Editing
Warhammer 40,000/6th Edition Tactics/Adepta Sororitas
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Allies== <s>Your top priority is to get someone who can cover for your near-total lack of anti-air capabilities.</s> Three Exorcists and a quad gun or TL-Las manned by dominions that ignores jink saves make flyers eat shit. Use your points for more immolator spam. '''NOTE:''' Your sisters get anxious around people who aren't in their prayer circles, as a unit can only attempt their AoF if it's '''entirely comprised of models''' with AoF or War Hymns special rules. This means that when you pick an ally from battle brothers, be careful where you stick those independent characters. ===Battle Brothers=== '''Imperial Guard:''' Well, they have a lot of dakka and a lot of bodies. Park a couple artillery pieces and Russes alongside your Exorcists and whack them with your Techpriests' wrenches (no, not like that!). They can't fill the close combat hole in your army, but they can fill some of the vehicle/model count holes, especially once you've hit mid-to-high points levels and can't rely on Faith anymore. '''Space Marines (Red Hunters):''' If your group is OK with Forge World, and if you have the new Inquisitor supplement, then you can take a Space Marines force with the Red Hunter chapter tactic as battle brothers. The problem is that there is a lot of overlap between your two codices- you're both bolter shooting, power armour wearing armies, just that they shoot better, while you have more bodies and therefore more shots. However the actual nature of the Red Hunters chapter tactic makes them ideal for supplementing a sister force, in that they get a number of one turn special rules the longer the game goes on, at turn three or even two you stand to have all of your ally units with Tank Hunter or even Skyfire. Combine this with your priests and you can boost the marines to absurd heights. '''legion of the damned:''' when the mini dex dropped it's allied table included the sisters as Battle Brothers. Legion squads give you deep striking melta weapons that ignore cover, and with a +3 invul save (so no plasma cannon TPK's) they will have to devote so much power to killing them that they can draw fire from your sister groups as you advance. Alterneatly, kit them for anti infantry work and watch them make quick work of cover campers. And as a added bonus, they have two attacks base, and can charge after shooting as they can act also use them as assault troops. Course they have to start in reserve, but they can reroll scatter, call that bag mixed. Over all not bad, plus they don't take up a normal ally or a inquisitor detachment. . . man the lines between armys are getting blurred. '''Militarum Tempestus:''' Do you remember the Witch Hunters codex? GW does apparently. What's better than having your old Plasmatroopers back? When they replace their Chimeras with [[Valkyrie|VALKYRIES]]. Sure, if you want to go the full nostalgia route, you'll have to replace your [[Chimera Transport|ChimBoxes]] with [[Taurox|TaurBoxes]], but aren't we just glad to see our hot plasma boys playing with those fiery melta girls again? Orphan army of the Schola Progenium at its finest. The old Stormies are back with orders, marine kill'n dakka, flyers, and fast [[METAL BOXES|METAL BOXES]]. The Big Toy Soldiers can provide a delicious distraction, via deep strike or fast transports, for your advancing wave of bolter bitches, or park their Sanctioned [[Ork|Trukks]] next to the Exorcists for screening and to pump out EVEN MOAR Str 8 shots a turn. You can point them at high priority targets while the Sisters mop up, or let those righteous meltas do the talking while Anti-Marine Snipers pin units down before [[Dakka|eBRRRRRRRRRT]] commences. Throw in an Inquisitorial detachment and you've basically gone back to 3rd edition. Welcome home. '''Imperial Knights:'''Coming soon. '''Inquisition:''' Why haven't you taken it yet? Seriously, you get 3 Elites Choices (Read: 3 units of Inquisitorial Henchmen) and each of them can take a transport like a Rhino, or a Chimera or a Land Raider or a freaking VALKYRIE! That makes it worth it right up front, but with the right load out, they can fill the close combat and flyer holes in your army, so this should be your first choice right here, but do not take them as allies. Inquisitors have this trick of acting a bit like a part of the normal detachment allowing you to still take another ally. You can also fill the need for some long range anti-armor with some Jokero, maybe toss in an Inquisitor with an Conversion Beam or some Servitors with Plasma Cannons. Consider, a inquisitor in a Valkyrie, while still having a full Guard artillery battery while screen with large blocks of bolter nuns, or consider a four lascannon Devastator squad buffed by a psyker Inquisitor while sisters deal with the enemy infantry. The possibles are exponential with combinations of Inquisition, Guard, Red Hunters and Sisters, not counting allies of convenience at all! ===Allies of Convenience=== '''Blood Angels:''' Blood Angels are here to bolster the close-combat part of your army. Assault Marines are Troops, either jetting ahead and tying up the enemy in assault or using the lulzy 35-points discount on Land Raiders. Mephiston is also funny, though takes lot of points. You can also take Death Company on Stormraven and fuck somebody up in close combat. 7 DCs with hammer and Recclusiarch are perfect for that. And if THAT is not enough HtH power for you, Furioso and DC Dreads are looking on you with smiles. If you want just to have fun and have aesthetic taste, take Dante and Sanguinary Guard which looks cool with Seraphims and Saint Celestine. '''Dark Angels:''' Dark Angels are a good choice, helping fill the gaping close combat hole in your army: Sisters 6++ save not enough? why not stand them next to one of their cheap Librarians sporting a power field generator and boost them to a 4++. And this guys provide some cheap dakka options plus motherfucking Deathwing Knights. '''Grey Knights:''' Stormravens and Land Raiders can be useful. Careful though, [[Khornate Knights|they're likely to to turn you into armor paint]]. To avoid this, just take Inquisitors. '''Vanilla Marines:''' Tougher than Sisters and with a codex full of toys, allied Marines are useful for objective grabbing or filling gaps in your army. About the only thing Vanilla Marines can't really do well is HtH unless they use Assault Marines or Assault Terminators, both of which are limited to a single squad in an allied detachment but you can take Lysander if you can't take Assault Termies, his cost is the same. And now Vanilla Marines have Stormravens. Good times. Just try not to spend all your points on your ally detachment. Black Templars are now here too, as shown in the allies matrix within the =][= codex, where the Templars do not appear. '''Space Wolves:''' Not as good in the HtH department as Blood Angels, but better than Vanilla Marines. Space Wolves also benefit from being able to double-fill their HQ slots with some meaty choices, not least of which are Rune Priests, which can give reliable anti-psyker cover thanks to their 4+ Deny the Witch rolls, a field the Sisters are sorely lacking in. All in all, each marine army provides you with reasonably-priced (mostly) guns with low AP, some nasty close-combat units, different kinds of bikers, good long fire support (DA-devs with lascannons are awesome), flyers, drop-pods (except Grey Knights) and psykers, something that your army cannot do. Use it. Love it. ===Desperate Allies=== '''Dark Eldar:''' Because the allies chart ruled out [[Tyranid|tentacles]] and that makes [[/d/M|you]] sad. In all honesty, while DEldar are a solid army and their mobility mostly overcomes One Eye Open, they don't have a ton of synergy with Sisters. They could fill the close combat hole in your army (hello Beastmaster packs and Incubi) and they can provide some downfield anti-tank (ANYTHING with haywire weapons), they don't do a whole ton for Sisters that most Marine armies couldn't do better. They do however have some truly nasty flyers. '''Eldar:''' Perhaps. They have the ability to DESTROY MEQ's and TEQ's that you lack, and their mobility helps mitigate "One Eye Open" (not as much as Dark Eldar, but still good). '''Necrons:''' Oh sure, the massacre at Sanctuary 101 is ancient history, right? RIGHT? (Still not as big an affront as the Khornate Knights incident). That aside there is potential. These guys have all the anti-tank a good ally needs and more, in addition to being great cannon fodder. Take Crypteks for flavor if possible. While Eldar are fast enough on their own, Necrons need Scythes to negate "One Eye Open". Like you wouldn't buy these cheap cheese croissants anyway. '''Tau Empire:''' Foul blue-skinned xenos would provide you one of the best anti-air in the game (which you desperately need), as well as awesome battlesuits, though in new codex they are more cover camping gunline rather then mobile army - pretty much like your girls. And you do not want to mix them into your gunline and risk to fail OEO checks. With this in mind Kroots should be your obligatory troop choice, as they have infiltrate, (and fuckhuge guns on the backs of their krootoxes).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information