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Call to arms results


Roby

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Hey all finished my call to arms tournament the other and thought I might share the results with my fellow sister players!

 

Played 6 games with 1550pts my list was: saint and seraphim and 4x battle sisters in Immolator with 2x dominion in Immolator and 2x exorcists

 

Round 1 was against deathwing terminators with belal, an easy win as terms can't handle the amount of ap 1 we can throw out

 

Round 2 was against iyandon eldar, I got first turn thinking I would deploy as close as possible to take out the 2 wraithknights he had but he managed to steal the initiative and promptly smashed half my army into the ground from there I gave it my best shot but between the knights and the 3 wave serpents he wiped me out on turn 4

 

Round 3 was against space wolves in drop pods I lost this as it was purge the alien and I give away far too many kill points I realized my only chance was to wipe him out and it came down to 1 half dead wolf lord and a drop pod on 1 hull point

 

Round 4 was against typhus and zombies with some plague marines and heldrakes I got this on objectives as my army was to fast for him to handle though heldrakes are still quite deadly in 7th and even harder to kill

 

Round 5 was against blood Angelas in drop pods it was the emperors will and with the drop pods he came to me, he didn't really stand a chance after I wiped out half his army on the first turn, another win

 

Round 6 was the relic and the most intense game I played in the torno he had over 120 orcs marching up the table and it was onlycos of one annoyed saint that I won she went down to some boyz came back and proceded to go on a killing spree wiping out some mec guns a squad of shoots boyz and some slugga and choppa boyz before finally going down ended up wiping out the orcs on turn 5 crazy game!

 

4 wins and 2 losses really happy with the result as it was my first tournament in years and my first with my sisters of battle!

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I think we have all been burned by losing initiative after scouting forward at one time or another. I find that the best thing to do is play conservatively with your remaining units and if all else fails, lose gracefully and go for the favorite opponent point

laugh.png

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Wave serpents are just too powerful I'm sure when games workshop wrote the rules for the serpent shield they meant 6" range not 60" and once it came out they were like "whoops lets just run with it" and now it's one of the most powerful weapons in the game and it's a shield!
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Last time I faced Wave serpents in a tournament, I was very glad for taking my Penitent Engines!

 

Nicely done on the tourney!

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I don't get the whole Serpent Shield thing, but then, I've never faced them. They're what, d6 S5 AP- shots that ignore cover? We have armour better than almost any cover in the game, why are we worried about this?
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I don't get the whole Serpent Shield thing, but then, I've never faced them. They're what, d6 S5 AP- shots that ignore cover? We have armour better than almost any cover in the game, why are we worried about this?

 

It's actually d6 +1 S7 shots that have pinning and ignore cover, from 60" range on a fast skimmer platform that can basically get the perfect firing line.  It's a light vehicle shredder and thus very bad news for Sisters in particular, not to mention they can easily twin-link this stuff.

 

You're right though, our armour saves do a lot to stop the shields.

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It's D6+1 S7 AP - Pinning, Ignores cover, 60". You can pair it with a Twin-Linked Scatter Laser (four shots S6 AP6) for a mere 5 points, and if you're in range of the TLSL and get a hit with it, it makes all other weapons twin-linked as well. Then you can have a Shuriken Cannon for three 24" range, S6 AP5 shots. So it's not just the shield alone, it's the combo. at 24" that's 8-13 S6-7 shots that most of the time will all be twin-linked. All this from a 130-point AV12/12/10 fast skimmer that can transport stuff to boot. Any light transports are basically screwed against a Wave Serpent, and even though there's not much AP, that's a heck of a lot of wounds for any infantry and such as well. At least Sisters indeed have good saves, but you can imagine how screwed are armies that don't, such as Orks.

 

As for their durability - if you go first, and thus their shields are up, you can basically only glance them to death, because the shield will turn most penetrating hits into glances. The one thing that slightly weakens them in 7th is the way Jink now works, though with their volume of fire they can probably still land a hit or two even with snap shots.

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Yes they are and I love them. I only use them against some of the really rule sucking competeitive players and they help me make my point, play for fun or go to comps. This is one case where you can't have your cake and eat it too. Best transport yes but not an assault vehicle which drops it some. a couple of well train meltagun girls can get right in there and ruin it's day. 10 girls in a rhino with 2 meltasroll in and open the doors and click click boom!

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Gratz for the tournament results !!

 

Glad to see SoB well represented in those kind of events :)

 

And Oreaper, how do you shatter wave serpents with seraphim squad? Just one inferno shot and a meltabomb? 

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Solynnor, I think what Oreaper's talking about is a squad of Seraphim with two sets of inferno pistols.  Seraphim pistols now count as two weapons, not tiwin linked, so that's four melta shots at close range.   Granted, it takes a little luck as well, but it can't hurt.  And if you are that close, it's possible to assault, and Sister's now have krak grenades, so that can help as well.  Tricky, but possible.

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Twin infernos is really easy.

 

http://img.photobucket.com/albums/v205/KaguraHakubi/IK%20and%2040K/My%20Projects/WP_20140831_001_zpsf416f077.jpg

 

Clip the pilot lights and the fuel tank off a hand flamer and you're done.

 

Always bugged me that the Superior can't take them though. ^^; Seems counter-intuitive from a fluff point of view.

 

Then again, in the old days, the whole squad could swap for hand flamers, so... heh.

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It's not so much not being able to do it - on normal bolt pistols you could clip off the barrel and magazine and add a melta barrel and call it done, too - as it is about damaging the model in general, especially with Seraphim being as expensive as they are these days. I have a weird aversion to irreversible conversions in general.

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Not necessarily, like some weapon swaps on marines etc can be done without noticeably damaging anything, even allowing the old bit to be swapped back in etc. I'm all about modularity. I'm not against other people's conversions though, it's cool to see the kinds of stuff other people do. At least when it's done well :P

 

Going a bit off topic with this though it would seem!

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Conversions that don't actually cut the metal can be reversed. Of course, there's not much in the sisters line that fits that descriptor, but I tend to have what I think is a similar stance. I seldom mangle those things that I haven't deliberately acquired to mangle. My new Grey Knight leader is a vintage metal model with an arm swap. I still have all the original parts, so it's conceivably possible that I could crack the glue joints, strip the paint, and restore it to factory specs.

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