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1500 Pts - Witch Hunters Roster - 1500 Sisters

1 Canoness @ 384 Pts

Add Celestian Retinue; Eviscerator; Book of St. Lucius

7 Celestian Retinue @ [309] Pts

Mount in Rhino; Add Priest; Bolter (x5); Flamer (x2)

1 Veteran Sister Superior @ [58] Pts

Brazier of Holy Fire (x1); Eviscerator

1 Rhino @ [73] Pts

Storm Bolter; Blessed Ammunition; Pintle-mounted Storm Bolter; Smoke


Launchers

1 Priest @ [75] Pts

Brazier of Holy Fire (x1); Eviscerator

9 Battle Sisters Squad @ 222 Pts

Mount in Rhino; Bolter (x7); Meltagun (x2)

1 Veteran Sister Superior @ [30] Pts

Bolter; Book of St. Lucius

1 Rhino @ [73] Pts

Storm Bolter; Blessed Ammunition; Pintle-mounted Storm Bolter; Smoke


Launchers

9 Battle Sisters Squad @ 222 Pts

Mount in Rhino; Bolter (x7); Meltagun (x2)

1 Veteran Sister Superior @ [30] Pts

Bolter; Book of St. Lucius

1 Rhino @ [73] Pts

Storm Bolter; Blessed Ammunition; Pintle-mounted Storm Bolter; Smoke


Launchers

9 Battle Sisters Squad @ 219 Pts

Mount in Rhino; Bolter (x7); Meltagun (x2)

1 Veteran Sister Superior @ [30] Pts

Bolter; Book of St. Lucius


1 Rhino @ [70] Pts

Storm Bolter; Blessed Ammunition; Pintle-mounted Storm Bolter

9 Battle Sisters Squad @ 219 Pts

Mount in Rhino; Bolter (x7); Meltagun (x2)

1 Veteran Sister Superior @ [30] Pts

Bolter; Book of St. Lucius

1 Rhino @ [70] Pts

Storm Bolter; Blessed Ammunition; Pintle-mounted Storm Bolter

1 Immolator @ 78 Pts

Twin Linked Heavy Flamer; Laud Hailers; Smoke Launchers

1 Immolator @ 78 Pts

Twin Linked Heavy Flamer; Laud Hailers; Smoke Launchers

1 Immolator @ 78 Pts

Twin Linked Heavy Flamer; Laud Hailers; Smoke Launchers

Total Roster Cost: 1500

So there's a couple Rhinos without smoke. Hide them behind the other vehicles as
you drive across the battlefield, they'll get a cover save for free.

Swap vehicles around so you always have a few with smoke available in front. You
only need to do this for turns 1 and 2, you should be in the thick of it then.

The 4 troops squads are your anti-tank. My buddy John does this all the time, but it
seems few people really use that many Rhino tanks to make it work--except Sisters
players. I never did when I ran mech Sisters, so credit is due. Works much better
now that Rhinos are hard to get rid of. Place your tanks in a V pattern, with foot
squads in between. Leave less than a inch gap between the Rhinos, so you can still
fire, but you can't be assaulted.

The celestian squad is your big beater squad. Hitting on a 3+ with re-rolls when you
charge, yes please. Having 4 flamers available also makes them very nasty.

The 5 Rhinos are by no means Immolator replacements, but they are deadly in large
numbers. Shoot them at anyone with a 5+ save and T3, and they are going to be
upset when they just lose guys with no cover save. While you won't fire your first
turn, you might on your second, and definitely on your third.
Makes them targets, instead of delivery boxes.

The immolators are your big cover denial units and make good tank shockers with
the laud hailers. Always wanna move 12" with them, of course, so you can get
double duty--tank shock then flame away.

While I mentioned it already, the Celestian unit is your CC unit. Eviscerators: 4 from
the Canoness that hit on 4+, 6 from the Priest and Veteran that hit on 3+, all with
re-rolls when you charge. Yeah, and all the other guy can do before you wack him
with the S6 (or S8) hits is kill Celestians--there are no targets to pick out, just squad
upgrades.

That's how I'd make a good 1500 point list.

Second list

HQ:Canoness – 95

Book of St. Lucius, Cloak of St. Aspira, Eviscerator

Elites:

5 Celestians – 85 2 Meltaguns

Immolator – 73 Extra Armour, Smoke Launchers

Troops:

10 Sisters - 151

Sister Superior w/ Book of St. Lucius, Meltagun, Heavy Flamer

Rhino – 58 Extra Armour, Smoke Launchers

10 Sisters - 151

Sister Superior w/ Book of St. Lucius, Meltagun, Heavy Flamer

Rhino – 58 Extra Armour, Smoke Launchers

10 Sisters - 151

Sister Superior w/ Book of St. Lucius, Meltagun, Heavy Flamer


Rhino – 58 Extra Armour, Smoke Launchers

Fast Attack:

8 Seraphim - 215

Sister Superior w/ Book of St. Lucius, Brazier of Holy Fire, 2 Hand Flamers

Heavy Support:

Exorcist - 135

Exorcist - 135

Exorcist - 135

Total: 1500

Sisters of Battle tactica for beginners


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“Emperor grant me enough bolter rounds to shoot the things I can not change, the courage to
change the things I can and a targeting system that knows the difference”

OK so we have several, good but somewhat dated SOB tactica, particularly Sister Mels (for
those of you that don’t know her, she used to be a moderator around here in the good old days
before Codex Witch Hunters). Now codex WH has introduced some changes that do rather
change things, coupled with the more ready availability of minis such as Exorcists and
immolators without having to do a “Brinks-matt” job to pay Forgeworld. So below is a new
tactica for SoB.

Fistly let me apologise, this is a very polarised view, I am not covering non-sisters units. There
are several reasons for this, firstly I started playing Sisters well before the days of codex WH and
so am far more interested in a pure sisters army. Secondly, WH inquisitors are not the uber-
killers that DH are. Thirdly, because I believe a pure sisters army offers the best choice for a WH
army.

General tactics:
Tanking it
The introduction of codex WH provided veteran SOB players with a much missed option – a
transport for the troop squad. Generally it is unadvisable to have one or two vehicles in an army,
they present too easy targets for your opponents anti tank weapons, and accordingly conventional
wisdom says all or nothing. Personally, the weapons available to sisters and how faith effects
play makes me mechanised through and through, with the exception of seraphim, every sisters
unit used in non-combat patrol games has a transport of some shape, size or description, this
means in 1500 points, 2 rhinos, 2 exorcists and 2 immolators, I believe a mechanised sisters
force to be far superior to the alternative but will detail options for the foot slogging armies,
because some players do like them and a large army of the faith is quite fluffy.

Unbelievable
The use of faith can transform an SOB army, don’t be afraid to do it, learn when to use those
precious points. Without faith SOB are a weak marine equivalent (MEQ) but with the power to
make weapons AP1, or make their saves invulnerable, they become an unpredictable nightmare
for an opponent. Other acts of faith have their uses, but those 2 abilities alone are the ones most
consistently used.

How do they play?


SoB, for the uninitiated, live in the world of short to medium range weaponry, they have some
options to do other stuff (long range and assault), but it is there that they win or lose.
Accordingly you need to control the range to your opponent, this is why I prefer the mechanised
units. Whilst somewhat resilient thanks to powered armour, without faith, they can not compete
toe to toe with MEQ in assaults. The plan for most SOB players is to get up close and then let
loose with a hail of fire.

UNITS
SOB Heroine
(That is the female version of Hero, not the white powder)
Wherever possible take the Canoness not the Palatine – the points difference is more than
justified.
The heroine is unusual for a HQ, with the right wargear they can tear through light infantry, but
will struggle against MEQ. On the other hand they can be turned into lethal HQ killers.
Convention says equip the Canoness in one of 2 roles, either on her own with a jump pack, zoom
around and hunt HQs, -less risky than you may think, or with a body guard and transport, the
latter is my favourite as it gives me more tanks!
Either way, a blessed weapon is pretty much a must, a bolt pistol or inferno pistol is needed too,
the latter is considerably more expensive but gives her some good anti tank options. Cloak of St
Asprila is very common and a must if you go down the jump pack route, don’t forget faith can
turn her save invulnerable.
Littanies of faith are a good option, particularly if you want to be certain of having an inv save.
The rosarius presents an inv save option that does not require faith, personally I don’t bother
because my Canoness has a bodyguard. DO NOT FORGET – frag grenades. Mantle of St
Ophelia is a good option if you are worried about insta kill, particularly from sniping las cannons
if you go down the jump pack route. The only other item commonly used is the book of St
Lucious, personally again there is no point because she already is with a squad, however some
people do take her to bolster moral.
Your Canoness should now be capable of killing anything smaller than a C’Tan. Use faith to stop
her dieing (however bad your luck is, failing3 2+ inv saves is pretty difficult) and hit your
opponents HQ like mad, use more faith to supplement your damage if you need to.
Repentia
OK I know people love these, and they are not bad assault troops, but generally they do not fit
with a mechanised force and in a foot slogger force against a decent commander they are likely
to draw ordinance and get flattened before they get there

Celestians and SoB squads


These two squads are used very similarly, for a mechanised force, equip them with at least 2
flamers or a flamer or heavy flamer, take and imagifier and the VSS upgrade and either give the
VS a brazier of holy fire or tool her for combat (power weapon or more commonly eviscerator).
Zoom the squad up in a rhino (with extra armour or smoke) or an immolator or the celestians,
leap out, really close to your opponent, use faith to make your guns AP1 and shoot, this will
wipe out a full MEQ squad, you can then either hold your position, wander around looking for
other targets or get back in the rhino and do it all over again.
For foot slogging armies, take squads as large as possible, with even numbers, the imagifier is
less important. You are gonna walk up the field, your chances of stopping, with your enemy
stood still in flamer range is low, I much prefer storm bolters or melta guns for these squads

Dominions
Many SoB players (including, regrettably, myself) neglect these for the much loved Serephim,
Dominions can be used very like SoB squads and Celestians, wuith 4 flamers to play with, the
genuinely can burn the heretic. An alternative is to take 4 meltas and go tank hunting. Since
dominions can not be taken without a transport, they really have no place in a foot slogging army

Seraphim
Much beloved by most sisters players, Seraphim present all sorts of interesting possibilities,
there are numerous ways of using them it is possible to take a small squad tank hunting and make
a decent fist of it, but personally I feel this is a waste of their talents.
Many players make the mistake of assuming they are an assault squad- they are not – hit and run
is for use in emergencies, people point out seraphim can shoot, charge, use faith for 2 rounds of
combat to get inv saves, then pull back and shoot again, but this takes a prolific amount of faith
and is rather pointless against true assault troops, the best use of seraphim is to get up close and
once more deliver AP1 bolter death, don’t forget they are twin linked, throw in as many flamers
as you can (2) and you should, once again, blow away a MEQ squad in one round, then by all
means charge one or two survivors. To do this you need a large squad, numbers below 8 mean
the act of faith is risky and even 8 is a bit iffy. A VSS is a must for her imagifier abilities.
Equiping her is a matter of taste, generally, either a brazier of holy fire, a power weapon or an
eviscerator are preferred.
Some people like to mix the odd twin linked inferno pistol into the squad, and this does make it
more versatile, but at the expense of some of its ability to do its basic role. It is a valid choice, it
depends on the rest of your army and your style of play. Personally having played Eldar for
about 20 years I am more than used to specialist units so I don’t bother.

Retributors
These are a common sight in a sisters army, conventional wisdom says get 4 heavy bolters,
nothing else is gonna get the range unless you stick in a transport, in which case you may as well
have taken dominions. For a foot slogger force, try and pad the squad out with sisters to get you
chances of AP1 and to give you some resilience. For a mechanised force, take a squad of 6 and
take an immolator, the tank can wander off and reek havoc without the retributors ever getting
inside

Immolators
I have rarely seen anyone take an immolator on its own since codex WH came out, take them as
transports for your squads, save you HS slots for other stuff. Immolators are quite fragile and
should always have extra armour and probably smoke launchers
Heavy flamers are good for immolators actually used as transports as you end up close to your
opponent anyway, multi meltas can be used to provide very good anti tank, but should only
really be used for immolators which do not carry troops (usually the one for the retributors) and
generally will result in the tank drawing a lo of fire which it can not withstand.
Heavy bolters are really only of use vs light infantry or light armour, unless you know you are
facing these stick with the flamers

Exorcists
This is the anti tank option for SoB, accordingly unless I am playing combat patrol, both my
immolators will be featuring in the army. This presents a problem for foot sloggers, do you put a
couple of tanks on anyway for their anti tank ability and hope their armour holds out? Not a
problem us tread headed SoB players worry about. I do not intend to put much more on Exorcists
as there is already and excellent tactica on their use on the US GW site.

So there you go, against MEQs get your sisters in their tanks, zoom up the field, leap out, get
AP1 though faith and shoot., do this under covering fire from a couple of exorcists and a
retributor squad and you should be there.

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