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===Heavy Support=== If Fast Attack is the scalpel of a Sisters force, then Heavy Support is the sledgehammer. Don't expect subtlety or specialization here, all of these units are designed to just bludgeon the enemy into submission. On the plus side, they're quite versatile and both Retributors and Exorcists can probably find use against any enemy, regardless of their setup. *'''Retributors''' - They suffer from the crippling disadvantage of not being an Exorcist, and now that they only get access to Rending as an single use AoF, they aren't too useful against vehicles. Still a 5 Girl squad with Heavy Bolters, a Rhino and a Simulacrum Imperialis can be quite useful under the right circumstances (extra round of rending). The rest of the time they are stuck on chewing up light infantry duty. They are also your only real hope of dealing with Flyers without getting an Aegis, Allies or Forge World (12 Shots can probably cause the odd bit of damage here or there) You can also take 4 multi-meltas and giggle about how they rend, but that's not an exceptionally efficient choice. ** '''Alternate Opinion:''' While still not an Exorcist, a large squad (7-10, possibly with a Priest) in a Rhino with Heavy Flamers can be a truly scary squad in certain playstyles, especially extremely aggressive ones. You could get a lot of mileage out of 4 Rending Heavy Flamers. Against small squads you could often wind up with more hits than there is in the squad and against large ones you can often just flat out ignore their armor saves with the flamers. They'll take careful use, but they can be devastating if used right, especially if they can contest an objective (or even grab one, under The Big Guns Never Tire) *'''Exorcist''' - Hoo boy- a 10 point price drop makes these the best choice for HS. With the advent of Hull Points, Exorcists have become one of the most important units in your army. A single round from one of these will negate Rhino and Chimera class vehicles' armor and they can even shave Hull Points off AV13 and 14(!), especially when taken in pairs and castled up. Aside from vehicle rape, they can find a use against almost every type of army. They knock MEQs and TEQs on their ass (especially if they're counting on FNP to save them), are magnificent at knocking giant T6 monsters down to size, and a single round from them has been known to reduce Nobs/Battlesuits/Tyranid Warriors to tears. Also, don't forget that your Exorcist Launcher is turret mounted, meaning it has 360 degree arc of sight, which can be useful if you're trying to avoid exposing your rear/side armor. Taking 3 is mandatory if you want any chance of winning in a competitive game. ** '''Consider the following:''' Allying with the Big I gives you access to Presience primaris psychic power, which makes a friendly unit reroll all failed To Hit rolls. This is extremely useful in making your musical notes hit those high value targets. (Yeah, those Inquisitors really love them sisters.) *'''Penitent Engines''' - <s>The little engine that could has now hit a new low </s>. Not so sure about that. It "only" has 3 attacks, but with 2 ccw and rage it pumps out 6 on the charge and 4 base is nothing to sneeze at, though the loss of Battle Frenzy is a hit to both it's damage output and fluff. Do remember that it still has 2 Heavy Flamers, as well. Still, with its slow speed, rhino class armor, and open top walker status the chances of things going [[Just As Planned]] are virtually non-existent. It's also competing for vital Heavy Support slots. Even with a 5 point decrease in price, its not your best option. Target saturation can help get these guys where they need to be. If your opponent focuses on them, everything else gets to do its job. Since no opponent will focus on them (unless he's a moron), you have a decent chance of getting at least one into CC to cause havoc. This is especially the case if you ally in guard. A Leman Russ squadron (or flack tanks) combined with 2 exorcists will give your opponent enough other things to worry about to potentially justify running some penitents. If it was in Elites they might be an awesome choice(six of these and a squad of repentia? good times), but as is? Nah. Still want to try these? Take nine in a low point game and watch your opponent shit a brick. *'''[[Avenger Strike Fighter]]''' - What's that? [[Forge World]] made a flyer for the Sisters? Now the Horse(Wo)men are riding. 150 points of pain, this guy comes with an hull-mounted Avenger Bolt Cannon (36" S6 AP3 Heavy 7), 2 wing-mounted lascannons and a Defensive heavy stubber (36" S4 AP6 Heavy 3, Skyfire) watching its own back. This guy is pure awesomesauce. Field two against an [[Warhammer 40,000/6th Edition Tactics/Imperial Guard/Elysian Drop Troops|Elysian Drop Troops]] player and watch him cry. It can take 3 types of missiles/bombs to deal with any enemy, and the Armoured Cockpit rules lets you shrug off Crew Shaken/Stunned with a 4+. Too bad it comes with a 12-10-10 armor. Strap a pair of Missile Launchers to it's wings and watch it be able to handle both infantry (Missile Launchers, Stubber and Avenger Bolt Cannon) or Vehicles/Flyers (Lacannons and Missile Launchers).
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