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how do you keep your seraphim alive?


antique_nova

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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

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.

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.

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!

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.

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.

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