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Adeptus Ministorum Orders Militant v1.3

 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Dec 02, 2011 8:41 pm 
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Repentia + Penitents stands out as something very doable in this list

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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Dec 02, 2011 8:53 pm 
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Yep :) Be aware that this are my own translations as i only own the german WD.

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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Sat Dec 03, 2011 10:50 am 
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I'm not sure i'd want to mix LV and infantry if i didn't have too - looking at the list today the only sane place to put the PE upgrades was with a PE formation


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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Sat Dec 03, 2011 12:53 pm 
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The option's there if you want it; I didn't say it was a good option :p

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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Tue Dec 27, 2011 2:30 pm 
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Don't know if you're big on reading black library books but I'd recommend the sisters novels 'Faith & Fire' and especially 'Hammer & Anvil' as both are good. The latter has has also gone a long way towards softening my attitude towards some of the new Necron background changes.

I have tried out your new WE choices but only in a big game they did really well in a firefight, my opponents did question the need for fearless though.

Just out of curiosity when did inferno guns lose the macro weapon ability?


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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Dec 30, 2011 9:37 pm 
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Hate to double post but would like a clarification...

Re: the Emperor's Chapels
Am I reading it right that the 2 x Twin sponson multi meltas are meant to convey two MW FF extra attacks in assault? i.e Two weapons each giving an MW, EA(+1)

If so, result!


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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Jan 06, 2012 11:45 am 
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Onto a triple... yay.

Had a 3k game against Marines this week using both the new War engine formations, it was a close game but a 2-0 victory to the sisters. With 850 points spent on War engines I noticed a bit of a blow to my activation count but the War engines helped immensely.

Sisters List:
Code:
Retributor Ministry + 3 Rhinos + Immolator(Standard)
Soroitas Mission + Heroine + 2 Immolators(Justice) + Dominions + 4 Rhinos
Soroitas Mission + Heroine + Supreme Commander + 4 Rhinos
Repentia Confessional
Exorcism Battalion + Hunter
Seraphim Choir + Heroine
Penitents Atonement
Mobile Sanctuary
Reverent Fury


Marine List(was using a slightly older NetEA list, think the only price change affect would be the Tacs)
Code:
Warhound Pack
Thunderbolts
Tactical + Supreme Commander + Hunter
Whirlwinds
Land Speeders
Land Speeders
Terminators + Chaplain
Scouts + Razorback
Thunderhawk
Assault + Chaplain
Assault


With very few marines on the board at the start of the game it was almost decided at the start of turn 2 when the Marines lost the critical strategy roll. The Warhounds had doubled across the board in turn 1 to get at my exorcists, allowing me to set up a start of turn 2 assault against them with my larger Mission as support. I started turn 2 initiating combat against the warhounds with the Seraphim, doing some DC and breaking them for a single casualty in return. I then retained to assult the newly teleported Terminators (single BM during teleport) with my supreme commander's Mission with support from the melta-heavy Chapels(their target) which saw them destroyed to a man.

This allowed the rest of the game to be pretty much dictated by the Sisters. The Thawk & Assault marines destroyed most of my exorcists but their previous action had been faithful which rescued 2 from combat res destruction. The chapels then advanced against the thunderhawk so that the BP templates would catch the assault marines, destroying the Thawk & breaking one of the Assult fms.
The thunderbolts worked with the whirlwinds to attack any fms(often broken) that were outside my flak bubble. My opponent was very conservative with his Supcom/tactical fm they destroyed a rhino or two but mainly looked at guarding the Blitz. The warhounds never made a comeback, I just kept assaulting them, they ended the game with a single DC each.

The cathedral advanced up the middle, with repentia inside, eventually taking a T&H objective, it spent its time mostly fighting with some very lucky land speeders, the only damage it took was from dangerous terrain. The other T&H was taken by my Supcom. The remaining assualt marines did me a favour and assaulted the chapel, died and gave me TSNP & victory to the sisters.

The games most bizarre moment had to go to the penitents. As my only garrison I put them on OW(why not right?), the marines first action was to attack them with one land speeder formation the 8 heavy flamer shots completely destroyed them :D

Thoughts:
War engines: I'm a little of the opinion that the Chapels might be too cheap. They performed excellently(their kill total here summing ~825 pts) but I do think that being used defensively against marines may be their best case scenario.

The Cathedral provided a nice BTS, exactly what I needed, using repentia as a guard scared off any attack the marines might have considered.

Faithful: Like the new rule, it's certainly not a default choice and it did save my bacon more than once.



I'll keep testing, is there anything in particular you'd like to see tested?


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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Jan 06, 2012 12:28 pm 
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do you think your opponent would make the same choices in a repeat game?


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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Jan 06, 2012 1:45 pm 
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I don't think he would, he realised quite quickly how fragile his BTS was, that would certainly change either, I think, to a beefed tactical fm or possibly a reaver. His plan for turn 2 was sound but losing the strategy roll really killed it for him so luck was a factor here to the point of costing him the game.


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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Jan 06, 2012 2:27 pm 
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I definitely have concerns about the relative pricing of the chapels vs the cathedral.

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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Jan 06, 2012 3:13 pm 
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How so? Would upping the cost of the Chapels bring them too much into the price bracket of the Cathedral?

One thing I might suggest, is Fearless necessary for the Chapels themselves? It would make the choice of a priest upgrade slightly less defunct.

Comparing the two choices directly I felt the Cathedral somewhat under-gunned, overall you get a bit more range for a smaller barage, 1 less exorcist shot, 2 inferno guns & good AA but don't get the FF-tastic Melta sponsons.


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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Jan 06, 2012 3:18 pm 
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Basically what you said; the chapels are probably too cheap and the cathedral too expensive.

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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Jan 06, 2012 3:38 pm 
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Give the cathedral some MM sponsons and up the price of the chapels... ;D


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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Fri Jan 06, 2012 4:28 pm 
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quite possibly

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 Post subject: Re: Adeptus Ministorum Orders Militant v1.3
PostPosted: Thu Apr 12, 2012 2:26 pm 
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Had another game with this list last night, managed a turn 4 2:1 victory against Steel Legion. TSNP & T&H vs BTS.

Sisters List:
Code:
Soroitas Mission + Heroine + 2 Immolators(Justice) + Dominions + 4 Rhinos
Soroitas Mission + Heroine + Supreme Commander + 4 Rhinos
Repentia Confessional
Exorcism Battalion + Hunter
Seraphim Choir + Heroine
Penitents Atonement
Mobile Sanctuary
Reverent Fury
Warhound

Since my last game I swapped out the retributors for a warhound to have a wee change/more punch

Code:
Tank Company + Hydra
Super heavy Tank Co: 3 Shadowswords + 2 Ogryns
Artillery Co. Manticores
Regimental HQ
Infantry Co. + Fire Support
Rough Rider Platoon
Sentinel squadron


Highlights/Unit performance
At first sight this army made me balk, it was like seeing all my weaknesses rolled up into one very shooty package.

I used the warhounds as a tempting target to distract the shadowswords in turn 1, clever use of available cover saw it draw out & survive the first shots from the shadowswords; it later died to overwatch fire from the infantry company in turn two so preformed fairly underwhelmingly but I think the distraction was worth it. THOUGHTS: I don't think the Retibutor Fm I replaced would have done more/better.

The Reverent fury decided to bite the preverbial Volcano canon in turn 2 and pushed forward hard to put itself in position to support an asault (by seraphim) on the infantry co dug in by a T&H objective. The subsequent turns saw it die but the objective was clear for me to jump onto on turn 4. The first volley of VC fire(turn 3) took 2 voids and 4 DC, 1 of which was saved by the invulnrable save, 1 also went critical immobilising it. It didn't survive the following turns fire. THOUGHTS: Am I right in presuming the idea behind giving it Fearless & Invulnrable save is to show it as constantly praying i.e. permanently using faithful?

The Chapels didn't make a huge contribution this game after taking a critical hit from the russ company just after they acted on turn 2 but they contributed enough. THOUGHTS: Not got any new comments on them just now.

The Penitents were a thorn in my opponents backside, threatning enough to warrant volcano cannon fire on turn 2, which mostly missed, the one hit was saved by their invulnrable. As my last activation that turn they then broke from cover to Advance to within 30 of the shadowswords barbecuing 3 sentinels with 4 heavy flamer shots(2 suppressed). They opened turn 3 for me by charging the shadowswords, 2 penitent casualties for a point of DC and an Orgyn was disappointing, so the 2 remaining hid nearby hoping to rally and/or provide distraction. They did rally on turn 4 and chose to hit the manticores instead of the shadowswords, losing, but taking enough manticores(4) with them to make them useless for turn 4. THOUGHTS: I'm starting to think 2 heavy flamers may be a bit OTT.

This is the first game where my Exorcists have not only survived but actually done something! Since the Russ co chose to go after my Chapels it was quite easy for me to go after them with the exorcists. Getting into position to shoot them on turn 2 then retaining to sustain on them after the penitents early on turn 3, breaking them. After early infantry losses in my 2 sororitas fms to the artillery this pretty much swung me the game as the russes never really got a chance to do what they do best, so my under strength infantry easily combined fire & FF to take on the Reg HQ on their flank. THOUGHTS: The presence of more danderous armour made these less of a target so quite happy with their performace.


My opponents thoughts:

We both had fun, my opponent has played against the earlier version of the list a few times so knew what he was doing, he's also followed the changes, which I think inspired his army choice a little bit. Knowing how much I struggle facing armour and his shadowswords especially so they were a definite choice as were the russes. At the end he said he should have brought his vultures but I don't know how that would affect the rest of the list.
One comment that kept coming up was the amount of Fearless units I had. I used mine really agressively leaving broken fearless units right in front of his units, the penitents, repentia & to some extent my cathedral. He thought it was a bit much.


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