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Made in ch
Crazed Cultist of Khorne





Hi there,

I've been anihilated by WitchHunters recently (we played at 1000 points). Here is my opponent's list :

Canoness : Inferno Pistol, St.Aspira cloak, Jumppack, Blessed Weapon, Frags
SoB Squad : 9 SoB with HF/melta, 1 VSS with Eviscerator and Book of St.Lucius, Rhino with smokelaunchers
SoB Squad : 9 SoB with HF/melta, 1 VSS with Eviscerator and Book of St.Lucius, Rhino with smokelaunchers
Seraphim : 5 Seraphims with 2 Inferno Pistols, VSS with Eviscerator and Book of St-Lucius
Exorcist
Exorcist

Here's my list :

Librarian : Terminator Armour, SS
Dreadnought : TL AC
Dreadnought : TL AC
Tac Squad : 10 SM, Flamer,ML,PF, Rhino
Tac Squad : 10 SM, Flamer,ML,PF, Rhino
Land Speeder : MM, HF
Land Speeder : MM, HF

As he decided to begin, I placed my Land Speeders in reserve, because they are always focused first if they begin on the table.
He placed his 2 Rhinos to protect the Seraphims and the Canoness. I failed to seize. He got 4 missiles on my Dreadnought and 5 others on a Rhino. They both explosed.
And there, the obliteration began, he destroyed a Rhino with an Inferno-Pistol, and killed my squad with 16 Bolters Shots (with 3 AP 1 and 4 other wounds).

SoB, when well played is really annoying : these Seraphims are a PAIN in the *** ! They charge a unit, protected by an awesome 3++ save, they kill some SM, and they run away. The canoness can kill some isolated squads too.

What should I do vs this army with Vanilla Marines? I tried to stay away from the "death-zone" (1-12'') and tried to assault the Squads, but it's not that easy to do.

Things would have been different with 850 more points, but I really don't know how to deal vs a good SoB player.

This message was edited 1 time. Last update was at 2011/01/04 23:40:39


 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

A 3++ save is essentially the same a 3+ but it simply negates 'ignore armour save' weapons. Use mass fire to deal with it they are a smallish unit so they will go down pretty easily. Use the dreads to help neutralise the exocists or deal with the rhinos.

If you get first turn try and get your speeders to hit the exorcists early if not deploy your Speeders into cover and get them to take out those Exorcists quickly.Turboboosting with the speeders first turn will get you a cover save and get you close to the exorcists.

The librarian doesn't really have anywhere to go.

As you said the magic 12" mark is important for the SoB so either try and stay out of it or have a sneaky plan for it (counter assault units etc) neutralising the rhinos and the Seraphim will take away their mobility while the speeders should be able to deal with the exorcists (if they have trouble use the dreads to help if you really need to)

Turb0boosting with the speeders first turn will get you a cover save and get you close to the exorcists.

Dakka Bingo! By Ouze
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Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in gb
Proud Phantom Titan







Note if they use there 3++ inv they can only use that save ... So hit them with null zone and shoot/assault them with models with lots of attacks. 4++ saves (that's roughly the equivalent of a 3++ reroll saves)

Also Sisters get faith points each time you kill of a faithful character/unit ... if he's running out of faith points (should only have 5 to start with)
   
Made in ph
Stealthy Space Wolves Scout





The problem here is your list. You have absolutely next-to-none long range fire and the Librarian in a TDA is out of place. MM/HF speeders are just bad in small point games, instead, bring a typhoon, throw away that TDA and SS. - Thats alot of points.

The exorcist tanks will chew you up simply because you have no long range stuff. Shoot them first. Seraphims can be dealt with rapid fire, I dont recommened combat squadding in a fight against SOB.

There are 2 kinds of Dakka members: People who just think the game and people who actually play the game. Which one are you? 
   
 
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