I’m brand new so I don’t fully understand the rules yet. Still painting my first army. Even with very limited knowledge, this one feels not so good with the nerf to miracle dice generation.
The entire detachment feels like it was written before the Miacle Dice nerfs. Still seems fun, just obviously expecting you to have miracle dice to spend, which we really don't now.
@@thelegendsmith3063 you can only affect 1-3 units so it has the limiting factor on the top end of the rules. Not to mention that you also have units that have MD expenditure in their own dataslate (like Zephyrim and Palatines for example) so this seems a bit tone deaf IMHO
Surprised at least one enhancement doesn't just make the bearer's unit perma-righteous... feels like that wouldn't be too strong but would be nice now that MD are more scarce.
The only detachment worse than this is the Imperial Agents one, which randomly and totally unnecessarily makes the units you want to focus on in the detachment more expensive.
They made an entire detachment about Celestian Sacrosants and they still aren't worth playing, even if this had launched prior to the balance data slate. 1 CP and 1 Miracle dice to give a mediocre unit +1 Str and +1 AP isn't worth it. What is with these weak buffs? 1 Miracle dice for +1 Movement or you could, you know, set an advance. It needed to be +3 minimum.
They do a lot of work with a Palatine and with the Army of Faith's +1Ap stratagem. Add on the Blade of Saint Ellynor and you're looking at 30 attacks with Sustained and Lethal at +3AP plus the Palatine's 4 attacks with extra mortal wounds and +4AP that will generate you 2 miracle dice if they kill even a single model.
Sacresants would have to be permanently righteous to make this detachment have even a chance of being viable, let alone good. It would still be less good than AoF, which is cruising along at like 43% win rate before the miracle dice nerf? This is like a 25% WR detachment currently :D
I feel so sorry for the guy who wrote this detachment. Absolutely cut off at the knees by the MD changes. You can't even fuel your detachment rule even if you devoted every single MD you got to it. It's a very thematic detachment, and I approve of the direction - a foot slogging elite infantry detachment, that doesn't spam tanks, and tries to make paragons without vahl viable. But the MD changes cripple it. If sacresants were always righteous, for free, that would make it possibly viable? But sacresant's arent very good. The strats are ok, but not as good as in Army of Faith, which generally does the same things, but generates MD instead of consuming them. The detachment rule is much less good than in Martyr, which is kind of like +1 WS/BS, but across the whole army, for free, as soon as you start taking losses. And gets even better the more losses you take. I love the theme, but this would have been a less good alternative to army of faith before the MD nerf. After the MD nerf it's just really struggling. It's a shame, because I'm totally down for running a slightly worse army of faith that has three units of righteous sacresants as core, because I LOVE the models.
I was hopping for a +2 S + 1 AP like the Blood Angels detachment for our detachment rule. It is a bit insulting that you have to spend a CP to gain +1S and then a miracle dice to get +1S +1AP (and only really worth it spending it in 3 datasheets). Once again, I like the idea, but if you compare it with other detachments in the game, it seems overly restrictive and when you run through all the hoops, the reward is rather pathetic compared to other much more straightforward rules that also have a bigger reward.
10:00 No, it is worse than what you made it sound. The character has precision, and if the character k*lls, then you get the 1 cp. It does not apply to character units in either way, it only apply to characters themselves.
Here's what this SHOULD have been: Righteous units, discard ONE MD to select up to 3 units. Righteous gives: autopass battleshock, +1 WS/BS, the unit gains the assault keyword. +2 OC to INFANTRY models. Stratagem: select a sacressant unit, it gains 4+ FNP... Instead we got toilet paper.
I think this detachment would have been fun before the most recent balance. But after the balance update, this detachment was a big slap in the face by GW. You can tell GW hates sisters and sisters players
Morvens Unit hits on 2+ against vehicles and monsters anyway.. edit: you mentioned it later on. But lets be honest here vahlagons are a unit not in need of stratagems to wreck shit.
and if you put her with a unit of paragon warsuits, the whole unit hits on 2+ with full hit and wound rerolls AND +1 to hit and wound on monsters and vehicles
@@lassemelson5668Which, with the bonus AP only works out to about 2 more damage on averge when compared to using the army of faith extra AP strat. Which instead of costing a miracle dice generates one if you kill something, and lets you use the miracle you committed for the righteous buff on increasing vall's attack instead, which could also generate an extra miracle dice.
Wow that's almost amazing in how bad this is. Spend MD that you now have 2x-3x times less of on up to 3 units to give them buffs. Unfortunately paragons don't need this buff and sacresants\bss hardly benefit from them. Awesome. Also enhancements are meh, not one generate MD for you to consume. Also stratagems are straight up garbage, you have similar but way better in AoF. Merry Christmas from GW.
Such a bad take on Sisters and Miracle dice in general. I've never understood the hate for what is a) absolutely central to the Sisters balancing and b) a rare bit of tactical variety in the game. Whether you're playing as Sisters or against them the MD adds a layer of tactical sophistication. If you are calling that a problem and making your opponent feel bad for using a vital tool in their armies design then sorry, that is straight up toxic gaming. There are plenty of very strong abilities in 40k, many with a much greater warping of the probabilities than MD. I think its awful that some people have decided that they're going to single them out like this. The fact you've managed to get GW to screw over an entire army that people have spent potentially thousands of pounds on is disgusting.
Oh cool, so now I have to go out of my way to include units that can earn MD for me so I actually have MD to spend to use the detachment ability more than one time a game, which means picking units that do not benefit from the detachment rule. I knew this new detachment was not gunna be good 😂😂
Well get Morven, she benefits and generates miracle dice. Aestred and Agatha with a unit of Sacresants makes a strong melee unit with Devastating Wounds that will also generate miracle dice. Then it's BSS with simulacrums. It's not great but yeah...
@PatrixBest Morvenn Vahl requires you to spend a Miracle Dice to active her ability to recoup a Miracle Dice, plus this detachment requires you to spend another Miracle Dice in order to get the boost, so your spending 2 to hopefully get 1 back. Of course that's considering she only takes out one unit. Aestred and Agathae can generate MD too, but they would be better attached to a unit like Novitiates that can re-roll hits to fish for mortals to turn devastating. This detachment also assumes you'll take more than one Sacresant Squad, which are arguably the worst unit available to us, and even with the boosts from this detachment aren't worth taking. I mean I think we both agree this isn't a great detachment anyway
@BigWhiskey09 rerolling hits wont get you mortal wounds from devastating. Besides you can get 50% more attacks in with a better WS with a sacresant unit and get sustained hits to get even more wound rolls and a chance to score devastating wounds. With the extra AP and strength too, their attacks that dont score devastating wounds will still carry more damage through to the target and have a higher chance to score a kill and get MD Correct me if my math is wrong but 20 attacks at WS4 with hit rerolls will average 15 hits and 2-3 devastating wounds, while 30 attacks at WS3 with sustained hits will average 25 hits and 4 devastating wounds. Celestians win out on devastating wounds alone and that's not counting all the other hits, higher strength and higher AP
@PatrixBest how does rerolling hits not give you the opportunity to fish for mortals? If you roll a 6 on your hit, you get a mortal, if you get a mortal with dev wounds that just negates a fnp save against the mortal? Also sure you can get up to 10 dev wounds in melee with Sacresants that have sustained, or you can get the exact same number of possible dev wounds with a simulacrum and infiltrator core ability which is much more valuable than reducing wounds by 1 into a unit thats going to get rolled either way the moment they get engaged. Sacresants just don't make sense
@@BigWhiskey09 devastating wounds applies to the wound roll, not the hit roll. Neither the sacresants nor the novitiates get any innate bonuses from rolling critical hits, and aestred's bonus applies to the wound roll. Celestians have more attacks, will hit more, will give you more wound rolls, and will then give you more devastating wounds and mortal wounds. Getting a 6 on your hit roll does not give you mortal wounds
24:00 That is why I don't hate the idea of the detachment, I just find the execution restrictive and extremely weak. I think that Miracle Dice have too much preference towards one hit wonders, like Hunter Seeker missales or melta. One 6 in those attacks makes A LOT of a difference. Whereas one 6 in a melee attack, etc, not really that much. That is inherently true, so for the melee oriented army I like the idea of MDs being used for buffs instead of raw output. But the problem is that you have to make the buffs compelling enough to compete with the raw output, and this is not it, not by a long mile. Maybe for Morven Vahl and her cohort, as she benefits from both sides of MD, so now you spend good and bad dice on her. I just wished there was more oompf to non-paragon melee units. Also, maybe finally bring repentia back from the shadow realm. But why would you run repentia here? They are extremely expensive and there is nothing here to help with that. Maybe a Lone Op aura would have been great for things like repentia.
GW should consider what to do when they needed a full detachment to push Sacrosants to the level of "meh, I guess I will use a couple now to try them" level of quality. It just shows how pathetically bad they are in any other detachment. Sacrosants really need a boost in either raw damage power or resistence, but at the moment they have the worst of both worlds. Even with a Hospitaller they are incredibly fragile for their points, and even with Astrid they cause incredibly low damage. Once again, I think that +2S+1AP like Blood Angels would have been much fairer but oh well. This detachment needs to be changed to either allow Zephrym to benefit from the rule somehow (both OC 2 and +1 BS/WS like Sacrosants are more than fair, even if a little weak in raw power and ok in tactical power) or the rule needs to be generalized on the third point to any sororitas infantry/walker unit. And Zephrym needs to lose their st*pid restriction to their rule only applying to power weapons.
Disappointing in the sense that they could have given much more to sisters and still keep the idea. I think that for example it makes no sense to restrict the +1 BS/WS to just three unit types. Making it unrestricted would be as "weak" but it would allow you to use other units that are never seeing like Zephrym, while Seraphim would not benefit from it, thus finally giving us a reason so pick Zephrym. WIth a Jump Canoness with the mark of devotion and the buff of the detachment rule, they would finally felt like the actual elite unit they are supposed to be. Happy to have a bit more support for Sacresants, but I think that making them 2+ would have been both a minimal change, but also psychologically impactful. Sacrosants have a massive shield and armor and they get exactly the same save as the rest. I makes no sense. They are not made out of paper like the rest of the army, but out of cardboard. They need to be given a way to be made of reinforced carboard. Anyway, the other problem is that Sisters is already a very difficult army to pilot correctly, and after the massive nerfs, it is extremely unfriendly to anyone but the top players. And this detachment's strength comes online only when you solve Rumpelstiltskin's riddle on a blue moon, which for high level players might be good, but for us peasants is harder than even something like HM. In summary, I think that sisters are at a point in whch they could have given much more to the detachment and they would still be balanced and hard to play. They seem overly restrictive in applications, rules, etc, for no reason, really.
GW in 2019: We believe in and support a community united by shared values of mutual kindness and respect Also GW in 2024: Its Christmas! Here my Sororitas Players, have a deep, heavy nerf and a shitty box. Happy New Year ♥
15:06 That is the one strat that could have been made to make this detachment stand up above others with the exact same rule at least for something. Just give them both if they are Righteous. And precisely this is the only detachment in which being Righteous does not give you any advantage. Also, the first strat is pathetic. I read it in diagonal and saw a 5+ around there, the "against mortal wounds" and "righteous" and I was like "Oh, ok, FPN4+ on paragons against MW is not too bad I guess". Because it is always 5+ and then 4+ with the combo. So when I read it again and saw that it was 6+ base and then 5+ and I was baffled. Just, why?
Final thought, quite disappointed that the very cool sacrosant miniature is not made permanent in the context of this detachment (I mean available to every detachment, not just this one). She would have been such a great extra treat for such a mediocre detachment and is not like she is super powerful, barely anyone would play her, but at least it would be an excuse to own her for "game play".
Pointless detachment. Could have been interesting new way to play Sisters, but it's Miracle Dice based mechanics was neutered before it was even published by nerfing Miracle Dice. Can't GW teams coordinate even a little?
I find it extremely disappointing that Paragons are so good in this detachment. They were already very good in BoF and thus I have seen them a lot. I was hopping for other units to shine and be the center of your army. Sacrosants is good, but I was hopping for Zephrym too, fast and hard hitting meele units. The fact that most of the things here are "it is ok/meh/bad but some of them can work on paragons" ... It is like the meme of "No, we have BoF at home" and it is this one.
This detachment is a joke. The detachment rule is not good enough to be limited to 3 models in the whole army, and you have to spend miracle dice to even get a detachment rule. I remember GW saying these grotmas detachments were going to be things that people were asking for. Who the hell asked for this? People wanted general purpose melee or things like hymns to come back. Kind of feels insulting.
@thorscape3879 I don't blame them, Sisters were strong as they were without them. Adding to that wasn't necessary. Though they might be ok with it now that Sisters have been nerfed lol
I swear GW sucks at writing these detachments for these armies. Shouldn't be called grotmas more like crapmas because we've been getting nothing but coal detachment rules lol! The stratz and Enhancements are good.l throughout across all armies, but they need fix army rules to work with these new detachment. The detachment should've been 2 MD the most and fix the army rule for MD.
to me the whole idea of have autopass die is bonkers in a game of chance they should change the army rule so they got something else imo... but thats just me
It's a bad detachment and it's ok to say it's bad. The detachment rule encouraging you to not use the army rule is not interesting and it isn't good for internal army balance.
Starting to see why Triumph was nerfed/limited to a single dice each activation...still, this detachment might actually make me hesitate to charge in against them. And this is coming from a Templars player
The detachment alone is mid, but two of the enhancements make the attached units actually viable and scary to go against. A Cannoness and Hospitilar leading a maxxed out blob of Sacrisants was already annoying as it is. But now a single squad of them has the potential to more or less be better Lychguard. And don't forget that the Battle Sisters unit itself has an upgrade that can give you free miracle dice every turn, for each unit within range of an objective. Unless I missed an errata, this isn't restricted to just one unit each command phase; that means a potential MD farm that can just sit on the home objective while also serving as a deterrent against attempting "Behind Enemy Lines"
You cannot actually attached to characters to a sacrosaints squad, so no canmones and hopitaller. And while a simulacrum unit can generate you an extra miracle Dice from your home objective, you still would only be able to buff two units at the cost of having no army rule for the battle round
@@dirtyblonde1011 yes but not both at the same time. Only battle sister squads can benefit from two heroes at once Additionally, bss simulacrum is a *chance* to generate a miracle dice, its not guaranteed. I think most people have a similacrum unit sitting on the home objective for this but if you want more MD, how many points are you willing to sink into sister squads?
This detachment feels a little insulting to be honest
As a Knight Player, yes. They hate us
Yep, its 100% insult to injury.
I’m brand new so I don’t fully understand the rules yet. Still painting my first army. Even with very limited knowledge, this one feels not so good with the nerf to miracle dice generation.
Was this detachment written with knowledge of the dataslate change? Doesn’t seem like it.
Absolutely doesn’t seem like it 😂
No doubt it was not, but even it was written with the nerfs in mind it's still not a great detachment
My money is on all these detachments were written during the codex but were removed for this very reason to slow drop feed players.
100% written before the nerf was decided on
The entire detachment feels like it was written before the Miacle Dice nerfs. Still seems fun, just obviously expecting you to have miracle dice to spend, which we really don't now.
Idk whole point of the change thought it was overkill was they felt sister had to many could you imagine this with 4 to 6 dice per turn
@@thelegendsmith3063 you can only affect 1-3 units so it has the limiting factor on the top end of the rules. Not to mention that you also have units that have MD expenditure in their own dataslate (like Zephyrim and Palatines for example) so this seems a bit tone deaf IMHO
@0MaxK0 that's just for righteous buff. The generic mircle dice auto wounding or auto 6 dmg on a successful wound etc in addition to this
Surprised at least one enhancement doesn't just make the bearer's unit perma-righteous... feels like that wouldn't be too strong but would be nice now that MD are more scarce.
Would feel good on dominion squads
I dont even play or like sisters and this detachment feels insulting.
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This is competing for worst detachment in grotmas
Plague Legion would like to have a word lol.
The only detachment worse than this is the Imperial Agents one, which randomly and totally unnecessarily makes the units you want to focus on in the detachment more expensive.
They made an entire detachment about Celestian Sacrosants and they still aren't worth playing, even if this had launched prior to the balance data slate. 1 CP and 1 Miracle dice to give a mediocre unit +1 Str and +1 AP isn't worth it. What is with these weak buffs? 1 Miracle dice for +1 Movement or you could, you know, set an advance. It needed to be +3 minimum.
I've ran them my last 3 games, that -1 to wound itself is pretty good. Especially for a bodyguard unit.
They do a lot of work with a Palatine and with the Army of Faith's +1Ap stratagem. Add on the Blade of Saint Ellynor and you're looking at 30 attacks with Sustained and Lethal at +3AP plus the Palatine's 4 attacks with extra mortal wounds and +4AP that will generate you 2 miracle dice if they kill even a single model.
Sacresants would have to be permanently righteous to make this detachment have even a chance of being viable, let alone good. It would still be less good than AoF, which is cruising along at like 43% win rate before the miracle dice nerf?
This is like a 25% WR detachment currently :D
I feel so sorry for the guy who wrote this detachment. Absolutely cut off at the knees by the MD changes. You can't even fuel your detachment rule even if you devoted every single MD you got to it.
It's a very thematic detachment, and I approve of the direction - a foot slogging elite infantry detachment, that doesn't spam tanks, and tries to make paragons without vahl viable.
But the MD changes cripple it. If sacresants were always righteous, for free, that would make it possibly viable? But sacresant's arent very good.
The strats are ok, but not as good as in Army of Faith, which generally does the same things, but generates MD instead of consuming them. The detachment rule is much less good than in Martyr, which is kind of like +1 WS/BS, but across the whole army, for free, as soon as you start taking losses. And gets even better the more losses you take.
I love the theme, but this would have been a less good alternative to army of faith before the MD nerf. After the MD nerf it's just really struggling.
It's a shame, because I'm totally down for running a slightly worse army of faith that has three units of righteous sacresants as core, because I LOVE the models.
my Tanks, Dominions, Retributors, Seraphims, zephyrims, gain nothing from this 😪also nice nerfing MD and then want us to discard them.
Technically they gained the ability to spend 1 Miracle die to get +1 movement and +1 leadership.
@@chrisbaldwin8570 that`s definetly gonna help me win some Tournaments 😂
I expected Sisters and Tau to compete for the worst detachment, looks like Tau are gonna have to REALLY try to be in this competition.
I was hopping for a +2 S + 1 AP like the Blood Angels detachment for our detachment rule. It is a bit insulting that you have to spend a CP to gain +1S and then a miracle dice to get +1S +1AP (and only really worth it spending it in 3 datasheets).
Once again, I like the idea, but if you compare it with other detachments in the game, it seems overly restrictive and when you run through all the hoops, the reward is rather pathetic compared to other much more straightforward rules that also have a bigger reward.
10:00 No, it is worse than what you made it sound. The character has precision, and if the character k*lls, then you get the 1 cp. It does not apply to character units in either way, it only apply to characters themselves.
Here's what this SHOULD have been: Righteous units, discard ONE MD to select up to 3 units. Righteous gives: autopass battleshock, +1 WS/BS, the unit gains the assault keyword. +2 OC to INFANTRY models. Stratagem: select a sacressant unit, it gains 4+ FNP... Instead we got toilet paper.
19:22 Repentia are blenders in combat? Sounds like someone hasn't experience the mediocrity of 10th edition repentia.
But when everything is made mid in 10th, does that not make them mid blenders?
They have a potential to be blenders IN combat. However getting them to said combat is a fairly difficult challenge not worth points they cost.
Oh dear... That said thank you for the awesome video! As always very comprehensive.
DOA detachment.
I think this detachment would have been fun before the most recent balance. But after the balance update, this detachment was a big slap in the face by GW. You can tell GW hates sisters and sisters players
Morvens Unit hits on 2+ against vehicles and monsters anyway..
edit: you mentioned it later on. But lets be honest here vahlagons are a unit not in need of stratagems to wreck shit.
and if you put her with a unit of paragon warsuits, the whole unit hits on 2+ with full hit and wound rerolls AND +1 to hit and wound on monsters and vehicles
@@PatrixBest so if u use one of the strats u wound big knights on 2's
@@lassemelson5668Which, with the bonus AP only works out to about 2 more damage on averge when compared to using the army of faith extra AP strat. Which instead of costing a miracle dice generates one if you kill something, and lets you use the miracle you committed for the righteous buff on increasing vall's attack instead, which could also generate an extra miracle dice.
@@duffles3106 fully agree this aint great
Nice trolling GW, lol
Wow that's almost amazing in how bad this is.
Spend MD that you now have 2x-3x times less of on up to 3 units to give them buffs. Unfortunately paragons don't need this buff and sacresants\bss hardly benefit from them. Awesome. Also enhancements are meh, not one generate MD for you to consume. Also stratagems are straight up garbage, you have similar but way better in AoF.
Merry Christmas from GW.
I'll stick to Army of Faith and use my miracle dice normally. Better MD generation and more utility for *all* my units
Such a bad take on Sisters and Miracle dice in general. I've never understood the hate for what is a) absolutely central to the Sisters balancing and b) a rare bit of tactical variety in the game. Whether you're playing as Sisters or against them the MD adds a layer of tactical sophistication. If you are calling that a problem and making your opponent feel bad for using a vital tool in their armies design then sorry, that is straight up toxic gaming. There are plenty of very strong abilities in 40k, many with a much greater warping of the probabilities than MD. I think its awful that some people have decided that they're going to single them out like this. The fact you've managed to get GW to screw over an entire army that people have spent potentially thousands of pounds on is disgusting.
Agreed. "Oh noes! You get to substitute one dice for a high number that's soooo OP!" Cries the marine player, picking up his bucket of rerolls...
Oh cool, so now I have to go out of my way to include units that can earn MD for me so I actually have MD to spend to use the detachment ability more than one time a game, which means picking units that do not benefit from the detachment rule. I knew this new detachment was not gunna be good 😂😂
Well get Morven, she benefits and generates miracle dice. Aestred and Agatha with a unit of Sacresants makes a strong melee unit with Devastating Wounds that will also generate miracle dice. Then it's BSS with simulacrums.
It's not great but yeah...
@PatrixBest Morvenn Vahl requires you to spend a Miracle Dice to active her ability to recoup a Miracle Dice, plus this detachment requires you to spend another Miracle Dice in order to get the boost, so your spending 2 to hopefully get 1 back. Of course that's considering she only takes out one unit. Aestred and Agathae can generate MD too, but they would be better attached to a unit like Novitiates that can re-roll hits to fish for mortals to turn devastating. This detachment also assumes you'll take more than one Sacresant Squad, which are arguably the worst unit available to us, and even with the boosts from this detachment aren't worth taking. I mean I think we both agree this isn't a great detachment anyway
@BigWhiskey09 rerolling hits wont get you mortal wounds from devastating. Besides you can get 50% more attacks in with a better WS with a sacresant unit and get sustained hits to get even more wound rolls and a chance to score devastating wounds.
With the extra AP and strength too, their attacks that dont score devastating wounds will still carry more damage through to the target and have a higher chance to score a kill and get MD
Correct me if my math is wrong but 20 attacks at WS4 with hit rerolls will average 15 hits and 2-3 devastating wounds, while 30 attacks at WS3 with sustained hits will average 25 hits and 4 devastating wounds.
Celestians win out on devastating wounds alone and that's not counting all the other hits, higher strength and higher AP
@PatrixBest how does rerolling hits not give you the opportunity to fish for mortals? If you roll a 6 on your hit, you get a mortal, if you get a mortal with dev wounds that just negates a fnp save against the mortal? Also sure you can get up to 10 dev wounds in melee with Sacresants that have sustained, or you can get the exact same number of possible dev wounds with a simulacrum and infiltrator core ability which is much more valuable than reducing wounds by 1 into a unit thats going to get rolled either way the moment they get engaged. Sacresants just don't make sense
@@BigWhiskey09 devastating wounds applies to the wound roll, not the hit roll.
Neither the sacresants nor the novitiates get any innate bonuses from rolling critical hits, and aestred's bonus applies to the wound roll.
Celestians have more attacks, will hit more, will give you more wound rolls, and will then give you more devastating wounds and mortal wounds.
Getting a 6 on your hit roll does not give you mortal wounds
24:00 That is why I don't hate the idea of the detachment, I just find the execution restrictive and extremely weak.
I think that Miracle Dice have too much preference towards one hit wonders, like Hunter Seeker missales or melta. One 6 in those attacks makes A LOT of a difference.
Whereas one 6 in a melee attack, etc, not really that much.
That is inherently true, so for the melee oriented army I like the idea of MDs being used for buffs instead of raw output. But the problem is that you have to make the buffs compelling enough to compete with the raw output, and this is not it, not by a long mile. Maybe for Morven Vahl and her cohort, as she benefits from both sides of MD, so now you spend good and bad dice on her.
I just wished there was more oompf to non-paragon melee units.
Also, maybe finally bring repentia back from the shadow realm. But why would you run repentia here? They are extremely expensive and there is nothing here to help with that. Maybe a Lone Op aura would have been great for things like repentia.
GW should consider what to do when they needed a full detachment to push Sacrosants to the level of "meh, I guess I will use a couple now to try them" level of quality. It just shows how pathetically bad they are in any other detachment. Sacrosants really need a boost in either raw damage power or resistence, but at the moment they have the worst of both worlds. Even with a Hospitaller they are incredibly fragile for their points, and even with Astrid they cause incredibly low damage.
Once again, I think that +2S+1AP like Blood Angels would have been much fairer but oh well.
This detachment needs to be changed to either allow Zephrym to benefit from the rule somehow (both OC 2 and +1 BS/WS like Sacrosants are more than fair, even if a little weak in raw power and ok in tactical power) or the rule needs to be generalized on the third point to any sororitas infantry/walker unit. And Zephrym needs to lose their st*pid restriction to their rule only applying to power weapons.
Hi all thinking of taking a dip into sOb any suggestions on good units to get started?
Disappointing in the sense that they could have given much more to sisters and still keep the idea.
I think that for example it makes no sense to restrict the +1 BS/WS to just three unit types. Making it unrestricted would be as "weak" but it would allow you to use other units that are never seeing like Zephrym, while Seraphim would not benefit from it, thus finally giving us a reason so pick Zephrym. WIth a Jump Canoness with the mark of devotion and the buff of the detachment rule, they would finally felt like the actual elite unit they are supposed to be.
Happy to have a bit more support for Sacresants, but I think that making them 2+ would have been both a minimal change, but also psychologically impactful. Sacrosants have a massive shield and armor and they get exactly the same save as the rest. I makes no sense. They are not made out of paper like the rest of the army, but out of cardboard. They need to be given a way to be made of reinforced carboard.
Anyway, the other problem is that Sisters is already a very difficult army to pilot correctly, and after the massive nerfs, it is extremely unfriendly to anyone but the top players. And this detachment's strength comes online only when you solve Rumpelstiltskin's riddle on a blue moon, which for high level players might be good, but for us peasants is harder than even something like HM.
In summary, I think that sisters are at a point in whch they could have given much more to the detachment and they would still be balanced and hard to play. They seem overly restrictive in applications, rules, etc, for no reason, really.
GW in 2019: We believe in and support a community united by shared values of mutual kindness and respect
Also GW in 2024: Its Christmas! Here my Sororitas Players, have a deep, heavy nerf and a shitty box. Happy New Year ♥
15:06 That is the one strat that could have been made to make this detachment stand up above others with the exact same rule at least for something. Just give them both if they are Righteous. And precisely this is the only detachment in which being Righteous does not give you any advantage.
Also, the first strat is pathetic. I read it in diagonal and saw a 5+ around there, the "against mortal wounds" and "righteous" and I was like "Oh, ok, FPN4+ on paragons against MW is not too bad I guess". Because it is always 5+ and then 4+ with the combo.
So when I read it again and saw that it was 6+ base and then 5+ and I was baffled.
Just, why?
Final thought, quite disappointed that the very cool sacrosant miniature is not made permanent in the context of this detachment (I mean available to every detachment, not just this one). She would have been such a great extra treat for such a mediocre detachment and is not like she is super powerful, barely anyone would play her, but at least it would be an excuse to own her for "game play".
Pointless detachment. Could have been interesting new way to play Sisters, but it's Miracle Dice based mechanics was neutered before it was even published by nerfing Miracle Dice. Can't GW teams coordinate even a little?
I find it extremely disappointing that Paragons are so good in this detachment. They were already very good in BoF and thus I have seen them a lot.
I was hopping for other units to shine and be the center of your army. Sacrosants is good, but I was hopping for Zephrym too, fast and hard hitting meele units.
The fact that most of the things here are "it is ok/meh/bad but some of them can work on paragons" ... It is like the meme of "No, we have BoF at home" and it is this one.
Great channel, trash detachment.
Oh fun sisters are finally here
Crap in-playable detachment,vehicle without fuel
This detachment is a joke. The detachment rule is not good enough to be limited to 3 models in the whole army, and you have to spend miracle dice to even get a detachment rule.
I remember GW saying these grotmas detachments were going to be things that people were asking for. Who the hell asked for this? People wanted general purpose melee or things like hymns to come back. Kind of feels insulting.
To be fair Hymns have returned. They're crusade rules from the October 2024 White Dwarf.
@thorscape3879 yeah I know about those, no one will let you use them in normal games though
@@Goober2289 Then you need to play with different people. They are rules intended to be used.
@thorscape3879 I don't blame them, Sisters were strong as they were without them. Adding to that wasn't necessary. Though they might be ok with it now that Sisters have been nerfed lol
That guy on the right looks like a handsome British Bricky. Vanguard Tactics? More like Handsome Tactics amirite?
Me mateys, where is the daemons detachment video?
I swear GW sucks at writing these detachments for these armies. Shouldn't be called grotmas more like crapmas because we've been getting nothing but coal detachment rules lol! The stratz and Enhancements are good.l throughout across all armies, but they need fix army rules to work with these new detachment. The detachment should've been 2 MD the most and fix the army rule for MD.
to me the whole idea of have autopass die is bonkers in a game of chance they should change the army rule so they got something else imo... but thats just me
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@zarbonian reply...
It's awful. Awful.
Crazy
It's a bad detachment and it's ok to say it's bad.
The detachment rule encouraging you to not use the army rule is not interesting and it isn't good for internal army balance.
Any feet pics coming with it?
Starting to see why Triumph was nerfed/limited to a single dice each activation...still, this detachment might actually make me hesitate to charge in against them. And this is coming from a Templars player
NO ONE is running this
The detachment alone is mid, but two of the enhancements make the attached units actually viable and scary to go against. A Cannoness and Hospitilar leading a maxxed out blob of Sacrisants was already annoying as it is. But now a single squad of them has the potential to more or less be better Lychguard.
And don't forget that the Battle Sisters unit itself has an upgrade that can give you free miracle dice every turn, for each unit within range of an objective. Unless I missed an errata, this isn't restricted to just one unit each command phase; that means a potential MD farm that can just sit on the home objective while also serving as a deterrent against attempting "Behind Enemy Lines"
You cannot actually attached to characters to a sacrosaints squad, so no canmones and hopitaller.
And while a simulacrum unit can generate you an extra miracle Dice from your home objective, you still would only be able to buff two units at the cost of having no army rule for the battle round
@@duffles3106 I'm literally looking at the online datacards right now; both the Canoness and Hospitilar can lead them
@@dirtyblonde1011 yes but not both at the same time. Only battle sister squads can benefit from two heroes at once
Additionally, bss simulacrum is a *chance* to generate a miracle dice, its not guaranteed. I think most people have a similacrum unit sitting on the home objective for this but if you want more MD, how many points are you willing to sink into sister squads?
Trash