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===Allies=== ''Note: This section has yet to be updated for 9th edition. Keep in mind allies are only allowed in free play and matched play, because fucking meta-chasers were double dipping with multi-detachment/soup armies.'' <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Rule I: If your detachment includes any units that aren't ADEPTUS MINISTORUM or AGENTS OF THE IMPERIUM, you lose your Acts of Faith, so keep in mind that by dabbling in the wider Imperium you're making a tradeoff. Rule II: Sisters' primary weakness is access to S9 and above, and long ranged firepower. The only weapon in their list that reaches beyond 36" is the Exorcist, and other than that their entire anti tank arsenal is melta weapons. They also have no access to psychic powers of their own. Keep this in mind when selecting your allies. <div class="mw-collapsible-content"> * '''''Inquisition''''': These guys have Agents of the Imperium thanks to Psychic Awakening, so you keep your Acts of Faith. A Sisters force, since they are Imperium, can include a single ''[[Inquisitor]]'' in one of their detachments; this is very helpful as Inquisition can provide you with much needed Psyker support. Furthermore, for 1CP you can give them a Warlord trait and (if not a named character) a Relic. Each of the Ordos has its role: Ordo Xenos can provide CP recycling, helpful if you aren't running double battalion. Ordo Hereticus has access to the Ascertainment power, which is the best anti-melee debuff in the game and can keep your fragile melee units in the running long enough for them to do their job. Ordo Malleus gets additional casts and debuffs, helping even more with psychic powers. All of the named Inquisitors can fulfill useful roles as well, but the top choices are: **Basic Inquisitor - CP Farming - Esoteric Lore warlord trait; stratagems: Arbiter of the Emperor's Will (''maybe'' Alpha-Class Psyker and Strategic Excruciation); the psychic power Terrify; switch the Bolt pistol for a Storm Bolter and take the Blackshroud Relic. The idea is to keep this guy protected in the back as a CP battery. You could toy with Mental Interrogation and Psychic Veil for a different build, but this is supposed to be a bare-bones Inquisitor. **Basic Inquisitor - Melee Monster - Esoteric Lore warlord trait; stratagems: Arbiter of the Emperor's Will (''maybe'' Alpha-Class Psyker and Strategic Excruciation); the psychic power Psychic Veil; switch the Bolt pistol for a Plasma Gun, get a Force Sword and take the Universal Anathema Relic. They demolish anything that isn't a vehicle in close combat, and do even better vs Xenos. Then they can make a 6" bubble of no-targeting unless closest for Xenos units, and yes that protects them from snipers. **Basic Inquisitor - Cheap Magic - Psychic Mastery warlord trait; stratagems: Alpha-Class Psyker and Arbiter of the Emperor's Will; that gives you 2 casts, 3 denies, 3 known powers, so depending on your play style pick 3 of the following powers: Castigation, Mental Interrogation, Terrify, Warding Incantation; switch the Bolt pistol for a Plasma gun or a Meltagun depending on your play style and take the Blackshroud Relic. **Coteaz - Points efficient all-rounder - 3 casts, 2 denies, and 2 known (taking the Psychic Mastery warlord trait) with solid offense and defense and one interesting ability. What's not to love? **Rex - Deny the witch - He can cast 2, deny 3 (with +1 within 12") and knows 2, he's a tank, and amazing against daemons. A top caster and the best denier, a solid option but almost twice the points of a basic inquisitor. **Basic Inquisitor - Reliable Unit - Radical warlord trait; stratagems: Alpha-Class Psyker, Arbiter of the Emperor's Will, and Strategic Excruciation; the psychic powers Mental Interrogation and Terrify; switch the Bolt pistol for a Plasma gun and take the Blackshroud Relic. This guy is solid as a caster and good to kill characters (Overcharge and the Quarry rule mitigates risks). * '''''Assassins''''': As of War of the Spider, these no longer cost you Sacred Rites. Any will set you back 100 points, but you can spend 2CP to swap em out <b>during deployment</b>. Your options are: **''''The Culexus'''': The anti-psyker. An 18" bubble of -2 to cast, punches through armour saves (though not invulns), and can only be hit on a 6+ (barring special rules). Useful against Psykers or if you want to deepstrike him into the back lines to pull off an Action-based secondary. **''''The Callidus'''': The shapeshifter. In the first Battle Round, even if she's not on the table, each time your opponent uses a stratagem, on a 4+ they spend an extra CP. If they're unable to afford it (i.e. if they're at 0), they don't get a refund. She also deepstrikes in 3+d6" away from the enemy, has a gun that shoots mortal wounds, and her sword is AP-3 and doesn't permit invulns to be taken against it. Take her if you think you have a weak first turn and need to protect against an alpha strike, or if you desperately want to kill models with good invulns and crap saves. She's also the best at killing other Assassins in melee. **''''The Eversor'''': The berserker. He's a horde killer, he shoots shit when they run away from him, and he charges 3d6". Unfortunately he's not really that great for Sisters, since he doesn't really do anything for us that we don't already have (except maybe against hordey Orks) **''''The Vindicare'''': The sniper. He's got a 72" Heavy 1 S5 AP-3 D1d3 gun that ignores invuln saves and always wounds ''''INFANTRY'''' on a 2+. On the other hand, he's numerically the worst Assassin at doing damage without CP investment. He's the best at killing the Cuxelus, since he always hits on a 2+ as long as he hasn't moved, and he's actually got an interesting synergy with Sisters: Grab a Battle Sanctum, park him on the Balcony and have a squad of sisters hide inside on the second floor. The angle makes them almost impossible to see, and he's protected by Look Out Sir!. On the other hand, that's a 55 point investment into protecting him that we didn't need to spend in 8th. Take him if you wanna snipe people. That's about it. He has the strongest psychological effect of any of the Assassins (except possibly the Callidus), but players who know their math will just ignore him most of the time. * '''''Imperial Guard''''': The fluffiest choice, right up there with Inquisition and Black Templars. One of the few choices that won't really make you miss Sacred Rites. What Guard lack are elite and mobile infantry units (Scions move just like everybody else once they land); what Sisters lack are ranged artillery, psychic powers, and cheap bodies. Given that Celestine buffs Guardsmen (she gives them a 6++ invul bubble, which can be bumped up to a 5++ via the Psychic Barrier power) and that there are some units that overlap between armies, it's clear that soup isn't entirely off the menu. Bullgryns can also use their 1CP stratagem in The Greater Good to stack a -1 To Hit modifier on any Infantry unit near them if they're closer to the shooting unit... and that will benefit even the Triumph of St. Katherine. *'''''Adeptus Mechanicus''''': Despite being the two Imperial factions that like each other the least, there is a decent amount of synergy between the two army's. Sisters lack long range shooting and even the Adeptus basic troops, the Skitarii Rangers, can reach out and touch somebody 30" away. Sadly Enginseer can't repair your vehicles as they lack the right keyword, but otherwise Ad-mech could cover your long range fire power weakness. *'''''Imperial Knights''''': what do Sisters lack? ''Long range anti-tank!'' What do knights have? Exactly that. Even Armiger, the cheapest knights, can fill this niche to a degree. They are expensive though so if you take a Knight have a plan. Plus a Knight Household aligned with the Adeptus Ministorum offers great conversion opportunity. </div></div>
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