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In a very small point (500) game I played, my aponent was very good at keeping my army at a distance, and being elusive. He was playing space marines. I didn't want to get closer, because I would loose in assault (and his army was built for assault), but I couldn't get line of sight. In some games just blocking my troups and blasting the hell out of any one who comes my way works, especially with the low point cost of sisters giving me so many bolters to work with. The real trouble is that I am having trouble with more advanced strategim. Perhaps this is too newbie-ish of a thread for the sisters of battle, but thats what I am and sisters are what I play. Any advice on how to make mass bolter fire work a little better? what the best distance to keep my oponents at, when I should keep out of assault, are formations good for getting more bolter fire on your oponent or do you restrict yourself to regimented combat with that, how to deal with fast moving assault units, or any great advice on tough situations involving sisters.
Sorry if I'm stating the obvious here, but I couldn't tell from your post if you are jockying for position, or are just standing there waiting to fire your heavies/double fire your bolters. If you don't have LOS, it doesn't make sense to stay where you are unless you're in a position that the enemy HAS to come to. One mistake that novice players often make is to stand still because they have heavy weapons in a squad, even when they don't have a shot.
Don't be afraid to move. Even if you have to give up cover, your 3+ save is pretty good, and you can get your blasters to a place where you can use them to effect in your next turn. You're not Tau. Move your troops to where they can enforce the Emperor's will!
Again, if this isn't the question you're asking, sorry.
its pretty close though. Im trying to get into position to fire, but I also want to try to stay out of assault. I guess I did loose focus when I opened the thread, although if there was ANY advice on how to move around the board that would be great.
You are facing the basic problem with SOB. In order to get into range with your flamers, you are automatically within their assault range. Its a little bit better with your bolters, as you can get at least one shot off before they're in assault range of you.
One way is to use lots of Rhino Squads, and shoot out of them, but with the current version of the list, that's a problem. Frankly, this is a built-in limitation of the army. If you come up with a good solution, I'm all ears.
Personally, I think that this is just something you have to live with and plan for. All armies have their disadvanteges. Your job is to maximize your strengths while making contigency plans for your weaknesses.
Blue Meanie pretty much said it.
Yu are gonna get assulted, all you can do is, particularly against fast assult troops, do as much damage as you can,
There are a couple of tactics - use your squads in pairs - move one squad but not the other and take it in turns, this means you get alot of shots from one squad and some from the other, it also means you are not the pushover in close combat that they may have though, caus the second squad gets to charge into them and if you have plenty of priests, out comes the faith- against marine squads this means if you get 2 acts off, they charge an extra D6, they have high enough initiative top prevent that embarasing death before your attaack, and fifty percent of their wounds uignore marine saves, although it means you are slower at moving, that isnt really the problem
Everything you have been told is a lie!
that sound great, but if im supposed to maximise my strengths and minimize my weakness' does any one have any tips for doing that? I like Cheradanines Idea, but personally I try to keep as few of my sisters (accept Saraphim) in hand to hand combat as possible, unless its tau. The more of my army I have tied up in hand to hand, the more at mercy of my aponent I feel, like im only waiting for that terminator squad to get close enough when I could have shot at them instead.
Problem is your question is rather hypothetical Shiver, Sisters do not have a major strength, yes bolter fire is a strength but not a major one, agains marines or CSMs for each death you need to get 3 wounds which requires 6 hits or 12 shots, so to take out a squad of 10 statistically you need 120 bolter shots, even rapid firing this is 60 sisters or 600 points, dont be afraid of close combat, it is not the death of your army, what you have to do is combinwe things, use your fire power to reduce their numbers to more manageable size, also pick your targets. use your superior numbers, your specialised troops like serephim and particularly your faith points wisely and you can, admittedly at some loss, destroy the opposition in close combat
Everything you have been told is a lie!
well, im not entirely oblivious to that. And I dont go all bolters either. the Saraphim are usually my offensive punch, but I allways deploy multi-melta weilding retributors. I try to avoid hand to hand combat like the plague but I know when to relent and charge, merely to deny them the charge. I usually help my squads in assault with saraphim, or a cannones. Also that divine guidance act of faith can be used just as well with bolters, or flamers. Maybe I should go to the tactics forum if I want more advanced strategy then
Dont start me on the stratergy vs tactics arguement again.
OK your specific question was stratergies (Meaning tactics) to deal with fast moving assult squads..
1. there is obveously a prioritising balance here, an army with one fast moving assult squad and 50 plasma cannon does not do its damage through its assult squad - stating this for completeness, not to insult your intelligence, I am sure you are aware and cater for this
2. Obveously shooting them before they get to you, either completeley wiping them out, dropping them to such a strength as to force them to run or atleast diminishing their numbers is a priority. the benefits and drawbacks of various weapons I am sure you are aware of and they have been discussed to death on this and other topics
3. Your issue with line of sight is a problem, in theory the assulting army has to get into close combat so the sisters can pick their terrain to give them a good line of sight, in practice the lack of sisters long ranged weapons means that the assulting army usually has an option to stand right off and shoot, the sisters then have to go to them to get into range and this means that against a good opponent you will not be picking where you stand and shoot but will be forced into choosing between a number of less than ideal locations, this if further exhasperated by the sisteers lack of mobility. This can be dealt with in a number of ways and as with usual with sisters, the best method is effectively combining the lot; firstly take some ranged weapons - exorcists, HK missiles on your Rhinos heavy bolters. secondly use the cover he has to take some of your faster units to him (serephim, squads in Rhinos or imolators. Thirdly deny him the oportunity - use cover yourself and deny his line of sight unless he is within your range
4. Pick your assult as per my previous posts, offer a squad to charge as a piece of cheese, whenhe charges it you counter charge with the surround squads and faith - result one dead fast assult squad, in fact this is self evidently the result and if your opponent knows sisters and faith, he will usually not charge, which tends to leave him hanging in the breeze whilst you bolter him to death, better players till will not send fast assult squads after you but will use them to counter charges from serephim, this is painfull but it is why god and GW invented hit and run
The worse problem is the latter stages of 3 and the ultimate anser is basically it is about taking the initiative (tactically, not the numerical value on your squads) and controlling the battlefield. I requires you use guile and manouverability backed by controlled applied agresion
Everything you have been told is a lie!
seems to me that if used properly, seraphim should keep your army from being assaulted by enemy assault troops (those which move 12" and assault 6"), enabling you to rapid fire more often into the enemy instead of charging them (using the seraphim to charge instead). this situation begs for an act of divine guidance to boost the casualties inflicted by your sister's bolters as they unleash rapid fire hell into the enemy. Typically one can expect to kill 4 chaos marines if 2 meltaguns are used in the squad with one volley of fire from an 8 sister squad (accounting for light casualties in the squad for realism). Seems like it'd work to best effect vs. assaulty marine opponents and having 2 rapid firing squads would just serve to pound the enemy squad into shattered remanants even quicker if you invoked the act of divine guidance with them too - "sisters are meant for fierce short ranged firefights followed up by decisive assaults on the battered remains of enemy squads" - something like that i read somewhere lately - seems this is a good way to take down those toughie marines to me, especially if you swoop your seraphim in to wrap up the remanants of the enemy squad using an act of passion to hit them with 4 attacks per sister.