Figured someone had to start one.
First of some clarification, a tactics thread discusses the army, it's many units, what they can do, their 'worth', etc.
An Army List is an Army List- no matter how pretty you dress it up, it is in no way, shape or form a Tactica. Still useful though.
Anyway the following will be a brief explanation of what I've found works in the Witch Hunters Codex and what doesn't. This is my opinion, others may disagree with it completely- but please no 'knee-jerk' 'Repentia are awesome' responses. If you think differently post in this thread with actual tactics to use said stuff.
Mech or Footslog
There are two ways to play Sisters, relatively large horde on foot, or relatively small force all mounted in transports.
To me 4th is about mobility and shooting. A footslogging Sisters force has very little of either. Something about an army with mainly 12" range (meltaguns, flamers) or less tells me they need to get close fast- and faster than walking.
So IMO Mech Sisters is by far the better choice. Footsloggers will always be at the mercy of the opponent- who will inevitably be faster and so can isolate and outflank Sisters units.
The Useful Stuff
Canoness- The 2+ save jump pack canoness is one of the few truly powerful things in the Sisters army. (If you haven't realised Sisters are on the lower rungs of the competitive ladder, a boot above Orks- then perhaps you should sit down and get over the shock).
Sisters do not want to be in combat, yet they must get within 12"/flamer range to be effective.
Inevitably the enemy will have a close combat monster or scary thing coming your way.
The Canoness acts as a tarpit to hold up said unit for much of the game. With Book for Ld 10 tests and Faith for 2+ Invulnerable saves.
If your filthy take 2 Canonesses.
Exorcist- This is your only anti-tank that can reach further than 12"- think about that. And that can move and shoot. So 2, if your filthy 3.
Personally I find Retributors don't fit into a Mech list. Either their LOS if blocked by transports, or they can see and be seen by the enemies anti-infantry which would only have them as a target- not good.
Rhino's/Immolators- Purely for the purpose of being Mech. Getting your Sisters into that crucial 12" range quickly and unharmed.
Of course this is Sisters, not Space Marines, so rather than just pay less to Drop Pod in without worry or thought- your gonna have to work your butt off to get there.
Always try to use cover to have the minimum number of Rhino's visible. That way you can leap frog the Smoked Rhino to the front- yep Smoke and Extra Armour are mandatory.
I could elaborate on Rhino usage but learning to's half the fun and I'm mean. Shocking how rare it is to find people who've done more than a cursory glance at the transport rules- because admittedly they are coffins, woefully nerfed to extreme as punishment for 3rd Ed. Yet the Sisters don't have Infiltrate, or Deep Strike, or Drop Pods and so have no choice (Walking=death).
Celestians- To me they are the best infantry unit in the Sisters army, I seem alone in this belief. I always hear good things about Seraphim but they have always failed me miserably (and no I am not stupid when using them either).
For 2pts more a Celestian gets WS 4 (so Marines hit on 4's not 3's), I 4 (so hit at same time not after Marines), Preferred Enemy Everyone (so hit Marines on 3's not 4's), choice of squads smaller than 10 (so 6 for Spirit of the Matyr resilience), all Faithful (so no sniping of the Faithful VSS).
Much like the Canonesses they can charge into the enemies close combat gribblies and hold them up for the game (with a VSS wielding Eviscerator), but can also put out some serious firepower (I prefer 2 Meltaguns) in the meantime.
Battle Sisters- You have to take some, and why complain- they are good 1pt over Storm Troopers for Bolters instead of Hellguns, Power armour instead of Carapace.....where's the catch?
Well, where to start. They 10+ not 5+, so your investing a lot more pts on bodies. Would people complain about Storm Troopers being 10+?
Plasmaguns, lack of them- one of the reasons Sisters are considered very short ranged. Would people complain if Storm Troopers could have only storm bolters :roll: instead of plasmaguns?
No Infiltrate/Deep Strike.
Still, the large number allows the use of Divine Guidance so make use of this by including at least one flame template per squad.
Callidus- she's a Sister, honest- :lol:
The Misses
Repentia- Top of the flop list. Perhaps in the entire game. So much wrong- want me to list? Really?
T 3, Armour 4+- around 20pts. A single heavy bolter can cut down 2-3 a turn on average- claiming 40-60pts a go. Easy VP's is an understatement.
Vying with Celestians and Callidus for Elites- no contest.
Cannot be transported ever- they must walk...
Attacks 1 with Eviscerator- so if you do manage to get them into combat, they have a few Str 6 attacks going last. I predict there won't be any left to swing- what a waste.
Multi-meltas- In theory, the Sisters answer to lascannons. In practice a very expensive missile launcher without the frag option and half the range.
Storm Bolters- Our answer to plasmagun, enough said?
Dominions- Battle Sisters with overpriced guns...woot.
As you can see IMO only the Repentia need an overhaul. Everything else is pts adjustments, tweeks, etc. I am of the belief that Sisters are one of the most balanced army lists- they can be powerful but you have to work your ass of for every win.
Faith
So you've got an army of overpriced Storm Troopers with almost no weaponry over 12" and very little offensive combat ability? Why would it ever do well?
Faith compensates.
You need two really.
Spirit of the Matyr- Invulnerable save, the Faith roll requires small numbers- so 6x squads are ideal- cough, Celestians/Seraphim, cough.
Divine Guidance- the second best, Ap 1 wounds on a 6. Requires large numbers, so squads of 10x are great- cue Battle Sisters.
The Passion? +2 Initiative. Small numbers. Not really worth it since most of your combat power is in Eviscerators.
Hand of the Emperor? +2 Str, go last. Large numbers. Only use to get Str 8 Eviscerators (go last anyway), to insta-kill those pesky SM characters.
Light of the Emperor? Fearless, Small Numbers. Unmodifiable Ld 10 should be sufficient. Light is only a last resort if someone does run- to get them to regroup.
Got to go, feel free to add your own Tactical advice on Sisters. But remember- Army List does not equal Tactica.
First of some clarification, a tactics thread discusses the army, it's many units, what they can do, their 'worth', etc.
An Army List is an Army List- no matter how pretty you dress it up, it is in no way, shape or form a Tactica. Still useful though.
Anyway the following will be a brief explanation of what I've found works in the Witch Hunters Codex and what doesn't. This is my opinion, others may disagree with it completely- but please no 'knee-jerk' 'Repentia are awesome' responses. If you think differently post in this thread with actual tactics to use said stuff.
Mech or Footslog
There are two ways to play Sisters, relatively large horde on foot, or relatively small force all mounted in transports.
To me 4th is about mobility and shooting. A footslogging Sisters force has very little of either. Something about an army with mainly 12" range (meltaguns, flamers) or less tells me they need to get close fast- and faster than walking.
So IMO Mech Sisters is by far the better choice. Footsloggers will always be at the mercy of the opponent- who will inevitably be faster and so can isolate and outflank Sisters units.
The Useful Stuff
Canoness- The 2+ save jump pack canoness is one of the few truly powerful things in the Sisters army. (If you haven't realised Sisters are on the lower rungs of the competitive ladder, a boot above Orks- then perhaps you should sit down and get over the shock).
Sisters do not want to be in combat, yet they must get within 12"/flamer range to be effective.
Inevitably the enemy will have a close combat monster or scary thing coming your way.
The Canoness acts as a tarpit to hold up said unit for much of the game. With Book for Ld 10 tests and Faith for 2+ Invulnerable saves.
If your filthy take 2 Canonesses.
Exorcist- This is your only anti-tank that can reach further than 12"- think about that. And that can move and shoot. So 2, if your filthy 3.
Personally I find Retributors don't fit into a Mech list. Either their LOS if blocked by transports, or they can see and be seen by the enemies anti-infantry which would only have them as a target- not good.
Rhino's/Immolators- Purely for the purpose of being Mech. Getting your Sisters into that crucial 12" range quickly and unharmed.
Of course this is Sisters, not Space Marines, so rather than just pay less to Drop Pod in without worry or thought- your gonna have to work your butt off to get there.
Always try to use cover to have the minimum number of Rhino's visible. That way you can leap frog the Smoked Rhino to the front- yep Smoke and Extra Armour are mandatory.
I could elaborate on Rhino usage but learning to's half the fun and I'm mean. Shocking how rare it is to find people who've done more than a cursory glance at the transport rules- because admittedly they are coffins, woefully nerfed to extreme as punishment for 3rd Ed. Yet the Sisters don't have Infiltrate, or Deep Strike, or Drop Pods and so have no choice (Walking=death).
Celestians- To me they are the best infantry unit in the Sisters army, I seem alone in this belief. I always hear good things about Seraphim but they have always failed me miserably (and no I am not stupid when using them either).
For 2pts more a Celestian gets WS 4 (so Marines hit on 4's not 3's), I 4 (so hit at same time not after Marines), Preferred Enemy Everyone (so hit Marines on 3's not 4's), choice of squads smaller than 10 (so 6 for Spirit of the Matyr resilience), all Faithful (so no sniping of the Faithful VSS).
Much like the Canonesses they can charge into the enemies close combat gribblies and hold them up for the game (with a VSS wielding Eviscerator), but can also put out some serious firepower (I prefer 2 Meltaguns) in the meantime.
Battle Sisters- You have to take some, and why complain- they are good 1pt over Storm Troopers for Bolters instead of Hellguns, Power armour instead of Carapace.....where's the catch?
Well, where to start. They 10+ not 5+, so your investing a lot more pts on bodies. Would people complain about Storm Troopers being 10+?
Plasmaguns, lack of them- one of the reasons Sisters are considered very short ranged. Would people complain if Storm Troopers could have only storm bolters :roll: instead of plasmaguns?
No Infiltrate/Deep Strike.
Still, the large number allows the use of Divine Guidance so make use of this by including at least one flame template per squad.
Callidus- she's a Sister, honest- :lol:
The Misses
Repentia- Top of the flop list. Perhaps in the entire game. So much wrong- want me to list? Really?
T 3, Armour 4+- around 20pts. A single heavy bolter can cut down 2-3 a turn on average- claiming 40-60pts a go. Easy VP's is an understatement.
Vying with Celestians and Callidus for Elites- no contest.
Cannot be transported ever- they must walk...
Attacks 1 with Eviscerator- so if you do manage to get them into combat, they have a few Str 6 attacks going last. I predict there won't be any left to swing- what a waste.
Multi-meltas- In theory, the Sisters answer to lascannons. In practice a very expensive missile launcher without the frag option and half the range.
Storm Bolters- Our answer to plasmagun, enough said?
Dominions- Battle Sisters with overpriced guns...woot.
As you can see IMO only the Repentia need an overhaul. Everything else is pts adjustments, tweeks, etc. I am of the belief that Sisters are one of the most balanced army lists- they can be powerful but you have to work your ass of for every win.
Faith
So you've got an army of overpriced Storm Troopers with almost no weaponry over 12" and very little offensive combat ability? Why would it ever do well?
Faith compensates.
You need two really.
Spirit of the Matyr- Invulnerable save, the Faith roll requires small numbers- so 6x squads are ideal- cough, Celestians/Seraphim, cough.
Divine Guidance- the second best, Ap 1 wounds on a 6. Requires large numbers, so squads of 10x are great- cue Battle Sisters.
The Passion? +2 Initiative. Small numbers. Not really worth it since most of your combat power is in Eviscerators.
Hand of the Emperor? +2 Str, go last. Large numbers. Only use to get Str 8 Eviscerators (go last anyway), to insta-kill those pesky SM characters.
Light of the Emperor? Fearless, Small Numbers. Unmodifiable Ld 10 should be sufficient. Light is only a last resort if someone does run- to get them to regroup.
Got to go, feel free to add your own Tactical advice on Sisters. But remember- Army List does not equal Tactica.