Monday 25 July 2011

Games Workshop Fail at Sisters of Battle...


I have decided to do an in depth review of the new Sisters of Battle rules that have been released recently and here it is,

"What a load of pointless bollocks"

There I've finished.....

They're here if anybody wants to waste 5 minutes of their lives,

Sisters of Battle
Army Special Rules
The Acts of Faith system
At the start of your Movement phases you generate D6 Faith Points. Any Faith Points that are unused at the end of YOUR turn are lost.

Tests of Faith
An Act of Faith can be attempted immediately before a Sisters of Battle unit acts during a phase; e.g. before the unit Moves, Shoots (or runs) or Assaults.

Each attempt costs 1 Faith Point, if test if failed the point is lost.

To attempt an Act of Faith, select the unit and reduce your Faith Points by 1, then roll a D6 and add the following:

+1 if the unit is led by a Superior (Sister, Celestian, Dominion or Seraphim) or Mistress of Repentance.

+1 if the unit has been joined by a Canoness, Confessor, Saint Celestine, Uriah Jacobus or Arch-Confessor Kyrinov

+1 if the unit has taken at least 1 casualty

All modifiers are cumulative (so with 1 IC in a unit with a Superior that has taken at least 1 casualty only needs a 2+ to be successful)

If the total is equal to or greater than 5 the Act of Faith is successful, the unit immediately gains a bonus and/or special rules until the end of the phase.

Independent Characters and Acts of Faith

IC that have the Acts of Faith rule benefit from any bonuses received by the unit they are with when an Act of Faith is used, likewise the unit receives any bonuses from the ICs Acts of Faith when they are successful. Note you still have to perform 2 different Tests of Faith if you want to use both the ICs and the units Act of Faith.

Shield of Faith

Models with the Shield of Faith special rule have a 6+ invulnerable save.


Special Characters
Saint Celestine
7/7/3/3/3/7/5/10/2+ 4++
Special Rules: Acts of Faith, IC, Fearless, Shield of Faith
Miraculous Intervention: When killed remove model and place a token, from then on roll a D6 at the start of your turn. On a 4+ Celestine comes back with D3 wounds and placed within 1” of the token. If she would be within 1” of another model (friend and foe?) move her the minimum distance possible so she is not within 1”. She can act normally in a turn in which she resurrects. She does not award a kill point if she is alive on the battlefield at the end of the game.

Wargear: Frag, krak, jump pack
Armour of Saint Katherine: Confers a 2+ armour save and 4++ invulnerable save
The Ardent Blade: Power weapon that always wounds on 4+ (unless a lower roll is required). Can also be fired like a Heavy Flamer (Template: S5 AP4 Assault1)

Arch-Confessor Kyrinov
5/5/3/3/3/4/3/10/5+ 4++
Special Rules: Acts of Faith, Fearless, IC, Righteous Rage, Shield of Faith
Heightened Fervour: Counts as having both a Laud Hailer and Simulacrum Imperialis
Wargear: Flak armour, bolt pistol, frag, krak and rosarius
Mace of Valaan: Power weapon, any model that suffers an unsaved Wound is reduced to Initiative 1 until the end of the following player turn.

Icon of Chiros: All friendly units within 6” are Fearless

Uriah Jacobus, Protector of the Faith
5/5/3/3/3/4/3/10/5+ 4++
Special Rules: Acts of Faith, Righteous Rage, Stubborn, IC, Shield of Faith
Protector of the Faith: While alive you can re-roll the dice to determine the number of Faith Points you have each turn.
Wargear: Flak armour, bolt pistol, chainsword, frag, krag, rosarius
The Redeemer: His personal shotgun (24” S4 Ap4 Assault 2)
The Banner of Sanctity: Models in Jacobus unit have +1A and Feel no Pain

HQ
Canoness
5/5/3/3/3/4/3/10/3+ 6++
Special Rules: Acts of Faith, IC, Stubborn, Shield of Faith
Act of Faith = The Passion – Assault Phase: Canoness and her unit receives +1I and Preferred Enemy special rule until the end of the Assault phase.

Wargear: Power armour, boltgun, bolt pistol, frag, krak

Sororitas Command Squad
Celestian 4/4/3/3/1/3/2/9/3+ 6++
Sister Dialogus 3/4/3/3/1/3/1/9/3+ 6++
Sister Hospitaller 3/4/3/3/1/3/1/9/3+ 6++
Special Rules: Acts of Faith, Shield of Faith
Act of Faith = Endless Crusade – Movement Phase: Unit gains Relentless and Move Through Cover special rules until the end of the turn.

Wargear: Power armour, boltgun (Celestians only), bolt pistol, frag, krak, Chirurgeon’s tools (Sister Hostpitaller only), Laud Hailer (Sister Dialogus only).

Troops
Battle Sisters
Battle Sisters 3/4/3/3/1/3/1/8/3+ 6++
Sister Superior 3/4/3/3/1/3/2/9/3+ 6++
Special Rules: Acts of Faith, Shield of Faith
Wargear: Power armour, boltgun, bolt pistol, frag, krak
Act of Faith = Light of the Emperor – Movement Phase: Unit immediately regroups, despite any normal restrictions (enemy within 6”, less than 50%).

Shooting and Assault Phase: Unit can re-roll any failed To Hit rolls of a 1 until the end of the phase.

This Act of Faith can be used in two or more phases if you choose but each attempt costs 1FP and requires a Test of Faith

Elite
Celestians
Celsetian 4/4/3/3/1/3/2/9/3+ 6++
Celestian Superior 4/4/3/3/1/3/2/8/3+ 6++
Special Rules: Acts of Faith, Shield of Faith
Act of Faith = Hand of the Emperor – Assault Phase: +1S and Fearless until the end of the phase
Wargear: Power armour, boltgun, bolt pistol, frag, krak

Sister Repentia
Sister Repentia 4/4/3/3/1/3/2/8/- 6++
Mistress of Repentance 4/4/3/3/1/3/2/9/3+ 6++
Special Rules: Acts of Faith, Fearless, Feel no Pain, Fleet, Rage, Shield of Faith
Act of Faith = Spirit of the Martyr – Assault Phase: Models killed may make a single attack once all other attacks have been resolved.
Wargear: A Sister Repentia has an Eviscerator; a Mistress of Penitence has power armour, two neural whips, frag and krak

Ecclesiarchy
Ecclesiarchy Confessor 5/5/3/3/3/4/3/10/5+ 4++
Ecclesiarchy Preacher 3/3/3/3/1/4/2/7/5+ 4++
Special Rules: Acts of Faith, IC, Shield of Faith
Righteous Rage: When a model with this rule assaults the unit may re-roll to hit.
Wargear: Flag armour, laspistol, chainsword, frag, krak, rosarius

Ecclesiarch Battle Conclaves
Arco-Flagellants 5/3/4/3/1/3/4/8/-
Crusader 4/3/3/3/1/3/1/8/5+ 3++
Death Cult Assassin 5/3/4/3/1/6/2/8/5+ 5++
Special Rules: Feel no Pain (Arco-flagellants only).
Uncanny Reflexes: Death Cult Assassins has a 5++ invulnerable save
Wargear: A Crusader has flak armour, power weapon and storm shield.
An Arco-Flagellant has arco-flails (close combat weapon).
A Death Cult Assassin has flak armour and two power weapons.

Fast Attack
Seraphim
Seraphim 4/4/3/3/1/3/1/8/3+ 6++
Seraphim Superior 4/4/3/3/1/3/2/9/3+ 6++
Special Rules: Acts of Faith, Hit and Run, Shield of Faith
Act of Faith = The Emperor’s Deliverance – Shooting Phase: Re-roll any failed To Wound rolls until the end of the phase.

Seraphim Pistols: Any model in a Seraphim squad that is armed with two pistols can fire both in the Shooting Phase. If they do so, they can fire no other weapon that turn.

Angelic Visage: Seraphim re-roll failed Act of Faith rolls and failed Invulnerable saves granted by the Shield of Faith special rule

Wargear: Power armour, two bolt pistols, frag, krak, jump pack

Dominions
Dominion 3/4/3/3/1/3/1/8/3+ 6++
Dominion Superior 3/4/3/3/1/3/2/9/3+ 6++
Special Rules: Acts of Faith, Scouts, Shield of Faith
Act of Faith = Holy Fusillade – Shooting Phase: All weapons in unit becomes twin-linked until the end of the phase
Wargear: Power armour, boltgun, bolt pistol, frag, krak

Heavy Support
Retributors
Retributor 3/4/3/3/1/3/1/8/3+ 6++
Retributor Superior 3/4/3/3/1/3/2/9/3+ 6++
Special Rules: Acts of Faith, Shield of Faith
Act of Faith = Divine Guidance – Shooting Phase: All weapons in unit become Rending until the end of the phase
Wargear: Power armour, boltgun, bolt pistol, frag, krak

Exorcist
BS4 13/11/10
Special Rules: Shield of Faith
Wargear: Exorcist missile launcher, smoke launchers

Penitent Engines
4/2/5(10)/3/D6+1 11/11/10
Unit Type: Walker, Open-topped
Special Rules: Rage, Shield of Faith
Unstoppable Rampage: Penitent Engines ignore any crew shaken and crew stunned results on the Vehicle Damage tables.

Battle Frenzy: Every unsaved wound inflicted in close combat generates an additional attack. These extra attacks do not generate further additional attacks.

Wargear: 2 DCCW with built in Heavy Flamers. Note that the bonus for being equipped with 2 DCCWs is already included in the PEs profile

Dedicated Transports
Rhino
BS4 11/11/10
Transport: 10 models, it cannot transport models in Terminator armour.
Fire Points: 2 from top hatch
Access Points: 1 on each side and one at the rear
Special Rules: Shield of Faith
Repair: If immobilised for any reason can attempt to repair instead of shooting. On a D6 roll of 6 the vehicle is no longer immobilised.
Wargear: Storm bolter, smoke launchers

Immolator
BS 4 11/11/10
Transport: 6 models, it cannot transport models in Terminator armour.
Fire Points: None
Access Points: 1 on each side and one at the rear
Special Rules: Shield of Faith
Wargear: Twin-linked heavy flamer, smoke launchers

Gmorts Chaotica takes no responsible for any desire to punch GW design staff members that reading that crap may inspire.....

You can comment if you like but I'm unlikely to care enough to reply on this particular occasion ;-)

13 comments:

  1. I know your opinions and as as a sisters player I have reservations but look back at the WD blood angels 'codex' it was shitcity and the real book is good, So I think looking at it, they're just trying to make the exhisting model range useful (while nerfing Immolator spam).

    Tbh my faith point build still kind of viable with a little jigging just wish I knew the points costs.

    (also its wrong when I post somethign before you, next time I'm texting you first :P)

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  2. I like it. It's keeping in vein with the Grey Knights in that each unit has a specific power it can utilise and, whilst I'm not a fan of the random Faith Point generator, at least you don't need a pen and pad to carry around with you every time you want to play a game now.

    I don't see any major problems, Sisters will still be inherently good just because of the sheer volume of melta/flamer they put out.

    ReplyDelete
  3. Destroy Transport at range, Destroy squishy T3 sluts that drop out before they're anywhere near Flamer or Melta range then repeat...

    I should write more Tacticas, apparently I'm a natural at it, lol.

    ReplyDelete
  4. Amusingly enough somebody has taken all my thoughts on the new Sisters of Battle and done a blog post on it thus saving me the effort of doing so,

    http://yesthetruthhurts.com/2011/07/sisters-of-battle-2/

    ReplyDelete
  5. And how has Mech-vet become so popular if its that easy to bust open transports and kill T3 squishies? 3+, 6++ across the board, able to ignore shaken and stunned on vehicles, and scouting Rhinos w/ 4 x TL meltaguns inside (Dominions). That's pretty good. They'll also probably be plenty cheaper than Space Marines so you'll get more on the table.

    Points cost and wargear is everything. I'll wait until the army list gets released before I invest in a helmet to ward off the sky. =)

    ReplyDelete
  6. I can't access that link at work because it is listed under re category "weapons"

    Hmmm, that makes me lol

    As far as the codex goes, yes its probably on a par with the nid codex at best, but simply adding drags to them and dropping the base cost is still an improvement over the witchunter book and I sas still happy when playing with that.

    And if I'm not paying money for this then it not being the next big release is fine. Essentially it seems its been sent out to get the community involved in playtesting so airing on the side of underpowered seems like a better idea than making it over powered or codex creeper at this stage

    ReplyDelete
  7. @ Lycaeus_Wrex - Front armour 12 is a substantial advantage over 11 if you take standard weapon strengths and average rolls into account. If somebody wants to scout forward dominions so they can destroy a 35 point transport before they get the shit kicked out of them by the Marines inside then that's fine by me. Also anybody who knows how to deploy properly can counter that tactic in their fucking sleep.

    I never lost to Sisters of Battle before. The chance of me losing now is substantially lower and that makes them a failure of epic proportions.

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  8. @ Mike - A kick in the balls is free as well but that doesn't mean I'm okay with having one...

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  9. I have the advanced page sof the WD and after reading it it has left me feeling "meh". The inability to use Faith in your opponents turn sucks (unless they reword it or FAQ is so the powers are cast in your turn but last for the ENTIRE game turn in which case it has more utility)

    Seraphim have become pretty much awesome now what with being able to twin-link their hand flamers or inferno pistols, as well as still getting the +1 CCW bonus in assault. Oh and the re-roll to their invuln save is pretty nice too.

    ReplyDelete
  10. And I misspoke...by twin-linked Flamers/Inferno pistols I really meant being able to reroll To Wounds with them...stupid brain

    ReplyDelete
  11. Seriously who is excited about a 6++ save?

    ReplyDelete
  12. What are Brettonians? That sounds like some square base nonsense.

    ReplyDelete

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