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Hey guys quick question-
I don't have much experience with WH but I'm resurrecting my old army. So I need help. If you were going to make a 1500 point army with no tanks at all and two squads of seraphim, how would you equip the seraphim? One tank hunter squad and one assault squad, melta bombs on everyone, what?
What do you think would be the most efficient and effective way to equip them against all comers (ie assuming I don't know what sort of army I'll be playing against)?
I'm sure you've been around here long enough to know such topics have cropped up several times already. Just run a search for topics with seraphim in the title. Not all the topics that turn up are what you want but a couple topics will be pretty close.
And over there we have the labyrinth guards.
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I'd make one an anti-tank squad - 2 Inferno Pistol Sisters, Veteran with Evisc maybe? All with meltabombs of course.
The other would be a CC squad - 2 Flamer Sisters, Veteran with Power Weapon and stuff, lots of Seraphim in the unit etc.
for tank hunting use a maxium of 6 to 7 seraphins so you can hide them behind terrain.
so let say 6 seraphins 2 inferno pistols and vet with eviscerator for tank huntting
and 10 seraphins with 2 fland flamers and vet with eviscerator but amster craft it
Given my limited experience with seraphim, I'd say it makes better sense to have one squad of 10 rather than 2 sqauds of 5. A squad of 5 has to take a morale test if 2 go down in the first turn they take fire (pretty likely), and it just gets worse from there.
Now a surgeon cuts off rotten limbs; and mangy sheep are isolated from the healthy; but a prudent Judge will not consider it safe to bind himself down to one invariable rule in his method of dealing with a prisoner who is endowed with a witch's power of taciturnity, and whose silence he is unable to overcome. For if the sons of darkness were to become accustomed to one general rule they would provide means of evading it as a well-known snare set for their destruction. - Malleus Maleficarum , part III.
I set up my seraphim like this
Veteran sister superior w- eviscerator
2 Seraphim w- inferno pistols
all w-melta bombs
comes in at 191 points, so I only take seraphim in larger games.
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I'D go for 2 squad of these:
6 Seraphims, 2-Hand Flamers x2, Melta-Bombs, Veteran Superior maybe with eviscerator/powerweapon depending on the rest of the army, but a until Vet superior (including the vet) I'd use it for certain ad 7 if the perfect number for using faith, the can trash like hell in CC and they're good at detroying tanks.
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I use two squads of 10 Seraphim in my army. They're awesome for me I just roll good with them. Equipped as follows:
- Vet Sister Superior: Plasma Pistol, Master Crafter Power Weapon, Meltabombs
- 2 Sisters with hand flamers and melta bombs
- 7 Sisters with bolt pistols and melta bombs
Equipped for tank hunting and if you use Divine Guidance with the hand flamers on a squad NICE, everybody else takes their shot, assault, dump some more faith points if you need to and if you can Hit&Run to the nearest tank. I did this last night minus me getting to shoot I'm the one that got assaulted. I lost 2 Seraphim he lost 3 Nurgle Marines. I Hit&Run 16in. in one turn to his Land Raider and 2 Rhinos. My turn came around moved my 12in., assaulted stayed in unit coherency (I think that's how that is spelled). Put someone at every entrance so nobody could get out and BOOM Nurgle Marines went bye bye! It was like 800 points in the 2nd turn. I was so proud. They usually do crazy sh*t like that for me! They are by far my favorite unit in the game! Have FUN!
Why melta bombs? For the cost of melta bombs per model (and you have to give everyone one), you could get an inferno pistol for cheaper and it would essentially do the exact same thing (Str 8 + 2D6 arm pen, AP 2).Originally Posted by Blood_Lord
Whatever the number of seraphim in my squad, I usually have them equipped as follows:
- 1 with Infernal pistols
- 1 with Flamer pistols
- Veteran Superior upgrade (you get the 3 dice for faith for free), with Power Weapon (she has more attacks, and with no armor saves it pays for itself)
- If I have points to spare, a better gun for the Veteran Superior (although will no longer be twin-linked).
I am still debating on whehter it's more effective to go with 2 squads of 6 or 1 squad of 10. Each has their pluses and minuses. The 2 squads give you more flexibility, but the 1 squad gives you more survivability.