Talk:Warhammer 40,000/Tactics/Adepta Sororitas(7E)
FATGUYS, ASSEMBLE! I haven't actually played sisters for a while and I don't own the new codex, so most of what I'm basically taking shit I found second hand and writing it up. At least I sort of knew what I was talking about for Dark Eldar, now I'm totally phoning it in. I know there's some sisters players out there somewhere. Put down your schola progenitum fapfics and help me. --Petro 21:38, 27 August 2011 (UTC)
I don't think we should add Forge World/Chapter Approved stuff unless it's for Sisters directly, IE Zealots and Repressors cuz they're for the (now defunct) Witch Hunters. If you disagree, feel free to ignore me, but I don't think it'll fly except in uber-casual. -- Jemas42 13:11, 8 June 2012
- The updated rules (from Forge World's website: [1]) say that the Repressor is a dedicated transport option for certain squads, not for a specific army. --Not LongPoster Again 17:25, 9 June 2012 (BST)
- It's dubious, but it seems like it's TECHNICALLY legal. I'll add it back in. --Jemas42 9:18, 23 June 2012
Somebody who knows how should alter the heading and address to make it clear this is a 5th edition tactica, like several other armies have. This is all good info, but a lot of it ceases to apply with the new edition.
- It's fine, I've updated it a bit to be relevant to the new edition. --Jemas42 19:53, 8 October 2012
Rumor came out today that we may see plastic Sisters before the end of the year. Pray to the Emperor that this is true.
9/13/2013: I'm not sure the Landing Pad gets enough credit here. I've had really good luck with castling 3 Exorcist tanks on top of it, and keeping it closed for that sweet sweet save. Admittedly, I'm a bit out of the loop, so if they wrecked this with a FAQ or a ruling, let me know.
Digital Codex release has been confirmed by White Dwarf. A complete update for 6th Ed.
By complete update, I mean an update to bring them in line with 6th ed. Including Warlord Traits. That much is confirmed in White Dwarf this month. Hopefully more to come Apollyon
- Shame, still though praise the Emperor for what progress has been madeVoidsman (talk) 04:45, 4 October 2013 (UTC)
Just out of interest, does anyone know if you can use Uriah's 'Protector of the Faith' to allow Celestine to used her Act of Faith a second time? Can't see why... --Vonsmidtenburg 12:34, 26 December 2013
- "Unlike other Acts of Faith, Miraculous Intervention can only be used the first time Saint Celestine is removed as a casualty." Only for the first time. --Vuoripeikko (talk) 20:39, 21 January 2014 (UTC)
Contents
Messy, messy, messy[edit]
I updated the links from the main Sisters site to the new 7th Edition tactica. Is it okay that I trim the text here and there while keeping the tone / message intact? There's quite a bit of rambling and misspellings in the tactica right now.
Also, people have been updating the old page for a while, so stuff from there needs to be moved here. --Vuoripeikko (talk) 12:48, 16 June 2014 (UTC)
Priests and Power Weapons[edit]
So I created this section because there's a bit of an argument between giving a priest a power maul or a power axe. I'm for giving him a power maul to help Instant Death marines (smash makes it AP 2 and optionally S8) and cause a few wounds on monsters if they get in contact with you. The Maul takes away the armour save of all but marines and really heavy troops already as well as wounding those same troops on 2's (if smashing, you're almost always dead anyway if you get in combat with an assault MEQ or TEQ squad), With a Power Axe, while you're striking with AP 2, you're also only S4, wounding MEQ's on 4's rather than 3's or 2's, and is only really worth it if you know you're up against a lot of armour whereas the Maul is generally better against every non-marine army. -- Triacom (talk)
- Yes, the Power Axe makes you better against MEQs and TEQs, which means most of the armies in the game. Using the Smash War Hymn is pretty much consistently a waste, unless the Priest is on his own. If you're up against Monstrous Creatures, you're better off using Krak Grenades and rerolls to wound, or even just the S7 smash from the Axe. Basically, the only way the Maul is the best is by failing to support the rest of your squad, and then you're just doing it wrong.
- It gives you better odds against MEQ's and TEQ's? Not really, if you're in close combat against a Space Marine squad (or equivalent) and they have one or more power weapons on a character/unit champion (aka every Space Marine squad that you'll get into combat with a unit that has a Priest in it) then The Emperor Protects isn't going to save you, The Righteousness of the Emperor doesn't make you wound them easier than they'll wound you either (The enemy will usually have more attacks at S4 T4 which wins out). You'll also be wounding them (with the priest) on 4's instead of 3's base, as well as striking last, which makes a big difference if you happen to be fighting TEQ's or if you're up against a unit champion with a Power Axe (which is seen more and more often). If your priest is swinging their AP2 weapon at the same time as the Terminator squad, you are screwed and they'll be of no help to you as the rest of the TEQ squad will pound you into the dirt, and if the enemy have an apothecary (or equivalent that gives them Feel No Pain) you'll be lucky to cause one wound on MEQ's/TEQ's, whereas a smashing Power Maul goes right through that to kill the unit champion who's going to be armed with a power weapon (typically an axe to deal with 2+ saves), therefore helping out your squad. -- Triacom (talk)
- Even with a Priest, Battle Sisters aren't going to stand very well against Terminators or powerhouse characters, so trying to kit out your Priest to help with that is useless. The Maul isn't going to be any more help than an Axe against FNP, unless you trade in your attacks for 1 (in which case a bad to hit roll could fuck you). At most, the Priest will take down a single Terminator as they rip him to pieces with their power fists regardless. The Emperor Protects can help a lot more than you think against AP3 and 2 weapons (Seraphim will tell you all about how a rerollable 6++ can help especially in large units) and it can keep your Priest breathing long enough to get backup involved (rerollable 4++ is a 75% success rate). So either way, The Emperor's Strength is a waste of time. What a Priest with a power axe can help you against is those MEQ squads who don't have power weapons, or only have it on a single model. Your squad is gonna get shredded against really powerhouse close combat squads, but that's why you shoot those units to death. Kit your Priest out so he and his squad can force units off and the best choice there is a Power Axe.
- It gives you better odds against MEQ's and TEQ's? Not really, if you're in close combat against a Space Marine squad (or equivalent) and they have one or more power weapons on a character/unit champion (aka every Space Marine squad that you'll get into combat with a unit that has a Priest in it) then The Emperor Protects isn't going to save you, The Righteousness of the Emperor doesn't make you wound them easier than they'll wound you either (The enemy will usually have more attacks at S4 T4 which wins out). You'll also be wounding them (with the priest) on 4's instead of 3's base, as well as striking last, which makes a big difference if you happen to be fighting TEQ's or if you're up against a unit champion with a Power Axe (which is seen more and more often). If your priest is swinging their AP2 weapon at the same time as the Terminator squad, you are screwed and they'll be of no help to you as the rest of the TEQ squad will pound you into the dirt, and if the enemy have an apothecary (or equivalent that gives them Feel No Pain) you'll be lucky to cause one wound on MEQ's/TEQ's, whereas a smashing Power Maul goes right through that to kill the unit champion who's going to be armed with a power weapon (typically an axe to deal with 2+ saves), therefore helping out your squad. -- Triacom (talk)
Something I'm not sure about, but what seems quite likely: Under the entry for the fighter aces, shouldn't the part under "Inspiring Aircraft" say "All infantry within 12" in the same codex as the Fighter Ace gain Fearless." since other Fighters (aka. Flying Vehicels) getting fearless seems somewhat pointless with Vehicels being kinda resistant to leadership-shenanigans and all.
Saint Celestine, parts 1 & 2[edit]
Since I do not have the Sisters codex proper and only Imperial Agents, I cannot do this myself. However, I am pretty certain that Saint Celestine of Fall of Cadia does not replace the one from the codex. So, if anything there should be two Saint Celestine entries rather than replacing the codex one with the Fall of Cadia one. If I am wrong, correct me.--Naeondaemon (talk) 21:58, 28 January 2017 (UTC)
Imperial Agents and Ecclesiarchy Relics[edit]
Since they're both extensions of Sisters stuff, perhaps we should include the Imperial Agents detachment on this page, and a small section on the Ecclesiarchy Relics Saint Celestine unlocks. Maybe we could work them in the same way we usually include Supplements? Just a thought.
- I don't get why we would do that, they're two separate books (Imperial Agents is not a supplement) with some overlap, same as Khorne Daemonkin with Chaos Space Marines and Chaos Daemons. I guess there's no real harm in it, it just seems unnecessary since all that information is already on its proper page (a reference and link to it should do). As far as Celestine's personal relics go though, I don't see any reason why we shouldn't include her armoury in any page that includes her, since she's the only way you can get them (aside from the detachment and formation, though even in those you can only get them because she's an optional character). -- Triacom (talk) 16:30, 8 February 2017 (UTC)