oké ez egy kurva hosszú összefoglaló, amit az egyik srác írt be. majd elolvasom. most csak összegyűjtöm. nem lesz rövid...
HQ
Canoness: The cream of the codex. Works well tooled up or to just sit back and direct your lines with a book of St Lucius. Run two if your list is over 1500. I like to run her with an Eviscerator, Cloak of St Aspira, Jumppack, and Bolt Pistol (if I run 2, the 2nd one has the Blessed Weapon and frags).
Palatine: Poor man's Canoness. For only 10 pts more, you get 1 more attack, 1 more wound, 1 more Ld, and 1 more Faith. Points well spent, thank you.
OH Inquisitor Lord: Good in 3rd Ed as a screened firebase. Now he sucks. Why? If you choose to make a firebase out of him, it will die to bolter fire and he will be left useless. If you try to make an assault unit, it can only produce an ok assault unit, that costs more than many other armies' elite assaulters - and they struggle with delivery. He is not needed for the Hood, Sisters have enough protection from psychic powers already. So there isn't a whole lot of stuff left for him to do.
Priests: Only useful in Zealot squads. And you need one in your army to take other units. But I never take those other units, so it's not an issue.
Elites
OH Inquisitor: Suffers from same issues as Lord, but is cheaper. Yippee.
Arco-flagellants: One of three great looking new models in the WH range - and all their rules suck (LE sigh). Arcos have the potential to be a devastating assault unit. So why don't they work? They are overcosted and have no delivery system. Sure, maybe a unit like this is really worth 35 points, but not if they never reach the opponent. The 4+ save isn't enough to protect them long enough to get them to combat. So in order to get them to combat, you have to activate their implants... which gets them killed - how fun! Any opposing commander who knows anything about this unit will never let it reach his lines. And they're too expensive to use as a distraction of that sort.
Celestian Squad: Decent unit. 2 more pts than a Battle Sister gets you Faithful without a VSS, +1 Ld, +1 WS, and Hatred (preferred enemy: everyone). Is it worth it? Not normally. They are a good choice if you want a smaller unit (less than 10), and you don't want/need a VSS. They make a decent 6-model unit with 2 meltas for tank-hunting. Don't get fooled into thinking that because of Hatred that they can be a good assault unit. They become an "ok" assault unit - but their strength still lies in bolters and Faith - and in those areas, Battle Sisters are just as good. You also have to be careful here, because you cannot "Kenny" the VSS to gain a Faith point back.
Sisters Repentia: Wow what beautiful models! Wow what terrible rules! T3 with a 4+ save = Hvy Bolter bait. Even if they do reach the enemy (through some miracle), they still strike last and will lose another significant portion of their numbers before they even strike. The only squads they are good against are expensive models - more expensive than their whole squad: vehicles, dreads, monstrous creatures, and terminators. But no one will ever let them get there, and they're even easier to stop than Arcos are.
Temple Assassins: Hardly ever earn their points back - even worse, you have to have an Inquisitor to take one. I know the game isn't all about "earning points back," but I have yet to see an assassin even change the game that much.
Death Cult Assassins: This assassin is worth her points. Too bad an Inquisitor is required to take one - she's not worth her points + the INQ. A great use is to use their Infiltration to create a virtual Denied Flank. Infiltrate three of them on one flank will make many commanders avoid that area entirely. Because of their bad save, they must remain hidden until attacking.
Troops
Battle Sisters Squad: If the Canoness is the cream, these gals are the bread and butter. Default sized for rhino deployment or larger (14 or 16) for foot-slogging. Always, always, always take the VSS. Weapon options: flamers (hvy and normal) are only good if you have a transport to deliver them in; meltaguns are great too - should be the only weapon in foot-sloggers; stormbolters are not a good option. Sure SB's give you more ranged firepower, but are really only worth it if your unit is going to sit back - Sisters should never just sit back. My pref loadout is Hvy Flamer & Meltagun.
On the VSS, naked w/ bolter is great; also good is a Book of St Lucius (on every second or third unit - remember to use their 6" range!); and another great option is an Eviscerator. The Evisc is good because it can actually make your unit a bit of a tarpit when it comes to assaults. And you're one Act of Faith away from Insta-killing any opposing IC that decides to take you on. Combi-flamer or Brazier are ok... I just don't really go for the one-use weapons in normal situations. Every other weapon option is terrible.
Inquisitorial Stormtroopers: Let's see here, for 1 pt less than Battle Sisters, you get -1 Save, worse vet option, much worse gun, and no Faith. But you get access to plasmaguns and chimeras. Not really enough, IMO.
Fast Attack
Seraphim: [Choir of Angels]"Ahhhhh!"[/Choir of Angels] This unit and it's proper use can win you more games than any other unit in your army. They can assault, counter-assault, tank-hunt, and IC hunt. Hand flamers are great for an assault unit, inferno pistols great for small tank-hunting units, and one of each great for all-purpose units.
A VSS is required if you want this unit to assault. She provides the punch and a built-in Imperialis Simulacrum (boo-yah). I prefer Eviscerators on her, so much more power. Strength 3 Power Weapons are worthless, in fact they near guarantee that you'll use an extra Faith to get +2 Str... and then you'll be going last anyways!
Dominion Squad: Decent option - often overlooked because of the stunning qualities of the Seraphim. I prefer them with flamers. Meltaguns are too expensive in this unit - you can pull off melta units with either Celestians for small units, or Battle Sisters for larger. Some mix 2 flamers and 2 meltas - this could be good too. I also prefer the 10 model unit in rhino over Immolators (but that discussion is in a later post). VSS is also required here, but I like the model naked w/ bolter.
Heavy Support
Retributors: Good with Heavy Bolters, not with Multi-Meltas. I like to apply the same principle with Devastator squads (2:1 ratio) here. That means either 8 Retributors with 4 HvyB's or 6 Ret's with 3 HvyB's. VSS is also required for Faith. Do not make the mistake of trying to use Faith on this unit. Divine Guidance is made for up close shooting - as in rapid fire range. The HvyB's are powerful enough that they don't require a lot of assistance, save it for the bolters.
Immolator: I will never take one. Sure, they're fluffy, and the model is great. But man do they ever have a target painted on them. More appropriately named, "Flaming Coffin of Doom."
Because of this issue, I also do not like them as Transport options, where available. Factory Default Rhinos* do it for me.
Exorcist: Also known as, "The reason I never take Retributors." This is the only model in the whole codex that I am willing to "give up" Faith for. In other words, it is not Faithful and brings no Faith to my list. Who cares? Holy crap, this thing is good! One is a bit of a gamble, so two are required for most 1500 lists. Want to see an opponent cry? Bring three. Some people cry cheese, beardy, OTT, etc. But the truth of the matter is, that the Exorcist is the only (viable) real long-range firepower that the list has.
Penitent Engines: Big, beautiful model. Buy one, paint it, put it on the shelf and sigh. This thing blows. 80pts? 11AV?? Open-topped??? GAH!!! This might, might, might(!) be worth it if you were allowed to give it smoke launchers (maybe), but you're not, so it's not.
Orbital Strike: DH players don't even use this... don't you either.
*Factory Default Rhinos - contrary to popular belief, Rhinos come from the factory with Extra Armour and Smoke Launchers installed and cost 58 pts, not 50.
Extras
Zealots: Ok, these should probably go in Troops, but since they're not in the codex, I'm putting them here. 20 of these with Eviscerator Fanatics and a Priest are scary. Fragile, but scary. Demagogues and Exterminators are not required and just bump up the point cost of the unit.
Inducted Guard: Infantry Platoons can be used to give your OH list firepower - but that requires you to be running OH (*shudder*).
Sentinels are a decent option as well. (They're part of my "fun" OH giants list - to be seen later.)
Leman Russ can provide a bit of "oomph," too.
Allied Marines: Not worth it at all. Can't have Sisters in the list. Guard do it just as well for inducting purposes. If you want to mix marines, then take a marine army and add Witchhunter allies.
Faith
Faith is the belief in things that can't be proved. Except in 40K, where we prove that Faith kicks ass.
Guideline - I believe you should have a base 2 Faith, +2-3 for every 500 pts in the army:
500 pts 4 Faith
1000 pts 6-7
1500 pts 8-10
1850 pts 10-12
Proper use of Faith will win the battle. Without it, Sisters are on the bottom of the food chain... even below orks (ouch). Allow me to cover two things before getting into the Acts of Faith themselves.
1 - Imagifer/Imperialis Simulacrum. Allows you to roll 3 dice and pick best two for AoF once per turn. Sound good? You bet. Overused? Too often. The best use of this item comes for units that have to accomplish certain tasks. Have to. Fortunately, the unit (Seraphim) that most often has to absolutely do something, comes with it built-in to their VSS. I don't know why I see this in people's Battle Sister Squads, I really don't. Squads should be designed in size to accomplish the type of Act you expect that squad to need to roll. Really only Seraphim and Canoness' are the ones that will use muliple types of rolls (roll >= or <=).
2 - "Kennying." Brough to us by our friends at South Park. "Kennying" is the method of gaining Faith to use in the army, by pulling a VSS as a casualty - especially when she doesn't need to be. Granted, this should preferably be a naked VSS, so you're not wasting points. Some lists can really burn through the Faith, and getting it back is very important - more important than a single VSS in a depleted squad, anyhow.
Acts of Faith
Hand of the Emperor: Only use should be to make an Eviscerator wielding model Str 8 for purposes on insta-killing. Could also be used as last-ditch effort to make squad Str 5 to hurt Monstrous Creatures, but normally not.
Divine Guidance: If you don't know how to use this AoF... give up and get another army. Short-range bolter fire and flamer templates, oh yes. Hardly ever worth it in assault.
Most used Act of Faith
The Passion: Rare and judicious use of this AoF is called for. The +2 Init is rarely going to make a difference, excepting a Blessed Weapon Canoness.
Light of the Emperor: Again, a rare AoF. Saving small units from running off the table is very rarely worth it.
Spirit of the Martyr: Friend of Seraphim and Canoness' everywhere. Other squads can use it as well, if engaged with especially deadly units, in order to tarpit them.
Second-most used Act of Faith
Army Lists
Thought I would throw up a couple army lists that I've played for your perusal. The first is my Sisters list. It plays hard and doesn't give a lot of lee-way to my opponents. It also has guys at my FLGS that won't play it outside of tournaments, because they want to have a chance of winning. The second list is an OH list that I put together to have fun with. It rarely wins, certainly would never do so at a tournament, but throws many opponents for a bit of a loop.
1850 Sisters - Order of the Dusty Rose
HQ - 244 pts
Canoness, Jump, Cloak, BlessWpn/InfP, Frags - 131 pts
Canoness, Jump, Cloak, Evisc/BP - 111 Pts
Troops - 870 pts
10 Battle Sisters, Hvy Flamer, Melta, VSS w/ Evisc & BoSL in *Rhino - 234 pts
10 Battle Sisters, Hvy Flamer, Melta, VSS w/ Evisc & BoSL in *Rhino - 234 pts
10 Battle Sisters, Hvy Flamer, Flamer, VSS w/ Bolter in *Rhino - 200 pts
10 Battle Sisters, 2 x Melta, VSS w/ Bolter in *Rhino - 202 pts
Fast Attack - 466 pts
8 Seraphim, Hand Flamer, Inferno Pistol, VSS w/ Evisc - 233 pts
8 Seraphim, Hand Flamer, Inferno Pistol, VSS w/ Evisc - 233 pts
Heavy Support - 270 pts
Exorcist - 135 pts
Exorcist - 135 pts
1850 Ordo Hereticus - They Might Be Giants
HQ - 246 pts
Inquisitor Lord Karamazov - 205 pts
Priest, BP/CCW - 41 pts (attached to Zealots)
Elites - 360 pts
3 Death Cult Assassins - 120 pts
3 Death Cult Assassins - 120 pts
Callidus Assassin - 120 pts
Troops - 672 pts
6 Inquisitorial Stormtroopers, 2 x plasmaguns - 80 pts
6 Inquisitorial Stormtroopers, 2 x plasmaguns - 80 pts
Inducted Guard Armored Fist - 180 pts
10 Guardsmen, Las/plas in Chimera w/ HHB (deploy outside Chimera)
Inducted Guard Armored Fist - 180 pts
10 Guardsmen, Las/plas in Chimera w/ HHB (deploy outside Chimera)
20 Zealots,2 x flamers, 2 x Fanatics w/ Evisc - 152 pts
Fast Attack - 100 pts
1 Sentinel - 50 pts
1 Sentinel - 50 pts
Heavy Support - 465 pts
2 Penitent Engines - 160 pts
2 Penitent Engines - 160 pts
1 Leman Russ, hull HB - 145 pts
Just a couple illustrations, even though the second one goes against most of the advice I gave in my posts. It can be quite fun to have 4 PE's, Lord Karamazov, and the Zealots all moving up one side, while the Assassins pin the other.