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Having these 2 choices for Fast Attack which squads, how do you load them out, and why?
Seraphim for sure.
If you have the points for it, try to take about 7/8 (minimum) sisters with meltabombs, 2 flamers and maybe a VS with power weapon.
HOLY CRAP THATS MY UNIT!!!!!well minus i give my sup a linities of faith ^_^If you have the points for it, try to take about 7/8 (minimum) sisters with meltabombs, 2 flamers and maybe a VS with power weapon
it realy depends on what your after
dominions: fast and mobile close range fire power if 6 models or less may be mounted in a immolator but they must be mounted aka if you dont want an imolator you must take a rhino for them. but still 4 melta guns is a nice prospect for you but not for tanks
serephim: fast and vesitile assault unit with hit and run twin bolt pistols and the option to take flamers that give you +1 attack an all round sweet deal but they can come to a high points cost.the fact that they give you a faith point is a great bones as there is no need to take a vet sister sup but the good thing about the seraphim sister sup is you get to have a simulacium imperials an extra die for test of faiths and you get to choose which die to use (die= plural of dice before any one starts :shifty: ). and i havent even mentioned the hit and run the abilety to pull off in you opponents assault phase move back into charge range in your turn crak off another volly of bolt pistols and charge again is too good to pass up.
thats pretty much all i can think off right now good louck on which ever you choose
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Allthough I have both units, I would reccomend Seraphim, for the above mentioned reasons...
although if you want some anti-tank you'd have to go with dominions.
"I have died a thousand deaths, and I will die a million more..."
Belive you me, after playing loads of games against biel-tan with quite a number of vehicles you will prefer the seraphims with melta bombs than the dominion with meltaguns.
Eldar have a vehicle upgrade that negates any extra dice on AP against those vehicles in the shooting phase. Even 4 meltaguns against armour 12 without the 2D6 AP it's gonna be hard to get rid of the vehicle, personally I prefer the 8 meltabombs in the assault phase....
Did you mean "die" is the singular of "dice"?Originally posted by The Arklite@Nov 17 2004, 22:15
(die= plural of dice before any one starts :shifty: )
But I'd go for Seraphim, just for their coolness-factor.
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Sounds good. I'll try Seraphim again last time I didn't keep them behind cover and they got wasted. Has anyone thought of 4 storm bolters + another one with the vet sister superior for 5 total? Any thoughts?
Yes Seraphim with Meltabombs are very effective.
I have been using them in 7 seraphim + VSS (total squads.
"The sword that takes life gives life."
Tried it. Attracted alot of attention when I put my Priest w Plasma Gun with the unit in an immolator but often struggled to reclaim their point cost.Originally posted by Burn the witch@Nov 20 2004, 01:47
Has anyone thought of 4 storm bolters + another one with the vet sister superior for 5 total? Any thoughts?[snapback]253123[/snapback]
If I run Doms now its in a small unit with 2 x meltaguns in an Imo as a cheap anti-tank unit that gives me another Imo to run around the table.
The storm bolters work better for me with my SoB troops, 2 as special weapons adn another on the Vet Sis Super.
In 1,500 points I use a unit of both:
6 Seraphim (1 VSS with powerweapon, purity seals, 1 Inferno Pistol, 1 Hand flame thrower)
5 Dominions (1 VSS with bolter-flamer, 3 meltaguns, 1 flame thrower, Immolator)
I find that the dominions can just drive down the centre of the board and engage any fast troops or vehicles the opponent has brought forward quite effectively.