You might do that sometimes, but the test is going to be whether you end up having the points for her after buying Vahl, and whether you get enough of the same energy from Stern and Kyganil at a lower price. Finally, the Triumph also gets a lot of changes, sadly probably for the worse overall. That makes it vastly tougher to remove, but the trade off is that the magnitude of buffs it brings has diminished. Notably, you now only get an additional Miracle dice from it each Battle Round rather than each turn, and the ability to perform an extra Act of Faith is gone, replaced by the rather less potent ability for the Triumph itself to always count as having all six Sacred Rites active.
The Simulacrum of the Argent Shroud also gets what is mostly a downgrade — it now only buffs an Act of Faith once per Battle Round, but instead of tweaking the dice up or down by one, makes it an automatic 6. That sounds cool, but is unfortunately stuck with a CORE limitation, which switches off the ability to use it to protect Rhinos, one of the better uses beforehand. All this comes with a 25pt price increase, and overall the changes here are a little disappointing.
Sisters of Battle Canoness Credit: Dionycia. The Canoness and Palatine remain much the same, and with the advent of Morvenn Vahl your reasons for taking them are likely going to be either:. If any of those things apply to you, then go for it — these are still attractively priced, effective HQs. The Missionary gets more of a change, because as a Priest his old Aura is gone and replaced with Hymns of Battle, of which he knows one alongside the default War Hymn.
Not mandatory, but definitely a model with uses. There are a couple of changes to the datasheet, notably that their weapon upgrade choices have been revamped to something similar to Skitarii.
At nine or fewer models, you can now have one special or heavy weapon plus a sergeant upgrade. Yes, you read that right, 20 models. There are a lot of ways to amp up a unit in this book, and a full Sister block is one of the best targets for many of them, plus an exceptional way to use the Defenders of the Faith stratagem.
The Elites slot has shifted up a whole bunch, with lots of new units and plenty of changes to existing ones. You have a mighty three Priest options in the Elites slot — two re-badged existing models the Preacher and Dialogus and the new Dogmata.
This appears to be an attempt to support the incredibly awesome Pious Vorne Blackstone Fortress model. For more buff-focused choices, you have the Dialogus and the Dogmata.
Re-badging the Dialogus as a Priest was an extremely smart move — she keeps her ability to alter a miracle dice used by a nearby unit up or down by one and with no CORE limitation, is now actually better for protecting a Rhino than the Triumph is , but stapling Hymns of Battle of which she knows War Hymn and one more on top of that suddenly gives her real purpose. The Dogmata brings a heftier melee statline and a different set of buffs to the table, allowing nearby CORE units to shoot while performing an Action, and letting her grant one CORE unit a turn ObSec or double counting if they already had it.
Sisters of Battle Imagifier. If you like fancy battle standards the Elites slot now has two choices for you — the generic Imagifier and new Named Character duo of Aestred Thurga and Agathae Dolan. The Imagifier has, sadly, been done a little dirty, with Tale of the Stoic taking a huge hit.
Celestians now come in two flavours — an Elite version of Battle Sisters with better stats and a few tricks, and the new melee-focused Sacresants. Sacresants, on the other hand, are pretty exciting. So how are Repentia doing? They do pick up a major boost in exchange, however, with the Desperate for Redemption stratagem becoming a vastly improved spin on Final Redemption from the old book.
That gives these a role still, albeit probably a reduced one, especially now Sacresants are competing at the same price. One squad to come in from strategic reserves, auto-charge and butcher something then demand a ranged answer is pretty plausible.
Three units in many lists, maybe a bit less so. Oh, they are also CORE, hilariously, so plenty of buffs are on the table! Anyway, if you want Action support, of course, you were probably taking Death Cult Assassins, and now have the choice of these or Crusaders in the slot, as the latter have gone down to 11pts each. How do they stack up, given that? On the plus side, these are excellent into routine and mid-ranged stuff. In melee their massive weapons hit with appropriate viciousness, giving them either accurate S6 AP-3 D2 attacks or taking -1 to hit for a mighty S9 AP-2 D3.
They might be a spectacular enough entourage for Vahl that taking a spin on a unit is worth it. Sisters of Battle Seraphim. Seraphim get a very cool buff — their hand flamers are now Ministorum hand flamers, the same as regular ones but with S4 instead of S3.
This is a real shame for the unit, and a bizarre thing to change given that the entire purpose of the stratagem in the first place was to address this historic issue with the weapon. That leaves 90pts for a unit with two hand flamer models as your probable loadout for these, and especially at S4 or in Ebon Chalice where you can proc mortals there are homes for that. Making a move from the Elites slot to Fast Attack, Zephyrim are now directly competing with Seraphim and Dominions, while also having lost their former ability to re-roll wounds.
Oft-ignored in the 8th edition book, Dominions have had a little review in 9th and they look set to show up regularly again. This is a great change, since you can now push them forwards with much lower risk to the unit, and also utilise the movement to support other units getting into the mix as well. They also can still take up to four Special Weapons in a squad of 5, as well as throwing a combi-weapon on the Dominion Superior — four meltas and a combi-flamer makes for a very easy route to unlocking the Holy Trinity stratagem, for just pts.
Four artificer storm bolters also gives you an extremely cheap route to switching on Blessed Bolts , and even the option of going with five flamers combi- on the sergeant at 90pts presents a nasty damage spike with Cleansed by Fire your opponent has to watch out for. This unit is incredibly improved, overall, and looks to be a staple. Credit: Starvolt. Weapon-wise, the flails get nerfed down to 2 swings per attack and S5, while the buzz blades and heavy flamer both get boosted, with the former increasing to AP-4 and the latter getting the Ministorum treatment for S6.
This evens out the choices a lot here — in the old book the flails were essentially objectively correct at all times, and access to heavy bolters made the Mortifiers a shoe-in; now things are a bit more flexible especially as Cleansed by Fire can work on a full unit of either and 48 S6 AP-1 autohits sure is a thing.
There should definitely be ways to make these work. The bad news is everything else. Take a look at Ruleshammer for a deeper dive into the arguments. Something needed to change here, as Retributors in their previous incarnation could be metagame warping, but as sometimes happens there have been a bunch of changes made at once that probably swings things a bit far. Credit: Dunkelbrau. Closing out Heavy Support we have two flavours of Tonk, the classic Exorcist and the new fangled Castigator.
The Exorcist drops in points slightly but catches several nerfs most notably dropping to T7 in doing so on top of the inbuilt pain of not being CORE. These datasheets and the Immolator later on are just a bit baffling, honestly. Why did it also need a bunch of downgrades? Tanks are cool. The Castigator kit slaps. Why are they not even close to good? WHY is this pts? Who can explain this to me? Why do you hate Rhino-chassis tanks, Games Workshop? What did they do to you? The Battle Sanctum still exists, and has, hilariously, had Obscuring added to its keyword list, meaning you can bring your very own fortress of solitude to the table to hide a backfield objective — if, of course, you can set this up.
There is still nothing here that lets you get around the standard Fortification setup rules, making it extremely hard to place on some boards, and gaining a Miracle dice from it also now requires an Action albeit an easy one that finishes at the end of your turn, which can be done by a 25pt Priest — another place where those cheap guys shine.
If so, go off; otherwise the kit absolutely rips, so use it to make your table look cool. Sisters of Battle are going to reward keeping your opponent under pressure, with the main body of your army attacking in force to push the heretics back, and harrying flankers constantly threatening to pick off anyone who tries to escape.
The Codex provides great short ranged firepower and great melee damage dealers, plus a whole bunch of ways to amplify your key tools at crucial moments, most notably Morvenn Vahl herself.
Vahl makes a great central anchor for the main body of your army to advance around, ensuring everything is operating at peak efficiency and threatening to take matters into her own hands if the opponent gets too close.
If they try and work around your main force, the other thing this army does particularly well is field fairly independent flanking or troubleshooting units. Repentia coming in from Strategic Reserves and deploying an Act of Faith powered charge threaten to mince whatever they touch. Hand flamer Seraphim or pretty much any Dominion loadout provide mobile damage dealers. Newly improved Penitent Engines are very cheap wrecking balls that need minimal backup and demand to be dealt with.
Finally, both Celestine and surprising new contender Ephrael Stern are great roving hunters. The only caveat to throw out in this section is that there does seem to have been a concerted effort to shake up the tactics used by existing lists, and experienced Sororitas players will need to change up their playstyles a bit. Happily, plenty of the new and improved units support that! My initial read on this book was not favourable — it felt a lot like the designers had looked at successful lists in late 8th and early 9th and specifically kicked the legs out from under everything in them, to a degree which was a little unpleasant.
Morvenn Vahl immediately feels suffocatingly good, though — pts is not enough for all that she can do. More time to think things through and try out new options or rethink old ones may reveal more, but just from thumbing through over the last couple of days this book feels like a comfortable tier 2 or lower tier 1 — competitive with Death Guard and Dark Angels, but possibly not reaching the heights of Drukhari. Have any questions or feedback?
Drop us a line in the comments below or email us at contact goonhammer. Sign in. Forgot your password? Get help. Password recovery. About Us. Magic the Gathering Commander Focus: Look! FromTheShire - January 13, PantsOptional and head58 - January 13, Editorial Goonhammer is Selling Out! Robert "TheChirurgeon" Jones - December 15, Updated: July 16, What am I missing about the Sisters of Battle? Sisters of Battle pages rather than that horrendous wall of text.
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