Note that faith points are 1d6/turn generated in the movement phase(but not carried over to the next turn) Some of my 1500 point lists didn't even have 5 so 5-30 points in a five round game is a lot more exciting. I also like not having to depend on squad size as I often wanted an act of faith that the squad size would make really hard to roll.
--- In battle-sisters@yahoogroups.com, Marc Reichardt <jack.wraith@...> wrote:
>
> My thought is that even if Penitent Engines are cheap, they still
> won't be viable. They're too slow and, given 5th Ed, everyone comes
> prepared for parking lots, so one or two doses of melta fire will be
> the end of them as an effective unit. If they insist on keeping the AV
> low, I'm not sure how they would ever be effective.
>
> I agree on the point about Seraphim. Jump troops are meant to engage
> in HtH. If they're less able than they used to be, they won't be
> useful.
>
> It's a shame. I'm really enjoying my DE at the moment, but I would
> have jumped to use my Sisters if the new rules had been decent.
>
> 1d6/game for Faith? That smacks of Jervis ("Every Chaos Lord would
> love to use a weapon that has a 1 in 6 chance of wounding himself and
> eliminating his attacks for the round! That's Chaosy!") in about 10
> different ways, even though I know he's not involved directly in
> design anymore.
>
> On Sun, Jul 31, 2011 at 5:56 PM, pzbw7z <dgibson8@...> wrote:
> > Fearless does confer to characters joining (not vice versa, curiously) fearless units, and stubborn characters also would confer stubborn to squads they join, but the unit would still be fearless. Stubborn would be irrelevant.
> >
> > The command squad might still be the best bet, relentless should be pretty good.
> >
> > Shield of Faith will be useful when the vehicle is not in cover just as your example has it.
> >
> > Unfortunately, without the extra movement, Penitent engines are probably not going to be much use. They apparently won't have to compete with Exorcists any more, so they might still get some love, if they are cheap.
> >
> > Dominions will be popular I imagine, especially if the army gets something to help with reserve rolls.
> >
> > Even if Seraphim are 15 points as rumored, they are going to struggle to be useful, I think. Jump squads that suck in HtH are just silly, or so it seems to me.
> >
> > There are more stat buffs then nerfs, but the changes to faith and the absolute screwing of the Immolator are going to make for a very different army.
> >
> > I can easily imagine options and wargear that will make for very nice units; however, I can't really imagine how they are going to make Battle Sisters anything but mediocre. Mediocre troops will make for a mediocre army, irrespective of what's done with the rest.
> >
> > Even if Battle Sisters are 8 points - which they won't be - they still will struggle to get anything done. Even if they get 3 specials and a heavy - which they won't, they will struggle to take advantage of them with just Rhinos.
> >
> > It's hard to see how this army will be competitive. Mid-range shooting alone isn't really a viable strategy. But we will have to see what September brings before we can say for sure.
> >
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
[BTSS] Re: How will the changes work?
Monday, August 1, 2011
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