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What units or combos work best?


antique_nova

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Since my last thread ( which was my first one here ) no one has replied in 2 days despite the many views ( i swear they weren't all me ^^ ). I have been wondering what combos work best for the sob competitive army?

For me close quarter shooting isn't a problem for the sob. Just the long tank anti-tank and anything else i don't know.

I have looked through the sob codex breifly and roughly know the faith points system and what they do. I also know roughly most of the wargear for the troops and the seraphims. Not much about the stats except cannonness and sob troopers.

Help please? A list would help alot!

For those who were wondering what my first thread was about, it was about using howling banshees as the basic model for the sob but with sob helmets and maybe green stuff molded boots into the knee caps.

thanks

antique_nova

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Since my last thread ( which was my first one here ) no one has replied in 2 days despite the many views ( i swear they weren't all me ^^ ). I have been wondering what combos work best for the sob competitive army?

For me close quarter shooting isn't a problem for the sob. Just the long tank anti-tank and anything else i don't know.

I have looked through the sob codex breifly and roughly know the faith points system and what they do. I also know roughly most of the wargear for the troops and the seraphims. Not much about the stats except cannonness and sob troopers.

Help please? A list would help alot!

For those who were wondering what my first thread was about, it was about using howling banshees as the basic model for the sob but with sob helmets and maybe green stuff molded boots into the knee caps.

thanks

antique_nova

 

I guess that really depends on your local meta-game. In general terms though, a lot of people will tell you that a squad of 10 battle sisters in a rhino with a vet, a meltagun and a heavy flamer will do wonders. Personally I go with 2 meltaguns, but that has more to do with a lot of people running serious armor and not a lot of horde players at my FLGS. Heavy Flamer and meltagun are a good way to go if you have no idea what to expect. You have some flamey goodness and some armor popping capability. That and you can shoot them from your "speeding" rhino. The Vet will let you use the faith abilities and give you access to the Book of St Lucius.

 

On the Heavy Support side if you are only looking for SOB stuff, I usually run 1 or 2 Exorcists and a team of Retributors with heavy bolters. YMMV on that though. If you are sticking to SOB only then your only long range fire support must come from the Heavy Support FOC portion. Hence the Exorcists and Retributors. I love heavy bolters myself. Exorcists are really the only serious long range heavy fire power we have. Very little the Sisters have has a range over 24". If you are looking to expand you options some what, then you can try an Elite of HQ slot with an Inquisitor and gun servitors. Then you can give them a Land Raider.

 

On our fast attack choices for SOB, both a good. Dominions can be a little expensive for the points, but they can be effective. I always give them an Immolator ride instead of a Rhino. My rolling coffin will at least spew fiery death for its points. The Seraphim are the best assault unit for SOB IMO. Twin linked pistols and some flamers plus 3 attacks each on the charge rock. Admittedly they would be better if they weren't hitting at STR 3.

 

Anyway hopefully my rambling have been somewhat helpful to you. Ask questions though. I love the Sisters. They will likely always be my favorite army if not GW's. ;)

I like the theme for theme and i know most of what you ahve said alreayd but i have learnt a fw new things from you ^^, good advice and if you call this rambling, them class it as very detailed and helpfull rambling ^^. lol.

I disapprove of the corsets i want something looking for protective and sexier ;).

What do you think of my conversion idea with howling banshees though?

thanks

antique_nova

I would like to see a test of this banshee idea before I offer any C&C.

 

If you're only using SOB units, then you dont have much of a choice. My advice is to integrate the the more uncommon elements of the codex, such as Arco-flagellants, Inquisitors, Arbites, etc.

 

My money-makers as far as SOB is concerned have always been Exorcists, HB Retributors, and Seraphim.

Well just so you get an idea of my lists:

 

 

1500 points variants:

 

List 1

HQ Living Saint

TR 10 Battle Sisters in Rhino with Vet, Combi-Flamer, Meltagun, Heavy Flamer, Smoke, Extra Armor

TR 10 Battle Sisters in Rhino with Vet, Combi-Flamer, Meltagun, Heavy Flamer, Smoke, Extra Armor

TR 10 Battle Sisters in Rhino with Vet, Combi-Flamer, Meltagun, Heavy Flamer, Smoke

TR 10 Battle Sisters in Rhino with Vet, Combi-Flamer, Flamer, Heavy Flamer, Smoke

FA 6 Seraphim with Vet, Book of St. Lucius, Eviscerator, 2x Hand Flamers

HS Exorcist

HS Exorcist

 

 

List 2

HQ Canoness with Blessed Weapon, Inferno Pistol, Jump Pack, Cloak of St Aspira, Frag Grenades

EL Inquisitor with Boltgun

EL Callidus Assassin

TR 10 Battle Sisters in Rhino with Vet, Combi-Flamer, Meltagun, Heavy Flamer, Smoke

TR 10 Battle Sisters in Rhino with Vet, Combi-Flamer, Meltagun, Heavy Flamer, Smoke

TR 10 Battle Sisters in Rhino with Vet, Flamer, Heavy Flamer, Smoke

FA 7 Seraphim with Vet, Book of St. Lucius, Eviscerator, 2x Hand Flamers

HS Exorcist

HS Exorcist

HS Exorcist

 

 

Both lists do very well where I play, I do lose on occassion, but usually because the dice gods don't favor me. Realize that list builds are only about 20% of success. 40% is also attributed to Tactics while the other 40% is Luck of the Dice.

I've had positive experiences with Arco-Flagellants screening Zealots. Toughness 5 and 4 up invulnerable can be hard to remove and with modern cover rules they nearly double the durability of the cultists against ranged attacks from the front. It's a formation that excels at taking on save negating opponents that other wise might carve my powered armoured troops to ribbons and you get to enjoy stubborn leadership ten in combat from rules that have aged oddly.

 

This is subject to the usual rage draw back of being lead around by the nose, but this requires that the opponent has a sufficiently fast unit that's not otherwise engaged, and the presence of mind to do so, and generally, after turn one it'll be too late anyway.

 

I've found that this formation with invariably inform the other players manoeuvres and that these responses can be made to play into other actions by supporting units. This isn't saying much though, it's a sad day for game design when one players actions have no impact on anothers.

What does HS stand for and what does it do? Also i see little point in rhinos to be honest. If your opponent sees them there as good as dead, that's if you meet a good or even average player. If i get 3 squads of sisters with upgrades thats about 140-150 points. i then get 3 rhinos and that costs 150 points alone without upgrades. i could easily get another sister squad. Interlock the squads and get a +4 cover save along side my +3 save.

What are the special rules for the celestian saint, because i forgot.

Flagallants are very nasty. I quite like the immorlators with their flamer range.

The sreaphim are the sisters with jump packs right? I don't see how a squad of 6 could do that much, but then again i forgot what the book does ><.

keep the replies flowing.

thanks

antique_nova

What does HS stand for and what does it do? Also i see little point in rhinos to be honest. If your opponent sees them there as good as dead, that's if you meet a good or even average player. If i get 3 squads of sisters with upgrades thats about 140-150 points. i then get 3 rhinos and that costs 150 points alone without upgrades. i could easily get another sister squad. Interlock the squads and get a +4 cover save along side my +3 save.

What are the special rules for the celestian saint, because i forgot.

Flagallants are very nasty. I quite like the immorlators with their flamer range.

The sreaphim are the sisters with jump packs right? I don't see how a squad of 6 could do that much, but then again i forgot what the book does ><.

keep the replies flowing.

thanks

antique_nova

HS = Heavy Support.

 

Rhinos provide your infantry with superior mobility, which is really important for a close-range shooting army like Sisters of Battle. They're also, while not durable compared to a tank, quite capable of shrugging a number of things that seriously threaten your Battlesisters.

 

With St. Celestine, she's basically a Jump Infantry unit with the improved Seraphim version of Hit&Run, a Blessed Weapon, and s special ability that lets her almost always deep strike back into battle the turn after she gets killed.

 

Seraphim are extremely useful; their 12" move speed makes them flexible and allows you to place the flamers in the unit in ideal positions to ensure the maximum number of models are effected. Their Hit & Run ability is also significantly better than the standard USR version.

 

The Book of St. Lucius allows all friendly units with a model within 6" of the bearer to use the bearer's unmodified leadership value for all morale and pinning tests. That's a steal at 5 points, which is why it's pretty much mandatory wargear for SoB armies.

 

My own 1.5k list (When I can't use IA2 rules for Rhinos) is fairly similar:

 

:HQ:

Living Saint: 201 pts

 

:HQ:

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer, Meltagun) in a Rhino with Smoke Launchers: : 204 pts

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer, Meltagun) in a Rhino with Smoke Launchers: : 204 pts

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer, Meltagun) in a Rhino with Smoke Launchers: : 204 pts

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer, Meltagun) in a Rhino with Smoke Launchers: : 204 pts

 

:FA:

Seraphim Squad: VSS (Power Weapon) + 7 Seraphim (2 Hand Flamers): 210 pts

 

:HS:

Exorcist: 135 pts

Exorcist: 135 pts

why not two of the seraphim squads then? drop a rhino or two.

 

 

Living Saint: 201 pts

 

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) in a Rhino with Smoke Launchers: : 189

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) in a Rhino with Smoke Launchers: : 189

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) : 136

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) : 136

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) : 136

 

Exorcist: 135 pts

Exorcist: 135 pts

Exorcist: 135 pts

that's 1492points

personally the seraphim are rhinos but less armour and you could get an extra squad of sisters in there.

How about a bombardment? like a lance torpedo i think. Can't sisters of battle squads have power weapons or any good close combat weapons of any kind? what are their other weapons options?

thanks

antique_nova

What does HS stand for and what does it do? Also i see little point in rhinos to be honest. If your opponent sees them there as good as dead, that's if you meet a good or even average player. If i get 3 squads of sisters with upgrades thats about 140-150 points. i then get 3 rhinos and that costs 150 points alone without upgrades. i could easily get another sister squad. Interlock the squads and get a +4 cover save along side my +3 save.

What are the special rules for the celestian saint, because i forgot.

Flagallants are very nasty. I quite like the immorlators with their flamer range.

The sreaphim are the sisters with jump packs right? I don't see how a squad of 6 could do that much, but then again i forgot what the book does ><.

keep the replies flowing.

thanks

antique_nova

 

Your comments confuse me...

 

You see little point in taking a Rhino, yet you like the Immolator? The Immolator is just as fragile than the Rhino, shorter firing range, less transport capability, and on top of it all... more expensive. If you don't like the Rhino, it's very hard to see why you would like an Immolator.

 

You also mention that you realize the strength of the Sister army, short range fire, however you want to interlock your squads for a 4+ cover save and take advantage of our strength and provide your opponent the same 4+ cover save in the process while taking twice as long to get to the firefight?

 

While Flagellants are nasty, they are also quite expensive... and suicidal. They also spend a good chunk of time in transit from deployment to actual area to fight. If you think you face opponent's who are savvy enough to pop Rhinos with ease, they are more than certainly going to take down Arco-flagellant's easily.

 

Seraphim in small enough squads (6-8) are excellent at making use of all Faith and providing a thorn in your opponent's side. Nothing says stubborn like a 3+ Invul save squad Hitting and Running off your units.

 

 

Now here's the thing. You have a point, Rhinos are easy to kill. But as I mentioned before tactics are extremely important to success. You don't just dangle your Rhino out in the middle of the open inviting shots to be taken at it. You use cover to obscure it, use Smoke when you have to make a break across the board with no terrain, and use themselves as screens for each other (as well as your Seraphim too). However, you will also notice everything in my list is dangerous (except that lone inquisitor, he's just a home objective denier easy enough to kill). This means if my opponent is trying to stop my Rhinos, he is ignoring the Seraphim and Exorcists. Big Mistake.

 

I would guess that 50% of the games I play, the Seraphim are the first target of my opponents. It might be because they don't have the protection of a vehicle and they are small, or it might be that the opponent recognizes their lethality. Exorcists are usually the things that take flak first in another 45% because they pack a punch and can really wreck your opponent's vehicles and Infantry alike. That leaves my Rhinos being targeted first the remaining 5% of the time (these are guesstimates for the most part) and that is usually because I didn't present a better target. Rhino's as you said don't pose an immediate threat, your opponents know this, so use it to tactical advantage. The first two turns as your opponent is trying to take out the Seraphim and Exorcists, your Rhinos are getting where they need to be. Drive a couple Rhinos within 12" of a squad and bailout, flame template and double tap the hell out of it... no more squad. Pick them wisely though... the best ones are the squads that are on the flanks since they have less support allowing you little worries when you bail out. Nothing is worse than bailing out, double tapping and then on the subsequent turn getting Pie Plated or having another squad charge you (Sisters suck in Assault).

 

Rhinos also provide one other major advantage. Protection. Your girls inside may be in Power Armor, but they are still toughness 3 and thus easily killed. Your Rhino can provide a shell around your girls and allow you to move 6" and flame template out the top hatch, or Meltagun a vehicle while keeping your girls inside. Rolling two Rhinos near each other protects each other, so if one gets swarmed, the other can help clean off the mess. If your girls are surrounded, you want your opponent to force you out of the Rhino, not get out on your own volition.

 

 

So remember, success is:

List Build: 20%

Tactics: 40%

Luck: 40%

 

That being said, you really should try a whole slew of different builds. Find what works for you and build off that tactic. You will find some units you are very good at using while others you just never get good at. Usually, the more complicated the rules, the harder the unit is to use with constant success (eg. Arco-flagellants, Penitent Engines, Repentia).

 

 

 

 

why not two of the seraphim squads then? drop a rhino or two.

 

 

Living Saint: 201 pts

 

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) in a Rhino with Smoke Launchers: : 189

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) in a Rhino with Smoke Launchers: : 189

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) : 136

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) : 136

Battlesister Squad: VSS (Book of St. Lucius) + 9 Sisters (Heavy Flamer) : 136

 

Exorcist: 135 pts

Exorcist: 135 pts

Exorcist: 135 pts

that's 1492points

personally the seraphim are rhinos but less armour and you could get an extra squad of sisters in there.

How about a bombardment? like a lance torpedo i think. Can't sisters of battle squads have power weapons or any good close combat weapons of any kind? what are their other weapons options?

thanks

antique_nova

First off, we can't take Orbital Strikes in a Pure Sister list. You will need an Inquisitor for one.

 

Secondly, as I mentioned in this post, I would sooner sacrifice 2 Exorcists for a second Seraphim Squad (I probably wouldn't though). Rhinos are that important.

 

Finally, yes, Sister Vets can take Power Weapons, but weapon skill 3, strength 3, Toughness 3, Initiative 3 is laughable to be a threat in Close Combat and you will find those points wasted. Trying to gear Sisters for Assault is a very costly and usually futile endeavor.

Finally, yes, Sister Vets can take Power Weapons, but weapon skill 3, strength 3, Toughness 3, Initiative 3 is laughable to be a threat in Close Combat and you will find those points wasted. Trying to gear Sisters for Assault is a very costly and usually futile endeavor.
While I generally agree with this, I have found a case to be made for evicerators as a supplementary anti-armour option. The martyrdom rules support the inclusion of 'one-shot' wargear, but in their absence some random superiors have found themselves with Sarissa when the points don't quite work out.
Finally, yes, Sister Vets can take Power Weapons, but weapon skill 3, strength 3, Toughness 3, Initiative 3 is laughable to be a threat in Close Combat and you will find those points wasted. Trying to gear Sisters for Assault is a very costly and usually futile endeavor.
While I generally agree with this, I have found a case to be made for evicerators as a supplementary anti-armour option. The martyrdom rules support the inclusion of 'one-shot' wargear, but in their absence some random superiors have found themselves with Sarissa when the points don't quite work out.

Eviscerators can be useful, but you tend to get much more utility out of them on a Seraphim or Celestian squad thanks to those units having higher WS. I find that, while an Eviscerator on Battlesister VSS can be useful, it's rarely worth paying 25 points per squad for.

... a supplementary anti-armour option. ...
... those units having higher WS. ...
I take it that you face a lot of skill 3, skill 7, or skill 8 dreadnoughts? Those are the only values which the difference between skill 3 and skill 4 on the attacking unit have any offensive impact. Even with grotesquely large chainsaws, I still wouldn't rashly commit sororita to an assault against hostile personal.
For me personally, it is all about avoiding assault in way possible. Walkers are my biggest bane so I focus on taking them out as fast as possible making them highest priority. Other vehicles I find go down just as easily with Meltaguns or Exorcists, while the Eviscerator toting Seraphim can handle the rare situation that requires a melee weapon to handle a vehicle. If I find I need to assault a vehicle with my Sisters, it is usually a AV10 on the back vehicle and I just end up using Hand and assaulting that way.
For me personally, it is all about avoiding assault in way possible. Walkers are my biggest bane so I focus on taking them out as fast as possible making them highest priority. Other vehicles I find go down just as easily with Meltaguns or Exorcists, while the Eviscerator toting Seraphim can handle the rare situation that requires a melee weapon to handle a vehicle. If I find I need to assault a vehicle with my Sisters, it is usually a AV10 on the back vehicle and I just end up using Hand and assaulting that way.

 

That would certainly be an odd circumstance to be in. Most of the time, I find I will meltagun my walker troubles away like you. Meltaguns area pretty much the answer for all of our armor problems I feel. That true even when dealing with a Land Raider since on average you will penetrate the armor and have a 50/50 chance to wreck/explode said vehicle. :) That is unless you roll like me. I've had more than a few times against a Land Raider where I hit a it 6 or 7 times with Melta weapons over 2 turns and not score a single penetrating hit. Its certainly not the norm however.

 

Unless you are the most awesome dice roller, assault is pretty much unavoidable unless you face Space Marines. I love fighting Space Marines as there are less of them than there is of me, so I can gun them down pretty easily once I get them out of thier rolling cans. Orks are my big problem as I face players who field multiple mobs of 30 boyz which are esentially 29 wounds with a power klaw and slew of attacks. When possible I try to control the charge, but in a game where is takes 1500+ points of shooting power to kill one mob of 30 boyz which runs more less 225 points, its an uphill battle. Such is my world. My regular opponents are wise to my fiery death tactics. I'm working on mastering the tank shock against a fearless unit.

That's why you stay in your vehicle and work in pairs. Let those 30 Orc boys assault your lead Rhino that just moved 7+". 6s to hit, 6s to glance for most models. Meanwhile the back Rhino now has a nice bunched up group of Orcs to template.

 

I do usually get one squad of girls in assault per game, unintentionally, but I am very good at avoiding assault.

... a supplementary anti-armour option. ...
... those units having higher WS. ...
I take it that you face a lot of skill 3, skill 7, or skill 8 dreadnoughts? Those are the only values which the difference between skill 3 and skill 4 on the attacking unit have any offensive impact. Even with grotesquely large chainsaws, I still wouldn't rashly commit sororita to an assault against hostile personal.

The defensive impact of skill 3 vs. skill 4 can be important though since it gives the squad a better chance of surviving until the Eviscerator hits at init 1.

 

Of course, I generally tend to go with Toogeloo's policy of avoiding assault whenever possible anyway, which is the main reason I don't want to spend 25 points on a melee weapon for my VSS. Seraphims are the only unit I'll charge into cc with any regularity, and even then it's just to wipe out a unit that's already been weakened by Divine-Guidanced flamer templates.

 

andrewm9: Ork Boyz are one of the reasons to consider including Heavy Bolter Retributors or a firebase Inquisitor in your list.

andrewm9: Ork Boyz are one of the reasons to consider including Heavy Bolter Retributors or a firebase Inquisitor in your list.

 

I absolutely do include Retributors in my list almost every time. Killing 30 boyz takes a lot of dakka. A unit of 30 boyz can kill a lot more sisters than the unit is worth too. Personally I hate Inquisitors for a reason unknown to me. I've got one but no gun servitors to go with it. Lately I've been looking at including a single IG platoon to put in more dakka than my army usually has and for less points too. Heavy Weapon Teams I'm looking at you. I think i can put in 2 teams tricked out with heavy bolters for slightly more than 1 unit of retributors that can use faith, but I venture off topic.

 

Retributors and Exorcists are the way to go in HS slots if you want an all sister army. In normal games I usually go with 2 Exorcists and 1 10 sister retributor team with 4 heavy bolters and a vet with a stormbolter. of course thats in 1500+ range. In smaller games it depends as that can be a large point sink. i go with the 10 sisters so its easy to get divine guidance. Admittedly divine guidance is not so necessary unless you face meganobs, nobs, or nob bikers. Thats especially true if they are using a Painboy.

Right now, i am thinking for 1500 points

celestine saint

 

sisters in rhino with smoke, the book and flamer with melta

sisters in rhino with smoke, the book and flamer bolter with melta

sisters in rhino with smoke, the book and flamer bolter with melta

 

squad of 5 - 6 seraphim with flamers.

 

one immolator

 

two Exorcists that ones that shot the s8 ap1 missles.

 

not what sure that adds up to, but i think it's quite close.

 

Tactic is evisorators on the flanks. rhinos in a line formation with flaming rhinos behind. and seraphim in between all the rhinos.

So that it looks like this

R = rhino

E = Exorcists

I = immolator

V = veterans - seraphim including the saint as well

S = sisters

 

turn one, deployment

 

__RRR___

E__VI__E

 

then moving up like this ini turn one

 

__RRIR__

E_SSVS_E

 

then like this in turn two

 

___V_I____

ERS_SRS__E

 

the Exorcists will come up and charge any mobs or anything trying to flank me. The rhinos stay on the flank of the sisters to prevent assaults and for quick pick up without blockign their LOS. veterans will innevitably meet anything assaulting and immolators back up the veterans from multiple assualts.

The sisters stay put and provide covering support until needed elsewhere.

Well?

For tau i would keep moving up the immolators with the veterans flanked by them and assualt with fire support as the sisters jump out of rhinos and find cover. or i move for two turns and shoot down vehicles and the veterans break off and pick of any early assaults on my flanks.

thanks

antique_nova

You really need to buy a copy of Codex: Witch Hunters.

 

Battlesister sqauds do not have access to heavy bolters.

 

Two Immolators (not taken as transports, which these aren't since you have no unit they could be serving as transports to) and Two Exorcists (I assume that's what you meant by "evisorator") takes up four heavy support slots, making the list illegal since the maximum is three.

 

Being non-walker vehicles, Exorcists and Immolators also can't charge and go into close combat with infantry units, and there's no reason for either vehicle to tank shock unless all their weapons have been destroyed. In any case Exorcists should be hanging back and firing their missiles every turn, not moving up into melta range with the Rhinos where they'll be vulnerable.

 

Seraphim should be using their jump packs and mobility to flank the enemy and/or attack isolated units, not serving as a static battle line.

I have had great success adding 2 Arco units to my Mech Sister list.

 

Run all of your transports together in a phalanx with your Arcos in the middle.

The Rhinos and Immolators keep you in control of where your Arcos run to and what they attack.

They also screen them from LOS shooting from units that are not in high elevations.

 

Even if he does manage to pop your rhinos, that is still 1 or 2 turns that he didn't target your arcos.

You should be within assault range on turn 2 considering that you will have moved 12" + 2d6 holy rage + 1d6 run + your 6" assault move.

I have had great success adding 2 Arco units to my Mech Sister list.

 

Run all of your transports together in a phalanx with your Arcos in the middle.

The Rhinos and Immolators keep you in control of where your Arcos run to and what they attack.

They also screen them from LOS shooting from units that are not in high elevations.

 

Even if he does manage to pop your rhinos, that is still 1 or 2 turns that he didn't target your arcos.

You should be within assault range on turn 2 considering that you will have moved 12" + 2d6 holy rage + 1d6 run + your 6" assault move.

 

Assuming you have a clear path of terrain all the way to your opponent and you are directly across from him in deployment, this would work. Your average movement after 2 turns if you popped the drugs first turn would be 28". However, if you roll a 6, you lose a model, if you hit terrain, you don't make it by turn two, if you play spearhead you probably won't make it by turn 2, and if you play Dawn of War, it's debatable whether you can use your Implant Injectors since the unit is not technically on the board at the beginning of the movement phase nor can it be subject to Holy Rage coming in from a table edge since it forces the Flagellants to move in a particular way (see page 94 of the Rule Book under the header "Arriving from Reserve", second paragraph).

 

I'm not discounting the effectiveness of Arco-Flagellants, I find them to be one of our better units if we can use them effectively and luck is on our side. I am just concerned about the point investment for such a risky unit (and fragile one at that... 50/50 survival rate on hits taken in a squad of 6 max, plus they are suicidal). If they had Feel No Pain, or if they had a second wound, it would be an awesome purchase. For a new player, the best advice is to stick to the holy trinity of Battle Sisters, Seraphim, and Exorcists to fill out your army. Learn to use those units before you try using anything else from the codex as they are the foundation of a Sisters army.

For a new player, the best advice is to stick to the holy trinity of Battle Sisters, Seraphim, and Exorcists to fill out your army. Learn to use those units before you try using anything else from the codex as they are the foundation of a Sisters army.
Darn, as a newish Witchhunter player I did it all wrong. B) For sometime I was committed to playing radicals and was thusly Sororita free.

 

Maybe I was just amazingly lucky. I've been told that in other games. It may have something to do with the fact that every time I've shown up with my radical horde I've had the good fortune of drawing a favourable matchup, often something static and shooty. Gun line Tau kitted out for tank busting, or foot slogging Marines

 

I wonder why people claim such a unit would never hoof it across the board in a spear head scenario, maybe my opponents were inept, but I've never had them fail to threaten to hit home by turn two, turn three at the latest. It's not like their the kind of unit you would count on to survive a battle, they even go so far as to give then a now redundant special rule prohibiting them from ever being scoring.

 

Actually, if your opponent deploys near the corners of his spear tip they're even closer than they would be in a straight up pitched battle. It's difficult to pull a refused flank in the spearhead deployment, the bane of such direct assault units.

For a new player, the best advice is to stick to the holy trinity of Battle Sisters, Seraphim, and Exorcists to fill out your army. Learn to use those units before you try using anything else from the codex as they are the foundation of a Sisters army.
Darn, as a newish Witchhunter player I did it all wrong. ;) For sometime I was committed to playing radicals and was thusly Sororita free.

The TC wants to play Sisters of Battle... those three units should be mastered first. Arco-Flagellants shouldn't really even been included in a Sister Army, they are a more mixed inquisition unit really, though all you need is a Priest to make them into the list. But taking them is alot of points that don't contribute Faith to the Sister army. I was suggesting to him to learn the basics of how a Sister Army works by using the 3 most commonly fielded units. Once he has learned those, substituting comes next... drop a squad of Sisters for a Squad of 6 Arco-Flagellants and a Priest (change the Seraphim for Celestians so you have something to attach the Priest to, example).

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