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Lady Blodwynn

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PostPosted: Tue Apr 03, 2012 1:38 am


ArletaMagic
That is actually a very good idea.
I have my moments. 4laugh
PostPosted: Tue Apr 03, 2012 9:59 pm


Lady Blodwynn
ArletaMagic
That is actually a very good idea.
I have my moments. 4laugh


Hah. Is it going to your head razz

ArletaMagic

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PostPosted: Wed Apr 04, 2012 3:25 am


Lady Blodwynn
ArletaMagic
That is actually a very good idea.
I have my moments. 4laugh
Being too modest again. wink
PostPosted: Wed Apr 11, 2012 1:23 am


ArletaMagic
Pouncey
Lady Blodwynn
ArletaMagic
Hey, a question has been on my mind the last day or so going over the SoB codex. What is the visual difference between a masked infantry Sister and a Celestian unit? Neither of us can tell the difference based on the photos that we've seen in the books.
Purely cosmetic model wise. The most common way to set the models apart as far as I recall is to add more golden lining to the armour and intricate (or simple wink ) patterns to the sleeves and cloth.


I tell the difference for mine by swapping the robe and armor colors. My normal Sisters have pink armor and white robes, and my Celestians have white armor and pink robes. (side note: I find the white armor and pink robes looks better, to be honest.)

But... Mine aren't exactly... how to put it... they... aren't exactly in line with some of the more common Imperial traditions.

Of course, if I'm not fielding Celestians, I use the ones with white armor as just normal Battle Sisters.


Im doing black armor tipped in metal trim, and purple robes. What i think i may do is the shoulder guards in boltgun metal or burnished gold... just to signify the difference. I cant really change the color of the squad entirely because my HQ unit still has the black armor. Cant upstage the cannoness


:: nods :: That's probably a good idea. ^_^

To be honest, I wish I'd tried my Celestians' paint scheme prior to painting most of the army's armor. I might've used it for all the models. It just looks... cleaner. Failing that, I wish I'd've not reversed the colors and remained ignorant to it looking better.

Oh, and the way that the old 3e Witch Hunters codex displayed Celestians was a different trim color and a line of color parallel to the edge of the robes that represents an inscription woven into the robe with thread.

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1250235_99060108098_WHSoBflamer1main_873x627.jpg

Like that.

Pouncey


DarkElf27
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PostPosted: Fri Nov 02, 2012 8:26 am


So, as I understand it, 6th edition rules point to the simultaneous use of two pistols by infantry units. Seraphim for the win! However, how is that going to work out for hand-flamers?
PostPosted: Fri Nov 02, 2012 8:31 am


DarkElf27
So, as I understand it, 6th edition rules point to the simultaneous use of two pistols by infantry units. Seraphim for the win! However, how is that going to work out for hand-flamers?
The codex overrules such matters, which IIRC counts them as regular flamers. If not, then a Seraphim with two flame pistols can perform two str 3 AP 6 template attacks.

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PostPosted: Fri Nov 02, 2012 8:34 am


Lt. Brookman
DarkElf27
So, as I understand it, 6th edition rules point to the simultaneous use of two pistols by infantry units. Seraphim for the win! However, how is that going to work out for hand-flamers?
The codex overrules such matters, which IIRC counts them as regular flamers. If not, then a Seraphim with two flame pistols can perform two str 3 AP 6 template attacks.
The latter would be very entertaining if not downright evil. cool If nothing else, the extra bolt pistol shots, combined with their hit-and-run rules will make them punch a lot harder.
PostPosted: Fri Nov 02, 2012 8:39 am


DarkElf27
Lt. Brookman
DarkElf27
So, as I understand it, 6th edition rules point to the simultaneous use of two pistols by infantry units. Seraphim for the win! However, how is that going to work out for hand-flamers?
The codex overrules such matters, which IIRC counts them as regular flamers. If not, then a Seraphim with two flame pistols can perform two str 3 AP 6 template attacks.
The latter would be very entertaining if not downright evil. cool If nothing else, the extra bolt pistol shots, combined with their hit-and-run rules will make them punch a lot harder.
It would make them slightly more effective and would make taking on larger units even more of a viable choice, especially if they have WS+BS4, making them a better assault unit in most cases.

Hoxtalicious

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DarkElf27
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PostPosted: Fri Nov 02, 2012 8:47 am


Lt. Brookman
DarkElf27
Lt. Brookman
DarkElf27
So, as I understand it, 6th edition rules point to the simultaneous use of two pistols by infantry units. Seraphim for the win! However, how is that going to work out for hand-flamers?
The codex overrules such matters, which IIRC counts them as regular flamers. If not, then a Seraphim with two flame pistols can perform two str 3 AP 6 template attacks.
The latter would be very entertaining if not downright evil. cool If nothing else, the extra bolt pistol shots, combined with their hit-and-run rules will make them punch a lot harder.
It would make them slightly more effective and would make taking on larger units even more of a viable choice, especially if they have WS+BS4, making them a better assault unit in most cases.
Aye, the fact that they can assault, disengage, fire, and assault again is an awful lot of damage against one target. Possible conscript-horde killer?
PostPosted: Fri Nov 02, 2012 9:06 am


DarkElf27
Lt. Brookman
DarkElf27
Lt. Brookman
DarkElf27
So, as I understand it, 6th edition rules point to the simultaneous use of two pistols by infantry units. Seraphim for the win! However, how is that going to work out for hand-flamers?
The codex overrules such matters, which IIRC counts them as regular flamers. If not, then a Seraphim with two flame pistols can perform two str 3 AP 6 template attacks.
The latter would be very entertaining if not downright evil. cool If nothing else, the extra bolt pistol shots, combined with their hit-and-run rules will make them punch a lot harder.
It would make them slightly more effective and would make taking on larger units even more of a viable choice, especially if they have WS+BS4, making them a better assault unit in most cases.
Aye, the fact that they can assault, disengage, fire, and assault again is an awful lot of damage against one target. Possible conscript-horde killer?
Heh, I wouldn't be too sure of that last bit.

Hoxtalicious

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DarkElf27
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PostPosted: Fri Nov 02, 2012 9:10 am


Lt. Brookman
DarkElf27
Lt. Brookman
DarkElf27
Lt. Brookman
DarkElf27
So, as I understand it, 6th edition rules point to the simultaneous use of two pistols by infantry units. Seraphim for the win! However, how is that going to work out for hand-flamers?
The codex overrules such matters, which IIRC counts them as regular flamers. If not, then a Seraphim with two flame pistols can perform two str 3 AP 6 template attacks.
The latter would be very entertaining if not downright evil. cool If nothing else, the extra bolt pistol shots, combined with their hit-and-run rules will make them punch a lot harder.
It would make them slightly more effective and would make taking on larger units even more of a viable choice, especially if they have WS+BS4, making them a better assault unit in most cases.
Aye, the fact that they can assault, disengage, fire, and assault again is an awful lot of damage against one target. Possible conscript-horde killer?
Heh, I wouldn't be too sure of that last bit.
Worth play-testing, at least. Lots of shots and close-combat strikes of the appropriate strength to deal with lotsa pesky white-shields. wink
PostPosted: Fri Nov 02, 2012 11:01 am


how about disembarking 4-flamer dominion squad and burning down the whole blob? support with the immolator if it was delivering the squad?

Van Evok

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DarkElf27
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PostPosted: Sat Nov 03, 2012 5:01 am


Van Evok
how about disembarking 4-flamer dominion squad and burning down the whole blob? support with the immolator if it was delivering the squad?
That's be pretty effective, though the follow-up assault would be less effective, especially since I don't think they can assault after disembarking. It'd be slower overall.
PostPosted: Sat Nov 03, 2012 5:59 am


DarkElf27
Van Evok
how about disembarking 4-flamer dominion squad and burning down the whole blob? support with the immolator if it was delivering the squad?
That's be pretty effective, though the follow-up assault would be less effective, especially since I don't think they can assault after disembarking. It'd be slower overall.
Quite so, units can disembark and shoot or run, but cannot assault. So they can pop out, torch and shoot the unit, but they need to hit it good or they'll be open to retribution.

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DarkElf27
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PostPosted: Sat Nov 03, 2012 7:14 am


Lt. Brookman
Quite so, units can disembark and shoot or run, but cannot assault. So they can pop out, torch and shoot the unit, but they need to hit it good or they'll be open to retribution.
That's a main reason I haven't much used transports in general, especially for assault units. The option to run and smart use of cover makes it such that it really doesn't seem to help much, and if it's a combat transport like an Immolator, Razorback, or Falcon, moving fast enough to drop off troops negates their advantage of heavy guns.
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