Soaring over the grim battlefields like angels of vengeance, the Seraphim Squad rains down fire and damnation on those sinners foolish enough to raise arms against the Ecclesiarchy. This fast attack combat unit operates close to the front lines, delivering lightning strikes against infantry units and dropping Krak Grenades against vehicles and fortifications. The sight of the Seraphim soaring overhead provides confidence to their allies and they generate Faith attribute necessary to power the Acts of Faith abilities.
Tactics[]
Unlike other jump infantry, the Seraphim Squad (named after winged angels) actually does more damage with ranged attacks, thus ranged is their default stance. In an other hand, Seraphims are only equiped with Dual Bolt Pistols at range and Knife at melee, making them somewhat similar to unupgraded Battle Sisters Squad in terms of raw damages ; balanced at range, weak at melee. Powerful ranged infantry should still be engaged in melee with their Jump to deny them use of their heavy weaponry.
In Tier 2 Seraphim Squads become extremely useful with their :
Angelic Visage ability. Combined with a Battle Sister Squad's Flamers, you can field a force that can break the enemy's morale rapidly and is itself nearly impossible to break. Seraphim Squads also gain
Krak Grenades that allow them to launch hit and run attacks on enemy bases and vehicles.
With Krak Grenades and Veteran Superior Inferno Pistols, Listening Posts can easily be taken down, allowing for quick harassment and decap of strategic points, depriving the enemy of a successful economy and keeping them on their toes. Although their mobility is later surpassed by Lightning Fighters, they remain excellent base raiders with Krak Grenades and Angelic Visage is the only means Sisters of Battle have to restore morale in an emergency.
The best use for Seraphim Squads are anti-melee dancers. Losing very little accuracy on the move and having the ability to turn around and fire on attackers, Seraphim Squads still have a very high FotM accuracy of 70% which, with their speed and some good micro skills, enables a melee squad to be effectively countered by being able to do little more than simply pursue a Seraphim Squad, being shot until they die.
Although Seraphim Squads require the Pristine Sanctuary to be built first, this is usually not a problem as the Battle Sister Squads in particular need this building for access to Flamers. Thus a rapid Seraphim Squad build can easily be employed to field them as early as possible. In campaigns, sending two or three Seraphim Squads directly to the opponent's base will result in a total mind-bomb attack. Most races can't be quick enough to built their higher tier units and early-game units have Infantry armor which the Seraphims excel in destroying. Finish off what few units they have along with their builders for a quick and easy victory. This tactic works well with all races but would require a Missionary or Death-Cult Assassin to spot infiltrated units of the Tau and Dark Eldar, a Canoness or a Battle Sister Squad with Flamers to soak damage and demoralize enemies respectively when facing Orks or Necrons.
Permanently replaces the Bolt Pistol when researched. This weapon has 70% accuracy when firing on the move. When hit, the target takes 3 damage every second for 3 s.
Power Sword[]
Seraphim Superior Veteran's upgraded melee weapon.
The Seraphim Squad quickly jumps over any intervening terrain to another location. At full charge the Seraphim Squad will have 2 jumps available, requiring 90 s total to recharge from empty.
All friendly Infantry, Heavy Infantry, and Commanders
Range
25
Area of effect
15
Cooldown time
120 s
Effects
The soaring angelic form of the the Seraphim inspires nearby troops, giving a variety of bonuses to the squad and any friendly units within the area of effect for 24 s.
All enemy Infantry, Heavy Infantry, Commanders, and Daemons
Range
12
Area of effect
None
Cooldown time
Passive ability
Effects
Once researched, when on Assault Stance Seraphim will automatically charge the enemy once in range and cause 25 damage, knocking the target down (10 force).
Upgrades[]
Squad[]
This upgrade can be purchased from squad's menu and remains until the beneficiary unit dies ; if so, the unit and/or the upgrade has to be purchased again.
Adds a fervous leader to the squad, which is a good melee fighter, increases Morale and damages dealt by all Seraphims of the squad (through Leadership invisible passive).