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Warhammer 40,000/7th Edition Tactics/Adepta Sororitas
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===Come the Apocalypse=== '''Chaos Daemons:''' <s>Maybe proxy them as "Emperors Angels"?</s> {{BLAM}} {{BLAM|Heresy!}} Chaos Daemons bring overwhelming mental firepower. The warp charges they can bring in combination with your 5+ Deny the Witch means you have a fairly decent chance to completely negating opposing psychic powers. Flying monster provide anti-air and are fast enough to avoid "One Eye Open". Deep striking daemons get around deployment issues and give you a strong 'left hook' as you drop tough assault units close to your enemy that he has to deal with. '''Chaos Space Marines:''' Almost anything Chaos Marines can do, the loyalists do just as well, and even better in the context of allies. Sure, Chaos is a bit better at melee, but why do that when you can get a zillion force weapons from the Grey Knights? Sure, they have Heldrakes, but Iron Hands can bring you regenerating Stormravens carrying [[Chapter Master Smashfucker]]. Sure, they have some interesting weapons, but they're hard-pressed to match the sheer dakka of the Imperial Guard. TL;DR version: You're Imperials, you don't need no steenkin' Chaos. '''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. '''Orks:''' Oi! Youz burny gurls! We'z got da choppiest choppas and da fastest trukks! We'z go in and stomp da enemies flat whilez you bring d'em melta fingies and make da tanks all burny. We'z get along right propah! WAAAGH!!! Thanks to new Allies rules, you just need to start your Burna Boyz 12" away from your Burna Gurlz and let them roll up the table like a giant fire '''fun*''' ball. One big weakness of the Orks currently is their lack of reliable anti-tank, which da Sistas got in spades. One big weakness of the Sisters is a lack of dedicated assault troops, which the Orks have in spades. Plus, Orks now have some of the best AA in the game. Just be sure to honor the 'One Eye Open' rule and separate the genders. '''Tyranids:''' Because the allies chart '''doesn't''' rule out [[Tyranid|tentacles]] anymore and that pleases [[/d/M|you]]. Tyranids bring lots of assault power, flying monsters and short range fire power. However the sisters main, perhaps only strength is in short range power so the nids don't bring anything new to the table other then flying monsters, but unless you go unbound your selection of those monsters will be limited to at most two (HQ and fast attack). Speaking of the table, unless your talking Nidzilla the Tyranids take up a lot of board space with big swarms so the having to start 12 inches apart from each other maybe a problem, lastly there Synapse means that controlling a Tyranid/sister army would be a head ache of managing synapse and one eye open. *'''Consider the Following:''' With the advent of the new Tyrannocyte, Tyranids get all kinds of deployment options. They have the ability to be absolutely anywhere on the battlefield, with almost any kind of firepower. Keeping all the bugs in reserve neutralizes the 12 inch deployment restriction, and a bit of caution gets around OEO. Just imagine the look on your opponent's face when his shiny Paladin squad gets double-pie-plated by a Deep Striking Mawloc while an Exocrine in a pod drops behind it and lays down even more AP2 smack and a flying Hive Tyrant swoops down on his tanks, raining Electroshock Grubs. In his haste to get away from the sudden monster onslaught and the rain of barbed stranglers, he runs right into your flamers and massed bolters. Hope you brought an extra tearcup!
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