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====Elite==== Not the best selection for your army, but they're usable... kinda. Slightly improved now that the Command Squad can be taken solo though. *'''Sororitas Command Squad:''' With the Canoness tax gone, these ladies can now be taken on their own. Their options are a little schizophrenic, their long-ranged weapons not fitting with their assault-oriented AoF combined with decent close combat capability. That said, they are a quite solid option for shooting with the allowance of up to 5 Combi-weapons, Special or Heavy Weapons. :A pretty decent alternative Retributor squad, they can do the same job without sucking up one of your valuable Heavy Support slots and they can do it while buffing the units around them. Either shooting from the back and allowing units to re-roll their AoF tests, or by popping out of cabs to burn shit with their Heavy Flamers/Combi-plasmas. If this is your plan, then you might as well give them an Immolater. :They do have access to Power Weapons and some good melee options, so they can also provide melee prowess, though if that's your plan you have to prepare for it. The Sisters are still only T3 so get a Hospitaller for her Feel No Pain, get some Axes to mitigate their Strength 3, get one or two Priests for psuedo-shred/more survivability, with the Sacred Banner. If you manage to charge with them they'll each deal 4 Attacks that re-roll both To Hit and To Wound at Strength 4 AP2, while being decently tough themselves. :The Dialogus is a bit iffy, if you're taking a lot of Retributers or using a Command Squad to back up a regular Sisters squad however then they could be worth it, though at that point you might as well base the entire squad around them. Get a Blessed Standard, Hospitaller (she's cheap enough for durability she offers for the points to be worth it), and give the rest decent enough weapons, like Combi-weapons/Storm Bolters. ::Do note that in most cases you'll just be better off by slapping a Laud Hailer on your vehicles, it'll be more useful and cheaper than the entire squad. :A fun way to use them is as the absolute bane of a psyker or a squad of psykers. Give all 5 condemnor boltguns and perils the living hell out of that farseer/librarian/cheese rerollable 2++ deathstar unit. Fun stuff. Obvious counterpick, but fun stuff. *'''Celestians:''' Good news - Celestians are now only 14 points each (only 2 more than a Battle Sister, for +1 point of WS, +1 Attack and +1 LD) and get Furious Charge as their AoF. If you want to take them, you have to commit to them, and I mean fully. Want a squad of 5? Fuck you, just go get some more basic Sisters. 9 Celestians, Flamer, Heavy flamer, Combi-Flamer and Power Sword/Axe for your Sister Superior and a Priest (with a Combi-Flamer and Power Axe of his own). This is probably not going to be cheap, but it'll make your Celestians a fairly nasty close combat unit, which could easily be used for a downfield push or contesting an objective late game. If you do this, consider putting your Canoness in that unit too, and if you have a Command Squad with the Sacred Banner of the Orders Militant, keep it nearby too. A bit of a death star, but an opponent that doesn't know how Sisters work will very likely be caught off guard. They're still not a must have, but if you're playing aggressively they will probably suit your playstyle. *'''Sisters Repentia:''' They are a fragile unit (6++) that pumps out a frightening number of eviscerator swings in close combat. Thanks to Rage they get +2 attacks on the charge instead of +1 and they can take a dedicated transport. Still no assault vehicles on Sisters though, moreover, if your opponent doesn't shoot them to death after blowing up their limo, he can assault the two you have left, thus negating your awesome charge bonus. If you're not running a Mech list or using ally shenanigans to give them an Assault Vehicle then do what you did before and keep these ladies behind a moving screen of blob cover (suicide IG blob, anyone?). :Note their FNP is now an AoF (although an incredible 3+); it doesn't come standard. A full squad only costs 155pts, season to taste with Preachers. You may lose Fleet, but you get Zealot and War Hymns (reroll wounds, reroll saves (for what that 6++ is worth, do note that a re-roll boosts the Save chance from 16.7% to 30.6%, which is close to the 33% chance from a 5++, and if you have Uriah Jacobus or a lucky Canoness with the right Warlord Trait, that rerollable 5++ is better than a 4++)). It might not be a bad idea to invest in Litanies of Faith, either. These bondage babes are a glass cannon and you can't really afford them forgetting their safety word. Depending on whether you gave them the Litanies of Faith or Uriah Jacobus, it might be worthwhile to toss the Mistress of Repentance at the front of the unit, as she might absorb a couple of bolter shots up front that would otherwise cost you a Repentia. Remember that each and every Repentia you keep alive to hit home with a charge will be well worth it. :If you really wanted to fuck somebody over, you could ally in the Deathwatch, use them to help fight the long-ranged game while the Sisters and their Priest(s)/Jacobus hop in the Corvus Blackstar, although to make this work it'd probably be worth it to invest in a Skyshield Landing Pad (you were probably going to need that 4++ anyway). Load them up, move them up, and then have them all charge out the second they're within range. So long as you can get them to where they need to be you'll never be disappointed by their performance. *'''Arco-Flagellants:''' Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser Daemons and they can glance most vehicles to death on rear armor in a heartbeat. :Note that they're they're insanely squishy (no armor, and FNP on T3) and only I3. You can mitigate this somewhat by taking them as part of a Delegation (you were going to use that Priest anyway) since now they get 6++ followed by FnP, but you're still going to either want to screen them, or give them a transport. They are cheap as hell for what they offer though, so don't feel bad if some of them die. Think of them as the lighter hitting version of Repentia, while those girls can deal with the heavy armour, these guys are better for the lighter stuff. :There's a bit of a question on which is better at killing, Arco-Flagellants, or Death Cult Assassins. The answer is that Death Cults are better at killing MEQs (though just slightly), Arco-Flagellants are better at killing everything else. :Also note that they can be used to great effect in a Ecclesiarchy Battle Conclave, since that way you can pair them up with Crusaders so that they essentially have a 3++ save. *'''Crusaders:''' Crusaders come with power swords and storm shields, and are ridiculously good for how much they cost (they also wear Flak Armour, for what it's worth). Useful only as a screening unit, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, but soak heavy fire and power weapon attacks like a sponge, while offering a good cover save to anyone behind them (your opponent can't get rid of them, or anyone hiding behind them). :With 3++ and power swords these guys will almost always win combat with [MEQ]s, making them incredibly useful against most armies. A unit of 8 With an Eviscerator Priest with plasma can provide a very strong unit. Make sure not to forget that priest, though: the save re-roll will significantly extend the life of your bullet sponges. *'''Death Cult Assassins:''' A very odd choice in an army that already has the Sisters Repentia, and surprisingly similar, even if there's a few base differences. :For starters, no FnP Act of Faith, instead they get a guaranteed 5+ Invuln. Already they're tougher to kill than the Sisters, though that could easily be mitigated by Jacobus (who was probably going to join that squad anyway). :They carry two Power Swords instead of an Eviscerator and Rage, which means that they still get the same amount of attacks on the charge, but at I6, S4, AP3 instead of I1, S6, AP2. In addition these girls get a bonus Attack over the Sisters if they're charged, or if they make it to Round 2. :The Death Cult Assassins are WS5 instead of WS4, and this is what finally sets them apart. Sisters Repentia can be really worth it as a hard-hitting hammer, but the Death Cults are simply better against the right targets, anyone with I3 and WS4 and lower with 3+ saves or worse (so basically humans and many xenos) is going to be minced by the Assassins (they can also deal with MEQ's better, provided the MEQ's have unwieldy weapons), while the Repentia could lose some models to their attacks and not be as effective, especially in subsequent rounds. :Do note that if you're making a list that includes both Arco-Flagellants and Repentia, that you might as well get more Repentia, unless you are very confident you can deliver the Death Cults to exactly where they need to go, but don't waste an Assault Transport trying to get them there, save that for your Repentia. :Tactical Note: Think of these girls as Imperial Harlequins with half the cool shit Harlies get. They're a glass cannon unit that will utterly delete the right squads if they get into close combat (Incubi and Striking Scorpions come to mind). Your problem lies in getting them there, something the Ministorum Assassins don't have an effective means of doing. Instead of picking up the DCAs here, look down at the Inquisitiorial Henchmen warband which can pack the swordwhores in a land raider along with the priest you were going to take anyways and crusaders to shield them, not to mention flamer toting Acolytes who can soak up wounds with 4+ or even 3+ saves and punish enemies who charge you with overwatch. Just don't charge through difficult terrain because these ladies don't carry frag grenades.
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