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==Adepta Sororitas (Annual 2019)== ===Why play Adepta Sororitas=== *'''Pros''' ** Bolter Bitches (Now in plastic!) ** A reason from someone who actually plays Kill Team **Arco-Flagellants can become quite a threatening spam unit. *'''Cons' ** Arenβt actually female space marines (Not really a con tho) ** Not a lot of customization options. No subfactions, no weapon choices for most units, and a limit of 1 on Repentia means that most of the time your only real choice is which weapons to bring on your gunners. **No miracle dice mechanic means [[fail|the SoB in KT are left without their best tool. Seriously, what the fuck]]... ===SoB Special Rules=== *'''Shield of Faith:''' Get a 6++ and you can attempt to deny one psychic power per round. You only get to roll 1D6 rather than 2d6 when doing so though ** To deny, you have to roll higher than your opponent, which makes this rule near to useless. Take the common psybolt: With 2d6 the enemy has to roll a 5 and you have to roll a 6 for Shield of Faith to work, which is absurdly unlikely. Its not much better in Commanders either - psykers and psychic powers are far more common, but only 2 powers have a lower Warp Charge than psybolt (CSM's Sacrifice and Nid's Dominion) and plenty have values higher than 6 that you can never affect. ===SoB Wargear=== *'''Simulacrum Imperialis:''' The invuln from SoF is improved to 5++ while within 6" of a Simulacrum Imperialis *'''Rosarius:''' Free 4++ invuln on the Canoness. *'''Brazier of Holy Fire:''' -1Ld for any Daemons within 6", and once per battle you can shoot holy fire at a visible target within 12" instead of shooting or firing overwatch (in which case your initial target must be the charging model). That model, and up to 2 enemy models within 2" of it, take 1 Mortal Wound. Daemons take 2 Mortal Wounds instead. **Interestingly nothing prevents you from targetting those 2 additional models when using it against a charging opponent, making it one of the rare methods to sequence break attacks. *'''Null Rod:''' -1 to any '''PSYKER''''s Psychic or Deny the Witch tests (N.B. does not affect your own Deny tests through SoF, as no Sister has the '''PSYKER'''' Keyword). Additionally the model carrying it cannot be affected by any psychic powers. *'''Rod of Office:''' +3" to any aura abilities of the holder. ===SoB Subfaction Attributes=== Nope. No Subfactions for you. Despite there being obvious ways to implement them. ===SoB Ranged Weapons=== '''General''' *'''Boltgun:''' Puts the Bolter in Bolter Bitches. Unfortunately its not any better in their hands than it is in the hands of Marines, limited by its lack of AP and multidamage. Its your last choice for ranged weaponry but one you'll have to take, if only to get that sweet 5++ from a Simulacrum Bearer. *'''Bolt Pistol:''' A freebie pistol carried by every Battle Sister for when they get stuck in melee. Not going to make the difference often, but don't forget it when it comes up. You might get lucky. Also the only ranged weapon for the Canoness, assuming you don't swap it out for something better. *'''Krak Grenades:''' Not amazing but better than your bolter for individual targets under 6", don't forget about these in combat. They might make the difference. *'''Frag Grenades:''' Almost always inferior to Krak grenades, even against GEQs. You get both, so don't bother with these unless you can split shots across multiple targets. '''Battle Sister Gunner''' *'''Flamer:''' Good old flamer, it's not as good as its heavy brother, but it's assault, so you can at least advance and burn without being limited by the heavy attribute. *'''Meltagun:''' Best gun the SoB have against heavy armoured targets, though it's sadly a rather CQC weapon. If it hits, it will obliterate anything though. *'''Storm Bolter:''' A surprisingly decent choice thanks to the "Blessed Bolts" stratagem, turning a Rapid Fire 2 S4 AP0 1D into Rapid Fire 2 S4 AP-2 D2. At close range, it will be very effective. Without the stratagem, it's only ok. *'''Heavy Bolter:''' Best option for a long range attack, Heavy 3 S5 AP-1 D1, it's there to clean enemy units from a distance. *'''Heavy Flamer:''' The bigger version of the flamer. An extra point of AP and S help it perform against tougher targets but switching from Assault to Heavy loses you the ability to fire after Advancing. Otherwise identical to its smaller cousin, '''Sister Superior''' *'''Plasma Pistol:''' Just in case you get up close against a bulky unit. Beware of overcharges, though. *'''Combi-Flamer:''' Good old Combi-Flamer, shooting this in combi mode will never be discouraged, though it needs to be within range. Combi-Flamer overwatch is quite a threatening prospect, considering the amount of shots it can throw at you. *'''Combi-Melta:''' Best anti-armour weapon in the SoB list, it's great at short range. *'''Combi-Plasma:''' Most balanced combi weapon in the Sister Superior's arsenal, it's still 4p, so it might be rather expensive for some teams. Overcharge only if you can re-roll 1s. This is also the only way you're going to see plasma in your list *'''Condemnor Boltgun:''' A 2pt upgrade to the regular boltgun, it has the same stats but increases to d3 Damage when firing at a {{W40kKeyword|Psyker}}. Given the relative lack of {{W40kKeyword|Psyker}} enemies, its most likely use is against Grey Knights wanting to turn you into [[Khornate_Knights#Context_for_the_Rage|Blood Wards for the]] [[Matt Ward|Ward God]] but even then an extra 2pts for a Combi-Plasma is much more efficient use of points. '''Canoness''' *'''Plasma Pistol:''' Just in case you need to shoot up close. Overcharge only if you can re-roll 1s. Conveniently that is exactly the benefit provided by the Canoness' aura tactic, which also affects the Canoness herself. *'''Hand Flamer:''' For 2pts you can fend off overwatch and ignore cover, but a free boltgun is probably going to serve you better because of the Hand Flamers tiny range, let alone the other weapons you could field. With A4 and WS2+ you're not exactly panicking about being in Melee either. *'''Inferno Pistol:''' The littlest melta, this is a monster if it hits, considering Canoness goes for BS2+. *'''Condemnor Boltgun:''' Costs 3 points and has the same problem as it does with the Sister Superior, but unlike the Sister, this is the only way to get a 24" range if you're not taking a Rod of Office. ===SoB Melee Weapons=== *'''Chainsword:''' It's your standard chainsword. Not as good on an S3 sister as it would be on a Space Marine, but it's still the go-to melee weapon because of the extra attack. *'''Power Sword:''' Again, standard. Bring this instead of the chainsword when you want to cut through armor saves. *'''Arco-Flails:''' Unique to Arco-Flagellants and the Endurant. AP-1 and bumps their attacks to S5. Also effectively doubles their number of attacks - make d3 hit rolls for each attack instead of 1. *'''Penitent Eviscerator:''' Repentia only. -1 to hit, but at AP-3 and 2 damage it hits hard when it does. *'''Neural Whips:''' Repentia Superior only. +1 to wound on enemies with 7 or less Leadership, so basically anyone who's not in charge. *'''Blessed Blade:''' Melee option for the Canoness. For 5 extra points you get an extra 2 strength and d3 damage on your power sword. ===SoB Psychic Powers=== We don't cavort with Witches around here. Short of getting a Living Saint in Kill Team, this is not likely to change. ===SoB Units=== *'''Battle Sister (Leader [Superior Only], Heavy [Gunner Only], Comms, Demolitions, Medic, Sniper, Veteran, Zealot):''' **'''Battle Sister Gunner (2):''' Take your pick of a flamer, melta, storm bolter, heavy bolter, or heavy flamer. No multi-melta, strangely, even though it's an option in their Codex. **'''Sister Superior (1):''' +1 Attack and +1 Leadership compared to the regular sisters. Where she really shines is in her weapon choice: she can replace her boltgun with a combi-weapon or chain/power sword, or her bolt pistol with a plasma pistol. **'''Simulacrum Bearer (1):''' Not a real variant, but only 1 regular, bolter-carrying Battle Sister can take the Simularcrum to improve your teams Invulns. Unlike Voxcasters and Brayhorns, there is no specialism that requires the wargear choice however. *'''Sister Repentia (Leader, Combat, Veteran, Zealot) (1):''' Shield of Faith, hit rerolls on the charge or when charged, a 5+FNP and a big honking chainsword that hits like a powerfist. You're a little starved for multidamage, so she's a must take for SoB at 13pts. Give her a combat specialism so she doesn't conflict with Pious Vorne or the Endurant and she'll wreck face for you. **Weirdly limited to 1 per team, which makes the Repentia Superior's buff aura almost useless and severely limits the power of the team with only 3 special weapons. This also conflicts with the Community articles which have photos of multiple sisters on the board and mention taking sisters repentia plural so hopefully its just a mistake that will be errata'd out not just bad game design. Either way we'll have to wait to see. *'''Arco-flagellant (Zealot):''' 4 attacks per turn at WS4+ S5 AP-1 will bring the pain to most models on the field. On turns you got the charge or were charged (i.e. most turns you are in melee combat), you get free hit rerolls meaning you electroslap a marine to death 1/3rd of the time and guardsmen almost half the time. However due to the Special Weapons proliferation facing Kill Team, his W2, no Save and a 5+FNP mean he's likely going to be effectively less durable than your sisters with a 3+/5++. **'''Endurant (1):''' A 1pt upgrade that nets you an extra attack. A no-brainer if you're already taking any Flagellants. *'''Pious Vorne (Blackstone Fortress/Annual 2019) (Zealot [Specialist Retainer]):''' For Sisters she's essentially a less-slappy, slightly more expensive Endurant with better WS, lower Strength and an Anti-Chaos Heavy Flamer. *'''Gotfret De Montbard (Blackstone Fortress/Annual 2019) (Combat [Specialist Retainer]):''' The tankiest non-commander beatstick available for Sisters with his 4+/3++ and 3 wounds. With 5 attacks, unmodified 6s hitting twice and AP-3, he'll wound pretty much anything MEQ, the only negative being that his weapon is D1 in a list starved for multi-damage weapons. ====SoB Elites==== *Nope. Maybe when the full Sisters release comes out in 2020. ====SoB Commanders==== *'''Canoness (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' Your standard pick. Offers a good handful of weapon options, as well as some special wargear for if you're facing psykers or daemons (not gonna be common, but still worth keeping in mind). *'''Repentia Superior (Ferocity, Fortitude, Melee, Strength):''' Gives your Repentia rerolls for advances and charges, as well as 1's to wound. Considering you can only take 1 Repentia in your list, not worth it. She's 10 points cheaper than the Canoness, but unless GW lets us start bringing more Repentia that's the only thing going for her. *'''Janus Draik (BSF/Annual 2019) (Logistics):''' <span style='color:red>'''[ADD YOUR SoB SPECIFIC OPINION HERE]'''</span> *'''Neyam Shai Murad (WDSept2019/Annual2019) (Shooting):''' <span style='color:red>'''[ADD YOUR SoB SPECIFIC OPINION HERE]'''</span> *'''Thaddeus (BSF/Annual 2019) (Ferocity):''' His statline is worse than the Canoness in every way, and his War Hymns ability, which could potentially make up for it (+1 to number of attacks within 6") only affects Astra Militarum. Don't bother. ===SoB Tactics=== *'''[ANNUAL2019] Blessed Bolts (2CP):''' Used when you pick a storm bolter equipped model to shoot. Increase the damage to 2 and AP to -2 for the rest of the battle round. *'''[ANNUAL2019] Eviscerating Blow (1CP):''' When you pick a Repentia to fight in the fight phase, the damage stat of their penitent eviscerator increases to 3 until the end of the phase. *'''[ANNUAL2019] Frenzied Thrashing (1CP):''' When you pick a Flagellant to fight in the fight phase, +1 attack for every enemy within 1" of it when selected to Fight, until the end of the phase. **N.B. When selected to fight, so if you select him to fight when near 3 models, but your pile in move takes you away from 2 of them, you still get to make your extra 3 attacks. *'''[ANNUAL2019] Burn the Heretic (1CP):''' When shooting a flamer, you can reroll the dice to determine the number of attacks made by that flamer until the end of the round. **Just says "flamer" with no bold or italics or further elaboration, so RAW this likely means only the base model flamer, not heavy or hand flamers. While this would make this tactic almost pointless, its not like GW hasn't made similar mistakes in the past. Pray for Errata or just ignore the limitation. ===SoB Commander Tactics=== *'''[ANNUAL2019] Lead the Righteous (Aura)(1CP):''' Used in the shooting phase. Models within 6" of your {{W40kKeyword|Canoness}} can reroll hit rolls of 1 until the end of the round. *'''[ANNUAL2019] Fervent Whipping (Aura)(1CP):''' Weirdly used at the start of the shooting phase, {{W40kKeyword|Sisters Repentia}} within 6" of your {{W40kKeyword|Repentia Superior}} can reroll wound rolls of 1 for melee weapons. **Basically useless. Not only does it require the worse commander, not only is it an aura that targets a model you can only take 1 of, its also usually inferior to Eviscerating Blow if your goal is killing your target. Unless you want to use both and drop 2CP buffing a single model for one round, just use that instead. Now if Repentia ever have their maximum increased by errata, then this tactic might be worth revisiting... ===SoB Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''SoB Strategies:''' <div class="mw-collapsible-content"> The Sisters of Battle finally get their chance of being playable in Kill Team after their renewal in holy plastic. And after all of the wait for this army, the results are... dissapointing. Similar to the way GW released the Daemon rules, the Adepta Sororitas get very little in terms of in-depth rules, and even less in mechanics similar to their own in 40k. It feels like it was a rushed afterthought, and while it's understandable they are focusing on the main 40k game first, it's rather infuriating to see the poor sisters limited in such a way. But let's start with the beginning. As a leader, you have two options, the Sister Superior, and the Sister Repentia. Right of the bat, you'll see neither option is particularly tanky, though considering the leader is usually best on the back of your army, it should not be a problem at first. The problems come when you look at the options a bit more carefully and realize you can only have one of each. That is crippling from the get go. Only one Sister Superior means you can't put the only sister with access to combi-weapons as specialist of any kind, either Sniper or Demolitions, which would help a lot with their firepower. And a limit of only one Repentia means that you can say goodbye to any Repentia spam strategy you might have concocted. Oddly enough, you are probably going to want the Repentia as leader, as the Sister Superior is too good as the aforementioned specialisms. 7+/6++/5+++ is not the best defensive power, but you could always buff it through other means. <span style='color:green>'''Counterpoint - the Repentia is very fragile, and is so good in melee that you really want to keep her there. This means you're constantly risking your source of CP. Meanwhile you can keep your Superior to the rear, limiting exposure and use tactical rerolls to save her from her own combi-plas'''</span> Now, for the regular gals. The regular Battle Sister is similar to the vanilla tactical marine, but with less toughness. S3 A1 won't get them anywhere in melee, thus you want them shooting. On the defensive, T3 3+/6++ is quite decent, being slightly better than similar priced units such as regular Skitarii. The bolter is its basic weapon, and it's the only weapon she can have, and with S4 AP0 D1, it's not a very intimidating gun. Plus the obligatory frag/krack grenades, but those are always very situational. <span style='color:green>'''Keep in mind that while the Battle Sisters innate ability to deny Psykers cost you nothing, it is also basically useless. Not only are Psykers relativity rare, the chances of successfully resisting a power with 1d6 is vanishingly small. The value has to be GREATER than their Psychic test. This means to successfully deny a psybolt, the most common power in the game and the only one outside of Commanders, you have to roll a 6 AND your opponent has to roll a 5 exactly. In all other cases, they either pass anyway, or would have failed anyway. Only in 1.85% of psybolts does it actually affect the outcome. Against GK, that drops to 1.38%. '''</span> The real reason you want a regular SoB going around is the Simulacrum Imperialis, a relic that gives <s>all units</s> <span style='color:green>'''all ''SISTERS'''''</span> at 6" from it 5++. This greatly increases the survivability of all of your gals, but by that same reason, it's going to be targeted by the enemy. FAST. So keep her protected. The Sister Superior has access to a lot of weapons, both melee and ranged, though it should always focus on ranged since her options on that front are way better, plus S3 is not going to impress anyone on the tabletop anyway. Now, there are many options for it, the best ones being the combis: combi-flamer, combi-melta and combi-plasma. *Combi-flamer will disuade charges and work well as a demolitions, though it still takes the risk of being too close to the enemy. *Combi-melta is the best choice of this team against heavy armour (<span style='color:green>'''assuming you are unwilling to supercharge and willing to get up close to use it'''</span>) and multiple wound characters, and having the bolter as well is always a plus. *Combi-plasma is the most well rounded choice, considering you can always give her the Sniper specialism and just have her always overcharge for extra damage. Though if you want plasma, you could always take the combi-flamer and the plasma pistol, thus having the option for extra AP and the dissuasive power of the flamer. The other interesting choice is the condemnor boltgun, with is just a regular bolter that does D3 damage to psykers. And it's... rather bad, when you think about it. The most frequent psykers in KT are Thousand Sons' Rubrics, and they are not going to reliably fall for a S4 AP0 gun. Grey Knights? The same. It's pretty much only effective against T4 or lower and low saves, like the Tzeench's daemons, imperial navegator, eldar spiritseer, the SotA's Rogue Psyker... And, with S4 and AP0, it's going to struggle against those. Considering you can pretty much get the same effect with any of the combi weapons, and against a much wider arrange of units, I feel this is useless. The Battle Sister Gunner is interesting. Limited to two gunners. Access to basic guns like flamers and meltaguns is self-explanatory, you know what they do and how to use them if you've played any other team before. Heavy Bolter is your best ranged option, though as a Heavy 3 gun, it tends to limit the mobility of the user. Heavy Flamer is stronger and with better AP, but you can't run and shoot, so only better if you pick the heavy (A regular flamer with demolitions will pretty much accomplish the same thing offensively, and cheaper). The Storm Bolter can be buffed immensely by the "Blessed Bolts" stratagem, adding AP-2 D2 to the shots, which increases quite a lot its killing potential, though its 2CP, so make it count. Overall it's good, but it's shocking the lack of general access to plasma, multimeltas or other hard hitting options. Sister Repentia are a missed opportunity. Only one Repentia per squad is not very effective, considering it needs all of the support of the Simulacrum Imperialis to arrive safely to melee. At a regular WS3+ S3 A2, it needed to be faster than 6" to be really effective alone. The eviscerator, while a beast, only really hits at 4+ without extra need. If you want melee, you want Arco-Flagellants: 7" S4 T3 A2 W2... it outclasses the Repentia in all stats but save throws, and you can just pile in a bunch of arco-flagellants <s>with the Simulacrum Imperialis giving them 5++/5+++, which is quite good,</s> <span style='color:green>'''no you can't. Simulacrum only buffs models with the Shield of Faith ability, which Flagellants don't have. '''</span> and the flail can do D3 hits for each attack. And even more so with the special Flagellant, the Endurant, with an extra attack. The "Frenzied Thrashing" is quite a power multiplier, giving it an extra attack for each unit, though this means you'll be attack by multiple enemies. <span style='color:green>'''Counterpoint - Even hitting on 4+ and with no exploding hits, the Repentia is incredibly deadly. After a charge, she's likely the deadliest model you have on the field. Against any single model without an invuln, she's significantly deadlier than an Endurant worth 1 pt more. Against invulns she's at worst on par with a base model flagellant that she costs the same as, and is usually better. The extra 1" of movement on the flagellants is nice, but niche and has no affect on charge range where it'd be most useful. The Repentia also benefits more from both her specialism and her unique tactic as many weak attacks offer diminishing returns. She can be squishy with only 1W and an iffy save, but at least has a save unlike the flagellants. If you have CP to spare for rerolls, this makes her much more durable. In short, you want her when you absolutely must delete a given unit, and to sucker punch other factions heavy melee hitters by striking first. Keep the flagellants as well for general melee support and for crowd control when you can lock down multiple units and split attacks. Keep both out of view from flamers'''</span> The SoB list has two commanders: the Canoness and the Repentia Superior. The Repentia Superior is pretty much useless due to the one Repentia limit, unless you have a good strategy, avoid her. The Canoness is a buffed Sister Superior, with better invul 4++, and access to the relics. Overall, this team needs buffing fast. It has little to no AP firepower, and it can't compensate for this through numbers. Lack of weapon variety, limited numbers and very small save options makes this team a challenge to have for those interested in making it competitive. If only we had the miracle dice mechanic here, things would be really different. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Countering the SoB is relatively easy for any army with access to decent AP weapons. They are easily outranged by armies such as Tau, IG, AdMech, Astartes teams... If you have access to multiple plasmas, you can deal with them easily. On the other hand, if you have a melee focused team, you still have a decent shot at dealing with them: Orks will win through sheer numbers, CSM will have Khornate Berserkers, Nids will just spam genestealers... The problem will come with teams with little to no AP. A natural save of 3+ is quite good, and as such teams like Rogue Traders, SotA and Kroot (of course the poor kroot can't catch a break) will struggle. It's not a lost fight, though, since all of those teams still have an ace in the hole, like the use of the Specialist Retainers and the Assassin Cultist, Negavolt Spam and Hit and Run Krootox. But really. The Best strategy to counter SoB is killing the gal with the Simulacrum first. That general 5++ will be used as much as possible to move whole squads to the frontlines, you take that away and the general invulnerable becomes 6++ or lost entirely. Arco-Flagelants are tough, though. T3 and W2 with a 5+++ is quite tough, so you'll need to focus on them to avoid letting them close to your dudes. If you add the 5++ of the Simulacrum, you actually face a quite threatening unit, more so if you face a whole spam of them. So, once again, kill the Battle Sister with the Simulacrum, then deal with the Arco-Flagellants and the Repentia, then the rest. Here are a couple of recommendations for other teams to put into practise this: *SM teams have all the tools in the toolbox to deal with the SoB, both in melee and in range. Plasma, Grav-gun, Power Swords... Anything with S4+ and decent AP will do the job. Plus, they can resist the ocasional wound with their auto-save stratagem, Death Denied, so even numbers won't be an issue. *DeathWatch will work in a similar way, but with access to extra weapons and with less bodies around. The Deathwatch Frag Cannon is still the best option against SoB, it will wreck havoc in their lines. *Grey Knights are too tough for SoB, though they might be able to stop the ocasional psychic attack due to their Shield of Faith. The Daemonhunters can just go through Sororitas to recreate the [[Matt Ward]] days for a bit of a [[Khornate Knights|refreshment]]. *Imperial Guards have both the bodies and the tools for the job. Plasmaspam will be enough to hit them where it hurts, though they have to be careful as most IG units are not tough enough to survive in melee against the Flagellants. Bullgrins with shield will do the job for that, but it's still recommended to charge first, to avoid possible risks. *AdMech is pretty similar to SoB, but with much better tools. Skitarii have an almost identical statline than Battle Sisters, but with slightly lower save, only 4+ against SoB 3+. In exchange, the Vanguard has the radiation effect of T-1 when close, and the Ranger/Vanguard unit compensate this with much better weapon choices: Plasma Calibers are great Assault 2 weapons, and the Transuranic Arquebus can just stay in the background sniping any enemy that might need a mortal wound or D3 damage. Compare this with the melta and the flamer, which need to be quite close to the enemy, and the Heavy Bolter as the best sniper weapon, with not nearly enough AP to hurt heavier units and 36" range, practically half of the Transuranic Arquebus. To be fair, Skitarii and Infiltrators are all T3, so the regular Bolter still poses a threat, and no unit is really safe from a Flagellant's charge, so be aware. The sollution? [[HERESY|Play like Tau]]. A Plasmaspam team can have a similar number of units than a full Arco-Flagellants team, deal with the gal with the Simulacrum from afar using the Sniper Arquebus, and just shower the Flagellants with plasma until they fall. Maybe have one or two Ruststalker/Infiltrator to deal with strugglers in melee, or to contest objectives. Once you have their whole team within range, just choose the Canticle of repeating 1s during Shooting, and OVERCHARGE EVERYTHING. Just be aware that, once the Battle Sister with the Simulacrum falls, the Flagellants are going to start desperately running towards you, so keep your distances. *Adeptus Custodes are a match the Sororitas can't win. Seriously, they can only do anything to the golden bananas is with the melta, and even having three of those means you have to be pretty fucking close to them, and the same with the Repentia. If the enemy decides to go with 3++ shields, it's over. They can try to overwhelm them with Arco-Flagellants, though. 3 Flagellants and a Repentia are bound to get something in eventually. *Euclidian Starstriders just don't have enough AP to deal with them. Once the Death Cultist is gone, the rest of the team will have to desesperately resist until the Sisters get in close, and by then, it's game over. *Harlequins will do what harlequins do best: move and charge in melee. Though considering the amount of flamers the Sororitas can handle, it will be best to charge from afar: flamers are 8" after all, and you can use 3D6 dice to charge, so you still have a great chance of reaching them from 9" or further. In melee, try taking down the Simulacrum first, and after that the invulnerable of the Flagellants will be gone, and you will only have to deal with the 5+++. Though be aware, harlequin teams will probably be outnumbered, and if you are close to them, they can just charge back and demolish you. You are too frail to survive to an eviscerator or the flails, so you better hope the 4++ of the player works. Seriously, D3 attacks for each attack plus the "Frenzied Thrashing" (which means another D3 attacks for every unit close) will wipe out any clown anyday. *Necrons are an interesting match, as neither of them are ready to deal with the other, due to the lack of general AP in both armies. However, the necrons do have the advantage due to slightly better weapon variety and reanimation protocols. Just avoid being dragged into melee with non-melee units, the flagellants are no joke. *Orks have more than enough bodies to drown the SoB, though be aware of flamers, they pack quite a punch. Plus, regular Bolters are quite effective against the orks, with only T4 6+ they can actually hurt them and put them down fast. Also, be aware of the Flagellants and the "Frenzied Thrashing", D3 extra attacks for each unit close means 3-4 orks near it can translate into a monstruous slaughter of greenskins. *Tyranids' reliable Full Genestealer strategy can struggle against the SoB due to flamers and Flagellant's counterattacks. A ranged strategy might not be the best either due to poor AP on the part of the Nids. Lictors with genestealers might be a better combo to deal with the enemies from the start. *Tau can just snipe everyone from their deployment zone and stop any attempt of counter with drones. The Simulacrum can only do so much if they still can't arrive in one piece through sheer firepower. *Kroot can try and snipe the Simulacrum and the Flagellants from afar, while the rest of the chickens pile in and focus fire of an enemy unit ibe by one to try and hurt them. Otherwise, the SoB will go full KFC on them. *CSM have both Plasma and Khornate Berserkers, both of them can deal horrible damage to the SoB. *Death Guard is prepared to deal with them, considering they have many disgusting tools to destroy the SoB, and they in turn can't really compensate the general T5 of the Plague Marines plus their 5+++. Be aware that poxwalker spam is not recommended here, the SoB will go through them like butter. *SotA can have their Psyker attack them quite reliably, Smite is activated at 5+, so SoB will only be able to stop the barely successful ones. After that, the lack of AP will hurt them once again, though the sheer number of attacks the negavolt cultists can do means something is bound to get in (nd don't forget the chance of mortal wound when charging), plus being quite resilient themselves with their 5++(4++ when using a stratagem)/5+++. Protect your psyker, hunt down the Simulacrum, and the rest will fall, but not without casualties. </div> </div> ===SoB Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> Example teams for regular points values - 100pt&125pt in Core/Elites and Arena here. 8 Models, 99 Points *['''Leader'''] Sister Superior (Boltgun & Chainsword, or spend the last point on a Powersword vs. Power Armor) - 10 Points *['''Heavy'''] Battle Sister Gunner (Heavy Bolter) - 13 Points *Battle Sister Gunner (Flamer or Melta) - 13 Points *Battle Sister (Simulacrum) - 14 Points *Battle Sister (Boltgun) - 9 Points *['''Combat'''] Sister Repentia - 13 Points *['''Zealot''']Arco-flagellant Endurant - 14 Points *Arco-flagellant - 13 Points Melee Spam 100p 8 Models, 100 Points *['''Leader'''] Sister Superior (Combi-Melta/Flamer) - 13 Points *['''Veteran/Comms'''] Battle Sister (Simulacrum Imperialis) - 14 Points *['''Combat'''] Sister Repentia - 13 Points *['''Zealot''']Arco-flagellant - 13 Points *Battle Sister - 9 Points *Battle Sister (Storm Bolter) - 12 Points *Arco-Flagellant x2 - 26 Points The idea is simple: Get as close to the enemy, and shoot/charge. You have everyone move in unison, like a procession, around the Simulacrum. That will give everyone a decent 5++, allowing you to move relatively safe. The vanilla Battle Sister can stay back and take objectives, the rest will move forward. The Superior with melta will be needd for those cases that need extra AP, and combined with the Comms, it will actually wound most of the time. Then, the Repentia and the Flagellants will move in and charge everyone. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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