Argent Shroud in the New SoB Codex

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spruter
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Re: Argent Shroud in the New SoB Codex

Postby spruter » Mon Dec 02, 2019 11:47 am

Thanks for all the help guys. As much as I wanted to play as a different faction, I just love the idea of a scary mobile force with silver seraphim wreaking havoc. I did go conservatively on my seraphim and note that I have a decent sized rhino rush.

Since it's very likely I won't have access to my rules until january :(, I looked at a video of a guy going through a rulebook and paused at the points section. Based on people's suggestions I came up with this list. It's less than 2k by a few points mostly because it was very hard to get the exact points from my crappy screen shot so I will play around with weapons here and there but this is my general idea:

Outrider
Canoness 45
(Additional Warlord Trait for extra miracle dice cost of 1 cp)
Seraphim 88
Plasma Pistol 4 Inferno Pistols
Seraphim 88
Plasma Pistol 4 Inferno Pistols
Seraphim 88
Plasma Pistol 4 Inferno Pistols

Spearhead
Rhino 67
10 Retributors 4 Heavy Flamers and 1 Inferno Pistol 153
Rhino 67
10 Retributors 4 Heavy Flamers and 1 Inferno Pistol 153
3 Morifierss 1 leader 174
Heavy Bolters
Saint Celestine 160

Battalion
Sob Squad with Heavy Bolter 55
Sob Squad with Heavy Bolter 55
Sob Squad with Heavy Bolter 55
Canoness with Inferno Pistol 52
Canoness with Power Sword 49

Battalion
Immolator With Flamer 100
SoB Squad 2 Meltas 79
Immolator With Flamer 100
SoB Squad 2 Meltas 79
Immolator With Flamer 100
SoB Squad 2 Meltas 79
Missionary 35
Smash Canoness Warlord 70
Blade of Admonition
Iron Surplice (Cost of 1 CP)
Null Rod
Plasma Pistol
Righteous Rage

I decided not to go with exorcists considering I have 20 Melta Guns and exorcists no longer get 4++. I needed to fill out 2 battalions because I will be consuming CP Like crazy with this army so I couldn't afford to do retributors in the back but I hope these 3 smaller squads can cover enough ground in the rear.

Seraphim will be deep striking and burning 1 cp each time for the 12" inferno pistols and plasma. I get to shoot twice with the plasma (1 in movement 1 in shooting) so that is basically a more accurate exorcist volley (6 Guaranteed Strength 8 shots). I will have hand of the emperor to give me further advance rolls. You'll notice my retributors have a leader with an inferno pistol. It's short range but with my free advance I can hopefully get close enough to pull off a holy trinity giving the whole squad +1 to wounds.

I then have 3 mortifiers to mess up anyone who tangles up my squad in melee. I was debating on either penitent engines but mortifiers move 9" and dish out mortal wounds. I am prepared to see them get wrecked before anything happens though. This and smash canoness are experimental so I'm not sure how it will pan out, but seriously, look at iron surplice, it covers every weakness sisters of battle have. Null rod just so she's even more invulnerable. Saint celestine will fly around to give my seraphim who land a 4++ so they can survive long enough for a second volley
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Re: Argent Shroud in the New SoB Codex

Postby MrScotty » Mon Dec 02, 2019 12:19 pm

I think the second battalion is a waste of your time, honestly. SoB do not strike me as particularly CP hungry, and I would think that the Miracle Dice system would greatly reduce the number of random CPs I'd need to spend on reroll strats. You even have a CP regen ability built in as a stratagem for when your characters die.

You're spending 1 on your smash canoness (who I don't think can even legally have two relics, since I don't think any character can have more than 1, so I would just stick with the Blade of Admonition or the Suplice for her, either or depending on what you're fighting against) and 1 on the extra WLT which seems like a decent buy.

If it were me, I would take the biggest possible seraphim squad with the idea being to use the 1CP strat for "my guns are can hit you now", and I'd just take a single battalion and spearhead, and instead of the tax sisters squads I'd take some Dominions kitted out to be stratagem-users, like a 4x storm bolter squad ready to use Blessed Bolts and a 3x melta 1x flamer squad ready to use holy trinity.
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Re: Argent Shroud in the New SoB Codex

Postby spruter » Mon Dec 02, 2019 12:42 pm

I agree about the second batallion, when I was writing the list it felt like a tax, but it seemed like a good way to still block deep strikers. and Yeah, I forgot about that using relics on the same character rule, my bad I will maybe do a limo of characters and an imagifier to buff her ardent blade. Thanks for the advice though, this is really helpful especially because I haven't had much knowledge of the meta because I play so infrequently lately.
MrScotty wrote:
Mon Dec 02, 2019 12:19 pm

If it were me, I would take the biggest possible seraphim squad with the idea being to use the 1CP strat for "my guns are can hit you now"
so you're saying just 1 squad of 10 versus 3 5 man squads?
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Re: Argent Shroud in the New SoB Codex

Postby MrScotty » Mon Dec 02, 2019 1:36 pm

spruter wrote:
Mon Dec 02, 2019 12:42 pm
I agree about the second batallion, when I was writing the list it felt like a tax, but it seemed like a good way to still block deep strikers. and Yeah, I forgot about that using relics on the same character rule, my bad I will maybe do a limo of characters and an imagifier to buff her ardent blade. Thanks for the advice though, this is really helpful especially because I haven't had much knowledge of the meta because I play so infrequently lately.
MrScotty wrote:
Mon Dec 02, 2019 12:19 pm

If it were me, I would take the biggest possible seraphim squad with the idea being to use the 1CP strat for "my guns are can hit you now"
so you're saying just 1 squad of 10 versus 3 5 man squads?
Yeah. Maximise the impact of your stratagems rather than maximize their use.
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Re: Argent Shroud in the New SoB Codex

Postby MrScotty » Tue Dec 03, 2019 12:01 pm

So I went thru a codex review online and took pretty extensive notes of all the stuff last night. Long story short I think sisters look to be a nightmare to deal with in a number of different builds, but there are a few things that I think they will struggle against unless you completely remove them from the equation - namely, high strength, AP-3 D6 damage ranged weaponry. I think the most common sisters list coming out right now into this marine meta where there's just a vast quantity of S4 AP-2 flying around is going to be something like this:
Competitive Anti-Marine Meta List


Brigade, Order of the Valorous Heart
Sacred Rite: Wound rolls of 6 have an additional AP

HQ: Canoness 45pts. Chainsword, Bolt Pistol, Rod of Office
Warlord Trait: Indomitable Belief (+1 to Shield of Faith up to a 4++)
Relic: Iron Suplice of St. Istalia

HQ: Canoness 45pts. Blessed Blade 9pts. Brazier 8pts. Inferno Pistol 7pts.


HQ: Missionary 38pts

Troops: Battle Sister Squad 45pts
Storm Bolter 2pts
Superior with Inferno 7pts
Cherub 5

Troops: Battle Sister Squad 45pts
Storm Bolter 2pts
Superior with Inferno 7pts
Cherub 5

Troops: Battle Sister Squad 45pts
Storm Bolter 2pts
Superior with Inferno 7pts
Cherub 5

Troops: Battle Sister Squad 45pts
Storm Bolter 2pts
Superior with Inferno 7pts
Cherub 5

Troops: Battle Sister Squad 45pts
Storm Bolter 2pts
Superior with Inferno 7pts
Cherub 5

Troops: Battle Sister Squad 45pts
Storm Bolter 2pts
Superior with Inferno 7pts
Cherub 5

Fast Attack: Seraphim Squad X10 110pts
Seraphim Superior with Chainsword
8 Hand Flamers 8pts

Fast Attack: Seraphim Squad X10 110pts
Seraphim Superior with Chainsword
8 Hand Flamers 8pts

Fast Attack: Seraphim Squad X10 110pts
Seraphim Superior with Chainsword
8 Inferno Pistols 56pts

Elites: Celestians X8 80pts
2 Storm Bolters 4pts
Superior with Inferno 7pts
Cherub 5

Elites: Celestians X8 80pts
2 Storm Bolters 4pts
Superior with Inferno 7pts
Cherub 5

Elites; Imagifier 45pts
Litany of Deeds: Ignore -1AP

Elites: Imagifier 45pts
Litany of Deeds: Ignore -1AP

Elites: Preacher 30pts

Heavy Support: Mortifiers X4 with Anchorite 150
8x Heavy Flamers 112
1 Buzz-Blade, 1 Flail on each model

Heavy Support: Mortifiers X4 with Anchorite 150
8x Heavy Flamers 112
1 Buzz-Blade, 1 Flail on each model

Heavy Support: Mortifiers X3 with Anchorite 114
6x Heavy Flamers 84
1 Buzz-Blade, 1 Flail on each model

Battle Sanctum 50pts

This list is basically just a Killa Kan wall/Green Tide ork list that actually works, because nothing, NOTHING dies. It has extremely excellent defenses against the common marine meta lists running around right now. Imp Fist Ap-2 D2 heavy boltguns are garbage against Mortifiers, who get a 3+ on the Anchorite and a 6+fnp, massed S4 Ap-2 D1 fire from intercessors hits a big wall of 3+ saves with 6+fnp, and Raven Guard deep striking Assault Cents run into a big wall of Seraphim with 4++ saves who lose less than 1 model per turn in melee to each 75pt Centurion.

The big question I think for sisters players is going to be "should I try to take any rhino chassis" and in competitive play that's going to depend on whether lascannons are in or out of the meta. If you bring Rhino chassis, I think you want all the rhino chassis, and I'd be tempted to go full bloody rose, spam repentia, combo with Missionaries, +1S Imagifiers and Repentia Superiors, run the +1 to advance and Charge rite, and drop a unit of Zephyrim turn 2 to give them all wound rerolls.

If there wasn't a ton of low strength high AP running around, I'd say a melee horde list with bloody rose, the triumph of st katherine and a big wall of sisters just running at you would be pretty powerful.
Scott's Notes

Canoness 45
Has WS2 BS2 W5 A4 LD9 Sv2+
4++ Invuln
RR hits of 1 within 6"
hand flamer 1
plasma pistol 5
inferno pistol 7
Blessed Blade 9 +2S AP-3 D3d

Canoness may take a Brazier, Null Rod or Rod of Office if not equipped with a boltgun
Brazier 8pts Any models within 6" of daemons, -1LD, Once per Battle when firing overwatch or shooting can select 1 enemy unit within 12", on 2+ D3 MWs
Null Rod 12pts Cannot be effected by powers, if within 18" of psykers -1 from psychic and dtw tests
Rod of Office +3" to her reroll 1s aura


Celestine 160
+1 to Shield of Faith Invulns, +2 if Geminae Superior
RR hits and Wounds of 1 for her order
Otherwise does all the same stuff as in beta dex


Triumph of Saint Katherine
185pts
mv6 WS3+ s3 T3 W18 A14 Ld9 3+sv
5 relics
Martyrs sword +3S Ap-3 D3d (4 Attacks with this weapon)
Relic weapon +2S AP-1
4++, -1 to hit
Fiery Heart Morale Tests Autopass within 6"
Relics of the Matriarch
CEnsor: Gain 1 miracle die
Simulacrum: Start of shooting, roll 1d6, +1 if psyker on 5+
+1 to hit rolls within 6"
Icon: Act of Faith within 6" even if you've done one that phase
Simulatrum 2: When performing act of faith within 6", increase or decrease value by 1


Judith Eruta
110pts
Mv10 WS2+ BS2+ S3 T4 W7 A4 3+s
2HFs, Mace of Castigation +2S Ap-1 D2
4++
Fiery Conviction: RR hit and wound of 1 for martyred lady
Pulpit of Basilica: +1 to SOF Invuln within 6"
Explodes on a 6 for 1MW


Missionary 38pts
Zealot rr hits on charge
4++
+1 to A within 6 for AM and AS
Lone Mission, 1 missionary per detachment
Roll 1d6 when a model flees within 6", on 4+ doesn't flee

SoB 9pts
5-15 models
1 Special base
1 Heavy or Special in 10 or more

Special Weapons:
Storm Bolter 2
Flamer 6
Melta 14

Heavy Weapons:
HB 10
MM 22
HF 14

ALL THESE OPTIONS ARE THE SAME on Sisters, Retributors, Celestians, Dominions:

Simulacrum Imperialis 5pts: once per phase, do an act of faith even if you've done one that phase

Superior can have melee weapon, and can swap boltgun for another melee weapon if she wants OR another bolt pistol. Double chainsword FTW for bloody rose?
Chainsword 0
power maul 4
power sword 4
Can swap to Combi-FLamer, Combi-Melta, Combi-Plasma, Condemnor Boltgun (1pt, damage D3 vs Psykers)
Can swap pistol as well for hand flamer, inferno pistol. AS OF RIGHT NOW a twin pistol superior is possible if you swap bolter for bolt pistol then swap second bolt pistol for HF/Inferno.
Incensor Cherub 5pt: once per battle at beginning of phase, gain 1 miracle die (roll 2d6 and pick which to keep, only this unit can use it. Any squad with a melta gun wants one of thse suckers.)

Elites:

Preacher 30pts
same stats as Missionary
Icon of Ecclesiarchy: -1ld to chaos within 6"
War Hymns, Zealot, 4++, he's a Ministorum Priest

Gemini Superia
20pts w/power sword
Character keyword
1-2 models
unique
Divine Guardians: Doesn't take up slot, can't have relic or WL trait.
Life Wards: when celestine would lose wounds, on a 2+ intercepts wounds.

Repentia Superior
35pts
4A 4W
Neural Whips AP-3 S user 1 damage, against ld7 or less add 1 to wound rolls NON-VEHICLE
Scourge of the Penitent: Doesn't take up slot if you have Repentia. Reroll advance and charge rolls for Repentia within 6, RR hits of 1 for Repentia within 6

Repentia
13PPM
WS3+ S3 T3 2A 7+sv
4-9 models
Penitent Eviscerator Sx2 AP-3 D2 -1 to hit rolls
Zealot
SOF
Martyrdom: Gain 1 miracle dice when destroyed
Solace: 5+ FNP

Celestian Squad
10ppm
Sisters with +1LD, +1A, +1WS
5-10
1 Celestian can have Special Weapons
1 Celestian can have Heavy, Special
1 Simulacrum
Superior all same weapons
RR hits within 6" of a canoness
Intercepts wounds for character on a 2+

Zephyrim
13ppm + Power Sword for 17ppm
5-10models
M12 2A Ld8
Superior can have Plasma Pistol
RR wound Rolls for these models in melee
Superior can swap Bolt for Plasma pistol
Superior can have Zeph Pennant - RR charge rolls for ORDER units within 6"
Invulns +1 from SOF

Dialogus
35ppm
S3 T3 4W 3A 3+sv
Dialogus Staff +1S
Laud Hailer: +1LD within 6"
Spiritual Fort: 5+ to stop MWs in psychic
Stirring Rhet: Perform AOF within 6" increase or decrease miracle die by 1

Hospitallier
35ppm
4W 3A 3+
Chirurgians Tools AP-1
Medicae: Heal a Ministorum infantry unit within 3", restore D3W, or resurrect a destroyed model with 1 wound remaining

Imagifier
45ppm
4W 3+sv
Litany of Deeds: Pick a thing at beginning of battle
RR deny the witch within 6"
Ignore AP-1, stacks with others
+1S within 6"

Crusader Squads
9ppm (13ppm with sword+shield)
2A 1W Ws3+
Conclave: Doesn't take up slots if it has Ministorum Priests
Zealot
3++sv
5+ vs Mortal Wounds

DCA
13ppm
Mv7 S4 T3 A4 5+sv
Death Cult Power Blades: AP-3 D1
Conclave: Doesn't take up slots if it has Ministorum Priests
Zealot
5++ sv

Arco-flags
13Ppm
3-10 models
M7 Ws4+ S4 T3 A2 7+sv
Leader gets A3
Acro-flails: +1S AP-1 D1 D3 hit rolls for each attack
Zealot
Bezerk Killing Machines: 5+ to ignore wound lost
Conclave: Doesn't take up slots if it has Ministorum Priests

Fast Attack

Dominions
10ppm
5-10 models
Sisters Stats
4 models can have Special Weapons
Superior Same Options
Simulacrum
Scout Move of 6" (can advance). NO LONGER WORKS IN TRANSPORT

Searphim Squad
11ppm
5-10 models
Sisters Stats with A2 Ws3+ And Mv12
2 bolt pistols
2 can be equipped with Hand Flamers/Inferno Pistols
2 more if 10 in squad
Seraphim Superior can have Chainsword/Power Sword or Plasma Pistols instead of Bolt Pistols
Invuln is 5++

Heavy Supports

Exorcist
Rhino with W12 T8 And a 6++
90pts + 70pts for missile Launcher +10pts for HB
Conflagration Rockets instead of Missile Launcher: 40pts
R48" Heavy 3d3 S8 Ap-3 D6D
Conflag: Heavy 3D6 S5 Ap-2 D1
Explodes

Mortifiers
36pts (42 for Leader) with 2 Heavy Bolters
1-5 Mortifiers
2Hbs
Mv9 T5 4+sv 4A WS3 BS3
Anchorite has 3+sv
Flails S+1 AP-2 D3S, Make 3 hit rolls per attack. If equipped with 2, makes 1 extra attack
Can swap heavy flamer for heavy bolter
1 Buzz-Blade instead of Flails
Buzz Blade 0pts +3S Ap-3 D3d, +1A if you have 2 of them
Anguish: When destroyed, on 4+ it deals D3 MW to all enemies within 1"
5+FNP
When shooting, heavy bolters can be assault 3, or Heavy Flamers to have Pistol D6

Retributors
10ppm
Sisters Stats
4 models take Heavy Weapons
Faithful Advance: move and fire heavy
Rites of Fire: +4" to heavy flamer range

Penitent Engines
28ppm+28ppm
1-4
2 heavy flamers, 2 flails
mv7 Ws4+ bs5+ S5 T5 5W 4A LD8 4+sv
Can Take Buzz Blades or Flail
Zealot
Bezerk Killing

Sororitas Rhino
67ppm
Gets a 6++

Immolator 70pts
Immolation Flamers 30pts for 12" twin heavy flamer
Twin Multi Melta 40pts
Twin Heavy Bolter 20pts
Transport capacity 6, is a rhino with 6++.

Battle Sanctum 50pts
cannot move, can't be targeted
Units can be set up on it, gains cover
Blessings: At the start of the battle round, if you have units within 6 you gain 1 miracle dice
Consecrated Ground: +1LD within 6, -1LD within 6 for chaos

Game Preferences:
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!
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spruter
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Re: Argent Shroud in the New SoB Codex

Postby spruter » Wed Dec 04, 2019 7:02 am

Holy crap Scott! Thanks so much for doing this! I did not know Seraphim could have 8 pistols to a 10 man squad but if so that's a must take!

I was actually thinking of doing a walking list and wrote a small list for fun and holy crap the options I could take when 1/4th of my army no longer needs to be vehicles! I wanted to try a triumph list, but I feel like everyone will shell that HQ harder than Gallipoli because of all the scary buffs and inability to hide behind units, but maybe with Celestians and a Hosptaler, their -1 to hit and the 4++ invuln I could keep them alive long enough to make them waste More shots than it's worth.

As far as using Valorous Heart, I think I will use them eventually but I want to play around with Argent Shroud mobility first. A fun Argent only tactic I was thinking about was 3 squads of 10 retributors with 4 Multimeltas, Move and advance and have the +1 to advance and charge rite. Then burn 2 ammo cherubs and 2 CP to fire 6 36" range Multimelta Shots from the unit that got the closest. With the rest of my army advancing I could hopefully have them covered by celestine and my invuln canoness so they can still have a 4++ shield. Throw in an imagifier and I think the sheer volume of units and invulnerability BS could keep them on the battlefield.
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Re: Argent Shroud in the New SoB Codex

Postby MrScotty » Wed Dec 04, 2019 8:44 am

spruter wrote:
Wed Dec 04, 2019 7:02 am
Holy crap Scott! Thanks so much for doing this! I did not know Seraphim could have 8 pistols to a 10 man squad but if so that's a must take!

I was actually thinking of doing a walking list and wrote a small list for fun and holy crap the options I could take when 1/4th of my army no longer needs to be vehicles! I wanted to try a triumph list, but I feel like everyone will shell that HQ harder than Gallipoli because of all the scary buffs and inability to hide behind units, but maybe with Celestians and a Hosptaler, their -1 to hit and the 4++ invuln I could keep them alive long enough to make them waste More shots than it's worth.

As far as using Valorous Heart, I think I will use them eventually but I want to play around with Argent Shroud mobility first. A fun Argent only tactic I was thinking about was 3 squads of 10 retributors with 4 Multimeltas, Move and advance and have the +1 to advance and charge rite. Then burn 2 ammo cherubs and 2 CP to fire 6 36" range Multimelta Shots from the unit that got the closest. With the rest of my army advancing I could hopefully have them covered by celestine and my invuln canoness so they can still have a 4++ shield. Throw in an imagifier and I think the sheer volume of units and invulnerability BS could keep them on the battlefield.
I actually read online that that particular reviewer might have had a slightly different advance copy than the final version, because a bunch of people were saying the final version only 2 models could take special pistols regardless of squad size.

Maybe 8 melta shots on the drop was a little much, lol.

I think the Triumph is actually a lot better than people think, personally, precisely because it will draw all the fire in your enemy's army as a foot list. You definitely want to give it a hospitallier babysitter as well as an imagifier giving it ignore ap-1, and you definitely want at least two maxed squads of celestians standing in the wings but it is natively -1 to hit with a 4++ invuln save, and you get to take that before passing it off onto Celestians (who then take a mortal wound, meaning you could use Valorous Heart or even Ebon Chalice wound ignore rolls against those wounds.)

The big tricks with Argent Shroud I think are the Mortifiers (who are already an auto-take over Penitent Engines IMO, +1WS, a 3+sv leader, +2" move, AND the ability to take assault heavy bolters for like 8 points?), the Heavy Flamer Retributors, Dominions with Storm Bolters and BSS squads with melta guns. That'd be the division of labor for me running Argent, and I'd have the Rets and BSS squads in immolators. I'd run a rhino rush list with a unit of morts acting as a distraction carnifex.

Something like:
Argent List

Argent Shroud Battalion
Sacred Rite: +1 to advance and charge rolls

HQ: Canoness 45pts
Inferno Pistol 7
Relic: Litanies of Faith
Warlord Trait: Beacon of Faith

HQ: Missionary 38pts

Troops: BSS X10
2x Meltagun 28
1x Combi-Melta 15
Simulacrum Imperialis 5

Transport: Sororitas Rhino 67

Troops: BSS X10
2x Meltagun 28
1x Combi-Melta 15
Simulacrum Imperialis 5

Transport: Sororitas Rhino 67

Troops: BSS X10
2x Meltagun 28
1x Combi-Melta 15
Simulacrum Imperialis 5

Transport: Sororitas Rhino 67

Heavy Support: Retributors X6 60
4x Heavy Flamers 56
Armorium Cherub 5

Transport: Immolator with Flamers 100

Heavy Support: Retributors X5 50
4x Heavy Flamers 56
1x Combi-Flamer 8
Armorium Cherub 5

Transport: Immolator with Flamers 100

Heavy Support: 4x Mortifiers 1x Anchorite
6x Heavy Boltguns, 1 flail 1 buzz each

Elite: Imagifier 45pts (Ignore -1AP)

Elite: Imagifier 45pts (+1S)

Elite: Repentia x8 104

No Slot: Repentia Superior 35

Transport: Rhino 67

No Slot: Arco-Flagellants x9 117

Transport: Rhino 67

Fast: Seraphim x5 55
4x Infernos 28

Fortification: Battle Sanctum 50

Basically, you've got no bodies outside of rhinos top of turn 1 to eat anti-infantry fire, you've got huge threat saturation/confusion where your opponent is REALLY gonna want to put anti-tank fire into the transports carrying those CC units but ohhh those Mortifiers don't seem fun in combat either and shoot while I ignored them the Retributors advanced up the board, the transports whacked my screens with 4x6 heavy flamer shots and the girls inside can pop out and hit me with 6d6 flamer hits with a 22"+d6" threat range.

It is CP-lean compared to some other lists out there, so you want to really make it count with something like Desperate for Redemption on the Mortifiers or Repentia, and you want to lean on your miracle pool as hard as you can to conserve command points, but I honestly think that's how pretty much all sisters lists should operate. There's no stratagems in there that HAVE to be used each turn every turn for the army to function and there are relatively few units who HAVE to burn CPs every time they do their thing to function - really just the seraphim on the drop, and that's 1. You rack up 3 miracle dice per turn just for existing, and the Litanies let you reroll the worst one of those.
Game Preferences:
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!
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spruter
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Re: Argent Shroud in the New SoB Codex

Postby spruter » Wed Dec 04, 2019 12:27 pm

My friend in Ithaca found a sisters box collection up there and is mailing me it so maybe in a few weeks I'll try to put together a list that resembles our discussions with my current collection + a few other things. it will be nice to test the following with the current models before the rest of the toys come out:
"how much firepower will it take to explode a penitent Engine"
"Will 9 repentia kill enough stuff? and will a 5+ FNP mean repentia won't die to a sneeze?"
"if I deep strike 10 seraphim will they die immediately?"

From there I should hopefully have a good idea of where to throw all of my money at. Thanks for all of the advice!
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Re: Argent Shroud in the New SoB Codex

Postby Sandtiger » Wed Dec 04, 2019 4:36 pm

I can help a bit with the Seraphim - the answer is basically yes if they fail their charge they're dead meat. I have a team of 5 JP Vanguard Vets who I love dearly but they're unfortunately suffering from that downside even with 4 storm shields on them. This is even more true for you since you have T3 which means in our Marine heavy meta all the boltguns are going to be wounding you on 3s and Assault Cannons if they're in range (and smart Space Marine players WILL do this to you) will be wounding you on 2s.

Edit: I took a look at what you can load them out with - They can act as a ranged attacking unit but since it's pistols and 12" range that won't mean much, my advice above still stands. You gotta shoot something to death immediately, and then charge something else to keep them safe from some Razorback or something else with an Assault Cannon rolling up and blasting them all into red mist. Zephyrim suffer from the same usage problems as Vanguard Vets since they are the melee specialists.