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===[[Order of the Bloody Rose]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheBloodyRoseEmblem.jpg|100px|left|]] In the grim darkness of the far future, True devotion is proved with blood.<br> The Order of the Bloody Rose embody all the bristling hate and anger that Sisters are known for. They slaughter, kill and purge any thing heretical with a level of seething hatred they make the [[Black Templars]] look calm<br> On the tabletop, They are the most cc focused order. [[Khorne| Aggression]] is rewarded with more attacks and get AP on their fists. Stack more CC buffs then teach them the [[Khorne|fury of the Emperor]]. <br> <div class="mw-collapsible-content"> '''Orders Convictions - Quick to Anger:''' Units with this {{WH40Kkeyword|<ORDER>}} gain +1 attack when they charged/charge/perform a heroic intervention. Pistol and melee weapons get additional AP. *This trait obviously makes your melee units even better , as Repentia and Zephyrim all get extra attacks to kick the shit out of what they ran into (Penitent Engines and Mortifiers do not have the <ORDER> keyword) . However the scary part of the trait is the additional AP-1 on all Pistols and Melee weapons (including your S:User AP:- D:1 "bare hands"). Bolt Pistols? Ap-1. Power Swords? AP-4. Inferno Pistols? '''Fucking AP-5 (INVULNERABLE SAVE OR <b>DIE</b>)!''' Get your Seraphim up to the land raider and watch the horror form on your opponents face when it eats 4 S8 AP-5 D6 shots. And as if that wasn't enough, this trait effects your relics (the Blessed Blade of ass-kicking is now AP-4). [[Rip and Tear]] '''Warlord Trait - Blazing Ire:''' +1 Attack and can Charge & Advance. Not bad, but generally Righteous Rage is more interesting for a beatstick, since it helps to compensate for low Strength. '''Relics - Benificence:''' Replaces a chainsword. S+1, AP-2 D2, give 3 additional attacks instead of just 1 (NOTE: it will become <b>AP-3</b> because of "Quick to Anger"). *Thanks to the conviction, a Canoness with this can have 9 S4 (S5 w/"Tale of the Warrior:") AP-3 D2 attacks. Actually not half bad for a beatstick Canoness! '''Stratagems - Tear Them Down (1 CP):''' Use at the start of the Fight Phase, choose a unit. Attacks made by that Bloody Rose unit get +1 to wound. THIS is what makes you scary to get into melee with. *Dedicated Close Combat units like Zephyrim, Repentia and a Canoness armed with '''Benificence''' or the '''Blade of Admonition''' are the obvious recipients of choice; but don't be hesitant to use this with other units as well. '''Tactics''' There are some armies that Bloody Rose will absolutely brutalise and others that will not be easy to deal with, and this mostly comes from the stats of the sisters themselves, as Regular battle sisters are only S3 with a WS+4, they will need to bring dedicated units to deal with some armies. The clear units to focus on are Repentia, Zephyrim, Seraphim and Celestials. While Repentia and Zeriphyim are obvious, Seraphim are also great choices as the ap modifier affects pistols, so a 5 girl squad with bolt pistols can be a good way to clear infantry squads and Celestials get an extra attack and a WS+3, so can actually slug it out in melee with some melee units or be body guards for Saint DoomSlayer. *'''Imperial guard''', '''Renegade and Heretics''' & '''Genestealer cults''': These armies should be absolute push overs for Bloody Rose units. You have better weapons, better armour saves, better shooting capability and excellent anti infantry options, with decent anti tank. While some of the quicker or tougher units like Genestealers may need some planning to deal with you should be over all fine. Just shoot, run up and dome in the head of the unlucky cultist who got in your way. *'''Eldar''' and '''Dark Eldar''': Again you should be over all fine against both Eldar flavours but they have some units an tactics that can mess up your day if you aren't careful. The psychic powers are one to watch and those nasty Dark Eldar weapons can also be lethal if not dealt correctly. Also their dedicated melee units will require dedicated melee unit (or a shit ton of flamer fire) to deal with. Bring Zeriphym or Repentia with support to deal with Wyches and Banshees and you should be golden. *'''Orks''', '''Daemons''' and '''Tyranids''': Bloody rose are in the interesting position of being able to hit the unit that just charged them back about as hard as they hit them. The main problem is making sure you are not swamped when the fight comes. Bring flamers. Lots of them. A few squads Retributors with heavy flamers, Immolators and Exorcists should be able to thin out the large units of boyz and gaunts, and Repentia and Zephyrim to counter charge should get things sorted. Deal with large monsters and speed freaks with anti-armour. *'''Tau''' Get into melee, but don't die getting there. Same as all other armies. *'''Space marines''' and '''Chaos Space Marines''': These are definitely a harder army to deal with through melee means. If you want to go through with it, bring things to clear out their horde clearing units, like Khorne Berserkers and Land raider crusaders, and try and swamp the fuckers. You'll have more units, and more attacks. Utilize the Tear Them Down strategem and the Zephyrims re-roll wounds. Have Seraphim harass units and Repentia, Penitent engines and Mortifiers to beat their elite units. If you play smart and brutally you can take it, but it will cost you. Oh and avoid characters like Calgar and Abaddon and their death stars. They will cause havoc. *'''Custodians''', '''Harlequins''' and '''Blood Angels''': No. Simply NO. You won't beat these guys in melee. They hit too hard and/or can easily tank what ever you throw at them ... or just kill you first because you will be struggling to wound them while simultaneously taking ''<b>S[</b>I WOUND YOU ON 2's, RE-ROLLING 1's <b>] AP-[</b> YOUR 4++ "Shield of Faith" WON'T BE ENOUGH <b>]</b> <b>D[</b>NOT EVEN 5+++FNP CAN SAVE YOU!<b>]</b>'' hits in return. Harlequins move fast and hit like a motorised, spinning socks full of rocks. Basic Custodians are 2+5++5+++ tanky enough to shrug off everything you throw and will instantly kill what rams into them. Blood Angels have all the bonuses of regular space marines but hit you even harder in melee. You can try and overrun them with weight of number like skinny Orks and sadly... it's honestly your best chance at beating them. *'''Knights''': Run eight Bloody Rose Repentia in a Rhino with an Imagifier and a Preacher. The Preacher grants +1 attack, the Imagifier grants +1 Strength. Your eight Repentia get 4 attacks each, hitting on 4s with rerolls, for an average of 24 hits. Pop the +1 to wound stratagem to wound the Knight on 3s. for an average of 16 wounds. AP-4 cuts straight through the Knight's armor, and you deal an average of 32 damage in a single phase of combat. </div></div>
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