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Alrighty, I play with one of my friends who plays a Sisters of Battle Witch Hunter Army and I only ever beaten him ONCE fair and square, and that was a close game.
He LOVES to use his Acts of Faith at just the right moment, most the time he auto-passes the tests. It also doesn't seem fair that he gets a Faith Point for every unit he selects AND a faith point when that unit dies, its INSANE!!!
What are some common weaknesses for the Sisters of Battle that I can exploit, and what Space Marine units work best against those damned Witch Hunters!?!
What type of Space Marines do you play (what chapter, traits, etc.), and what type of Witch Hunters does your friend play (assualt or shooting style, are there Arcos, Repentia, Dominion/Retributor squads etc.)
The Witch Hunter's weaknesses mostly lie in their close combat. Unless he has Repentia and Arco-Flagellants, Assualt squads or Bikes can tear up most of what the Witch Hunters can muster, as long as you are smart about the route you take to get them to close combat.
The tactics you would use to fight Marines apply, so use plasma weaponry and krak missiles to smash infantry. Also, remember that Sisters are Toughness 3 and will fall back without an automatic regroup, so anything that inflics lots of wounds, such as assualt cannons and whirlwind missiles, will be effective.
Last edited by Ebon Hand; December 12th, 2005 at 17:30.
"Courage is not the absence of fear, it is the conquest of it." -Anon
It really depends what kind of Space Marine army you play. With the exception of Arco-flagellants and Imperial Assassins(which he can have a max of 1), everything in the army has a toughness of 3. Maximize on weapons with multiple shots and blast markers, mainly Plasma Cannons and the Vindicator's Demolisher. They both have blasts that will ignore the SoB's armour and instantly kill everything they wound. The next best weapon would probably be Assault Cannons. If you have play a Trait Chapter, Honour Your Wargear would help with more guns. 3x Vindicators as HS and 3x Plasma Cannon Devastator squads(probably overkill) as Elites...plus 2x Tactical Squads with Lascannons for anti-armour, and a HQ with Command Squad tooled for CC. As for the Faith Points, they can make you grind your teeth all day, best thing to do is hit them hard and cross your fingers.
Sisters excel at the close-range firefight, so you want to do everything you can to avoid this. How depends on relative army compositions.
Against a mobile Sisters army, one with lots of Seraphim and transport vehicles, load up on that AT. ML/Plas Tac squads will do well here, but take lots. Don't get near the wrecked Rhinos, the Sisters will use them for cover. Give the Vet Sgts power fists/swords and if the Sisters move to within 12", charge. Anything which can't negate that 3+ save is not going to be effective vs Sisters. At 11pts they're so cheap that masses of wounds will get a pitiful return of points for the hits inflicted if 2/3 bounce off the armour. Unfortunately all high-AP weapons are also high-Str and high-price. Dev squads with quad ML would be good for shooting up Exorcists and Retributors. Remmber with Rets that even HB's are very dangerous to Marines because of Divine Guidance.
Assault squads do well against Sisters as they are weak in cc, but there are several things to watch out for. First is Seraphim, they can Fall Back out of combat, leaving you high and dry. To counter this pick your fights carefully and don't snap at what are obviously bait units. Second large Sisters units can be complete tar pits. They can largely negate any attacks you make by activating the AoF that makes their save invulnerable. To counter this move to attack several squads at once, they'll soon run low on Faith, and then your maxed out pfists and pswords can do a number. If you do take assault squads I recommend multiple larger squads, one won't accomplish much. Characters should be given Jump Packs and accompany them, you'll need them.
The Vindicator might actually come in useful vs Sisters. However it has to get close, and Sisters with Exorcists or a liking for meltaguns could knock it out easily. It does have a 24" range, use that to the full. Also it might work better on a flank or somewhere more out of LOS. It won't survive if the Sisters can concentrate on it.
As far as characters go, the Chaplain is a good one. Use him to lead your assault squads. Librarians are less effective, Sisters all have a psychic save and their Inq's have some really nasty anti-psyker kit.
As an overall battle plan I'd have a strong firebase of Tac and Dev squads and a strong assault force. Initially hang back and try to shoot up part of the WH army as it approaches. If your opponent fields Exorcists or Retributors try and knock them out early by shooting or assault, don't let yourself get intimidated by the mass of Sisters rolling towards you. When they get close enough that they could use flamers and meltas on you, charge everything, Tac and assault. Try to engage as many squads as possible while having enough to win the fray. Sisters with VSS's with Eviscerators can defeat weak Marine assaults.
I played witch hunters (So, and found that massed fire is LETHAL. THeir low toughness means they are wounded more easily, so if you can force enough saves on them they'll drop like flies.
Something you might like to try: Terminator Librarian with Fear of the Darkness and a 4 man command squad (2 assult cannons). FotD can work wonders on them, and the assult cannons have the potential of sending another squad running for cover...
and make exorcists your priority target. THey are their only serious long-range threat (and they are seriously nasty when they get to shoot), so destroy them as quickly as you can.
"I have died a thousand deaths, and I will die a million more..."
Assault cannon, as most SoB are t3 assault cannon causes instant death and it has rending to ignore their power armour AND has plenty of shots if he goes troop heavy.
Well, it all depends on what they field, but faith poits can be quiet suprising, id hunt any rihnos first. Since AP1 Flamers inside a rihno are not fun. It would also depend is they where attached to another army or not. on there own, are pretty blanced, so the more specialed you are the better, meaning, you can easily out shoot them with a marine list, and you can dominate them in assault. But if your only ok at both, they are probably a bit better at being well rounded. Remember, space marines come flexable, the challenge is to find a mission for each squad to do.
My recomendations are, Chaplain led assault squad, 2 landspeeder tornaods, dreadnought TLLC/ML Tankhunter, extra. Devs, 4ML 4 bolters. Troops are a bit tougher, either a few drop podding troops with melta gun + sgt with powerfist. Or shooty squads with lascannons. If they have attached IG, you really should pod in. If you they have attached space marines, the pods might be a bit more risky, this is because they space marines wont fall as easy in CC, or shooting, nor will they be swept in assault, this is by far the most dangerus combination because the sisters are so reasonably priced, while the marines pack a bunch that well, your all to familair with.
Again tho, the most specialised you are, the better off youll be. Although im not recommending all out assault or shooting, every squad should have a mission.
Thanks guys for all the comments!
My friend is SO annoying! Is it true that he gets faith points for fielding a unit AND when the unit dies??? That doesnt seem fair, especially when most of the tests for the Acts of Faith are auto-pass. I especialy hate it when he gets in ragne of my squads with a fully loaded squad of Sisters, some with Storm Bolters, and uses Divine Guidance and makes every shot a rending shot.
He plays a troop heavy Witch Hunters army with at least two fully loaded squads of sisters, a squad of Serraphim, some Repentias, Exorcist, Heavy Flamer Immolator with Multi-Melta Sisters inside, Cannoness with Jump Pack, Blessed Weapon, and Plasma Pistol, and then he's putting together a Penitent Engine, and might throw in an Inquisitor if the points are high enough. This totals him about 4-5 faith points at the start of the game, and almost that much during. Thats 8-10 miracles he can perform through the course of 6 turns!!! >.< So annoying!
I dont really know what type of Space Marine chapter I'm playing yet, though I know I'm going to be a trait chapter. I've been thinking about Scions of Mars and Purity Above All, but theres some debate about the rules. Go here if you want to check out the debate.
(Question: Terminator Apothacary Sergeant...)Terminator Apothacary Sergeants
Anyways, I've got a couple of fully loaded Tac squads, Techmarine HQ, a Terminator Squad with AC and ML, Assault Squad, Devistator Squad with HB, LC, ML, PC, Predator Anniliator with HB sponsons, Whirlwind, and a Dreadnought.
Sofar, it pretty much comes down to me killing all of his meltas and heavy support and him killing all of my troops so that its my Predator and Dreadnought trundeling around the board chasing down his squads, or running away from his repentias hoping he doesn't get an uber-lucky rending shot off or catch my vehicles with an evisorator before I can whittle down his forces...
I haven't yet had the opportunity to use my Whirlwind agaisnt him, so that is going to be my first priority next time...
are you using all those heavy weapons in one devastator squad because if you do that I would say stay away from using different Heavy weapons in one squad.
just stick with the 4x misslile launcher.
DonÂ´t mess with the dicegod
My answer (like most of my answers) is to charge him. Hand to hand is their main weakness, so get in there as soon as you can and start chopping apart sisters. Assault squads, bikes, drop pods, land raiders, possibly rhinoes should get you there some what fast. The main problem is going to be that as you close in for an assault you're in range of their weapons, you might lose some guys, but you should make it through.
I can read now!