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==Tactics== ''Update In Progress'' Learn to enjoy the challenge? Ahem. You're going to lose a lot, but there's a lot you can do to minimize that. You should know what you can afford to lose, but given how little played sisters are, your opponent may not and you can pull some slight maskirovka to make sure what needs to live that game does, and that you lose what can afford to. A bit underhanded, sure, but sisters need ever perk they can get. Plus, you can't do this more then three to five times against any one guy as he will figure what is the most threat and what is not. Objective capturing will be a pain on a good day, most of your units do not have the long ranged fire support or the "durability" other armies have for back/midfield scoring so in most cases sisters are pretty much knee deep trying to keep out of charge range while keeping in effective shooting distances as such PLACEMENT is key! <s>Your best hope to drop your basic Sisters on objectives early on and try to keep them away from the action, while your other units clear the others off the other objectives.</s> Doing so will just enforce the concept of target prioritizing the low toughness Sisters and removing them from the objectives early which means significantly less scoring in later turns which could lose the game. Keeping mobile but close enough that you can head for objectives towards later turns, early game is crucial in neutering most of the opponents long range weaponry as Sisters won't match up to most of it. Trying to send these girls against anything above Guardsman or BRUTALLY weakened units is the fastest way to get them killed. Target priority and making sure focusing is brutally important, sisters have some very solid mid range shooting but they need to make sure that it is effective or the return fire will just as much punish you. Seraphim vs Dominions: This will boil down to two things, 1. HQ preference and 2. Playstyle preference. Both of these units will more then often die early, the key is to making the most of them. Seraphim will be the best option for bubble-wrapping Celestine as well as providing a very mobile harassment unit that against most troop options will be able to beat them out in the shooting + charge combination. Dominions are for lists more tailored around Jacobus and the Cannoness as they're suicidal melta units, scouting forward to executing a few of the opponents tanks. *Note* that unfortunately due to the shenanigans that is the Wave Serpent it'll be the hardest tank to deal with for sisters as we focus on penetrations that they naturally ignore compared to the glancing that most other armies aim for, although if you can get 3 glances with Ignore Cover, it'll become moot. I have also found that Coteaz helps reinforce Dominions in the fact that he help secure first turn a bit better for the scouting sisters to make sure their payload is delivered. Retributors vs Exorcists: Retributors and Exorcists function quite similarly, Exorcists have seen a points decrease and the Retributors a slight difference with the changes to the cost of Heavy Bolters. Retributors handle sustained reliable fire a bit better then Exorcists but trade their effectiveness against mech that's above an av 10-11. If taking Retributors, consider either the Bastion or ADL as it provides them some cover and prehaps a body or two as well as the Simu to provide them a solid chance at pulling of their AoFs. Exorcists with their av13 and a 6++ is very nice especially if you can grab them a Skyshield for the increased LoSight benefits as well as the better save (4++). A bit less mobile but functionally better at making sure Exorcists stay on the table as they're arguably one of the key lynch pins of any Sisters army. Mech vs Horde: This is where you'll have the largest drift in Sisters of Battle or Adeptas Sororitas players opinion. To go with increase bodies for more guns and more cumulative wounds or the MSU style of Nuns and Guns rolling around inside their tanks and taking pot shots out the front. '''Horde''': Benefits more from certain allies like Imperial Guard and Inquisition as well as from fortifications like ADL. Provides you with larger unit sizes requiring more firepower to effectively remove them as well as benefitting from certain AS/SoB relics/HQ options like Priests or Jacobus. Limits the actual amount of scoring to a few select units as you'd have less number of scoring then MSU but more durable in most cases. Remember that a horde style list has less tanks and leaves the player a bit less mobile compare to MSU Mech. Effective shooting distance still remains for a majority of the army in being 12-24' distance as they're mainly equipped with Bolters, though you'll see a lot less Flamer/HF in these style lists as they're not as effective compared to other Heavy Weapon options available. '''Mech''': Immolators and Rhinos in a larger number then what's seen in a Horde style list, generally there's two versions seen a near total immersion with Immolators or a more varied list with both taken in numbers depending on the unit they're wanting to transport. Dominions are seen in higher numbers in these style lists as they sync perfectly with the TLMM Immo and Scout. Certain allies like MEQ pod based and chim/mech style IG/Inq tend to help increase the number of hulls cheaply enough not to hinder the list and provide more target saturation. This is definitively a more aggressive play style that hinges less on combative HQs like Celestine and more on massed fire from multiple targets and taking units down. Target priority is probably the most important factor in these lists as the body count is significantly lower and easy to lose momentum once units starting falling. Exorcists benefit a bit more in this list style compared to the Horde style as theres more AVs forcing some of the higher strength weaponry away from them which is fantastic. There are ways to play these lists hybridized where the player has a few aspects of both in a list and depending on the points level it can be fairly effective as well as what the current meta. The most important thing to remember is that one persons meta can be drastically different from another's, so maximizing the list tailored to the meta is vitally important for success, a lack of high strength weaponry allows Mech lists to function far better then Horde or vice versa where there's not enough shots to effectively remove the multitude of bodies prevent in a Horde style list. Don't forget Shield of Faith. On average it'll save 1 out of 6 casualties, which means a Squad of 10 can last longer than you expect with it, so always remember it. [[Category: Warhammer Tactics/Old]] [[Category:Sisters of Battle]] {{Warhammer_40k_Tactics}}
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