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i had a strange strange idea. the main problem of the Canoness with a blessed weapon is the delivery system. so a thought occured. shove that jet pack on her and let her fly with the Seraphim squad. put some inferno pistols for thoes tricky siuations and give the veteran sperior a power weapon and let them charge into combat. or seperate the seraphim squad with the cannoness first so that way they can use hit and run and join back up with her later.
just give me thoughts and suggestions
A canoness imo should always be given a jump pack its only a few points more and well worth it. Running her with seraphim is a very valid tactic i myself just keep her in sisters at smaller games unless theres somewhere she can hide by herself waiting to jump on anything that comes close enough. As for inferno pistols yes all the way from me with twin-linked they can be devastating even with such a small range.
I have a list I am going to work on building which just has a retinue for my cannoness, keeps her from getting sniped easily. I have lately been looking to HQ units as like a mandatory pts spend and don't bother upgrading much, just kit out the rest of my force.
I believe flamers are a bit more useful on seraphim than meltas, they both will get to be ap 1 eventually *wink*.
I do love the eviscerator and a book on the veteran superior in the squad, whole squad becomes an unbreakable candy of doom.
And yes, canoness with jump pack is exquisitely useful when buddied up with seraphim, sadly now you cant run here separately while mooching cover from the squad but you can still separate them in some turns, I sometimes use Litenies of Faith on her and I think it pays off to have an 8 girl squad have an invuln save first turn if you are determined to assault something asap. I only use it if I will perform "hard" rolls for faith.
the big trick with the inferno pistols is mostly for tank hunting. as for the evicerator im not so sure. the objective i aim towards is the abbility to have multaple attacks. so keep the leader at 3 base power weapon attacks, then use the auto faith to give +2 to I having 10 flying girls on jet packs adv. 3 attacks each at I 5.
one last thing i would like to trhow on the table is to (mostly becaues of HQ slots) replace the cannoness with the Saint Chestine hero. still an independing and she moves 12" (sota...) not quite sure how that will work grouping with the Sarah's
As for meltas vs flamers. When you've got a full 7-8 models the flamers are fantastic and annihilating MEQs. When you lose a few sisters and can't get guidance out you wish you had the less devastating but more reliable meltas.
It's an either-or thing really, I like the big flamer hit but you've got to shield the seraphim.
As you said that base str of a sister is only 3, you cant really hope to kill anything serious with that, a possibility of str 8 eviscerator attack is devastating to vehicles, remember youre hitting against rear armour, and characters as well; most likely you should survive your initiative 1 with a faithpoint or just absorb attacks into other sisters.
Melta pistols are cool against vehicles and all, but than again eviscerator does better job than they do. They fare well killing certain armoured infantry choices but flamers at ap1 do that just as well and have a chance of spraying hits to adjecent squads. I like it when some people cluster near the objective or one squad disembarks close by to their buddies to help out. In those cases try to be behind the squad youre firing at as to get them trapped (i think thats the name of that rule now).
In many battles I have tried I never used seraphim squads to kill heavy infantry, rather I aimed for mid-range chaps that are a sure kill, while sending my canoness against heavy infantry and some special units if they were not killed earlier by the exorcists or inquisitor. Canoness is a very good tool to clean up the mess after your heavy support did their job.
I think celestine is a very scary hero to have on your side, especially with new targeting rules. If she will drain your faith by dying you might as well quit the game on turn 2. If you fly her with seraphim than they will be the most attacked unit till she dies. At least it worked for me when I was fighting another sisters army.
Besides I do not see any huge advantages of using celesting over flying canoness.
i run an inquistor list. faith really isent the big thing i aim for.
thats the problem i have is i feel like units should have one job and one job only. if they arent desginated CC and they sure as hell arent desginted shooting, if i dont give them somthing to do then im just shit out of luck.
i wasent aiming them to kill heavy support, just support. like the guys carring lazcannons (if i can get to them) or infultrating squads. your right 30 str 3 attacks wont kill much (rolls eyes.) i have tau aslo, i fight with kroot, has about the same basic stats except kroot have str 4. now 16% reduction in damage becaues of 1 str point is a pain but i have killed my share of marines with them and they dont have a save.
Fear the Fun.
IMO seraphim are a good tank hunting unit if you want them to support an inq army. Outfit them with infernos and they can tank hunt witht he best of 'em. If you have extra points, include an eviscerator, but don't solely rely on it hitting in CC. Remember, if the tank moves 6", it hits 1/2 the time, and if it moves more than 6" it'll be REALLY hard to hit in CC. The infernos are twin linked, so you'll have a great chance of hitting no matter what. The eviscerator is mainly there to win in CC so you dont have to take leadership tests. That way, you can continue "leap frogging" thru enemy units to get to the tanks in the back. Don't forget that jump infantry can DS now, so if you want to get to that lascannon way in the back, keep the seras in reserve.
Seraphim really only shine in CC with a lot of faith, so I would discourage you from taking the flamer/CC setup unless you're facing an army that flamer ap can get thru like guard. In order to win at CC, seras need to flame with DG, survive 2 combat phases, jump back and flame again...then repeat as necessary. The killing comes from flaming, and maybe some lucky kills with the evvy. In an inq army, the repeats are in jeapoardy since you dont have enough faith to keep up martyr, so if the enemy has pw or pf, you're toast. The str 3 doesn't really help or hinder you in CC...because technically, you don't really need to kill anything in CC, use the H & R! That's what it's there for!
Thanks for the tips man really helps out
Fear the Fun.