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Hello everyone I need alittle advice, I belive it or not have nearly no experiance with rapid fire guns as I play eldar and daemon hunters (assault guns ftw). So how do you practically use rapid fire in a footslogging sob army? I can see its use in a mech but in a footslogg do you just stand back or move and not shoot *half the time you more than 12 inch away*.
Thanks for answering my nooby question. 8X
Make a man a fire and keep him warm for a night.
Light a man on fire and you will keep him warm for the rest of his life.
In my experience, you don't. Every time I have to have my battle squads slog it around on foot, they do badly. Assault troops jump on them, heavy weapons cut them down, and promising targets run off. Sisters only do well on foot once the enemy is already very close. Sisters also need to be very precisely positioned and coordinated with the rest of their army. A lone squad of battle sisters, let alone one on foot, rarely accomplishes anything.
Some tactical pointers:
1. Sisters in Rhinos can drive up the field to attack the enemy, but they do even better using the Rhinos to scuttle from cover to cover to meet enemy attacks with a concentrated counterattack. Quite often my Rhinos never leave my half of the table, despite never moving less than 12" a turn.
2. One battle squad will kill a few meatshield models in a squad when it attacks, leaving the target units combat power largely undiminished. 2 squads attacking at once on one unit will deplete it badly. 3 squads will wipe it out. If you can always go for the wipe out, you don't want a vet sarge with a powerfist charging your sisters.
3. Since your sisters need to concentrate their attacks, keep them concentrated. All, and I mean all your Rhinos should be at least within a 12" radius circle when deployed, if not shoulder to shoulder, and they should be deployed crammed behind a large piece of terrain. All, and I mean all, other units in the army should be deployed no further than 12" from a Rhino.
4. Battle squads benefit enormously from strong seraphim support when fighting assaulty armies. Seraphim are masters at distracting and tying down enemies, allowing the battle squads to actually move and shoot, not just be battered to death in close combat. Seraphim will also inflict a lot of casualties themselves.
5. When placing terrain, put as much down as you can get away with. Stick the biggest, tallest bits right in the middle of the board. Sisters don't need long LOSes, they move in close to fire. Most sisters units can move and fire with no loss of firepower, so can reposition themselves as needed. Highly obstructed LOSes will block your enemies heavy weapons, which he will likely have a lot more of. If your opponent is more assaulty it will slow and break up his assault units. Cover avails enemies little against the sisters when you use template weapons with Divine Guidance. Be sure to leave avenues to drive your Rhinos around in.
I played a foot slogging army once. It was just a mix of all the infantry I could find, some sisters, some seraphim and some storm troopers. However the basic sisters side and seraphim did very well. The Seraphim offer the speed to back up you basic sisters from opposing fast infantry or nipping around to deal with possible threats to them. But the greatest plus is their resiliance. Space Marines may be tough but the shear amount of sisters you could have the board is silly. I had only 30 sisters on the board at the time and they took so much punishment and lived on to deliver a deadly blow. Faith points do help alot and proper terrain ultilization, however I just charged up the middle of open ground for fun....imagin my suprise when they lived through the hellfire. Massed infantry are fairly fun games and can be competive, though in my opinion not as competetive as mechanised....I personally see a Witch Hunter as an extremely fluff potential army these days and go for that.
Anyways, summary if that confused you. Rapid firing sisters are good in large amounts and are supported by fast moving elements. Long ranged support isn't totally needed as the army will be moving quite abit, slowly but an immovable advance none the less. With massed amount of bolters you'll lack anti-tank so meltaguns here and there will help alot as you'll be intending to corner an army with shear numbers. A Cannoness or two will help with either fire support, harrasement or combat support.
Other methods of using rapid fire is already described by Hs5ias above.