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I'm thinking about the possibility of taking a 5-girl squad of Celestians with just a Heavy Bolter to gain access to an Immolator.
Their role would be to finish of scraps left by the rest of the army or just harassment, while the Immy run around burnin' things.
Have anyone tried it out?
EDIT: It would be used when Heavy Support is full, or as an allie.
Last edited by Fuard; March 28th, 2006 at 08:28.
"And that, my liege, is how we know the earth to be banana-shaped"
Yeah it seems viable.
Or you could give the Celestians 1x Heavy Flamer and flamer, and send them off to burn 4+sv people in the Immolater. Ha ha ha.
Much prefer Yos's idea, has a lot of "Smack" power
Everything you have been told is a lie!
Why thank you mate. ^_^
Heavy Bolter is good, but it just really doesn't sit right with me (what is the point of 1x Heavy Bolter in a squad?).
In addition you can't disembark and shoot the heavy bolter, plus you can get alot more hits if you're close enough.
Five man isn't a good number to take if you intend to use faith. If you don't mind spending more points it might be an idea to take Imagifier and an extra sister to improve your chances.
A good use I've seen for 6-woman Celestian squads is with 2 meltaguns. This is enough to hunt tanks but is also quite versatile and not too expensive. It can also be decent in an assault if you take a VSS. Sort of a bit like the 6-woman Seraphim squads, similar firepower and assault but on foot so cheaper.
If you have any Fast Attack slots left it might be better to take Dominions instead. Then you could have 3 or 4 meltas and the Immolator.
Ok, so they aint hitting stuff in C&C on 3's but you'd still have your extra Immolator, and you'd have a squad that would be able to tie up loose ends, be a pain, tank hunt, and/or Termie kill.
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m mmmm Heavy Flamer + Regular Flamer + Divine Guidance in a Dominion Squad = lots of roasted baddies.
I also agree with Yos on this.
I do agree with basic sentiments of the above responses.
But if you add 33 more points worth of equipment on top of Faurd's original proposition, then yes, the the squad will improve.
(trade 1 HB for 1 H Flamer+Flamer+Imagifier = 33 points more than originally proposed)
So I don't think all these responses were completley useful.
We all agree that you want to get more punch out of a Celestian squad than just a HB.
That is basicly done by giving them 2 or more flamer templates, and let them ride in the tank and do the "jump out and flame" trick. So the question is how to configure the whole unit.
You want an Immolator.
The Standard Immolator is a pretty good deal. It is a bit brittle, but for the price, it is a serious problem for AP4 armies, and it is also a concern for Power Armor Armies. I don't think it should allow itself into Harm's way until it has fired at least once. It should take extra Armor.
What to put inside? Celestians or Dominions?
There is no right answer to that.
Celestians are like Dominions with a little less offense and a little more defense.
This is a "drive-up-and-flame" unit, whose biggest problem is being charged.
Celestians are about 20% more resistant to charge than Dominions.
So that means that Celestians are more able to handle being caught on their own.
Dominions can take extra flamers, but won't last as long if charged.
Which one then?
So you have to envision what role the squad will play.
I will quote myself from earlier posts as saying "the whole game just seems to go better when my Celestians absorb the first charges". So I lean towards Celestians. When I do the "jump-out-and-flame" trick, I usually get charged by something more often than not, so I prefer Celestians for this role. Celestians can carry up to 3 templates, but 2 is OK. And don't forget that if they disembark from the Immolator, it can pick a different target.
Also a Veteran Superior Celestian melee hits everything on a 3+ and can carry an Eviscerator if you so choose.
"The sword that takes life gives life."