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So, today I went to the local Games Workshop and had a game with one of the veterans who ran a pure Sisters of Battle army. It was hell. I expected some who played the game form ten more years He used all of these crazy faith power and a insanely cheep HQ Sister that shed almost enough blood in melee to be called a lord of Khorne.
So my question, how do you kill your local Witch Hunter army who is all Sisters?
This is what you lost to =D
In all honesty though, you need to slow down the rhinos as best you can and remember that using faith is based on the squad size. Smaller squads can't get AP1 very easily and if they're in rhinos, they've only got 10 in their squads so they would need to roll under 10, easy but not 100% and it only gets harder when you drop them to lower numbers.
A nasty trick someone pulled on my recently was whittling my squads down, but not finishing them off so I didn't get my faith back, so late game I ran out of faith and on the last turn he finished off what he could.
Last edited by ikbuh; October 29th, 2009 at 04:13.
It's just Rhino Rush. Deal with it like any army that does that. Sometimes they have some Seraphim and a Jump Canoness or two, seems like he did. Just dakka them, they have T3.
There's two guys who run SoB here and I've wiped them away easily. Once they fall out of the transports, it's like killing Marines with T3, very easy.
Their biggest advantage may be no one reads their Codex. Read your army books boys and girls.
Sisters of Battle are almost universally underestimated and underplayed (it seems that you have met an exception).
SoB have some of the best short range firepower in the game (WTF rending quadruple flamers!?). However, short ranged 'shock' firepower is useless without manouverability. KIll the transports and they can't hurt you.
My friend runs a pure sisters list a well, and with those exorcist tanks running around, 40+ 3+ save bodies, and any number of pentient engines, i feel your pain brutha. What i find is, always get those sisters in close combat. Even if it's your rhino wall meets his rhino wall, get 3-4 marines in combat with a squad of 1, you'll be whittling them down no time. That is of course he dosent run with a saint, which is what I think you mean by that khorne lord sister....:gulp:
PM me about Aurora Prime Vassal fights! Willing and ready!
The Saint can be kind of a drawback. She's a big FP drain if you kill her and she can die multiple times. She's not THAT good in CC, a DP or something could slap her around.
I dislike how old the Sister of Battle book is. I just dont like how some of thier old rules (like faith) are usually hard to read or dont sync well with the current edition.
I usually give opponents running Grey Knights, SoB, and Dark Eldar a dirty look when I have to read through their codex to figure out what a Universal rule that no longer exsists does.
Funky rules aside, SoB are brutal in medium to short range and can field a ton of special weapons. Get a squad of Havoks in cover and let'er rip.
"So, how did you become a Renegade Space Marine?"
"..... Tax evasion...."
It's normal to lose to an army you haven't played before, particularly if it's an unusual one and/or is being played by a veteran player. Did you ask your opponent for pointers after the game? A true veteran isn't interested in winning so much as having a good challenge; he'll probably be glad to help you crack his own army.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
WS5 S5 A3 with a mastercraft power weapon and seraphim hit and run. Not the best, but nothing to scoff at.
Tips for fighting sisters:
1. Stop the rhino wall.
2. Avoid the 12" kill radius
3. Normal Sisters are I3. Assault them.
4 Everything is T3. Even a cannoness with a 2+ Invul. All it takes is a S6 hit to get through
5. Use cover against the exorcist. His units give your units cover so don't be afraid to position yourself accordingly. A 4+ is better then nothing when it comes to S8 AP1
6. Watch out for melta. We get alot of it. ASK WHAT UNITS ARE IN WHAT TANKS. He has to tell you if you ask.
7. Watch for jump units.
Our seraphim are nasty and have their own hit and run rule (says so in the FAQ =P) so they don't roll intiative to break, which will usually leave your guys nice and huddled together for the ezbake oven that just rolled up.
Our Cannonesses (HQ) are usually equipped with a jump pack as well. not only that, but they have a 2+ save that can be made invulnerable with a simple Ld test. These girls are usually equipped for one of two roles: Tank hunting or Infantry killing.
The first usually includes an evicerator (chainfist) and an Inferno pistol (melta pistol). Things to note: She's base S3 so she's at S6 with the evicerator, which isn't so bad. The inferno pistol only has 6" range so she needs to be within 3" to get the extra d6 and it's only AP2 so no +1 on the damage chart.
The second well usually have a Blessed weapon, which is a mastercrafted power weapon that gives +2S for a total of S5, but you can only have one in an army.
They seem scary because very few people play them let alone have read the codex. Now you know and knowing is half the battle. GI J-... I'm not getting sued...
Sisters of battle are damned tough if the player knows what they are doing. Case in point my friends cannoness made pretty holes in a titan....
Best way to deal with them though is lots of cheap expendable attacks. Also psychic apocalypse....best way to make them hurt straight from their own codex.