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I had a game with a SOB (with IG Inductees) player this Monday at the local store, we played a 1700 point game. Mission was seek and destroy on a 4x6 and by turn 5 I wiped him out to a man er woman, suffering approx 800 points of losses myself.
Once I was done he asked for another game in the future, stating how it would be different because he was getting an "exorcist", an engine and crusaders. So my question is what experience do my fellow Nid players have against those units, anything nasty on them? He mentioned something about a hunterkiller too.
Well, The Engine, which I can only assume to be a Pentient Engine, should only be dangerous in groups of 3, but be careful, they can get into CC faster than other standard Walkers.
I don't know about Crusaders...did he have an Inquisitor? Thants the only referance I ccan think of, in the big picture including 3 Crusaders shouldn't make a big difference, bu it can and a punch in CC.
The Exorcist should be your biggest worry. It can shoot up to 6 Krak Missiles with an AP the same as a Railgun. The Exorcist could take out a Carnifex in a single round. The Hunter Killer Missile, just as per SM and IG tank Upgrade, can add more firepower once per game, but with unlimited range.
Anything sound familiar?
I have a sisters army myself (and love it) and would cause headaches for your tyranid army at that point threshold.Originally Posted by redone
Penitent engines suck so don't know why he'd bring those.
Land Raiders are good but again are expensive and not that effective against tryanids since they have so many monsterous creatures.
Hoewver, as Mike said, the Exorcist will hose you, esp if he brings 2 or 3 of those things. Mod Edit - Stats removed That is priority #1.
The other thing you really have to watch out for and may want to read up on is their acts of faith. It can make an OK unit really spectacular. Imagine a rain of bolter fire into you squad at AP 1, or thinking your monsterous creatures will ignore amor saves and then all their armor saves turn into invulernable saves.
A lot of Sisters units can have flamers or flame/melta like weapons. Flame templates will wreck havok on anything that isn't isnt at least Armor 4.
Your only real hope is to try and get into close combat ASAP. Sisters wear power armor but have lower strength and toughness than your typical marine. They also lack a lot of speed (not a lot of the Space Marine vehicles). Except for Seraphim, beware of those.
If I knew I was going up against you with Tyranids and I brought sisters, you'd have much to fear. It definiately tilts towards the Sister's favor. But these tips will help you.
Last edited by Caluin; January 5th, 2006 at 06:31.
So the exorcist is the one I have to watch out for. Is it's armor comparable to a rhino or a whirlwind, or is it higher? Yes he had an inquistor lord, decent unit but it got killed by my hormies charge, 36 to-hits anyone?
He had 4 faith points which luckily for me he didn't get to use to their fullest. As for the Seraphims, they more then made up for their point cost, any effective way to really turn the hurt on to those ladies? Pertinent engine nothing to fear, unless it groups of three right? Any other bits of advice?
Penitent engines should be little problem. They will be charging blindly at the masters of CC. Bring a carni to shoot the Exorcist to bits, it will be a problem.
How much of his army was IG? Because if it was mainly SOBs, the battle shouldnt be that hard. They are a short-ranged shooty army, and most of their heavy guns shoot less than you assault. Oh, and some clarifications:In all my games, flamers have actually hit me 7 times, due to either an insanely lucky DS or stupidity on my part. I cant recall any hits by a meltagun at the moment, few people take them here. SOBs are by and large badly equipped to take on nids. If they are in a rhino or something, take care to blow it up so they stand little chance of really using their melta.A lot of Sisters units can have flamers or flame/melta like weapons. Flame templates will wreck havok on anything that isn't isnt at least Armor 4.
Edit: oh yeah, fun story on Inquisitors. I charged about 30 gaunts into in him and his retinue. After I asked for 72 dice, he said I didnt need to roll and removed them all.
Last edited by Baratos; January 4th, 2006 at 22:40.
Hive Fleet Furi Kuri 32/21/4
Tomb Kings: 8/5/2
Im in ur Halo, killin ur covernantz
For stats, go read the Codex.Originally Posted by redone
Since he only had 4 faith points, sounds like he wasn't that strong on Sisters at all and went more with other armies.I doubt you'll say that when an Exorcist kills your Hive Tyrant/Carnifex in 1 Volley (maybe needs 2 tanks to do it), a retributor squad fires 12 Heavy Bolter shots with some at AP1, and Celentine and the seraphim make mincemeat of smaller swarms.Originally Posted by Baratos
Last edited by Caluin; January 5th, 2006 at 06:32. Reason: Double post merge.
sisters are, surprisingly unmanueverable (may the gods of grammar for give my murder) i have a fun time FoF around them and hitting them in their juicey neck meats (there always after me lucky neck meats).
there vehicals have relativly low Armor values, and unless he has an inquisitor, he want be able to take a landraider, and a pentent engine, and an exorcist, and an inducted leman russ, and if he does, that want leave much room for anything, outnumber him with enough termigaunts and anything will die. i know cause a friend of mine plays SoB in a very similar way. he tried going full heavie support, Inq. with full retinuie in a landraider, the sniper asssassin, and every sister squad had 2 special weapons. there were so many termigaunts that they managed to get behind most of the vehicals, strength 4 guns re-roll to wound reallly hurts vehicle back armor and small T3 troops.
stealers are good (when are they not good*) and Brood lord can single handidly win the game if you take him without a retinue, since he is an idependant Character, so he cant be shot at unless he is the closest thing. keep him behind enough spine or termigaunts and he will be abel to waltz up to what ever he feels and eat its juicy neck meats. or attach him (as an independant character) to a squad of gaunts watch ur opponents surprise as u allogate wounds off your juicy neck-meats hunter, on 2 gaunts who selflessly die so that u may eat juicy neck meats
* stealers obviously have to be used correctly to be any good in a situation
Yes the Exorcists are bad news against TMC's. A single one can fire up to 6 missiles. However, being AP3 I believe(could be wrong), then taking a 2+ save will help immensly. Something that really worked for me when I faced Sisters Barbed Stranglers. Since the Sisters I faced loved hiding behind cover in nice formation lines, the Strangler hit atleast 5-6 models and killed one. Then the pinning test came into play. Now they still have to fail the leadership test but if they do, there goes the entire squad for one turn. Thats all you need. It doesnt matter then what special weapons he has.
Have your Fexs and HT(if hes tooled that way) to attack his heavy support and leave the smaller crunchy bits to the Stealers, gaunts and Raveners. NEVER attack a vehicle with Raveners unless that is your only choice. Rip into his lines with them and cause a fight to block line of sight for your other troops.
Acts of faith are annoying but not really anything you should plan specifically against.