Tag Archives: Sisters of Battle

Combat Patrol: Orks – Beginners 1,000 Point Army

Following the success of the first two articles in this series on the Sisters of Battle and the Blood Angels, I decided to write another, this time on everyone’s favourite xenos, the Orks. So like the last two lists our only rule is that we have to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of xenos armies.

The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.

Combat Patrol: Orks


In the Orks Combat Patrol box you’re given;

  • Ork Warboss in Mega Amour
  • 20x Ork Boyz
  • 3x Deffkoptas
  • 1x Deff Dread

All of that for £85, which is bought separately would cost roughly £150.

On top of this we’ll add the following units;

This will cost you an additional £168, alongside the cost of the Codex (£30) the entire army will set you back £283!

However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £220! That’s a saving of just over £60!

To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.

This combat patrol can be used as a basis for virtually any of the Ork klans, so today we’re just going to make a generic list that should be suitable for anyone (though Evil Sunz and Deathskullz are likely to gain more out of it).

The list above brings us with upgrades to 1,000 points and the list will be as follows;

HQ
———-

Warboss in Mega Armour (Warlord) – 115 pts
‘Uge Choppa & Big Shoota
– Command Trait: Big Gob
– Trukkboyz


Weirdboy – 70 pts
– Power of the Waaagh!: Da Krunch & Da Jump


TROOPS
———-

Boyz – 95 pts
– 9x Boyz: Slugga & Choppa
– Boss Nob: Big Choppa & Slugga
– Trukkboyz Mob


Boyz – 95 pts
– 9x Boyz: Slugga & Choppa
– Boss Nob: Big Choppa & Slugga

ELITES
———-

Meganobz – 105 pts
– 2x Meganobz: Kustom Shoota, Power Klaw
– Boss Meganob: Kustom Shoota, Power Klaw

FAST ATTACK
———-

Deffkoptas – 150 pts
– 3x Deffkoptas


Warbikers – 130 pts
– 4x Warbiker: Dakkaguns and Choppa
– Boss Nob: Big Choppa


HEAVY SUPPORT
———-

Deff Dread – 85 pts
4x Dread Klaw
Deff Dread – 85 pts
4x Dread Klaw

DEDICATED TRANSPORT
———-

Trukk – 70 pts

TOTAL POINTS: 1,000

WARBOSS IN MEGA ARMOUR

This chap is truly a beast! 5 attacks in melee, hitting on 2+ at strength 9, this dude can hit marines on 2+ and then wound them on 2+ giving them only a 6+ chance to save. Flat two damage means he’ll likely kill at least three marines in combat.

On top of that if you make sure your boyz are within 6″ of him, when in combat they’ll benefit from a +1 on their hit rolls in combat.

Give him the Trukkboyz Specialist mob rule, it’ll mean he can disembark even if the Trukk makes a normal move and it’ll add +1 to his ranged attacks hit roll while shooting from the trukk.

With Tellyporta, you also have the option of setting him up in reserve and bringing him on later…. But perhaps consider saving this for a unit we’ll look at later.

WEIRDBOY

While not bad in combat himself, this guys true power comes from his Waaagh Powers. Equip him with Da Jump and you’ll be able to move any of your core units such as your Boyz anywhere on the battlefield 9″ away from the enemy, and considering we’ve gone for a fast list which should be charging up to the enemy as quickly as possible, this power ties in perfectly with that.

Your second power could be Da Krunch which if any enemy units stray to close to the Weirdboy he’ll be able to roll a D6 for each model causing mortals on 6’s.

BOYZ

Your common Ork is a CC specialist and in our army where speed and being in the enemies grill is top priority these boyz will do you proud. With two attacks base increasing to three due to their Choppas a single unit of 10 can push out 31 attacks in close combat which hit on 3’s (or 2’s if near your Warboss). If you choose to run your army as Goffs then these boyz will score additional hits on unmodified hit rolls of 5+ instead of 6+ if you use the Unbridled Carnage stratagem for 2CP.

Either place them in your Trukk and give them the Trukkboyz specialist mob rule, and then bomb them up the field or have them sit with your Weirdboy who can Da Jump them near to their target.

MEGANOBZ

This unit with their Power Klaws mean they can chew through a lot of the enemies heavy armour. With Strength 10 in combat and AP-3 with flat 2 damage throw them against tanks and watch them krump.

You can increase this damage to three with the stratagem Hit ‘Em Harder, which if you take averages into account means you should be causing 9 wounds to things like Space Marine Rhinos and the like.

Again, because their Core, if they’re within 6″ of the Warboss they’ll gain a +1 on their to hit roll in combat meaning that you negate the -1 to hit for having power klaws.

You can equip these with a Tellyporta as well should you wish, allowing you to deploy them anywhere 9″ away from the enemy,

DEFF KOPTAS

These boyz are fast with a movement of 14″ they close towards enemy tanks fire their rockets and cause some serious damage early in the game. Their rockets are 24″ range with 2D3 shots, strength 8 and AP-2, doing D3 damage per hit. Great for taking out heavier infantry from further away and staying out of range of the enemies small arms fire. Also can be used to quickly claim any objectives should the need arise. lend themselves perfectly to our fast moving army, giving it some punch from further away.

If they do get caught in combat, each Kopta will be able make 6 attacks thanks to its Spinnin’ blades. However, they’re only hitting on 3’s and hit at strength 5, -1AP and doing 1 damage each. Try and avoid combat with them unless you feel confident you can win.

With Swoopin’ Down these boys can also be set up off the table before the game begins coming down in a movement phase at least 9″ away from the enemy. Good for dropping in and using the rockets to blast away at a valuable target.

If you choose Speed Freaks then there’s various options of stratagems for these as well with possibly the best being Attack Out O’ Da Sun, allowing them to be removed at the end of the turn for 2CP and placed anywhere on the battlefield 9″ away from the enemy in your next movement phase. This also effectively removes the chance for the enemy to shoot and target them for a turn.

WARBIKERS

Warbikers are a great all round unit for shooting and combat. With each bike having two Dakkaguns they have the potential to kick out 25 shots for the five bikes if they’re within 9″ of the enemy. Even if they’re not they’ll still be able to shoot 15 times! Great for taking out lightly armed units such as Guard.

In combat the Warbikers will make two attacks each (three attacks each if they have Choppas)though don’t expect them to cause too much damage unless you have taken them as Speed Freaks.

This unit is ideal for harassing the enemy and taking wounds off here and there.

DEFF DREAD

This guy can really be turned into a CC beast, and you’ve got two of them to play with! Give them both four Dread Klaws and they’ll generate seven attacks each in melee. These are at Strength 10, -3 AP and doing 3 damage each. They’ll chew through most things the enemy can put up against them.

They’re tough as well with toughness 7, 8 wounds each and a 3+ save, the enemy will need to pour some time and effort into getting rid of these, meaning they’re not shooting at your boyz or meganobz……

when you do charge with these make sure to use Ramming Speed for 2CP as it’ll give 3D6 for your charge roll and on a 2+ cause D3 mortal wounds to an enemy within engagement range.

To get them up the field really quick, keep the deff dreads in reserve and then use the Tellyporta stratagem that we discussed earlier and all they’ll be able to deploy 9″ away from an enemy in the movement phase. That’ll terrify most players.

TRUKK

The trusty Ork Trukk, place one of your units of boyz in here and they’ll be able to shoot from it as its open topped. It’ll be able to take 12 infantry models or one unit of ten boyz and your Warboss…. just to get them up the field quicker.

Remember that the Trukk is Ramshackle as well meaning anything up to strength 7 that targets it will have to subtract one from its damage characteristic.

OTHER POINTS

If you like close combat, then this army list is for you. It’s ideally suited to get up the table quickly and charging as soon as possible. Be as aggressive as possible with this list and you should have a lot of fun.

WHERE NEXT?

The sky’s the limit. Which Kultur do you want to go with, Evil Sunz? Get more vehicles. Goffs? Get more boyz. Deathskulls? Get some lootas.

I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.

Peter

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Combat Patrol: Blood Angels – Beginners 1,000 Point Starter Army

Following the success of the first article in this series on the Sisters of Battle, I decided to dip my foot in and attempt another. This time on my own favourite army the Blood Angels. So like last time we’re going to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of Space Marine armies.

The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.

Combat Patrol: Blood Angels


In the Blood Angel Combat Patrol box you’re given;

  • Primaris Librarian
  • 5x Incursors
  • 5x Intercessors
  • 3x Aggressors
  • Impulsor
  • 2x Blood Angel upgrade frames

All of that for £85, which is bought separately would cost roughly £150.

On top of this we’ll add the following units;

  • Sanguinary Guard (2 packs) £60
  • Space Marine Captain (Free!) – you can kitbash one from the upgrade sprue and Sanguinary Guard.

This will cost you an additional £60, alongside the cost of the Codex (£30) and Blood Angel Supplement (£17.50) the entire army will set you back £192.50!

However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £152! That’s a saving of just over £40!

To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.

The list above brings us with upgrades to 1,000 points and the list will be as follows;

Vanguard Detachment (3CP)
Adeptus Astartes: Blood Angels

HQ
———-

Captain (Warlord) -140 pts
Angel Exemplar (-1cp)
– Jump Pack
– Thunder Hammer and Storm Shield
– Relic: Gleaming Pinions
– Warlord Traits: Speed of the Primarch, Gift of Foresight

Primaris Librarian – 95 pts
– Quickening

TROOPS
———-

Incursor Squad – 115 pts
– 4x Incursor w/Occulus Bolt Carbine
– Incursor Sergeant w/Occulus Bolt Carbine
– Haywire Mine

Intercessor Squad – 100 pts
– 4x Intercessor w/Auto-Bolt Rifles
– Intercessor Sergeant w/Auto-Bolt Rifle

ELITES
———-

Aggressor Squad – 120 pts
– 2x Aggressor w/Flamestorm Gauntlets
– Aggressor Sergeant w/Flamestorm Gauntlet

Sanguinary Ancient – 110 pts
– Angelus Boltgun and Encarmine Sword

Sanguinary Guard – 202 pts
– 4x Sanguinary Guard w/ Angelus Boltgun and Encarmine Swords
– 2x Sanguinary Guard w/ Angelus Boltgun and Power Fist

DEDICATED TRANSPORT
———-

Impulsor – 115 pts
– 2x Storm Bolters
– Ironhail Heavy Stubber

CAPTAIN

Credit: Reddit User u/l0te

With your Captain you can kitbash this model from parts of the Sanguinary Guard (using the legs, body, backpack and head) plus the upgrade sprue – replacing the chainsword for a Thunder Hammer (ask a friend if you don’t have one of these, same for the storm shield).

Make this chap your Warlord and give him the relic Gleaming Pinions which will allow the captain to withdraw from combat and then charge again, as well as giving him the ability to re-roll fail charges. This guy will be an absolute beast for you. He’ll have five attacks on the charge with the Shock Assault rule (six if your in Assault Doctrine thanks to Savage Echoes) hitting on 3’s and wounding anything up to strength 7 on 2’s thanks to The Red Thirst.

With flat three damage which also has -2 AP, this guy can bring the pain. Plus if you give him Speed of the Primarch he’ll always fight first in the fight phase. By giving him Angel Exemplar for 1cp you’ll be able have an additional Warlord Trait as well, so why not give him Gift of Foresight to allow him to re-roll one hit roll, wound roll and save roll each turn?

Make sure you keep him within 6″ of your Sanguinary Guard and Ancient as they’ll benefit from a plus 1 to their attack hit roll. Perhaps consider keeping all three units in reserve and deploying them later to counter punch against the enemy.

This guy also has a 2+ save thanks to the Storm shield along with a 4+ invulnerable save, so he’ll be hard to shift without your enemy focusing on him.

PRIMARIS LIBRARIAN

Primaris Librarian

This fellow comes inside the Combat Patrol box, and is our second HQ unit. You can make him tasty in combat by giving him the psychic power Quickening which will allow him to re-roll advance and charge rolls as well as adding D3 attacks to his attacks characteristic giving him the potential to dish out up to nine attacks on the charge thanks to Shock Assault and Savage Echoes. Plus with The Red Thirst you’ll be adding one to your wound rolls.

The draw back is his speed, he won’t be able to keep up with your Sanguinary Guard or Captain, but he can move up the field fairly quickly with the re-rolling of advance rolls. Your opponents will be surprised by his melee capability, hitting on 3’s with a strength five weapon that also provides -3 AP and D3 damage.

INCURSOR SQUAD

Incursor Squad Credit: Alex Heap

The Incursor Squads are great and fit into the Blood Angel theme perfectly. Equip these guys with a Haywire Mine which will cause D3 mortal wounds to an enemy within engagement range on a 2+ (flat 3 wounds if the target is a vehicle).

These guys have Concealed Positions allowing them to deploy anywhere on the battlefield more than 9″ away from the enemy deployment zone or enemy units.

They also benefit from the Occulus Bolt Carbine which removes cover benefits for enemy targets.

Plus as with all Blood Angel units they’re tasty in hand to hand as well, with two attack each (three for the sergeant), and an additional one on the charge courtesy of Shock Assault, they can push out 3 attacks each (four if in Assault Doctrine, again thanks to Savage Echoes).

Buy another box of these when looking to expand your force in the future!

INTERCESSORS

Intercessors

Again, a solid unit and although only five man initially they still benefit from some solid gains though the Blood Angels special rules in the same way that the Incursors do.

Plus if you use the space marine stratagem Rapid Fire for 2cp you’ll be able to fire these boys for a second time at the end of the shooting phase. Rapid firing them on both occasions gets the most out of them. If you give them Auto-Bolt Rifles as well and use Rapid Fire then they could kick out 30 shots in a turn.

AGGRESSORS

Aggressors

These chaps are slow with only a 5″ movement, meaning they’ll be outpaced by the vast majority of units in the game. That being said with D6 shots from their flamestorm gauntlets once they close to within 12″ these guys will each kick out a serious number of hits which are great against large units such as Orks or Astra Militarum conscripts.

With three attacks (four for the sergeant) base these guys will also smash face in the fight phase, remember to charge and you’ll be kicking out 16 attacks for the unit with Shock Assault and Savage Echoes. Remember that Red Thirst will give you +1 to your wound rolls as well meaning they’re wounding most things on either 2’s or 3’s if it’s toughness 8 or above.

Also remember that you can use the Space Marine codex stratagem Unyielding in the Face of the Foe which, for 1 cp allows them to add +1 to their armour saves against weapons with damage 1.

SANGUINARY ANCIENT

A Sanguinary Ancient with Sanguinary Guard

The Sanguinary Ancient and the Sanguinary Guard will be your close combat specialists in the army, and that’s saying something for the Blood Angels when as we’ve seen even librarians can dish out up to nine attacks.

Keep this guy within 6″ of both the Guard and your Captain so that they gain +1 to their attack roll for being near the captain and +1 to their roll for having the Chapter banner nearby. This plus if any Sanguinary Guard or the Ancient are destroyed by an enemy model on a 4+ they’ll be able to make a final attack (shooting or melee) before being removed.

With Angelic Visage the enemy also suffer a -1 to hit roll on their attacks in the fight phase.

SANGUINARY GUARD

Sanguinary Guard

Much of what was mentioned for the Ancient applies to the Guard as well. Keep them within 6″ of the Captain and the Ancient and you’ll have one big scary melee ball of pain.

Each model is able to dish out three attacks base, and like all of the other units the Guard will benefit from Savage Echoes, The Red Thirst and Shock Assault. All this means is that each one will make four attacks on the charge (five when in assault doctrine). You can increase the potential by +1 on your attack roll if you use the Stratagem Descent of Angels on the turn which they arrived from reserve.

Plus with the Stratagem Upon Wings of Fire, once they’ve mulched their target in the next movement phase you can place them back into reserve and do it all over again.

Thanks to the Ancient and the Captain means they’ll always be hitting on 2’s and with the encarmine blade giving them +1 strength they’ll be able to wound anything up to T4 on 2’s and T5 targets (looking at you greenskins) on 3’s. With AP -3 and flat 2 damage these guys are great against any infantry opponent, and if you equip a couple with power fists they’ll take on tanks as well.

IMPULSOR

Penitent Engines

Ideally it would be nice to equip this with the Bellicatus Missile Array (allowing you to fire S8 missiles) as without this you’re just relying on the Heavy Stubber and Bolters. But, that being said it can still be useful for transporting your Intercessors and Librarian around the field at a quicker pace.

OTHER POINTS

With Blood Angels, it’s remembering your special rules when you charge and are in combat. The opponent won’t always remind you that you have Savage Echoes, The Red Thirst, Black Rage and Shock Assault so try and get into the habit of learning these if you are going to collect the Blood Angels.

The other thing to remember is that the Blood Angels are a close combat army and so you want to be getting up the field quickly and in the opponents faces as much as possible, but pick your fights well. Don’t throw away your units without possibly whittling down the enemy a little with your boltguns on the Intercessors. Target priority is always key with any army you play, look at your opponents army before your begin, work out the biggest threats and how you can use your units to counter them. Would it involved dropping the Guard, Ancient and Captain nine inches from the horribly big tank? Or perhaps you should kick out those 30 shots that the Intercessors can give on that Ork horde that’s approaching before charging with two or three of your close combat units?

If you like close combat, then these are the Marines for you. Plus who doesn’t love sculpted nips and abs on armour?

WHERE NEXT?

As I mentioned earlier I would probably look to be including more Incursors in the larger builds of this list alongside some of the other more well known Blood Angel units for flavour such as Mephiston and Death Company.

I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.

Peter

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Warhammer 40k Battleforce Boxes – How much and whats in them?

Declan (2023) – if you came here looking for 2023 boxes, their article is here!

So the Battleforce boxes are back after their success in 2020. These are a fantastic way to get into a new army or even add to an existing one, but whats inside them and how many points of miniatures do you get?

(EDIT (Nov-22) If you’re looking for the 40k summary for 2022 it’s here)

The rumoured price of these is going to be:

Space Marines: Shieldbreaker Strike Force£130
Necrons: Worldscour Legion£130
Orks: Killdakka Warband£125
Adeptus Sororitas: Purgatos Mission£130
Adeptus Mechanicus: Omnissiah’s Talon£125
Death Guard: Plaguefester Warband£125

But I can tell you a way of saving even more money by purchasing these at 25% off the recommended retail price! Just visit SCN Hobby World and sign up to their mailing list for 25% off all GW products and 20% Warlord Games products.

So what do you get inside and how much would it cost you normally? All of the points and PL have been given for the basic unit options and include no upgrades.

Space Marines – Shieldbreaker Strike Force

The Shieldbreaker Battleforce Box
UnitPLPointsCost
Primaris Captain590£22.50
Bladeguard Veterans5105£31.50
Intercessors10200£35.00
Assault Intercessors10190£36.50
Heavy Intercessors7140£39.50
Storm Speeder8-9135-160£42.00
Total45-46860-885£207.00
Predicted RRP£130.00
Saving£77.00
SCN Hobby World Price (25% Off)£97.50

Adepta Sororitas – Purgatos Mission

UnitPLPointsCost
Sister Dogmata465£21.00
Celestian Sacresants370£34.50
Battle Sisters6110£35.00
Immolator7130£45.00
Exorcist9180£50.00
Total29555£185.00
Predicted RRP£130.00
Saving£55.00
SCN Hobby World Price (25% Off)£97.50

Adeptus Mechanicus – Omnissiah’s Talon

UnitPLPointsCost
Pteraxii485£35.00
Ruststalkers495£30.00
Serberys260£35.00
Ironstrider Ballistarii475£32.50
Skitarii Rangers490£27.50
Tech-Priest Manipulus480£22.50
Total22485£182.50
Predicted RRP£130.00
Saving£60.00
SCN Hobby World Price (25% Off)£97.50
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Death Guard – PlagueFester Warband

UnitPLPointsCost
Plague Marine Champion21£17.50
Plague Marine Icon Bearer31£17.50
Plague Marines12147£30.00
Deathshroud Bodyguard7150£35.00
Myphitic Blight-Haulers21420£45.00
Plagueburst Crawler9175£40.00
Total49944£185.00
Predicted RRP£125.00
Saving£60.00
SCN Hobby World Price (25% Off)£93.75

Necron – Worldscour Legion

UnitPLPointsCost
Psychomancer Cryptek470£21.00
Necron Warriors with Scarabs8175£29.00
Lokhust Heavy Destroyer460£21.00
Ophydian Destroyers5105£34.50
Flayed Ones3165£31.50
2x Canoptek Doomstalkers14280£53.00
Total38755£190.00
Predicted RRP£130.00
Saving£60.00
SCN Hobby World Price (25% Off)£97.50

Orks – KillDakka Warband

UnitPLPointsCost
Nobz685£20.00
20 Boyz* 8160£63.00
Gretchin250£12.50
Deffkilla Wartrike7125£30.00
Big Mek with Shokk Attack Gun7120£22.50
Dakkajet8150£45.00
Total38690£193.00
Predicted RRP£125.00
Saving£68.00
SCN Hobby World Price (25% Off)£93.75
*Based on price of Kruleboyz Gutrippas Sprue

So what do you think good value or not? Will you be picking up a set?

Combat Patrol: Adeptus Sororitas – Beginners 1,000 Point Army

Following Dave and I reviewing the Sisters of Battle Codex on our YouTube channel earlier this year, I decided that with the release of the Sisters Combat Patrol box, I thought it may be an idea to go through whats in the box and then select some units to expand the force to 1,000 points.


The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.

The Sisters of Battle Combat Patrol Contents


In the Sisters Combat Patrol box you’re given;

  • Canoness
  • 10x Battle Sisters
  • 5x Seraphim
  • 4x Sisters Repentia
  • Repentia Superior
  • Penitent Engine
  • 3x Arco-flagellents
  • Rhino

All of that for £85, which is bought separately would cost roughly £170.

On top of this we’ll add the following units;

  • Palatine £21
  • Preacher £10
  • Castigator £52.50
  • Dominion Squad £35 (this will also buy you a unit of Celestians)
  • Retributor Squad £32.50

This will cost you an additional £151, alongside the cost of the Codex for £30 the entire army will set you back £266!

However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £200.50! That’s a saving of £66!

To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.

The list above brings us with upgrades to 1,000 points and the list will be as follows;

Vanguard Detachment (3CP)
Order Convictions: Order of the Bloody Rose

Canoness
1x Canoness – Blessed Blade, Bolt pistol, Relic: Wrath of The Emperor, Warlord
Warlord Trait – Righteous Rage
Blessings – Divine Deliverance

Battle Sister Squad
1x Sister Superior – Bolt Pistol & Boltgun
4x Battle Sister – Bolt Pistol & Boltgun

Battle Sister Squad
1x Sister Superior – Bolt Pistol & Boltgun
4x Battle Sister – Bolt Pistol & Boltgun

Arco-Flagellants
3x Arco Flagellant – Arco-flails

Repentia Superior
1x Repentia Superior – Neural Whips

Sisters Repentia
4x Sisters Repentia – Penitent Eviscerator

Dominion Squad
1x Dominion Superior – Bolt Pistol & Boltgun
4x Dominion – Artificer-crafted storm bolter

Seraphim Squad
1x Seraphim Superior – 2x Bolt Pistols
2x Seraphim – 2x Bolt pistols
2x Seraphim – 2x Ministorum Hand Flamers

Sororitas Rhino
Sororitas Rhino

Spearhead Detachment (3CP)
Order Convictions: Order of the Bloody Rose

Palatine
Palatine – Bolt pistol & Power Sword

Preacher
1x Preacher – Zealot’s Vindicator

Castigator
1x Castigator – Autocannons

Penitent Engines
1x Penitent Engine – 2x Penitent buzz-blades

Retributor Squad
1x Retributor Superior – Bolt Pistol & Boltgun
4x Retributor – Multi-melta

++ Total: [52 PL, 1,000pts] ++

CANONESS

Canoness

For your Canoness I would make her the Warlord and make the whole detachment part of the Order of the Bloody Rose. This allows you add 1 to the attack characteristics of models with this conviction when they Charge, are charged or make a heroic intervention. Extra attacks are always nice! So let’s lean in to this slightly and give the canoness the Blessed Blade and the Wrath of the Emperor Relic.

The Blessed Blade gives the Canoness a +2 strength, -3 AP Damage 2 close combat weapon, while the Wrath of the Emperor replaces her Bolt Pistol with an 18” range pistol able to fire 4 shots per round with strength 5, -1 AP and 2 damage. That packs quite the punch, especially considering the Canoness can now make 5 attacks instead of 4 when they’ve charged or have been charged.

Don’t forget that CORE units within 6” of the Canoness will be allowed to re-roll 1’s on their to hit rolls when making attacks as well. This means she’ll be handy next to your Arco-Flagellants when they make it into combat.

I would also give the Canoness the Warlord Trait Righteous Rage, which will allow her to re-roll hit rolls and wound rolls when in melee.

We’ll also give her Blessing as her Divine Deliverance, this negates one enemy units aura ability that is within 6” of the Canoness, however this is only done if after rolling 3D6 and the resulting roll being equal to or higher than the enemies Leadership characteristic.

PALATINE

Palatine

This lovely woman is the ying to your Canoness’s yang, allowing CORE units within 6” to re-roll wound rolls of 1. Having her with the Canoness next to a unit dishing out a lot of attacks is always a good move. Having a bubble of our Canoness, palatine and Arco-Flagellants will make an opponent think twice. Once you look to expand beyond 1,000 points my next thought would be adding more models to your Arco-Flagellants.

Take her as is.

PREACHER

Son of a Preacher Man!

Having one of these guys in your list allows nearby units to benefit from his War Hymns, which grants them another attack. Which when combined with the conviction of the Order of the Bloody Rose will allow some of your units with the CORE keyword to make two additional attacks on top of what they would normally make (looking at you Arco-Flagellants). As well as this, he also has access to the Battle Hymns. Very squishy though so make sure you keep him towards the back of you Flagellant bubble.

BATTLE SISTERS

Battle Sisters

Battle Sisters I’m inclined to leave as Bolter only and split into two units of five sisters each. These can then be used as objective cappers, they’ll have the ability to deal with the small unimportant elements of your opponent’s army but their primary use should be holding objectives or vital points of the battlefield. If the enemy shoots and focuses on these units then that frees up your heavy hitters and close combat specialists for the counter punch.

ARCO-FLAGELLANTS

Arco-Flagellants

I would leave these as standard with their Arco-Flails, and try and make sure that they’re within 6” of the Canoness when they make it into combat so that they can re-roll 1’s for there to hit rolls.

There’s only three of these so the enemies fire will need to be drawn elsewhere for them to be effective, perhaps having some mean looking Castigator on the field may do the trick?

REPENTIA SUPERIOR AND SISTERS REPENTIA

Sisters Repentia

I would also leave these as the basic set up. Again, like with the Arco-Flagellants you do not have many of these so try and entice your opponent into shooting some other more sturdy unit that can take the punishment until these lovely women make it into combat. Both these and the Arco-Flagellants are a great counter punch to enemy CC and also make great objective clearers which can be followed up by the Battle Sisters, who can lend some light fire support to these units.

SERAPHIM

Seraphim

These are your true fast attack and are great even equipped with the hand flamers. These are perfect for dealing hit and run attacks on larger horde units such as Ork Boyz, Imperial Guard Infantry and the like. Keep them in cover and make sure they get to their intended target to deal their damage. I would equip two Seraphim carrying two hand flamers each kicking out D6 shots which automatically hit their targets. That gives you on average 12 hits from flamers with on average 6 of those causing wounds on toughness 4 targets.

PENITENT ENGINE

Penitent Engines

Although classed as heavy support this unit is ideal for taking on units in close support with its twin buzz blades and double Heavy flamers. With five wounds and toughness five it’ll also take some punishment before it falls down. Plus, with the Penitent Engine, Sisters Repentia and Arco-Flagellants you have redundancy in your close combat and your opponent won’t be certain what to choose first, meaning at least one of them will reach enemy lines.

CASTIGATOR

Castigator Battle Tank

It’s a predator tank, its got good armour and packs a punch from long range for an army which severely lacks in this area. Don’t expect it to last long though, your opponent is likely to target it from the get go, and that’s okay. Because if they’re focusing on the predator they’re not focusing on your combat heavy units closing in on them.

Make sure while it is on the table that it focuses on trying to remove the high armour targets that your other units will sill struggle with.

DOMINION SQUAD

Dominions

These, alongside your Retributors can almost be considered a secret weapon for the sisters. With their Holy Vanguard rule you can pop these in your rhino and they can make a free normal move before the first turn taking them closer towards the enemy. Why do you want to do this? Because you only have five Dominions in the Rhino, means you can fill out the rest of the transport capacity with Retributors with Heavy Flamers or Multi-Meltas to take out those pesky heavy armour targets or large horde mobs.

Equipping the Dominions with Storm Bolters will mean that they’re kicking out 10 shots a turn as well and can lay down some nice fire on the enemy’s units. Hopefully your opponent will ignore the rhino long enough for them to get close and pop that particularly nasty looking tank or flame that large group of Ork boyz….. Please shoot at my Castigator.

RETRIBUTOR SQUAD

Retributor Squad

As mentioned, pop these in the Rhino and arm them with Multi-Meltas and they’ll pretty much turn anything they shoot into liquid metal once they open up. They may be a one use only unit once your opponent sees what they can do so try and hit them where it hurts on the first time of use.

RHINO

Rhino

You want this to remain alive as long as you have your Dominions and Retributors inside, otherwise it could be used to transport your battle sisters up to objectives further up the field. Use it as the workhorse of the army. Many players will use these as a transport for a single unit, but don’t forget to double back pick up others units and rush them over to other parts of the battlefield.

WHERE NEXT?

As I mentioned earlier, my next steps would be to look at expanding the Arco-Flagellants into possibly a ten strong unit. Beefing up the close combat element of the army is always a good shout, and you know a second Castigator would always be a nice distraction for your opponent.

I would also seriously consider taking some Celestian Sacresants, as with these you’ll find that they make perfect bodyguards for your characters as enemy units are unable to target them. They also come with a 4+ invulnerable save.

I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.

Peter

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