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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 every 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 Sister units generally lack long ranged fire support, though that 3+ armor save is a emprasend there is a lot of stuff out there that negates it and that can cause problems, however given that sisters are cheaper then most other 3+ save models this is, while bad, not as bad as it would be for space marines. 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! 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. All of this being said, the sisters are an incredibly underrated force. If you are playing them, you'll have probably already noticed that people constantly will say that they feel bad for you for playing such a bad army. But what they don't know is what the units do. Basic sisters squads can come with a flamer and a heavy flamer in a twin linked heavy flamer transport. Dominions are a thing. You get a unit that can have rending heavy flamers/heavy bolters. You have access to st8 ap1 with a 48" range. These are all strong units when you look at them. Especially for their cost. Capitalize on these strengths. You may not be the most durable, but you pack one hell of a punch and it's not like you'll crumble like guardsmen. '''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. Don't worry about getting charged yourself: anyone who charges a unit with four template weapons deserves every wound they take. 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. As a backup plan, if you're deploying first, keep your Dominions in reserve. Since they are Scouts, they also have Outflank, which gives you good odds of bringing your Dominions in next to your target. '''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 Line-of-Sight 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. '''Knights''': Everyone's afraid of the big, bad Imperial Knights, but Sisters don't have to be. Repentia positively wreck a hundred kinds of crap out of them. Take a squad of 9, melta bombs on the Mistress, and Uriah Jacobus (and make him your Warlord). Put them in an assault transport if you have one; if you don't, take a Rhino and make good use of cover to survive the turn spent derping. On the charge, they can deal an average (taking Zealot into account) of 12 pens and 5 glances - that's one very dead Knight. Even in the worst case, where the Knight charges you and kills six - and usually it won't, with Uriah and his War Hymns giving your girls a re-rollable 5++, plus misses and failed to-wound rolls - you still deal an average of 5 hull points, thanks to Counter-Attack. All that assumes you never roll an Explodes! and take off d3 hull points - if you do, the odds look even better. The problem, though, is that while you have Armourbane, you don't have Fleshbane - charging a Wraithknight or a Great Unclean One will not end well. '''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. It's also worth pointing out that due to lower model count Mech is significantly easier as of time of writing given the Sisters Model issues. 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. It can also mean that 1 or 2 Sisters survive where they'd normally die, and that can leave a pair of them hanging on an objective and forcing your opponent to deal with them, which is highly useful. [[Category:Warhammer 40000 Tactics(7E)]] [[Category:Sisters of Battle]] {{Warhammer_40k_Tactics}}
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