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I'm a big Witch Hunters fanatic, but i've never even thought about using Repentia, i mean, Strength 6 for I 1 is pretty lousy right, except against vehicles, which are what Evisorators are really for.
So the big question, does anybody actually think that repentia are worth it??
They are absolutely amazingly awesome, and it is totally worth to buy them and paint them, and than put them on the shelf somewhere to look very pretty.
But never, i repeat, NEVER, use them as the squad in a game.
The problem is not with their strength or their initiative, it is with their save and speed.
If they were 3+ save models with feel no pain and say a rhino... yea they would be better, awesome in fact, but no, they are not alas.
You can get 16 zealots including 4 evicerator armed fanatics for about 160pts (from memory). Not as fast across the table, but they'll flatten a marine squad in cc.
FNP would be prefect and very fluffy. They are so zealous they shake off wounds.
Thanks for sorting that out for me guys
Now that we're on the subject, i've heard some rumors about a grey knight and sisters con-joint codex.
You think it'll happen?
I believe the codex "Forces of the Imperium" would come out sometime... not sure when but there are indicators towards that.
Some people believe that this Game's Day will bring us some inquisition goodness, I am slightly hesitant to believe that, probably a rumor heretics are spreading to let us faithful to give up hope after a letdown.
Haha, i agree with you there completely.
To tell you the truth i wouldn't really want the 2 codex's joint together.
I mean i know they have lots of story line together, and the idea of the inquisition is awesome, but i love my sisters on the own.
I would like faith to be a bit different though, like vows in black templars or something.
BY the way, how do you get the inquisition thing underneath your message??
This was slightly delayed, but back to the OP question
Repentia can be very good if used to do so (that grammar is so bad,,,)
One of the staff members at local GW runs sisters, and in it he has a unit
of 20. repentia led by a preacher
(the army still contains the usual stuff at the side, burny death rhinos & such)
so for the first 1 or 2 turns, they holy rage + run forward to best of ability
then charge as much as possible, due to the numbers of them, while some will
die, they still cause large amounts of chaos within the enemy lines, and frequently
take 3+ units out with them before death, which leaves their point of charge a large
hole in the enemy lines.
of course, using more burny death rhinos would probably be more effective, they
aren't entirely bad, + the shock of someone using them usually puts the opponent off
or they get ignored as no-one uses them :3
I've never played them, but I would have thought them not so bad in this edition now days. They have a 4+ save which is enough is that standard bolters and stuff won't shred them THAT fast. More over, i could be wrong, but with run AND their extra movement thingy that means they could be moving up to 18 a turn. Their average movement would be 13, given standard move +2d6 for combinded run + holy rage. Not that bad.
Also, a big unit can they down a lot of S7 attacks if you throw in a faith point.
I'd say they'd be fine to use, just make sure you have some Arcos and a Pen Engine or two so that the opponent will struggle to concentrate his fire. On their own they'd still struggle to make it across the bord with enough numbers.
EDIT: If you're up against something good in cc they'll just kill the repentia before they strike at I1 of course.
IMO, repentia can work when fielded in decent number in a big army (2000+) with several rhinos shielding them from enemy fire. Now that would make those rhinos less mobile and adaptive, but they could indeed form a spearhead for the rest of the army.
Now to keep the semi-random running repentia behind your rhinos so they won't be shot, that's difficult, too.
Last edited by Interrogator_Krikk; March 28th, 2009 at 09:51.
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