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Discussion Starter · #1 ·
i've seen alotta list in this forum with mech sisters and i thought i wouldfind out just what about them makes em so good?. why do you take a mech sister force what units do you take in it, is it pure soriatas or mixed and a rundown of tacs would be nice.
 

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This is a question with a million answers. But I can give some short answers.

- Mobilie Sisters are attractive because it allows them to hit their stride about 30% sooner.

- A Rhino can also be used for cover, when there is an enemy with superior range. So it has a defensive component from shooting, but also from CC. An enemy squad who charges your Rhino remains targetable. So it kinda baits him into your short -ranged crosshairs.

- The drive-up and flame is also cheap and powerful, and difficult to defend against.

- Seraphim greatly appreciate having a foward Rhino to conceal themselves and minimize costly shooting casualties while trying to get into CC. A dead Rhino can still be a good Rhino.
 

· The Fallen
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I have 3 reasons for playing mech sisters:

1. because I played sisters befoer codex WH and troops could not take transports, there was always occasions when you wanted them, so being able to get them is a bit like beeing given the sweets to the toy shop (not this dont make it the right thing to do or a better tactic, it is just a reaction)

2. And you will like this Plague: Flamers. The prefered weapon of Sisters, has an increddibly short range, if you are walking, it is too easey for your opponent to jump over it with his fast attack, and then pile his other troops in whilst the flamers are engaged. IF I use foot squads, which is rare, I take storm bolters as the special weapons, but they just dont give the same value for money as the flamers. Using rhinos allows for a super nasty mob handed drive by, as visible in any of my battle reps, when DG is applied to this, it shreds your opponent.

3. Painting, on average, it takes me up to 2 weeks to paint a vehicle, in the same time I can do less than 4 sisters. If I want 2000 points of sisters it would take be an eternity to paint an infantry army
 

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First post, woohoo!

Personally I'm going mechanized for board/crowd control. I plan to quite literally dominate every table with my (planned) 8 transports.

This will do the following:
Give me fast transport for slow troops and their short-range weaoinry.
Provide me with mobile cover.
Give me a means of diverting and 'shepherding' enemy troops and vehicle where I like, bringing them in range first for my stormtrooper+arbite meatshields.

Basically I have a big, mobile alleyway of flaming death.

Only problems I foresee is cluttery maps and heaps of trashed rhinos blocking the fresh ones in the back. But then I have to expect conflicts, I'm tooling my army specifically for enemy troop control.
 

· The Fallen
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Welcome to the boards and the little backwater that is witch hunters, but is infact a bunch of ex eldar reprobates who felt banshees were not sexy enough, or in plagues case, a pyromaniac who can not bear to have vehicles without flamers available to him.

OK 8 transports is 2000 points, no other way to slice it

Why take stormies/arbities when you can take sisters? better in all respects
 

· LO Zealot
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A mech army allows you to deal with mission objects quicker than on foot (sometimes you may never reach them, getting to the other side of the board for example), in addition, as cher mentioned, make use of flamers in a more effective manner (12" move, disembark 2" and fire up to 8", better than move 6") It also gives good protection against those faster armies (DE) as you won't be so liable to being assaulted and you can almost match up to their speed so they don't dominate the feild.
 

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Cheredanine said:
Welcome to the boards and the little backwater that is witch hunters, but is infact a bunch of ex eldar reprobates who felt banshees were not sexy enough, or in plagues case, a pyromaniac who can not bear to have vehicles without flamers available to him.

OK 8 transports is 2000 points, no other way to slice it

Why take stormies/arbities when you can take sisters? better in all respects
Yeah I always go big with armies. I'm starting small for certain (only got 500 points so far) and it won't be totally mechanized to start with. Mostly it is in response to getting my butt repeatedly handed to me by my brother (he plays Orks magnificently, I am a so-so Emperor's Children player),

As for stormies and Arbites? Mostly the look. Stat-wise they're only minorly less effctive, it's the weapon choices that hurt. I HAD to go with a squad of arbites though. Especially now with my half-done Rhino converted into a SWAT-style police tank with working red&blue lights. :p
 

· The Fallen
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Rasheem said:
Yeah I always go big with armies. I'm starting small for certain (only got 500 points so far) and it won't be totally mechanized to start with. Mostly it is in response to getting my butt repeatedly handed to me by my brother (he plays Orks magnificently, I am a so-so Emperor's Children player),

As for stormies and Arbites? Mostly the look. Stat-wise they're only minorly less effctive, it's the weapon choices that hurt. I HAD to go with a squad of arbites though. Especially now with my half-done Rhino converted into a SWAT-style police tank with working red&blue lights. :p
OK I can cope with the look forcing you down the take a squad of arbities route, but you realyl need to understand that neither the stormies nor the arbities are a patch on sisters, not just for what the sisters themselves bring but for their contributions via faith. My single most effective unit in my sisters is the sisters troops squad, mounted in a rhino, with flamers and heavy flamers, this absolutley splatters things when Divine guidance comes into play Way more effective than any of my cadians and it puts my elysians to shame depite the deep strike with demo charge trick
 

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Oh I can understand. I'm basically using the stormies and arbites as meat shields for my sister + dominion squads. They would be better if they were cheaper and make more sense, but then half of this army I've noticed is style over tactics (Inquisitors, for instance).

Basically I'm adapting my army becayse initially I was going to play pure inquisition or pure SoB. But I have to do both. I'll play test them once they're more finished and I'm sure my wonderfully painted Kasrkin models will be left by the table edge most games. :p And that's okay.

But anyway, on topic: I still prefer mechanized. Foot slogging is always good against certain armies (necrons and mob Orks) but they're a death sentence against Tau and more than likely DE.
 

· The Biker Marine
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Cheredanine said:
3. Painting, on average, it takes me up to 2 weeks to paint a vehicle, in the same time I can do less than 4 sisters. If I want 2000 points of sisters it would take be an eternity to paint an infantry army

:O Would you care to show us some pictures? They must look GOOOOOD :yes:
 

· The Fallen
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As I have pointed out before smoke mate, I dont have a digi camera, when others have kindly helped by taking photos, they are in my gallery, but this is mostly my Saim Hann, Sons of Medusa and death wing - angels of absolution, got no piccis of my sisters.
 

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Rasheem said:
I'll play test them once they're more finished and I'm sure my wonderfully painted Kasrkin models will be left by the table edge most games. :p And that's okay.
I have to be a little showy, forgive me. Thought I'd share these pics.

IST 'Omega Unit'


I love the freehand 'BOOM' on the Grenadier's shoulderpad.


And one of my Arbites...


None of these are fully based and I'm by no means a psycho painter of exceptional quality. But the IST look really good and I managed to make the arbites look like Judge Dredd. ;)
 

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Discussion Starter · #15 ·
yeh i love the arbite maybe jus for fun put one on a ol style marine hover bike lol
 

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(Nice paint)

But I'll have to throw a vote onto the "anti-Stormtrooper" heap.
I just don't see any value from ISTs, except to be a cheap scoring unit.

The concept of Meat Shield has realy gone away when Screening was removed. And the idea of using a troop to absorb shot is an asymetrical loss. As an "assault shield", you'll pull in charges, effectively promoting your enemy's mobility and strength. THese are losing scenarios.

Treat each of your troops as prescious as your own children. THe emperor loves each one.

However, the concept of the "Sacrificial Front Line" is still a living concept.
I have been experimenting with stringing a thin, stretched line of Celestians in front of my troops. They are just a bit more durable in CC, and if you consider the free faith, (no vet required), 10 Celestians really cost only 6 points more than 10 SOBs with Vet. Their better statline does have a postive effect on CC outcome, without buring up faith.

Celestians make a great speedbump (more like a wall, really) to block charges coming at you, and can hold charges probably twice a long as ISTs. The 5 point Heavy Bolter is also an excellent option if you expect them to play a defensive role.

I had one Celestian squad of 9 Charged (with no vet) by a squad of Tyrnid warriors. The C's held for 3 turns, and chewed the Warriors down to below 50%. IST's could never do that.
 

· LO Zealot
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Storm Troopers are great :O
Well not as good as sisters but they are still great.

Im sure you already know about some of the potent weaponary they can bring in but also consider the shotgun.

- A full squad of ten is able to shoot off 20 shots. But on top of that they are able to assualt to lay on top another 20 attacks. In general 40 chances to deal damage is alot.
- You can also replace one of the troopers with a sergant and go for power weapon and pistol for more killing ability.
- Also consider you can give two storm troopers and the Veteran Grenade Launchers. Not only are these range 24" for constant hail of fire but it's also an assualt type weapon. Going back to the shotgun and assualt method you can add up to 3 blast markers on top of 14 other shots, then assualt.
- Also consider the transports, chimeras have two heavy weapons in addition to whatever upgrades they can take. These are really good cheap fire support vehicals as well with a superior sheild to the rhino due to higher front armour. Even the rhino can offer scary amounts of firepower, a hunter killer and an additional storm bolter.

In general do not only take into consideration their low armour save and weapon strength, take careful thought in shear volume of attacks and general support roles they can take up.
With a transport if you get the last turn you can go for a last minute rush for the objective, even without the last turn a chimera offers enough protecion to ward off shots.
 

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Heiromyo said:
not as good as sisters but they are still great.
I would disagree with "great".
They are sometimes useful, but far more often, they are exceeded by the sisters.

As to 40 chances to deal damage, you won't get the full 40. They're only Init3, so several of them are going to get cut down before they get a chance to hurt anyone. Most armies have something that's AP4, so for the time it takes you to get the ISTs into charge range, your opponent has the time to point his AP4 at you.

- Also consider you can give two storm troopers and the Veteran Grenade Launchers. Not only are these range 24" for constant hail of fire but it's also an assualt type weapon. Going back to the shotgun and assualt method you can add up to 3 blast markers on top of 14 other shots, then assualt.
Not a bad idea, but Grenade launchers are not much to write home about either, because your average frag "direct hit" will hit 2.5 bodies, but it will drift 2/3 of the time, which brings the average back down pretty close to the shotgun. Better to take 1 GL per squad, enough to confuse the oppnent's target priority. When he sees you targeting a template on him, he will probably try to kill off your squad, and he will remporarily forget about your other stuff.

- Also consider the transports, chimeras have two heavy weapons in addition to whatever upgrades they can take. These are really good cheap fire support vehicals as well with a superior sheild to the rhino due to higher front armour.
BS3.
So you lose 17% of your shots. The Assault hatch is at the rear, so the tank becomes AV 10 if you use it for Assault. So it's either an AV10 assault vehicle, or it's a platform for a BS3 MultiLaser and a BS3 HB. In either role, it's overpriced. However, I just realized that the 6 Chimera Lasguns could still be used by ISTs took shotguns. That's kinda nice if you can take advantage of it.

In general do not only take into consideration their low armour save and weapon strength, take careful thought in shear volume of attacks and general support roles they can take up.
Fair enough. The shotgun+assault can create a problem for your enemy, without costing you very much. Good, but not great.
 

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Well I got my first chance to field them today. The ISTs did alright, but it was IST vs ISTs both in heavy cover. Mostly came down to luck.

The Arbites however kicked much butt. I had them walking alongisde a rhino as it scraped against the building the enemy troops were holed up in. Despite being picked down to 5 troops by a Vindicare, they swung around, fired point blank into the squad and then charged, obliterating them. Shotguns = love on lightly armored, low toughness troops.

So long as I fight rank&file and not mechanized heavies armies, they'll do good.
 
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