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Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum
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====Fast Attack==== *'''[[Dominion Squad]]:''' Dominions are your special weapon-wielding sisters, with the ability to move 6" (must end more than 9" ''away'' from the enemy) before the game begins along with their ride, if any, letting you move them up, or pull them behind cover if your opponent has the first turn. They have four special weapon slots, plus you can stick a combi-weapon on the Superior. Your options are overcosted S5 flamers, reasonably costed meltaguns, and artificer storm bolters, which are D2 storm bolters. However, meltaguns are a terrible choice, simply because a Retributor squad with 4 multimeltas will do the same thing but better. Instead, lean into the storm bolters and use the Blessed Bolts strat to get them to do real work - take a rhino and put in a 5 girl squad with 4 storm bolters and that full melta Retributor Squad just mentioned so when the Dominions move the Rhino the Retributors are dragged along, and happy hunting. You can give the two Superiors combi-plasmas. *'''[[Seraphim Squad]]:''' Battle Sisters with jetpacks. Each girl dual-wields pistols - two can have a flame or inferno pistols, and the rest have bolts. They're cheap, and they hit on 3s in melee, but don't let that make you think it's a good idea to get them in melee; they're a shooty unit. Take your pick between flamers for infantry hunting and... look, all your other choices are worse, so take 2 girls with double hand flamer, 1 superior with plasma and bolt, and 2 double bolt, if you're going to take them, and use the Deadly Descent. If they survive their first enemy shooting phase, use them as harassment units and objective stealers. *'''[[Zephyrim Squad]]''': Close-combat Seraphim with 3 attacks base (4 for the Superior). Deep Strike per normal and the option to get a pennant that allows re-roll charges for {{W40Kkeyword|ORDER Core}} Sisters within 6" of the model. With Power Swords for S+1 AP-3 D1, the Zephyrim are surprisingly ferocious against anything softer than Toughness 6, but bear in mind even with the re-roll they're cripplingly bad due to needing to make the charge in order to be allowed to attack - and they cost ''more'' than Seraphim do, base. Even Bloody Rose Zephyrim with The Passion up (so effectively A4(5 on the Superior) WS2+ S4 AP-4 D1) will struggle to do real work because their odds of making the charge are less than 50% and they lack tools for murdering enemy heavies. With Hand of the Emperor on top of a pennant you can get your charge odds up to 65.97% - but you'll still be better off with Repentias, and now their superior accuracy will be even more noticeable. **These girls get a lot better with support you can't readily give them - for example, an Imagifier would be great if you could give one a jump pack, and a Dialogus would be even better, to use Miracle Dice to help make a charge even more likely and put War Hymn on them - except the Dialogus can't have a jump pack either, ''and'' of course you can't deep strike and then pray. It's just made of headaches trying to make these girls earn their keep, and you'll have a much easier time with Repentia for the same goal.
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