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I am thinking of picking up some Sisters Repentia and am wondering if anyone has ever used them, and if so what are your thoughts?
In an Imperium of a million worlds, what is the death of one world in the cause of purity?
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shares its crime of existence.
I have used Repentia several times. To me the key is placement: remember that they will advance toward the nearest enemy so place them where this won't be a problem for the rest of your army. I also make sure that I force my opponent to choose: either shoot at the Repentia before they get to him OR shoot at another (shooty) part of my army.
Repentia are last in Initiative, but the survivors are deadly. They are also good against tanks.
"The sword that takes life gives life."
You really need big units, I'll be using a maxed out squad (19 Repentia and 1 Misstress) eventually, only got 9 REpentia right now.
Just take away the Mistress as the first casualty and boom, your moving like 15 inches a turn almost (results may vary)
Reconsider. Sister Repentia are one of the least effective units in the game. They get shot up long before they get into combat -- leaving you only a few Repentia that are killed before they attack on Initiative 1.Originally Posted by Inquisitor Leet
Although the models are gorgeous (I use them as Fanatics in my Zealot squads), Arco-Flagellants are much, much better:
1. For 20pts you get a single wound T3 model with a 4+ Save. Compare to Arco-Flagellants, where for an additional 15pts you get Fearless and +1S, +2T, +3I, +d6A, and an invulnerable save.
2. Without an invulnerable save, too many Repentia fail to get their attacks. Take a look at 10 Repentia (210pts) in close combat against 10-man Tactical Marine squad with a Veteran Sergeant with a Power Weapon and Bolt Pistol (175pts). Assuming they miraculously survive shooting to get into combat, they don't do too well unless they charge:
a. If the Repentia charge: Mariles kill 3 Repentia, Repentia kill 5.8 Marines.
b. If the Marines charge: Marines kill 5.2 Repentia, Repentia kill 2.3 Marines.
Compare that to 6 Arco-Flagellants against the same marines:
a. If the Arcos charge: Marines 1 Arco, Arcos kill 9 Marines.
b. If the Marines charge: Marines kill 1.8 Arcos, Arcos kill 7 Marines.
The difference? T5 and an invulnerable save!
3. Holy Rage is a double edged sword. Smart players will force you to move toward a strategically placed fast moving unit. For example, your Repentia can be made to follow a single landspeeder wherever it goes with no hope of closing. Arcos have Holy Rage, but they don't have to turn it on until they get into position.
Last edited by mkerr; January 24th, 2006 at 05:10.
Only take them in fun games, not in tournament play because even when they manage to get to HtH, having only one attack each really sucks. Sure its with a Str 6 chainfist, but really its best against vehicles and you have better choices to take out vehicles.
In a mega battle we played with recycling units, One squad of death company and chaplain killed 50+ Sisters Repentia, and the Chaplain still survived, even after the sisters consistently got the charge due to recycling back onto the board.
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New 40K missions here.
Try them in a very large game sometime down the road.
I played in a game where about 20 of them charged and cleaned up a whole squad of about 10 Terminators. All gone. That will probably never happen again in my career.
You can't use them like your power-armored Sisters, that's for sure. You need to Deploy them wisely, Move them Wisely, and Choose Targets for them wisely.
If you have an armored spearhead, they can follow that and stay largely out of site as they advance. They can creep along terrain. But, really, they should only need one to two turn of stealthy, protected movement... By then they should by in Holy Rage/Mad Frenzy of Doom psycho running range.
But choose your targets - they should NOT be assaulting troops, unless they vastly outnumber the enemy. Only charge units that cannot cause enough wounds to kill all your Repentia in one turn. Perfect target? Dreadnoughts. They can't kill enough, and even having 2 survivors should be enough to bring it down. Now - this cunning movement and target choosing can be mucked up by canny opponents and the Holy Rage rule.
The problem with maxed-out units is that there's never anywhere for them to hide. 8-10 Repentia can huddle out of sight behind many terrain features and most tanks, while still have enough models left to get into combat and be of value. But never hunt large squads... Go after characters, Dreads, tanks, small units.
And when they're trying to lead you around by the nose... hope they're dumb enough to shoot at you. All of a sudden that Land Speeder that kept 13" away all game is now within an inch or two, and your turn is next... IF they get shot, they have a potential to go 24" almost instantly.
In my experience repentias are really bad if I have to assault the other army, because of their poor save. They are easy points earned by my adversary. Of course if you are super smart and/or lucky they can be effective, but I would not count on it.
On the other hand, they shine in defensive position, vs orcs, tyranids, assaulting chaos etc... Again you have to be smart in order to put them at the right position, and manage their anger. Reserve can work, did a good job for me against tyranids.
Still, for defense, arcos in my hands are even better. That's because you can choose when to inject drugs for them. and d6 attacks are: Oh my god, I should buy more dices!
This is a bit radical:
Take an Inquisitor Lord, Induct some Space Marines, and add a unit of Sisters Repentia.
Talk about havok!
"The sword that takes life gives life."