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==Sisters of Silence (White Dwarf 454 - May 2020)== ===Why play Sisters of Silence=== *'''Pros''' **A leadership score comparable to the [[Warhammer_40,000/Tactics/Kill_Team(8E) Imperium#Adeptus_Custodes_(Elites)|Big Bananas]] themselves. **A complete f#@% you to psychic teams and allows you to completely skip a phase that can sometimes be dull. **Badass spammable melee units **'''other pros go here''' *'''Cons''' **You will never get any other models, and probably won't get any other kind of additional support either. **Only 4 factions of 20+ in the game actually take psykers. **No ranged threats to anything other than guard chaff. All ranged options are AP -0. **No Talons of the Emperor, despite it being a perfect way to fix the issues with both factions. **No Commander despite the their abilities being far more applicable there than in the base game. **'''other cons go here''' ===SoS Special Rules=== *'''Psychic Abomination:''' This model cannot be targeted or affected by psychic powers. When a Psychic test or a Deny the Witch test is taken for an enemy mode, subtract 1 from the total for each model from your kill team with this ability that is within 18" of that model (to a maximum of -4). **Note that this doesn't provide any exception to "must target the closest visible enemy" rule for Psybolt, meaning that if the closest enemy is a Sister of Silence, that model can't do psybolt that round. This only matters in Battle Brothers or other missions with more than 2 players however, as no Sister of Silence model cannot be targeted anyway. *'''Witch Hunters:''' When resolving an attack made by this model against a {{W40kKeyword|Psyker}} model, you can re-roll the wound roll. ===SoS Ranged Weapons=== *'''Boltgun:''' Carried by every Prosecutor. Bolters generally aren't great in Kill Team, and theres no exceptions here. Mostly this just gives your objective-holders something to do at a distance. '''Punishment Fire''' for 1CP helps a bit, giving a semi-decent anti-GEQ weapon and making it a decent choice in places where hit penalties would severely nerf any other weapon. Bolters are also free, and sometimes quantity has a quality of its own. *'''Flamer:''' Carried by every Witchseeker. The classic short ranged, autohitting, assault profile. Mobile despite its short range and performing well against GEQs, the flamer is actually your hardest hitting ranged weapon. At least you can take as many as you have points for unlike other teams who are limited by gunners. Despite usually being relegated to anti-GEQ and anti-Melee roles exclusively in other factions, it still has a decent chance to kill a MEQ (1 in 4) and can be given a solid buff with '''Purgation Sweep''' for 1CP. *'''Psyk-out grenade:''' Carried by every Silent Sister, against normal models these are worse frag grenades in every way. Only S2 and with D3 attacks, they're unlikely to kill much and either ranged weapon is going to be a better option. Still, its nice to have at least something ranged on your Vigilators. Against {{W40kKeyword|Daemons}} and {{W40kKeyword|Psykers}}, they score a mortal wound on a HIT roll of 6+. This means its significantly better than your prosecutors' bolters against those targets when the user has no penalties or a net positive to hit, but significantly worse when they do have net penalties as it can no longer generate mortal wounds. Keep in mind that being obscured with no bonuses would result in a net penalty, meaning you're almost always going to use the bolter instead. ===SoS Melee Weapons=== *'''Executioner Greatblade:''' The only SoS unique weapon, and carried by every Vigilator. With an effective S5, AP-3 and Dd3 and costing 4pts, it is both the most powerful and the most expensive weapon available. Competes with the Flail of Corruption in the hands of a basic Vigilator, but give it to the Superior, Combat Spec or better yet, a Zealot and you outperform a supercharged plasma gun. ===SoS Units=== *'''Witchseeker (Leader [Witchseeker Superior Only], Demolitions, Heavy, Scout, Veteran):''' Flamers **'''Witchseeker Superior:''' An extra point for an extra attack and point of leadership. Obviously you might take her if you need a leader, but there's also no reason not to take her over a regular Witchseeker if you have a point free. The extra Ld is unlikely to come up and the additional punch is still only S3 but its still nice on a model that wants to be within 8" and you'll be taking against melee models. *'''Vigilator (Leader [Vigilator Superior Only], Combat, Scout, Veteran, Zealot):''' Swords **'''Vigilator Superior:''' A must take any time you're taking Vigilators. Like the other Superiors, the extra point of Ld is unlikely to matter but that extra attack with the Greatsword is not something you want to pass up for only one point. Also the only option for a vigilator leader. *'''Prosecutor (Leader [Prosecutor Superior Only], Comms, Scout, Sniper, Veteran):''' Bolters **'''Prosecutor Superior:''' An extra point for an extra attack and point of leadership. Obviously there's no reason not to take her over a regular Prosecutor if you have a point free though the extra Ld is unlikely to come up and the extra attack is only S3 on the Superior least likely to be in close combat. However that she is least likely is also why the Prosecutor Superior is one of best options for your Leader, able to stay relatively far away, safe to generate CP for you team. ====SoS Commanders==== Lol no. ===SoS Tactics=== *'''[WD2020May] Unsettling Presence (1CP):''' Use this Tactic at the start of the Morale phase. Add 1 to the result of Nerve tests taken by enemy models within 3" of any {{W40kKeyword|Sisters of Silence}} models from your kill team. *'''[WD2020May] Purgation Sweep (1CP):''' Use this Tactic when you choose a {{W40kKeyword|Witchseeker}} model from your kill team to attack in the Shooting phase. Until the end of the phase, change the Type characteristic of the flamer that model is equipped with to Assault 6. *'''[WD2020May] Decapitating Strikes (1CP):''' Use this Tactic when you choose a {{W40kKeyword|Vigilator}} model from your kill team to attack in the Fight phase. Until the end of the phase, when resolving an attack made with an executioner greatblade that model is equipped with, add 1 to the wound roll. *'''[WD2020May] Punishment Fire (1CP):''' Use this Tactic when you choose a {{W40kKeyword|Prosecutor}} model from your kill team to attack in the Shooting phase. Until the end of the phase, change the Type and Range characteristic of the boltgun that model is equipped with to Assault 3 and 18" respectively, and when making an attack with that model, it does not suffer any penalties to its hit rolls. ===SoS Commander Tactics=== See above. ===SoS Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''SoS Strategies:''' <div class="mw-collapsible-content"> Your bolters are just to allow the models you leave on objectives to still participate. A 10% chance to kill a marine might not be much but its better than a 0% chance. And if you're paying 4pts for a sword, you want to put it to use. Speaking of swords, the Greatblades are very good. Split your Superior and Melee Specialist/s so as to not keep all your eggs in one basket. Be sure to use LoS blocking to avoid overwatch, and feel free to double team enemies. You have more models than Elite teams, so use them. Being within 1" also keeps you safe from plasma guns, autocannon and the like. Don't forget about your grenades either. They're terrible, but if you get caught out, any attack is better than nothing. Use your flamers to put pressure on objectives and to stay mobile, and keep your greatblades moving up. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Sisters of Silence are somewhat strong and have a decent number of models on the board, but their key issue is their lack of ranged ability. Bolters are trash, and its the only weapon they have that reaches beyond 8". And you generally want to stay away from swords that will happily bisect a Marine. But their flamers aren't to be ignored either - Assault weapons on M7" chassis make for very mobile models that can quickly close the gap. Flamers might not be plasma guns, but multiple shots and autohitting go further than people think towards making up for the otherwise mediocre stats, and SoS can take more of them than any faction but Guard. SoS are strong in melee and against melee, but don't get complacent because you're half a board away, T3 isn't amazing but with the weapons common in kill team, they're generally closer in durability to the tougher MEQs than the less armored GEQs. Like any melee strong team, autohitting is valuable, but against SoS so is AP. A guard player might take a mix of plasma and flamers, while GK and TS combine AP and Autohitting and AP with Incinerators and Warpflamers. </div> </div> ===SoS Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> Example teams for regular points values - 100pt&125pt in Core/Elites and Arena here. 8 Models, 98/100 Points *['''Leader'''] Prosecutor Superior - 11 Points *['''Combat'''] Vigilator - 14 Points *['''Zealot'''] Vigilator - 14 Points *['''Demolitions'''] Witchseeker Superior - 14 Points *Vigilator Superior - 15 points *Prosecutor - 10 points *Prosecutor - 10 points *Prosecutor - 10 points Balanced 125p 10 Models, 125 Points *['''Leader'''] Prosecutor Superior - 11 Points *['''Combat'''] Vigilator - 14 Points *['''Zealot'''] Vigilator - 14 Points *['''Demolitions'''] Witchseeker Superior - 14 Points *Vigilator Superior - 15 points *Prosecutor - 10 points *Prosecutor - 10 points *Prosecutor - 10 points *Witchseeker - 13 Points *Vigilator - 14 Points Melee Spam 125p 9 Models, 124 Points *['''Leader'''] Prosecutor Superior - 11 Points *['''Combat'''] Vigilator - 14 Points *['''Zealot'''] Vigilator - 14 Points *['''Demolitions'''] Witchseeker Superior - 14 Points *Vigilator Superior - 15 points *Vigilator - 14 Points *Vigilator - 14 Points *Vigilator - 14 Points *Vigilator - 14 Points </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' Now obviously without a Commander option yourself, you can only participate in Commander missions where commanders are optional or where only one side. Fortunately you have no limits on your weapons so scaling to 200pts is simple. ''For When Commanders Cost Nothing'' There are no versions of these missions that SoS can participate in. It's a good thing too - with no Commander of your own, the enemy team could have more than a 100pts worth of extra force available to them than you have. </div> </div>
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