’ve been checking in with the blog regularly over the last week or two, you’ll have seen an uptick with my work on the Sisters of Battle, as I have made an effort to make something with the army. This is really nice for me, because it’s a really beautiful force made up of stunning miniatures, but one that I have had shelved for years, and came close to selling it all off after having stagnated for so long with them all.
I’ve already talked about my long struggle with colour schemes for them, and there have been several blog posts over the years that I’ve written that saw me attempting to build an army, only to then become disheartened by the level of detail on them. But, hopefully, no more!
For 9th edition, the army I think is fairly similar to how it worked in its last incarnation. We still have the army-wide rules of Acts of Faith and Shield of Faith, as well as Sacred Rites. Everything has been ever-so-slightly tweaked, though, so while the names are the same, they don’t always quite do the same things as they used to.
So what do all of these things mean?
Acts of Faith is the biggest one, and has a full page in the codex to explain how it works. At the start of the battle round, you gain 1 miracle dice – you roll a D6 and the result is that miracle dice’s value. Once per phase, a unit can perform an Act of Faith, which basically means you substitute a miracle dice for a single dice in an advance, charge, hit, wound, save or damage roll, or one morale test. So if you rolled a 6 for the miracle dice, you can swap out the meltagun damage roll for that 6, and if you’re shooting from 6” away, that will guarantee you 8 damage against your target – awesome!
In addition to getting that one miracle dice per battle round, you also get one if an enemy unit is destroyed by your army, or if one of your units is wholly destroyed. Almost feels like you might need multiple small units in the army to try to capitalise on that, really! Now, while only one unit per phase can use a miracle dice, any unit that has a Simulacrum Imperialis can perform an Act of Faith even if a unit has already done so. So it’s going to be key to sequence your battle, as you don’t want to find yourself performing an Act of Faith with a unit that includes a Simulacrum before you then need to use it on a unit without!
There are a number of other rules that interact with these things, such as relics and warlord traits that allow specific models to gain one for you and so on. But the feel is very much that these Acts of Faith will be quite rare, and you won’t be subbing out dice left and right – making it feel very much like a clutch moment in the battle (queue angelic choirs, light from above, etc!)
Shield of Faith grants a unit a 6+ invuln save, and also lets you attempt to Deny the Witch with any unit with this rule – you only roll a single dice, but a 6 will always succeed regardless of the Psychic Test result. Sisters hate the Psykers!
Sacred Rites are a series of 6 rules that you can use to affect the course of the battle – you select one and it remains in play, but there are ways to tinker with this as well, including ways to give a specific unit multiple Sacred Rites, which are quite nice. The Sacred Rite that I have chosen for my force is Divine Guidance, which improves the AP by 1 of a ranged attack when you roll an unmodified 6 to wound. Most of my army, as you’ll see, is going to be shooting, so this should be quite useful!
The Orders are still present, with the six Orders Majoris having a suite of special rules, and there are two pages of rules that allow you to make your own Orders. I have gone for the Order of the Sacred Rose, which is the Order that I was using for last edition (and which I had attempted to paint, at one point!) They have the army-wide rules to auto-pass combat attrition tests, and when performing an Act of Faith, you can roll a D6 and on a 4+ you get a miracle dice back. So that could be very useful to keep the supply going! The Sacred Rose stratagem gives you exploding 6s to hit, which is always a favourite rule of mine, so that should also be helpful for several of my units!
Now, there are a lot of rules here, and I think I need to really get some games in with the force before I can properly begin to weigh these up as to their utility. As this goes on, I think it’s possible that stuff will change, whether I look at creating my own Order or move to one of the others, or whether I invest more in those rules that increase my miracle dice, or allow me to really shape the Acts of Faith that I perform. But I need a starting point, so this is what I have chosen!
So this is what I’m building towards. It’s actually not that bad really, the core of the army is coming from the launch box, with a couple of squads being added in to bulk that stuff out. For those of you who may be interested, the contents of that box now come to 470 points (keeping the Canoness upgraded as she is here). I think there is a fairly decent balance among the army at this point, with the big blobs of Battle Sisters posing quite a decent threat, the lighter Novitiates can run about doing whatever I might need of them, objective grabbing or backfield support, the Celestians can help the Canoness get into range and the Retributors can sit on objectives roasting anybody who comes close. The Seraphim can cover the battlefield pretty well, and that just leaves stuff like the Repentia and the Penitent Engine to fill in wherever they may be required.
Let’s have a closer look at some of this stuff, though.
The Canoness, as the star of the show, allows core units within 6” to re-roll hit rolls of 1, and her rod of office extends this ability to core or character units within 12”. She can also improve the invuln save of core units within 6” by 1, so the army-wide 6++ becomes a 5++ for one unit close to her. Core units are obviously the troops, but also the Retributors, Seraphim, Repentia and the Celestians. My plan for the Canoness is to be hanging about with her bodyguard team of Celestians, who are packing a fairly serious punch with the melta weaponry there. The Canoness cannot be targeted while she is within 3” of the Celestians, and they in turn get +1 to hit while they’re within 6” of her. So they have +1 to hit and are re-rolling 1s to hit, which is lovely. But wait! Celestians also have their own stratagem that gives them +1 to hit! Marvellous. Now, there are two boltguns in the team, which are Rapid Fire 1, so that’s fine, but then we have the combi-melta and the meltagun, both Assault 1 weapons firing at S8 AP-4 D6 damage. They have a 12” range, and melta once more means a bonus when within half range, so we’ll be getting fairly close for these things to go off properly. But getting extra close isn’t a horrendous problem because I also have the heavy flamer in there, with 12” range and Heavy D6 shots that auto-hit (so no need for the Canoness this time, but I like the big flamer anyway, so meh) with each one being S6 AP-1 and D1. So big flamer and scary melta should hopefully give people pause before coming after the pair of units. And there is also the stratagem to allow you to make the maximum number of hits on a flame weapon, but if we’re already using a command point for the additional +1 to hit, using 2CP to get 6 flamer shots might seem like overkill.
The Celestians are also the only squad I’m currently giving a Cherub to. These little guys can basically give you a miracle dice once per battle – you roll 2D6 and choose which one you want, and you have to use it on the phase you rolled it otherwise it’s lost. It’s still considered to be an Act of Faith, so you can’t perform two Acts with the unit, but it might be useful, especially if my miracle dice aren’t looking that brilliant!
The Palatine has an aura to allow core units within 6” to re-roll wound rolls of 1, which can sometimes be the more useful of the two abilities, and I think it could be funny if a unit like the Celestians were to cross over within both of these auras, but I don’t think it will be my primary focus for the army. In the main, I’m hoping to get her working alongside one of the big blobs of Sisters. Possibly the second squad, with the meltagun and the heavy bolter, as I think having an expensive unit stuck in melee is always upsetting, but I have given the Palatine a warlord trait for -1CP that will allow a core unit within 6” to fall back and still shoot. The warlord trait, Light of the Divine, also allows her to use any miracle dice as a 6 when performing an Act of Faith, which could prove to be very useful! I’ve upgraded the Palatine’s bolt pistol to the relic, Wrath of the Emperor, which is a slightly punchier pistol as S5 and AP-1, but is also Pistol 4, which is just lovely!
The only problem with pretty much the entire army, though, is that they’re pretty much all Toughness 3, and even the Canoness has 5 wounds. I suppose that’s why things are pretty cheap, though.
Staying with the second Sisters squad for a second, that is a surprisingly expensive unit, though it’s mainly because of all the weaponry I’ve tooled them up with. The condemnor boltgun is almost entirely situational, as it has the option for dishing out mortal wounds to Psykers, but it does make for an interesting combo with the stratagem that adds +1 to hit against a Psyker, so that could be handy! I had originally included a flame weapon in there, because there used to be a fairly hefty focus on the “holy trinity” of bolt, melta and flame weapons (if I remember correctly), but as this is now limited to a single stratagem, which grants +1 to wound when firing these weapons at the same unit, I’ve moved away from that a little. Instead, I have a meltagun with its delightful melta tricks as I’ve already mentioned, then the heavy bolter for three S5 AP-1 D2 hits, and then eight boltgun shots which are all rapid fire 1, so if I’m in range for the meltagun to be firing that’ll be 20 shots coming at the enemy, most of them regular bolts but with enough other bits and pieces going on to cause some chaos, with any luck!
Moving on to the Dialogus, another fairly key unit for the army here. Her aura adds 1 to the leadership of core or character units within 6”, which can be useful, and she has a second aura that allows an Adepta Sororitas unit within 6” to alter one miracle dice by 1, up or down, when performing an Act of Faith. That’s very nice, I have to say! The big change for the Dialogus is that she is now a Priest, and has the Chaplain-like prayers that she can intone during the Command Phase. (The Dogmata model is also a Priest, and I do fancy getting one of those at some point). She knows War Hymn, which grants +1 attack to core, character and engine units within 6”, so the Penitent Engine gets some love from that, and I’ve given her Refrain of Blazing Piety, which allows her to dish out D3 mortal wounds to an enemy unit within 12” (3 mortal wounds if that unit is Chaos). She’s otherwise not very durable, so I think having the attack prayer could be of more use to her than being a blessing battery for the army, though there is something to be said about providing target saturation for the opponent, and forcing them to not know whether it’s best to attack the annoying unit or the unit making everything else more annoying.
The Repentia are one of my melee options in the list, and will hopefully be dishing out 8 attacks at S6 AP-3 D2 each, though their massive chainsaws are -1 to hit. So they’re hitting on 4s unfortunately, which is always a bit of a downer for a melee unit. They have the Zealot rule, though, which allows them to re-roll the hit roll on the charge, and the Repentia Superior allows them (and herself) to advance and charge, and she grants them +1 to wound when they are within 6”. They also have a 5+ feel no pain save, which should help to keep them alive when they’re being targeted, but otherwise there’s little hope for them – they’re very much a cheap unit that should be able to deal out some damage before crumpling like a wet paper bag as there isn’t much in the way of stratagems to keep them going.
The Sisters Novitiates are my other melee focused squad, and they have quite a good profile for the scout equivalents in the list! There are eight models who have Novitiate melee weapons, which grant an additional attack (so that’s 16 attacks for these girls), and they get +1 attack on the charge, so 24 attacks coming at the enemy, granted they’re on 4s to hit, and will likely be 4s to wound with no AP, but that’s quite something! The Novitiate Superior also has a power sword, so she’s making 2 attacks of her own at -3AP, which is helpful! They also all have pistols for the following shooting phase, whoever survives the fight back. In a way, it’s a shame that the full range of Kill Team upgrades doesn’t get rules, but I suppose having a scout with a Condemnor Boltgun, for instance, or a scout version of the Dialogus, might be a bit odd, but surely they could have allowed Scout Dialogus access to just War Hymn, and it only affects her unit? Hm.
Maybe for the 10th edition Codex…
For now, however, this is what I am looking to build towards. I still have stuff like the second Battle Sisters squad, and the Celestians, to build, and I still need to paint an awful lot of this stuff, but I think it’s all slowly coming together. I’m on such a high with the Sisters right now, though, that I’m hoping I’ll be able to get a decent amount of stuff painted for the army before I get distracted by something else!
Looking even further ahead, I am considering a Dominion Squad, as I will have five Sisters left from the Celestians box (unless I just bulk up the Celestians to 10), and I think I would like to get one of the tanks built. I have a lot of stuff for the Sisters still to build, such as the Exorcist and the Immolator, a couple of Penitent Engines, another Seraphim squad, the Triumph, a box of Repentia and an Imagifier. I’m trying not to go too crazy here though, because I think there is a bit of a balance that needs to be struck with the force – there are a lot of units available for it, almost too many. I’ve not really thought this about any other force, but the Elites slot in particular has become really top-heavy now that Command Squads have been sundered. I wonder if that would ever change, and allow us to bring them back into a single unit? As it stands, the Dialogus and Hospitaller can be included without taking up a slot, but the Imagifier doesn’t have that luxury. Hm.
I would like to focus more on having significant units, rather than the smaller units (which kinda goes counter to the point above about gaining miracle dice) which can sometimes be difficult to keep track of. I definitely want to keep it primarily Sisters-focused, so I don’t want to get into Death Cult Assassins and Priests and so forth. I think it should look really nice, having Battle Sisters and the smaller squads like Celestians and Retributors, and then having some of the tanks in support as well. While I said I didn’t want to go crazy buying anything, I am considering getting either some of those Paragon Warsuits, or some of those Celestians with shields, who look nice for a melee option.
Something that I’ve long wanted to try is adding in Thaddeus the Purifier from the Blackstone Fortress game, as the model is so cool and I think would make a really nice addition. That always felt a bit too difficult with the old book, however, but the Missionary HQ option seems almost made for him now, having the correct wargear and so forth, even if the picture used for the codex entry is of the old metal model. The rules are also somewhat clearer, as well, in that now everything has the Adeptus Ministorum keyword, so his aura ability will cross over to cover the Battle Sisters squad (though given that his leadership is the same as a Sister Superior, I don’t think it would ever be necessary). I’m not sure if the last book was the same, but I remember having the feeling that building an army for Sisters in 8th edition felt a bit like a tough prospect, and it always struck me as a bit difficult to actually make things work. The new 9th edition book feels a lot better in this regard, which has made me pleased!
Anyway, for now, this is my entirely too-long blog post about my current obsession for 40k, the Sisters of Battle!
Well folks, I didn’t quite expect this project to go as well as it did!
Last weekend, I decided to try again with the Sisters of Battle, and stripped the paint from those ten Battle Sisters who had, god love them, been through the mill with at least 2-3 colour schemes, individually. I then thought I’d try out a new scheme again, using as test models some of those from the multi-part kit. However, the paint stripped off so beautifully from those original ten that I’ve decided to keep going with those, and I think by Thursday I had produced my three test models!
These really were quite good, and the scheme didn’t seem to be entirely too onerous to complete. Grey armour and purple cloth, with grey guns and grey bases. Very grim-dark, I think. That’s really what I wanted, as well – I think there’s something rather majestic about the classic black-and-red scheme with pure white details, but when it comes to thinking about actual warriors in the 41st millennium, those guys and girls have got it really tough. I think the fairly muted scheme really reflects this, too, which is nice!
I really didn’t expect to do all ten – indeed, after doing the three testers, I thought I might do three more, and continue on quietly like this, but actually it made more sense to just try and do the whole squad, at this point. It was a bit of a scramble to get them all finished last night, but I’d got to the point where there were just a small handful of details left, then the rims of the bases…
I’m really happy with them, anyway, and having finished the whole squad in a week (a few days, really), I think this bodes really well for the future of the army.
But painting up more Sisters of Battle hasn’t been the only thing I’ve done – I’ve also been building the Novitiates from the Kill Team box that came out a while ago! These girls are primarily melee focused, so they will fit in with the general feel of my army I think, and the models really are quite spectacular. I definitely want to get another box of these at some point, so I can get all the fancy models built as well as some more of the bread-and-butter troops. Going with melee options fits in with my idea for having them as almost zealots keen to prove themselves in battle, rather than equipping them with the autoguns.
I have plenty of stuff built up already for the army, however, so I need to make sure I’m not going to be getting too far ahead of myself with building yet more units. I want to keep going with painting more models for the force, so I think my next move might be the Seraphim squad, because it really bothers me that they are just floating around without bases. I might do a character or two as well, so that I can get ahead on that front a bit, too. 10 models doesn’t seem to have been that cumbersome to deal with, all told, so I think 6 or 7 should definitely be fine!
Yes, folks, I’ve been here before, on no less than three separate occasions… It’s once more time to try and paint the Sisters of Battle!
I first tried to paint these miniatures in early 2020, using a colour scheme vaguely reminiscent of the Deathwing.
That was as far as it went with this scheme, however!
Next up, from around the summer of that year, I had decided that painting white could be a good idea, and made a fairly decent, if still half-hearted effort at painting the squad as Order of the Sacred Rose.
Then, in 2021, I thought I had it cracked with a custom colour scheme of pale blue and grey:
But then I decided to use that colour combination for my Tau, and for the Sisters it would no longer cut the mustard.
So here we are, summer of 2022, and I’m once more thinking of a colour scheme. I have the coming week off work (I promise you, I do actually work full time – how else could I afford all this plastic crack?!) and I’m thinking it’s time I really made an effort to paint some of them. So by this time next week, you can expect to see the fruits of my labours with some test models! Having been through so many colour schemes one on top of another, though, I’m going to give the original ten models a break, and instead focus on some minis that I built up from the multi-part kit. I’ve stripped the paint from the monopose models though, and have been trying to clean them up as best I can. Hopefully, the test subjects will go well, and I’ll actually make a start on these, too! But I don’t want to over-commit myself. It is a fairly busy week, after all…
Hey everybody, It feels like it’s been a long few weeks as I’ve been reading some Genestealer Cults stories – or re-reading, that should be, as I have actually read both of these before, I’ve just never talked about them on the blog! As I’m still on the Cult kick at the minute (although painting has stopped due to lack of brushes!) I thought it was appropriate to get in the mood, and all that!
Cult of the Warmason is first on the list, and shows a Cult uprising on the shrineworld of Lubentina while the besieged Sisters of Battle attempt to put them down. There is a lot of story here, as we see the battle sisters defend the Warmason’s cathedral against the cultists. The Warmason of the title, Vadok Singh, was the man who helped design the defences around the Imperial Palace on Terra during the Heresy. The Ministorum clerical staff refuse to call for aid until it is too late, and when they think that the Adeptus Astartes have arrived to answer their call, instead it is revealed that the Iron Warriors have arrived to reclaim one of the relics in the cathedral. The cathedral becomes a nexus of the fighting, as the Astra Militarum, the Sisters, the Cult and then the Iron Warriors all converge upon it. The Cultists get the relic first, and so the Iron Warriors follow them into the catacombs below the surface, followed closely by the Sister Superior while all goes to hell up above. The Iron Warriors confront the Patriarch of the Cult, and eventually recover the relic, which turns out to be one of Perturabo’s flawed creations. In keeping with their primarch’s wishes, the launch the device into the sun, and leave the planet. While the world burns, the Sister Superior escapes Lubentina with the genestealer infection…
Like I said, there is a lot of story here, and it almost needs more space to be told at times, as the narrative feels a bit like it jumps around a bit too much. I love the inertia of the ruling Ecclesiarchy and Ministorum council, and there is something wonderfully gothic and very 40k about the flashpoint being centred around a monumental cathedral. However, the story did feel a little bit like it shouldn’t have been constrained by a page count, which is something a lot of Black Library books almost have in common. Perhaps if the Iron Warriors storyline hadn’t been included, things would have had the room to breathe a bit more? I believe that plot links in to the Space Marines Battles novel Siege of Castellax, also by CL Werner, which is on my list to investigate at some point, so maybe I’ll think differently when I’ve read the background there!
However, I also think the novel suffers a little from comparisons with the next book that I read…
Cult of the Spiral Dawn is the rebranded novel from Peter Fehervari originally published as part of the Legends of the Dark Millennium series, back (I think) when the original Genestealer Cults codex came out at the end of 7th Edition. There are a lot of similar ideas to the Warmason book; Sisters of Battle and Astra Militarum fighting the Genestealer Cults uprising on a remote world, but there the similarities end. Spiral Dawn is somehow a lot more complex, and yet also a more compelling read. It starts with the genestealers besieging the abbey stronghold of the Sisters of the Thorn Eternal on the planet Redemption 219, then fast-forwards a century to the arrival on world of a group of pilgrims seeking the light of the Emperor through the Cult of the Spiral Dawn, an officially-sanctioned sect of the Imperial creed. However, when the pilgrims land, a hundred are pressganged into the Vassago Black Flags regiment of the Astra Militarum, who are on some obscure guard duty, though nobody has explained to them what they’re guarding. The tension mounts from the Imperial side, while we get some glimpses into the activities of the Cult and their kindred followers, until it all boils over with the emergence of the Primus war-leader. The colonel of the Black Flags is almost seduced by the Magus, but in so-doing he learns of the existence and location of the Spiral Father, and launches an assault with his ogryn bodyguard while the on-world Inquisition presence also launches its assault. Despite the carnage of the assault, three of the purestrains manage to escape Redemption for deep space…
Also included in here is Cast a Hungry Shadow, a short story that takes place within the narrative of the novel, dealing with the early years of the genestealer infestation and filling in some blanks around the betrayal of the Sisters. There are some interesting threads in the story, which felt a little confused towards the end, but ultimately it is the tale of the cult securing their hold on Redemption, the discovery of an untrained psyker hiding beneath one of the spires who is taken in by the genestealers to birth their Magus. There are some interesting scenes in the story, particularly involving another cult, called the Scorched Creed, which may or may not be a Chaos Cult dedicated to Khorne.
I do think that Cult of the Spiral Dawn is one of my favourite 40k novels. I hadn’t really realised that I’d read it before – I mean, I knew that I’d read the Legends hardcover, but I didn’t remember which one that book was. It’s a really good story – some of it could perhaps do with a bit more meat for the bones, and help to further the atmosphere, but it’s still a really good story. It’s also my first exposure to Peter Fehervari’s Dark Coil … series? I’m not sure if you could call it that, but all of the 40k stories that he has written are linked in subtle ways, either with shared characters or worlds, etc. It’s an incredibly interesting way to write in a shared universe and carve out a niche without limiting yourself to staying in a random corner. The links in this book to the Fire and Ice novella, for example, give the sense of history without feeling forced, if that makes sense. It’s really good, anyway – I like it a lot! And will no doubt be investigating more of these stories in the not-too-distant future!
Well this has soon come round again, hasn’t it? Doesn’t seem like five minutes since the last retrospective blog, does it now?! I’ve not actually been posting all that much on here throughout May, unfortunately, and I doubt that June will be very busy at all, given that we’re eagerly awaiting the birth of baby number two, but I hope that I’ll be able to do something. At any rate – it’s not the time to look forward right now, it’s time to look back!
May has seen the temporary culmination of my Ossiarch Bonereapers army, with three heroes joining the ranks of the rest of the models that I’ve painted up for the army. Arch-Kavalos Zandtos, Vokmortian, and the Mortisan Soulreaper have been a nice way to finish things off, I think!
I’ve got somewhere in the realm of 1400 points painted up now, which is very exciting, though I do think I need to get more basic troops done before I can call this army done. I’m hoping that the new edition of Age of Sigmar will bring us some more models, as I’d really like to get a unit of those archers, if nothing else!
So the start of the month was almost consumed with Age of Sigmar and getting the Bonereapers into shape. I’ve also got some more games of Warhammer Underworlds in, which has been really nice, including with the original Shadespire set.
It’s been really nice getting to play the game, and I’m hoping that I can pick up some of the Direchasm expansions when the world returns to normal and they’re actually available to buy again… fingers crossed!
It’s not all about the Mortal Realms, though, as I’ve also made a return to the grim darkness of the far future. Specifically, with the Sisters!
It’s been far too long, of course, but I’m really glad to have finally made an effort with these ladies. I’ve gone for a custom scheme, though intend to play them as Order of the Sacred Rose – I’ve written at length on my plans for the army, here and here, so please do check those blogs out!
I very nearly had a game of 40k the other week, though my buddy JP had a drunken night and figuring out the rules for a system we’ve barely played was not to be! I’ve got a game of Necromunda lined up with James next weekend, which should be good because I’ve only ever played it solo up to now! So gaming is slowly coming back on the radar, even if it will be curtailed while I look after a newborn again!
Jemma and I have started to watch the MCU again, working our way through Phase One during May. There’s probably a lot more to talk about with these things, although at the same time I feel like there isn’t really a great deal that I can add that has already been said. Two Iron Man films, Thor, Captain America, and the Avengers movie. I do find origin films to get a bit same-y after a while, and this is very true of the MCU, where you get to feel like they’re just giving us yet another superhero who comes into his or her power (actually, I guess they’re just male) and fights the bad guys, gets beaten down, comes back stronger and saves the day.
There is a definite élan to the first Iron Man, which updates the action from Communist China to Afghanistan during the War on Terror superbly well. Indeed, that’s one of the great things we see during the series as a whole, the way that they’re updated and made relevant, almost. For sure, they all exist as pure escapism, and they’re all just great adventures that you can sit back and bask in the effects without needing to really think. But I do find it quite fun to watch the development of Iron Man, the one that started it all.
The Avengers is also an amazing film for the fact it managed to pull together so many A-list stars and not feel like it favoured one too heavily. It was nice that we’d been having hints and shadows of SHIELD since the very beginning, but that film very definitely exists in a SHIELD world. It’s almost ten years old, and I still can’t quite believe they managed to pull it off!
Phase One has got some great stuff in there, though. I think it’s possibly because of the fact that they’re starting off, and so all the big names are being established. Things are definitely getting more niche in some of the post-Infinity Saga stuff that we’re hearing about! There’s a lot to enjoy in this first act, I found myself in particular enjoying Captain America more than I remember, and Jemma was appreciative of Thor as a sort of classic fantasy movie merged with the conspiracy-theory stuff based here on Earth. Things definitely began to get unwieldy after this, although I do think Phase Two managed to keep a fairly decent lid on things until it all seemed to go nuts in Phase Three. But that’ll be for another blog!
Now then. I was up in the attic recently, trying to choose my next book, and I came across a stack of unsorted Magic cards, which seem to have been my last purchase from maybe 12-18 months ago? Feels like it might be longer, though I’m not 100% sure. Anyway, it brought back a lot of memories, and I have been doing a bit of tinkering with some things, in the hope that – as I said before – real-life gaming may well be on the cards once again.
They’re mostly from Ikoria, though some M20 in there as well. I need to get to grips with what I’ve missed since I was last interested in all this stuff. Was it War of the Spark, last time I paid attention? Can’t remember… It’s been a long time, anyway, though seeing these things, and flicking through them, and even the smell – it’s all triggering those fond memories, and it’s got me wanting to build decks again! Let’s hope that it won’t all be for nothing, though…
I think it’s a pretty safe bet that you can expect to see some more Magic blogs here, as I attempt to catch up with what I’ve missed!
Welcome back to the second part of my Codex deep-dive into the Sisters of Battle, this time looking across the wider suite of rules n the book and seeing what I can make with the models that I have.
Last time, I was looking at the army-wide rules and how they all fit in with what the army is trying to accomplish. Now, I’ve started to re-work my list ideas into something that I will have to aim for, without trying to get too far ahead of myself, of course! There’s always the danger of running away with myself when doing this sort of thing – building a load of models up, and then feeling overwhelmed by it all! I’ve moved away from the initial list that I had made,
I’m aiming for 1500 points, though I don’t want to worry just yet about how I will fill all of this. I mean, I’m pretty sure that I’ll be getting more troops, of course, and with the new releases on their way I want to keep my options open for what new stuff I’ll be sprinkling in.
I’m playing Order of the Sacred Rose, as I’ve said before. The rules for this Order Conviction are:
– no more than one model can flee when a Morale test is failed;
– regain one Miracle die on a 5+ after performing an Act of Faith;
– Overwatch attacks hit on a 5 or 6.
In addition to the usual relics and warlord traits on offer, there is a stratagem for the Order that allows for hit rolls of 6 during Overwatch to score 1 additional hit. Wonderful stuff!
Let’s start at the top, anyway, with the Canoness. The warlord trait that I have chosen is Light of the Emperor, the Sacred Rose specific trait that allows for the warlord to gain one Miracle die after performing an Act of Faith, with no roll needed. The relic she has merely improves the damage output of the blessed blade from D3 to a flat 3. I’m not really sure how to use the model yet though, as I’m always a bit wary of throwing my warlord into the thick of things, but there are a number of stratagems that can protect characters – and even bring them back from the dead, if need be!
I’m intending to run the Canoness around with her bodyguard unit of Celestians, anyway. The squad has a slightly better stat line than the basic Sisters squad, though both units can equip one heavy weapon and one special weapon, or two special weapons. They have a better WS, and more attacks, which could be seen as making the case for equipping the Celestian Superior with a fancier weapon, but the chainsword is always a solid option for granting one additional attack! I’m going for a general theme of having my Sisters preferring melta weaponry, so the squad has a meltagun and an inferno pistol in there. However, there is also the heavy flamer, and three bolt guns, meaning that it is a viable target for the Holy Trinity stratagem, which gives +1 to wound if flamer, melta and bolt weaponry all fire at the same target. In addition, Celestians can re-roll hit rolls while within 6″ of a character model, so I think it’ll be good to keep them close to the Canoness!
Let’s talk about close combat now. I said before that I’m planning to have the core of the army reflective of the launch box for the new army, so I’ve worked in the squad of Sisters Repentia with the Repentia Superior to chivvy them along. The elite slot is really heavy in a Sisters army, though the Repentia Superior doesn’t count in it while she comes alongside a group of penitents. However, when I start wanting to expand into the Dialogus et al, I think I’m going to need a new detachment!
The Repentia can re-roll wound rolls of 1 when within 6″ of the Superior. They also have the Zealot rule, which allows them to re-roll hit rolls if they charged or were charged that phase. So there are definitely options to improve their accuracy. 8 attacks in the squad, at S6 AP-3 and 2 damage each, togged up with these re-rolls, should be quite nice! The Repentia also have their own stratagem, Final Redemption – when the unit is being attacked, each time a model is destroyed, you get to inflict a mortal wound on the attacking unit on a 4+. There is also the option, for 3CP, to get the unit to fight again at the end of the fight phase, which may also be useful!
The arco-flagellants are one of the ecclesiarchy battle conclave units that are allowed in the army. They also have the Zealot rule, and have a unique stratagem, Extremis Trigger Word. This one is interesting, because the regular group of three – two flagellants and an endurant – has a base 7 attacks. However, for each attack, you make D3 hit rolls, and the stratagem makes that a flat 3. So 7 attacks, making three hit rolls each – 21 dice, at S5 AP-1 and 1 damage each… oh yes! The only downside to this is that you must then roll a D6 for each model, and on a 6, they die.
The group of Retributors that I’ve recently put together is made up of a pair each of multi-meltas and heavy bolters, with the Retributor Superior has a combi-plasma and power maul. I’m still not a big fan of the Superior’s pose, it looks incredibly awkward somehow, but anyway. Retributor Squads also have a unique stratagem, which costs 2CP and allows you to choose an effect depending on the weapon load out – +1 to hit for a heavy bolter OR re-roll the wound roll for a heavy flamer OR +12″ to the range of all multi-meltas and +1 damage for a multi-melta. Having a pair of multi-meltas, I think I’ll probably be using it for them, as the range increase will mean the melta effect will kick in within 18″, but will still give them the same range of the heavy bolters.
I’ve got the Penitent Engine in here for some added threat – it’s not a particularly big model, if I’m honest, though it’s bigger than anything else in this line-up, armed with a pair of heavy flamers and capable of 5 S8 attacks at AP-3. Very nice, but I do worry about it getting stuck in with only being T5 at 5 wounds. There’s very little to bolster it, being an Adeptus Ministorum unit, though the same 3CP stratagem as the Repentia have does apply to the Engines as well, allowing them to fight twice.
Something that I’ve been backwards and forwards on multiple times, though, is the Dominion squad. The purpose of these girls has eluded me for a while, flicking casually through the Codex, but it’s clear that their intended purpose is to move up the board as quickly as possible to maximise on positioning, and then either objective-camp with their fancy weapons, or aggressively go after a choice target. They really are a special weapon showcase, being able to take four of them per squad. On the competitive scene, the go-to load-out seems to be four storm bolters, to use the Blessed Bolts stratagem. For 1CP, you can make storm bolters AP-2 and D2 each. That’s pretty good, although I find it a bit boring to equip the squad entirely the same, you know? So I’ve added in some meltagun girls because they’re going to be moving significantly, anyway – the melta effect comes into play at 6″, but even at their maximum range of 12″, that’ll put the storm bolters into rapid fire range for some serious threat.
I would just like to point out, as well, that the Battle Sisters box, which can also be used to build Dominions and Celestians, comes with four of each special weapon, so you don’t get shafted if you’re trying to build them as Dominions. Excellent stuff, there!
Of course, as with a lot of the ranged units in the force, there are a few targets for specific stratagems that I’ve mentioned; the Sacred Rose-specific The Emperor’s Judgement allowing for exploding hits on 6s in Overwatch will be useful for a variety of units, after all. Blessed Bolts can be used by the regular Battle Sisters, one of whom has a storm bolter, etc.
I think this is going to be a good start to the army, though of course with a new Codex on the way, who knows how any of this will hold over? Yesterday, I was reading the latest Battle Sister Bulletin that began to tease new rules for the army, giving us six battle hymns that we can have a priest sing at the start of the turn. It reminded me a lot of Canticles of the Omnissiah for the Adeptus Mechanicus, though I suppose the Prayers to the Dark Gods from the Heretic Astartes might be more appropriate. These priests can provide some very nice aura effects, such as causing auto-hits on 6s for bolt weapons fired by a unit within 6″, or to shut down any psykers attempting to manifest powers at a nearby unit. Very powerful, that one, and what I find more interesting is that the Dialogus is now seemingly classed as a priest, herself – as well as the new Dogmata model.
I know not everybody likes the new model, but I can certainly see a place for her with these hymns being on the horizon!
At any rate, I’ve got plenty to be getting along with here, so hopefully I can make a concerted effort to get painting these models next! We’ve got a long weekend coming up, and it’ll soon be time for my May retrospective, so keep an eye out for some progress on the Battle Sisters, soon!!
It seems to have been a while! Real life has, sadly, been intruding once more, as we count down the weeks until the birth of my second-born, and with just 5 weeks to go, I suppose it’s inevitable that I won’t have the time to do as much on the blog here! For the last couple of weeks, though, I’ve been looking at my Adepta Sororitas army, the Sisters of Battle that I was initially very excited about getting my hands on, only to then flounder a bit with my search for a colour scheme. I’ve gone from wanting something like the Deathwing colours, to a traditional Order of the Sacred Rose, to now coming up with something that is pretty much entirely my own. I’m not turning into one of these folks who comes up with the lore for them, though – they’re definitely being played as Order of the Sacred Rose (unless the 9th Edition Codex changes my ideas!) but I wanted a colour scheme that I could replicate across a lot of models without much fuss.
I mean, what kind of masochist wants to paint an all-white army?!
The scheme that I’ve chosen is a pale blue, with all-grey robes and then red gun casings. I’d initially attempted green casings, but I think the red is definitely a better spot-colour for these guys. They’re still very much a work in progress for the time being, but I am finally enjoying myself working on them – much more than I was in the past!
For the time being, I’m still working towards the list that I’d outlined back when I set out my hobby goals for 2021, though I really think it could be time for a change, especially when the second wave of new releases comes out this summer! For those of you who didn’t click the link, though, this was my first attempt at building a Sisters army:
There is a lot here that I’m probably going to change. In particular, I think I may swap out the Immolator for the new Castigator, as I do love that model. While I have both Celestians and Dominions in this list, I’ve actually been at work building the Retributor box, after having built up a solitary heavy bolter girl before leaving the rest of the box. Eventually, of course, my plan is to have the core of the army made up from the contents of the launch box from back in the day, as I think the combination of Battle Sisters and Seraphim is just a glorious one!
Lately, though, I’ve also been spending some time trying to figure out the army rules. I’d say the 8th edition ruleset from their Codex was fairly baffling to me, when I first picked it up, due to the fact that it feels very much like 7th edition and the need for a separate rules glossary to make sense of it all. This blog will form the first of a two-part look at the army rules, as I try to get to grips with everything that is available to the Sisters.
There are three rules that almost all Adepta Sororitas units from the army have access to, which are referenced elsewhere in the book: Acts of Faith, Shield of Faith, and Sacred Rites. Acts of Faith in particular is quite the lynchpin of a lot of the force, and it has a lot of influence on other stuff like warlord traits and stratagems.
Acts of Faith is a mechanic that uses Miracle Dice, of which you gain one at the start of each battle round. In addition, there are four other ways to gain Miracle Dice at the end of a phase – one of your units destroys an enemy unit; a CHARACTER unit from your army is destroyed; a psychic power is resisted by a unit from your army, and rolling an unmodified 1 for a Morale test. Splendid!
Miracle Dice form a pool that lasts until they are used – when you gain one, you roll a D6 and its result is the value of that dice. When you come to perform an Act of Faith, rather than rolling a dice you instead substitute it for one of your Miracle Dice, so it’s like you’re pre-selecting your dice results. You can do this for Advance rolls, Charge rolls, Deny the Witch tests, Hit rolls, Wound rolls, Saving throws, Damage rolls, or Morale tests. Importantly, if you perform an Act of Faith on a Deny the Witch test, for example, you wouldn’t then gain a Miracle Dice if the psychic power was successfully resisted. Also importantly, if you then re-roll the dice, you do not re-roll the Miracle Dice used for your Act of Faith; so it’s important to differentiate which dice are which.
You can only perform one Act of Faith in each phase – so you couldn’t substitute Miracle Dice in for the hit, wound and damage rolls in a single shooting phase, for instance. However, there are a bevy of rules that do interact with this stuff, such as the Simulacrum (standard-bearer) model in a unit allowing you to perform an Act of Faith even if you’ve already done so in that phase. Several units come with Incensor Cherubs, which allow you to gain one Miracle Dice but roll 2D6 and choose which one you want. My chosen Order, the Order of the Sacred Rose, as the ability to regain Miracle Dice on a 5+ once a unit has performed an Act of Faith. It’s quite the integral mechanic for the army, and it had been bothering me that I had been getting a bit confused by how it works until I recently sat down and properly drilled down into the Codex at last!
This is massively different from the last rendition of the rule, which was a bit like a suite of Psychic Powers, where there were different Acts with different effects, and you had to roll a dice to see if it goes off. You could attempt to perform these Acts by spending “Faith points”, the number of which was based on the number of units in the army.
Shield of Faith is a rule that grants a 6+ invuln save, but also turns each unit with the ability into an anti-psyker unit, allowing them to take Deny the Witch tests. They only roll a single D6, though, rather than 2D6, so if an enemy psyker rolled 6+ on their psychic power roll, it’s not going to do anything. However, the Battle Sisters have got undying faith in the Emperor, so they aren’t so easy to overcome! There is a stratagem that allows the unit to resist the psychic power on a 4+, regardless.
Sacred Rites is an additional army-wide rule that grants one of six effects for the whole battle. At the start of the battle, you can either choose one or roll 2D6 for two random ones, and they’re in effect until the end. There is a stratagem for 1CP to change the rite, as well, giving some control over it. Similar to the Space Marines combat doctrines (although it makes me think most of the Grey Knight Tides).
The effects of these Sacred Rites are not particularly overwhelming, but can be extremely useful based on the type of army that you’re running. One allows you to add 1 to advance and charge rolls; one grants an auto-hit for a melee weapon on an unmodified roll of 6, etc. Interestingly, though, it’s the “Aegis of the Emperor” effect that has my attention: add 3 to Deny the Witch test rolls. So Shield of Faith will now only be useless if the psychic test roll was 9+. And they still have the stratagem to fall back on.
As an interesting aside, the Sacred Rites are based largely on the older Acts of Faith from earlier editions.
I imagine a Sisters army to be quite the thing to behold, when it is working in perfect sync. They have access to a lot of firepower, and although the models are only S3, they have enough tricks up their voluminous sleeves that they shouldn’t be wiped off the table without a fight.
Of course, the Codex does feel a little bit like two books in one, because there are a number of Adeptus Ministorum units folded in that feel a little bit like they’re an afterthought. When the range was re-done in plastic, these hangars-on were, for the most part, left. So Death Cult Assassins, Crusaders, Missionaries and Preachers are all still in metal, sadly. Of course, Blackstone Fortress gave us a plastic Preacher and Crusader, and Rogue Trader gave us a plastic Death Cult Assassin, but it is a shame that they’ve been left out, to some extent.
The only non-Sisters plastic re-make was the Arco-Flagellants box, which has the Adeptus Ministorum keyword, but can still be included in a Sisters army thanks to having the Ecclesiarchy Battle Conclave keyword, one of which units can be included without losing the Order Conviction for your overall army. It feels a bit like they should either have also re-done these oddball units, or maybe just forgotten about them entirely?
Anyway, I should probably stop rambling now, and go paint some more Sisters! Make sure to come back later in the week for part two though, when I continue to delve into the Codex and look at how I can start to build out my army. I’ll also try to bring further updates to my painting adventures as I get further along with the army, so stay tuned!!
There are some very interesting models coming our way in the next few months! The Faith & Damnation preview came out of nowhere, at least to me, and has shown off quite a few models that I’m excited for! Let’s take a look…
Of course, a lot of the stuff is Soulblight Gravelords, who must be coming pretty soon given that we’ve seen so many new units already. The Blood Knights have been redesigned, and look very fancy! Whether they’ll be an extortionate £61.50 for a box of five though, who can say? We’re also getting more Skeletons and Zombies, who fit in nicely with the stuff that we’ve seen from the upcoming Warhammer Quest: Cursed City. I’ve been back and forth on the new stuff, but right now I’m holding off getting into the new Vampires: I think I have enough on my plate without adding yet another army into the mix!!
The Ossiarch Bonereapers are getting their Underworlds warband and I WANT THIS NOW! May isn’t too long to wait, I guess, but still… I’m very excited for this! I also hope that it means we’ll be getting some more Bonereapers units in the future – archers would be lovely, and how about some mace-wielding chaps as well? But how nice would it also be to have some executioner-types as well? Massive axes and all!
I still haven’t played Underworlds, of course, and I don’t know if I will anytime soon, but I am very excited for this band!
We’re off to the 41st millennium next, and there are yet more units coming for the Adepta Sororitas! We’ve already seen the walker and the lieutenant-type, and now we’re getting a Predator-type vehicle as well! This is very nice, I must say – I wonder if this is it, or whether we’ll be seeing more for the Sisters before they inevitably get their 9th edition codex.
This is long overdue, for sure. Another army that has been getting new units that are bursting out of its current book. The Skitarii Marshal is probably the last we’ll be seeing for the army for a while, I’d guess. After the wave of models that came out in the Psychic Awakening release, I can’t see anything more coming over the hill, but I suppose you never know! At any rate, it’s good to see an army that has been spread apart like this come together, so I’m pleased to know that they’ll be getting their book soon.
Of course, I have a small-ish Mechanicus force of my own that I still don’t quite know what to do with. Maybe I’ll keep them, but I do want to try to thin out my plastic addiction!
Third starter set coming for Necromunda – who saw this coming?! Escher vs Delaque with some of the plastic Zone Mortalis stuff, though I’m expecting it to be quite expensive, regardless. Can’t think it would be the same price tag as Dark Uprising, of course! It’s good to see a hopefully more affordable starter set on its way, and Delaque is a nice choice, I must say!
The next House of book is coming up as well, House of Faith, featuring the Cawdor gangers having their update. Do we have a box with prospects and leaders? Not sure, but we will be getting these fine gentlemen:
We’ve already had one spoiled, but it’s lovely to see the whole box. Six miniatures, three times two, but with some very nice options regardless. I’m liking these guys a lot, anyway, I must say! And it’s always wonderful to see what’s coming next for Necromunda!
All in all, this has been a very exciting preview – if the Bonereapers warband is scheduled for May, then I’m guessing that it won’t be long until we see all of these coming out!