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Note: This is practically the same with almost any other army as these are universal principles.
Note again: This is gonna be very boring and for once in my life Iâ€™m gonna sound serious....and intellectual!
The difference between Strategy and Tactics
When playing any battle based games there are two separate branches: Strategy and tactics. Yes there is a difference between these two branches. First off this post is on strategy with the Sisters not tactics, and many people donâ€™t know the difference between the two, so I will state it here. Tactics involve knowing the strengths and weaknesses of your own troops and how to maximize these strengths and exploit the weaknesses of the opponent. Strategy is to anticipate the outcome and â€˜the next moveâ€™ of your opponent and how each outcome will effect the next turn. So basically the tactician knows how not to lose, the strategist knows how to win.
Tactics are generally obvious and simple. If you canâ€™t outshoot an opponent donâ€™t get into a fire fight. If heâ€™s better into assault than you then donâ€™t go into melee. But this is just the edge of it. How to arm your units and how to engage them are also tactical decisions.
Battle Sisters are one of the most important squads in a sisters army for reasons of strategy. While they cannot compete very well in a firefight with assault specialist, or in a fireflight with heavy weapon squad, they are flexible. The Battle Sisters squad outshoot the assault troops, and out assault the heavy support. Therefore they have their own little advantages over just about any unit on the table. Youâ€™ll find that a lot of Sisters players often has Battle Sister squads. This is because this gamer has fitted his army for flexibility. This gamer is a strategist. He uses the squads flexibility because if offers him a strategic advantage. Each of those squads have some form of means in responding to certain outcomes.
Before the main dice role with the Sisters:
Remember first to get your tactics straight beforehand else your strategies will never work. Know your enemy and his force as well as your own, you need to know their and your advantages and weaknesses. Knowing the enemy allows you to take the offensive, knowing yourself allows you to take the defensive.
Most people believe that the gamers battle only begins as soon as the dice have hit the table...nope. If you do not follow the terrain placement rules (which I think is either in the 40K codex or was once printed in some old White Dwarf) or if the terrain is not already set then the job begins with the placement of terrain. You need to have some form of idea where you want to fight the main part of the battle before the terrain is laid. This decision is made on tactical grounds. You base this idea on the strengths and weaknesses of your own army and of the opponents as well as the battle objective. Generally in most cases you have two strategic goals when placing terrain: you need to limit the opponentâ€™s lines of fire and you need to keep the opponentâ€™s force fragmented and isolated.
Remember it is better for your enemy to be in little bites rather than one large mass. So if you did well enough in placing terrain this will be lots of pieces of cake as your opponent will do this himself (or herself of course). Heâ€™ll divide his units if you gave him several portions of his deployment zone. When the dice rolls, try and come last in deployment so you can view his units positions and presume his movements. Consider what forces of your opponent will be able to arrive as support in the battle, how many turns difference are there between you in movement. But not to worry if you deploy first, this can also come as a benefit if you use it correctly. Going first with deployment means that you can entice him to divide his troops and into positions that will aid you later in battle. Either way place your forces in a way so that he canâ€™t tell where you intend to meet him or defend. Generally a portion of your force should appear primed to engage each of his isolated units. But plan in advance how you will come about in destroying these â€˜islandsâ€™ as I like to call them.
SPHERE OF INFLUENCE
This is something that I have often found within White Dwarfs little nit bits of tactical and strategic advice. Every Sisters of Battle unit has a sphere of influence which is usually determined by its manoeuvrability (oooh long words again, donâ€™t I sound smart...and obviously I used spell checker on this little baby), type of weapons and weapons range. The key is to place your forces in position to maximize the sphere of your own troops and minimize that of the opponent. All units have the largest sphere when in the centre of the board. The importance of the â€˜sphere of influenceâ€™ comes into the scenarios that involve control of the table quarters and victory points. A unit in the centre can move to occupy any of the quarters. Obviously there are very rare scenarios that the deployment zone is within the centre of the table, but within deployment this is something you need to consider as youâ€™ll need to predict before hand if the amount of turns is not set, how many turns it will take before a winner is made and which unit and how will be able to move easily into a corner and to ensure that each corner will have some form of unit.
And if you havenâ€™t noticed yet....yes I do take my game very seriously, HEEEHAAAAA!!!! :a <
thank God I read this because I have a friend who is going to be collecting sisters of battle and now I know what to look out for.
or she'll just beat me into telling her,.....or Sunflash will tell her and she'll beat me anyway..... or.....
One of the observations I have made is that people tend to underestimate the value of Sisters, especially Dominions. Though they won't make this mistake twice, it is enough to win once easily. After that you will have to work for it, so here's my spiel:
Dominions. At least in my area, one of the most underused forces in the game. And yet... they ROCK. They have four main "modes" which are wildly different from each other.
#1. They can behave like normal Sisters, having boltguns. This is useful in making a large army, when you've already used your Troops choices. But I wouldn't recommend this for normal play.
#2. They can have flamers. Or, at least, most of them can have flamers. In a five-Sister squad, you can have four flamers and a Veteran Sister Superior tooled up for close combat. The facility of this should become immediately evident. Four flamers can ruin someone's day VERY VERY fast, and when they charge in to finish the job, the opponent will be weeping. Especially if you've given them frag grenades, for those pesky Kroot and Catachans. Obviously, however, this is not 100% effective gainst enemies such as Daemon Princes and vehicles. What then?
#3. They can have meltaguns. Glory be and Amen, they can have meltaguns. This is one of the nastiest squads on the table. They can take four meltaguns, and everyone can have Krak grenades OR melta bombs. That hurts so much. This would be your "Tank Hunters" squad, taking down enemy vehicles and monstrous creatures with a VENGEANCE. Problem is the short range on the meltas. How do you solve this?
#4. MIX AND MATCH!!! Yay! You can take a little of both. Maybe three meltas for taking down large enemies, and some flamers for when the little helpers charge. Or three flamers, for some fresh-baked Tyranid goodness, and a melta "just in case." Or you could balance, take two of each.
It should be easy to see that this is one of the most versatile squads in the game. Dominions can take large enemies or hordes of little guys, or both. Make sure you know what you're up against in advance, though. Playing a squad with four meltas against a horde of greenskins is not only going to be embarassing, it could be potentially quite painful.
Si em, tow en can de lach.
Tak! Tak! Tak ah wan, Tak a lah!
Mi tow, can de lach.
Mi him, en tow.
Nice post, very good, got one small gripe-
Statergy and tactics, whilst what you are describing is good, your labels are poor if compared to the conventional use of the words as they apply to warfare (believe me after 9 years in Military Intelligence I have had it drilled into me enough)
What you are decribing as tactics is tactics, but stratergy is essentailly management of the bigger picture. to put it simply.. TACTICS ARE HOW YOU IMPLEMENT YOUR STRATERGY.
Largely strategy has no place on the 40K tabletop, it does have a place in a large campagn but that is it.
|f I am teeching you to suck eggs them sorry, I appreciate the post and accept it is all good information and worth while, just wouldnt want the uniformed to try and carry this over to other situations where they may missinterpret things
Everything you have been told is a lie!
Thanks for that ....(chjecks how to spell your name) Cheredanine. Yeah I do tend to muddle things up and not explain it as clearly as could be (hell considering english is my second language i don't do too bad ). Anyway thanks for the clarification for the...'uniformed'.
And i agree with you there deciever, since the sisters are such a rare opponent they are often underestimated, which makes a great advantage on the table however in my findings.
Hmm, I can do Russian, Arabic, French and German, but I am afraid Welsh is beyond me
Everything you have been told is a lie!
WOW, I am impressed by this board. I am infact most impressed by this thread. This is the first time that I have found ANYTHING on the net about the sisters of battle except that they are a 40k army. I have been playing sisters for a year, and I have done terribly, but thats because I am a begginner.
Sister Mel, some of your concepts for strategy, or tactics make a lot of sense. Like not going into a bad situation, and moving into a good one (ie sisters shouldnt get into assault with gene stealers but the should if they are facing firewarriors). For this, I thought I might ad a few examples of how to follow your Ideas.
Staying out of assault: this is hard for the sisters. I allways want to move my army closeer, because on the large boards armies like tau and ig can just spank me for a turn or two before I can even return a single bullet. so we want to move close. But if we want to get close, then how can we avoid our week point, assault(versus space marines atleast) Immolators. Why one earth would some one deploy the immolator as a heavy support all alone instead of using it as a transport? because your troop choices could use the ride! deploy two troop choices(six girls each with a flamer, and a heavy flamer if you please), and two immolators. In the first turn, move into the tank. You can now move 12 inches, and you dont have to worry about being assaulted (atleast not in most situations). now only half of the six battle sisters can shoot, but you still have pleanty of flame templates to drop your enimies troop choices with.
Range is a problem: well, yes it is.... most of the time. the immolator as a transport Idea helps your two manditory troop choices become mobile, but the best way to deal with a ranged army that I find is with Saraphim! they are assault marines with a weeker fasique, but their acts of faith (the passion and divine guidance) make them gene stealers with the WAAAGH(almost). but the biggest problem I have is facing space marines.
if ANY ONE knows how to face a space marine let me know. they both range my army(so I cant just dig in and hurl bolter fire) and they fight better than most of the army(every one but the saraphims want ot get close but not too close and my armor 11 imolators and rhinos are easy pickings for a missile launchor, multi-melta, lasscannon etc.)
The old joke about the difference between strategy and tactics: Strategy is getting the girl into the back seat of the car. Tactics is what you do from there.
Anyway, Cheredanine is right about terminology. I think what Mel is getting at is the difference between implimenting your own battle plan vs. reacting to your opponent's. You have to try to keep the iniative, but you can't be blind to your opponent's moves. Another old one: The first rule of war is that no plan survives contact with the enemy.
I agree hugely, there are always issues about keeping the initiative in a battle, but usually this is the realm of the attacker, it is very hard to keep the initiative when you are the defender (that is the real terms, not the GW/40K names)
It is an old dilema but there is always a tangle between maintaining your plan and changing it because of the enemies actions, the weather, the terrain etc etc
Generally it is accepted that the worse thing to do is become stuck in this quandry and do nothing.
Otherwise it is a case of judgement, it is perfectly acceptable to diverge fropm your plan if you have given full consideration to the consequences, indeed unless your opponent is hugely predictable or you are near omnicient plans always need to adapt and it is exceedingly uncommon for a plan to be executed too full efect without change.
Often peoples reaction to this is to keep the plans less detailed, the danger is they become etherial and you end up with a one word plan: win. as in all things is is usually about balance
Everything you have been told is a lie!