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I am playing a DH army and one of my choices is always a fast attack group of Seraphims... I like them, I like their flamers I like the fact that with an eviscerator the superior can take out tanks.
Now as I have started playing Cities of Death one of my stratagems is Sacred ground and it is ussually reserved for an Inquisitor with a heavy shooting retinue (2 HB + 1 PC). In the past I used to field an Inq Lord for the Fearlessness... but with the Stubborness they gain thats is no longer necessary.
So I was thinking why not give my seraphim a Cannoness or Palatine (sp?) to make them more effective AND give them a minimum of 2 faith points! (or 3 in the case of Cannoness). Sure it will be more expensive but that way I can use 1 faith point for Divine Guidanced shooting and if for anyreason they fail their leadership when fighting I can spend another faith point so that they can rally etch... Also I was thinking of rather than getting her an eviscerator and plasma pistol, giving her Blessed Weapon and Inferno pistol. That way she gets str 5 attacks (and doesnt have to attack last) and can still kill tanks in shooting (without having to score a 6 to hit on assault).
What do you think?
Watch out when you rely on the inferno pistol because if a dreadnaught or some other walker manages to get in CC with you, it may sound unlikely what with the speed of seriphim but many vehicles posess an extra movement of some type (furiouso dreads, chaos dreads, penitent engines etc) and with the character you lose the hit and run rule (I think) and without a CC anti tank weapon you cannot destroy the walker.
Could I give -some- of the seraphim Meltabombs? It says its +4 points per model but do I have to give em to the full unit? How about you give them to the ones with the flamers only (since they are the ones to always go last anyway)...
Also don't forget that your Seraphim will lose hit and run if joined by a character who doesn't have it.
Grenades go for the entire unit. Not just a couple of models.Originally Posted by Arcona
unless you buy the VSS meltabombs from the armoury. otherwise its all or none. But with an eviscerator and krak grenades you should be able to tackle just about any armour.
2000pts Orks 4-2-1
With a Canoness or Palatine, yes, Hit and Run is lost. However, if you use the Living Saint, you don't lose hit and run, and you gain Fearless and a flamer/blessed weapon combo.Originally Posted by The vampire Lestat
Originally Posted by Montford981
The "Jump Canoness" is one of the most effective ICs in the game. I've used her in every game I've played in the last two years and she's always worth it. Some advice: Don't bother with an Inferno Pistol (she's a squad killer and doesn't need to chase tanks -- a bolt pistol is fine). Always put a Book of St Lucius on her (if you have enough books you can buy a more effective Strategem than Holy Ground. Always go for a Cloak of St Aspira and Frag Grenades.Originally Posted by ArconaNo, Meltabombs are all or nothing.Originally Posted by Arcona
I can't imagine life without Jump-Back. Especially in CitiFight.
It's like the squad gets an extra movement phase, enabling them to plant several flags in citifight. I would certainly get the Cannoness out of the Seraphim squad before Close Combat.
I absolutely blew a game yesterday when my seraphim lost Jump-Back.
Five Genestealers failed their saves. I shoulda been more careful.
Sisters Repentia: Wow what beautiful models! Wow what terrible rules! -stjohn70
I hate bugs, especially with acid blood...Originally Posted by Red Zinfandel
Yesterday we played a "Space Hulk" type game, with 1500pts bugs versus 300pts Sisters, 300pts Space Wolves and Yarrick. It felt kind of like cityfight as we set up a big cargo bay full of Rhinos and Chimera with smaller catwalks and rooms around (plus some elevators to different levels). Jumpy Wolves got eaten alive without the option to disengage, so I bet Seraphims would not fair any better it left in place...
On the positive side I used two squads of Celestians (HF, M) with Canoness (BF) and I did most of the killing Game came down to Yarrick stopping (with one wound left) the last Tyranid Warrior at the door to the control room...