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====Elite==== =====Sororitas===== *'''Geminae Superia:''' Celestine's bodyguards, broke off from her to be her own character unit. Though they are clearly still supposed to be used alongside Celestine, because she completely restores a Geminae model each turn if the unit is within 3" of her, she increases their SoF save by +2 within 6" of her, and they don't take up a slot in your detachment if Celestine is also there. But if both of them are slain then they stay dead. They went from overcosted at 8th release to good after CA to their current useless iteration. They don't guarantee "look out lady" tests anymore, stay dead, and succeed/fail charges independently from Celestine (possibly breaking the aura). You are paying 40pts for a bunch of S3 attacks. At best they are the closes thing sisters have to a jump pack character. Hands down the least useful unit of the codex, as they can't even benefit from <ORDERS> abilities. ** You might just end up running these models as extra Zephyrim - they're more useful that way. *'''Celestian Squad:''' They are like normal Battle Sisters gear-wise but have 1 better WS, A, and Ld. What really separates them is their ''Bodyguard'' rule, where on a 2+ they intercept wounds taken by an {{W40kKeyword|<Order>}} {{W40kKeyword|Character}} model. <s>They will be outrun by Celestine, and </s>Canonesses aren't precious enough to warrant bodyguards. Due to Celestine and Triumph of Saint Katherine lacking the {{W40kKeyword|<Order>}} {{W40kKeyword|Character}} keyword, their bodyguard rule can't be used on them. Otherwise, their weapon choices are the same as normal Bolter-babes. In terms of function, don't think that extra attack and WS will really help them in close combat, as they aren't kitted out for that job, though giving the Celestian Superior a good melee weapon will serve you better than regular squads. They have exactly the same ranged output as a squad of regular Battle Sisters for an increased cost and are only marginally more effective in close combat, where they'd rather not be. Moreover, Basic Sisters have Objective secured. With their new codex buffs, they can be a fairly solid retinue for a Canoness with somewhat greater offensive firepower. With their new stratagem, they're also a possible candidate for actually getting some mileage out of the Holy Trinity stratagem (albeit somewhat expensively) **The new codex has given them two useful offensive buffs: first off, Sworn Protectors. While within 6" of an {{W40kKeyword|<Order>}} {{W40kKeyword|Canoness}}, they re-roll all hit rolls, not just 1s, and not just fails. Second, the stratagem Exceptional Proficiency - although it costs a steep 2CP, it allows a unit of Celestians to re-roll all hits '''and''' wounds in shooting, melee or Overwatch. *'''<s>Mistress of Repentance</s> Repentia Superior:'''Moved from leader of Repentia a character that only buffs them, (to the point that the Repentias still have maximum squad size 9 to accommodate her). Reroll wound of 1, Advance and Charge rolls for Repentia <order> units within 6". Doesn't take up a slot if you have any Repentia of the same order. *'''Imagifier:''' The banner bearer has 3 banners to choose from when its setup during deployment for a flexible approach to adapted to different enemy lists. **'''Tale of the Faithful:''' Re-roll Deny the Witch tests for <ORDER> units within 6". **'''Tale of the Stoic:''' <ORDER> units within 6" ignore AP -1. ***Sisters will draw a lot of small arms fire. Without T4, keeping that 3+ Sv is important. If you're Valorous Heart, this gets a lot stronger, because it stacks with their Conviction. Also affects Exorcist, Sorotitas Rhino, Immolator, Repressor, giving them ignore -1 AP. (Ignore -2 AP and FNP 6+++ if playing Valorous Heart, forcing opponents to use dedicated anti-tank to penetrate Valorous Heart vehicles.) **'''Tale of the Warrior:''' +1 Strength for <ORDER> units within 6". ***Now we are getting close to SM levels. This would be amazing for Zephyrim if the Imagifier could keep up with them. Instead, it's mostly useful for buffing Repentia attacks to S8. *'''Hospitaller:''' For the "low" cost of 30pts, a Hospitaller can resurrect a friendly {{W40kKeyword|ADEPTA SORORITAS INFANTRY}} model or heal d3 wounds per turn <s>on a 4+</s> (it just happens now, no roll needed). She lacks an {{W40Kkeyword|<Order>}}. As any other medic in the game, points spent there is less firepower for the gunline but making the points spent keeping that Heavy weapon in the fight. Martyred Lady armies probably get the most out a Hospitaller's abilities, but still effective for what she brings. ** With an average sister being 9pts + wargear, it can be difficult to earn her pointage back during a game in a pure Sisters army. Keep her near your more expensive units, with more expensive wargear. (i.e. Retributor or Dominion Squads, maybe Celestians) ** Sisters being T3, against smart opponents it can be difficult to even HAVE something nearby to rez when they focus fire your units down to the last model... ** Consider increasing the size of your units by 2 or 3, effectively using the extra sisters as 'ablative wounds' for the unit. Just don't go overboard else you'll suffer unwanted loses from morale. ** She also gives you access to the Last Rites stratagem, giving you a bubble where casualties don't count for morale tests, making your unit automatically pass while still getting to roll for it (so you get a chance at a Miracle Dice) for only one command point (less than Insane Bravery), which is worth remembering. *'''Dialogus:''' +1 LD to Sisters within 6", a 5+ FnP against Mortal Wounds(for herself only, not nearby models), and she allows you to increase or decrease the value on a Miracle Dice used for an Act of Faith by a unit within 6" by one to a maximum of 6 and minimum of 1. **Finally, this unit isn't totally wet socks. The ability to modify Miracle Dice is pretty handy, turning an otherwise-worthless 2 into a 3 that hits, for example, which can be great when you really need that meltagun or inferno pistol to connect. *'''Zephyrim Squad:''' Close-combat Seraphim. Armed with power swords and bolt pistols with 2 attacks base (3 for the Superior). Deep Strike per normal and the option to get a pennant that allows re-roll charges for {{W40kKeyword|ORDER}} Sisters within 6", they can get there. Once they get there the power sword attacks may not appear all that threatening at first but a special rule helps soothe that fear: Rapturous Blows allows them to re-roll wounds (think AP-3 lightning claw). Re-rolling 4+ to wound is better than wounding on 3+ (75% vs 66% chance), re-rolling 5+ is better than 4+ (55.55% vs 50%). Re-rolling 6's is the only loser vs. wounding on 5+ but not by much (30.55% vs 33%). ** Like all CC units, it benefits from the Imagifiers' +1Str banner (Tale of the Warrior). The problem is getting the two units next to each other and KEEPING them together... ** An effective way to run Zephyrim is in Bloody Rose - making their swords AP-4 helps, but the real point is giving them that +1 attack on the charge, upping them to 3 attacks per model. Along with that, you get access to the Bloody Rose stratagem, which grants +1 to wound in the fight phase, mitigating the Zephyrim's biggest weakness. =====Melee Infantry===== The Sisters book is in an unusual place in that they have ''four'' different units of close combat infantry who cost 13 points per model once kitted out, all in their Elites slot. As these all compete for the same position in your army, they will be compared against each other here. All of these options are best delivered in a rhino, with a Preacher in support. Note that Zephyrim, above, fulfull a similar role, but cost more in exchange for having no interest in a transport. *'''[[Arco-flagellant|Arco-flagellants]]:''' Two wounds each, with a 5++ feel no pain to keep them going, Arco-Flagellants have two attacks each, but their weapons make d3 hit rolls per attack, at S+1 AP-1, damage 1. Always run them with a Priest to make the most of the D3 attack multiplier. Every time this unit attacks, you should be using the Extremis Trigger Word stratagem for 2CP, which makes their weapons get 'three' hit rolls per attack instead of D3. Combine that with a preacher, and each model gets ''nine'' attacks at S5 AP-1 damage 1, which is enough of a blender to tear through just about anything. The only issue with all of this is that Arco-Flagellants only hit on 4s, but since they have Zealot that means they'll still be hitting around two thirds of the time. **Arco-Flagellants are the most devastating option here, if and only if you invest the command points into Extremis Trigger Word. Otherwise, they're still decent. **Arco-Flagellants benefit massively from having an Ordo Malleus Inquisitor around, as it can use the Power From Knowledge power to give them a 5+ Invul. Since they have no save at all and rely on their FNP, this keeps them going a lot longer. Use Coteaz to also cast Terrify on your victim, keeping them from using Overwatch. *'''[[Crusaders]]:''' A basic human with a Storm Shield and a Power Sword. 2 attacks base, and a 5+ feel no pain against mortal wounds in the psychic phase only. Like your other melee options, they have the Zealot rule. However, they max out at 6 models per unit. **With their low damage output, Crusaders struggle to get anything done. However, they are excellent at tanking Overwatch for your other units, all of which die hard to Overwatch, giving them a potential niche. **Note that, because these boys have the {{W40Kkeyword|Astra Militarum}} keyword, if you are taking Guard allies they can use Chimeras and Tauroxes as a transport. **Palanite Subjugators from Necromunda make a good stand-in for Crusaders that isn't monopose resin, as they have big shields. *'''[[Death Cult Assassin|Death Cult Assassins]]:''' The sword to the Crusaders' shield, Death Cult Assassins are a surprisingly deadly option. At 4 attacks each with S4 AP-3 D1, they're a blender, especially since you can buff them to 5 attacks each with a Priest. Their 7" move is a slight bonus, and they have a 5++ invulnerable. Like the Crusaders, they max out at 6 per unit and have Zealot. **Death Cult Assassins are an absolute blender. Raw number of power sword attacks will bring anything down with time, and these guys are Strength 4 to make that time a lot shorter. They require the least investment to be good, and are hard to go wrong with once they reach melee. **Daughters of Khaine models can easily be converted to Death Cult Assassins, or you can use something like the Warcry warbands. Really, any human with little armor and a pair of swords works. *'''Repentia Squad:''' Unlike the other options listed here, Repentia are {{W40Kkeyword|<ORDER>}} units, and have access to Sacred Rites, Acts of Faith, and Convictions. They get two attacks per model with Penitent Eviscerators, which are Sx2 AP-3 D2, and -1 to hit, so they hit on 4s rather than 3s. They make up for this by having the Zealot rule, granting them re-rolls to hit in the first round of combat. They have the 6++ from Shield of Faith, and a 5+++ Feel No Pain. As consolation for their fragility, you do get a miracle die when they're inevitably wiped out. They're also the only option here with access to the Desperate For Redemption stratagem to fight twice, though they're unlikely to live long enough to use it unless they're attacking a tank. **In a nutshell, Repentia have the most potential of these options, but require the most investment. By running them with a priest and making them Bloody Rose, you can get them to 4 attacks per model, and by running an Imagifier with them you can make their eviscerators S8. They benefit from having a Repentia Superior on hand for rerolls on charges, and can benefit from the two melee-oriented Sacred Rites, making them attractive in a pure ministorum list. Without investing in them, they're not particularly useful, but if you do invest in them, they can be devastating. ** A possibility, the Repentia Slingshot: Deploy a unit of Bloody Rose Repentia inside a rhino on the very edge of your deployment zone, 24" away from the enemy(this works best if you go second so you can know where he's set up and/or take advantage of his movement). Disembark the Repentia from the Rhino and Advance them directly towards the enemy. You're running The Passion, by the way. 3" disembark from the Rhino, 6" movement. Get lucky and use a 6 on Miracle Dice(easier if you have lots per turn, or an Ebon Chalice warlord for the guaranteed 6). That puts you 16" forward, making you 8" from the enemy deployment zone. Use the stratagem to allow the Repentia to advance and charge. Reaching the enemy is now a simple 8" charge, and you have the +1 from The Passion to make it 7. This takes a bit of doing and/or luck, but it delivers a unit of Repentia to the enemy on turn 1. 9 Repentia will, on average, kill almost any Primaris unit in the game, and if they're up against a tank or the like you can use the +1 to wound BR strat for extra killiness. =====Other===== *'''Ministorum Priest''' (Index)''':''' Your original Priest from the Index and the {{W40Kkeyword|ASTRA MILITARUM}} Codex is technically still perfectly legal, having not been shoved into Legends and having the {{W40Kkeyword|ADEPTUS MINISTORUM}} Keyword in any case. Statistically, he's almost identical to your Preacher in his Codex iteration, trading the Leadership penalty aura for an Autogun and Frag/Krak grenades. He ''is'' 5 points more, but since his Index wargear was likewise not put in Legends, it's still tournament legal to bring him with a Plasma Gun or an Eviscerator and Inferno Pistol. Just be sure when you take him its to avoid Legends restrictions, as Preachers become better if they are allowed. *'''Preacher:''' The missionary's little brother who also gives a +1A buff to nearby {{W40Kkeyword|ASTRA MILITARUM}} or {{W40Kkeyword|ADEPTUS MINISTORUM}} units within 6". These guys are much more efficient than the Missionary, especially since you can take more than one. Critical if you want to get the most out of your melee options, these are even more important to Repentia than a Repentia Superior. They also, as a small bonus, inflict a -1 Leadership penalty on nearby {{W40Kkeyword|CHAOS}} units. If you are playing in a Legends legal game, they suddenly become a whole lot better. They gain access to Frag and Krak Grenades as well as all of the {{W40Kkeyword|ASTRA MILITARUM}} Ministorum Priest's Index wargear, such as Combi-weapons, Plasma Guns, Eviscerators, beefier pistols and the like. *'''Pious Vorne:''' A borderland sadist that come into the Blackstone Fortress boxed game. For 25 points, you get a glass cannon (emphasis on the glass) with a heavy flamer in all but name (that gets to roll an extra D6 for shot counts against {{W40kKeyword|CHAOS}} units and discard the lower result) and a chainsword. As long as you screen her properly (she is a character) you will get a lot of juice from her assault heavy flamer. Please note that she does not benefit from an {{W40Kkeyword|<Order>}} conviction, but no longer prevents your army from taking one. *'''Gotfret de Montbard:''' A unique Crusader from the Blackstone fortress escalation box. He has Crusader stats including Zealot, Acts of Faith and Shield of Faith, but with 4 Wounds and Attacks, every hit of a 6 scores 2 hits and is a {{W40Kkeyword|CHARACTER}} so he's safe from enemy fire and can Heroically Intervene. However, he suffers the same issue that has been stated many times in both the Guard and Sisters tactics guides: S3 Power Sword attacks just don't do enough, even if he can deliver a ton of them. For 35 points, not a terrible choice, very fluffy if you're building a Feudal World melee regiment, but your Elite slot is crowded as is and cheap as he is, you have access to cheaper units that support your army.
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