Sisters of Battle / Blood Angels Tournament List

I am off to a tournament again with very little prep work *sighs*. I will get better at this one day… So it came down to two armies for me, Blood Angels or Eldar. Tyranids were in the mix but I needed to do a lot of painting for them and in the end, I went with BA as I was missing some Swooping Hawks to take the Eldar list I wanted. The list then moulded to be primarily Sisters of Battle with a BA attachment.

I started the list simply – I wanted an aggressive BA element. Death Company and Sanguinary Guard with two of the excellent HQ options. One has to be Mephiston (who I fully expect to become the new Celestine) but the others I was open to. Sanguinor, BA Captain with all the perks, extra Libby for more psychic support, etc. I started with a BA Captain but ended up moving to Lemartes, who while not as scary himself, makes the Death Company a much scarier force to be considered. The list started out as such:

Mephiston
Lemartes

10x Death Company w/Jump Packs
2x5x Sanguinary Guard

I was then curious to try an attempt at a 5th edition style Flamestorm list using Razorbacks and Baal Predators with all the Flamers. The vehicles, especially the Baals, ended up being quiet expensive and given that the template weapons were Heavy, the speed of the list was vastly reduced on what I had initially planned. This meant the aggressive component of my list was quite hampered so I turned to another army – Sisters of Battle.

I also wanted to get support characters in such as Corbulo / Priest, some sort of Ancient with a banner, etc. but my initial feel is that investing that much in support characters leaves the list lacking teeth.

The first choice is obviously Celestine – even at 200 points she is still a nightmare and Mephy + Celestine are frankly annoying. If I am looking at aggressive units to get in the face of my opponent, there can be no better choice than Dominions inside Repressors. Repressors are tough at W12 and allow firing of the meltaguns from inside. This does limit their ability to use Acts of Faith but Celestine is unlikely to be near them game long anyway. With that I added the following:

Celestine

3x5x Dominions w/4x Meltagun
5x Seraphim

3x Repressor w/Heavy Flamer, 2x Storm Bolter

We’ve used nearly 90% of our points at this stage and we do not have enough, well oomph. This list lacks of ranged support regardless, it’s going to be very aggressive and in your face with Jump Pack / Deep Striking units and short-ranged multi-damage weapons. There are also some high need uses of CP from the Blood Angels perspective and I wanted to get more if possible. Enter three units of combat Scouts.

3x5x Scouts w/Combat Blades

The Blood Angels detachment rule makes them decent enough in combat though their main role is to create a bigger board presence. I could also turn a unit into Intercessors or a small Tactical squad with a heavy weapon for some backfield management… though I do have Sisters as well. I realised to get more I needed less and subsequently dropped a Sanguinary Guard squad freeing up more points.

I came up with two options for the Sisters, keep the current configuration and add in a Cannoness and 3x Retributor Squads with Heavy Bolters. This gives me some actual pewpew at range in the form of 12 Heavy Bolters (re-rolling 1s), a good Act of Faith target and an extra CP. The points did not fit however and I needed to drop the Seraphim. The whole army then looked similar to this:

Mephiston
Lemartes

9x Death Company w/Jump Packs w/3 Power Weapons
5x Sanguinary Guard

3x5x Scouts w/Combat Blades

Celestine

3x5x Dominions w/3x Meltagun

3x Repressor w/Heavy Flamer, 2x Storm Bolter

Cannonness

3x5x Retributors w/4x Heavy Bolters

The other option was adding more aggressive elements to gain more CP. We had already established that HF Razorbacks were not the way to go and wanted more saturation regardless. Enter Sisters of Battle and Immolators while also gaining a backfield Troops unit.

Mephiston
Lemartes

9x Death Company w/Jump Packs w/3 Power Weapons
5x Sanguinary Guard

3x5x Scouts w/Combat Blades

Celestine
Cannonness w/Relic Blade

2x5x Sisters of Battle w/2x meltagun, combi-plasma
5x Sisters of Battle w/Heavy Bolter

2x5x Dominions w/3x Meltagun, Flamer
5x Seraphim w/2x Inferno Pistols

2x Repressor w/Heavy Flamer, 2x Storm Bolter
2x Immolator w/Immolation Flamer

This gives me 9 CP to use on those juicy BA stratagems as well as the 4+ ignore psychic powers of Sisters of Battle, four vehicles with auto hit weapons in your face, two hugely beatstick and mobile characters and two MEQ units which are mobile and nightmares if they get into combat.

This is very unlike lists I normally run and my natural feeling is “gosh I have barely any shooting” but the pressure seems good.

Let’s hear the feedback…

 

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20 responses to Sisters of Battle / Blood Angels Tournament List

Point costs and detachments would be helpful.

Generally the plan with Death Company seems to be to take the biggest unit possible, put maybe 3 hammers in there, and use stratagems to break the game. One unit cuz of the stratagems, big as possible because they're still just marines and can get shot up.

I think the preferred term is "players who get ranked victories at tournaments," but I'm sure you have a lot of creative euphemisms for them.

Yeah, following the rules of the tournament you attend and using them in such a way as to try and achieve victory is basically cheating. Good eye, dude. We should all do like you and just take a battleforce of one of each unit in the codex, because all the pro players know that's the real way to win.

My point being that FW is often unbalanced and should not be allowed in competitive play. I.e., it is an advantage. If there were a strong correlation between players that "get ranked victories at tournaments" and players that took FW, that would in fact prove that it's unbalanced, and shouldn't be allowed.

I would also recommend that people take balanced lists such as I do, I tend to do quite well with them.

But more generally, way to respond to a light, teasing comment by being a bitch, Puppy.

I have no strong feelings on FW either way, personnaly. Yes they have some broken stuff but more broken then say Guilliman or Dark Reapers? Perhaps, but not by much (although Renegades and Heretics were really rather ridiculous in 7th, but that's in the past).

TBH, I never understood why GW and FW have different design studios. The fact that one division makes plastic models and the other resin ones means little in terms of how the rules should be developed. My 2 pence.

As for Puppy's reaction, considering the entirety of your body of work, Prom, it's difficult to tell when you're just teasing and when you're being… well, a dick.

Because they have separate design studios is why they shouldn't be used. A reapers are strong, but they're not broken. Nor, really, is Guillotine. Nothing has been as broken as Maleific lords, etc. Brimstones and conscripts were, but those also got fixed, quite quickly. the problem with FW is that it is not as well vetted and is NOT on the same update schedule as the other products

I'm not kidding about not using FW. I am kidding about the repressors. The repressors seem fine.

And Puppy just defaults to being a dick. I have no idea why he replies to my posts, he just knows it's going to start a fight.

Repressors are probably balanced, but they ARE an oddity in that they are (I think) the only vehicle in the game that still allows you to shoot out of it.

>I have no idea why he replies to my posts, he just knows it's going to start a fight.

Because it is hilarious every time to watch to get your panties in a twist about Forge World. You literally are incapable of not biting down on that worm every single time FW is mentioned in even the most passing of senses. And especially so because you get so self-righteous about how "real players" don't use it, despite it being widely accepted at tournaments for three editions running at this point.

In the wake of Chapter Approved, any kind of contention that Forge World is somehow "too powerful" for the game is absolutely laughable.

Well, that's just not true, especially as they reduced the cost of Fire Dragons, for some reason.

You're just a shit-starter, Puppy. Interactions with you have failed to have value.

Did you put your Dominions in Repressors ? I think Immolators fits them better, as you can move with your vanguard movement, disembark in your first turn, move, advance if necessary and shoot with them turn 1, and still shoot with the immolator which is 12" range if your opponent hasn't stack everything at the end of his board edge. Then the second wave of Repressors filled with sisters arrive in turn 2.

Nice list! I am curious, did your Tau army ever become a thing? A couple years back you posted a converted crisis suit and pallette considerations but that was it I think.

Do you find melee to be the way to go, despite charge dice and over watch, this edition? Or did you simply want to play melee rather than shooty and built the list from that foundation?

Nice list! I am curious, did your Tau army ever become a thing? A couple years back you posted a converted crisis suit and pallette considerations but that was it I think.

Do you find melee to be the way to go, despite charge dice and over watch, this edition? Or did you simply want to play melee rather than shooty and built the list from that foundation?

Just curious, why no Geminae with Celestine?
Also, giving the Canoness the Relic Blade make the Sisters your Warlord faction.

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