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=====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.
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