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Most of the folks around here play Chaos of one flavour or another,so I've started a Guard army and my wife is building the Sister contingent.Seraphim are a must,but you can only have one unit in a Guard force.
So,for CC support,counter charge,etc is the inferno pistol or flamer a better weapon against power armour?
The Seras are so mobile it seems like they could get 4 or 5 targets under each template.
Also, if you want to assault the unit after shooting it,you can only fire the infernos once.
So,consevatively a total of 6 flamer hits then assault or two rerollable inferno hits then assault.
I'm leaning towards the flamers,but I like the high risk high reward style of playing.(Too many years of chaos random fun)
Last edited by Ikeaboy; October 28th, 2005 at 14:57.
I would agree with the flamers, make it a big squad w vet (for the 3rd faith dice) and use divine guidance.
"And that, my liege, is how we know the earth to be banana-shaped"
I'm going to caution you against a Guard Army.
IG weapons choices are very enticing, and the army lists are very fun and engaging to build, and the models are all beautiful. But at the end of the day, they are mostly a stand-in-cover-and shoot army with a ton of models to paint.
Take a close look at Schaeffer's Last Chancers paying attention to using him to short-circut the force org requirements. I started 40K with IG, and I moved to WH, and I find WH much more fun to play.
More movement, more CC ability, more thought-provoking. More interesting overall.
(My opinion only).
A few notes on Seraphim.
- 1 Set of Twin-Linked Inferno pistols on a Seraphim is probably the most cost-effective tank-hunting you can buy for 15 points.
- Flamers are much more effective than Inferno Pistols for anti-troop, (don't forget the devistating effects of divine guidance) especially in the hands of a jump-pack troop, who has sufficient movement to hit many models with great flamer template coverage. So get one of each, unless you anticipate the squad being relegated to a specific task.
- The VSS (if you take one) can take the Brazier of Holy Fire. In my experience, it always earns back its 10 points (albeit 1 usage). This allows you to strike with 2 Flamer Templates (+ divine guidance) and still retain the twin-Inferno Pistols for Tank-hunting.
- STUDY the art of Jump-Back. It can be exploited to do several things.
1- The squad can use it to help propel them as far as 36" in a single turn.
2- It can also allow them to escape out of a dangerous CC.
3- The ability can be used to unlock close compats, exposing enemy squads to your shooting. (Jump-back is used at the end of the assault phase on EITHER players' turn)
- Seraphim are delicate! They die fast, and they require cooperation.
Equip them with meltabombs. Always.
"The sword that takes life gives life."
Wow, I had thought (don't know why) that they could only Hit and Run at the end of their opponent's assault phase. Being able to do it in their own assault phase is pretty sharp, especially with 3d6" movement away from combat.Originally Posted by Red Zinfandel
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.
also if you have a vet sup, add a 3rd dice for faith tests (acts as Simularcrum Imperialis) handy for dishing out divine guidance in that turn!
You don't need Meltabombs on them if you carry inferno pistols.Originally Posted by Montford981
Then there's always Armored Company and having sisters as allies. *evil grin*.Originally Posted by Red Zinfandel
Zinfandels advice is pretty comprehensive, but read it carefull cos he scattters nuggets of gold that you may not notice, things like serephim are fragile, dont expect them to beat CSMs in close combat.
I also would satay away from meltas, they are prohibitively expensive and there are better uses for serephim than tank hunting
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