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==Tactics and Strategy== ===Managing Miracle Dice=== '''Generation:''' *You gain one miracle dice at the start of each battle round, and '''one in each phase''' where any of the following conditions are met: **'''Vengeance:''' A unit from your army with the AoF ability destroys an enemy unit **'''Sacrifice:''' A '''CHARACTER''' from your army with AoF is destroyed **'''Purity:''' A unit from your army with AoF successfully denies a psychic power **'''Valour:''' You pass a Morale test with an unmodified roll of 1 (without using a Miracle Dice) * When you gain a dice, you roll a D6 and you put it aside for later use with the value you got. * The following abilities generate one additional Miracle Die a round: '''Beacon of Faith''' Warlord Trait, '''Battle Sanctum''' terrain piece, and the '''Triumph of St. Katherine'''. The Triumph, importantly, generates one Miracle Die per '''turn''', not round. * The following stratagems have interplay with Miracle Dice: '''Test of Faith''' which grants D3 MD in addition to the one granted normally for Purity or Valour. '''Vessel of the Emperor's Will''' gives you a MD if a character just used an Act of Faith. '''Moment's Grace''' allows you to discard 1-3 MD to improve a hit/wound/save roll by the number of dice discarded. '''Divine Intervention''' allows you to discard 1-3 dice, giving a revived character wounds equal to the number of dice discarded. '''Faith and Fury''' allows you to use the Miracle Dice used on the Hit Roll to be used on the Wound Roll * The following rules grant dice manipulation of a deployed Miracle Die: The '''Dialogus''' and '''Triumph of Saint Katherine''' may add one or subtract one from the die, to a min of 1 and max of 6, and they cannot stack on a single dice. The Ebon Chalice's Conviction '''Daughters of the Emperor''' allows you to discard a MD to make another a result of a 6. * The following rules have unique generation or re-roll mechanics: The Sacred Rose conviction '''Devout Serenity''' allows you to roll a D6 after performing an AoF. On a 5+, you get a MD. The Sacred Rose Warlord Trait '''Light of the Emperor''' allows you to forego the roll for Devout Serenity if the AoF was undertaken by the Warlord. The Ebon Chalice Warlord Trait '''Terrible Knowledge''' makes the die you receive at the start of the first round (just the one) a 6. The '''Litanies of Faith''' Relic allows you to re-roll a Miracle Dice result once per turn. * The '''cherubs''' that the Battle Sister Squad, Celestian Squad, and Dominions can purchase allow you to discard it, roll 2D6, and pick the best result. This is a Miracle Dice that the unit must use this phase on an Act of Faith or lose it. '''Spending them:''' *Your units with '''Acts of Faith''' instead of rolling a dice can pick a Miracle Dice from the pool (<s>or multiple ones, you can take more than one</s> latest FAQ nixed that, only charge rolls now unless equipped with a Simulacrum Imperialis or within range of the Triumph of Saint Katherine’s Icon of the Valorous Heart ability) and take it's value. The dice is then lost. *'''By standard you can only do a single Act of Faith each phase!''' *You can use Miracle dice for the following actions: **Advance roll **Charge roll **Deny the Witch test (technically your '''Shield of Faith''' and bonuses, not the actual ability, since we don't have '''PSYKER''' units) **Hit roll **Wound roll **Saving throw **Damage roll **Morale test *You cannot use a dice for rerolls (sadface) *Sacred Rose units can recycle Miracle Dice if they roll a 5+ when they spend a Miracle Dice. A tricky way to hoard dice with them is to take Incensor Cherubs, as much as you can, and when they are activated and you spent the Miracle Dice they generated, you have a 33% chance to turn a temporary die into a permanent one. ===Allies=== Rule I: If your detachment includes any units that aren't ADEPTUS MINISTORUM, you lose your Sacred Rites, so keep in mind that by dabbling in the wider Imperium you're making a tradeoff. Rule II: Sisters' primary weakness is access to S9 and above, and long ranged firepower. The only weapon in their list that reaches beyond 36" is the Exorcist, and other than that their entire anti tank arsenal is melta weapons. They also have no access to psychic powers of their own. Keep this in mind when selecting your allies. * ''Inquisition'': An exception to Rule I, thanks to the White Dwarf codex, a Sisters force can include a single INQUISITOR in one of their detachments without losing their Sacred Rites or that detachment's Order Conviction, this is very helpful as Inquisition can provide you with much needed Psyker support. Furthermore, for 1CP you can give them a Warlord trait and (if not a named character) a Relic. Each of the Ordos has its role: Ordo Xenos can provide CP recycling, helpful if you aren't running double battalion. Ordo Hereticus has access to the Ascertainment power, which is the best anti-melee debuff in the game and can keep your fragile melee units in the running long enough for them to do their job. Ordo Malleus gets additional casts and debuffs, helping even more with psychic powers. All of the named Inquisitors can fulfill useful roles as well, but the top choices are: **Basic Inquisitor - CP farming - Mental Interrogation psychic power, Esoteric Lore warlord trait and Seize For Interrogation stratagem; switch the bolt pistol for a Boltgun and take the Blackshroud Relic. For support swap Mental Interrogation for Terrify. **Hector Rex - Deny the witch - Psychic Mastery warlord trait: knows 3, casts 3 and denies 4 (with +1 within 12"). Powers should be: Mental Interrogation to generate CP, Terrify to bypass overwatch, and Dominate (Or Castigation). Tanky (2+/3++), can deep strike, and he is BRUTAL vs daemons. **Coteaz - Points efficient all-rounder - Psychic Mastery warlord trait: knows 2, casts 3 and denies 2 with solid offense and defense and an interesting ability. Powers should be: Mental Interrogation to generate CP and Terrify to bypass overwatch. **Karamazov - LD buff/ Hold the line - LD11 in a 12" bubble is going to make low LD hold their ground and makes a nice counter-charger. Your trade off is no psychic powers but some psychic defense. * ''Assassins'': Unlike Inquisitors, Assassins do make you lose your sacred rites, even if you use the stratagem to add one - unlike the Inquisitor rules, the Assassin rules don't specify that they let you keep Doctrines and similar abilities. One will set you back 95 reinforcement points and 2CP, but you choose which one of the four available assassins <b>during deployment</b>. The two assassins most likely to earn back their pointage in a game are the Culexus & Vindicare assassins. As a general rule you should probably take the Vindicare assassin as your 'default choice' for his long-range (72") anti-'Chapter Master SmashFucker' (or equivalent character) fire support unit, and the Culexus when your opponents has pesky psykers you'd rather not have casting. Eversor & Callidus have their uses too, both are solid melee units that can 'UN-alive' most <b>CHARACTERS</b> you charge them into. Regardless of which you chose note that each of them have two unique individualized stratagems that can be played to them and all can play "Priority Threat Neutralized (1CP)" should any of them actually kill their mark (White Dwarf issue of March 2019). ** Fun fact, they all have the CHARACTER keyword themselves, as a reminder this means they can't be shot at unless they are the closest model. * ''Imperial Guard'': The fluffiest choice, right up there with Inquisition and Black Templars. One of the few choices that won't really make you miss Sacred Rites. What Guard lack are elite and mobile infantry units (Scions move just like everybody else once they land); what Sisters lack are ranged artillery, psychic powers, and cheap bodies. Given that Celestine buffs Guardsmen (she gives them a 6++ invul bubble, which can be bumped up to a 5++ via the Psychic Barrier power) and that there are some units that overlap between armies, it's clear that soup isn't entirely off the menu. Bullgryns can also use their 1CP stratagem in The Greater Good to stack a -1 To Hit modifier on any Infantry unit near them if they're closer to the shooting unit... and that will benefit even the Triumph of St. Katherine. [more to be added]
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