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HQ 1 Cannoness 140
Inferno Pistol+Eviscerator+Jump PK+Mantle of Ophelia+Cloak of St Aspira
HQ 2 Cannoness 136
Inferno Pist+Blessed Weapon+Jump PK+Cloak of St Aspira+Book of St Lucius+ Frags
Fast 8 Seraphim 218
Twin Inferno Pistols
Vet Upgrade+Brazier of Holy Fire+ Power Weapon
Book of St Lucius+ PURITY SEALS
Fast 6 Seraphim 199
Twin Inferno Pistols
Book of St Lucius+ PURITY SEALS
Fast 5 Seraphim 124
Elite 6 Celestians 119
Vet Upgrade+(Free Bolt Pist)+Power Weapon+Book of St Lucius
Troop 10 Troops 140
Vet Upgrade (Free Polt Pistol) + Book of St Lucius
Troop 10 Troops 139
1 Vet Upgrade (Standard Bolter) Book of St Lucius
Heavy 6 Retributors 111
3 Heavy Bolters
- I'm all about divinely guided flamers and bolters when it comes to Marines.
- Lots of faith for invulnerables saves & divine guidance.
- Only 53 Models, but I have 3 tanks which I hope will keep me pretty safe for at least the first 2 turns.
I hate taking heavy casualties on turns 1 & 2, so I just try to advance in & behind RHinos.
- Note 3 tanks to hide behind.
I am all short range, but I should be able to close at least 18" of ground behind the tanks while taking very light casualties. That should get me very close to mid-field where I can start rapid-firing or flaming. I take Rhinos, because opponents tend to ignore them & they last longer.
- THE Cannonesses will pretty much advance with the Seraphim & then spit off and try to lock up troublesome CHaracters and/or Hunt tanks.
- Note no vet on the 5 Seraphim.
They're just some cheap flamers that can fly all around the board and block close combats or whatever.
Sort of defense/damage control/mid-field utility/ throwaway unit for things that are going badly.
- THe other 2 Seraphim squads can hunt tanks & do as much hit-n-run to enemy infantry while trying to keep the 8-member unit from going below 50%. I'm prepared to lose the other 2 squads, so long as the battle-sister squads can score by the end of the game.
- Maybe the Celestians should take a second flamer instead of their Meltagun?
I intend to get the Celestians in pretty close.
- I don't like Retributors very much, but a couple of Heavy Bolters are always a little useful, so long as I don't sink many points into them.
Last edited by Red Zinfandel; November 1st, 2005 at 21:07.
Yo, this is what i think from my own experience with witchunters, tho it may not always be the best choice:
-u dont really need the storm bolters in the rhino, if u intend to go close u should be moving the 12" all the time which prevents u from shooting from within the transport. Instead go for an extra flamer, hitting more marines plus an increased chance on rolling 6s for devine guidance.
-keep the veterans basic, y have a book which gives models within 6" her leadership when it confers to her squad neways, plus wen u marytr her all those points u spent will go to waste. Power sword is handy but not needed, u should consentrate on killing the marines in the turn of shooting, plus wounding on 5s makes it abit meager.
-u mentioned u didnt like the hvy bolter retributors, instead y not go for an exorcist tank with the ap 1 it counts most glancing hits as penertraing neways, great terminator killer and has the strength to penetrate all tank values.
-Bulk up ur seraphim, with them little in number chances of pulling off a divine guidance test is low, rolling below 5 on 2 dice - less than 50% chance of passing, so y not take out one squad to bulk up the other 2 and spend the extra points on something else, maybe equipe both the squads with melta bombs and dropping the inferno pistols. I say this because u r relying heavily on the 1 set of pistols destroying the tank, but at that range y not combat it, with 10 dice ur bound to get a few 6s, but if it hasnt moved at all its 10 auto hitd with 2d6 armour pen
-I dont have the codex on me atm, (left it at uni >.<) but im sure a brazier of flame is for henchmen only :/
-again book not needed on cannoness, joining seraphim she confers her leadership to them neways plus the seraphim themselves have angelic visage which gives all nearby units +1 leadership neways, should rack it up to a leadership 10 for most of ur units if they have a veteran superior with them. Drop the frags too, considering sisters will strike last most of the time neways not really needed. With this u could save another 5pts by giving the cannoness an evicorator instead of a blessed weapon, improved strength plus 2d6 armour pen against vehicals. This also means if u go with my combat anti tank seraphim as mentioned earlier u can add her share with the eviscorator and be abe to drop the inferno pistol. mantles not needed either, being iside a squad should be ample protection, in addition u can make her save a 2+ invul, have to be very unlucky to fail that.
-with some extra points saved up u might even beable to afford an addition exorcist, having 2 of these machines have given my opponents hell.
neways hope ive bee more hlp than burden
Very very good analysis.
YOu seem to know the WH army very well. (not to look a gifthorse in the mouth, but you really need an editor. Some forums prohibit "IM-Speak".)
Still, the content of your thoughts is enough cause for thanks.
Everything you said is worthy of further discussion.Absolutely. Good catch. Agreed. I will fix.Originally Posted by HeiromyoAll true. Very good point.-keep the veterans basic, why have a book which gives models within 6" her leadership when it confers to her squad neways, plus wen u marytr her all those points u spent will go to waste. Power sword is handy but not needed, u should consentrate on killing the marines in the turn of shooting, plus wounding on 5s makes it abit meager.
But if you noticed, I only gave power sword to the Seraphim Vet, because they usually have to charge in order to keep themselves from getting shot, and they also have to charge in order to serve their general purpose of tieing up enemy squads while SOBs advance.
So the 2 power weapons on the Seraphim Vets could potentially swing as many as 11 times each, with WS4 and Init4. But if I'm looking for points, i just might take them away.Yep. You're right. That is a very smart consideration.-u mentioned u didnt like the hvy bolter retributors, instead y not go for an exorcist tank with the ap 1 it counts most glancing hits as penertraing neways, great terminator killer and has the strength to penetrate all tank values.
In fact, everyone targets my Exorcist as though it were capable of Armageddin.
So maybe I will take one and use it as bait. And it might even make a few kills.
Good idea.Another very good point. You're really on the ball.-Bulk up ur seraphim, with them little in number chances of pulling off a divine guidance test is low, rolling below 5 on 2 dice - less than 50% chance of passing,
(YOur strategic knowledge dwarfs your grammatical prowess! Just busting).
I like Small Seraphim squads, becuase I can hide them easier.
I take a lot of faith along with me, so if Seraphim (don't forget the free Imagifier) can't achieve divine guidance, then I'll probably have enough faith left over for the troops to divine guide rapid-firing bolters. A tight little squad of 5 Seraphim with 2 flamers is a cheap throway suiscide unit that can help anyone in trouble. I just have to be smart with hiding them from shooting, but they're small enough that it's usually easy.Very good catch.why not take out one squad to bulk up the other 2 and spend the extra points on something else, maybe equipe both the squads with melta bombs and dropping the inferno pistols
I say this because u r relying heavily on the 1 set of pistols destroying the tank,
I am doing exactly that. And it is a bit of a risk. You are correct.
But I do have 4 units who each can fire an Inferno pistol with 5/6 likelihood to hit.
So if 1 wiffs I can probably get another one nearby to take a shot. If 2 inferno Pistols fail to bust the tank/dred, then it's the will of the Emperor.First off, I wouldn't use a squad of 10 Seraphim.but at that range y not combat it, with 10 dice ur bound to get a few 6s, but if it hasnt moved at all its 10 auto hitd with 2d6 armour pen
I like to hide them behind terrain and jump over it, and 10 is just too clumsy.
A few of them will get shot before they can do anything. (my humble opinion)
So let's assume 8 Seraphim with 8 Meltabomb attacks.
That's still pretty decent odds to hit, (even when d6 is required) and it's actually 3" better range than the Inferno Pistol. But it cost me 17 points more than 1 set of twin-linked INfernos, and I already have free Kraks among Seraphim. (not everything is AV14)
The larger, meltabomb-carrying Seraphim squad certainly is a smart consideration.
I think I will stick to my own method with 2 smaller Seraphim squads for 1 reason:
I really like having one cheap, sacrificial Seraphim squad. THey can "hold" and "block" enemy squads without me having to worry very much at all about losing points.
I built my list so that losing the 2 Seraphim squads is acceptable loss, and they can still be a hell of a nusicance even when down to 1 last girl.Good point.-again book not needed on cannoness
The reason I give the Cannnoness the book is it gives me the tactical flexibility for her to go off and fight alone, and not have to worry about failing a morale check. Unmodified Ld 10 is much better than fearlessness nowadays. I say that if you want to play WH, you have to be comfortable with losing Close Combats, and that "No Retreat" rule can snuff her right out.
For 5 little points, the book is a pretty good investment. It's also good to have a few of those books peppered around the board, to create a web of solid morale.hmmmDrop the frags too, considering sisters will strike last most of the time neways not really needed. With this u could save another 5pts by giving the cannoness an evicorator instead of a blessed weapon... This also means you can drop the inferno pistol. mantles not needed either, being iside a squad should be ample protection
I always kinda thought that 1 Blessed weapon and 1 Evicerator made a nice balance for 2 Cannonesses. But there is a decent savings to consider. I'll have to think hard about these particular points you make. I want to be able to seperate the Cannoness off from the pack sometimes. Maybe I will drop the Mantle. Gotta think it more.
Great reply though.