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1- When I need to take a mandatory INquisitor, I prefer the DH Inquisitor with a Psycannon, and sometimes I throw in Terminator armor and a targeter.
2- Sometimes 6 or so deep-striking GKs mounted in a Heavy Suport Immolator.
3- Rarely will I take an IG Platoon.
It will have 3 Autocannons to shoot Dark Eldar Raiders.
That's about it.
I don't see much value from allies in most 1500 pt games. Heavy Faith Points, tons of bolters and bodies in Power Armor seem to make the best contribution.
Any ideas that I'm misssing?
(I think some allies would be good to go against Necrons, but that's a whole nother ball of horrible wax that I just can't seem to get a handle on. From a WH perspective, the Necron codex was a mistake).
The Sororitas are a fairly balanced army by themselves. The gaps in their army list could be better solved by allies from the Heavy and Fast Attack sections of the IG and especially the SM. Of course there are a lot of restrictions on doing this, which I think is intentional. Being able to pick any unit you liked from these 3 codexes would lead to some pretty abusive armies.
As well as IG platoons with Autocannons many go for them with Lascannons, as long-range AT is something Sisters lack. The Leman Russ is nice for that big pie plate and triple HB, but you do have to take a lot of Guardsmen for that.
Inq's are a doubtful prospect in any army under any circumstances as far as being competitive goes. GK's are a valid ally, but there's no great advantage to them over taking more Sisters as far as I can see. You won't do worse with an allied force of GK, but you won't really do better, unless you happen to know you're fighting a lot of Daemons.
Necrons are tricky for the Sisters but far from impossible. A lot of armies find them awkward, and I don't think the Sisters are any worse off.
The heavy IG contingent of massed Lascannons and a LR is quite good. The latter can actually hope to harm a Monolith and there are plenty of high priced models to shoot afterward. A LR can tear great gaps in the Necron lines, although it is prey to that blasted Gauss effect.
Against Necrons with an all Sisters army I'd go heavy on the tooled-up Canonesses, Seraphim, heavy flamers, meltaguns and Eviscerators. I'd take fewer if any vehicles and keep my Sisters close together to match the Necron phalanx and obstruct their deep-striking. It would probably be best to ignore the Monolith unless you have 3 Exorcists or the IG AT platoons. If you can, target the Lords with your Canonesses and Seraphim. Even a Lord can't stand up to a Blessed weapon and multiple Eviscerators and twin Inferno pistols, especially not with SotM negating his attacks. A flying Lord would make a superb target for an Exorcist volley (D6 S8 v T6, AP1 v Sv3+).
Against a Necron fear army use Books of St. Lucius and Light of the Emperor. If you are playing a big game (2000+) then you can take the Banner of the Order Militant. If you keep your Sisters together (which you should be doing anyway) then you've got Fearlessness.
Necrons teleporting out of CC may actually work against them. It will simply give your Seraphim more opportunity to shoot and charge, which they are much better at than a sustained brawl. It will also allow your foot Sisters to fire on them again.
The Sisters are best at the close range firefight. If your Necron opponent is trying to shoot it out you may well outmatch him. Necrons have few long-ranged weapons and are also close-in firefighters. If it comes to the two sides standing and blazing away at close range my moneys on the Sisters.
nicely worded.Originally Posted by hs5iasI'd have to agree this is true for most circumstances.GK's are a valid ally, but there's no great advantage to them over taking more Sisters as far as I can see. You won't do worse with an allied force of GK, but you won't really do better, unless you happen to know you're fighting a lot of Daemons.
GKs are pretty handy vs Orks.But it's like giving jump back to any 1 Necron unit per game.Necrons teleporting out of CC may actually work against them. It will simply give your Seraphim more opportunity to shoot and charge, which they are much better at than a sustained brawl. It will also allow your foot Sisters to fire on them again.
So it gives the Necrons a chance to shoot at the exposed Seraphim, and this is the thing that bothers me the most. It just feels like the Necron Monolith negates every rule out there.
I don't see how a WH army could hope to beat a Necron army while that thing is floating around. The teleportation alone is an awesome defensive tactic.
So it flattens the game to a contest of wether you can destroy the Monolith or not.
Not at all. Yes, the Necrons will bounce out of combat with your Seras and then open up on them. Necrons though are short of massed high AP weaponry, only the Lord, the Heavy Destroyers and the Monolith itself can defeat their armour. The Lord though has to be within 12" and is limited to a max of 2 in an army, easy assault range for you, the Heavy Destroyers are 1 shot, and the Monolith has to forgo it's teleporting to use its Particle Whip. If you're really afraid for your Seras just activate SotM and laugh as their fire bounces off. The silly idiots will then be in close range of the mass of foot Sisters who you've moved up in close support of the Seras, so move and bolter/flamer with DG them to death.
If I was playing Necrons v Sisters I'd take one or two Monoliths and never bother to use them for teleporting at all, just blast away with that Particle Whip. I'd also take 2 Lords and Tomb Spyders to get cc attacks that ignore armour saves, and Pariahs to create a Fear effect in support. The rest of the army would be mostly Warriors to guard against Phase Out. I've seen a Necron army try to use Deep-Striking against Sisters, it doesn't work. The Sisters just DG bolter/flame to death any Necrons that appear next to them, and Necrons are not good enough at cc to beat an entire Sisters army that way.