Warhammer 40,000/Tactics/Adeptus Ministorum(8E)
Sisters of Battle in all but name, the Adeptus Ministorum, albeit a fluffy name, brings nothing new to the table as far as units go. What it does bring is however a fair share of changes ( Both because of 8th Ed' and because the Act of Faith system was reworked ).
- 1 Why Play Adeptus Ministorum
- 2 Special Rules
- 3 Stratagems and Warlord Traits
- 4 Armoury
- 5 Unit Analysis
- 6 Tactics and Strategy
- 7 Getting Models
- 8 Battlescribe catalog
Why Play Adeptus Ministorum
This article is a work in progress, so feel free to contribute!
The Adeptus Ministorum AKA Sisters of Battle consist of the armies of the Ecclesiarchy, bringing many colorful characters such as warrior nuns armed with flame throwers, priests wielding chainsaws bigger than themselves, gun-slinging angels, disturbing yet sexy assassins, pipe organ tanks, and berserk killing machines whose pilots are driven mad by the need to redeem themselves. Do you like the idea of playing a mostly-female army of paladins? Do you like the idea of burning literally everything to the ground? Do you like playing an army that gets renamed every edition? If so, this army's for you.
Sisters have a bit of a murky history, their previous codices ranging from mediocre to nearly unplayable. Fortunately, this isn't the case any more. While they still lack unit variety, the current meta and rule to vehicles changes made them somewhat of a high tier army when built correctly. Instead of simply being absent/bottom of the pack at events, they can reasonably aim for a upper middle of the pack ranking even in the WAACiest of tournament simply due to the sheer amount of melta they can field and being the paper to the rocks being usually played.
Why play Sisters of Battle?
Because glorious warrior nuns in power armour are glorious, of course! There probably hasn't been many people who played the sisters (No, don't strike, it was actually the Adepta Sororitas at the time!) in 7th ed for any reason other than the fluff ; They were a weak army in almost every respect, and allying with them was more cumbersome and not that interesting to begin with. But this edition they've been buffed, to a relatively powerful index army, though they are slowly having ground gained on them by factions that get their codexes. They do make for fairly fantastic allies; A single squad of bolter babes (nuns with guns, if you prefer) is possibly one of the most interesting dip you can do in another army's codex. Want to know why? Follow us to glory, for the Emperor!
Is this Tactica WAAC ?
No. WAAC means "Winning At All Cost". Celestine and a single unit of Seraphims makes for very powerful allies in any imperial soup army, and Sister of Battle are a reasonably powerful army in the current meta, leaving most other index armies and several codexes in the dust, but they are not top tier and there are clear holes in their army building. They have access to no psykers, and their cheapest troop is still 9 pts per model, they have very limited long range shooting, and they have abysmal staying power. If you are playing a pure Sister of battle army, you are not WAAC. However, the goal of a tactica is nonetheless to learn how to win more. If you just want the rules of what a model can do, simply read the index. If you want to run a fluffy and balanced army, why the hell are you reading a tactica in the first place?
<Order> : Look I'll make this simple: This is useless. All your units will be from the same order, for the simple reason that we don't have any special character or rule tied to that keyword. Could hint at some in the codex, though it could also simply be GW giving us the same thing as <Chapter> and <Regiment> in pity. Given that they've given special rules for different Regiments, Forge Worlds, Hive Fleets and Craftworlds, it seems likely that we'll get different Order abilities...if and when we get a Codex. For this reason, never ever paint your sisters as one of the official orders so they can count as whatever. Unless you want to. Paint scheme means fuck-all to rules except to the saltiest of neckbeards. Being prepared to differentiate detachments should be a consideration, however.
Shield of Faith: (Nearly) Global 6++ - but units that don't have it have a better invulnerable save anyway. Also, features a mini-Deny the Witch, but its odds of blocking even the lowliest psychic power are abysmal (Roughly 2% for Smite and the likes, and powers with a warp charge of 6 or more are undeniable with this). It has lost much of its value because AP becoming modifiers instead of flat-out ignoring armour has made it so 3+ has much lower chances of having to fall back on a 6++ invuln, though it's always a nice thing to have, especially for vehicles who can fairly easily be stripped of their armour.
Zealot: Only applies to Arco-flagellants, Crusaders, Death Cult Assassins, Priests, and Penitent Engines. Allows you to re-roll all failed hit rolls in the first round of each close combat they get engaged in.
Acts of Faith
Now, instead of each unit having its own once-per-game Act of Faith, all units share the same list of Acts of Faith, with the ability to perform one each turn at the beginning of your movement phase, but with a limited number of AoF per turn for your whole army, which you can increase mainly through paying - unlike in 7th when you could unleash the fury of the Emperor, expending all your AoF in one turn. Here's the list:
- Hand of the Emperor: The unit immediately moves as if in the movement phase. Very powerful, as it can effectively make your units go at transport speed without a transport. Get those Bolters Flamers and Meltas in there.
- Divine Guidance: The unit immediately shoots as if in the shooting phase. Heavy weapons consider the preceding movement phase, not the previous. As there is no preceding movement phase (beginning of turn), your units always count as immobile when firing using this aof.
- The Passion: The unit immediately fights as if in the fighting phase. This is only debatable good, because most of your units either don't want to get into melee or do but are glass cannons (And would have needed to either having been charged last turn, or to have charged 2 rounds of combat ago, to use this ; Usually, fights under these conditions won't leave you many models to use this with). It will probably see the most use with Celestine.
- Spirit of the Martyr: The unit immediately
heals as if in the healing phaseregains a model or gives back D3 wounds to a wounded model. Probably not the best use of an AoF, especially since, if you're not in range to fire or fight, you'll probably want to move instead; But if you don't (Because your ensuing movement phase will be enough to bring you where you want to be, for example), who doesn't like regaining wounds to sacrifice in martyrdom to the God-Emperor.
Now of course comes the question: What do I have to pay for all this? Well, you get a free AoF on a 2+ every turn; This is what makes a single unit of the Adepta Sororitas a great ally, because said unit will almost always get an AoF for itself every turn, giving an otherwise average unit the ability to move, shoot, or fight twice a turn, or spontaneously grow back bolters.
More AoF? Well, this is starting to hurt. You can get a free AoF for an Adepta Sororitas unit within 6" of Saint Celestine every turn - which isn't a bad idea by any means - but any more will make you shell out 40 pts/2 PL for an Imagifier, a bolter babe with 4W, 3A, WS3+ but mainly the ability to make an <Order> unit within 6" perform an AoF on a 4+ every turn. Only useful for footloging army in an edition were non-horde infantry is bad.
It is to be noted that units don't have to be on the table to use their AoF, merely part of your army. Hence, you can use AoF from a transport, etc... : This is a HIGHLY suspect interpretation and is not recommended in a tournament setting where it WILL result in a judge being called.
The following assume that you take the wording of the Acts of Faith special rule to ignore Page 9 of the battle primer that specifically states that 'Embarked units cannot normally do anything or be affected in any way while embarked.'
- Due to AoF specifying "as if it were the movement phase", you can disembark from a transport using an AoF.
- You can embark in a vehicle using an aof. The rules for embarking is finishing your move, any move, any phase. You can embark in a transport after a consolidate move, or even a pile-in move.
- The repressor Firing Ports rule allow up to 6 model inside to fire during their shooting phase. The divine guidance act of faith allow a unit to instantly shoot as if it were the Shooting phase. Hence, meltas dominions CAN fire from inside a repressor using their aof. Anyone else thinking otherwise is not understanding the english sentence "as if it were the Shooting phase". The only shady wording is : do they count as always immobile or not ? Wording in firing port say preceding movement phase, which is no such phase in the same turn, is never moved in the opponent movement phase, and maybe in your previous turn. Given that a unit that has advanced in the previous turn can still shoot using an aof in your turn, the consensus is that you ignore any move in the previous turn and hence shooting using an AoF makes your dudette count as always immobile.
Acts of Faith are a blessing and a curse. By itself the rule is great, but GW has historically costed the Sisters of Battle as if they could use their AOF every single turn while it's still quite random/don't scale up at all. The current edition have it completely overpowered for sisters of battle as allies, but a nice bonus at best for sister-only armies.
Stratagems and Warlord Traits
AoF when one of your character has been slain in the current phase. Really good incentive to send your Canoness to their glorious melee death or as a consolation price for overheating plasma. Also make stuff like Dialogus hilariously more useful dead than alive.
- Purity of Faith
Your only defense against psyker that is more than a meme. Deny on 4+ for one CP. Stack with actual deny the witch, so once again better in imperial soup than in a pure sister army.
- Inspiring Orator
Reroll failed moral test of nearby ADEPTA SORORITAS units. You are playing an MSU (generally immune to moral) mechanized (no aura emitting/receiving) army with a warlord (Celestine) often far from the rest of the troops and who benefit quite well from FNP. Utterly useless trait.
- Blade of Admonition: Relic. S+2 AP-3 D3. Literally more than triple your damage output against multi wound models over a power maul, for the same price. Your default weapon on a Canoness.
- Chainsword: A nearly worthless option (To be fair, it is free) as S3 with AP0 simply won't cut it, even with one more attack; Also, considering the very low price of power weapons and our low need for it (Only our Canoness, maybe a Seraphim or Celestian superior, that's really it unless you're spending leftover; You can find those 4 points, just for them, come on), this should never be considered as a melee weapon.
- Eviscerator: This heavy chainsword is a two-handed monster: Sx2, AP-4, D3 damage, -1 to hit. Remember that re-roll happen before modifiers : A Canoness with an Eviscerator rolling a natural 2 is a miss. 12pts as of Chapter approved. Good, but you should use the relic instead. The relic will perform better in every situation but against T6 target.
- It is however better than a maul if you want a second melee Canoness. Keep a maul on anything else.
- Power Weapons: Each type of Power Weapon has its own profile now, so pick the right one for the situation (always the maul). All Power Weapons have a damage value of 1:
- Power Sword: Worst than the maul against every target that you will encounter on the table. Low Toughness have generally poor save, S3 is too little against armored targets.
- Power Maul: Now we're talking. Almost every point of S the Maul gives us is a +1 to wound, against both most infantry and most vehicles. And if the opponent has a good invulnerable save or a bad armour one, it won't hurt AP-1 too much.
- Power Axe: This is only better than the maul when trying to kill T6 models and light vehicles. Take a power maul.
- Autogun: Available to Priests. A lasgun by another name, the Autogun is still piss-poor, but because of the way strength rolls against wounds now, you stand a chance of actually making a small dent in anything. You'll need a lot of shots (and hits), which you won't get because this is one man with a crappy rifle.
- Bolt Pistol: It's a bolter pistol. Like other pistols, it has a shorter range but can now be fired when locked in close combat so it's useful enough for choppy units or taken in pair by Seraphim. 12" S4 DMG 1. 1pts for Priest since they use the AM codex prices.
- Boltgun: You know what a bolter is. S4 AP-0 Dmg 1 24" Rapid Fire 1. The loss of AP hurts, but if your opponent has a brain he would have been keeping his 5+/6+ units in cover anyway. Apparently, the Adeptus Mechanicus forgot how to make armour-piercing rounds.
- Combi-Weapon: Now infinite use, can be fired independently of the bolter or at the same time. Firing both the bolter and the special weapon causes a -1 to hit. Your superior can take those, meaning plasma goodness on a Canoness or 5 melta per dominion squads. Sisters love combi-weapons as all of their "sergeants" have access to hit, effectively allowing you to field 5 special weapons per dominions squads and 3 per basic sisters squad. Melta is most often the superior choice, although the Canoness and Retributor Superior can make a good use of plasma due to the reroll 1 bubble.
- Condemnor Boltgun: Now not a single use Combi-weapon anymore. For 1 point you get a Bolter which does d3 against Psykers, doubling it's average damage output against them. It should be noted that a vast majority of psykers are either Characters or single-wound, meaning that in most cases, the Condemnor either won't be able to shoot at its intended target, or will waste its sole advantage over a bolter. And that is before considering the opportunity cost of the Storm Bolter that is available instead and for one more extra point has double the damage output of a bolter against everything.
- Hand Flamer Little dinky flamers that only throw out D3 hits at S3. A bolt pistol is just as good, but free.
- Inferno Pistol: Baby-Melter with 6". Auto-take on seraphims and melee canoness.
- Laspistol: Available to Priests. Replacing it for something else is of dubious cost effectiveness.
- Plasma Pistol: Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Either take an inferno pistol for melee canoness or a combi-plasma on anything else. Sadly the only shooty option for the seraphim superior.
- Shotgun: Available to Priests. Buffed since last edition, but not by much. The Shotgun remains an assault 2, 12″ range weapon, however, it does come with a new quirk. Should the enemy get within 6″, the weapon becomes str 4 AP 0, hilariously becoming makeshift bolters with assault or shootas. An interesting and fluffy choice.
- Flamer: The loss of templates hurt this baby ( Along with our souls. I'll never get over not being able to gleefully cover a bucket of dice worth of crunchy chaff ), but it still does the job. It should probably hit 2d3 instead, because a flamer hitting once just should not happen. It should be noted that until FAQ-ed ( If it isn't intended, that is ) enemies charging from further than 8" ( Which is definitely doable with decent odds for Orks, Gaunts, or Howling Banshees ) cannot be hit by a flamer's overwatch, as you still need range for some reason. Overpriced for it's effectiveness.
- Melta: Being in half range is now not as advantageous as before, though it is also more effective from afar, if more expensive than before ( Very slightly ). Still a big threat and one of the only weapons to now negate 3+ armour entirely. A melta wound in melta range average 4,5 damage. 8th ed Sister is all about them.
- Plasma gun: Available to the Ministorum Priest only. Remember that until Sisters have their codex, you will use Astra Militarum prices for Priests gear : Plasma guns are 7pts.
- According to the FAQ modifiers apply for the purposes of Gets Hot, so if you find yourself a source of bonuses to-hit you can ignore the above and fire the supercharged version without fear. Conversely, plasma guns are more likely to overheat at night.
- Storm Bolter: Two points as of the FAQ. Rapid Fire 2 is better than Assault 2 in the overwhelming majority of cases, and as such, the Storm Bolter is now a highly effective discount option. Considering how we can potentially get more shots off than others because of AoF or get into double tap range faster, is a legitimately deadly choice. It's still two bolter strapped together, so don't expect too much either.
Some math on stormbolters vs flamers :
A standard nun with bolter cost 9 pts. She will on average hit 2/3 of the time when firing it.
- Above 12" average at 0.66 hits, you pay 13.5 pts per S4 hit.
- Under 12" average at 1.33 hits, you pay 6.75 pts per S4 hit.
A sister with a storm bolter cost 11 pts.
- Above 12" average at 1.33 hits, you pay 8.25 pts per S4 hit.
- Under 12" average at 2.66 hits, you pay 4.125 pts per S4 hit.
A sister with a flamer cost 18 pts.
- Under 8" average at 3.5 hits, you pay 5.14 pts per S4 hit.
Flamers are less cost-effective than stormbolter, at all ranges. They barely average one more hit when in range, meaning if you can shoot a stormbolter once when you couldn't have shot your flamer, it was a better choice. A flamer should only be ever considered if you have 7 points laying around, and even then a Hunter Killer is a better investment. A boltgun sister + a stormbolter sister is only 2 points more expensive, deliver more pain at all range, is tougher, and only VERY slightly lose on cost effectiveness under 8", averaging at 5.44 pts per S4 hit.
The ONLY part were flamers are worthwhile over moar dakka is for firing overwatch, and even then they are not reliable as they simply can't fire when charged for more than 8" away.
Park your flamers. Bring more dakka.
- Heavy Bolter: Acceptable dakka for the cost. Your default weapons for retributors.
- Heavy Flamer: Despite being much better than it's lighter variants, it's still overcosted compared to other options. Being assault with an extended range, the immolator variant is however an auto-take.
- Multi-melta: For an obscene 27 pts instead of 17, the Multi-melta doubles the Melta's (short) range and...that's it. For nearly double the price, and becoming Heavy. Overcosted.
Overall a pretty good showing from the Sisters this time around, with several previously bad units becoming quite good, and the old good units remaining so.
From a matched play perspective in a list that don't use many allies :
- OP - Always take one: Celestine
- Top tier - Spam them: Dominions, Repressor, Inferno Pistol Seraphims.
- Mid tier - Do the job: MSU Basic Sister squads, Priest + Arco Flagellants in Rhino, Combi Plasma + Power Maul or Inferno Pistol + Relic Cannonness, Flamer Immolator.
- Bottom tier - Fluffy: Exorcist, Retributor Squad, Repentia Squad, Mistress of Repentance, Penitent Engine, Imagifier, Crusaders, Any units with a loadout different than those specified above.
- Trash tier - Avoid: Uriah Jacobus, Dialogus, Celestian Squad, Hospitaller
Common keywords are IMPERIUM and ADEPTUS MINISTORUM. Uriah Jacobus and Ministorum Priests have the ASTRA MILITARUM keyword which allows them to interact with Imperial Guard units and transports, along with ASTRA TELEPATHICA psychic powers.
- Uriah Jacobus: As badass as this guy is, he just ain't worth it. You are paying 65 pts over a priest for a +1 LD bubble. Take an inquisitor as ally AND a priest for better performance at everything, cheaper.
- Ministorum Priest: Gives a +1A buff to nearby ASTRA MILITARUM or ADEPTUS MINISTORUM units. Best used where those +1A will make a difference : Hordes of conscripts, Arco-Flagellants (as their D3 attacks come from their weapons and not their statline), Eviscerator Canoness, etc.. Don't bother putting pricey gear on him, save maybe a power maul. Sister superiors will makes a much better use of those same points. Don't forget to use a krak grenade instead of your puny laspistol whenever possible.
- Arco-flagellants: Arco-flagellants are you default CC unit. Access to transport and the possibility to charge from it gave them a much needed buff. These guys will deal decent damage per model to a wide array of threats -especially hordes- while being surprisingly resilient themselves. Load them with a priest in a rhino. If you hesitate between the different CC options of your army, take them.
- Crusaders: For 15 pts (Including wargear), this is one of the best unit in the game at tarpiting elite melee. While they are not better than basic sisters against hordes of conscripts, only 15 pts for a 3++ and a power sword make them the most cost-efficient speed-bump against those high AP multi wounds weapon carried by dedicated elite CC units and walkers. Don't expect them to deal much damage though. While very good in their niche, what they can do is too narrow to be a recommended choice when building your army. If you KNOW that your opponent will bring those deep striking dreadnought and terminators and that you need your gunline protected, you could take them, as bubble wrap behind your heavy weapons. A competitive sister army don't have a gunline to protect, and hence the crusaders points will be wasted.
- Death Cult Assassins: Glass canons that can kill everything via death from a thousand cuts. They are your killiest melee choice.
When comparing Repentia, Flagellants and Death Cultists directly, it is worth looking at how they perform against a variety of targets.
Important note: Every model calculation is done for the first turn of combat, factoring in re-rolls and incorporating the various buff from nearby characters auras.
Also, due to the random number of attacks, Arco-Flagellants have been assumed to have four per turn, which is their average. Though this could go higher or lower.
|Repentia vs Death Cult Assassins vs Flagellants vs Crusaders (Expected damage in First Turn)|
|Target||GEQ (T3/5+)||MEQ (T4/3+)||TEQ (T4/2+/5++)||Crisis Suit (T5/3+)||Avatar / Daemon (T6/3+/5++)||Dreadnought (T7/3+)||Land Raider (T8/2+)|
|Repentia||1.667 ( 0.833 failed saves)||0.889 ( 0.444 failed saves)||0.667||0.889||0.667||0.444||0.333|
|Repentia with Mistress OR Priest||2.5 ( 1.25 failed saves)||1.333 ( 0.667 failed saves)||1||1.333||1||0.667||0.5|
|Repentia with Mistress & Priest||3.75 ( 1.875 failed saves)||2 ( 1 failed save)||1.5||2||1.5||1||0.75|
|Death Cult Assassin||2.37||1.185||0.888||0.79||0.79||0.79||0.296|
|Death Cult Assassin & Priest||2.963||1.481||1.11111||0.98||0.98||0.98||0.37|
|Arco-Flagellant & Priest||2.962||1.185||0.59||0.8888||0.592||0.592||0.296|
|Crusader & Priest||1.333||0.74||0.593||0.74||0.296||0.37||0.296|
Death Cult Assassin do extremely well against all kind of target : Only T8+ target will be safe from their death by a thousand cuts. Very frail though, so you'd better be sure to seriously cripple the enemy on your charge.
Arco-Flagellant are your designated horde killers, being able to deal a lot of wounds to poorly armored target while being cheaper and tougher than death cult assassins.
Crusaders are best used against MEQ and T5 targets or for general tarpiting of anything that use AP negating melee weapons. They have a decent chance to survive more than one round of combat and could reliably pull out an extra round of Melee Act of Faith. However, being S3, they are the unit which will receive the least extra "juice" from a Priest, making this priest less cost effective. A Rhino of 9 of them and a Priest followed by an another Rhino of 10 Death Cult Assassins will take care of all your melee needs.
Repentia need buffing from either a Priest or Mistress (since they provide the same overall bonus mathematically) before they start being remotely useful. That and their performance is really only of use against multi-wound targets, since their extra damage does not carry over, all while still being paper frail themselves. They will eat whole terminator squads and characters in a single round of combat, but will fall dead as soon as being shot at or riposted against in melee. Like the Crusaders they have Acts of Faith, so their output can double if they survive a round of combat, which they are the least likely to do due to poor saves.
Neat trick : You have to take a Canoness for HQ tax. With an Eviscerator, she is a quite decent melee character, up to 5A hitting on 3+ and rerolling natural 1 for S6 AP-4 D3dam. Load her in the same Rhino as your dedicated CC unit, and let her soak overwatch with her 3+/4++ 5W. Give her an inferno pistol for extra multi-wound target killing.
- Penitent Engines: Penitents saw a massive buff, as they are by and large no longer one-shot by heavy weapons, and while they are still weaker than Dreadnoughts in CC, a roll of 4+ allows them to make their full set of attacks TWICE. That’s 8 attacks at strength 10 each dealing 3 wounds. When taking them, go big or go home. Either deploy none or at least four of them.
- Common keywords are IMPERIUM, ADEPTUS MINISTORUM and ADEPTA SORORITAS.
- Celestine: An angelic Living Saint and definitely not the Imperial equivalent of a daemon prince, she went up in cost from 7th, though you can now take her without her Geminae Superia if you wish to, only costing 200 points then (each Geminae is 25 pts). She's still a pretty damn good melee fighter, along with an equally good army buffer (Well, mostly for us, adding +1 to Shield of Faith saves, that is, though Astra Militarum units do benefit from a 6++ invuln when within 6" of her). Her ability to automatically make an Adepta Sororitas unit within 6" make an AoF is both an army and personal buff; Moving 24" with that AoF, Celestine has a massive threat range, and with 14 wounds (Keep a Command Point for that rez roll, it's important) along with 2+/4++ and one or two Geminae to take bullets for her, she can fairly easily make it through 2 rounds of fighting with most units to use a second AoF to decimate what is left of her enemies. Of note is the fact that if no Geminae Superia is left when Celestine dies and resurrects (Something which, as of 8th, you can decide will happen), she may deep strike anywhere further than 9" from any enemy units; Use that to your advantage, especially late during the enemy turn, as it effectively allows her to Fall Back without penalty, or even Deep Strike behind enemy lines without much chance to react for your opponent, ready to ruin a crispy unit's day with a guaranteed charge as she'll be able to move at the start of your turn despite just having deep-striked. Consider saving a command point for the times when she dies and you roll a one.
- Note that you cannot simply field her without her Gemini and Healing Tears them in - Healing Tears only restores slain models, and models absent from your list are not slain. Similar logic applies to trying to buy your Gemini for free with Spirit of the Martyr - it simply won't work.
- Running one or two Germinae is a matter of taste. While only one can be regenerated per turn, their ability to take wound instead of Celestine make taking the pair a good choice too. It should be noted that if you take only one Geminae, it is fairly easy for an opponent who gets to damage the unit to go through her and wound Celestine, thus forcing you to allocate wounds to the Living Saint as per the rules ( If a unit contains wounded models, only them can take a hit ) though the Spirit of the Martyrs AoF does allow you to heal Celestine, though if she got wounded, odds are, you'd much rather use a more combat-oriented AoF, so it's not that great, not to mention that it's only 2W recovered on average, so it only takes a semi-nasty round of attacks to make them too little to bring her to full Wounds. If your opponent tries to target her arguing that the unit has more than 10 wounds, remind him that the character rules makes a unit untargetable if the wound characteristic is higher than 10, and ask him to point a model with more than 10 wounds in Celestine unit.
- Canoness: Big buff for the lady as her cost didn't bulge despite receiving a free upgrade to a 4++ and the customary re-roll 1s for <Order> units (Yes, the Adeptus Ministorum gets bitch slapped in its own codex. Get used to this lack of internal synergy, it's the signature of this codex). 2+ WS and BS (With re-rollable 1's) along with 5 attacks does make the Canoness a pretty good weapon platform, though she doesn't nearly have the statline to follow, especially for CQC. She's now mostly a gunline buffer with the option of getting in and smashing some heads if need be. Of note is the fact that fairly poor organising of her weapon options makes it so you can trade her bolt pistol with a boltgun, exchange her chainsword for another (Or a combi-weapon/storm bolter) and fire both during the Shooting phase. Considering her impressive shooting capabilities (Less than 3% chance of missing, which is also her chances of killing herself with a combi-plasma - unless she fires the associated boltgun, in which case she has 1 chance in 9 to kill herself) this isn't a half bad plan.
- Possible goood loadouts: Combi-Plasma/Power Maul or Inferno Pistol/Blade of Admonition with a priest nearby.
- Canoness Veridyan: Sadly, she is lost at the moment. and only a normal Canoness - with an awesome Model - but the hope is not dead yet.
- Battle Sister Squad: Consisting of 5-15 girls, Battle Sister Squads form the backbone of any good Ministorum army. They're tough, affordable, and deadly. Generally speaking, you'll want 5-10 Battle Sisters in a transport to capture and hold objectives. The number of special/heavy weapons you get doesn't scale with the size of the unit, so you're usually better off with multiple smaller squads than one big one.
- A squad of five with 3 storm bolter is 51 points. Useful for cost effective objective secured units.
- 8th ed is all about mobility, tons of cheap wound (hordes) or very high tougness/inv save. While being on paper one of the most cost efficient troops of the game at killing stuff, footslogging basic sisters squads have none of the aforementioned desirable traits that actually matters for winning games.
- 2x squads of 5x sisters 3x storm bolters in a Repressor with additional Storm Bolter clocks in at 194 pts and can reliably deliver 32 BS3+ Storm bolter shot per turn + some heavy flamer roasting. That's 12 GEQ killed per turn. The repressor will need to be destroyed before the sisters inside are vulnerable, making those 200pts a good, sturdy, mobile answer against hordes (while only dropping one unit in deployement). There are more cost efficient allies for this role (Taurox prime), but this setup is a start.
- Celestian Squad: They are like normal Battle Sisters gearwise, but have 1 better WS, A, and Ld. What really separates them is their Bodyguard rule, where on a 2+ they intercept wounds taken by an <Order> Character model. They will be outrun by Celestine, and Canoness aren't precious enough to warrant bodyguards. Otherwise their weapon choices are the same as normal Bolter-babes. In terms of function, don't think that extra attack and WS will really help them in close combat, as they aren't kitted out for that job, though giving the Celestian Superior a good melee weapon will serve you better than regular squads. They have exactly the same ranged output as a squad of regular battle sisters for increased cost, and are only marginally more effective in close combat, where they'd rather not be. Moreover, Basic Sisters have Objective secured. Avoid taking Celestians.
- Imagifier: For 40 pts, a Celestian Superior with 4 wounds, but mainly the ability to make an <Order> unit with the AoF rule within 6" perform an AoF on a 4+ at the start of your turn. Like Celestine, the only major downside to this over actually producing an additional Act of Faith for your army is that your base 2+ one works on embarked units, while the Imagifier needs both herself and her target to be on the table at roll time to work. Where the Imagifier suffer is that there is poor internal synergy : All of your units want to either fly in jetpacks or move around in transports. All told, her cost is completely reasonable for her benefit if you have boots on the ground infantry to buff.
- Imagifiers, like all buffers, are more cost efficient the fancier the unit they're buffing. You will get much more juice out of the same imagifier by putting her next to a retributor squad in a canoness bubble than by having her next to a 5 girl basic troop.
- Hospitaller: For the low cost of two Dialogi, a Hospitaller can resurrect a friendly ADEPTA SORORITAS INFANTRY model or heal d3 wounds per turn, both on a 4+. She lacks an <Order>, which turns off several synergies, like taking her in a Repressor or letting Celestians protect her, and provides a strictly worse benefit than an Imagifier (since you can use an Imagifier's AoF to heal, on the same 4+ as the Hospitaller), although her healing will stack with AoF healing. The tl;dr is that there's no real way to let her earn back her points - anywhere you'd take her, another Imagifier would be better.
- Dialogus: For 15 pts, this sister will go down like wet paper in a storm if your opponent has snipers, with only T3 and her 6+/6++ to keep her 4W safe. She sucks in melee. She does allow Adepta Sororitas units within 6" to re-roll failed morale tests. Her preferred target are dominions and seraphims, but she will never be able to catch up with them. With the exception of extreme edge cases, buying an extra sister would have been more cost efficient than taking a Dialogus anyway. Avoid.
- Mistress of Repentance: Following 8th ed not wanting mixed-saves units, she is now a character, but don't be fooled, she still only belongs with the Repentia (to the point that the Repentias still have maximum squad size 9 to accommodate her). For 35 pts, friendly <Order> Repentia units within 6" re-roll Advance, charge, and hit rolls. Again, in typical fashion of 8th ed Sisters, very poor internal synergy, as she will not benefits from repentia AoF or fight in melee in the same phase as them.
- Repentia Squad: Repentias got nerfed and buffed simultaneously, in that they're only AP-2 whereas regular Eviscerators are AP-4. Though they can use the full range of Acts of Faith nowadays and can repeat the same act multiple times if you wish. so they can move twice, fight twice, or recover dead models if you need them to. At 17 points each, their value can be questionable for a T3 1 wound model with only a 6+ invulnerable save and two attacks. Otherwise, they're still great in melee, as they can re-roll failed to hits and charge ranges while their Mistress is within 6", but she does not allow them to re-roll failed Shield of Faith saves, since the Angelic Visage rule is only found on the Mistress. Repentias can take transports now along with their Mistress so they don't have to footslog across the battlefield and pray to the Emperor that no-one shoots them. Stick them in a Rhino at the start of the battle and keep them relatively safe until they are close enough to disembark since charging out of transports is now legal.
- See the table in the section above for Repentia performances vs Crusaders, DCA and Arco-Flagellants. Overall, while much better than in previous editions, Repentias are still too frail for their cost. They went from trash tier to meh tier.
- Sororitas Rhino: Good old rhino that can transport 10 ADEPTUS MINISTORUM infantry units, so this goes for your Sisters of Battle as well as any Ecclesiarchy units that you might have taken, which is probably a good thing seeing as the old melee-only Conclave units really need a tranport to ferry them across the field and assault from. With the Shield of Faith to distinguish yourself from every other Rhino in the Imperium, never forget you can at least try to deny a WS5 smite and never forget that 6++ you've got.
- Immolator: This thing is one of the best transports in the game. It has the now decent durability of a Rhino, a transport cap of 6 and its turret is now a terror. It can be equipped with the classic dual linked multi-melta and heavy bolter, vomiting out lots of shots. Or it can be equipped with a Heavy flamer that auto hits 2D6 times at 12" range, out ranging just about all other flamer competition. In comparison: The Twin Heavy Bolter is cheap. But if you just want a transport, bring a Rhino. The Immolator Flamer is more expensive. But it comes with Assault 2d6, meaning you can advance and fire it, hitting automatically. With Dominions your Immolator will be nearly Doomrider level of Cocaine Speed, while still burning heretics. If this does not make you wet, please find a Commissar. The Multimelta suffer from the Immolator not being immune to movement penalty for firing heavy weapons, and hence should be avoided. The Immolator is not good because it is a glorified Rhino, but because of its very large threat range; in fact, it would be the best Ministorum transport if not for...
- Repressor (Forge World): It is a Rhino on crack. Has 6 firing ports, which is a rarity now. Has the option to give it a second heavy flamer or a second storm bolter. Either take none or the storm bolter. The fire power of the Repressor is coming from the embarked squad anyway. If you want to grill stuff, take an Immolator instead. This vehicle is, with dominions, what makes the SoB a decent army in 8th ed, allowing you to release your holy fire without having to expose to enemy fire your frail T3 dudettes. 20pts more since CA, making it best reserved for melta dominions only.
- Neat trick, usable by any transport but even more so repressors : If your vehicle have not advanced in the previous movement phase, it can charge. Useful for either absorbing overwatch (Rhino of repentia/arc-flag/DCA) or simply tie up in CC an enemy shooty unit. With a 24"+D6" move followed by a 2D6" charge, repressors makes great "fuck your shooting" rams. Moreover...
- Firing ports work so that embarked squads can fire even if the repressor is engaged in combat/have retreated this turn.
- An embarked squad can still trigger the normal, 2+ each turn AoF. Page 9 of the 8th Ed battleprimer states "Embarked units cannot normally do anything or be affected in any way." Talk to your TO/opponent if you plan to use the 'cheesier' interpretation.
- Avenger Strike Fighter (Forge World): Is no longer an Adeptus Sororitas tagged unit; it is Imperium, Guard, and Aeronautica. Sad day. The Avenger is still a good choice for any list that does not expect Battle Sisters to have any air support. The Avenger Bolter can still drop a load of BRRT on just about anything. 8 shots at strenght 6 and -AP 2 is nothing to scoff at. What you really want to do is load it up Missile Launchers for a versatile unit that can table almost any vehicle you point it at. Autocannons are decent, but they lack the utility of having both Frag and Krak missiles. One use 'Tactical Bombs' are a load of troll against vehicles and Monstrous Creatures.
- Dominion Squad: These ladies are their good old badass-selves with even more. Their new scout rule lets them move up to 6+D6", or 12+D6" if they are in a transport, before the game begins. And they can make it a potentially 24+2D6" mobility zone at turn one when embarked in a repressor. Storm bolter/Flamer on them is a waste of points. If you want to kill hordes, basic sisters, Arco-Flagellants or allies are better at it. 5 dominions, 4 meltas and a combi melta in a repressor with extra storm bolter is 259 points. For 2000 points games, taking three of those is the strict minimum in the current meta.
- If you can't run Repressors, stick them in an immolator instead. They will play very differently though, being exposed to counter-fire.
- If you are awash with points, consider dropping an extra 10 for a 6th Dominion to serve as Grenadier. That Krak grenade might finish that Leman Russ off, and the 6th firing port needs to be used somehow!
- Seraphim Squad: The optimal way to run them is several 5 girl squads with a plasma pistol on the superior and inferno pistols on two dudettes. Such units cost a meager 98 pts and are able to deliver 5 WS3+ S8 AP-4 multiple wound shots + 3 bolt shots and a krack every shooting phase. This is dominion level of pain. Make them start the game with an AOF move (Imagifier, Celestine...) and they will cover 24", which is often enough to get the target in the 3" melta range of their guns on the first turn. You can then charge an enemy shooty unit to tarpit them for their next turn. Avoid dedicated CC unit as they will get chopped. Feel free to add more models if you have the spare points, but an extra unit of them is better than a bigger unit of them. Best synergy with them would be to run them near Celestine, acting as a screen, using her free AoF and enjoying the rerollable 5++ (which roughly amount to a 4++).
- Sadly, they have no option to take Rapid Fire (or Assault) weapons, which is where jump packs usually really shine. Inferno pistols would be out of range if you deepstrike.
- Exorcist: As of Chapter Approved, 135pts/model. Sadly, the maths are clear. An Exorcist will average 2 wounds per turn against any infantry (GEQ, MEQ, TEQ), and 3 wounds per turn against rhinos. This is worst than a single seraphim with melta pistols. The exorcist have the toughness of a Leman-Russ battle tank but the bite of a mosquito. This exactly fit the image of a delicate multi-missile launcher. Avoid.
- Retributor Squad: Your cheaper heavy support options. Multi-Melta are completely overcosted compared to dominions with melta, Heavy Flamers will struggle to get in range AND are overcosted : always take Heavy Bolters. They are the only unit that will love staying immobile in the back and shoot at stuff, and hence will feel cozy if you put a Plasma-Canonness and an Imagifier nearby. Cheapest way to spam BS 3+ heavy bolters in the game.
Tactics and Strategy
Considerations on the meta
The meta is a consequence of both the core rules and the various index/codex released.
- Vehicles are much sturdier now, meaning getting in a transport is a safe way to move around.
- The changes to AP and Damage system had two consequences : you either have more wound than they have shots (Hordes) or you have disgustingly good saves (Invuls better than 4++/Rerollable). Anything that is low wound (Non-Monstruous Infantry) and moderately protected (3+) is bad. This is the main reason "balanced" armies are rarely seen in tournament this edition.
- The aforementioned balance consequence of making good inv save much more valuable than previous editions combined with undercosted overpowered special characters in order to sell more of their models made Primarchs/Named characters very strong.
- To kill such special snowflake characters, the most reliable way is to bypass their Mary Sue armor. This mean dealing mortal wounds, and the most cost efficient mortal wound dealers are psykers. This mean that the army that can field the most cost efficient psyker has a huge advantage. Before chapter approved, this was mainly done with malefic lord spam. They went from 30pts to 80pts. With the addition of the beta rules change to smite, psykers lost(or will lose) much of their premium value. Mortal wounds are still excellent, however.
- After chapter approved, the next "op" thing in line seems to be armies with a widespread -1 to hit malus, that are more cost effective against hordes than a better save. These do not really affect sisters much as 90% of our firepower is 12" range or lower anyway.
As a Sister Player, what you have to get from it is that your army need to be able to deal with 4 threats :
- High wound number, high save units.
- Character psykers with little protection but surrounded by bubble wrap.
- Hordes of 4pts/model GEQ.
- -1 to hit malus.
This mean :
- No "Blobs" for your sisters as hordes will tarpit them, you won't have the mobility to capture objectives/target characters, and good quality infantry armies are overall not opportunity efficient this edition.
- Meltas, meltas, meltas.
- Being shot at as little as possible. T3 low model count = no staying power on the table. This mean either be in a transport or having shot everything visible dead.
- Have some flamers. Coincidence, most of our vehicles have some.
This lead to a fully mechanized alpha-strike force with only seraphims and their 12" movement not embarked in a transport or a bunker as the "meta" army for Sisters.
The most important rule to follow with Command points is to remember to use them, they can be a massive boon to sisters who have a couple of very useful targets. Assuming a battalion detachment and an outrider detachement you will have seven, with Celestine's death roll taking one, and the free act of faith requiring another, you will have five to play with, good contenders for these five being:
- An out of sequence AOF on a character death. Dialogus, Imagifier and Canoness will be the prime source for those. Like all out of sequence action, very powerful to re-position a unit or pump out more choppy/dakka at a critical moment, impacting your opponent battle plan.
- Completely cancel an enemy psy-power on a 4+. Stack with conventional deny the witch, making the sisters again better as allies than as Pure force...
- Reroll stuff :
The battle length roll, potentially turning a turn 5 defeat into a turn 6 victory finally, Tactical Object Scoring: transform a 1 on D3 into a 3 for 2 extra Victory Points, seize the initiative rolls, and selecting the deployment map."Mission Dice rolls", as of Chapter Approved, can no longer be rerolled with Stratagems. Imagifiers, if you field any, also make top candidates as they do so much with a single dice roll ( And though they fail more rarely, 2+ rolls for an AoF are very good to reroll too, better even, since the reroll has much higher chances of yielding the AoF ), and so does the Deny the Witch stratagem from Chapter Approved if you ever face an army that uses fancy psychic powers.
Your best two units are both fast attack choices. To field them, an outrider detachment is perfect.
- Fill the HQ with Celestine and 1-2 of her Germinae.
- Dominions are at their best full of meltas and in a Repressor equipped with an extra Storm-Bolter (259pts).
- Seraphims are most optimal with a Plasma Pistol on the superior and two pair of Inferno Pistols (98 pts).
- In a typical 2000 pts game, try to pick at least 3 Dominions squads and 1 Seraphim squad. (This will net you 19 Melta shot, which is the strict minimum for a competitive Soritas army).
With that core, we have a highly mobile force able to deal a frightening amount of multi-wound shot. We, however, still lack units to capture objectives, don't have an answer to hordes or a dedicated CC unit. Now you have to take choice : Will you pick allies or not ? The outrider detachment above capitalize on the strengths of the sisters, and the rest of the pure sister army is simply less good than allies at doing what it does.
Assuming you went pure sister, a Battalion choice will allow us to grab 3 CP:
- For HQ, unless going for allies, you don't really have a choice. Either kit your Canonesses for CC (Inferno Pistol and Evicerator) or Dakka (Combi Plasma and Power maul). Obviously, don't take a CC Canoness if you don't have a dedicated CC unit and it's priest to run along with her.
- Your standard "objective secured" brick is a 5 sister squad with 3 storm bolter in a Flamer Immolator (154 pts).
- Of course, be creative : Two 5-dudette squad in a Repressor, simili-dominions with 3 meltas, etc...
- With the spare points, you have several choices, that will depend on your local meta and the expected game objectives.
- A dedicated melee unit. Load them with a Canonness that will soak overwatch.
- Some Retributors and an Imagifier.
- A bunch of penitent engines.
First, let's be clear on one thing : Sisters are much better taken with allies or as allies than as a unified force. Celestine and a single squad of seraphim can capitalize fully on exploiting the flat effectiveness of the Act of Faith rule. With that being said, let's focus on Adeptus Ministorum as the main force:
Sisters have many strengths as a main force:
- Excellent MSU capabilities
- Top tier transport options
- Extemely high speed
- Very powerful alpha strike
- Above average anti-horde options(Stormbolters/HB Rets/ImmoFlamer aren't the best in the game but plenty of other armies would kill for this much)
- Devastating close range firepower
- Anti-meta army setup: Sisters don't deepstrike, they leap across the board at you, which is a rare avenue for a shooting army and is not subject to the same types of area denial deepstrikers are. They also neither have nor need chaff units so if your opponents spent a significant wack of points to be able to clear things like termagaunts or guardians effectively, they'll be wasted here. Finally, if you have HB Rets you can punch holes in a chaff line BEFORE the movement phase, which can be huge.
Sister have many flaws :
- Low body count.
- No decent long range options.
- No psykers.
- No mortal wounds dealing.
- The more you take of them, the less cost efficient they are.
- High attrition rate. Don't expect to win a 7 round slug-fest, purge them quick and clean.
Allies can fix all of these.
Plasma drop: Scions make great plasma drop allies in any imperium army. Slightly more cost effective are Elysian drop troops.
Null Zone: With the meta being all about hordes or undercosted Named Characters with 3++ saves, disgustingly good melee stats and auras, you may want a solution to deal with them. The usual ways are either to cheat around their saves (Mortal Wounds distributing psyker being the most popular) or your own special chracter. Sadly, Celestine will get her ass handed to her against most of the cast (Mortarion, Raw Booty Gulliman, The Bird, etc...). You can hence either ally with Imperium to spam psykers, start collecting an army that GW want you to play or use SoB strengths. How ? Sisters have a lot of meltas they can easily bring to the face of their target. Space marine Librarians have access to a Psy Power called Null Zone that will negate the invulnerable save of foes in a 6" radius. Gulliman without his 3++ is not tougher than a Razorback, and will fall to a single melta dominion/seraphim squad firing at him. Put some Jump Pack on a Space Marine librarian, give him a combi melta for even more melta goodness, make him follow your own Rocket-Girls, keep a CP to reroll and cast null zone to delete that annoying character. And even if it fails/you don't have good targets, a space marine librarian with jetpack is a very mobile rank 2 psyker and not a waste of points anyway.
Anti-Horde Dakka: Taurox Prime with Hot-Shot Volley Guns, Heavy Stubber and Taurox Gatling Canon : 27 BS3+ S4 shots at 24" range. That's 8.3 GEQ killed per turn, before any moral test.
Inquisition: Coteaz for psychic dakka, Greyfax for psychic defenses. Nameless Inquisitors makes for decent psykers to load in your Immolators along with your battle sisters. Give them a meltagun. Acolytes are not very good save for their bodyguard rule because sisters are already a high special weapon count army. Moreover, an extra sister in your squad is better than an acolyte if you want to fill transports.
Space Marine: Space marine have answers to pretty much everything one can field. And Gulliman. If you start going this way, you'll realize that you'll end up playing a Space marine army with an Outrider detachment of Adepta Sororitas. Sisters are actually extremely good allies due to their AOF scaling very well when a low number of squad are competing for it. Plus, allying with Black Templars is very, very fluffy.
Dark Angels Dark Angels have the Darkshroud and Dark Talon, which do a lot to mitigate both the lack of mortal wound capability and the low relative resilience of the army.
Assassins: Culexus is a good anti psyker in an army that have no answer to them, Eversor against hordes. Others are meh for sisters.
Quite unfortunately, the Sisters have two major problems to anyone trying to create an army with them.
- Problem one: All their units are sold in 10 girl packs with the upgrades sold separately, they're made of Emperor damned pewter and they all cost WAY too much. To build a single ten Sister squad is 50 quid(80 real dollars), not counting any special or heavy weapons you want to add (you get one meltagun and one storm bolter). You think you could proxy the sisters using other models, which leads to problem two:
- Problem two: The Sisters are unique. If you look around among other miniature manufacturers you'll find that the 'army of nuns in power armor' theme is, surprisingly, uncommon. Sure you can find one or two models but nothing you can replicate army wide. Your odds of finding a good model go up if you just look for 'girls in power armor' but even then your pickings are slim (for some reason miniature sculptors tend to make female models with very little clothing on, not so much full sets of armor, go figure) and again any option you do find will likely be hard to use army wide unless you really commit to kit bashing to deal with weapon and pose problems.
So what can an aspiring new player do? There's a few possible options:
Buy Used Models
- Hound the market for used Adepta Sororitas armies and pieces, they pop up every so often when a neckbeard doesn't love his Sisters anymore, which given the lack of GW support happens more then you might think. They do usually go for a bit higher price than your usual used warhammer figures, due to their status of being collectible and slightly more rare than their plastic brethren.
- In general, the best option is to use Sisters of Silence Bodies and weapons with Skitarii Vanguard Helmets. It's not perfect, but it's simple, and gets the job done.
- To create a Sanctorum-pattern Exorcist, attach an Imperial Knight rocket pod to the top of a Rhino.
- You can combine bodies from the
Dark EldarDrukhari with Space Marine arms and weapons, though they will look a bit oversized on Eldar bodies.
- If you're down with using Age of Sigmar models, you can also use Daughters of Khaine and some of the female Wanderers to come up with some awesome looking models. Scratch some of the spikes and emblems off their armor, use Freeguild Handgunners rifles and arms to give them a steampunk look and you got yourself some cool fuckin' models. Think Sisters of Silence, but without the armour that covers half their face.
- Drukharii and Daughters of Khaine models make for excellent Death Cult Assassins, with minimal conversion work required.
- Another option may be going 'screw it!' to the sisters aesthetic and use Space Marines with female heads on them. But this makes proper Sisters sad. You could find miniatures that while 'slimmer' than a space marine are still in full armor. Something you can point to and say 'looks like a girl can wear that'. Again, this only solves the 'army of girls in power armor theme' not the 'army of nuns in power armor' issue, which is truly what the Sisters are about. For example, Dreamforge Games offers marines that are decently priced and slimmer, which means they could pass for Sisters. Dream forge Games also now make a unit called Eisenkern Valkir, (I.e. girls in power armour) that make very good Sisters if you can find enough female heads to shove on the bodies. A word of warning: this is not a cheap option if you live outside the USA. What with postage and import tax...actually, it still comes in about twenty pounds cheaper than the equivalent number of GW models.
- If you need some quality female heads for the classic "I left my helmet in the sacristy" look, Statuesque Miniatures makes some good heroic-scale female heads.
- Currently, the best option here are Raging Heroes' Sisters of Eternal Mercy. They've got the "warrior nuns in power armor" aesthetic, and the models are high-quality as well. The main downsides are that they don't have any vehicles and the range is currently rather limited.
You won't be able to play them at a tournamentITC tournament rules allow for reasonable "counts as" models, so this should not be an issue, but who cares? All your friends will let you use them, and you are supporting a small business.
- Wargame Exclusive also makes some decent not-Sisters models, though, like Raging Heroes, their range is pretty limited.
- Grishnak does sister models. The good news is that they're actual sister models, basically what GW would do if they made plastic sisters, and each model comes with a bare head and a head crowned by the glorious Sabbat Pattern Helmet. The bad news is, they're pretty expensive, at roughly 30 dollars for 5 ( Basically as much as GW ones, including the delivery from Russia, the land of IP-infringement-lawsuit-immunity ), and, at least for now, they only have 5 models ( Again, each gets 2 heads, and the sister-superior has options for combi-weapons, but that's it ), so you'll need some conversion ( Though, not being metal, it'll be easier than with the pewter ones ) to make what you want of it, or simply avoid your squads looking like a bunch of twins or triplets.
- The Age of Sigmar Shadowblade Assassin is perfect for a male Death Cult Assassin.
- Eowyn's model from the Lord of the Rings tabletop game could easily proxy for a Sororitas character.
- Warmachine models are also worth checking out. Daughters of the Flame or Kayazy Eliminators work fairly well as Death Cult Assassins, while Thyra, Flame of Sorrow is a reasonably convincing dual-power-weapon Canoness. Holy Zealots could work as Ministorum Priests. Menoth Temple Flameguard work really well as Crusaders if you have some extra power sword arms lying around.
- In addition to the above, if you are willing to sacrifice detail, game quality sisters can be found at affordable models can be found at Foxbox which has quite an extensive range. While they are not recommended for painting competitions or high quality centerpieces they are more than adequate for gaming on smaller budget.
- You can easily find flamers, bolter and storm bolter sisters on ebay. (Even the metal one are often from recasters). The issue is with their other gear options. Some online shops provide conversion kits. Here is a Simulacrum imperialis (Put on top of a backpack) and a Bolter to Melta conversion kit. This should cover your Dominion's needs.
- Don't worry about Repentias, you'll find PLENTY of models for them. Like we said, most sculptors like making scantily clad ladies
- Finally, if you're particularly desperate, the Chinese recasters have taken notice of the "re-release" Adepta Sororitas and are offering resin versions of Sisters. Unfortunately, they've also taken notice of the GW prices and while cheaper, they're still quite steep in price compared to other armies. You probably won't be able to take these to a tournament either, since any organizer worth their salt will know that Sisters should be metal (of course you could claim you recasted them/sculpted them yourself from Greenstuff, but who does that?).
Shipping will be a bitch, costing upwards of $20 and taking about a week usually. Shipping is sometimes free, but invariably it takes about a month from your order until it arrives, even longer if you hit a Chinese holiday. And of course, there's always a chance that the models you get can be of questionable quality.
- Casting is always an option, though it's a skill that takes time.
- 3D Printing's an option. Laugh all you want at a decent-quality 3D Printer going for over $1000: With the ability to duplicate models and a batch of 3D printer plastic material going for less than a squad of 10 Battle Sisters, GW's shitty practices and shittier pricing mean that any moron with a decent quality 3D imaging program and some time and effort can get their hands on a bottomless supply of miniatures and make a small fortune supplying his or her friends at the FLGS. | (Speaking of 3D printing, new files are being released every few days on thingiverse for Sisters proxies)
The main battlescribe files are not up-to dates to faq, CA and codex release (Like priest still using index price for wargear, or no keyword shown).
Up to date catalog. Simply import it in Battlescribe.
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