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Discussion Starter · #1 · (Edited)
Vulcan
Tac Squad, MM, Flamer, Rhino Sgt with Fist
Scouts (to put in LR to take objectives)
SoB X 10 Heavy Flamer, Melta, Combi Flamer on Vet Sister
SoB X 10 Heavy Flamer, Melta, Combi Flamer on Vet Sister
LR Redeemer, MM mounted
Dreadnought with MM
2 Predators with las Sponsons.

122 pts left over. Where do I put em? Nother Dread with MM? Drop a pred and take another redeemer?

Ive already got a mini version assembled at 1000 pts.
 

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Grab your sisters some rides. And find a worthwhile CC unit to go in the raider or drop it.
 

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Discussion Starter · #3 ·
Grab your sisters some rides. And find a worthwhile CC unit to go in the raider or drop it.
Well thats not gonna happen, too expensive to get assault termies, nothing else is really worth having for CC.

What would you recommend then now that im scrapping the LR.

Now I have 370 pts left. Im thinking a vindicator, another Dread, some wheels for my SoB and maybe a speeder with MM. havta do the math.
 

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just remeber that vulcans twin linked rule for meltas does NOT apply to the sisters.
Also seeing as there a heavy surport choice, theres nothing to stop you loading your sisters up in the land raiders/redemmers
 

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the only thing is redememers fire cannons or whatever they are called dont get to re roll with vulcans ability, says it in the codex i believe. but this list is lacking affectiveness. it would be tabled at my shop in little time its by far the smallest army i have seen for 1500 points your better of droping the sisters unless you plan on putting thme in a rhino but then again the sisters arent relentless so they would get fucked up considering they will have to be within 8 inches of a troop to use the heavy flammer and by the time you got 8 inhes to a troop you wouldnt be able to fire because you would have moved or the enemy would have blown your rhino up and you couldnt fire the heavy weapon. you should either re think this list or try it in a couple of friendly games. but i just dont see the points for 1500 being usefull with this list.
 

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heavy flamers aren't effected by movement though, they aren't like missile launchers or another 'true' heavy. though as you say the list seems to lack focus.
 

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the only thing is redememers fire cannons or whatever they are called dont get to re roll with vulcans ability, says it in the codex i believe. but this list is lacking affectiveness. it would be tabled at my shop in little time its by far the smallest army i have seen for 1500 points your better of droping the sisters unless you plan on putting thme in a rhino but then again the sisters arent relentless so they would get fucked up considering they will have to be within 8 inches of a troop to use the heavy flammer and by the time you got 8 inhes to a troop you wouldnt be able to fire because you would have moved or the enemy would have blown your rhino up and you couldnt fire the heavy weapon. you should either re think this list or try it in a couple of friendly games. but i just dont see the points for 1500 being usefull with this list.
the only difference between a flamer and a heavy flamer is that heavy flamers are S5 AP4 instead of S4 AP5


Your list looks strong, but TBH id just drop vulcan and take some cheap libby or somthing, hes really just pointless for you... he doesnt effect any SoB so he is basicly just there for your dread, drop him for somthing more worthwhile (maby a chaplin for a little more fluff)

also moar dreads, dreads fucking pwn :3 (of corse thats assuming you take out the LR)
 

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well i dont know if heavy flammers are still assualt weapons. im not sure because only dreads and defilers can take them in Chaos, and they are already relentless.
 

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ah to bad Chaos dosent get them. damn well then ignore everything i wrote earlier about the sisters being useless with heavy flammers. because i thought heavy flammers were considered heavy flammers.
 

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I don't understand why the sister squads don't benefit from Vulkan's special rule? I guess I'm missing something. But it's description does say all units in your army and the sisters are units in his army.

If he doesn't affect the sisters squads I do kind of see no point in allying just to get two squads of sisters. So maybe it'd be best to just go space marines.

If he does affect them, maybe a couple rhinos for them. Then maybe add a squad of dominions with a couple meltas inside an immolator. Or The Flying Nun as I like to call her, Canoness with jump pack, eviscerator, and inferno pistol(any other upgrades as well). She can get pretty nasty and I'm pretty sure the inferno pistol is considered melta through an errata.

If you do stick with the allied sisters, don't forget to utilize those faith points!
 

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Discussion Starter · #12 · (Edited)
the only thing is redememers fire cannons or whatever they are called dont get to re roll with vulcans ability, says it in the codex i believe. but this list is lacking affectiveness. it would be tabled at my shop in little time its by far the smallest army i have seen for 1500 points your better of droping the sisters unless you plan on putting thme in a rhino but then again the sisters arent relentless so they would get fucked up considering they will have to be within 8 inches of a troop to use the heavy flammer and by the time you got 8 inhes to a troop you wouldnt be able to fire because you would have moved or the enemy would have blown your rhino up and you couldnt fire the heavy weapon. you should either re think this list or try it in a couple of friendly games. but i just dont see the points for 1500 being usefull with this list.
Seeing as a lost of SMs take a LR with assault termies tying up at least 500 pts, its really not that small of a list. Nice critique of the heavy flamer though, if thats how they worked all flamers in the game would be useless. Not to mention my heavy flamers and every other gun is basically rending when I use faith points. I did the math hammer on it and a squad of 10 sisters can hold thier own against 8 berserkers and a skull champion even if they only get 1 shooting phase against them before being assaulted, by using 1 faith point (2 if I dont kill enough in shooting) and for around half the cost. The 2 flamers really pack a punch vs horde too. Not to mention the list your looking at is only 1378 pts which I stated.

From reading my rules RAI looks like it might be a no go for twin-linking everything. However the way its worded makes me believe you could still use it. Seeing as this is more of a fun list there no point in getting cheesy about it. Id just strip the squads right down to 110 pts and have them for budget troops, I hate tac marines for thier price. GW needs to knock a point or two off em or give em a slight boost, they just cant get enough killing done. and the price means you have to add in a rhino and a fist or youve got 170 pts of complete fail.

Anyways Im gonna drop vulcan sub my librarian back in and now I have well over 500 pts to play with and the whole list is back to the drawing board.
 

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Discussion Starter · #14 ·
I thought allies were out altogether... Updated PDF codex excluded the ally rule when published.
I thought it didnt supersede? Also isn't that only ever for GW tournies? I buy my codexes and go by them, if the codexes dont even work anymore than GW can fuck off and fix all the 3rd Ed codices using PDFs instead of gimping the only few uses for allied units in said codices.
 

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The errata on the pdf excluding allies was that the pdf didn't replace the codexes. Either can be used but which ever you use you must follow(I.e. If all you have is the pdf then allies can't be taken but if you have the codex they can.)

I still would like to know why they wouldn't get vulcan's ability. Just to know the argument from that side. I don't really want to get too into the RAW and RAI thing in your thread though, just curious as why they wouldn't.

My thoughts are RAW they should get them, I mean the only thing I thought of that would stop them is that this was Chapter Tactics so only entries with that special rule would get it. But if you read the description it says all units in your army lose chapter tactics so...that's a pretty huge contradiction there. And then it goes on to explain the rule and how all the units in your army get it...which is why I would think the sisters do get it.

It would also be very easily explained through fluff too if you are one of those kind of players.

But I think it's cool of you to just not do it to avoid any disputes. Better to not even have the argument alot of times. If I was your opponent though I'd probably let it happen.

Anyway, for your going back to the list. IF you do still plan to use sisters as cheap units, I'd really recommend a cheap canoness somehow in there. Whether you tool her up or throw her in a sister squad she is very useful. If not for anything else it is 2 extra faith points. Having two squads would have only given you 2 faith points. Those would have been gone in a heartbeat. Just throwing in one more model doubles that. And the best thing about the canoness is she can be super cheap to throw in an army or if you have even an average amount of points to spend on her she can be really mean on the field.
 

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the rule for vulcan has been talked about before on here, not sure when though. but basicly it only applies to SM's as going by there codex you can only field SM's in an army (no allies listed in the sm codex), and it doesnt allow for older books like the DH and WH codex that still had allie rules in.
 

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Discussion Starter · #17 · (Edited)
The errata on the pdf excluding allies was that the pdf didn't replace the codexes. Either can be used but which ever you use you must follow(I.e. If all you have is the pdf then allies can't be taken but if you have the codex they can.)

I still would like to know why they wouldn't get vulcan's ability. Just to know the argument from that side. I don't really want to get too into the RAW and RAI thing in your thread though, just curious as why they wouldn't.

My thoughts are RAW they should get them, I mean the only thing I thought of that would stop them is that this was Chapter Tactics so only entries with that special rule would get it. But if you read the description it says all units in your army lose chapter tactics so...that's a pretty huge contradiction there. And then it goes on to explain the rule and how all the units in your army get it...which is why I would think the sisters do get it.

It would also be very easily explained through fluff too if you are one of those kind of players.

But I think it's cool of you to just not do it to avoid any disputes. Better to not even have the argument alot of times. If I was your opponent though I'd probably let it happen.

Anyway, for your going back to the list. IF you do still plan to use sisters as cheap units, I'd really recommend a cheap canoness somehow in there. Whether you tool her up or throw her in a sister squad she is very useful. If not for anything else it is 2 extra faith points. Having two squads would have only given you 2 faith points. Those would have been gone in a heartbeat. Just throwing in one more model doubles that. And the best thing about the canoness is she can be super cheap to throw in an army or if you have even an average amount of points to spend on her she can be really mean on the field.
Thats how I was reading it, its not exactly like its going to be a game breaking list, this is more just to have a different and unique army, rather than vanilla ultra marines while still using my existing models.

I was strongly considering the cannoness. I just don't have the model yet. Have her hunt tanks and if she dies you get 2 more faith points on top of the 2 for taking her... fairly good deal. I'm planning on having her at 1000 pts so why not. Give more of a witch hunters feel to the army as well rather than just throwing in 2 squads.

Im not going to be taking em cheap I dont think, the melta and heavy flamer means they can kick ass vs hordes or stronger more elite choices. Plus adapting the combi-weapon as needed. I can only imagine using 3 flame templates vs hordes. Much better than regular marines vs stuff like berserkers or hordes of orks. In fact I'd argue they are one of the better troop choices in the game if not for the overpriced 1 firing point rhino. Faith points are just clutch.
 
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