Hey everybody, Happy New Year! I like nothing more than a fresh new year, just full of promise and waiting to be exploited! Well, that’s what I tell myself. 2022 wasn’t really all that bad here on the blog, had some great times overall among those 181 posts, so let’s hope that 2023 will continue the theme! On a personal note, after deciding to eat better in June I’ve managed to lose 1st 5lb in total, just through eating better, so that has been amazing and I’m hoping to continue that into the new year. As is now traditional for this day, I am going to outline some of the hobby things I have every intention of doing, but most likely won’t end up getting round to for one reason or another, so let’s get to it!
Terrain This seems to be on the list every year, and with varying degrees of success. Last year, I did pretty well though, so I hope that I can do the same this time around. I have a Promethium Forge still to paint, one of the big three Sector Mechanicus structures that I bought way back when, and after painting the other two, I think it’s only fair to think I could get this one done this year! There is also stuff like the second Haemotrope Reactor, of course, and I’ve got plenty of bits for Necromunda that could go into this as well, so I think I have enough to be going along with.
I would really like to get the Promethium Forge done, though.
Drukhari I have had a lot of success with getting the outstanding Drukhari painted up in 2022, in fact it was probably the best year for the dark kin since I started the army in 2017, and spent the bulk of that year getting everything done. I still have a lot of models that actually need painting, of course, but I would also like to try to get round to doing some of the finishing touches to my models this year, too. Stuff like the basing, or final highlights, or adding some missing detail to some of the models that were painted very much to get them done.
I would really like to get the 10 Hellions painted up properly this year, though.
Adepta Sororitas Sisters of Battle were a bit of a surprise triumph for me in 2022, as I went from almost selling them all off to fully painting about half the army in a couple of months. The scheme is really easy to replicate though, so I think that’s a big part of my success here. I still have a lot of models to paint, like the Novitiates and the next squad of Battle Sisters, as well as a lot of stuff still to build. I’m not going to push this, because I don’t want to run the risk of burning out as I have done with other big projects, but I think it’ll be good to add units to the force as time goes on.
I would really like to get the Exorcist painted this year, though.
Necrons Ah, my first hobby love. Necrons have been a little sidelined for a few years now, though they did come out in absolute triumph for two games in the summer, where they were particularly impressive. I have a lot of things for this army, and I have a lot that still needs painting for the army, as well. I think it will be best to just keep chipping away with these, and perhaps the more games that I play with them, the more I’ll want to paint up for the army.
I would really like to get the 3 Wraiths painted up this year, though.
Tau Empire Now, then. The Tau were to have been my big project of 2022, but sadly didn’t really get too far off the ground in the end. In 2023, I’m hoping to get everything that I currently have painted, at which point I can start to look at other bits and pieces that I can add in to the force. I almost got myself a Devilfish the other day, but with five units still unpainted, I don’t want to go adding things to my list that just make the job more difficult. I have plenty to be getting on with, so I will hopefully make good on this project and have a painted playable army in no time!
I would really like to get the 3 Crisis Suits (and their drones) painted up this year, though.
Necromunda Having touched upon this in the terrain paragraph above, I think Necromunda deserves its own slot because it is a huge game in its own right, and I am currently on such a high with it that I want to throw the spotlight on it some more. I don’t even know how much stuff I currently have for the game, but it’s a lot, and I am really keen to get moving with all of the half-finished stuff that I have, like the Corpse Grinders and Orlocks. After getting all of the Ash Wastes terrain painted up so quickly, I want to try my hardest to get more stuff finished so that when I play games, it looks amazing as well. I currently have the Delaque and the Ash Wastes Nomads gangs both fully painted, so I think next up I would like to get another gang finished, either the Escher or Orlock gang, and just continue on from there.
I would really like to get more of the Zone Mortalis scenery painted up this year, though.
So that, my friends, is the sum total of my plans for 2023. I was able to get a lot of the backlog painted during 2022, and I was lucky in that my painted output outweighed the newly-bought models. I’m fully intending that I can continue that trend in the new year, and continue to paint the models that I have, rather than just add more stuff to the pile of shame. Of course, it’s silly to suggest that I won’t be buying more stuff, but I hopefully have more than enough models for the majority of my army projects – it’s only the Tau that could feasibly have more models bought for them. In that respect, then, I suppose it’s mainly going to be Necromunda stuff that will be added to over time. Which is fine, because I collect that stuff for the setting, after all.
In terms of other projects, I think it would be nice to get some more Genestealer Cults models painted, particularly the bikes now that I’m looking more and more at the Ash Wastes. Of all the odd stuff that I have going on in the back of my mind, I have been thinking more about getting the Onager Dunecrawler painted for my AdMech. That’s something I hadn’t really thought about, but it’s something that has been part-painted for years now. But I’m not going to worry about these other things too much.
This year, in a further effort to focus my efforts, I’ve decided that I’m going to do mini check-ins at the end of each month as well, to see just where I’m up to with these projects. Overall, I don’t think it’s a massive amount of stuff that I’ve given myself to do. I’ve picked out six things from each of the headings above that I would like to see finished by the end of the year, so hopefully if I can get those done, everything else is just going to be a big bonus!
Hey everybody, Here we are at the end of August, and I’m surprised at how productive a month it has been for me in the hobby! I have spent a lot of time this month looking through my backlog of course, having started the month with a massive audit of all of my outstanding projects! I suppose that has been a major contributing factor for me being focused on getting some projects finished, as I was able to see just what, exactly, I have hanging about. I’ve also been playing a lot more than usual, too, with weekly games of 40k prompting me to really get painting these things up!
During the month, then, I was able to fully paint five full units of models, I was able to finish off an additional four units that were at a point, but not quite there. I have painted up a terrain piece, and finished off two further pieces of terrain. All in all, then, it was quite a successful month!
For the most part, I’ve been painting Sisters of Battle, getting five Celestians, five Retributors, plus the cherubs and Repentia Superior finished. That army has gone from zero to wonderful in the space of, what, two months? I think I have a total of seven full units painted up, which is kind of bonkers when you think up until the beginning of July, there was barely anything done for this army. I still have a couple more units that need finishing off, but hopefully I can get to them soon enough!
Having played a couple of games with the Sisters, and being utterly smashed in the face, I had shelved them while I continued to paint, but I think I would like to get back to learning that army. It’s true, I have devoted many words on the blog to how disappointed I was with their performance, but I do feel it’s something that I need to keep up and try to improve, so hopefully I’ll be able to get them back to the table soon.
Necrons have had some more love lavished upon them, also, and I’ve had two games with this army – successes, both! I still have a lot of work to do with actually getting the models how I’d like them, as a lot of them seem to have been painted up to a point, but they definitely need some more work to make the blue really shine. So far, I’ve gone back over 20 Immortals and 9 scarab bases to make them more vivid, and in a complete shock I was actually able to get 10 further Immortals painted up in just a weekend! So that was quite something!
My Necrons are, of course, my first love in 40k, and even if I hadn’t won both games, I think I would have still been excited to be playing them once more. I’ve got a fair bit of work ahead of me, of course, but I’m feeling positive that I can bring the rest of the army up to scratch in short order!
In the last few days, as well, I’ve been working on some Wyches for my Drukhari. If Necrons are my first love, then the dark kin are definitely second on the list. I have got so much for this army, it’s kinda scary, really. However, while I have plenty of Kabalite and Coven stuff, the Wych Cults have always been somehow lacking. I suppose I never really knew what I wanted to do with them, so far as paint schemes go, but after giving some thought to it all, I’ve been able to paint the first batch of 10 Wyches and get them finished off. Of course, I had painted up a squad back when I was starting the army in 2017, but I wasn’t hugely enamoured of the colour scheme – and indeed, a lot of the models in that unit have got the bare minimum of paint on them. So I’m going back over those, trying to make them look the part. I’ve also been working on the Succubus, because after checking her over the other day, she wasn’t finished, either! The Wych Cult models have definitely been the poor relations in this force so far.
As we move towards September, we get to one of my favourite times of the year. I’ve talked about this many times now, of course, but it was in the autumn that I first really got myself involved in this hobby, and I have an immense fondness for hobbying at this time of year. The nostalgia is strong, especially as I have been doing a lot with my Necrons again, and the Dark Eldar making a reappearance on the painting table!
There are a few Necrons units that need finishing off, really, and a lot of my Dark Eldar could do with a bit more work on them, as well. The bases in particular for the latter force are really very boring, predominantly just heaped with technical paint and nothing else. In painting the Wyches, I’ve been paying a bit more attention, and trying to make them look a bit more presentable, so I want to try and, slowly but surely, get the rest of my army done to that standard. I’ll probably just pick one unit at a time though, as I don’t want to get the whole lot out and be confronted with all of that!!
All of this threatens to overwhelm me a little bit, so I’m definitely trying to take things slowly and not get too much going on. It’s been great to play with my Necrons once more, of course, and it’s kinda nice right now that I seem to be getting some decent success with them. It’s never purely about winning, of course, but when a game goes well, even if I lose, I enjoy it so much more. Being able to see things play out and happen as close to as they should, it’s just a delight.
I said earlier in the month that I didn’t want to formally plan out what I intend to paint going forward, but looking at where we are now, and stuff, I think it won’t hurt to put a couple of things in place as sort of mini-goals for the rest of the year.
So let’s get some loose plans in place, and see where we get to, shall we?
That’s not too bad in terms of what I would like to see finished by the end of December. Of course, it assumes that I don’t get too distracted by anything, but I’m hopefully going to do well on this front, as I feel like I have been able to stay really focused so far, and able to finish a lot of stuff!
It really does help that I’ve not been buying many models – indeed, I don’t think I’ve picked anything up for a few months now. It’s actually been really great to work on the backlog of models, and see these things come to life, after having had them for a while. I’m not likely to have as much success as Dave over on Scent of a Gamer with getting everything finished anytime soon, of course! But it’s good to see things finally come together, all the same!
I seem to be on a bit of an unstoppable painting spree at the minute, it’s great! I’m finally making huge progress with my backlog, which is cause for celebration all-around, I’m sure you’ll agree!
To start with, I’ve finished the Retributors for my Sisters. As has been the case with pretty much every painted unit for my Sisters army so far, I’ve been able to get these all finished inside a week. I really don’t know where I’ve found this relentless drive from, but it’s enough that I have it!
Since the end of Wimbledon then, I’ve painted up quite a few models for my Sisters army!
Almost 30, in fact! The above photo doesn’t really do them justice, as they’re pretty cramped on the windowsill there, but it’s great to have got such a chunk of the army finished in the space of almost two months. I’m really hoping that I can keep up this pace, at any rate!!
It’s not just units for my many armies that I’ve finished, however! I started to paint these plasma conduits just over two years ago, and did a few of them before I just, well, stopped. So this perhaps isn’t a huge thing, but getting to finish off the box was really nice, and I’m hoping they’ll look awesome alongside the rest of my fully-painted terrain, once I finish painting the rest of it, of course!!
Can’t remember if I’ve already shared this here or not, but I’m so pleased with it that I thought I’d share it again! The first of my two Haemotrope Reactors!
Lastly, I’ve returned to my beloved Dark Eldar, and I’m finally trying to make an effort with the Wyches – given that I’m making such good progress, I thought it just makes sense to try and leverage that, really!! Once I have this squad painted up, I’ll have the firm foundation of a fully-painted Realspace Raid, anyway!! I’m hoping to get some more of the Drukhari backlog painted as time goes on, too – I still need to juggle all the other projects that I have going on, of course, but hopefully I’ll still be able to get more Sisters painted as we start to move into autumn…
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, Already, we’re at the end of July! Quite incredible. This month seems to have flown by, while previous months do seem to have dragged. It’s been quite productive though, all the same, helped by a week off mid-month, of course! Unfortunately, I think I’ve pretty much used up all of my leave now, so have just one week left to look forward to, along with some odd days! Ah well. I suppose it makes these things that much better when they do eventually roll around! I managed to survive the fiery doom that was the heatwave, which was just horrible in my part of the UK – it turned out to be far too humid most of the time, with two days of just searing heat thrown in. I’m still trying to eat healthily, and I’m pleased to report that this month I’ve lost 5lb, so I’m feeling pretty good about that! Hopefully I can keep going with it, now that I think I’ve really begun to have that sort of lifestyle change and all.
July has seen a massive uptick in work on my Sisters of Battle, who have shifted from very much a neglected project stuffed up in the attic, to the object of my hobby devotion as we launch into the second half of 2022! We’ve been here with the Tau already though, and that burnt out fairly quickly, so I’m trying to pace myself. I don’t want to be making too many grand plans, but so far it looks really good! I’ve managed to paint up a unit of Sisters, a unit of Seraphim, and two characters. I don’t think it comes to a lot, points-wise, but with all of the other stuff that I have built, I’m still able to field over 1000 points, which is the level I’m kinda looking at for my first game with them, hopefully next week!
I haven’t played any 40k since April, so after a few months off, I’m hoping that I can get back into the swing of things with gusto!
I’m really pleased with the progress that I’ve been making with painting stuff this year, though. I don’t think I’ve actually bought that much stuff, but instead have been able to focus on painting what I already have. In fact, let’s do some maths… maths can be fun, right?
As you can see from my beautiful penmanship, I’ve painted up quite a lot of stuff this year! By my count, it’s 75 models (not including the Tau drones), so not too shabby. On first glance, that list looks quite good because the ‘painted’ outweighs the ‘bought’, but there are two army boxes in there, and two Kill Team boxes, each with two armies and terrain. So when you look at it in terms of comparable kits that I have bought vs painted, it’s a slightly different picture!
13 painted vs 7 bought sounds great – but 13 painted vs 19 bought is a little more disappointing. However, doing that has been really quite motivating for me, as it has made me realise that I am actually painting a lot of my backlog, at last! It’s also good to see that, while I’ve been buying some big stuff, I haven’t really bought a lot of stuff this year, adding to the backlog. So if nothing else, I think it’s been a really useful exercise to do this! I’m really hopeful that I can just continue to work at my backlog, and I have plenty of models to keep me happy for the rest of the year. Sure, there’s the upcoming Kill Team box of course, but I think I might call it a day after that one has released, too. I’m finding it exhausting to keep up with all of these big box releases – I’ve already mentioned how I don’t plan to pick up the new Warcry box, and I think there is a definite sense of fatigue here with just how much stuff they are putting out over in Nottingham. My most recent purchase was the Sisters of Battle Palatine, because I realised I didn’t really have a legal army to field (I have Celestine, and the Triumph, but in terms of practical models for the force…) so I think I might just keep my purchasing to any relevant kits that I think might be a useful addition to any of my many, many armies.
I had an idea, last weekend, to get a single model from each of my current armies to see just what I have on my plate, and I was quite impressed actually! Ten army projects isn’t a massive amount, is it? Is it?! Please don’t tell me it’s too many!
Of course, I wouldn’t say that many of these are actually “finished”, as I have plenty of models still to paint for every force represented in the post there. There are only a couple of these where I would say I am swimming in models though – the Necrons for sure, the Drukhari, and probably the Genestealer Cults. Other forces are confined to a single storage box, and I have done some work already to thin out the AdMech. Tau, Grey Knights and Sisters have only really had models bought for them for the army, whereas others were armies where I just kept buying things without any plan.
I think I probably need to look at the Drukhari and Necrons that I have, and see if I can get rid of any models from these, as the Drukhari in particular seem to be very much out of control. I keep looking at all of the Wych Cult stuff that I have, but in all honesty don’t know if I’ll need as much of it. I suppose that might be a task for another time, anyway.
In general, I think it would be useful to have some kind of miniatures audit, and really get on top of what I have hanging about, and try to be a bit more ruthless with myself. I definitely need to sort out the loft in general, as there is a lot of stuff just generally slung up there, so I think this is going to be quite the task. But once that has been done, I would like to hope that I could have more control over what is going on in my life where the tiny plastic people are concerned!
In terms of games, not a great deal has been happening this month. I played some Harry Potter Hogwarts Battle with my wife the other day, and that was good, though we were playing with the Fantastic Beasts box and we’ve basically lost a lot! I’m hoping to get her into other games in the coming months – I’ve floated the idea of A Touch of Evil, and Eldritch Horror, so hopefully she’ll be open to suggestion and we can investigate the evil doings there! I’m very conscious of the fact that I have seemingly abandoned my play through with the Arkham Horror LCG as well at the minute, having still not gotten back to The Forgotten Age for a number of weeks now. I also have Lord of the Rings still on the go, as I want to get my teeth back into that with the Vengeance of Mordor cycle, but I have recently been thinking about shelving that again for the time being. I suppose I find it difficult to balance the scarce amount of spare time that I have, between having two real-life small people to care for, as well as all the other adult stuff that needs doing, and trying to fit in the hobby stuff with also gaming can be a bit of a chore. Especially, as in recent weeks, when I just feel the need to have a complete break and do nothing.
As the year plods on, I think I would like to plan to have some more game nights, whether that is gaming solo or with my wife, and I’d also like to try to play more 40k, as it’s been almost 4 months since I got any of these plastic people to the table! I am definitely spending more time on some kind of hobby treadmill, just trying to paint model after model, and I think the balance definitely needs to come back, with actual games forming a part of my hobby time as well. This, I suppose, is the down side to having so much hobby variety – nothing ever really feels like it’s done. Going through only a few of the armies to find a nice model for that earlier photo, I noticed a lot of Necrons that are “finished” but which need more work doing to them, and I think my Dark Eldar could also be shown a bit more love and attention. I would love to be at the point where I’m playing with an army, and I feel like just picking up a box of something, and then paint that box, before going back to playing the majority of the time. As it is, so far in 2022 I have played three games of 40k, and one game of Necromunda, but of the 200-odd days of the year there have been, I would say the vast majority of them have seen me building or painting some model or other. Again, looking at it like this is really motivating to actually game more!
I think August might see another hobby inventory taking place, anyway, and I can hopefully figure out what I’m doing with all my stuff!
Hopefully there will be more games and less procrastination though!!
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!
Hey everybody,
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!
Hey everybody,
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!!
Hey everybody,
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!
The Rules
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!!