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St Celestine in 8th


Ishagu

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Is it me or did she get even more powerful?

 

The Ardent blade is pretty epic, and using Acts of Faith she can reliably deliver herself and another SoB unit into combat on turn 1.

 

Absolutely fantastic unit!

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She is almost an auto-include. Her faith powers alone are the equal of 80 points of imagifiers, her sword is better than an eviscerator against most things, and she is the only choice to keep pace with the seraphim.

I'm not sure i'd always take both gemini though.

 

I think the canoness would give her a run for her money if they could take a cheap jump pack and eviscerator 3rd-ed style - two of those or one Celestine would actually be a choice.

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I'm pretty sure that Celestine is the main starting point for Sisters lists nowadays. I think the two Super Twins are worth taking too, to keep Celestine alive under the inevitable large amounts of sniper and other fire that will be aimed her way. Bubble-wrapping her with the Seraphim is also almost certainly the best way forwards too.

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Indeed. I find her to be auto include to the point of...predictable. Shes going to be a staple take with a staple manouvre that our opponents will be able to plan accordingly to counter if they know theyre coming up against us.

She is powerful but at the end of the day, shes still T3 and a 4++ to fall back on. Some unlucky dice and shes still going to go down pretty quick. A fair balance I believe.

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Indeed. I find her to be auto include to the point of...predictable. Shes going to be a staple take with a staple manouvre that our opponents will be able to plan accordingly to counter if they know theyre coming up against us.

 

In terms of balances and counters in general, I wonder how GW is going to approach this. As good as Celestine is will she still fall under the radar as sisters are smashed out of tournaments and events by triple gorkanaut lists and whatever else is the flavour of the day at 2k+ points.

 

Always different playing tournament/all-comers lists rather than regular opponents.

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The trick will be using her unpredictably, or to feint, or even as a throwaway distraction!

 

I LOOOOVE taking Celestine and not making her the warlord. EVERYONE thinks she is and goes hard on her as she lays waste to their army. Then the real warlord sits elsewhere just cheering her on.

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I wouldn't say she's any where near as strong.

 

Ran get in a couple games.

 

She's way less tank like, now that weapons do d6 damage, and you have to put wounds on her if she's wounded, meaning reviving a gemini does not mean that they will take the wounds for you.

 

There are also tons of different things you can do with the 250 points she's costs:

Gunline cannonessess (stormbolters + bolter) -49x2

Imagifier 40x3

Hospitalier 30

 

Same points, but buffs your army differently, and would be great for a gunline, or horde of bolters.

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Gemini do take the wounds, they form a unit with Celestine and you decide how you allocate the hits.

Not if Celestine took a wound in the round where the Gemini got killed. Next round you resurrect a sister, yes. But since Celestine already has a wound, she takes all the next hits automatically.

 

That's the point where you probably need to use Acts to heal Celestine up to prevent a situation like this!

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Gemini do take the wounds, they form a unit with Celestine and you decide how you allocate the hits.

Not if Celestine took a wound in the round where the Gemini got killed. Next round you resurrect a sister, yes. But since Celestine already has a wound, she takes all the next hits automatically.

 

That's the point where you probably need to use Acts to heal Celestine up to prevent a situation like this!

 

 

This is definitely going to get played wrong a lot, but this is correct.

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I haven't even really read Celestine's rules, since I don't have any interest in using her :P

 

But yeah, seems to me that once they kill the Gemini, and get any woulds on Celestine, even if the Gemini come back you have to allocate further wounds to Celestine.

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Yeah good point actually.

 

Thing is, she can be in combat turn one with multiple units, she can advance another unit with her.

Still an auto include for her cost.

 

You're still left with a lot of disposable points.

Edited by Ishagu
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I haven't even really read Celestine's rules, since I don't have any interest in using her :tongue.:

 

But yeah, seems to me that once they kill the Gemini, and get any woulds on Celestine, even if the Gemini come back you have to allocate further wounds to Celestine.

 

You do, but you can always use her automatic AoF to heal her D3 wounds. And as pointed out elsewhere, if she passes her Miraculous Intervention then dies again, as long as you have at least one Geminae you can try to bring her back with 1 Wound from the same AoF.

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If celestine dies a second time don't you remove any Twins still on the board?

 

Also, all I know is Celestine and Twins took two units worth of Scatter Laser Rapid Fire. And only took 2 wounds.

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Incorrect. You only remove the Geminae if she fails her Miraculous Intervention roll. Relevant portion underlined.

 

Miraculous Intervention: Once per game, if Celestine loses her last wound, roll a D6. On a roll of 2+ she is not removed, but is instead resurrected with all her wounds restored;set up Celestine's model within 2" of a Geminae Superia. If it is impossible to do so - because, for example, no Geminae Superia remain in play - you can instead place Celestine anywhere on the battlefield that is more than 9" from any enemy model. On a roll of 1 Celestine is needed elsewhere, remove any remaining Geminae Superia, and count Celestine and her bodyguard as having been slain for purposes of any mission rules or victory conditions.

 

Nowhere on her data sheet does it say to remove the Geminae if she's killed a second time.

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Yeah good point actually.

 

Thing is, she can be in combat turn one with multiple units, she can advance another unit with her.

Still an auto include for her cost.

 

You're still left with a lot of disposable points.

I mean, she's good. I'm not arguing that. But there are a lot of other builds, and Celestine kind of forces you to build a fast Dominion and seraphim alpha strike list.

 

I mean, if you want to play a gunline (which we should be good at this edition) her cost gives you two good gunline canonness, three imagifiers and a hospitalier.

 

If your just looking for melee, thats around 15 arcoflagellants (30d3 Str 5 attacks, 45d3 with a priest) or two Penitent engines (8str10 dam 3)

 

I mean, if your just comparing her to hqs, things get dicey, since she's 250 and a canonness 45, so naturally she should be alot better than a canonness. Of course, that'll prolly be alleviated a bit when (if) we get relics and [order] specific strategems since the saint has no [order] keyword.

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I mean, if you want to play a gunline (which we should be good at this edition) her cost gives you two good gunline canonness, three imagifiers and a hospitalier.

Celestine by herself gives you two imagifiers worth of faith, so even from a gunline perspective she is a 70pt extra investment handing out 5++ saves to your units that can jump on any deepstrikers (literally any, given her faith-powered speed), and if killed she can be placed down over the far side of the board if you want.

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