Author Topic: 6th ed SoB help  (Read 2177 times)

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Offline Kirby

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6th ed SoB help
« on: July 23, 2012, 03:46:43 PM »
I'm not sure which blog author would be most familiar with SoB (if any are) so I'm sending this to you. I'm rather curious about how 6th ed changes SoB, especially with the addition of allies.


Here is what I'm thinking of playing so far:


HQ: 115pts
St. Celestine: 115pts


Elites:


Troops: 350pts
10x Sisters: Flamer, Flamer, meltabomb, rhino: 175pts
10x Sisters: Flamer, Flamer, meltabomb, rhino: 175pts




Fast Attack: 450pts
10x Seraphim: 2x Flame Pistols, melta bomb: 200pts
5x Dominions: 2x Melta, Meltabomb, Rhino: 130pts
5x Dominions: 2x melta, Meltabomb, Rhino: 130pts


Heavy Support: 355pts
2x Exorcist: 270pts
5x Retributors: 4x HB: 85pts


Total: 1280pts


Allies:
HQ:
Rune Priest: Chooser of the Slain, Force Sword, Runic Armour, Wolf Tooth Necklace: 140pts


Elites:
5x Scouts: Bolters, Plasma Gun: 90pts


Troops:
9x Grey Hunters: Melta, MotW, Wolf Standard, Rhino: 200pts


Heavy Support:
6x Long Fangs: 5 Missiles: 140pts


Total: 570pts


Grand total: 1850pts


The way I see it is that with everyone having krak missiles there's not much use in having melta except against LRs and similarly high AV targets. You might as well just charge them (72% chance of success at 6") and nuke them, which can also potentially kill all of the occupants if you manage a good enough spread. I added lots of flamers because sisters really hate close combat, especially with the WD book. If you're going to charge them then prepare to take some flamer hits. They also help with taking out enemies that have had their ride destroyed.


Exorcists are there for obvious reasons. One weapon vehicles aren't quite as bad as before and with AP 1 they still have a fairly good chance at smiting a low AV vehicle in a single round. Retributors are there because I lack a third exorcists and mass rending shots are generally fairly nice. I gave each unit a meltabomb to use in case of walkers or MCs so that they have something more effective than krak grenades.



For allies I chose Space Wolves, mostly because I already have them and they help a lot in terms of psychic defense. The rune priest is designed more for challenges than anything else, having runic armour to stop power weapons. While he probably can't stand up to a dedicated close combat character (unless it lacks a 2+ save) he should be able to kill enemy sergeants fairly well. Also, good luck hitting his unit with psychic powers because I don't think runic weapons stop you from using Deny the Witch (same with Runes of Witnessing).


I chose Grey Hunters to be his escort unit as they're the better troop choice in the SW book and I gave them a meltagun in case they need to face down a tougher target (and lack of points for a plasma gun) and then the MotW and a Wolf Standard to help them out in close combat because they're the only unit in the army that other than Celestine that doesn't cry if a single space marine reaches them (at least in my experience in 5th) so by default they're my main counter-charge unit for the most part.


The scouts are there because having a 8/9 chance of choosing a board edge is great and they have a plasma gun because of the virtues of hitting RAV or back end MCs with multiple S7 AP2 shots.  Essentially they're a cheap suicide squad.


The long fangs are around to assist as additional ranged fire support. SoB tend to be a fairly short ranged army so having a 4th unit that can reach out and touch someone effectively from beyond 12" is pretty nice.


Thoughts?


Thank you for you time.


-phalanxlord


Sisters are still bad unfortuantely but they do have a couple things going for them. Dominions and Celestine are two which you are using so, good. I'd run the SoB with melta - flamers forces them to get really close whilst you can still melta from the top-hatch. Less useful on infantry than it was but still good.

My issue goes with the choice of Allies. This might be a restriction on what you have but Imperial Guard would be an excellent choice. Drop the Seraphim for another Dominion squad and Celestine now has a huge blob with which to ferry herself into combat with. Which is Fearless. Chuck in some Power Axes on Sarges and Priests w/Eviscerators and you have a cheap Fearless unit which can hurt stuff (Krak grenades will help laugh at tanks as well). Then use extra points for HWT to shore up your scoring, a Vendetta and potentially something from heavy support (Manticore if you want to be brave, Hydra for extra anti-air, etc.).

Now, if you don't want to do this. I'd still prefer something like Blood Angels or Space Marines where you can combat squad for more Troops. If you want to stick with Wolves though, get a 2nd Grey Hunter unit. I'd probably replace the Scouts with Wolf Guard so you can bring double weapons for them - you still have the Seraphim + Celestine for backfield distraction. I'd run Plasma on them as well - you have good melta elsewhere.
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Offline PhalanxLord

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Re: 6th ed SoB help
« Reply #1 on: July 23, 2012, 06:11:00 PM »
Thanks for the reply. I can't say I'm too interested in spending the money to branch out into a new army like guard (that recommendation would cost something like $400, possibly a bit more) so I think I'll stick with Space Wolves as my allies.

I've played a variant of that list a couple of times (essentially give the GH plasma) so far and I've found that it's nice having the plasma on the grey hunters instead of melta and that dual flamers isn't really that useful for my battle sisters so I was planning to switch them back to melta.

I'm trying to think of what to drop for a second GH unit. I have to drop the meltabombs off of my battle sisters and my dominions to give the battle sisters meltaguns and then dropping the scouts for a trio of combi-plasma wolf guard, but that only gives me 41pts if I drop the MotW and the wolf standard to play around with. Let's see.... I could also drop the chooser of the slain for another 10pts bringing me up to 51pts, but it's still significantly shy of the 165pts it would take for 8 more GH, a plasmagun, and another rhino. I guess I could have one GH unit be foot, which would bring the requirement down to 130pts, so I would only need 79pts. I could get that many points by dropping the seraphim unit down to 5 and dropping the meltabomb, but the problem with that is now it's an expensive and very fragile unit with two very expensive special weapons. Decisions, decisions...

I think I'll have to think a bit on this.

Offline Kirby

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Re: 6th ed SoB help
« Reply #2 on: July 23, 2012, 06:44:25 PM »
Veyr understandable re: Guard & Allies. Best way to do this IMO, is borrow stuff from friends :P.

You don't need the extra combi-plasma on Wolf Guard for the Long Fangs.

You can also trim the Grey Hunter units to 7-8 strong rather than full. Trimming the Seraphim is probably the best bet for getting points IMO.
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Offline PhalanxLord

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Re: 6th ed SoB help
« Reply #3 on: July 23, 2012, 07:00:40 PM »
Veyr understandable re: Guard & Allies. Best way to do this IMO, is borrow stuff from friends :P.

You don't need the extra combi-plasma on Wolf Guard for the Long Fangs.

You can also trim the Grey Hunter units to 7-8 strong rather than full. Trimming the Seraphim is probably the best bet for getting points IMO.

I don't actually have any friends who play 40K so I can't really borrow anything from friends. I moved to where I live now last year and I've been rather busy no I haven't met too many people in the area yet.

I forgot that the LF wolf guard doesn't need a combi.

So we have 51pts, remove a wolf from the 9 man unit to bring it down to 8 and that gives me 66pts. Add 5 more points because I don't need that last combi so I have 71pts so far. If I only need 7 in the new unit then I only need 115pts instead of 130. Still short 44pts. Reduce the Seraphim unit to 7 and that would give me 45pts, allowing me to take that 7 man unit with a plasma gun.

So the army would now look like this:

HQ: 115pts
St. Celestine: 115pts

Elites:

Troops: 360pts
10x Sisters: 2x Melta, rhino: 180pts
10x Sisters: 2x Melta, rhino: 180pts

Fast Attack: 405pts
7x Seraphim: 2x Flame Pistols, melta bomb: 155pts
5x Dominions: 2x Melta, Meltabomb, Rhino: 130pts
5x Dominions: 2x melta, Meltabomb, Rhino: 130pts


Heavy Support: 355pts
2x Exorcist: 270pts
5x Retributors: 4x HB: 85pts


Total: 1235pts


Allies:
HQ:
Rune Priest: Force Sword, Runic Armour, Wolf Tooth Necklace: 130pts


Elites: 64pts
3x Wolf Guard: 2x Combi-Plasma: 64pts

Troops: 280pts
8x Grey Hunters: Plasma: 130pts
7x Grey Hunters: Plasma: 150pts

Heavy Support: 140pts
6x Long Fangs: 5 Missiles: 140pts


Total: 614pts


Grand total: 1849pts

So this version has more melta, more plasma, and more scoring bodies. I think it looks a lot better than it did before, though it would be nice if I could find the points for another rhino. Maybe I could drop the bombs from the dominions and drop a missile launcher for an extra rhino. Hmm....

Offline Kirby

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Re: 6th ed SoB help
« Reply #4 on: July 23, 2012, 08:11:20 PM »
Looks better and agree with grabbing Rhinos for Hunters.
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