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I need some help, been a while since I've played and I've never played 5th ed.
Soon I'll be facing a couple of Ork players in a campaign (but not at the same
time), one use to run a couple of looted Russ's and the other runs lots of long
range shootaz, storm boyz, and nobs on bikes. Plus a mob with Doc Gr...something
that provides the feel no pain bonus. The games are 1850 points and I plan to
take a jump Canoness w/ blessed weapon, three SoB squads w/ Hv flamer, melta,
Vet with pistol, Evisi, and book all mounted in a Rhino IA 2 (EA, SMK). I'll
take an eight girl Seraphim with the vet armed as above. But I was thinking of
two six girl Sera's.
For heavy I was thinking of taking two Rets and an Exorcist if facing the Nobs
on bikes or one Ret and two Exorcists if facing the Russ's. In the first game I
play I'll have a couple of bunkers to use and other prepared defenses.
Was wondering if the two rets with Hv Bolters would help cut down the numbers by
volume of fire and since in my first game I can stick them in bunkers for the 3+
cover save and they can't be assaulted until the bunker is breached.I have not
seen the new Orks so I don't know what fun toys they have now. I'll most likely
be facing the guy who likes to run Nobs on bikes. Any suggestions?
A couple of other questions are celestians and or repents worth it now?
How many points?
I very rarely field a sisters army without 2 exorcists. Even my 1000 point army has 2. Against Nob bikers you need either alot of shots, or a few high strength shots. The exorcists can do both. They always get a 4+ cover save so heavy flamers are useful too, however once you're that close theres a good chance you're dead. If you're playing a large enough game I'd find a way to shoehorn in a couple immolaters with twin linked heavy flamers. You can move 12 and shoot the flamers so when they assault you the next turn they'll be hitting on 6's. The looted wagons shouldn't scare you too bad. They're only armor 11 Excorsists will cut through them like butter.
And I do have personal love for exorcists, I never leave without at least one and very rarely without two.
I usually field 6 to 7 seraphim-strong squad. But I usually play 1000 points to 1500 pointsm, I like games rolling faster. 7 would be an "ideal" number since it is the average number you would need to get any act of faith.
One good thing against a sitting army of orks with shootas may be an inquisitor firebase (so you dont waste points taking the inquisitor) and a callidus assassin, she disrupts gunline armies like it is her job, witch it is actually. Alternatively you can just take a 20 point inquisitor and stack him in some bunker hiding or shooting with a bolter or somethign silly like that. One good thing with lots of nob bikes is to move them into some difficult terrain before the game with the Word in Your Ear, or moving shootas in front of the cover they settled down to make sure they dont get any save the first turn of shooting.
Welcome back, hope you will have fun.
Depends on the number of Boyz that you will see, but there never seems to be enough bullets to cut down Orks... I am still trying to find a dependable strategy to take them down.
I don't think Repentia have ever been "worth it", and sending I1 T3 models into close combat with Orks is not the greatest idea. If it's a Nob Bikerz list you're up against consider including a squad of Grey Knights with Incinerators; the Incinerators ignore the Bikerz' cover, armour AND invulnerable saves, thus making their FnP an ordinary saving throw instead of a bonus one.
Whouldn't an Immy with twin Hvy Bolters and Blessed ammo do the bikes in since it negates all cover saves?
They would still get a 5+ invulnerable and a 4+ feel no pain. The exorcist allows them only a 4+ cover and any failed saves kill nobs out right. The thing that makes nob bikers so dangerous is the ability to spread wounds across the whole unit without taking any casualties. The exorcist prevents that.
Eversor is a beast when it comes down to killing almost anything in melee, save the biker nobs, cant touch them.
She is better used to match T4 and lower, creatures with higher toughness tend to have much more wounds than she can inflict statistically. Against T5 and 6 it is very unlikely that she will kill a monster in one turn of close combat; and her having X wounds would not help against most MCs. S4 is a no-no against Wraith Lords and their kind... and an awful kind it is!
My thoughts on targets:
Callidus - IG, Eldar, SM, =I= HQs are perfect. Models that rely on invulnerable save to survive.
Terminators, low I 1 wound models. Low LD models.
Eversor - High toughness models with multiple wounds. The higher toughness the better he will perform point-by-point. He is superb at killing anything that does not have an insanely good invulnerable save (canoness, archon).
Daemon princes are quite well dealt with bolter fire from a regular sister squad IMO.
But that is just my usage of them, I like them both, although love Word in Your Ear too much!