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===Battle Brothers=== 7th Edition changed allies pretty drastically - all Imperium armies are now Battle Bros. What do Battle Bros get? Well: * Warlord Trait affects all BB's * Independent Characters can join any BB squad * BB's are friendly units for psychic powers, special abilities, etc. * BB's can repair each others vehicles * They can modify each others reserve rolls * '''BB's can embark in each others transports (after deploying)''' Which means that Sisters just got hella better. Allying with the right people will help you clog up those weaknesses that your ladies have and they will enable you to turn mediocre units into killing machines. Praise the [[Emprah]]! '''However,''' your Sisters get anxious around people who aren't in their prayer circles, as your units can only attempt their AoF if it's '''entirely comprised of models''' with AoF or War Hymns special rules. '''Be careful where you stick those independent characters.''' '''Officio Assassinorum:''' One Assassin, doesn't use up another Ally slot. Pretty much a no brainer (another thing we used to have in Witch Hunters which is being handed back to us with Allies). You probably want a Vindicare, since they provide some ABSURDLY long range anti-tank. You can also snipe priority targets and special/heavy weapons out of units with it. Callidus can be all sneaky and provide ample distraction, possibly eliminating any enemy characters that will cause your Cannoness problems. Eversors can be a bit redundant since you can torch hordes left and right with flamers. Culexus Assassins, however, can meld very well with Sisters since the ''entire'' army has Adamantium Will to begin with, becoming very potent against psykers in general. And for practical reasons Officio Assasinorium can be the best allies for Sisters since you only need one model and they don't take up too many points. '''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, except with Ogryns, but they can fill some of the vehicle count/model count/long-range dakka problems, especially once you've hit mid-to-high points levels and can't rely on Faith anymore. You can also use your Priests to make cheap Conscript blobs into immoveable tarpits while the Guard's Primaris Psykers make your Exorcists, Retributors or Dominions hit with unfailing accuracy. What are you waiting for? *'''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. The Big Toy Soldiers can provide a delicious distraction, via deep strike or fast transports, for your advancing wave of bolter babes, or park their Sanctioned 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 threaten units before [[Dakka|eBRRRRRRRRRT]] commences. Throw in an Inquisitorial detachment and you've basically gone back to 3rd edition. Welcome home. '''Legion of the Damned:''' When the supplement 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++ save (so no plasma cannon TPK's). Your opponent will have to devote much of their power to kill them, so they can and will draw fire from your Sister groups. Alternatively, kit them for anti-infantry stuff and watch them make quick work of cover campers. And as an added bonus, they have two attacks base and can charge after shooting, providing you decent assault troops. Of course they have to start in reserve, but you can reroll scatter. Not a bad ally choice. '''Imperial Knights:''' Pretty much a no brainer. They don't use up an allies or Inquisition detachment and oh by the way, you get a giant freaking superheavy. You can take 1-3, but you'll usually only need 1. For those of you wondering which Knight to take: The Errant has a middling range Melta shot, but you have a ton of those already, so the massive range Battle Cannon from the Paladin is probably the better choice. The new Knight Crusader with both a battle cannon and a massive stonking gatling gun is even better for reducing most any kind of enemy to wreckage. Sure, you lose the Big D, but S10 AP2 is no joke even still. Not too much more needed, just drop it down and start ripping shit up. Oh and a bit of advice: The thing is such a huge obvious target that it's probably not going to survive the game and when it dies, it goes nuclear. So being aware of those two things, have charge forward at top speed and use it as a crazy big suicide bomber. Either way, just keep it away from your other stuff. '''Inquisition:''' One of the best Sister ally forces. Why haven't you taken it yet? Seriously, you get 3 Elites Choices (Thanks to their special ally rules, which have not been FAQ'd yet) and each of them (Inquisitional Henchmen) 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 act as close combat units and give you flyers, which your Sisters lack. You can fill the need for some long range anti-armor with some Jokaero, maybe toss in an Inquisitor with an Conversion Beam or some Servitors with Plasma Cannons. Don't forget about the cheap basic Psyker, too - who doesn't want more Prescience to hand out? And not to mention that your Inquisitors can buff Sisters with psychic powers, they can provide assault vehicles for you Repentias, good anti-air with Coteaz (I've Been Expecting You) and more. Purge the heretic! '''Sisters of Silence:''' Yes, the Burning of Prospero Datasheet now gives you the option to take these (and the Custodes) in a 40k game. You get 1-3 squads of these badass girls, and for each squad past the first, you can pull a single dice out of your opponents' Warp Charge Pool. These make great allies for Sisters of Battle, because 2 things we desperately need are anti-psyker units, and close combat units, and Sisters of Silence can do both (especially if you equip them with Executioner Greatblades...which since they're free, why wouldn't you). A Priest makes a great addition to this squad, just be careful: With T3, 1 wound and no invul or FNP to speak of, they're even more fragile than your Battle Sisters, and have no transports of their own. Maybe have them jack one from a Retributor squad, or just keep them behind cover in your backfield to counter charge any aggressive Psykers. '''Grey Knights:''' Stormravens and Land Raiders can be useful. Careful though, [[Khornate Knights|they're likely to to turn you into armor paint]]. Secretly, they're total bros with the Sisters (Alien, heretic... both need urgent purgin'). They suffer from the same range as you, although they have a few options to alleviate that. What you will get here is plenty of psychic dice, a librarian with good psychic powers, Land Raiders, Stormravens, psy-loaded bolters, shunting Dreadknights and lots of Witchfire-spewing, power armored dakka. Oh, and Paladins, as if Terminators weren't hard enough to kill. Overall a good choice for an ally. Just a thought on casual Games to get some Trolling with GK. Look at the Librerian (wich is your HQ right?) now look at the ton of Powers he can get from the DAEMONOLOGY SANCTIC. The one you want is Sanctuary. Look at those Crusaders, they are now 2++ LoS Meatshields. Or Place them in front of your Babycarriernemesisdistractionknight. Much Fun. '''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. Scouts are good alongside your Dominions and Bikes can help punch holes in your opponents front line while possibly snagging an Objective. 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. As for Chapter Tactics, they're all more or less good. Raven Guard synergize well with Dominions, Iron Hands add some durability, Ultramarines and Imperial Fists have generally useful tricks. Salamanders, despite their similarity, might be the least useful - they're mostly good at things Sisters already do well. And now with the sudden explosion of various formations and dataslates, Space Marines are now one of the more flexible options for allies. A Battle Demi Company or an Skyhammer Annihilation Force is really potent, while a Armored Task Force or Land Raider Spearhead provide stupidly nasty weaponry and armor that Sisters lack if you don't want to put points into Exorcists. 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. *'''Blood Angels:''' Blood Angels are here to bolster the close-combat part of your army. Assault Marines aren't Troops anymore but they get some impressive firepower (meltas, not that Sisters are hurting for those), 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. Probably worth it now that he's an IC, though. You can also take Death Company in a Stormraven and fuck somebody up in close combat. 7 DCs with hammer and Reclusiarch 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. Don't forget about the fast, durable bikes, too - fast scoring counts for even more in Maelstrom games. (Though, White Scars are faster, Iron Hands more durable and Eldar about as fast as anything can get, so don't take DA just for the bikes...) *'''Black Templars:''' While they are part of Vanilla Marines codex now they really deserve a special mention. Black Templars create a unique fit from the space marine codex as they share the Sisters AW and are the only vanilla marines that can legitimately compete with other space marines codexs in close combat, while also being their closest thing to hordes (I mean potential 20 man crusader squads come to mind). Black Templars synergize well with Sisters with providing lots of extra fire power (a few Land Raider Crusaders never hurt either) and fill the close combat role while sisters provide the ranged heavy support so those crusader squads can rip into the enemy while also providing support incase of counter-charges. To be honest just the idea of an army of high-tech space nuns joining up with a bunch alien and heretic hating space crusaders really just feels right. BURN THE HERETIC!!!!!!! *'''Space Wolves:''' Not as good in the HtH department as Blood Angels, but better than Vanilla Marines, and Long Fangs are better fire support than vanilla, BA, or DA Devastators. 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. This plus your army-wide Adamantium Will crumbles dreams. Sweet psyker dreams. Also, you get Storm Wolves, which are the best way for your Sisters Repentia to travel in style in addition to their formidable air-to-air firepower. This option is also pretty heretical. '''Skitarii:''' Skitarii have big guns with big range, and fast attack walkers that demolish enemy vehicles. Oh, and FOUR HEAVY SUPPORT SLOTS! Use the sisters as meat shields, (and a decent HQ) and laugh as Dunecrawlers provide backfield support. Ruststalkers are good at punching holes in elite units while Rangers can prove nice at providing extra firepower. The main problem is that, like your Sisters, most Skitarii are T3, meaning they'll be just as squishy when it comes to anti-infantry. '''Cult Mechanicus''': What's that? Your opponent brought three Land Raiders and an Imperial Knight? Worry not, Cult Mechanicus has anti-armor ''in spades.'' Seriously, with all the haywire, plasma, and grav weapons Cult Mechnicus has combined with the sheer amount of Meltas Sisters have as well as Exorcists, this combo can annihilate any vehicle based army. Better yet; grab a Kastelan Robot Maniple and chew through any horde you cross. Not only that, Cult Mechanicus has an abundance of high toughness units and high strength weapons, so these two allies hit any army extremely hard. '''Deathwatch''': The Deathwatch codex is pretty good since you can bring vet teams with heavy weapons behind enemy lines with drop pods and such. And, since they're space marines, they have a few land raider variants. If your planning to use them for close combat, stick them with heavy thunder hammers and beat that Greater Daemon to death. However, they're very medium to close range with a lot of their guns unless you kit out everyone of your vets with stalker bolters, in which case why not just bring guard and make a special weapons squad with snipers for a lot more of them and a lot cheaper. The Imperial Agents formation for Deathwatch is pretty good. A single veteran unit taking a Corvus Blackstar can deal some damage when they pop out onto the field. They can bring the pain and they can take the pain as they'll be a pretty big target with their heavy thunder hammers and frag cannons.
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