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Hello I'm quite a newbie to WH40K, and I started with Guard cuz of the slogan of "just a normal men against the horrors of the universe" thing
I thot it'd be an epic army to play with all the Valkyries and etc. but after a few 500 point battles i just seem to hate the feel of the army, would you guys recommend that I start with Witch Hunters and use my IG guys as allies? Or should i just suck it up and play Guard all the way? (maybe they get better in higher points, i dunno yet)
But so far I have...
2 Scout Sentinels (auto canons), 1 Armored Sentinel (proxied as a scout w/ auto canon)
1 Command Squad (5 men w/ plasma and melta)
1 Platoon Command squad (4 guard w/ Gernade Launchers)
4 x 10 men squads
6 Hvy Weapons (2 hvy Bolters, 2 autocanons, and 2 unbuilt)
1 Leman Russ
Witch hunter stuff
Inquisitor retinue w/ Plasma Canon, PLama Gun set up
I'm currently looking to get some cheap sisters online on Ebay, and maybe wait for the updated new Codex next year to collect again ( going to school soon) If you guys can vouch for me switching to sisters it'll be good to know what to buy! Currently I'm eyeing 5 seraphims and a Connoness and a squad of sisters!
Last edited by nub1; August 19th, 2010 at 05:14.
That's a nice start to a guard army you have there! Well, I would recommend first that you get a copy of the printed codex for the Witch Hunters. It's still legal, and it has the ally rules you will want. Secondly, I would download the free pdf. version of the codex from the GW website, and read the rules about the Sisters of Battle.
Use your IG models to play a few test games, using them to represent squads of Sisters. Then you will get a feel for how the army plays without having to invest anything yet.
But I do hope you will get some Witch Hunters! You can always use them as allies of your Imperial Guard if you decide to stay with guard. You will need to start with an HQ and 2 Troops as usual, so you would first want to collect a canoness and 2 X 10 woman Sister squads minimum.
Anyway, others can give you better advice than I can
Emperor bless and cherish you!
P.S. Welcome to 40K and the Librarium! It's good to know you, and may the hobby always treat you well!
I'll definitely play test a few games and go buy saint Celestine just for the fluff
Though could any1 explain to me how inducted Guard work for sisters with the new rules? or allied WH for that matter? cuz I saw in a GW post that since the WH codex was written for older versions of the IG codex you can't include the guard models anymore or is that just speculation?
In short, armour fist companies are out but everything else is fine.
Sentinels can be armoured or scout, but the leman russ can only be the regular kind.
Platoon-leading special characters can be taken by WH.
Orders cannot be given to the WH forces by guard commanders.
I'm still green myself, but I can tell you that IG can fill the holes in the Witch Hunters/Sisters of Battle range.
I'm personally trying to make pure Sisters work (with some success so far), but I know I'm lacking the range IG can fix.
Like you've said, proxy some Sisters, but if you don't like gunline IG, you still won't like gunline SoB, except power armor is fantastic.
5th Sisters of Battle: 10-5-12 (W-L-T)
What is it that you don't like about he imperial guard? If its the high model count troops and you want an elite army then space marines or daemonhunters may be better, as most sisters armies I have seen still have a relativly high model count.
Another thing is don't give up on the imperial guard entirely, in my experience they are 'funnest' at 1500-2000pts.
It's not the high count of models that bother me, I play Vampires in Fantasy having about 180+ models on the table every game. It's just that with guard I feel too vulnerable with them. Ordnances blasts wipe out all my squads and so do almost all melee encounters usually the fast armies (orks come in with the frenzied 4 attacks each) by turn 2 with little time for me to shoot back and No center piece unit that can turn the tide of battle like my Vampire lord.
Though maybe all three times that I played I had no cover at all, and was facing a Leman Russ and a Manticore... (allied games) but that aside I just like the thought of power armor, and how the sisters have a chance to invulnerable save on an ordnance blast, so I don't lose everything on a bad turn of shooting. + the jumping Cannoess looks like one mean ass 8!itch lol
Besides it seems like everyone has marines, its too common, and I generally hate how they look (personal opinion, they're too bulky)
Last edited by nub1; August 27th, 2010 at 21:56. Reason: add on
I hate transporting my Chaos Space Marines (to and from the club), so I don't even play them! Sisters have low toughness, strength and initiative so they're still less survivable than than MEQ.
My local club has 2 Space Wolves, 3 Blood Angels, a bunch of SM variants, only one Ork and one Tau player. So that tells you what my Saturdays are like.
Sisters have very fun games against non-SMs. You have better freedom of movement, you can set up gunlines, get into assault every once in a while. Games against SM come down to camping inside those rhinos and waiting out the clock. Sisters are so superfragile in CC.
Last edited by Melvin McSnatch; September 15th, 2010 at 03:51.
5th Sisters of Battle: 10-5-12 (W-L-T)
Actually, I prefer fighting Space Marnes and fnd Sisters tear them appart. AP 1 Flamers/Bolters = Dead Space Marines. If you get charged into CC, depending on the size of your unit at the time you can faith power weapons into them, which is something most people forget, and if you want to spend the faith, you can give them +2 S because the SMs have a higher initiative anyway. Does it make them melee machines? Hell no, but it gives you an edge, and if they die, you get faith back and all is well. Exorcists can pop rhinos/dreds with ease, cheap melta celestians can pop LRs and leave TH/SS termies with nothing better to do (If they assault them, the small unit means easier invul saves for tar pitting), and normal sisters can do both.
Yes, space marine codexes are stupid, but some of my best games have been against them, so to say it's not fun leads me to think you're doing something wrong. If anything, I think horde armies are less fun because you don't even need faith, hell last time I played Orks I was blowing faith on giving my 10 girl squads invul just to use it up.
40k: Silver Angels of Our Martyred Lady 7/2/3 - Daemons of the Great Squiggle! 3/1/0
Fantasy: Windhost of Athel'Loren 2/0/0 - Daemons of Another Great Squiggle! 0/0/0
Warmahordes: Legion of Everblight (Absylonia)
The lemming strategy, I suppose. See also "Rope-a-dope Strategy Fails in Knife Fight."and if they die, you get faith back and all is well.
My point is I'm fine with a tough fight, but Blood Angel and Spaces Wolves make up more than 50% of my local club, and it's the same crap every week.