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Seraphim as tank-hunters?


ShinyRhino

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I asked over in Tactica, but haven't gotten any help.

I'm wondering at the viability of adding in a small unit of Serpahim to my Marine lists as a dedicated tank-hunting unit.

I'm thinking 5-6 Seraphim, all with meltabombs, two twinned inferno pistols, and a Veteran Superior. Small enough unit to maneuver easily and for which to find cover. Sneak these ladies in the back door, and fire off those twinned infernos at armor, or finish off slow/crippled tanks with the meltabombs.

It's a very inexpensive unit (by Marine standards, anyways :)) and looks like a lot of fun to play.

Has anyone actually run their Seraphim this way, or do you use them more for harrying light infantry with assaults and automatic Hit and Run moves?

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Well, Seraphim for what they are can be a bit overpriced in the grand scheme of things. In a small squad with TL inferno pistols and meltabombs they are ideal tank hunters. I think what you will find though is without faith points to support the unit. They might pop a tank and then die fast.
Well, Seraphim for what they are can be a bit overpriced in the grand scheme of things. In a small squad with TL inferno pistols and meltabombs they are ideal tank hunters. I think what you will find though is without faith points to support the unit. They might pop a tank and then die fast.

 

That as my one concern...durability. They'd only get a single Faith Point, and would more than likely be using it for an invulnerable save at some point.

The T3 also makes me leery. Marines that explode a tank are only wounded on a 5. Seraphim are wounded by their own damage on a 4+. 50/50 chance for each member that she's taking an armor save against damage SHE caused.

As allies, I'm not sure how effective they'd be for you. You're looking at 170 points even keeping them cheap and for that cost you can get far better AT in a Marine army. The Inferno Pistol has a short range and isn't AP1 and once your opponent realises what they're up to they wouldn't be too difficult to remove. To counter this you'd need more bodies (no longer cheap) or additional forward units to support them which depends on your list.

 

For my Marines they've worked best taking on enemy infantry. 2 Flamers (without losing attacks) and twin-linked pistols lets them shoot infantry very well and their unique Hit and Run rule lets them engage and lock enemy nasties for you so you can take them on with shooting on your next turn. As for faith, including a Canoness even if she's lightly equipped helps a lot here. Give her a jump pack to go with the Seras and for martyrdom or just run her with some Marines for added shooting. Don't forget the Seraphim Veteran Superior counts as having a Simulacrum Imperialis.

 

In short - Marines shouldn't need them for AT duties (couple of MM speeders?) but for taking down infantry and locking enemy units out of the game they can be very useful indeed!

I run an average sized (7 models) unit of Seraphim with 2 TL inferno pistols, then a plasma pistol and power weapon on the VSS. They do fairly well in terms of anti-tank, but they also double as a great unit to use against say, Crisis Suits, Terminators, other heavily armored infantry, etc. However, at average size they cost me 219 points. Compared to Marine units this is about as expensive, and about as effective. They have hit and run and the inferno pistols are twin linked, but they lack that point of toughness. Adding a Canoness would be fantastic in terms of allies, but my relatively tricked out Canoness is 163 points :P She's a terror in combat with a blessed weapon, a 2+ save which can be turned invulnerable if need be, immunity to the first insta-death wound, and a 4++ save once faith points are gone, but she's an expensive terror.

 

Can Seraphim be effective? Absolutely. The models are also simply gorgeous. For sheer anti-tank utility though, you're almost as well off using say, bikes with meltaguns and a powerfist. Your proposed setup would definately work, and function as a lighter anti-horde sort of unit with the flamers as well. At that point it's a much of a muchness so go with what's neat and fun for you :huh:

*grumbles* That was originally typed as 6-7 then was supposed to have been edited to just 7...

 

I'll have my acolytes improve their policing for warp entities :lol: The other post is now fixed.

 

The dual purpose was why I included the power weapon, intended to assault heavy infantry targets after shooting them with their anti-termi weapons. It's worked so far anyway, but as a father of three I don't get a lot of game time admittedly :P

Thanks for the help, everyone.

The squad (plus any other Sisters units I add) are largely for flavor. Something to break up the sea of blue power armor I normally field.

I hadn't really considered using a small squad against heavy infantry, but those Inferno postols do have the profile to put down Terminators and Nobz. Hmm.

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