Sort of in Between: Like Ad Mech or Space Marines, Sisters don’t have spammable 5-7 point bodies, with their lowest-priced model sitting at 9 points. The tactics they have are decent to good but they could really use more. Limited Tactics: Discounting Commander tactics (which I do), Sisters only get 4 tactics, which is just not a lot. Lack of Long Range Firepower: Aside from a single heavy bolter, you don’t really have any long-range options, meaning your T3 models are going to spend a lot of their time in charge range. Versatile: While limited in options, Sisters have both shooting and combat strength and answers to both elites and hordes, so you can adapt to different match-ups nicely. Ideally the Warrior will be saved by Reanimation Protocols and will be back next turn to move further/ capture the point/etc.Beautiful Models: The Sisters range is the newest plastic model range around and the models are fantastic! Fielding a Sisters Kill Team today probably means using the models from the new Army Set and they are a real joy to build and paint.ĭecent Board Control: A reasonably equipped Sisters Kill Team will be fielding 7-8 models, which gives you good board control in both 3D and Arena games compared to “elite” teams, while also being quite a bit more survivable than “horde” teams. The Warrior will invariably die but is supported by the other Warriors or Immortals in the group so they will be able to kill whatever did the charging. From turn 2 the Warriors will be in charge range so it's a case of presenting one of them as a good target (usually on an objective) to try and bait out a charge (as everything is still concealed at this point that's the only way that damage can be done aside from being on vantage points). The Warriors will advance up the board to capture objectives and the Immortals will hang back slightly to keep in cover/get to good firing positions but will generally stay quite close to the Warriors. Given their 9 wounds making them quite bulky for the return hits the likelihood of them living to do the damage is quite high.ĭuring the game itself, I like to split my Killteam into two or three smaller groups consisting of 1-2 Warriors and 1-2 Immortals each with everything being concealed during the first turning point and the immortals within 1" of the warriors so that they grant cover. In my opinion this is a big boost as they can now kill guardsmen equivalents with 2 hits or anything with 9 wounds on a hit and a crit. UPDATE (03/2022): As of the latest balance patch they received +1 damage on both profiles making the Flayer claws 4/5. Perhaps if they either had 3/5 damage on their claws or some sort of re-rolls on their hits it would go a long way to making them a credible combat element. Pretty much every other Necron available does more then 3/4 damage and whilst the rending is nice, generally they will need a crit and 2 hits to kill anything more bulky then a guardsman in combat. Aside from this however, I don't rate them as highly as standard Warriors with Gauss Reapers mainly due to their mediocre Flayer Claws (their poor movement is offset by the ability to move up the board largely unscathed with conceal orders and the aforementioned Skulking Killer). With the Skulking Killer Strategic Ploy they have access to one of the best combat abilities in the game (being able to do a charge action from concealed) so there is some utility to having them available for use.
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