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===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>
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