wizard12 Posted September 25, 2009 Share Posted September 25, 2009 I was thinking that I might start up a proper SoB army and I was wondering weather to give my cannoness a jump pack seeing as I will be using a few seraphim squads good - can take a blessed weapon and inferno pistol and can have a 2+ and a 4++ save bad - seraphim squad losses hit and run rule The loss of hit and run seems to strike a blow to me as seraphims are skermishers and not their for the long haul but the temptation of a S6 power weapon in a really moble and possibly deep striking squad is so overpowering thoughts? Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/ Share on other sites More sharing options...
Kabbala Posted September 25, 2009 Share Posted September 25, 2009 You would be correct in that it is not worth losing hit and run by attacking with the Cannoness joined to a Seraphim squad. I might have her travel with them to avoid her being focus-fired, but will break her off before attacking two different squads. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2125296 Share on other sites More sharing options...
WarriorFish Posted September 26, 2009 Share Posted September 26, 2009 A flying nun (of doom) is a great unit, especially for tank hunting or holding up a big nasty. As has been mentioned attaching her to a Sera squad is only worthwhile to protect her from getting spanked by shooting. Once you get close enough to the enemy break her off and get stuck in - the Seras keep hit and run and she gets into combat at full strength. It works, as many can attest. If you really want her sticking to the Seras why not replace her with Celestine? She comes with her own special rules and that so I'd suggest you give them a good read before deciding if you'll take her. Great model too! Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2125654 Share on other sites More sharing options...
WAR Posted September 26, 2009 Share Posted September 26, 2009 save points and don't give her a rosairus as the one act of faith will make her 2+ save Invul I run a Flying nun of doom and a foot mounted canoness for a chage of pace and to save points, how else could I field 101 models at 1850 Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2126198 Share on other sites More sharing options...
GlauG Posted September 26, 2009 Share Posted September 26, 2009 My GF's WH army usually runs a twin flying nun (Eviscerator and Blessed Blade). They have /always/ been worth the points so far. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2126280 Share on other sites More sharing options...
Chengar Qordath Posted September 27, 2009 Share Posted September 27, 2009 If you really want her sticking to the Seras why not replace her with Celestine? She comes with her own special rules and that so I'd suggest you give them a good read before deciding if you'll take her. Great model too! I'll second that suggestion; adding Celestine makes a squad of Seraphim utterly devastating. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2126514 Share on other sites More sharing options...
Nelo Akuma Posted September 27, 2009 Share Posted September 27, 2009 If you really want her sticking to the Seras why not replace her with Celestine? She comes with her own special rules and that so I'd suggest you give them a good read before deciding if you'll take her. Great model too! I'll second that suggestion; adding Celestine makes a squad of Seraphim utterly devastating. more true words rarely have been spoken. Celestine and a Seraphim Squad can cause some serious harm to a great deal of enemies. I like to run Celestine with attached Seraphim as well as a Flying Nun (starting with the second Seraphim Squad but before assaulting leaving them) and together they have been able to put some serious hurt on enemies i would have normally 'wasted' my Exorcists on. Used the right way the Flying Nun can really earn back her points but she takes some getting used to. And on a sidenote: a Cannoness with a Blessed Weapon is S5, not S6. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2126971 Share on other sites More sharing options...
Shoitaan Posted September 27, 2009 Share Posted September 27, 2009 Hey I'm new to this game and still am getting my army together. I've armed my Cannoness with a Blessed Weapon and an inferno pistol and am hoping to use her as a fast moving solution to 'problems'. Should I get rid of the inferno pistol for a bolter? And as for her backpack. I haven't begun work on it but I was planning to buy some swooping hawks, hacking their wings off and strapping it to the Cannonees using Greenstuff. Anyone have any better ideas? :/ Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2127459 Share on other sites More sharing options...
Nelo Akuma Posted September 28, 2009 Share Posted September 28, 2009 @ Shoitaan: First problem with the Blessed Weapon/Bolter idea: both are two handed weapons and you are only allowed one tow handed weapon per model. second problem: a Bolter is a Rapid Fire weapon and unless i have been missing a major change in 5ed Edition you are not allowed to charge after firing a Rapid Fire weapon, hence either the Bolter or the Blessed Weapon would be wasted points. if you need something to shoot stick with an Inferno Pistol or a Bolt Pistol if you are tight on points. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2127845 Share on other sites More sharing options...
WarriorFish Posted September 28, 2009 Share Posted September 28, 2009 Maybe Shoitaan means bolt pistol? That would make more sense, otherwise you're mixing range and close combat which doesn't usually work very well. Either choice is good, just depends on what you want her to do and how many points you're willing to spend! I've seen quite a few people use the xeno wings for their SoB - I think that it works better on Seras since the cloak etc on the Canoness makes her look bulkier so it doesn't quite look as good in my opinion. With some small conversion work and GSing it shouldn't be too difficult to do. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2128638 Share on other sites More sharing options...
Shoitaan Posted September 28, 2009 Share Posted September 28, 2009 Maybe Shoitaan means bolt pistol? That would make more sense, otherwise you're mixing range and close combat which doesn't usually work very well. Either choice is good, just depends on what you want her to do and how many points you're willing to spend! I've seen quite a few people use the xeno wings for their SoB - I think that it works better on Seras since the cloak etc on the Canoness makes her look bulkier so it doesn't quite look as good in my opinion. With some small conversion work and GSing it shouldn't be too difficult to do. Yeah I meant bolt pistol, default cannoness loadouts. My dilema is to whether have her as a heavy hitting close quarters flyer or allow her to take potshots from afar because I don't see there being much chance of her being within 3" of an armour vehicle with the inferno pistol :/ But I suppose the S8 shot will be fun on infantry even if the range is tiny. I was going to try and strap 4-6 wings on to make her look crazy intimidating but yeah, this may not work. I might just stick with a Serra backpack till I can think of something better. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2128838 Share on other sites More sharing options...
WarriorFish Posted September 29, 2009 Share Posted September 29, 2009 You'd be surprised - with a jump back you can be within 3" of vehicles a lot (ready for the charge!). Plus it can be nice for Instant Death on an enemy character. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2130229 Share on other sites More sharing options...
Chengar Qordath Posted September 29, 2009 Share Posted September 29, 2009 You'd be surprised - with a jump back you can be within 3" of vehicles a lot (ready for the charge!). Plus it can be nice for Instant Death on an enemy character. I'll agree that inferno pistols can be fairly effective at both of those roles on a jump cannoness; the mobility of a jump pack makes range less of an issue, and melta weapons make great HQ-killers since they can insta-kill T4 and below and are AP 1. It also helps that a lot of players see melta as purely an anti-tank weapon, and so might forget about the fact it can also vaporize HQs at a critical moment. Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2130255 Share on other sites More sharing options...
Inquisitor Fox Posted September 29, 2009 Share Posted September 29, 2009 I'll agree that inferno pistols can be fairly effective at both of those roles on a jump cannoness; the mobility of a jump pack makes range less of an issue, and melta weapons make great HQ-killers since they can insta-kill T4 and below and are AP 1. It also helps that a lot of players see melta as purely an anti-tank weapon, and so might forget about the fact it can also vaporize HQs at a critical moment. This is one of the chief arguments for the Seraphim squad w/ plasma pistol and 2 TL inferno pistol sisters. It's crazy effective on heavy infantry as well as armor :woot: Link to comment https://bolterandchainsword.com/topic/179559-sob-cannonesspalntine-jump-pack/#findComment-2130276 Share on other sites More sharing options...
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