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===HQ=== Easily the best section of our codex, so don't be afraid to unashamedly drop points here. Both special characters range from modestly useful (Celestine) to borderline mandatory (Jacobus), while even the Canoness--when kitted right--has her uses (see below). *'''Saint Celestine''' - Went from being a trolling HQ in 5E to...something not quite as good in 6. For 135 points we get only a pale shadow of the monster she used to be. At T3 she's probably going to get crumped by another monstrous creature or executed in a challenge, but at least now that her weapon is S+2 AP3, she can consistently rip through hordes (last edition she was only wounding on a 4+). Maybe not a character killer, but mobs will cry. She still has the ability to come back from the dead (and does so with full Wounds[!]), but she can only do so once per game (and her martyrdom [see the Jacobus entry] only comes into effect when she dies for real). On the bright side, she's more likely to do so now that she just needs to pass a Leadership test to revive. Her WT allows all units within 12" of her to use her Ld10 for AoF and War Hymns. It should be noted, however, that these abilities make her a bit schizophrenic in a footslogging list. She should be at the vanguard of your assault, but if you are marching, she's going to outrun her bubble. **'''ATTACH HER TO A UNIT.''' A common enough tactic was running her around solo back with her nigh invincible 5E version. With T3 and just a Power Sword she'll generally struggle against most HQ's or units with a ton of wounds. Giving out Slay the Warlord wantonly is not the best choice. Seraphims are probably the best way to go, but she also could be useful marching in a blob of 20 girls, doing some wound tanking and making the most of her WL trait. *'''Uriah Jacobus, Protector of the Faith''' - Still Awesome. Now boosted to (a measly) 100 points. His banner gives counter attack and fearless with 12" and, more importantly, gives the unit he's attached to an additional AoF. Oh, and let's not forget he is still a preacher, so: HATRED, fearless (redundant, I know), prayers (on leadership 9!), AND he has the martyrdom special rule (i.e. if he dies, sisters get all hot and bothered and pass all their leadership tests for a turn). Not to pile on, BUUUT his warlord trait also makes his squad have a 5++ instead of 6++ (although this only applies if he is the ONLY HQ you are taking from the AS codex. The model with the highest leadership is always the warlord, and both Celestine and Canoness are leadership 10). The question is not whether or not you take this guy, its to what squad do you attach him (9/10 man Repentia? 20man Sisters blob?). Either way, he will not disappoint. *'''Canoness''' - (Just had to scratch the entirety of the previous post. I apologize to the original writer but it's both outdated and just too long winded.) The Cannoness is the cheapest base HQ Sisters have which in itself is quite handy, since one can never have too many Bolter Bitches running aroung. Seeing as how she's still just T3 with a 3+ Armor Save it's generally a good idea to give her at least a Rosarius for the invulnerable. Depending on what you've planned to do with her you can kit her a few different ways. Generally giving her a combi-weapon is a solid option. See also the response below. **Response: (No apologies necessary! I wrote the original, but it got muddled by like six other hands). I would like to add that she doesn't HAVE to be cheap. She is NOT your best HQ option, but given that she can have eternal warrior, a 3+/4++ AND an Eviscerator, she can become pretty formidable. Don't go up against big-time cc HQ's, but she could hold her own against the likes of a <s>Typhus</s> Lucius, for example. Let's face it, Typhus would crump her. Or, alternatively, you could lose the eviscerator, but take the cloak and have her tank wounds (in this instance, she should NOT be your warlord). This is a common tactic in Deathwing armies. She has 3 wounds, put her in the front of a squishier unit (10 Death Cult Assassins? Repentia? Dominions? etc.) and basically grant the unit 3 extra wounds on a 4++ save. Not as important in a quasi-blob army like sisters, but nevertheless this tactic has its place. *'''Sororitas Command Squad''' - HEAVILY improved in the update, if only because of a hefty price drop (80 points for full squad with Dialogus and Hospitaller, down from 115). They're quite solid of an option with the allowance of up to 5 Combi-Weapons, a lot cheaper then previous edition (WD) and they can use Heavy Weapons without requiring Retributors. Remember, though, they don't score, and they get access to the Endless Crusade AoF, which gives them Fleet, Crusader and Move Through Cover. Remember that Acts of Faith are attempted '''"before it acts during a phase"''' which is the blanket statement and ''still'' occurs before it strikes blows in the assault phase so rules as written it's not a waste since you can use it to get into assault more reliably. **'''Sister Dialogus:''' Adds a laud hailer and can take other Relics (which could be useful). **'''Sister Hospitaller''' - Adds Feel No Pain. Recommended if you are taking this squad. *'''Priests''' - Only 25 points now. Take 5 of them. <s>ALWAYS</s> (Okay, fine, maybe you don't NEED 5, but what's wrong with a little hyperbole to emphasize their usefulness?). Even if you are running a single squad of basic sisters as an allied detachment. I don't care. Take 5. These guys are your cheap unit buffers. They are Zealots (Fearless and Hatred), they can take relics (litanies anyone?), and they can use war hymns to additionally augment their unit (reroll to wound, reroll failed saves, or grants the Preacher Smash, which is hilarious, albeit for the most part impractical). **A note on Strategy: If you give your priest a Power Maul and have him activate The Emperor's Strength, then they've got three S5 AP2 attacks. If you choose to make them Smash Attacks, that becomes two (three on the charge) S8 aP2 Tank Hunter attacks. Both of these are at I3, which, while not great, is better than most AP2 weapons. (I'm looking at you, Eviscerator.) **Alternate Take: Priests won't often make combat effectively enough to really abuse the combo above. The best option Priests have is still the fact that Plasma isn't available to the army outside of them, handy considering the amount of 3+ MCs of 6th. **<s>Alternate Alternate Take: If you ally with Inquisition (you fucking should), you can take a squad of 3 Acolytes with Plasma Guns to free up your priest. Stick him in a Henchmen Squad with 4 Daemon Hosts, 1 Crusader and an Ordo Malleus Inquisitor in Termy Armour (With Psycannon and whatever weapon you want (You want the Daemonhammer.)) and pump him up to Mastery Level 1. Then, give the Priest the Mace of Valaan and a boltpistol(maybe a plasma pistol if you're feeling lucky), lump him into the Henchmen squad along with the inquisitor, and you have yourself a fairly solid CC squad, although the footslog up the field will give them some trouble. The Mace of Valaan is gonna be perma-boosted since it's gonna take a bit to actually put the Daemonhosts down, and once you get into an assault, battle hymns will help give you that boost you need to survivability, with a rerollable 4+ on the priest.</s> Problem being that it lacks transport, and it's not mobile enough to be effective. Since C:Inq has Priests by themselves, they can use their own inside of a Land Raider to make a deathstar far more effective. *** Perhaps I'm being silly, but in a pure RAW way I don't think the Mace of Valaan benefits from the Daemonhost. The Mace says specifically that it has to be within 6' of a model with the Daemon special rule and Daemonhosts don't TECHNICALLY have the Daemon special rule (hence why they have to have a special rule to give them a 5++). It seems like it's nitpicking, but it might get in your way. *'''Ecclesiarchy Battle Conclave''' - Pretty similar to the Grey Knights' henchmen, these are cheap(ish) choices to fill in your army's close combat hole. Now that you can't assault out of a vehicles, it takes a lot more work to use these effectively - and remember you have no grenades, so watch the fuck out. Honestly, you're better off allying them in from Codex: Inquisition and putting them in a landraider. Expensive as hell, but at least they will get into assault (in this setup, btw, I probably wouldn't take anything but DCAs. One need not worry about tanking shooting wounds with them mounted in a LRC, and DCA are just plain better than Arcos). **'''Arco-Flagellant''' - Lost their power weapons but gained Feel No Pain and no longer OD at random. They are now 5 points cheaper, which might give them a role. **'''Crusader''' - The meatier option. They aren't as killy as assassins but you can use them to soak up attacks with their 3++ saves and they have power weapons if you get to strike back. Worth taking a couple to soak up wounds; just remember to keep them up front. **'''Death Cult Assassin'''-The best option. Only dual power <i>swords</i>, but 4 attacks on the charge at ws5, str4, and Init6 should allow you to kill most things just on quickness and massed wounds alone; If you aren't allying these ladies in (see above) just remember 5++ is ''not'' an acceptable substitute for actual toughness. You should then take 3-4+ with at minimum 2-3 Crusaders and 2+ Priests. Priests for their Hymns and Crusaders to tank.
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