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Bonzi

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  1. When I tried out Penitent Host I believe I had Intranzia Frey, a Palentine with the upgrade so she could join the Repentia, 2 Priests, 15 Repentia, 10 Arcos, 2 Penitent Engines and 2 Mortifiers as the core of all my Penitent units. Can't remember what else I ran with them. That detatchment is a 2 pointer and only buffs Penitent keyword. If you don't have a lot of those units, you'll probably get more milage out of Hallowed Martyrs.
  2. Morven & Paragons and Junith & Sacresants are two of the best combos Sisters have. I think my only argument against Morven is that she now functionally costs the same as another unit of Melta Paragons and I'm not sure she doubles the output of the squad she joins. I would say consider if two squads of Paragons would do more for you than one squad + Morven as a thing to consider. Noviates are a finicky unit for sure. Their real value is as an Infiltrating screen which can push back other scouting and infiltrating armies which is handy, but they're gonna die turn 1 almost every time you use them like that. I've had them prove their value as a utility unit in a few games, but just as often they get turned into paste. I just ran the penitent host most recently and I liked it. I don't think it's our strongest build but it is playable. The bummer is by turn three or four you've burnt all your special rules, but by turn 3 or 4 you're probably also out of Penitent units to use the rules on. The other downside is how gated the strats are for the detatchment, you have to carefully read which strats affect a penitent unit vs penitent models. The detatchment really makes Arcos and Penitent Engines shine. Repentia and Mortifiers are also great in it. You do need a pretty big Penitent collection to get the most out of the Detatchment. It's also important you bring plenty of regular sisters to take points you've cleared off with the melee units because none of them are suited to siting still or holding a point or doing actions.
  3. My generic answer is that you're playing too elite. Too many characters in too many units that will still get picked up in a turn of melee or shooting from most armies. Astred Thurga in 5 flamer Retributors is mostly a waste. That's 5 T3 wounds, assuming the squad doesn't die to overwatch, you'll get one turn of shooting...maybe 3-4 dev wounds before they get swept. That's 185 points to kill a Terminator. Same with an Imagifire in Retributors....a 2+ 4++ won't keep 5 Sisters on their feet. Understand that Retributors and almost every single other Sisters unit, is mostly a trade unit, at most you put a Dialogus in them so you can make any damage roll for multimeltas a 6. I would pick Morven or Junith and drop the other to save points. I would drop Astred too. I would try to get one or two battle sisters/dominion squads into the game. Use a Immolators to crack one unit into 2 5 sister squads for objectives. You could leave the other squad whole and give them an Imagifire. The buff is more potent on a bigger squad. That gives you two tougher bricks, plenty of scoring/trade units, a some hammers in the form of the Paragons, MM Retributors, and the Castigators. Biggest advice is to think of Sisters more like Imperial Guard than Marines. You need cheap units that you're ok trading for victory points. If you stack too many points into units, you're almost always going to be sad at how little Sisters do. Use your miracle dice to guarantee charges, advance rolls, and leadership tests you can't afford to fail and to max out damage rolls on melta weapons. Passing those five/six critical roles in each game is how Sisters win.
  4. Coming back to this one after the transition into 11th. Honestly Intranzia has been in every one of my Sisters lists this edition. She is an excellent utility unit with the ability to hand out lethals on a target always paying dividends. I expected her to really shine in melee handing out battleshocks in an aura but that's never been quite as clutch as her amount of ranged attacks and the Lethal rule. With the new terrain layouts really shutting down LoS avenues, I really have not seen her targeted down as easily as I thought she would be. Every time she's died on me, it's been in melee once an opponent corners her with something fast and nasty. I think she's nearly as much of an auto include as Junith at her current points cost.
  5. Had a chance to play my first game of 11th with Necrons. A 2K game using Cursed Legion and Hand of the Dynasty vs T Sons. The highlight lessons learned: Big vehicles and long range shooting stocks have gone down. On the new layouts and with the new cover and hidden rules I think Doomsday Arks and Doom Stalker stocks have gone down outside of any detatchments except Starshatter or maybe Canoptek Court. This is not an edition of long range stationary shooting. I think infantry and fly is gonna be king this edition and the ability to swamp an objective with bodies/OC on durable squads is gonna go far. I got real milage out of 2 blocks of 20 Warriors. With the new fast rolling rules and how reanimation brings back models even if only the character survives is a big big boost to Necrons. Dropping 20 Warriors with a Destroyer Overlord and a Pyscomancer onto the center objective was very satisfying. Necrons reanimation protocols value has gone way way up in this new edition. I had many games in 10th where the until would be wiped but the character would live and spend the game wandering around solo until Assassinate made it worth killing them. The fact that the unit isn't dead until the whole squad and character dies makes reanimation crazy strong. Beefy characters like Skorpek Lords, Destroyer Lords, and Overlords have real value as unit anchors that can start rezzing back in their units if they survive. Battleshock matters in a big way now. I don't think the Psycomancer will stay at 55 points for long in this edition. Turn 1 I used him to break a TSons defiler which turned off the chance of brutal overwatch. Then off of his 6" aura in following turns he reshocked the Deffie and shocked some Tzangor Enlightened. He nearly did it to a mauler fiend but it passed it's tests twice. That crypteks value has gone from garbage to potential goat (if your putting him in a unit that wants to gum things up in the center. I also think the Royal Wardens value has gone up with his ability to unbattleshock and now that he's a leader, his unit can be joined by a Cryptey which opens up combos. Generally I think Necrons have a rock solid position in this new edition with our mix of melee units, durability, and super strong midrange shooting are all strengths in this edition. We have lost value on some of our old range crutches like the Doomsday Ark so I think we'll have to rethink how we tackle elite infantry and tough vehicles. Has anyone else had a chance to play Necrons in 11th edition. What are your experiences?
  6. I love the model but you're not wrong that she's 30 points and 10 dollars too expensive. She can't lead anyone and she doesn't have lone op so she's got great rules, but the moment she peaks out she's toast.
  7. What is certain is that the value of weapons or rules that ignore cover have gone up with these changes. Units like Sisters Immolators or Votann Thunderkin which turn off cover for their target vs all subsequent shooting will go up considerably. For all the doomsayers I would also note a thing....every time GW creates a nerf rule...they instantly creat a thing that ignores that rule. They do this every time. I guarantee you with Orks and Marines both first out the door....ignores cover mechanics will be baked into a unit or weapon that didn't have it before.
  8. I'm glad we aren't doing an index reset. By the end of 9th the game was a dumpster fire and even then I didn't want a reset because I get so sick of the codex crawl. Most of the things they mention seem like real quality of life improvements so I'm happy. I won't be concerned about the multiple detatchments thing until they explain it more, as of now I just don't understand how it will work and guessing is a waste of time. For me a mostly positive impression with a couple things that concern. Hopefully we are coming up on the time where we can expect the drip feed of information and explanations. I've been riding this train since 3rd or 4th edition....my biggest advice to those who are newer to this rodeo is don't read the forums and naysayers too much and let them ruin and edition for you before you even play it. Take a step back from these threads if it starts costing you the enjoyment you find in your hobby. Every edition change produces its own new batch of "I'm quitting and I'm never coming back", many of whom seem to stick around for several more editions just to complain. Every edition has its good points, every edition has been a dumpster fire.
  9. There is something special/fun about the first time you can throw down a fully painted list with several big units of infantry.
  10. A collection of the heroes. I decided if I was going to post picks I should go back and take some with a neutral background and better lighting. Still not the world's greatest pics but it does help.
  11. Bonzi

    Leagues of Votann

  12. It's been awhile since I posted any WIP photos to the site. Thought I would show the newest army I've been working on. I started this army this edition when they got their codex and new units. Color scheme is loosely based of of USSR era Soviet Cosmonaut poster colorings. Armor is White Scar overlayed with Apothecary White contrast. Armor highlight is Orange Red. Jump suits are yellow overlayed with Blood Angels Red contrast. Plasma blades are Iyaden Yellow contrast paint. Hekaton Grymnir and friends Steeljacks Berzerkers sans finished base
  13. I had another game with with this detatchment today but it was a bit of a goof as we played a 2v2 game (so 4k vs 4k). I ran: Ammentar Chronomancer: murder mind Translocation Overlord: Destroyer Ahnk Hexmark Skorpek Lord: Crown Lokhust Lord 20 Warriors: Reapers 6 Skorpek 3 Heavy Lokhust: Gauss 3 Heavy Lokhust: Emetic 3 Lokhust 3 Lokhust 3 Ophidians 3 Ophidians Triarch Stalker: Heat Doomsday Ark I had hoped that the Triarch would get a great benefit from +2 St to it's melta and flamer but it died to overwatch turn one to an impossible number of 6s from my opponent....so who knows if it's worth it in this detatchment. Skorpeks failed a critical charge and got wrecked the next turn by bladeguard. The Skorpek lord lived and chest bumped a Tech Marine to death...then flailed harmlessly against 2 Admech tanks because I mostly rolled 1s to hit for him. The Emetic Lokhust picked up some Ad Mech infantry and killed 4-5 Bladeguard. Pretty good vs infantry but I think the answer is I need two squads of Gauss as I felt weak vs tanks. The Gauss Lokhust killed 2 of the ad mech dragoon walkers and finished a Landraider Redeemer. The jump shoot jump was amazing and they were a nightmare for my opponents to deal with. They eventually got hemmed in by 10 Assault Terminators and 10 Ruststalkers and punched to mush. The regular Lokhust were good utility units. They mostly killed a little out of a lot of different infantry units. Intercessors, Terminators, Ruststalkers, and Sterylizors. The Doomsday Ark was clutch as always. It's so good at killing heavy infantry and tanks that it's nearly an auto take even though it doesn't super benefit from the detatchment. I picked up a lot of 4 wound Admech and Marine infantry. Ophidians were possibly the MVP even though they never got to combat. The number of points they scored with objectives and actions was crazy. They cover an action gap that this army build has. Overlord and warriors were just as solid as before. They killed a squad of rangers and took an objective. Held it for two turns fighting the Landraider Redeemer before being flamed to death. The Overlord survived and took half the wounds off the Landraider, helped kill another Ad Mech tank and had started in on a third before the game ended. Ammentar was solid and would have been clutch without some of my bad rolls. He killed 2 bladeguard, Captain Agatone, killed an Ad Mech tank, killed a wounded squad of Ruststalkers and knocked Crawl down to one wound....I was a fool and split off my whipcoil attacks. I failed four of five 4+s saves. If I had saved one more he would have killed Crawl in the next turn and probably won us the game.
  14. Sadly it's only +2 strength for destroyer cult models (not units, an important distinction for the unit the destroyer overlord joins) and +2 strength for non-destroyer cult units in a phase if a destroyer unit has already killed a unit or reduced it below half. +4 strength would be bananas good.
  15. I ran the detatchment yesterday against the new Space Marine deep strike detatchment and enjoyed it. Nekrosar Ammentar Skorpek Lord: Cursed Circlet Lokhust Lord Translocation Overlord: Destroyer Ahnk Hexmark Destroyer Geomancer: Murdermind X20 Warriors X6 Skorpek Destroyers X3 Lokhust Destroyers X3 Lokhust Destroyers X3 Heavy Lokhust Destroyers: Gauss X3 Heavy Lokhust Destroyers: Emetic X3 Ophidians X3 Ophidians X5 Death marks X5 Flayed Ones Doomsday Ark Game went well as I had the mobility to zone out all the deep strike. Nekrosar is a great utility piece but he bogs out vs invuln saves and 4 wound models. His Sustain kicked in less than I would like but my units were spread out for zone denial. +2 strength is a huge boost for thinks like Skorpek, Ophidians, Lokhust Destroyers, Death marks and Hexmark. You do have to think of your shooting and fighting order if you have non destroyer cult units that you want boosted which is interesting and fun. Biggest surprise was how great 20 warriors and a translocation Overlord were. They carried the game for me. The buffs to the Overlord were amazing and made him a terror for the opponent. Main change for me is subbing out the Geomancer for a Chronomancer. Putting him in a unit with Heavy Gauss cannons would give them -1 to be hit and jump shoot jump ability that would be infuriating to deal with.
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