I hate what they have done to the repentia. They are expensive because in one detachment, with one combo, they hit really really hard. What about the rest of us who want to run them as a more desposible fire and forget weapon. "Run that way and find redemption in battle or in death"
Plus it would make them unique and have them fill a "resilient infantry" niche rather than getting lost in the sea of T3 W1 3+sv profiles the rest of the sisters have.
@@shae98sc2 Arcos have 2W so GW is willing to give 'regular' human T3 bodies more than 1W. Yes arcos are all drugged up but that's what the FNP is for.
@@keyanklupacs6333 Likely no one bought them in 9th soooo...I've always liked the torture units so had a few on the shelf along with pengines and mortis. Now they have their own detachment!
It's kind of weird. She was kinda decent in 9th, but mostly just usable not in any way OP or even anything close to a staple. So it's not like she's being punished for her sins. So... Why?
@Wintersdark I enjoyed her in 9th, she was the fightiest of the characters who could use hymns of battle and you could make her a pretty decent beatstick alongside a nearby unit. Now she just does the least fun thing a character can do and with how many characters there already are in the army, taking her seems actively detrimental. ESPECIALLY if your opponent gets something like the assassinate secondary.
They gave sisters the worst detachment for index and the best players were still making it work because miracle dice, as a mechanic, will always be good in a RNG game.
@@Pajamas.Tepanek arguably the worst detachment from the Sister codex. But with the updates to datasheets Sisters don't really have a bad detachment now.
Just a word of advice: those models on the Triumph, they can proxy as other models too (like imagifier or cannoness or dialogus) Just saying: build that model wisely so you can detach them from their platform and put them on a single plaform and there you go... saved some of you some cash.
You're absolutely correct that Rhinos are still completely serviceable. I've been running Bringers of Flame using a Canoness with Fire and Fury and equipped with Inferno Pistol, Hallowed Chainsword and a Brazier of Holy Fire leading 10 Dominions, Sergeant with hand flamer and power weapon, 4 Flamers and mounted in a Rhino. 4D6+4 S6 hits ignoring cover is already awesome but then add D6+1 S5 hits and D6+1 S7 hits with -1AP and D2 and it's quite strong especially with the strategem to advance the vehicle exit and shoot. Adding Sustained Hits 1 to the assault S5 bolters is just pure bonus and maximizes the value from the Canoness.
Junith Eruda with Sacresants is amazing in practice. -1 to hit/wound makes that unit so difficult for the enemy to shift. Coupled with their 4++ save, the unit hangs around way longer than people like. I agree with one of the other posters too, if they had 2W then the hospitaller would be a much better option. Also, give them 2W because they have storm shields.
I put Pertinent Engines a tick higher than Tier 3. Annoying to kill and have some speed to get they to where you need them. Everyone I face hates seeing them because they have to dedicate some of their anti tank weapons to take them out and even then its not a guarantee kill for them.
I feel that GW may have gone a bit too far with some of the points increases for Adepta Sororitas. Paragons are back 210 pts which was how much they were at the beginning of 10th ed if I am not mistaken. They should probably be at least 10-20 points cheaper since the whole reason they dropped in points in the index was to incentivize running them without Vahl. The one unit I believe is too over costed is Repentia at 180 pts for 10. Repentia should be 140 pts for 10; 180 pts just makes them unusable outside the Penitent Host detachment with a Palatine with the enhancement that gives her the Penitent keyword which is probably why GW put Repentia at 180 pts for a unit of 10. Despite what Repentia with a Palatine plus the stratagem to for critical hits on a 5+ could do, Repentia are at the end of the day hard hitting in melee but very fragile if they take any shooting or return combat.
Oh hey Lady Grey Salamander Knights, I think I'd put the Battle Sisters to the top of tier 2 maybe even hard 1 since they're the only Sisters Battleline unit. Also Jump Packs make everything better.
I'm glad the army is aiming at a more elite style. But they are still super squishy and it feels like some of the big nerfs have been somewhat ignored due to all the big boosts, coupled with some truly huge point rises I'm not sure Sisters are in a great place, early results not withstanding. My own games have not gone well since the codex but that could just be luck of the dice. But it does feel like Exorcist's simply can't justify their cost now, they've both got a lot worse (losing heavy means no 2+ direct shots, which seems to get forgotten). The change to the BS removing the guaranteed miracle dice on objectives is huge, I've literally gained about 2 miracle dice from objectives over the course of 3 games 50/50 is a huge nerf those 2s and 3s still had their uses. Penitent Engines, Mortifiers outside of Penitent host feel week for their cost and don't even get started on Repentia. Even Castigators took a nerf losing their built in rerolls which is huge. All that said I do like the changes overall, I just think there is a lot of over costed stuff in the roster now.
The Exorcist, in my opinion, is, and always has been, an "all-in" option. Either you take three of them and they are the core of your game plan or you take zero and do something else. Under no circumstances would I run a single Exorcist. It has variable attacks and the way to normalize that kind of randomization is to roll more dice which you do by running more Exorcists. The universal nerfs to artillery combined with the BIG points rise has me moving away from them. At 160 points I definitely would have taken it to league nights.
@@WoWisdeadtome My fist game running Exocists in 10th today. Really liked them, might go on to run 3, but I think they need to be shooting directly at what they can see running round board maniac style. Wanting to take a single Castigator to give them a -4 to their anti tanking, essentially.... 36" range melta's XD
I honestly think Celestians would be improved by making them battleline and allowing them to do the split ranks move with the immolators. Would make them much more handy and less defense position holder.
The one aura from the Triumph of St. Katherine should probably be given an errata to read "You units may perform one ADDITIONAL act of faith per phase." instead of simply two. As it stands any rules lawyer will tell you that this aura has precisely zero effect if the Triumph is taken in the Army of Faith detachment.
Penitent Host was a mistake, at least in the form it is now. The other three detachments all work in a fairly general way, but PH makes Repentia so dangerous that GW had to massively boost their points, making them now only playable in that detachment. I think GW need to consider a point cost for Detachments like AoS has (used to have?) so units like this don't need to be made excessively expensive just for one detachment. The Dogmata can sort-of combo in Army of Faith. There's an enhancement that can force Battleshock, and if the enemy fails you gain a Miracle dice. If Stern is about, she can then follow up with her smite, using the Dogmata's LD debuff to help it go off.
1. used to have (unless they bring it back in 4th) 2. it didn't work how you think it does. aos battle regiments aren't subfactions, they're an additional layer of force org, usually to let you finish deployment faster (the person to finish deployment first goes first) and get a 1/game free strat on a group of units
Started buying models in 9th when the LGS had some stuff 40% off. Started to build and play in a league pre codex had started to paint as argent shroud so super happy with bringers though I would have liked to see a heavy cp strat for turning of heavy. I'm generally happy where they are at though.
Im still waiting for more tanks, biker units etc for my beloved sisters if battle. 4 tanks is not really alot, with 3 of them being use all the time, exorcist very little. Seeing sisters on bikes will be cool etc.
Sorry if it's a repeat question, if you split a dominion squad with an immolator, do both split units gain cherubs and can one squad have all the special weapons?
The Sacresants are not terrible esspeccialy as a bodyguard unit for a Palatine, but they work best in aggressive with them you want them up in the enemies face and killing the enemy or at least mauling them before they kill you, but they are still fragile. I had a game with 5 them with a Palatine and they did cut up a unit of 5 Assault Intercessors (3 dead and 1 wounded) and 1 Primaris LT, but did also suffer a few casulties 2 dead, they seem to work best if you have them with in a Hallowed Martyers detachment.
Splitting BSS squads with Immolators feels considerably weaker now as the primary reason to do that before was for easy miracle dice generation. It being on the wargear now which is also accessible to Dominions and Novitiates combined with the points rise to the BSS makes them generally less appealing though still having some use with their ability to be joined by more than one leader. Furthermore with Dominions being the same cost as BSS but generally better, Dominions are far more appealing and you don't even lose miracle dice generation for them. Split Dominions with Immolators, 5 to farm miracles in the backfield the other 5 go with 4 meltaguns to hunt enemy armor from the back of a scouting Immolator.
I feel in my playgroup Sacresants are tier 3, pretty tough compared to most sisters units. If they want to be meta really need T4 so most weapons anti infantry weapons wound on a 6, plasma needing to overcharge to wound on a 5 and such. still useful especially with 10 of them and a damage boosted palatine. It is only 200 pts and has to take significant fire and pretty much garuntees the palatine gets to attack hard
I want to use my Paladin sisters so much, the t4 isn't that big of a thing, but at least make them kill the things they fight. If they do make them more "tanky" the t4 and maybe 2 wounds would cover their cost. Maybe give them "advance and charge" to get them into combat, since they have 0 tange weapons. Or, you know what would be neat, give them "stealth" -1 to hit at range from their glorious shining armor makes it hard to see clearly at range =D Honestly, I don't know how to fix these girls, but I do want them in my army.
@@OdinMagnus Rhinos, plus Blinding Radiance in Army of Faith would probably solve the resilience issue. Especially if you put it on a nearby Seraphim/Zephyrim. From what I've seen I think the Army of Faith is the best for power armor sister melee, rather than the Bringers of Flame.
@shae98sc2 true but a unit should be decent in all types not unplayable in all but 1. I guess if you support them with angels it would help. Slight problem with that is that they will never catch up to the angels. I know the rhinos help, but since you can't assault after jumping out anymore that makes it much weaker
@@OdinMagnus Fair. I was thinking of having some 5-girl seraphim squads to do secondaries and act as buff loci for the AoF stratagems, plus a big brick of 10 Zephs with a Jump Canoness for fast smash and free strats every turn, keep the blinding radiance up. Plus, AoF seems to have the most support for general non-Penitent melee, between getting Lance or extra AP. I just want to be able to use powered armored sisters for melee, rather than needing them to be half-naked and guilt-ridden for non-existent faults in order to swing an eviscerator around (read Repentia).
Interesting selection of bot comments here... Without cheating (i.e. skipping to the end) I'm going to guess The Triumph is hoofingly strong, followed by the Repentia (I hardly knew 'er)... Edit: Gasp! I'm wrong about Repentia! Every time I've seen them played, they've murdered everything, though that could be because they're in Penitent. They are very fragile though, as Cawl mentions. I'd also forgotten about Morven Vahl and her warsuits. D'oh! They've also been punchy in the battles I've seen.
Repentia are the definition of a glass canon with cracks on it. They will murder something and then die to a breeze. That was fine for trading at their previous points, but now with 180+possible character, you are the one losing the trade.
@@koelkast9 Now that 10th is shifting to detachments favoring certain units, most specialty units are costed to their max capabilities in their detachment. Repentia likely won't see play outside of Penitnent Host but are very good there. 2x10 in rhinos, one with a palatine, seem like the core of that army.
Fought Sisters with my Chaos Knights the other day and basically tabled them in turn 1. I told my buddy "Hold on, let's pretend you brought Morvenn Vahl and her Paragon unit" (Which he owns, just didn't bring in his list) so we just dropped those 4 models on the table. He then basically counter-tabled me turn 2 with just that unit. Edit: To clarify we were playing 1k points and he didn't know he was fighting knights until we started deploying. I brought 3 armies and he thought knights would be neat to fight against - unfortunately his list was not at all tailored to knights, while mine was absolutely tailored to wasting everything he brought. I deployed my Rampager and 2 karnivores as close as possible. He deployed a bunch of stuff also as close as possible. I got a lot of turn 1 charges and fire support with 2 brigands. On his first turn the game was already decided so he charged me with whatever was left to experiment with doing damage to knights. He got wiped. So, we put Morvenn on the table. She and he unit deleted the big knight in one round of shooting then charged the karnivores and put them down pretty quick. Then I had 2 models left.
@@collinwatson4483 armigers yes, actual knights no which is what I am referring to. That would still be a small points game as you can usually fit 3 maybe 4 armigers/war dogs depending on how the meta is in 500 points match.
Can someone explain the difference between Sisters of Battle and Dominions, in terms of look? They literally look identical. The fact that they’re built from the same box doesn’t help. Is it just “this unit is a Sister of Battle squad this game” then the next game you go “this unit is now a Dominion squad”
There’s no difference. Just like there’s none between Infantry Squad and Shock Troops in the guardsmen, and many others. The equipment is the difference. If you wanna differentiate them, put helmets to one, none to the other.
only real 'appearance' thing that pops up id say is dominion has 2 extra special weapons and no heavy weapons... but yeah.... that's it... I plan on styling them in a different paint, and making them more visibly resemble celestians, to help out my opponents
@@IsaacEsquivel-Pilloud no they dont. Thats shooty celestian helmets, which are no longer a datasheet of their own in 10th despite being the most iconic nuns with guns unit.
sacrosant only t4? she are very strong, they are sponge for your army, just 1pack with hospitalier or junith and they make the job (sorry for my approximative english)
I normally agree with most of these videos but I must say I vehemently disagree with this one. Nearly everything in the codex minus the Exorcist and dogmata feel like they're all very solid units.
The faster you talk, the more you need to enunciate. In your case especially the /R/s. I mostly listen to it and just glance at the screen now and then, understanding you easier would really help me :) I love your content man!
As a sister's player, I actually find it funny people use the Triumph. I think it's a huge waste of points. It's 190 points and "helps in melee" but it's movement is 6" and can't go in a transport. My melee unit is my Zephys and they will be way ahead of it. The buffs it gives could easily be swapped for the Dialogus. The only benefit is the "versatility" and that it doesn't attach to the unit, they just have to be next to it. Other than that, you ignore it and kill the unit next to it. The OC on it is meh for 190 points, and it's melee and range attacks are terrible. It's basically a bunch of pistols and swords. For the same price you take 2 Dialogus and an extra battle sister squad. Since by the time the Triumph does anything useful, it'll be around turn 3 or 4 and by then the game is pretty much decided. I guess you could surround it with exorcists to get some ok bonus at range. My army has never included it, and it most likely never will. I like my Celestine who is my "junk character" in my army, but at least she shakes hands with the enemy occasionally.
The guaranteed additional miracle dice of a 6 is incredibly good when we have 6++ on everything, especially tanks. It guarantees a charge or damage roll. +2 movement/ +1 advance rolls in an aura is great for bringers of flame units moving from staging locations. The 6+++ is great for blunting the damage coming into our tanks. It's great.
Imagine being this wrong. The movement buffs are insane 2 miracle dice on a unit is insane Generating an auto 6 is insane The extra AP in melee, the fnp and rerolling 1s to wound in shooting are also good Warped every game in 10th I've played with it.
@Hello-no7gm those are all buffs that go on separate units. Yeah, the miracle 6s are great. Dialogus does that. The movement? She doesn't keep up with the vehicles. Yeah, if you are playing against an assault army she will be close to other units. But you need to spread out. Take objectives and do things. You can't have half your points moving as a blob.
Me: hard ranking, there arent any useless units now in Sisters.
Also me: Oh. Right. The dogmata.
I hate what they have done to the repentia. They are expensive because in one detachment, with one combo, they hit really really hard. What about the rest of us who want to run them as a more desposible fire and forget weapon. "Run that way and find redemption in battle or in death"
Sacresants and the Hospitaller would be fixed by just giving Sacresants 2W - which would make sense since they have storm shields!
I've wanted this all along. They should be like Necron lychguard (my other army)
Plus it would make them unique and have them fill a "resilient infantry" niche rather than getting lost in the sea of T3 W1 3+sv profiles the rest of the sisters have.
@@shae98sc2 Arcos have 2W so GW is willing to give 'regular' human T3 bodies more than 1W. Yes arcos are all drugged up but that's what the FNP is for.
Gw have really been riding arcos d this edition. It's been crazy.@@zissoulander
@@keyanklupacs6333 Likely no one bought them in 9th soooo...I've always liked the torture units so had a few on the shelf along with pengines and mortis. Now they have their own detachment!
Good ol' Dogmata remaining at the bottom where GW is determined to keep her for some reason
It's kind of weird. She was kinda decent in 9th, but mostly just usable not in any way OP or even anything close to a staple.
So it's not like she's being punished for her sins. So... Why?
@Wintersdark I enjoyed her in 9th, she was the fightiest of the characters who could use hymns of battle and you could make her a pretty decent beatstick alongside a nearby unit. Now she just does the least fun thing a character can do and with how many characters there already are in the army, taking her seems actively detrimental. ESPECIALLY if your opponent gets something like the assassinate secondary.
@@KingMitty Me too. I loved my Bonkmata!
I'll still paint her!
But I'm not gonna play her.
And at 45 points too! Like, wtf!? Make her 30 points tops. What a waste
They’ve come a long way from *Armigers* being top tier in their army.
They gave sisters the worst detachment for index and the best players were still making it work because miracle dice, as a mechanic, will always be good in a RNG game.
@@zissoulanderdefinitely wasn’t the worst index detachment.
@@Pajamas.Tepanek arguably the worst detachment from the Sister codex. But with the updates to datasheets Sisters don't really have a bad detachment now.
15:37
Retributors: "There is no problem in this Galaxy our weapons cannot solve!"
Just a word of advice: those models on the Triumph, they can proxy as other models too (like imagifier or cannoness or dialogus)
Just saying: build that model wisely so you can detach them from their platform and put them on a single plaform and there you go... saved some of you some cash.
I ran 1k penitent host with 2 10 man units of Repentia in rhinos and slaughtered orks. Definitely top tier in that detachment
You're absolutely correct that Rhinos are still completely serviceable. I've been running Bringers of Flame using a Canoness with Fire and Fury and equipped with Inferno Pistol, Hallowed Chainsword and a Brazier of Holy Fire leading 10 Dominions, Sergeant with hand flamer and power weapon, 4 Flamers and mounted in a Rhino. 4D6+4 S6 hits ignoring cover is already awesome but then add D6+1 S5 hits and D6+1 S7 hits with -1AP and D2 and it's quite strong especially with the strategem to advance the vehicle exit and shoot. Adding Sustained Hits 1 to the assault S5 bolters is just pure bonus and maximizes the value from the Canoness.
Junith Eruda with Sacresants is amazing in practice. -1 to hit/wound makes that unit so difficult for the enemy to shift. Coupled with their 4++ save, the unit hangs around way longer than people like. I agree with one of the other posters too, if they had 2W then the hospitaller would be a much better option. Also, give them 2W because they have storm shields.
Thinking about a smallish Sisters force, this was very helpful, many thanks.
As a Kroot player, anything with power armor is like a Tootsie Pop. Crunchy outside. Tasty inside. Except we all died to flamers before snack time.
Aestred & Agathae need to be bumped up to Tier 1. We're seeing the beginning of a holy-word-goblin-attendant meta.
I put Pertinent Engines a tick higher than Tier 3. Annoying to kill and have some speed to get they to where you need them. Everyone I face hates seeing them because they have to dedicate some of their anti tank weapons to take them out and even then its not a guarantee kill for them.
I feel that GW may have gone a bit too far with some of the points increases for Adepta Sororitas. Paragons are back 210 pts which was how much they were at the beginning of 10th ed if I am not mistaken. They should probably be at least 10-20 points cheaper since the whole reason they dropped in points in the index was to incentivize running them without Vahl. The one unit I believe is too over costed is Repentia at 180 pts for 10. Repentia should be 140 pts for 10; 180 pts just makes them unusable outside the Penitent Host detachment with a Palatine with the enhancement that gives her the Penitent keyword which is probably why GW put Repentia at 180 pts for a unit of 10. Despite what Repentia with a Palatine plus the stratagem to for critical hits on a 5+ could do, Repentia are at the end of the day hard hitting in melee but very fragile if they take any shooting or return combat.
Oh hey Lady Grey Salamander Knights, I think I'd put the Battle Sisters to the top of tier 2 maybe even hard 1 since they're the only Sisters Battleline unit. Also Jump Packs make everything better.
I'm glad the army is aiming at a more elite style. But they are still super squishy and it feels like some of the big nerfs have been somewhat ignored due to all the big boosts, coupled with some truly huge point rises I'm not sure Sisters are in a great place, early results not withstanding. My own games have not gone well since the codex but that could just be luck of the dice. But it does feel like Exorcist's simply can't justify their cost now, they've both got a lot worse (losing heavy means no 2+ direct shots, which seems to get forgotten). The change to the BS removing the guaranteed miracle dice on objectives is huge, I've literally gained about 2 miracle dice from objectives over the course of 3 games 50/50 is a huge nerf those 2s and 3s still had their uses. Penitent Engines, Mortifiers outside of Penitent host feel week for their cost and don't even get started on Repentia. Even Castigators took a nerf losing their built in rerolls which is huge. All that said I do like the changes overall, I just think there is a lot of over costed stuff in the roster now.
The Exorcist, in my opinion, is, and always has been, an "all-in" option.
Either you take three of them and they are the core of your game plan or you take zero and do something else. Under no circumstances would I run a single Exorcist. It has variable attacks and the way to normalize that kind of randomization is to roll more dice which you do by running more Exorcists. The universal nerfs to artillery combined with the BIG points rise has me moving away from them. At 160 points I definitely would have taken it to league nights.
@@WoWisdeadtome My fist game running Exocists in 10th today. Really liked them, might go on to run 3, but I think they need to be shooting directly at what they can see running round board maniac style.
Wanting to take a single Castigator to give them a -4 to their anti tanking, essentially.... 36" range melta's XD
It's finally here, thank you.
I honestly think Celestians would be improved by making them battleline and allowing them to do the split ranks move with the immolators. Would make them much more handy and less defense position holder.
The one aura from the Triumph of St. Katherine should probably be given an errata to read "You units may perform one ADDITIONAL act of faith per phase." instead of simply two. As it stands any rules lawyer will tell you that this aura has precisely zero effect if the Triumph is taken in the Army of Faith detachment.
Penitent Host was a mistake, at least in the form it is now. The other three detachments all work in a fairly general way, but PH makes Repentia so dangerous that GW had to massively boost their points, making them now only playable in that detachment. I think GW need to consider a point cost for Detachments like AoS has (used to have?) so units like this don't need to be made excessively expensive just for one detachment.
The Dogmata can sort-of combo in Army of Faith. There's an enhancement that can force Battleshock, and if the enemy fails you gain a Miracle dice. If Stern is about, she can then follow up with her smite, using the Dogmata's LD debuff to help it go off.
1. used to have (unless they bring it back in 4th)
2. it didn't work how you think it does. aos battle regiments aren't subfactions, they're an additional layer of force org, usually to let you finish deployment faster (the person to finish deployment first goes first) and get a 1/game free strat on a group of units
Started buying models in 9th when the LGS had some stuff 40% off. Started to build and play in a league pre codex had started to paint as argent shroud so super happy with bringers though I would have liked to see a heavy cp strat for turning of heavy. I'm generally happy where they are at though.
Im still waiting for more tanks, biker units etc for my beloved sisters if battle. 4 tanks is not really alot, with 3 of them being use all the time, exorcist very little. Seeing sisters on bikes will be cool etc.
Nuns on bikes is a hill I will fall on, especially if there's a chap on a bike female counterpart
Would a sister riding a flagella to do?
Sorry if it's a repeat question, if you split a dominion squad with an immolator, do both split units gain cherubs and can one squad have all the special weapons?
The Sacresants are not terrible esspeccialy as a bodyguard unit for a Palatine, but they work best in aggressive with them you want them up in the enemies face and killing the enemy or at least mauling them before they kill you, but they are still fragile.
I had a game with 5 them with a Palatine and they did cut up a unit of 5 Assault Intercessors (3 dead and 1 wounded) and 1 Primaris LT, but did also suffer a few casulties 2 dead, they seem to work best if you have them with in a Hallowed Martyers detachment.
They're great in Hallowed Martyrs having access to full rerolls.
Could also use them in Army of Faith with a Hospitaller. Would depend on if you want the lethality of the Palatine or resilience.
@@shae98sc2 That is a fair point option.
Good analysis. Im not too keen on triumph though, as it’s fairly large as a model and it has a lot of implications
Splitting BSS squads with Immolators feels considerably weaker now as the primary reason to do that before was for easy miracle dice generation. It being on the wargear now which is also accessible to Dominions and Novitiates combined with the points rise to the BSS makes them generally less appealing though still having some use with their ability to be joined by more than one leader. Furthermore with Dominions being the same cost as BSS but generally better, Dominions are far more appealing and you don't even lose miracle dice generation for them. Split Dominions with Immolators, 5 to farm miracles in the backfield the other 5 go with 4 meltaguns to hunt enemy armor from the back of a scouting Immolator.
I feel in my playgroup Sacresants are tier 3, pretty tough compared to most sisters units. If they want to be meta really need T4 so most weapons anti infantry weapons wound on a 6, plasma needing to overcharge to wound on a 5 and such. still useful especially with 10 of them and a damage boosted palatine. It is only 200 pts and has to take significant fire and pretty much garuntees the palatine gets to attack hard
I wanr to use them with the new Hospitaller: 3+ 4++ and 5 FNP and then you get to revive 1+d3 when using your 1 or 2 faith dice.
I want to use my Paladin sisters so much, the t4 isn't that big of a thing, but at least make them kill the things they fight. If they do make them more "tanky" the t4 and maybe 2 wounds would cover their cost. Maybe give them "advance and charge" to get them into combat, since they have 0 tange weapons.
Or, you know what would be neat, give them "stealth" -1 to hit at range from their glorious shining armor makes it hard to see clearly at range =D
Honestly, I don't know how to fix these girls, but I do want them in my army.
@@OdinMagnus Rhinos, plus Blinding Radiance in Army of Faith would probably solve the resilience issue. Especially if you put it on a nearby Seraphim/Zephyrim. From what I've seen I think the Army of Faith is the best for power armor sister melee, rather than the Bringers of Flame.
@shae98sc2 true but a unit should be decent in all types not unplayable in all but 1.
I guess if you support them with angels it would help. Slight problem with that is that they will never catch up to the angels. I know the rhinos help, but since you can't assault after jumping out anymore that makes it much weaker
@@OdinMagnus Fair. I was thinking of having some 5-girl seraphim squads to do secondaries and act as buff loci for the AoF stratagems, plus a big brick of 10 Zephs with a Jump Canoness for fast smash and free strats every turn, keep the blinding radiance up.
Plus, AoF seems to have the most support for general non-Penitent melee, between getting Lance or extra AP.
I just want to be able to use powered armored sisters for melee, rather than needing them to be half-naked and guilt-ridden for non-existent faults in order to swing an eviscerator around (read Repentia).
Yes. How do you save your best unit from a strat reserve arriving paragon & vahl.. they just rinse everythint on arrival.
Interesting selection of bot comments here... Without cheating (i.e. skipping to the end) I'm going to guess The Triumph is hoofingly strong, followed by the Repentia (I hardly knew 'er)... Edit: Gasp! I'm wrong about Repentia! Every time I've seen them played, they've murdered everything, though that could be because they're in Penitent. They are very fragile though, as Cawl mentions. I'd also forgotten about Morven Vahl and her warsuits. D'oh! They've also been punchy in the battles I've seen.
repentia are all right, at 18p/model they are VERY glass cannony
For the same price you could buy two broadsides or some heavy melee hitter. Thats excluding the needed palatine with enhancement
Repentia are the definition of a glass canon with cracks on it.
They will murder something and then die to a breeze.
That was fine for trading at their previous points, but now with 180+possible character, you are the one losing the trade.
@@koelkast9 Now that 10th is shifting to detachments favoring certain units, most specialty units are costed to their max capabilities in their detachment. Repentia likely won't see play outside of Penitnent Host but are very good there. 2x10 in rhinos, one with a palatine, seem like the core of that army.
@zissoulander thats 635 points for a glass canon unit that will die from a stiff breeze. Not saying the damage isnt great, but at that cost...
Fought Sisters with my Chaos Knights the other day and basically tabled them in turn 1.
I told my buddy "Hold on, let's pretend you brought Morvenn Vahl and her Paragon unit" (Which he owns, just didn't bring in his list) so we just dropped those 4 models on the table. He then basically counter-tabled me turn 2 with just that unit.
Edit: To clarify we were playing 1k points and he didn't know he was fighting knights until we started deploying. I brought 3 armies and he thought knights would be neat to fight against - unfortunately his list was not at all tailored to knights, while mine was absolutely tailored to wasting everything he brought. I deployed my Rampager and 2 karnivores as close as possible. He deployed a bunch of stuff also as close as possible. I got a lot of turn 1 charges and fire support with 2 brigands. On his first turn the game was already decided so he charged me with whatever was left to experiment with doing damage to knights. He got wiped.
So, we put Morvenn on the table. She and he unit deleted the big knight in one round of shooting then charged the karnivores and put them down pretty quick. Then I had 2 models left.
Low points level I am assuming because no way Vahl and 3 warsuits kill more than one knight reliably in a turn.
@TimeMaster0 as a sisters player yes she can between shooting and melee reliably take down 2 small knights a turn
@collinwatson4483 thats like 300 pts
@@collinwatson4483 armigers yes, actual knights no which is what I am referring to. That would still be a small points game as you can usually fit 3 maybe 4 armigers/war dogs depending on how the meta is in 500 points match.
Can’t understand why you wouldn’t bring her and the suits if you own them and are facing knights.
Welp, they pushed the battlebox-er... flyerbox by at least making them really good
The Dogmata would be 3-2nd tier in gsc
Can we get the comp lists?
Can someone explain the difference between Sisters of Battle and Dominions, in terms of look? They literally look identical. The fact that they’re built from the same box doesn’t help.
Is it just “this unit is a Sister of Battle squad this game” then the next game you go “this unit is now a Dominion squad”
There’s no difference. Just like there’s none between Infantry Squad and Shock Troops in the guardsmen, and many others.
The equipment is the difference. If you wanna differentiate them, put helmets to one, none to the other.
only real 'appearance' thing that pops up id say is dominion has 2 extra special weapons and no heavy weapons... but yeah.... that's it... I plan on styling them in a different paint, and making them more visibly resemble celestians, to help out my opponents
@@guillercuastico
Got it, proxy cat ear heads for the Dominions.
Dominion helmets have the saint symbol on the visor
@@IsaacEsquivel-Pilloud no they dont. Thats shooty celestian helmets, which are no longer a datasheet of their own in 10th despite being the most iconic nuns with guns unit.
sacrosant only t4? she are very strong, they are sponge for your army, just 1pack with hospitalier or junith and they make the job
(sorry for my approximative english)
Would love the The Triumph just for converting its characters, really thematic.
Can someone help me make a list for a 2k army pls I want to run Celestine and still have an op army. The dream is to get to 5k games
Where are the novitiates:,(
Edit:nvm found them
I normally agree with most of these videos but I must say I vehemently disagree with this one. Nearly everything in the codex minus the Exorcist and dogmata feel like they're all very solid units.
The faster you talk, the more you need to enunciate. In your case especially the /R/s. I mostly listen to it and just glance at the screen now and then, understanding you easier would really help me :) I love your content man!
and while I'm complaining: Dark Mode! :D
The word-pace doesnt come into play here.
Its mostly the speech inpediment.
Hello.
Engagement
As a sister's player, I actually find it funny people use the Triumph. I think it's a huge waste of points. It's 190 points and "helps in melee" but it's movement is 6" and can't go in a transport. My melee unit is my Zephys and they will be way ahead of it. The buffs it gives could easily be swapped for the Dialogus. The only benefit is the "versatility" and that it doesn't attach to the unit, they just have to be next to it. Other than that, you ignore it and kill the unit next to it. The OC on it is meh for 190 points, and it's melee and range attacks are terrible. It's basically a bunch of pistols and swords. For the same price you take 2 Dialogus and an extra battle sister squad. Since by the time the Triumph does anything useful, it'll be around turn 3 or 4 and by then the game is pretty much decided. I guess you could surround it with exorcists to get some ok bonus at range. My army has never included it, and it most likely never will. I like my Celestine who is my "junk character" in my army, but at least she shakes hands with the enemy occasionally.
The guaranteed additional miracle dice of a 6 is incredibly good when we have 6++ on everything, especially tanks. It guarantees a charge or damage roll. +2 movement/ +1 advance rolls in an aura is great for bringers of flame units moving from staging locations. The 6+++ is great for blunting the damage coming into our tanks.
It's great.
Imagine being this wrong.
The movement buffs are insane
2 miracle dice on a unit is insane
Generating an auto 6 is insane
The extra AP in melee, the fnp and rerolling 1s to wound in shooting are also good
Warped every game in 10th I've played with it.
@Hello-no7gm those are all buffs that go on separate units. Yeah, the miracle 6s are great. Dialogus does that. The movement? She doesn't keep up with the vehicles.
Yeah, if you are playing against an assault army she will be close to other units. But you need to spread out. Take objectives and do things. You can't have half your points moving as a blob.
@@OdinMagnusmy ex mother-in-law move like blob
@@skunk12 what? Are you ok? Did you have a stroke?