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2. Trust in Sacred Rites, Sisters & Synergy (& a well equipped Saint Celestine).
There are many great options to buff well positioned infantry with hospitalers, imagifiers or heroes. The research that allows you to activate two rites per turn is excellent.
I think influence is pretty important for Sisters - both for rites and for the ability to produce and equip multiple heroes. Vehicles are a useful support (I especially like the Castigator), but you will definitely still need your infantry. I have heard some folks swear that the Avenger Strike Fighter is an excellent damage dealer, though. Healing options are of course a little limited (well, you do have the healing rite, regular healing and the option to equip heroes with the repair gauntlet). In any case, Sacred Rites are pretty good for vehicles, too.
3. Trust in the God Emperor of Mankind (obviously). You might need that for the end game phase ... Not necessarily the strongest moment for the Sisters as compared to the other factions .... on the other hand: how could those fiithy heretics and xenos posssibly withstand the power of faith and flame? (It IS safer to burn them earlier, though.)
thnx to there Loyalty by Tile mechanic it helps a ton when you main city has a recaff field integrated.
i normaly do 2 sattelite outposts, one with maxing the merc production building (that i dont build in my main city) , preferable in desert, for sayed avengers or an ocassional Knight (but the later isnt great) , and one with only maxing out the machine halls as a second place for the warsuit production.
Just like all other factions your heroes are essential for success. Some of the buffs later on can change the tide of battle (ex. destroying several enemy heavies, tanking their morale).
Their vehicles are underwhelming to be honest, so I usually only build Transport units and Avenger aircraft, it might seem fragile but it's damage is insane (how insane? Destroying 200+ hp city with 3 Avengers in one turn, that's how insane) paired with Dialogus buffs and Cannoness damage reductions/morale hits. Just don't leave it without cover, Avenger can easily be one-shot by enemy units.
You should focus on massing *Dominions early on (they just delete any infantry in cover/in the open), Retributors (again, with buffs they can nearly one shot Gorkanaut) for vehicles/cities, Celestian Sacresants for soaking up the damage. And, of course, heroes (at least a couple of each one, except for the Saint, she has a limit of 1 due to being unique).
Dialogus is not only good for temporary buffs but she also gives +1/+2/+3 armour to all your Infantry units when they activate their holy faith skills. Did you know that Saint with 16 armour and Saint Sacresants (as long as they don't attack, they also get an armour bonus thanks to Dialogus) is nigh unkillable? And iirc she also benefits from Ruins/Forest damage reductions.
For cities, due to their mechanic you can found 2nd and 3rd city nearly right away. Tiles give you loyalty, just pick a good spot without losing anything to water/outposts etc. Usually you can only build 1 pop building, so plan around that.
And, as others have mentioned, their Sacred rites (global factions abilites) might seem small at first but they are actually pretty potent. Just make sure you have enough Influence saved up. In mid game you get bonus to Requisition generation for one turn which can help you outproduce a lot of factions and paired with your cheap infantry, it's easy to spam Dominus/Retributors squads like there is no tomorrow.
The biggest problem SoB have as a faction is mobility...they are pretty painful to play on larger maps.
Thanks! And yes, the economy (like the Space Marines) worries me; and their end-game units do not look all that strong either.
Thanks. This is just a general question and not specifically tailored to the Sisters, but when should you found the 2nd and 3rd cities? I've never had to worry about this, as the Space Marines are the only faction I've played past 100 turns, LOL!
Thanks - this is pretty comprehensive. On founding the 2nd and the 3rd cities: As I asked above, around what turns is "right away"? I've basically only played the Space Marines, so I don't really know the tempo of founding successive cities.
Oops. Missed this. Yes, I noticed that. They also seem to have mediocre vehicles. It ain't going to be a pretty end-game scenario! ;)
For SoB, you should probably go for 3rd city when you reduced the loyalty penalty somewhat in your first 2 (and scouted ahead/cleared potential good spots). I usually try to never go below -10 loyalty as you basically losing 20% of all city output and that's significant.
Also, not SoB specific tip but more of a general one, try to clear the forest/ruins tiles around your cities (be careful not to clear Holy Sites), helps defending them in case digital bastards come knocking at your door.
Regarding 3rd city - for me it varies from game to game. It depends what's you loyalty, what situation is on the map, where are other players ( I play mostly against humans ) and how agressive they are. Also if You are playing Eldar / Drukhari You have to secure that location first because if you lose that city there is no rebuilding.
My general rule of thumb is to build 3rd city ( and more ) when my loyalty won't drop below -6 with Loyalty building already in the pipeline.
also because the very few builslots it is adviceable to have no outpost tile or to much rocks at the tiles of the satelites.
1. When you have the unit that create cities (not know their name in English), not create it immediately, use it to heal the other units, their healing spell can be casted every turn for free. Also, search sacred sites with them for resources.
2. Saint Celestine is a walking Goddess, just below the God Emperor. She can keep herself alive in a battle with low-tier units around her, and can hold her ground against high-tier units. Also, her ultimate (level 6 spell) can be casted anywhere (while you can see the target with other unit, even ally units)
3. Aside Saint Celestine, your other main use for influence are the rites. Don't hesitate use them if needed. You can only use 1 each turn though. (2 after a research)
4. When you can create planes, use them. They are really strong, and can fire up to 3 tiles away, many cities and units can't reach that far.
5. Plan carefully where build your expansions. Aside other factions, Adepta Sororitas's expansions can only expand 1 tile away (the capital can expand further)
6. Never lose your faith to the God Emperor, and you will win every fight.
and what strange advice is that in teh first place? dont build citys, heal units?
its like saying dont use Engine Seers to Build Imp Guard Citys, use them to repair Vehiles instead in the first 100 Turns.....
the only exeption to not build a city asap with a hospitalis is when you have a sacred ground on the way to the construction side or very near to it. a sacred ground delivers normal around 35-50 research points, what means when it is 40+ a T1 is instant researched.
https://youtu.be/mc1pbbZqGy0
You completely misunderstood what I said. While you fight, your units get injured. Instead make them retreat for some turns to heal, make them retreat and use Hospitals to heal them and make them go back to battle instantly. And I have vanilla game, not movement required to use the spell (it still spend it if you not use it), when I said "for free", I meant it costs 0 influence. And I said "not build instantly", meaning do it later. Is it that hard use the brains?