Explore GameReplays...

Soulstorm

759 users online in the past 15 minutes
746 guests and 13 members
SOULSTORM FACTION STRATEGY PAGES
HOT FORUM TOPICS
TEAMSPEAK 3 SERVER

Sisters of Battle Tier 1 Guide

By mdigibou - 13th March 2008 - 16:11 PM

Sisters of Battle Tier 1 Unit Synopsis


Tier 0 Units:

Tier 0 is the starting point for the Sisters of Battle. No buildings have been built, and you can only build units from your Ecclesiarchal Chapel. Better get building quick!

Servitor:
Cost: 75 req
Build time: 10 seconds
Hit Points/Armor: 375 hp of infantry_low
Can build Sisters buildings.
Has an ability to demolish enemy buildings for 650-800 damage. It is not a good idea to send an early servitor rush, as the enemy can easily counter by repairing the structure. However, later game in T2 and beyond, you can send a force of 4 or 5 Servitors to quickly down an enemy lp2, while an assisting missionary decaps the point. This ability is risky because it takes a full 10 seconds to charge before activating, and if the servitor dies, the ability does not go off.

Missionary:
Cost: 75 req
Build time: 15 seconds
Hit Points/Armor: 700 hp of infantry_medium
Early capping unit. Can attach to Sisters squads.
He takes 40% more morale damage than most other units because of poor morale armour.
Dps values are almost irrelevant for this unit, because he performs a disrupting special attack so frequently, that he has very little time to deal good damage. This can be used to your advantage however, when attached to a sisters squad, and either deflecting incoming charges, or to charge an enemy ranged squad so that you can detach at the last minute and disrupt the enemy.
He has multiple exceptional powers.

Lay on Hands: Costs 15 faith
Improves the units healing rate by 20 for 20 seconds.
Again, this can be used to hold up a charging melee squad for a LONG time. If you sit your sisters squad and activate this ability, the enemy will be terribly hard pressed to damage the squad in Close combat. Shooting them will be difficult but not impossible to cause casualties however.

Emperor's Touch: Cost 50 faith
Replaces the whole squad with the Emperor's bolter.
The emperor's bolter has 21dps across the board to every enemy type (including daemon_high and vehicles), has 40 range, and 100% accuracy. It also has the added benefit of 50% fire on the move! If you are planning on going w/ a faith build, this can be exceptionally powerful to counter an enemy's early vehicles.
This ability lasts 20 seconds.

Tier 1 Units:

Tier one for the Sisters is generally the time when you have the Adepta Sororitas Convent built. Once you do, those crazy warrior nuns sure do kick some butt!

Battle Sisters:
Cost: 140 req for 4 sisters
Build in 16 seconds
Reinforce for 35 each
Hit Points/Armor: 290 hp of heavy_med each
Initial Bolter DPS:
Infantry: 6.2-7.6 (Only 3.5 vs Commander Armor)
Daemons: 3-5.5
Vehicles: 3-3.5
Buildings: 3-5.5
Please note the sisters below average DPS (especially to commanders), but very excellent durability for their cost.The sisters are your core unit, come out terribly quickly, and can help you get an early aggresive cap order solidified. Their durability for cost allows them to hold out against suprisingly superior troops, however keep them out of melee combat unless you need to tie up a superior ranged squad (GM's, firewarriors, reapers). With a wide variety of equipment, you will find yourself using sisters squads well into tier 2, 3 and even 4! Available in tier 1.5 after you build the pristine sanctuary, Sisters squads can be outfitted with one of two heavy weapons, Flame throwers, or Heavy bolters (in tier 2). Also, phosphor grenades can be provided, and a leader reinforced into the squad (again, in tier 2).

Flame throwers:
Cost: 30/10 to reinforce
Builds in 12 seconds
Does around 11 dps to all infantry types and around 8 dps to building_low
Combine this with a massive area of effect, and a large morale damage, and you can have a weapon that deals more actual damage than a heavy bolter. You simply have to have the flame animation cover 3 enemy troopers to equal the dps of a heavy bolter, and with its 25 range and large arc, this is not difficult A thing to note, is that while firing on the move, the flamers accuracy is reduced only to 70% from 100%, so they still are very killy while on the move, important if you are doing a lot of dancing.

Heavy bolters:
Available in tier 2.
Cost: 35/10 to reinforce
Builds in 12 seconds
Does 36 dps to infantry types, and around 12 dps to building_low. Also has around 8 dps to vehicles.
The massive range and damage output are what make this heavy weapon really shine. It takes 2 seconds to setup to fire, but when it does, it will rip any infantry in range to shreds. Combined with phosphor grenades, these make melee units all but useless.

Phosphor Grenades:
Available in tier 1.5 at the barracks after pristine sanctuary is built.
Cost: 25/75 to research
Has a cooldown time of 75 seconds
Phosphor grenades knock down enemy troops in an AoE of 6, dealing 20-30 initial damage, and dealing another 9 damage every second for 7 seconds, as well as 5 morale damage per second for 7 seconds. This upgrade is absolutely crucial for countering enemy ranged and melee squads, as forcing them to re-setup is a powerful disruption. The damage they deal to attacking melee troops as well is incredible.

Battle Sisters leader:
Available in tier 2
Cost: 60/10 to build
Reinforces in 12 seconds
The most vital research you can get for each of your sisters squads. It increases the DPS of all of their weapons by 30%, and provides a platform for the amazing inferno pistol - essential for holding the line against light vehicles or taking down listening posts. They also increase the squads morale by 100, and morale regeneration by +1.

Tier 1.5 Units:

Tier 1.5 is when you have erected a Pristine Sanctuary to research upgrades for your troops. An added bonus of building the Pristine Sanctuary is that you get access to the amazing Seraphim.

Seraphim Squad:
Sisters of battle tier 1.5 jump unit
Cost: 200/20 to build
Builds in 28 seconds
Hitpoints/Armor: Has 350 hp of Heavy_med, and moves at 24 speed (Assault marines/raptors/charging cultists/FoF)
Initial Dual Bolt Pistol DPS:
Infantry: 5.6-7.6 (Only 4.6 vs Commander Armor)
Daemons: 2.8-5.6
Vehicles: 2.7-2.8
Buildings: 2.7-5.8
Seraphim are, infact, a ranged DPS machine of speedy doom. They have a 70% fotm accuracy, and can fire BACKWARDS while being chased by raptors/ASM/melee units. These also make the SINGLE best unit in the game to harass builders with. You know how against most races, you run the builders around in circles so theyre harder to shoot/melee? Not vs these sisters! they have almost full DPS while moving, and so make the MU vs chaos a REAL pain in the behind. Combined with 2 jumps, and a solid amount of HP, these sisters make the core of any high mobility Sisters army.

In tier 2 they can be upgraded with a Seraphim Leader:
Builds in 12 seconds
Cost: 70/15
Increases sisters squads damage by 30%, and also, increases the seraphim's hit point total by a hefty 25%.

Also in tier 2 they gain access to an ability called

Angelic Visage:
Cooldown is 120 seconds.
The ability casts and the seraphim squad, and everyone in the AoE gain 25% boost to damage, automatically rally, and are morale immune for 24 seconds. This also has an area of effect of 15.
This ability will certainly help you counter Dark eldar's morale breaking Raider effects, and can really turn the tide of any battle.

Krak Grenades:
Available for research in the barracks in tier 2.
Cost: 75/75 to research
Cooldown is 120 seconds
Immediately deals 650 damage to vehicle and building Medium, and 450 to building and vehicle Low.
Great way to quickly down fragile enemy vehicles (tau/DE) and/or demolish key enemy structures before they get a chance to respond.

The Adepta Sororitas have a devastating and awe-inspiring early game, that can easily contain enemy armies while you tech up. Used properly, they will reign supreme over the heretic!

Written by mdigibou, edited by Alexander707
Discuss this guide in the Sisters of Battle Strategy Forum.