Double check on that; I'm not sure if an open-topped walker does (but I could be wrong).
The other problem with running them behind the Penitents is that you're likely going to end up with uneven distance between them, as Penitents will ALWAYS Holy Rage (getting their extra 1d6 of movement) and Repentia will only MAYBE be subject to Holy Rage. Also, a canny opponent is going to exploit the fact that Penitents HAVE to move towards the closest enemy--they'll move a speedbump towards you that the Penitents will get to first, leaving your Repentia open.
And you're hoping for really ideal conditions if they get their fastest movement.I agree that they are somewhat less than exciting when it comes to chopping up decent melee troops though. I suppose their being infantry makes them a little slow to be tank killers, even if they get the 12" move every turn.
What I don't like about Repentia is that both their special rules are very dependent on die-luck--neither auto-activate. IF you roll a 1 or 2 you can Holy Rage; IF you fail Morale you can rush the enemy... I know at least with my luck, those things would never happen in my favor when I needed them to.
Also, depending on how a board is set up terrain-wise, your Repentia could get stuck somewhere where they're not going to really be able to charge forward where they should (yeah, Holy Rage movement ignores diff terrain, but that's it).
Hey, that's cool. I've got a Canoness, Celestine, and something to make an IL with just for fun (I use a Canoness in my list, which I'll have to post at some point). And 60% off is always good.The Inquisitor Lord was my original HQ before I realized I almost had enough girls for a 1500 point army with Celestine (I bought her for the fun painting before I even decided I wanted the army). I figure I will keep them around as an HQ for lower point games, unless I decide to get a Cannoness, which I should given the theme. I honestly am not terribly thrilled with the Inquisitor business, but the game store didn't have much in the way of Sisters blisters, and at buy 2 get 1 60% off, I took what I could make.
Seraphim are a decent choice for anti-tanking, as they're very mobile with their jump packs. You don't even really need Meltabombs... equip a squad with 1 or 2 Inferno Pistols--especially since they're twin linked, you'll likely shoot the thing to pieces before needing to assault, and if you do need to assault, their default krak grenades should do fine. The only bad thing with IPs is their short range (only 3") but if that keeps you out of range should you accidentally blow the tank up, that's good.With Serephim, can I rely on them as anti-tank troops? The melta grenades seem really slick for ganking tanks in close combat.
Seraphim are a flexible unit--you can adapt them for anti-tank or for assault as you need.
I'd be more inclined to stick 6 Dominions or Retribs in the Immolator and keep it as that. But Rhinos can be useful too.The immolator is there because I got it cheap off eBay (along with 3 penitents). Would it be better to remove the flamers and call it a rhino?
I agree... somehow the Inq elements seem less intriguing.I am trying to make a mostly Sister army, admitedly as part of an elaborate joke, but I really want it to actually work. Hopefully without arco flagellents, and without assassins or other more inquisitorial elements. I dig the penitent engines though. Mostly for "Shoot me instead of the freaky-deaky S&M chicks with chainsaw swords" factor.
It can't hurt, if you can afford it. And if you can afford one, try to afford two.I intend to get an Exorcist since a little shop here had one (I was an idiot and didn't buy it, only to find the Gamesworkshop store in Philly didn't have one) and I was thinking some ranged support would be a great idea. Would melta guns in the SoB squads be a good stopgap for Retributors or Dominions to get the anti-tank punch?
Then Seraphim might be your best choice, as they're flexible and very survivable, especially with faith.I am nervous about having a dedicated anti-tank unit instead of spreading out the love for fear of having it nuked one way or another,
If you're going to have an Exorcist, I probably wouldn't bother with Retributors then, and maybe bulk up your Canoness's (or Inq's) Retinue instead.Addendum:
Presuming I am aiming for a 2000 point army (which doesn't seem hard with some of the wargear options) I am considering punting the inquisitor, or at least making him an elite instead of hq, and perhaps putting in a souped up Cannoness (Cloak of Aspira, Blessed Weapon, Holy book) and her retinue of Celestians (figuring on a stronger melee presence.) So that, the Exorcist, and then I start looking at options for anti-tank. I would like 5 more Seraphim for their all around goodness, and a small Retributor unit for punch in an immolator.
For 110 points, I'd rather have another 10 Sister squad than 1 assassin, personally. Or 5 Seraphim. Or add 25 points and take an Exorcist. And if I were to use an Assassin, I'd probably go with Callidus instead. OTOH, they are certainly effective in what they do. YMMV.Now, to fill out the last few points, does a Vindicare assassin perform as well as it seems to?
No! Too expensive, too many variables in how effective it is.What about orbital strike?
It's the 2 more toughness--trust me, a toughness of 5 is waaaaaaay better than a toughness of 3. They have the same armor save, but they are more likely to survive into Close Combat unscathed, whereas the Repentia will almost undoubtedly take casualties before they get to strike.Also, I was looking at the ArcoFlaggelents again, and I do not really see why they are better than Repentia. Two less str, two more toughness,
But I don't really like Arco Flagellants much easier--I'd just take them over Repentia.
Tell that to your Repentia when they get hit by a no-need-for-line-of-sight Ordnance barrage that the Arco Flagellants could possibly have shrugged off.Is it the invulnerable save? Always getting an armor save is pretty sweet, but I don't know that it is really too fantasic.