View Full Version : Sisters Repentia
Bear101
28th October 2009, 16:56
I already have Arco Flagellants, and they work extremely well when you put them in reserve. I typically bring them in if someone is overwhelming your table side with men. I love the repentia models, but i just have this very strong feeling that they will get owned with the initiative 1. anyone have any experiances or thoughts?
LanceWarrior
28th October 2009, 16:59
I've had them used against. In my experiences against them Arco Flagellants were generally doing more damage, because they could attack in initiative order.
incubus
28th October 2009, 20:39
I've bought a unit of Repentia, but haven't used them yet, since I've heard that they aren't that good.
The way I see it is that they are just too expensive. I mean, 20 pts a model? That, to me, is just waaaay ridiculous. I reckon if you want to field Repentia, you need to get a lot more than just the minimum 9 models in order to keep them alive long enough for them to do some killing. Which means that you end up spending up to 400 pts for ONE unit... now that's just dumb unless your playing with a very large army.
Gkjester
28th October 2009, 20:46
I've never seen them used, but my advice would be to keep them behind a tank until they get close enough to assault. Actually that goes for Repentia and Flagellants.
incubus
28th October 2009, 20:48
I've never seen them used, but my advice would be to keep them behind a tank until they get close enough to assault. Actually that goes for Repentia and Flagellants.
And doing that, I reckon, would also suggest taking a smaller unit so that it actually can stay hidden from LOS :)
Gkjester
28th October 2009, 21:04
I've never seen them used, but my advice would be to keep them behind a tank until they get close enough to assault. Actually that goes for Repentia and Flagellants.
And doing that, I reckon, would also suggest taking a smaller unit so that it actually can stay hidden from LOS :)
I don't know if it would work though, depends on target priority.
I pulled a screen play once with my Daemonhunters, back in 4th ed.
Stormtroopers in rhinos drove up, turned sideways, and popped smoke right in front of a unit in a tower. They chose to shoot at my slowly advancing dreadnoughts. Next turn, my PA GK's teleported in right behind the rhinos due to the teleport homers. Rhinos moved 6, everybody jumped out, and I laid waste to the units in the tower.
Bear101
28th October 2009, 22:20
With the current codex for witch hunters, is it almost like repentias and flagellants have fleet?
Gkjester
29th October 2009, 16:47
With the current codex for witch hunters, is it almost like repentias and flagellants have fleet?
I don't know anything about that, but it if does, it may make them much more useful.
incubus
29th October 2009, 18:25
With the current codex for witch hunters, is it almost like repentias and flagellants have fleet?
I don't know anything about that, but it if does, it may make them much more useful.
Not exactly. They can be subject to Holy Rage making them move an extra D6 inches in their movement phase and must move them towards the closest enemy unit. AND they must also charge if they are able to.
edmundblack
29th October 2009, 21:08
If you wish to use them, don't hold back: throw 19 on the board, and watch them eat anything that gets in their way. I've seen them tear up Dreadnoughts, MC's, Terminators, Land Raiders, Baneblades, Falcons, Howling Banshees and many other CC based units of other armies. They're evil! But steep, and very fragile. You need the ablative wounds to make them work.
Bear101
29th October 2009, 23:11
Pretty mixed thoughts here, I should make a poll.
Forgon
1st November 2009, 22:46
I think the Repentia did their job with less efficiency than the Arco-flagellants, but my enemies hate them almost as much. I wouldn't spit on them, they helped me a lot, it is just that they are difficult to use, I think.
Dracon Zorial
2nd November 2009, 05:25
I think they both have their own uses. Repentia would work better against monstrous creatures, wrecking tanks, etc. The Arco-flagelants seem to be better suited to taking out infantry units, even other normally "hard" dedicated close combat specialists such as Striking Scorpions, Ork nobs, etc. You know, units that can't reliably be taken down with normal bolter fire (I'm not taking into account the acts of faith as "normal" bolter fire.) Neither unit can take huge amounts of fire coming in at them. The Arco-flagelants do have the invulnerable save, but with so few of them that won't matter when taking heavy fire. Add a priest to the Repentia and you have one hard hitting unit that will pretty reliably cut most things up as long as enough of them survive to strike back. Maybe give the priest a power weapon and you have a minimum of 5 power weapon attacks (strength 3 mind you) attacking at initiative 4 and 5. If you get off the charge (which you should be aiming to do) the number of power weapon attacks go up and you might clear out some of the enemy before they even strike your Repentia. You'll probably need more Repentia than Arco-flagelants, but overall I think if played correctly the Repentia can put out more hurt than the Arco-flagelants. Not saying the Arco-flagelants aren't good, they're far from it, but you just need to know your play style and what you want the unit to be doing to decide on which one you would rather take.
Hope that was helpful. :)
Kaffis
6th November 2009, 14:03
Repentia in 5th edition aren't a points-effective unit.
An entire unit striking at initiative 1 suffers serious attrition when it's not ultra-hard like a terminator unit. As such, 20 points a model (even though that's essentially buying the eviscerators and getting the body for free) is pretty wasteful, IMO, even if you manage to advance them safely using cover and LOS to protect them.
They have the potential to do some very neat things, like move fast and even charge on the enemy's turn. However, IMO, for 5th edition, they still need some options. I'd love to see them with scout or infiltrate. They'd be an excellent flanking unit from reserve, and having a scout move (eager to get to the enemy and earn their redemption) seems quite in character for them.
Bottom line, they're overcosted. Eviscerators are devastating in small numbers in a squad with lots of wounds to protect them while they strike last. Repentia, however, force all those wounds to protect the eviscerators to be.. other 20-point eviscerators. I'm crossing my fingers that in the future, they'll come as 10-point models with chainswords, with the option to upgrade as many as you want to eviscerators for 10-15 points apiece.
Redwyrmling
13th November 2009, 12:39
I like them but the price for them is just to steep. For the same amount of points as 10 repentia's I can have a full squad of sisters in a rhino.
Arbite
20th December 2009, 00:09
I used them for a while, but i recently added an inquisitor to my army, so they have moved out in my 1000 point list. The inquisitor is much more effective in combat as he can strike in initiative order and not get stomped before getting a single attack in.
I've had problems when they would be forced to charge a dedicated close combat unit that has sat right next to them, or in my last game, charge a unit of 1 spinegaunt, when there was a tasty zoanthrope sitting 5" away. If you can point them at a tank or a monstours creature though, they will mess them up.
Eternus
23rd December 2009, 08:14
Sounds to me like the problem with Repentia is similar to the problem with Penitent Engines - they are outclassed in their list section (Penitents by Exorcists and Repentia by Flagellants) and are a big investment for something so terminally fragile. These 2 units are quite possibly the ones that need the most attention in any new book.
Kaffis
23rd December 2009, 15:26
I concur, they're easily the weakest selections (and are both great-looking models and delightful flavor); I hope they get some TLC in a new book. Inquisitorial Stormtroopers and Inquisitor retinues could probably use some work, too.
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