Saturday, February 8, 2014

What we got.... HQs

Sister of battle... Adeptus Sororitas as they are called now, have gone through some interesting changes in the last two Digital codices. 

Let's break things down by evaluating the HQ choices of the sisters and propose some tactics to help you win some games with them.

HQs
Cannoness...  This is the only way to roll on the sisters of battle warlord chart.  But truthfully this isn't why you take her.  She is a way of unlocking the command squad.  The command squad itself is slightly under rated as they can take 5 heavy weapons...  A cannoness with a 5 heavy bolter command squad sitting on top of a bastion with a quad gun makes for a decent... although ineffective vs eldar firebase.  Overall... unless you plan on a sit back and shoot strategy which will more often than not make you lose vs eldar/tau... you should probably skip this unit until we get an update.

Uriah.  Well worth his points still.  He has the +1 shield of faith warlord trait and as a priest he gives you access to warhymns at a great LD value.  I highly recommend having him lead a blob of 20 bolter sisters and marching them up to take the middle of the table.  This still needs more to make it work... but its a great start and he isn't to bad in close combat vs the typical 6th ed list. 

St Celestine.  She isn't the uber HQ autotake she was last codex... but she does have some uses.  Make her deep strike into the enemy backfield and torch the low armor value objective campers people are using... or have her lead a squad of hand flamer seraphim... and she will usually be great at giving you line breaker and contesting/killing off your opponents back field objectives

Priests... Absolutely take these guys.  If you're running rhino sisters they can help sit in the rhinos and make each and every battle sister squad a threat if they have an evisorator.... but this is expensive.  They are better off being added to the blob with litanies and an evisorator.  Using uriahs Warhymn for the reroll saves... and the priest for smash... gives you a str 10 AP2 2d6 armor pen  chainsaw wielding nut-job who just wants to give your opponent... a "hug."

Battle Conclave.  They used to be good... in 5th edition when you could win with/play assault armies.  With out the ability to assault out of a transport that didn't move... these guys should just sit home.  There is a viable/interesting idea however to take 9 crusaders.... and add a priest to the unit to troll an opponent who tries to assault.  Something worth testing later... but not something that will win games.  IF they became troops... this would be something to look at!

Command squad...  Best way IMHO to run these is to take 5 heavy weapons.  If you load up with 5 heavy flamers... toss them in an immolator and go toast something... but they won't do much 9 games out of 10.  If you give them 5 meltas they'll make a 24 inch bubble your opponent will ignore as long as possible.  If you give them 5 heavy bolters... you can do some damage and add some much needed 36inch "reach out and touch someone."  Just slightly too expensive to do much however... (see cannoness entry).  

This wraps up my HQ look over.  Maybe someone will read this one day :)

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