Post by Melissia on Jun 20, 2009 5:24:55 GMT -5
Such a streamlining exists.
Generally, two options when it comes to HQ, which will define what you take:
Canoness w/Celestian Retinue (with this, you'll probably take more Exorcists)
Jump Pack Canoness (with this, you'll probably take more Seraphim
But either way?
Palatine: Ignore her, fo ten more points you can get a ton of stuff. Get the Canoness.
Canoness: Jump pack or celestian retinue. The choice between the blessed weapon and the eviscerator is mostly an individual choice, as the Canoness can do a good deal of damage either way.
Celestians: Too expensive to bother with when you can instead get another Battle Sister Squad-- their effectiveness is not too much different, just with slightly increased survivability in an assault. Best used as retinue to the Canoness. Usually given flamer / heavy flamer or twin meltaguns, depending on how you feel about your anti-tank.
Repentia: Heh.
Battle Sisters: Bread and butter of the army. And the butter knife used to cut it with. Lots of 'em.
Dominians: Like Battle Sisters, except they pay more for their special weapons. Not worth taking.
Seraphim: Highly mobile, if expensive unit, which is your best assaulter. Generally,k you're going to have heavy flamers and meltabombs, or inferno pistols, so that the unit is capable against both infantry and tnks.
Retributors: Good for massed heavy bolter fire, especially if taken with an immolator transport (twin-linked heavy bolters firing at BS4 which ignore cover? yes please!). Multi-meltas are a bit of a joke on infantry.
Immolators: Taken as transports or not taken at all.
Exorcists: Two or three. Best anti-tank available to the faction. If you don't get three, you're getting two and a retributor squad.
Arco-Flagellants: A bit better than Repentia, as reflected in their price. Still not really worth taking.
Penitent Engines: Too easy to kill and such a big target, for how expensive they are. Deadly if they make it into comat, but they rarely do. Better than either arco-flagellants or repentia though, if crazed melee combatants are your thing. You'd need a priest to do it though, so you'd probably want a canoness with celestian retinue to attatch the priest to.
Inquisitorial stormies: Generally worthless. Some rare people take them solely for cheap plasmas, but often these lists have very questionable viability in a truelly competative environment.
Inquisitors: Generally worthless for the price, albeit not as much so as some units. A cheap inquisitor with just enough retinue to get a land raider can be useful-- is still an easy target in kill points matches, and as such generally not worth taking in you already kill-point heavy army.
Assassins: Very few are worth taking, often they are so situational that you might as well not in a take-all-comers list.
Orbital Bombardment: Not worth taking over another Exorcist. Scatter means you might hit your own troops, given how short-ranged the codex is.
There. A quick review of the entire codex's units in a competative environment.
Generally, two options when it comes to HQ, which will define what you take:
Canoness w/Celestian Retinue (with this, you'll probably take more Exorcists)
Jump Pack Canoness (with this, you'll probably take more Seraphim
But either way?
Palatine: Ignore her, fo ten more points you can get a ton of stuff. Get the Canoness.
Canoness: Jump pack or celestian retinue. The choice between the blessed weapon and the eviscerator is mostly an individual choice, as the Canoness can do a good deal of damage either way.
Celestians: Too expensive to bother with when you can instead get another Battle Sister Squad-- their effectiveness is not too much different, just with slightly increased survivability in an assault. Best used as retinue to the Canoness. Usually given flamer / heavy flamer or twin meltaguns, depending on how you feel about your anti-tank.
Repentia: Heh.
Battle Sisters: Bread and butter of the army. And the butter knife used to cut it with. Lots of 'em.
Dominians: Like Battle Sisters, except they pay more for their special weapons. Not worth taking.
Seraphim: Highly mobile, if expensive unit, which is your best assaulter. Generally,k you're going to have heavy flamers and meltabombs, or inferno pistols, so that the unit is capable against both infantry and tnks.
Retributors: Good for massed heavy bolter fire, especially if taken with an immolator transport (twin-linked heavy bolters firing at BS4 which ignore cover? yes please!). Multi-meltas are a bit of a joke on infantry.
Immolators: Taken as transports or not taken at all.
Exorcists: Two or three. Best anti-tank available to the faction. If you don't get three, you're getting two and a retributor squad.
Arco-Flagellants: A bit better than Repentia, as reflected in their price. Still not really worth taking.
Penitent Engines: Too easy to kill and such a big target, for how expensive they are. Deadly if they make it into comat, but they rarely do. Better than either arco-flagellants or repentia though, if crazed melee combatants are your thing. You'd need a priest to do it though, so you'd probably want a canoness with celestian retinue to attatch the priest to.
Inquisitorial stormies: Generally worthless. Some rare people take them solely for cheap plasmas, but often these lists have very questionable viability in a truelly competative environment.
Inquisitors: Generally worthless for the price, albeit not as much so as some units. A cheap inquisitor with just enough retinue to get a land raider can be useful-- is still an easy target in kill points matches, and as such generally not worth taking in you already kill-point heavy army.
Assassins: Very few are worth taking, often they are so situational that you might as well not in a take-all-comers list.
Orbital Bombardment: Not worth taking over another Exorcist. Scatter means you might hit your own troops, given how short-ranged the codex is.
There. A quick review of the entire codex's units in a competative environment.