antique_nova Posted June 18, 2009 Share Posted June 18, 2009 how do you keep your seraphim alive, if they are going to be charged? do you help them and re-direct some firepower to give them a chance to kill the charging squad or do you use the +2 initiate vow if they are out in the open, or the +2 strenght if they are in a building. personally i don't think you really need the +3 save, since you won't want them to be tied up for a turn and use up one of your precious faith points that could be spent better elsewhere. thanks antique_nova Link to comment https://bolterandchainsword.com/topic/171376-how-do-you-keep-your-seraphim-alive/ Share on other sites More sharing options...
SJumppanen Posted June 18, 2009 Share Posted June 18, 2009 Charge, don't get charged. After that, it is spirit of the martyr all the way. I take that you don't have a codex yet? Link to comment https://bolterandchainsword.com/topic/171376-how-do-you-keep-your-seraphim-alive/#findComment-2025350 Share on other sites More sharing options...
ArmouredWing Posted June 18, 2009 Share Posted June 18, 2009 how do you keep your seraphim alive, if they are going to be charged? do you help them and re-direct some firepower to give them a chance to kill the charging squad or do you use the +2 initiate vow if they are out in the open, or the +2 strenght if they are in a building. personally i don't think you really need the +3 save, since you won't want them to be tied up for a turn and use up one of your precious faith points that could be spent better elsewhere.thanks antique_nova Ummm, Not quite sure where all of the mentioned stuff fits into the grand scheme of things. If you've got the ability to throw in some supporting fire then you'll have the opportunity to either; A) Fire into the unit most likely to assault you and then assault. Or B ) Run away (12" + D6 for run). There's going to be a few cases where it'll be preferable to beat a hasty retreat but with Seraphim if you're in that kind of situation then they would generally be the ones who would benefit from assaulting, given their profile, weapon loadout and the ability to hit and run in the subsequent opponents turn. Link to comment https://bolterandchainsword.com/topic/171376-how-do-you-keep-your-seraphim-alive/#findComment-2025451 Share on other sites More sharing options...
Toogeloo Posted June 18, 2009 Share Posted June 18, 2009 Pretty much the key to surviving (long enough) is Spirit of the Martyr and Assaults they can live through to hit and run at the end his assault phase. However, if utilized in their fullest, your Seraphim will generally not survive the duration of the game anyways, but that just means you have been using them correctly if they survive most the game and were just picked off one or two models at a time. 90% of the games I play usually leaves me with 0-2 Seraphim at the end of the game, but I also usually have all my Battle Sisters and several Exorcists completely unscathed. The Seraphim provide a nuisance the opponent can't ignore and are like cockroaches he can't kill. I have had a few games though where my Seraphim lose two girls in the first turn and fail their leadership and run off the table lol. Link to comment https://bolterandchainsword.com/topic/171376-how-do-you-keep-your-seraphim-alive/#findComment-2025455 Share on other sites More sharing options...
Hellbreaker Posted June 18, 2009 Share Posted June 18, 2009 Well you could always make their saves... Otherwise I'd say charge, if you charge you don't take as many hits as if you'd been charged. :D And you got a fair amount of attacks, S3 but whatever... Also, hand-flamers all the way. Flamerx2+most stuff=Fries for everyone! Or just go with hand-flamers+inferno pistols giving you a nice flamer and some strong fire... if that doesn't work, run! Hide behind a tank or something. Personally I usually have my Immolator present so that I can hide the seraphims from LoS, limiting the amount of units able to shoot/assault them Cheers! Link to comment https://bolterandchainsword.com/topic/171376-how-do-you-keep-your-seraphim-alive/#findComment-2025459 Share on other sites More sharing options...
SJumppanen Posted June 18, 2009 Share Posted June 18, 2009 Personaly i go with full IPs and Canoness. With flamers there is always the chance that i need to take some tank or skimmer and Evicerators wan't cut it always. Obiviously it helps if you can get EXO to shoot some cover fire and soften up your enemy, but most of the time when i lose my Seraphims it is because of some other unit that either gets to shoot at them or charge them, not the one you were targeting in the first place. When playing with SoB, remember that you WILL lose some units no mater what you do. So when you need to go, then go all out. Link to comment https://bolterandchainsword.com/topic/171376-how-do-you-keep-your-seraphim-alive/#findComment-2025496 Share on other sites More sharing options...
Chengar Qordath Posted June 18, 2009 Share Posted June 18, 2009 Pretty much the key to surviving (long enough) is Spirit of the Martyr and Assaults they can live through to hit and run at the end his assault phase. However, if utilized in their fullest, your Seraphim will generally not survive the duration of the game anyways, but that just means you have been using them correctly if they survive most the game and were just picked off one or two models at a time. 90% of the games I play usually leaves me with 0-2 Seraphim at the end of the game, but I also usually have all my Battle Sisters and several Exorcists completely unscathed. The Seraphim provide a nuisance the opponent can't ignore and are like cockroaches he can't kill. I've had pretty much the exact some experience with my Seraphim; they'll almost always die by the end of the game, but they do enough damage and/or shift the tactical situation to the point where they were well worth it. Link to comment https://bolterandchainsword.com/topic/171376-how-do-you-keep-your-seraphim-alive/#findComment-2025640 Share on other sites More sharing options...
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