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Don't get the wrong idea from this post, I love Seraphim, they are in fact the reason I started
Witch Hunters (I mean seriously...crazy fanatical girls with jetpacks and two pistols...what's not to love?).
But the last few times I have taken them in my mechanized 1,500 pt. list, they have performed very badly, by the way these are my first games with witch hunters.
I don't know what I'm doing wrong with them, because I know they're an excellent unit. So I was wondering if anyone could maybe give me some tips and pointers on how to equip them, use them, roles for them, really anything about them.
I would really appreciate learning how to use my favorite unit more effectively.
Some of my thoughts:
-The squad should be focused on one role; either anti-infantry or anti-tank. Versatility works, but the squad works best with a specific goal in mind.
-Either way, it's not a bad idea to give the unit a VSS with a book. I personally find that an eviscerator is nice too - It gives the unit more punch in assault plus it can be a backup anti-tank weapon if your inferno pistols failed. Things such as braziers of fire, another inferno pistol, etc. can be useful sometimes as well; just don't go overboard.
-Generally, if the unit is geared for anti-infantry, then larger squad numbers is best.
For tank hunters, its nice and makes the unit more survivable, but isn't really "absolutely necessary".
-Canonesses generally should be kept out of the unit. Including them in a Seraphim squad makes the Seraphim lose their hit and run rule.
-Take advantage line of sight inhibitors whenever you can. Sure, they have power armor, but they have short range weapons, and massed fire will still kill them.
-Hit and run can be useful for getting your squad out of unwanted assaults so they can be repositioned elsewhere.
Hope this helps
Last edited by qsd; March 30th, 2008 at 05:23. Reason: unfinished sentence
There is no such thing as a plea for innocence in my court. A plea for innocence is guilty of wasting my time. Guilty.
- Inquisitor Lord Fyodor Karamazov
I have found that everyone I play knows that they are my best assault unit and my most mobile unit. Because of this, I tend to use them more conservatively. I don't rush them up the table if there is no cover. I typically jump from cover piece to cover piece and this keeps them alive.
And always remember DG with the twin-linked bolt pistols, not to mention flamers.
Hope this helps.
Hey, this linguine tastes a lot like spaghetti...
I think that what you need to realize first is that THEY ARE NOT an assault unit. Like you said, they are girls with pistols that move fast. Don't expect them to handle like assault marines - they will not. Don't expect them to pick on dedicated CC units and win. Don't expect them to handle units with numerous power weapons, or squads twice their size.
With that in mind you need to protect them as long as possible (cover, out of line of sight) and hit enemy's soft spot, at a moment when it will matter the most - when the rest of your army jumps out of Rhinos or closes in for the double-tap. Sometimes you will want to limit your kill-zone to be able to kill one or two enemy models and to stay in CC (not to be shot up on the next turn).
Your number one targets are Battlesuits, Heavy Weapon teams, Devastators, weakly armored infantry, units with no CC capabilities to speak of, Artillery and Tank pieces - targets that you can handle with ease.
That is how I see Seraphs
I'm partial to qsd and smoke's responses.
As with any unit, you should have a role for them in mind when you make your list, and then a specific task in mind during deployment, and you should do what's necessary to best accomplish that task. I like IP's, and I like to headhunt, pop armor, and tie up heavy weapons squads and wraithlords (I'd say dreadnoughts...but with 2 TLIP's, there's not a lot of "tying up" so much as "blowing up.") burning faith with SoM if necessary. Veteran is, imo, a must for the simulacrum, and I don't usually run them without an eviscerator too, which seems to get its points back in most games.
De gustibus non est disputandum.
The Imperium Emporium: Jeb's Imperial Curiosities plog, starting with Grey Knights!
I like a big multi-purpose squad of Seraphim. Vet Sister with Evicerator, two Inferno pistols and 10 Seraphim! This squad can do a lot, Pop Landraiders and kill a small Tack squad of Marines.
I agree with qsd that you should leave the Cannoness out of the unit, except at the beginning of the game to avoid her being shot at. Hit and Run is beautifull, so don't waste it.
Like previously mentioned Seraphim aren't designed to go "up the gut". Like all Witchhunter units you must use this squad wisely and with finesse.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil