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Games Workshop Warhammer 40k - Adepta Sororitas Junith Eruita

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Next up on the Epic Hero train is Junith Eruita . She no longer has the OoML keyword, since subfactions are mostly gone. She also lost her reroll abilities, but gained some very interesting ones. Now if she is leading a unit, she grants that unit -1 to hit, which has some potential for neat combos, like hopping into a Celestian Sacresant unit to make it extra durable. Her other ability grants 1CP if she is on the table at the start of your command phase, which is just wild. Bring her and just get free CP, seems good. She can lead Battle Sisters or Celestian Sacresants, and doesn’t have anything that would stop her from getting into a transport now. So put her with some Sacresants in a rhino for extra funny pulpit popping out shenanigans.

First turn of combat’ means any rules that trigger when you Charge, are Charged, or Heroically Intervene. Now it’s time to add smaller details to enhance the model. Use smaller brushes and different colors, like Mephiston Red for the cloth details or Retributor Armor for metallic parts.Paint the wings with White Scar. Take your time and carefully apply these colors to the respective areas. Precise brush control is important here.Use this Act of Faith at the start of your Fight phase. If successful, the selected unit can be chosen to Fight with twice in that phase, instead of only once. Moving on from the ex-units, it’s Repentia time. The most angry ladies are here, and I have good news, they are good. They are mostly unchanged, but move 7″ now, which is awesome. The eviscerator lost one point of AP but is otherwise the same at S6 AP-2 2D. The Repentia Superior is now baked into the squad which is different, but if she is alive, the squad rerolls hit rolls in melee, and if they charged, the also reroll wound rolls, which is apeshit (combo with the Holy Rage stratagem to make wounding even easier). So I definitely would want to run at least 2 squads in Rhinos at this point. Can’t wait.

Beacon of Faith- If the Warlord is on the battlefield, generate an extra Miracle Dice in your Command Phase, that only they can use. Whilst it can be used even if you’ve used another that phase, it’s lost at the start of your next Command Phase, so no storing them up, and it can only be used on Acts of Faith, so low numbers aren’t all that useful to you (unless you want to fail something). Given the limitations, you can probably pass on this. Aestred Thurga has this, meaning this will realistically only ever be relevant in Crusade. Martyr’s Immolation- An IMMOLATOR with Flamers auto explodes. Given these are often deep in enemy lines, it’s not a bad use of the CP, especially if near a weakened unit or enemy Character. Can also be used to kill units of your own in the conflagration, if it will free up an enemy unit to be shot at by the rest of your army. Chorus of Spiritual Fortitude- A CORE, CHARACTER or ENGINE OF REDEMPTION unit within 6” becomes immune to Psychic Powers, and any Powers on them are immediately removed. Niche, and Sisters have lots of tools for dealing with Psykers already, but useful to turn off or preempt particularly crippling things like Doom or Death Hex. And those days you come up against Thousand Sons or Grey Knights and get this off on your screen? Well then the Smite Train will indeed have brakes that day. Hallowed Martyrs- Be like Our Martyred Lady, getting +1 to Hit when under Starting Strength. A good trait, making your units potentially more powerful if they aren’t outright destroyed, but again is useless for units with only single models. X+++, or ‘shrug’, ‘Feel No Pain’ or ‘Ignore Damage roll’ depending on how you’re feeling, means it is a dice roll to ignore each point of damage, which is taken after any failed saves.Before we begin we’d like to thank Games Workshop for providing us with a review copy of the Index for review purposes. Army Rule

Cleansed by Fire- Make a unit’s Flame weapons do max shots in the Shooting Phase. It’s a strong ability, albeit pricey at 2CP, so generally don’t use this on units with only 1 or 2 flamers. An Immolator, or unit of Retributors with Heavy Flamers? Go to town. Exceptional Proficiency- A CELESTIAN unit gets +1 to Hit in either Shooting or Melee. A great boost for only 1 CP, especially on a unit of SACRESANTS on the charge to help them clear a unit away. The most durable infantry unit in the Adepta Sororitas is the Celestian Sacresants . They are down to 3+ save, and all the melee weapons lost a point of Strength and AP. Their ability Sworn Protectors, gives the unit -1 to be wounded if it is led by a Canoness, Palatine, or Junith Eruita. There are a couple ways to go with this unit, you definitely want one of those 3 characters in this unit, because -1 to wound is strong on a unit that generally is wounded on 2s and 3s. So that is a durability boost which means you either want to lean more into durability with a leader (Junith) or add some damage potential with the other 2 choices. Imo the play is to put a Palatine in this unit, to give it LETHAL HITS, which greatly helps the chances of wounding everything, especially T10+ models. An interesting side note here is that the regular “Celestians” unit is just completely gone – which makes sense since they struggled to have much of a role between Battle Sisters as line infantry and Sacresants as elites which did something genuinely different, but is pretty weird nonetheless. After their revival in late 8th edition, the Adepta Sororitas – better known as the Sisters of Battle – have become a mainstay of the 40k scene, with some very successful lists in both 8th and 9th editions. Today we’re taking a look at their 10th edition index to see how their unique playstyle has translated across to the new edition.

Adepta Sororitas 10th edition rules

I’ve got three games under my belt so far, with a 750 point list I used in a team tournament. A Valorous Heart castle fits my preferred play style well. With the boosts to Miracle Dice generation, some crazy combos, and just really good units, this army looks primed to actually do some damage in 10th edition. One of the problems I forsee is trying to figure out what Leaders to attach to what units, there is so many options that it can be a little daunting. I will say though, that is a good problem to have, that means this army has a bunch of good options. Wrap Up Rites of Fire- +4” Range to all Flame weapons is a decent buff, though probably unnecessary due to wanting to fight over the midboard and the generally smaller board sizes as is. Coupled with the 12” Range most Flamers have now, and this isn’t as amazing as it would have been previously. Still not bad, but there’s generally better choices. Can’t be combined with Raging Fervour or Unshakeable Vengeance.

Penitent Engines return with max unit sizes of 2, much like Mortifiers. They have a 5+++ and a 4+ save, still with 5 wounds like 9th. They must have Penitent flamers, no heavy bolters here and the buzz-blade and flails are the same as Mortifiers. They can still advance and charge, which is always great on a unit that moves 8″. These still look dangerous.Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:

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