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Fighting The Sisters!


Necron God

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Hiya all my brothers!

 

I thought there was a guy asked this a while ago, but I searched it and found it was about the psykic stuff!

 

Right so I got a 1250 game against Sisters!

 

The player has been using two exorcists and then heavy bolter and melta gun spam! He is second in the league 3 points behind me... this is the last game!

So all I need to do is draw!

 

But I haev only ever played sisters once with my guard...that one I won as I spammed as mny guardsmen on the table as possiable!

 

But this time I am the mighty wolves!

 

So list ideas and tactics please!

 

I got almost everything in the space wolf codex, including thunderwolves and fensian wolves!

 

Free ale for a day to the person with the best ideas!

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Last time I played against Sisters was with my 13th Company list, but I remember Long Fangs doing wonders - I usually took two packs of them. Usually the guy had no armor left after my first turn - beware of his faith powers, since they are quite nasty - AP1 bolter/flamer rounds, and runic weapons cannot cancel them. Also that special character with Invulnerable save 2+ is quite annoying but lots of saves does the trick. Sisters should not be underestimated, as they are quite nasty, but in CC they are fragile, being only T 3. And scouts should be fine to deal with those nasty Exorcists. I'd stay in vehicles with the main force, hit him from afar with everything possible, hit his flanks with scouts/droppod dreads/plasma GH and then when all his troops are disembarked from smoldering Rhinos, roll up, smoke him and assault on my terms.
To be effective sisters need to be close to take advantag eof meltas and flamers, but so do we. They can outgun us with more bodies and faith points but their no match in CC. I agree with CainTheHunter, but watch out for assasins on the flanks. Your long fangs are toast if they get into them. Happy Hunting :Troops:

Key to defeating sisters is number of hits you land on them. Low AP isn't going to help much because of cover and Invulnarable saves on key units.

 

As for Exorchists, i suggest use of Long Fangs and scouts to defeat them. Otherwise do not get cautch on the open. If EXO(s) manages to shoot at you out of the cover, you die. I saw recently pair of Exos kill a group of Nob bikers (7 bikes including the warboss) in 2 turns!

Ok...you are going to need to use two of your elite slots for scouts. Give them a melta gun and melta bombs each. Use two of your heavy support slots for two Missile Long fang packs. Put them in cover,so they can survive the first round excorcist barrage. Use OBEL for your scouts,and make sure they come on right next to those excorcists. between the two packs you should be able to get at least one if not both,and if he leaves them together then you can probably charge both. Give them a Wolf Guard Pack leader with combi melta and Power fist. Thats assuming OBEL works as a alternate to the scout move and you can bring them on first turn. Otherwise,get both scout packs a Melta gun and WG with Combi melta,put them 12-18 inches away from the excorcist depending on visibility,then move them 6 with scout,6 in the first turn and open with both melta shots with a CC charge possible. You will have to be VERY exact with your measurements to pull it off however. On the plus side,most times the player will panic at the idea of losing their excorcists and either fire their missiles at your scouts (which at this point are expendable) and possibly fire with the rest of their army as well.

 

With the 2+ invulnerable Cannonness,you pretty much have two options. Tie her up with a sticky hard to kill unit like a Lone Wolf,or make the player burn faith points like its going out of style. The third option involves getting an inquisitor lord from DH and then a callidus assassin but unfortunately that can fall under the "reserves taking forever to come out" problem. If you use the Lone wolf option,you will only have one scout pack so it could limit your ability to take out the excorcists easily.

 

The Long fangs Ideally should have a Wolfguard packleader leading them with terminator armor and cyclone launcher. And unless you have better luck then I do then you will only manage that for one of the two lol. All of these options assume one of two options,That you are going first and that it is not a Dawn of War deployment. In Dawn of war,the Sisters player will likely use a Rhino with troops and the Cannonness. If its Dawn of War,let the other player go first,because you definitely want the Excorcists to be available for targetting. For DoW you pop your stuff behind full cover if at all possible,so that he doesn't have a single shot to make.

 

I would also consider the possibility of giving the Scout packs a missile launcher instead of the melta gun,and a pair of plasma pistols. Along with 4 sniper rifles but thats because i like them. This gives you the flexibility to put them in infiltrate as a extra shot or 5 at the excorcists if you get DoW,as well as giving them the ability to pop the side armor of the Excorcists if they use OBEL.

 

So in short,two GH packs loaded for Close Combat,Powersword,wulfen,Standard,Meltagun with a wg pack leader with Storm bolter or Plasma pistol and Powersword in rhinos. 1-2 Scout packs with Missile launcher,4 sniper rifles,2 plasma pistols and Meltabombs,with wg pack leaders with Combi melta and PF. 1-2 Long fang packs with Missile Launchers,with one WG pack leader in Terminator armor and Cyclone launcher (because 7 missiles,split between two targets makes tanks turn into a fun time in a can) And a Lasgun Razorback for the second pack.Possibly a Lone Wolf with Termy armor,SS,FB and charge him at the Cannonness. You could also accomplish the same thing with your Lord being on a TW with runic armor,SS,FB and some wolves to absorb shots,keep him back and hidden to use as a counter charge to the Cannonness. S6 would mean you wound on 2+,and Toughness 5 has her wounding on a 6. Also you would only need to inflict 2 wounds on her to kill her,as the wargear to prevent a instant death wound only works once for the Cannonness.

 

Also,the sisters player has a limited amount of faith points,but they get them back whenever you fully wipe out a faithful unit. So a good trick to getting them to burn up faith is to use your krak missiles on squads,giving the player the option to either lose most of a squad or burn a faith point. If you have enough missile long fangs you could conceivably make the player burn 2-3 in a single shooting phase. Use a lascannon on the Cannoness,and missiles on the squads. They have to announce they are using their Faith to give the invulnerable saves at the beginning of your shooting phase or the beginning of either assault phase. So you can often psych them into using it by announcing in your movement phase that now you can blast squad A with krak missiles or that you got a shot on the Cannonness. At the start of your shooting phase,Say "This is the start of my shooting phase,Are you using Spirit of the Martyr and if so,on which units." If he doesn't do it then and there,he doesn't get a chance to later. If he argues,have him read the Codex description. Chances are good unless he has been playing totally by the book,you can get one free round of shooting,which could end up with a dead Cannonness very easily.If he uses it on some targets but not all,pop the ones he doesn't do it on. Same goes for the Assault phase,use the same phrasing. If he uses the +2 str but Initiative 1 ability,Its before he rolls to hit. If he uses the AP1 on wound rolls of 6,that has to happen after he has rolled to hit but before wounding.

 

Also,and this is a dirty trick of the greatest order but completely legal. when setting up the table,do your best to minimize cover available for vehicles. Make sure that any cover that is available to vehicles on either side has a good spot for you to plop your scouts for a easy side shot on them.

 

As you can probably tell,I have put a lot of thought and trial and error into fighting Sisters. One of the two nastiest players at the store I play tournaments at plays Sisters well (and Space Wolves poorly and without paying attention to the Saga requirements just because there is no in-game penalty for it.) and he is all ways the first or second opponent I play.

A little bit off topic. How does this 2++ cannoness work? I play sisters and really want to know. I've trawled my dex and the closest thing is the cloak of St Aspira (sp?) which gives a 2+

 

Cheers.

Cloak of St. Aspira combined with Spirit of the Martyr.

Ok he uses a vindicare? That means he must also be using a inquisitor or inquisitor Lord. as long as you dont have a rune priest then the inquisitor wont do much. Make sure he is using one though,as its required to field the assassin. As for the Vindicare itself...thats one of those units that can either do really well or really poorly. If he uses alot of troops,replace the missile launcher on the scouts with a heavy bolter,and use them to whittle down the troops instead. The vindicare is fairly squishy in hth though so if need be,send a squad at it if its close to your long fangs. Also remember it still needs to roll a 4+ to wound.

Okay, so what about, if I set up a massive gunline? Long fangs with missiles, a land raider and some grey hunters and a few wolfguard?

The only things he normally has above 24inch range is his tanks and 4 heavy bolters (and his assiassin IF he fields it)

Do you think it would work? he plays aggressive quite a lot

Okay, so what about, if I set up a massive gunline? Long fangs with missiles, a land raider and some grey hunters and a few wolfguard?

The only things he normally has above 24inch range is his tanks and 4 heavy bolters (and his assiassin IF he fields it)

Do you think it would work? he plays aggressive quite a lot

It might...I would say judge it by how the match is going at that point tbh. I have told you all I know on how to take out the high priority targets...Clean up is pretty much up to you lol since that will change with every match.

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