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9th November 2009 22:30 #1
Seraphims
How big of a squad do you guys typically runs these guys? I usually go with 5 man squads with a superior and two inferno pistols, and they typically do extremely well at blowing tanks upand attacking another squad, then die. I'm thinking about running them in bigger squads and attempt to get the act of faith where you have rending on them.
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10th November 2009 22:09 #2
Re: Seraphims
I think WH are best at spamming stuff so multiple small units might be better, on the other hand that starts to give away kill points real easy so im not sure. personally i would play test and see how many you need to get to an enemy`s armour.
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10th November 2009 23:45 #3
Re: Seraphims
between 1 seraphim unit of 10 models, and 2 units of 5, two units of 5 is better.
1: 2 faith point instead of 1.
2: 2 veteran superior, can be equiped with the arsenal
3: If they are a target, the enemy will have to choose which unit it fires at. It can save one of your units
4: If you need to have all your seraphim to fight, make a joined attack. If you need to divide them to do different things, you can too!
I really don't know about the rending ability. I'm not sure it is as useful to seraphims as to other troops choices (like dominions with 4 flamers). Maybe you should play test it, and give us feedback
Witch hunter player: 1300 pts, for now
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Tau army: 2000 pts
Also have an army for warhammer fantasy, vampire count 5000 pts
Empire + kislevite: 1500 pts
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11th November 2009 19:29 #4
Re: Seraphims
I typically run a five-(wo)man unit w. TL-flamer pistols, melta bombs and veteran w. power sword (purely for the sake of WYSIWYG). This allows them to bust some tanks, but can also do some damage against infantry, should they come too close.
Statistically, I guess the optimal unit size is seven, since rolling for AoF require an equal to or over/under to succeed, and you have the largest chance of rolling a seven with two dice. But then again, it all depends on which AoF you plan to use. The one that gives +2 I or grants 3+ invul. save requires you to roll equal to or over the unit size, so in that case a unit of five would be best in this case.
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13th November 2009 12:48 #5
Re: Seraphims
I tend to use them in a group of 9 with my canonness in there. That's why I need the ablative armour.
I agree with the opinion that 5 is better for tank hunting, but I tend to run my 10 seraphim into pretty much anything that could munch my sister squads and with 9 and hit and run you know you're much more likely to come out on top.
20.000 points of Ultramarines
10.000 points of Chaos Daemons
6.000 points of Catachan Guardsmen
5.000 points of Orks
2.500 points of Sisters of Battle
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14th November 2009 11:11 #6
Re: Seraphims
Actually, the unit loses its Hit and Run ability when joined by a Canoness with a jump pack. It says so in the Seraphim entry in the codex.Originally Posted by Redwyrmling
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14th November 2009 12:14 #7
Re: Seraphims
Run two units of five with inferno pistols and get the vet superior one as well... Jump them up tonenemy armour and wave goodbye...
Originally Posted by BaragashOne does not simply Drop pod into Mordor.Originally Posted by DrakonTheNightLord
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14th November 2009 12:54 #8
Re: Seraphims
Oooops. thanks for pointing that out. I need to check that and revise my tactics in that case.Originally Posted by incubus
20.000 points of Ultramarines
10.000 points of Chaos Daemons
6.000 points of Catachan Guardsmen
5.000 points of Orks
2.500 points of Sisters of Battle
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14th November 2009 14:00 #9
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14th November 2009 14:06 #10
Re: Seraphims
Oh well, it just means tossing some of the equipment from her to the Sister Superior and then letting the canonness die a horrible death if it comes down to it.
20.000 points of Ultramarines
10.000 points of Chaos Daemons
6.000 points of Catachan Guardsmen
5.000 points of Orks
2.500 points of Sisters of Battle
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18th November 2009 23:49 #11
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19th November 2009 02:50 #12
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19th November 2009 04:40 #13
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28th November 2009 19:32 #14
Re: Seraphims
I try not to run fewer than 6 in a squad. Most of my lists that I build with them in it uses two units of 7.
I've run them rather successfully with one unit of 9 or 10, though then you lose some of your punch by forgoing the second squads' worth of special pistols. (For the poster who mentioned giving the veteran an inferno pistol; note on the Armory list that it's for Sisters Heroines and Inquisitors/Inquisitor Lords only as battlegear)
As long as you're taking the Superior, squad size isn't crucial to Faith performance, though if you get above 8 you're going to have a tough time pulling off the =< squad size ones even with the virtual imagifier. That's okay, though, in my book, because I rarely make it to the point of using faith before I've lost some in a squad that big.
"In the 21st Century, Artificial Intelligence has progressed to the point where we can create dyslexic computers." - edmundblack
"Never follow my advice. Except for when I'm right." - Rel
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30th November 2009 07:41 #15
Re: Seraphims
If I run 9 seraphim and a canoness in one squad then I don't useally need anything else then the bonus str, which is below. Once my unit get's to 6 sisters then it becomes time to make it more important for them to strike first or have inv saves.
Incidentally, I've been playing with them in a Planetary Empires Campaign and I've got a command Bastion, allowing me to roll a die before battle and giving one of my units a USR. I tend to give my seraphim Furious Charge which is just awesome for them.
20.000 points of Ultramarines
10.000 points of Chaos Daemons
6.000 points of Catachan Guardsmen
5.000 points of Orks
2.500 points of Sisters of Battle
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6th December 2009 04:39 #16
Re: Seraphims
Im dazzling in the idea of running 30 seraphims in an army, and depending on what I was facing I would either run them with 2 inferno or 2 flamers. Now it might be overkill, but also it would be really fun to try it out and see how it works

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6th December 2009 12:17 #17
Re: Seraphims
You may wish to read this if you haven't already - http://www.belloflostsouls.net/2009/12/ ... -into.html
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7th December 2009 06:52 #18







