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Witchhunters 4th edition help


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I can get a few more sisters before the tournament but they won't be painted, I guess it depends how many more I needed.

 

As for the seraphims could I split them into groups of 5 with superior and join a cannoness each to them?

Also I'm presuming inquisitors weren't a good option as no one has hinted it.

 

If you using the old Acts of Faith, your tests were on Squad Size.  My Seraphim were 9's.  

 

Roll low to aim low... aim low to kick ass. (Divine Guidance,  Hand of the Emperor)

Roll high to save ass ( Spirit of the Martyr, Light of the Emperor)

 

I didnt use Inquisitors nor Stormtroopers:   Just too many Sisters to field, who are better, and Stormies didnt have AP3 Hellguns yet.

 

I did a quickie army list, for 1500 but dont quote me, I ballparked it..

 

Cannoness,  Cloak, BlessedWpn, Jump Pack, Inferno Pistol, Litanies for free AoF

10 Sisters in rhino,  Vet Sister combi-staker.  HvyFlamer+Meltagun  (make two squads)

8 Seraphim,  Vet with PW and meltabombs,  twin inferno pistols (troop hunting with bombs just in case)

8-9 Seraphim, Vet with Eviserator, twin flamers.  (tank hunting)

Exorcist

10 Retributors with 4 HeavyBolters, Imagifer, VetSister .. maybe combi-stake again.  Lots of Divine Guidance shooting.

7 Faith Points.

 

Cannoness goes Solo, so her Acts are all on her Leadership.  She's a tank hunter, and helps Seraphims on assaults.  If had to, she'd Spirit of Martyr to her 2+ Save.  OR.. let her die for +2 Faith Points back to your pool.

 

For you to add to get to 2000?  

Inquisitor+Culexus or Celestine.

Another Exorcist

maybe the repentia, but they have to be screened by empty rhinos to get anywhere.  Dont matter cause the game is all Shooty now.

More sister squads... remember they can get BIG.   I had my 3rd troop as 15 sisters, two storm bolters, Vet with storm, and alot of shooting.  (couldnt RapidFire to 24 inches if moved.. so 3 stormbolters had the reach..now it's just pure murder)

 

 

I see what you meant about splitting your 10 Seraphim into two squads:   Extra Faith Point.

Yes we will be using that acts of faith table, I've had the go ahead to use repressors too if people think it is worth it. Yes I can get a culexus, or use my vindicare as a fill in :)

Can you create two decent cannonesses and then put on in each set of five seraphim so they can wound guard her?

You dont need to wound-guard a solo Cannoness, with the wargear I describe: she did better solo biggrin.png I was also avoiding the standard AoF by-squad-size making her a solo. Lastly.. a Cannoness doesnt have Hit-n-Run, and therefore you cannot use that rule in Assaults. (As far as I know, you cannot detach an IC during CC, not even with a challenge. Nor did a Sororitas Jump Pack grant her Hit-n-Run. Seraphim 3rd edition were the FIRST army units to ever have Hit-n-Run)

That is what St. Celestine is for, who does have Hit-n-Run and therefore joins Seraphim. I did have nice successes running St. Celestine+Cannoness as my 2 HQ's.

Completely missed that she didn't get hit and run...fair enough. Do you think it best to keep my seraphim together then with Celestine? Or split into two units. I have now got the information that the 1500pt list will be a 3v3 death match, meaning I will have randomly two allies with me, and whoever does best in this match up will get more points (killing the most enemy units out of everyone, having the most of your units alive)

Okay.. in those circumstances of a team match... split the Seraphim,  with Celestine in one of them.. but fly them close to each other.

 

Which reminds me...  I played tournaments and all my units had a "buddy" unit to help and support.   Even if things changed, I'd have things working in groups.  

 

Example.. my two 10 Sister troops+rhinos, travelled together.   (made walls with the rhinos) .. my Seraphim travelled together as well... my Retributors sent out cover fire for my solo Cannoness or mass bolter fire for my 15 Sister squad on foot.... and Exorcist buddied in as needed.    Gotta be fluid.. and maintain influence at center of board.. and scare your player opponents to death.

Also something to remember is that our hit-n-run worked differently back then than it does currently.

It even worked differently than it did for any units that had it back then.

There was no test... you just left combat.

The only test we had to take was if there were more than one unit in that CC with hit-n-run.

 

Then you rolled off to see who got to leave first, and then alternated units.

If a unit ended up not locked in CC with any enemey units then that unit just got to consolidate instead.

 

Funny story about that... I played vs the reboot DE codex that gave the DE skyboards the ability to pull an IC out of CC with them when the would hit-n-run.

So they charged my seraphim squad with my Saint, and ended up drawing combat res.

So at the end of the CC we both say we are going to hit-n-run... he won the dice off and passed their test and pulls my saint out.

Then my saint hit-n-ran from the skyboards... normally you only get to go 3d6 inches with hit-n-run, but that day my saint got to fly 6d6 inches and ended up over 2 feet from where the CC happened.

 

Then it was my turn and so the Saint jumped over and nuked a raider with an AP1 heavy flamer.

And the seraphim squad jumped over and finished off the skyboards.

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