Showing posts with label sisters of battle. Show all posts
Showing posts with label sisters of battle. Show all posts

Sunday, October 30, 2016

Sisters of Silence - Initial Rules Thoughts

Today, I wanted to jot down a few thoughts about the Sisters of Silence rules that were released by Games Workshop alongside their Prospero boxed set release this weekend. 

In terms of the stat line, these women are very similar to their 40k analogues the Sisters of Battle. Lacking a pip in both strength and toughness means that they're going to suffer from incoming firepower rather severely compared to regular space marines. Obviously, we're going to want them to take transports or drop pods if at all possible -- but that's something that they haven't got access to just yet at least. Sadly.

It is their special abilities that are really of note to be honest. 

Swapping out bolters in favour of flamers is a nice move for hard units stuck in cover. But the better swap out is in favour of executioner great blades. Swinging at initiative=5 for AP2 is fantastic. Doing so at S+1 is even better. They will chew through space marine squads and possibly even terminators very nicely. Clearly they might suffer a lot in return, but they should make their points value back very easily if they actually manage to make it in to combat. 

More than this, the trouble that they are capable of causing in 40k or 30k against psykers is fairly impressive. Nowhere else in the codexes or in the entirety of the game have much similar to what they're capable of -- especially when in their specific formation. Precision shots and strikes against psykers are very nice for starters. But the manifestation of warp charges on 6+ coupled with the leadership penalty is simply amazing. Couple this with not generating any within 12 inches means that a few squads of these sisters can shut down an entire tactica of certain enemy army builds. Its not perfect, but it is a huge dent, and little else in the game can compare. Certainly within 30k! 

Fear, Fearless and Psky-Out grenades simply add an extra layer of capability to their cause. 

In terms of their 40k formation, the Null Maiden task force, enemy players generating fewer warp charges just because the their sheer presence on the battle field is unheard of pretty much. 

For the points cost, I think these sisters are very much worthwhile if utilised well and will earn back their points in close combat in all probability. The problem will be to keep them from being the focus of enemy fire power. There's probably some combination with a fortification that might be good in here, but even on their own, some 225 points for 15 models each with AP2 at initiative is amazing. 

Tuesday, September 17, 2013

Sisters of Battle Unit Review: Dedicated Transports

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Hi All, Eldrad Vect here, when it comes to Dedicated Transports, Sisters of Battle don't have much different to their Space Marine allies, but still here is my review of the Sister's Dedicated Transports.
First off, the humble Rhino, nuff said...
On a serious note, unlike Space Marines, Sister of Battle rhinos are often used quite a bit, due to the fact that Sisters are a tad more fragile than Space Marines. Nothing is different though, still the same old Rhino, just with Sisters of Battle iconography.

The second option is the Immolator, whilst a little different is pretty much the same as a Space Marine Razorback, except it is only able to take Twin-Linked Heavy Flamers, Twin-Linked Multi-Meltas or Twin-Linked Heavy Bolters. However the Immolator has one little wargear buff to its Heavy Bolters, Inferno Bolts. No not those amazing AP3 things that Thousand Sons use, these Inferno Bolts simply allow re-rolls to wound, not a awesome as Thousands Sons, but still pretty good.

Now the one thing the they have going for them is that all Sisters of Battle tanks have Shield of Faith, thus they all have a 6+ Invuln. save which on a tank is quite handy. The other wargear upgrades they can take are ok, but nothing spectacular.
I personally don't use transports for my Sisters, I only ever use the Immolator and even then only to transport Dominion Squads. But thats just me, they are ok transports, but not great, but I mean Marines don't get any better, I know the new codex may change things but still, these have been serving Space Marines for years and they still win battles.

Thursday, September 5, 2013

Sisters of Battle Unit Review: Dominion Squad

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Hi everybody, Eldrad Vect here, with the review of yet another stand out unit in the Sisters of Battle, the Dominion Squad.
Dominions are pretty much Sisters of Battle with the Scout USR, now to most this doesn't seem tempting scout isn't really worth the extra points, but it isn't the Dominions themselves that are deadly but how they combine their wargear and special rules. Dominions can take 2 Special Weapons per 5 Sisters, the weapons up for grabs are a Storm Bolter, Meltagun or Flamer. No one ever chooses the Storm Bolter but a unit that can Outflank 4 Meltaguns and with a good BS is great, this is the same for the Flamers, its a effective way for causing panic in the back lines. Dominions are pretty much a suicide unit, Outflank then kill something before your wiped off the board, but we cannot forget these girls wear Power Armour meaning the have a chance of survival, though its slim since most of the enemies fire will be directed at them.
Special rules are pretty blank, the standard Sisters rules and Scout. Their Act of Faith is Holy Fusillade and it is amazing, making all weapons the Dominions carry Twin-Linked, making Meltaguns accurate and Flamers Re-roll to wound, this usually means when Dominions hit they hit hard.
This review was kind of small, so with that I'll give you a few ways I play Dominions. I tend to play a Flamer Dominion Squad in an Immolator, this gives me a horrid Twin-Linked Heavy Flamer from the Immolator and 3 Flamers (the Sister Superior has a Combi-Flamer) from the Dominions this usually gives me they upper hand as they Outflank and torch any unit they can. Alternatively I have played this strategy with an all Melta squad too, the thing to remember with Dominions is they suck at being take all comers, yeah you can have a Meltagun and Flamer, but neither will be as effective, Dominions have to be specialized.
My verdict on Dominions are still they same, these girls stand out as being handy and quite powerful, whilst one sided, they do their job well and like the Seraphim fill that effective aggressive role that is so desperately needs to be filled, Sure Repentia are aggressive but not reliable. They are a relatively good unit all in all, but not the best.

Thursday, August 29, 2013

Sisters of Battle Unit Review: Seraphim Squad

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Hi everyone, Eldrad Vect here, its been a while but I'm back with my review of the Seraphim Squad.
I love Seraphim, I loved them in Dawn of War and even the models around now are actually my pick for best unit in the codex! Ok, maybe I'm a tad bias, but that won't affect my review in the slightest. First off, stat line, same as your average Sister of Battle and as far as wargear goes, exactly the same, minus the Bolter for a second Bolt Pistol. These girls were the original 'Gunslingers' and while other units such as Space Marine Command Squads and Vanguard Veterans have adopted the Dual Pistol Build as of 6th Edition and the introduction of the Gunslingers USR, the Seraphim are still queens of this form of combat. Seraphim can exchange their twin Bolt Pistols for either twin Hand Flamers or twin Inferno Pistol, two Sisters may take this particular upgrade no matter the squad size, while Inferno Pistols are melta and getting 4 Strength 8 AP 1 shots is so tempting as it is effect vs MCs, Heavy Infantry and Vehicles, the Hand Flamers are the way to go, the reason has something to do with their Act of Faith.
Special Rules wise, Seraphim are just awesome, They have the typical Acts of Faith and Shield of Faith special rules, however they also have Hit and Run, Seraphim Pistols (pretty much an early version of Gunslingers), Angelic Visage and their Faith power, The Emperor's Deliverance. Angelic Visage is the big one, it allows re-rolls of failed Faith tests and Shield of Faith saves, which means they almost always pass their Faith tests and have 6+ Inuvln. save that re-rolls isn't something to sniff at. Then comes the Act of Faith and reason why I take Hand Flamers, The Emperor's Deliverance allows re-rolls to wound when shooting... BY THE EMPEROR!!! this power is amazing and is one of the few that are actually aggressive.
All up, Seraphim are an awesome FA choice that can really hurt enemies if played right, their only downfall is the price tag that comes with playing them, remember they still are just Battle Sisters so if your not keen on spending a lot on a unit that can be cut down quick, even with Power Armour, then Seraphim are not for you, but they are by far one of the best units in the codex.

Friday, August 9, 2013

Sisters of Battle Unit Review: Ecclesiarchy Priests

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Hi everyone, Eldrad Vect reporting, this is quite a short review of a relatively useful Sisters of Battle unit, the Ecclesiarchy Priests.
First things first, the Ecclesiarchy Priests have pretty much the exact same Stats, Rules and Wargear as an Ecclesiarchy Confessor, although the only difference is the dreadfully low WS, BS, Attacks and Leadership and not being able to carry a Plasma Gun. They work in a similar way to Techpriests or Ministorum Priests in the Imperial Guard Codex, they count as Elites, you can have up to 5 of them and they don't take up any FoC at all. These guys are pretty damn useless, the only reason you'd dare to waste 45 points on them is to stick one in all your squads to make Faith tests easier, other than that, they are a complete waste of time and points. Harsh I know but they aren't a very good unit.

Wednesday, August 7, 2013

Power Weapons: Are your Warriors using the right Weapons?

Hi all, Eldrad Vect here. Ah, the humble Power Weapon, the tool of champions and no name squad leaders, however in 6th edition they released the new rules on the different types of Power Weapons, this was awesome and I think one of the greatest things in the new rulebook (I love 6th Edition so much). It does beg the question though, what weapon should I use? well I'm here to give you the run down on what I think are the best choices for each race.

Space Marines/Chaos Space Marines (and Codex Chapters)
Power Sword and Power Axe:
Starting with the most popular race in Warhammer, Space Marines and their evil counterparts excel when using all weapon types but are particularly effective with these two. Since their base Strength is 4, the Power Sword is exceptionally useful, it's AP3 at full Initiative means in the hands of a Space Marine, can pull apart xenos and MEQs with equal ease. The Power Axe is also a great weapon for Marines but should be used defensively, i.e. if you have a Devestator (or Havoc) squad leader with a Power Weapon make it a Power Axe. The reason behind this is that the Power Axe's +1 to Strength and AP2 gives it sundering power unmatched, so it is effective at holding off attackers as it mean you won't lose combat and may even sweep your attackers since the upped Strength give you an greater chance to wound your foe.

Dark Eldar
Power Sword and Power Lance:
Dark Eldar need speed above all else and the Power Axe is too clunky for Dark Eldar and is also unnecessary because almost every Dark Eldar unit has access to AP2, whether it be shooting or CC, not only that but they have access to one the best Power Weapons in Warhammer, the Agoniser which always wounds on a +4 and is AP3 which can carve through Infantry and Monstrous Creatures. The Agoniser also makes the Power Maul useless too. Power Sword is for your shooty units to give them continuous AP3 to help even the Combat Resolution and maybe prolong combat so a more aggressive unit can help, where as the Power Lance is for your attacking squads, the +1 Strength on the charge is very handy for Dark Eldar. Personally, I typically use Agonisers but I do use Swords and Lances sometimes since they are cheaper than the Agoniser.

Imperial Guard
Power Maul:
Imperial Guard Sergeants should only ever wield Power Mauls, for them, the +2 to Strength allows them a chance to pummel even Marines in combat. No other Power Weapon is worth it, in my opinion the Sword is too weak, the Axe not needed and the Lance is pointless because IG don't often charge into combat, (well, I do).  

Sisters of Battle
Power Maul and Power Axe:
Sisters are weak, sad to say it but its true, S3 is not very good and unlike Eldar and Dark Eldar, these chicks ain't fast, with I3 they have the same problem as Guard. The Power Maul and Power Axe buff the Sisters to new levels, if your going to strike last anyway may as well do it with an AP2 Axe and take some foes out with you.

Eldar
Power Sword, Power Lance and Power Axe:
The Triforce of Power Weapons used by the Eldar all work well, Swords and Lances keep the Eldar's high Initiative whilst killing Infantry easy, even Terminators or other 2+ Armour save units if the Jinx Psychic Power is in play, however you may be wondering why I have the Power Axe on this list. Eldar Aspect Warrior Exarchs have good armour and WS, this means a good Power Axe doesn't go to waste, however I only use this on units that is makes sense to, an example of this is one of my Dire Avenger Exarch, I always play Power Weapon and Shimmershield but the Diresword is AP2 and in order to give the unit a +5 Invuln. Save I have to sacrifice the AP2... well, not really, I simply give my Exarch a Power Axe, this gives him both a lovely Strength bonus that makes him quite a good Marine killer and the AP of 2 that he was missing out on. So while it all depends on your squad and what you like to use.

Orks, Necrons, Chaos Daemons, Tyranid, Tau, Grey Knights.
Sorry you guys, you either don't have access to conventional Power Weapons or have unique weapons that a similar but way better (i.e. Boneswords, Warscythes, Hellblades...) just keep doing what your doing and you'll be fine. I know that some of them do have Power Weapons but it is not as widespread as the others.

Whatever Power Weapons your troops wield just remember, it better than a Combat Knife.

Monday, August 5, 2013

Sisters of Battle Unit Review: SIster Repentia Squad

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Hi everyone, Eldrad Vect here with the crazy sisters seeking forgiveness, the Sister Repentia.
These guys are insane, same stats as a Battle Sister but with no armour save, except the Mistress of Repentance which wears Power Armour, and 2 Attacks. Now these sisters have some pretty cruel weapons as each Sister Repentia is armed with an Eviserator which is pretty deadly, not to mention the Mistress who carries two Neural Whips, which are Power Weapons that give her a Strength of 8 but you roll to wound on the enemies Leadership profile. Wargear aside, what pushes the Sister Repentia squad into the area of greatness is the giant list of special rules they have.
Feel no Pain, Fleet, Fearless, Rage, Shield of Faith, Acts of Faith and Spirit of the Martyr (which is their Faith Power) this impressive list of special rules definitely make up for their lack of a 3+ Armour save. Spirit of the Martyr is their Faith power and it rocks, you take your Faith test at the start of the Assault phase, if successful, when a Sister Repentia is killed, do not remove the model, each fallen Sister Repentia gets 1 attack at the enemy before they die! its great, because if your unit get completely wiped they can still hit and I mean hit hard.
Sister Repentia are good, I use them quite a bit but they are quite often hit or miss, having only a 6+ Invul. and Feel no Pain to keep them alive they are constantly shot off the board quite quickly and Sister Repentia aren't cheap. It is a risk vs. gain scenario and you just have to take the risk sometimes, because when it pays off, it pays off big.

Friday, August 2, 2013

Sisters of Battle Unit Review: Celestian Squad

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Hi all, Eldrad Vect here with my first of the Sisters of Battle Elites reviews, first up, Celestians.
A Celestian is essentially a veteran Battle Sister and has similar stats expect for an Attack profile of 2 and Leadership of 9, also they are only 3 points more than a standard Battle Sister. This is a huge difference and for a squad thats max number is 10 I was a little skeptical on how they would perform, to my surprise they are actually quite effective. Wargear wise, up to two Celestians may take special or heavy weapons, similar to the Battle Sisters squad, though this just solidifies the fact that they are just glorified Battle Sisters.
Special Rules are the same as a Battle Sister squad too, except for their Faith Power, Hand of the Emperor, which give the Celestian squad +1 to Strength and Fearless in the Assault phase, wait, what? an Assault phase power for a unit that doesn't assault. Well, I guess you could charge with Celestians and really hurt what you hit, though I think the powers real purpose, like a lot of Faith powers, is defensive as it helps a unit terrible at combat become relatively good.
At best Celestians are expensive Battle Sisters, while they can be incredibly handy and can work well, I personally don't play them since there are so many better units like Dominion squads or Seraphim squads that do much more than Celestians. I'm not saying Celestians are a terrible unit, just that they need some improvments.

Wednesday, July 31, 2013

Sisters of Battle Unit Review: Battle Sister Squad

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Hi All, Eldrad Vect here giving you my review on the only Troop choice in the Sisters of Battle codex.
The stats of a Battle Sister is this:
WS BS S T W I A Ld Sv
  4   4   3 3  1 3 1  8   3+
Pretty much a Space Marine with reduced Strength, Toughness and Initiative which is ok for a model that costs 12 points. Having Power Armour saves these girls a lot of pain, especially when they are susceptible to it due to low Toughness and the Shield of Faith rule gives them a 6+ Invul. Save giving them a slim chance to avoid dying to AP3 or lower weapons. Armed with Bolters, Frag and Krak Grenades and a Bolt Pistol, Sisters are pretty well equipped to begin with and the base squad size is 9 Battle Sisters and 1 Sister Superior with the option to take an additional 10 Battle Sisters meaning you can get a pretty large squad of Power Armour wearing troops. No matter what the squad size is only two Sisters in the squad can take special or heavy weapons and depending on how your Sister squad is designed to fight depends greatly on these weapon options, if your squad is a back line objective holder you'd take a Heavy Bolter and Storm Bolter or if your squad is an aggressive attack unit you'd have a Meltagun and Heavy Flamer.
The Sister Superior is pretty good for a squad leader, having an stat line like a standard Sister with a +1 to Attacks and Leadership. Her wargear options are really good to, being able to take Power Weapons, Combi-Weapons and even Plasma Pistols, she can really add punch to a squad by adding some extra Plasma, Melta or Flamers to your squad.
Special Rules for the Sisters are simple, Acts of Faith and Shield of Faith, as well as the Faith power the Battle Sisters have called Light of the Emperor. Light of the Emperor is one of the best Faith powers in the codex, if used in the Movement phase, the automatically re-groups and can act as normal, if used in the Shooting or Assault phase they re-roll all 1s to hit, this is awesome and thats not all it is also the only power that can be used multiple times in a turn, once per phase.
They are a pretty good Troop choice and being the only choice in the codex the do well to be as varied as possible to make up for the lack of choices and on more then one occasion it is my Battle Sister squads that win me games.

Sisters of Battle Unit Review: Saint Celestine

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Hi all, Eldrad Vect here, with my review of the greatest Sisters of Battle HQ of all time, Saint Celestine.
Ok, so how powerful is this living saint you may ask? well, stupidly powerful the most outstanding stats are her WS, BS and I of 7, not to mention 5 attacks base and being the only Sister of Battle with a 2+ Armour save. She is also Jump Infantry, making her an amazing addition to a Seraphim Squad. Her wargear is unbelievably good, she wears the Armour of Saint Katherine which gives her her 2+ save and a 4+ Invul. save and her weapon of choice is the Ardent Blade, a Power Sword that alway wounds on a 4+ unless she can do better, this makes up for her Strength of 3, the blade can also be fired as a Heavy Flamer.
Now for the best part, Saint Celestine's rule Miraculous Intervention, every time she dies, place a counter where she died then at the start of every one of your subsequent player turns, on a 4+ she comes back to life with D3 wounds! She is almost unstoppable though her Toughness of 3 make her quite easy to kill and she doesn't have Eternal Warrior. But how many points is she? surely this undying saint is around the same price line as Mephiston or Abbadon, nope, Saint Celestine is only 115 points which is just stupid cheap.
This is the HQ you want in order to avoid giving the enemy Slay the Warlord. Saint Celestine is the a hero, more aggressive than supportive, although she does boost Seraphim squads immensely. By far my favourite character in the Sisters of Battle codex.

Tuesday, July 30, 2013

Sisters of Battle Unit Review: Uriah Jacobus

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Hello all, Eldrad Vect here with a review on one of the most amazing Confessor of all, Uriah Jacobus.
Last time I reviewed the less than impressive Arch-Confessor Kyrinov and whilst Jacobus has the same stats and save as Kyrinov, he is on a whole other level. This crazy old war dog is an incredible fighter having both a Chainsword and Bolt Pistol as well as his giant Shotgun, Redeemer. 24' range, S4 AP4 Assault 2 double barrel shotgun of pain, Tyranid Ravager? Blam! Jacobus just shotgunned it in it's ugly face like a boss. He also carries the Banner of Sanctity, which give him and his unit +1 to their Attack and Feel no Pain, imagine him with 20 Battle Sisters on an objective, they are not moving, ever. This combination of skill and actual weapons that are any good, (I'm looking at you again Kyrinov), makes Uriah Jacobus both an amazing combat god but also a great support character.
Uriah also has a couple of awesome special rules, he has Stubborn, which is helpful to some degree but most importantly he buffs the entire army with his rule Protector of the Faith, this rule allows you to re-roll the dice used when rolling how many Faith Points you get at the start of each turn, which means there will be plenty of faith to go round.
Uriah is a great character for any Battle Sister army and his augmenting abilities are gold, this guy is also the same points as Kyrinov, but so much better and well worth the 90 points it costs to use him.

Monday, July 29, 2013

Sisters of Battle Unit Review: Arch-Confessor Kyrinov

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Hi all, Eldrad Vect here with the review of Arch-Confessor Kyrinov, a rather mediocre Special Character within the ranks of the Ecclesiarchy.
Now I'm not paying out on this guy because I don't like him, he is really bad, hero wise. His stat line is the same as an Ecclesiarchy Confessor, understandable but quite weak and this makes him incredibly susceptible to being cut down by small arms fire or similar weapons. With a horrible save and low Strength and Toughness he is not going to be winning many combats, though he won't run since he and all squads in 6" are Fearless. Aside from unit buffing he really doesn't do much.
Kyrinov's signature weapon is the Mace of Valaan, a unique Power Weapon that pretty much has the Concussive special rule. He also carries the Icon of Chiros this is what allows him to grant Fearless to nearby squads. As far as rules go, Kyrinov has all the same as your basic Confessor except for Heightened Fervour, which just mean he counts as having a Laud Hailer and Simulacrum Imperialis.
All up, Kyrinov is not worth the his points cost, maybe if he were twenty or so points cheaper but other than that, your better off with are basic Ecclesiarchy Confessor or Uriah Jacobus, which my next review will be on.

Sunday, July 28, 2013

Sisters of Battle Unit Review: Generic HQs

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Hi all, Eldrad Vect here, with my first ever unit review!
The Canoness is the linchpin HQ of the Sisters of Battle Codex, out of the two generic HQs you can get to lead your Battle Sisters, the Canoness is the more well known. Let take a look at her stat line
WS BS S T W I A Ld Sv
 5    5   3 3  3 4 3 10 3+
Not really that impressive pretty much just your standard Sister of Battle with +1 to Weapon Skill, Ballistic Skill and Initiative. There are very little wargear options for the Canoness too and her save can't get any better, although you can give her a Rosarius so she has an Invul. at least, but like all Battle Sister, she already has a 6++ due to Shield of Faith rule.
As far as special rules go she has the usual Sisters of Battle special rules and of course Independent Character, also Stubborn, which is kind of useless except if she is leading a squad of 20 Battle Sisters, which is where she should definitely be. Her Acts of Faith power is great, but as a counter, giving her and the unit she is in Preferred Enemy and +1 to Initiative. She also unlock the Sororitas Command Squad, like a Space Marine Command Squad, but with less options and being Sisters of Battle.
All in all, the Canoness is no mighty hero, she is a support character that buffs a unit and should most likely be used that way, mainly with a Sister blob so they never fall back and it also makes the units Act of Faith test work more often.

The second HQ is the Ecclesiarchy Confessor, now I've never used him and there are many reasons why. Firstly the stats line is the same as the Canoness only instead of a 3+ save he has a 5+, though he comes with a Rosarius it still doesn't make up for the fact he has a terrible save and costs more than the Canoness. His option list for wargear is a little longer than the Canoness and he can sport a Plasma Gun which is quite awesome especially with his BS of 5. He has almost no special rules the list is this. Acts of Faith, Independent Character, Righteous Rage and Shield of Faith.
Shield of Faith is pointless to have since he has a better Invul. save anyway with the Rosarius, he has no Acts of Faith to call upon, the rule is just there so he can buff the rolls of other squads and Righteous Rage is just like the Space Marine Chaplain's rule that allows re-rolls on the turn the unit charged, kind of good but in an army that doesn't have a lot of assault units, it isn't that useful. He does unlock the Battle Conclave, which is essentially an Iquisitorial Henchmen squad with only Death Cult Assassins, Crusaders and Arco-Flagellants.
I would only play this guy to buff a Battle Sister blob and to have that Plasma Gun.

Thursday, July 25, 2013

A Blogger's Apology and a Quest for the Future

Hi all, Eldrad Vect here, it has been a while and I must say sorry for not posting anything for a while, with both Writer's Block and an incredibly busy few weeks I've had I've been unable to write articles and take care of the blog.
Anyway I'm back with an article asking you the reader what I should do next in my hobby adventures. My work on the Baroness has hit a brick wall as the torch I use to heat my knife to cut Finecast has died so work has stopped and my slow plate-by-plate painting of Commander Farsight is going well, but like I said slow.

I have two things that are on my list of things that would be awesome to do and I will be blogging about them too, so this give you something to read and perhaps laugh about.

First, I have recently re-kindled my love for the Sisters of Battle and am currently not playing any army but Proxy Sisters of Battle armies. I like the sisters for their fluff and there unique take on Warhammer, I especially like the Faith Points system and some of those crazy attack units like Sister Repentia and Penitent Engines. After hearing rumours that Sisters were being worked on, I became ecstatic at the thought of a new look Sisters army. What I want to do blog-wise, is focus heavily on Sisters of Battle, Battle Reports, unit reviews and more.

The second idea I had was to start a Space Wolf army, my idea is simple and the article itself would be known as 'Pack of Lone Wolves' as every Space Wolf would be in someway converted and designed to work as either Lone Wolves, Grey Hunters or Wolfguard.

Of course, I will still do other thing too, my conversions, work on the Baroness more and I vow to do a lot more by way of articles. I'm also curious to know what you guys think of me, I'm trying to improve my skills as a blogger and there is only one person knows what needs to improve, that you.  
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