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Solar Auxilia Tactica


ChaosReigns

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My core is a Lord Marshall with Command Section in Dracosan, and two Veletaris Storm Sections also in Dracosans. The Marshall can choose his warlord trait, so you just flip to the best table (strategic), and pick master of ambush, which grants the Warlord and three other units the Infiltrate rule. Since the Dracosans are dedicated transports, they can be infiltrated with the squad. So yeah, that's three demolisher cannons deploying within 18" of your enemy after they've already deployed. Muahahahaha.

Ah, I see. Ok, that makes sense. Also, my God that is merciless. I'm going to have to remember that from now on. Especially since I don't have dracosans right now, that gives me some amazing alternative deployment options to consider for my burgeoning army (Until I get dracosans, at which point I will infiltrate demo dracosans full of Veletarii...).

 

You sir are devious, and You have just allowed me to field my own version of Creed...

 

Also, If I read the rules correctly, the Warlord having Infiltrate, means he can join a Tactical Command Section, and that confers Infiltrate to the unit (Just like Shrike, because the rules say that an IC without infiltrate cannot join a unit of infiltrators, not the other way around. Additionally If one model has the rule the unit has the rule, and IC are counted as part of the unit when they join. If he joins before deployment he deploys as part of the unit)(BRB pgs 338-339).

 

So that means 4 units can infiltrate, technically. The warlord (and the unit he's joined) as well as the 3 units you chose as part of the warlord trait. I could infiltrate the whole of my Solar Auxilia Component ahead of my knights...

 

This has given me a ton to think about...

 

None of that is right, I'm afraid.  You don't become part of the unit, you join it during deployment, which you cannot do if only one or the other has infiltrate.  So 3 units get infiltrate, and since the Warlord gets it too, he can join one of those units.

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None of that is right, I'm afraid.  You don't become part of the unit, you join it during deployment, which you cannot do if only one or the other has infiltrate.  So 3 units get infiltrate, and since the Warlord gets it too, he can join one of those units.

"While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters." (BRB pg 337).

"An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment." (BRB pg 338).

"Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed." (BRB pg 338)

 

That's all the rulebook has to say on the matter. That and there is the precedent of Shadow Captain Kayvaan Shrike, who, per FAQ, grants his infiltrate to the unit he joins.

 

I can see how you say it's not the case (due to not explicitly stating it). This is the way I understand it, this is the way my meta views it, and so that's the way I'm going to play it, until GW explicitly says otherwise, or that shrike is somehow a special case (which is not the case currently). But I will make note not to assume other metas will allow this.

 

Anyway this doesn't need to derail into a rules discussion.

 

Anyhow, it's moot, because once it's possible, I will be putting my lord marshal in a Stormlord with the command section and running it up the board...

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You've quoted the rules directly and accurately, however you left a very important one out. Characters do not join units until they are on the table with them. Shrike is an exception because his specific rule allows him to join a unit of jump pack infantry before deployment. Since they have to be deployed before you join them, and they don't have infiltrate until you join them, then they don't have infiltrate when they deploy. Sadly. It is a fun way to give units outflank though, since you can join them in reserves.

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I follow your reasoning, and, convoluted as it may be, it is sound. I can understand what you're getting at.

Terminus, can you point me to the specific parts of the FAQ, you're referring to, I don't like being uninformed.

 

Well, since it would appear that I am wrong, I'll have to find another way to utilize the Infiltrate that the Warlord gets, at least, until I have my giant metal box for him to ride around in.

 

Out of curiosity though, does the tercio count as a unit in this case, or do you have to count the individual sections?

Edited by Ulrik_Ironfist
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INDEPENDENT CHARACTERS
Q: Infiltrate rules state that an Independent Character without Infiltrate cannot join a squad of Infiltrators. Does this mean a squad that is actively Infiltrating or just any unit that has the Infiltrate rule? This matters for things like Outflank (granted freely by the Infiltrate rule) and Infiltrate units that have Deep Strike.
A: An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, whether they are Infiltrating, Deep Striking, Outflanking or deploying normally. They are free to join units as they wish after deployment.

 

That's the most relevant one, but the mechanics in question for this particular case are in the rulebook. Characters join units, not the other way around, so the unit already has to be on the table (or in reserves) before the Independent Character joins them.  By that point it is too late for them to Infiltrate, but as librisrouge said, it would confer the ability to outflank to the unit.

 

So you could take a big unit of Ogryns and rather than spend points on a transport for them (since there is no assault transport anyway), just put them in Reserve and Outflank them with the Warlord. Then you could still have 3 other units Infiltrating up the board.

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I have a list thread up that's starting to take this into account. It does have some questions in regards to rules and how they apply to tactics, so I would appreciate some feedback.

 

I'm kinda loathe to outflank things that don't have acute senses. Just because of the 1 in three risk of them coming on a board edge that is useless, and then having them spend the rest of the game trying to get into position to do something.

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That is a fair concern.  For what it's worth, you could actually sort of replicate your original idea of benefiting 4 units by joining him to a unit in reserve with a dedicated transport. He confers infiltrate's abilities to the unit (thus can outflank), and they confer it to their dedicated transport, so the whole shebang can come out from the flank.  Another scouting/flanking dracosan?

Edited by Terminus
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I don't think that the whole tercio counts for something that I can grant infiltrate. Would be nice though. The whole idea of infiltrating the dracosan seems a bit convoluted though, since you'd have to have the unit embarked upon said transport, and as we established, that happens after deployment, not before and so the IC's infiltrate would not be conferred to the unit at that time.

 

I suppose I'll just have to work out how best to use the warlord's infiltrate. For now, it seems that the best use would be to infiltrate him with a squad of veletarii, since I'm a bit light on transports...

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I don't know if I'd want to outflank and Arvus. I think I might prefer to deep strike such a thing, so as to put it's contents exactly where I want them. The Dracosan, though, that's a different story. I could see that being vicious. Though like I said, unless I have acute senses, outflanking carries too much risk. Though with a vehicle, it's less so, since the vehicle can move up to 12 inches.

 

I think what I'll probably end up doing is adding the stormlord to my forces, and the 5th russ, and just ignore the infiltrate on the warlord, and keeping him and the TCS hanging out in the stormlord. While infiltrating my Lasgun section, and Veletarii ahead of the main forces.

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  • 1 month later...

What are your guys thoughts on Fast Assault Russ squadrons?

 

As much as I love to Vanquish things, my games end up with such small points numbers that the 1 or 2 shots I get is so unreliable it hurts.

 

Sadly that means my only alternatives, unless I buy two demolisher kits for the plasmacannon, is the Annihilator or Exterminator. They both sound really fun when outflanked to pour it on rear armour, very good infact. Especially when paired with tank hunter! 

 

2 Lascannons, 1 TL'd at BS4 with Tank hunters sounds good, but 4 TL S7 autocannon shots (plus a lascannon!) into rear armour 10 would be lulzy too. I might just try both and report back. Infact I'd say the Exterminator is better, just because volume of fire ... 2 Lascannon shots is ... bringing back memories of missing Vanquisher shots.

 

In fact, bugger it, I'll try the Exterminator. 4 S8 TL shots and the lucky roll of a S10 lascannon should be very flexible. 

Edited by The God-Potato of Mankind
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I don't give a ton of thought to the Fast Attack Russes, mostly because my FA slots are eaten up by Thunderbolts. I generally just put one Vanquisher with the Tank Commander.

 

I have Knights for my BattleCannon support so I don't really need Battle Tanks. I run 2 Demolishers and 2 Incinerators in my HS section. 

 

Outflanking Russes seems like a great idea, but since I'm only really interested in the Vanquisher it's more or less pointless.

 

I kinda wish that SA tank Squadrons were like dreadnought talons, have to deploy together but operate separately afterward...

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What are your guys thoughts on Fast Assault Russ squadrons?

 

As much as I love to Vanquish things, my games end up with such small points numbers that the 1 or 2 shots I get is so unreliable it hurts.

 

Sadly that means my only alternatives, unless I buy two demolisher kits for the plasmacannon, is the Annihilator or Exterminator. They both sound really fun when outflanked to pour it on rear armour, very good infact. Especially when paired with tank hunter! 

 

2 Lascannons, 1 TL'd at BS4 with Tank hunters sounds good, but 4 TL S7 autocannon shots (plus a lascannon!) into rear armour 10 would be lulzy too. I might just try both and report back. Infact I'd say the Exterminator is better, just because volume of fire ... 2 Lascannon shots is ... bringing back memories of missing Vanquisher shots.

 

In fact, bugger it, I'll try the Exterminator. 4 S8 TL shots and the lucky roll of a S10 lascannon should be very flexible. 

 

(Just remember you asked for this, I might be excited about playing again too and I'm always eager to help.  Incoming book!)

 

So, it's been a while for me due to various RL happenings, but my Solar Auxilia force is still relatively large compared to some out there (I think, either that or people just aren't posting army shots on the internet? lol)  I'm going to approach this from the opposite side of the question, as I have wholly written off Strike Squadrons at this point and consider the Assault Squadrons absolutely priceless on the battlefield, I'll address why I feel this way about the Strike Squadron from my own experience then explain the difference for the Assault Squadron.

 

Due to having a spare Leman Russ tank laying about, I realized I could convert it into an Annihilator and then get more relatively cheaply.  The idea being that I could use these guys to outflank my opponent and catch their armored vehicles in the flank/rear armor sections.  To this end, I have an additional lascannon in the hull itself as well.

 

Now, I'll admit, the only practical experience I have on the table is fighting 40k armies because no one at my store would take the financial leap to get into Horus Heresy...so I guess take the following with that in mind.  I used the annihilators twice and could never justify the point cost again.  Flint13 told me that the Vanquishers worked fairly well, as you noted in your post too, but I was so stunned at the horrible performance from these tanks that I actually regretted painting them at all in the long run.  (I don't field non-painted units, so if it's getting on the table I have to dedicate a fair amount of time to put it there.)

 

The first time I used them was against a Tau player and, to be fair, I had absolutely no idea what I was fighting.  That is to say, up until that game, my last game of 40k had been back in 2nd edition...so these floaty tanks and their mythical railguns were basically all hoodoo voodoo to me and I had no idea what to avoid or how to react to different units.  That being said, when a full unit of outflanking Leman Russ tanks sporting more lascannons than you can shake a stick at gets the drop on one already wounded tank...you would think something might happen.  That would be a big negative though in reality.  In fact, I believe the outflanking rule actually worked so drastically against these tanks stranding them away from my advancing force that I might as well have just said I was playing with a point handicap.  If that wasn't foreshadowing enough, the Strike Squadron almost got wiped completely off the board in the next shooting phase, crumpling like paper machete.

 

In a bizarre twist, due to targets not being in LOS, I actually did more damage with my Leman Russ Incinerators to opposing armor than I did with the Lascannons hitting on weaker armor.  The fact that the Assault Squadrons gain +1 BS when firing on the same target is really nothing to sneeze at, despite it appearing to not be a big deal, it made all the difference in the world with their hull mounted lascannons.  In another game, I was able to cripple an advancing Rhino using the mighty CHOOM! and shocked my opponent as his strike force of marines suddenly found themselves inexplicably in no-mans land.  Yet, upon losing one of them (I only have 2 Incinerators currently, I wish I had 3) I noticed the same drastic performance loss as I seemed to consistently roll hits in the territory where that +1 BS would have made all the difference.

 

Yet, I think the main thing to keep in mind with the Assault Squadron is how absolutely beautiful they work in conjunction with a well equipped Malcador Annihilator.  You can use them to engage infantry and light armor while protecting the Malcador and allowing it to focus on heavier targets down field.  (Yeah, I'm looking at you Mr. Landraider full of Fenrisy Goodness that popped under a barrage of fire the turn before it reached my the Rotory Madmen of the 1905th Rust Scorpions).  Since the Malcador can aim and fire its weapons independently (Love that Super Heavy Goodness), you gain a certain amount of surgical precision with its guns while allowing the Assault Squadron to engage more massed targets or even draw fire off the Malcador.

 

Assuming the terrain is playing in your favor, you can also use the Malcadors front armor to shield the Assault Squadron as they do their thing from slightly elevated terrain behind it.  Mind you, learn from my mistakes, don't ever deploy the Malcador near your troops.  If your troops are on the left side of the board, you put the Malcador and its Assault Squadron escort on the right side of the board.  I made the mistake my first game of thinking how neato it would be to use the Strategos to buff the Malcadors ballistic skill so it could rain havoc on the Tau...only to have the thing go super nova right in the face of my command squad and a nearby Dracosan which also took significant damage.  Never again.

 

Also, I know you noted Demolisher cannons and while I see their benefit please remember that the Volkite Demi-Culverin has a 45" range and hits/deflagarates like a monster.  Having two of them aim at a space marine squad resulted in what can only be called an absolute massacre as deflagarate tore them apart wholesale.

 

 

Exhibit A (Note the patented, "Lets hide back a bit behind the Malcadors big heavy front armor" tactic!): 

 

http://i.imgur.com/8ORaVGp.png

 

 

Exhibit B - CHOOM! Happens: (See those 2-3 marines?  That was all that was left of his marines on that side of the board.  The Strategos orbital smackdown took out almost his entire command squad as well, they were behind the Vindicator in the first picture.):

 

http://i.imgur.com/hrVhPu1.png

 

The following turn they would swing through the gap opened up by the Malcador and cover it's left flank engaging that Rhino you can see and the Malcador would finish off the Vindicator and then in one catastrophic fail swoop blow the Landraider to kingdom come.  You can kinda see the landraider in the left of the photo behind the stone tower.  I seriously will never field the 1905th without this combination ever again and there wasn't a single moment in the game where I thought, "wow, I wish I had that Strike Squadron..."

 

So yeah, I might be biased toward my Incinerators, as demolisher cannons might not see as big a benefit from the ballistic skill boost since they are template based, but having +1 BS on a Lascannon shot, multiple Volkite Demi-culverin hits and chain reactions, and then multilasers in the top of the turret for when you've CHOOMED so much that you need some PEW PEW as well...it's just plain awesome.

 

I'm not sure how they will perform without the Malcador providing split fire against heavy targets that might otherwise engage them though, so if you don't have one or something equivalent I'd recommend proxying to test it out and see how the Assault Squadron holds up.

 

As to their ability to be expanded upon, well, my intent had always been to create a mobilized armored force with multiple pronged deep striking and stationary units.  In the same way the Malcador is front armor tanking for the Assault Squadron, I wanted to use my Stormhammer with 2 Malcadors on either side moving and firing while the Assault Squadron provided  the same support for guarding Malcadors.  A three tiered wall of armor with a deep striking forward fire base of two full tarantula groups to provide fire support for the Lord Marshal led axe brigade w/ medicae in tow as he moved to engage the enemy from behind.  This would then allow my Rotor Cannons to push them away from the forward advance into the teeth of the axemen and all the while there is a walking wall of cohesive armored terror coming down like the veritable hammer as my men kept the enemy in place.

 

Would that I had a 2nd Malcador or even could get someone to play a game with the point value to let my Stormhammer on the table though.  One of the reasons I went quiet for so long was frustration at my opponents knowing the point value restrictions of Lords of War and tailoring the game values around blocking my strong units from ever touching the table.  In fact, I have never once fielded a Lord of War for the 1905th despite having two (Stormhammer & Cerastus Knight Atrapos) completed.

 

Sorry, I got off track a bit but I wanted to make sure you understood the position I was answering your question from as there are variables which might effect the overall answer for you personally.  :biggrin.:

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Yeah I was reviewing all of the variants weaponry and I didn't realise Assault had AV14 and 4HP, thought they just swapped outflank for coordinated firing protocols. 

 

With the Heavy 5 of the Incinerator, combined with Tank Hunters, +2 BS ... I can see them being vastly, vastly better than any other variant. 10 S8 (against AV) or S7 Deflagrate plus 2 B5 lascannon hits...is going to hurt a loooot of things except maybe super heavy armour. 

 

I sort of wish Forgeworld would release the turret separately like the Ryza patterns, I'd get two in a heartbeat. £124 for two at the moment is just hideous. Maybe if I get a bonus...

 

For now..I shall kitbash some Executioners and see how that works. 

 

Question on that, it appears 30k Executioners don't Get Hot? 

Edited by The God-Potato of Mankind
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Yeah I was reviewing all of the variants weaponry and I didn't realise Assault had AV14 and 4HP, thought they just swapped outflank for coordinated firing protocols. 

 

With the Heavy 5 of the Incinerator, combined with Tank Hunters, +2 BS ... I can see them being vastly, vastly better than any other variant. 10 S8 (against AV) or S7 Deflagrate plus 2 B5 lascannon hits...is going to hurt a loooot of things except maybe super heavy armour. 

 

I sort of wish Forgeworld would release the turret separately like the Ryza patterns, I'd get two in a heartbeat. £124 for two at the moment is just hideous. Maybe if I get a bonus...

 

For now..I shall kitbash some Executioners and see how that works. 

 

Yeah the Executioners should do nicely, you'll have fun with them that's for sure. 

 

Honestly at this point I'm kind of in shock that they haven't released rotor cannons as an actual unit yet for the Veletaris, I all but held their hand on the slight mold changes they would need to make and it would give them an entirely new item on the site (which is to say I sent them 360 degrees of pictures of every single unit before it was painted on a pedestal to ensure ease of view for every change I made).   They even replied back to my email about them.

 

Besides the Assault Squadron supporting the Malcador, I cannot factor anything else into my sudden ability to control the board and win more than those damn rotor cannons.  They make the Veletaris almost unkillable machines of death when utilizing the Aegis Defense Line w/ ammunition dump.  The space wolf player who typically was the only one I could get to face the 1905th first hated them and then just began to laugh and hang his head every time they turned the tide of battle.  Veletaris, with the Strategos hunkered down out of line of sight from the enemy providing Cognis Signum buff to them, are sitting at a 2+ to hit and since they aren't moving are firing a 4 shot salvo...which means they either hit the target or they get to re-roll any shots they missed (1's) because of the ammo crate...with 40 dice.

 

They also are sitting behind the Aegis Defense Line which means they have a 4+ cover save...or if the enemy appears to be paying way to much attention to your happy rotory flock, they can go to ground giving them a 2+ cover save (Instead of the normal +1 to cover save).  With most units this is highly problematic but not with the Rotor Cannons, sure they lose efficiency, but that happy little ammunition dump doesn't care that you went to ground as long as you are still 2 inches from it, meaning sure you're only hitting on 6's but you are also re-rolling your 1's and the volume of fire you output is ridiculous.  To put this in perspective, I caused an entire tactical squad to break and run with the unit snap firing their little hearts out.

 

So I know what you're thinking, "Audemus, that cover save won't do them any good if templates start landing on their heads with ignore cover!"  Wrong!  As Flint13 pointed out to me during our brainstorming sessions on the Solar Auxilia, Veletaris are rocking the ever so magnificent Reinforced Void Armour and the rules state: "In addition to the benefits provided by void armour, the wearer of reinforced void armour must re-roll failed saves against Template and Blast Type weapons."  So when the bombs come a knocking, you get to re-roll your already solid Void Armour save against Ignore Cover type attacks or, if they aren't of the ignore cover variety, due to the state "In addition to the benefits provided by the void armour..." it states you must always re-roll failed saves against Template/Blast.  So the enemy sends templates and blasts your way, you drop the squad to the ground and are either re-rolling a 2+ cover save or a 4+ armour depending on if the attack has Ignore Cover or not.

 

Even if they're not killing squads by the handful the psychological effect on the opponent of watching these 10 guys drop 40 dice on the table, re-rolling misses, and being almost unkillable is absolutely priceless.  They end up drawing more fire that no infantry squad should ever warrant but due the unique circumstances created by their gear and the aegis defense line they can actually survive almost anything short of a tactical nuke on their forehead.  How many times has a single Imperial Guard squad drawn the attention of a Landraider full of the new Fenris close combat guys, a tactical squad, and a rhino filled with marines in any game of 40k you've seen?  It's absolutely hilarious to watch and they do it all for less points than one of my Assault Squadron Leman Russ tanks, that's including the ADL which isn't exclusive the squad either.

 

I just always feel the need to alert people to this option as on paper it doesn't look good, not to mention no one else seems to really have explored it in practice, until you actually get it on the field and start realizing how awesome having indestructible metal spraying miniguns playing with your opponents head really is.  Even with a 2+ save for an opponent, if they get the attention of 40 dice with re-rolls to hit there's going to be some collateral damage and being able to go to ground and basically "fart in their general direction!" taunting them just freaks people out.  I'd make a second squad of them but I looked like I had stuck my fingers in a paper shredder by the time I finished the remodeling of the last squad and I'm not eager to go through that again.  :biggrin.:

 

Okay, hopping down off my Rotor Cannon soapbox now!

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Slightly off topic: I remember reading a batrep you put up where your rotor-cannons (which look awesome) swept away all before them. Off of that, I ordered twenty rotor cannons for my First Legion as the Ironwing RoW allows all salvo weapons to add +1 to wound at close range.

 

The cannons are still in their packets as I am terribly slow but I thought your idea was very smart.

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Breaking my self-imposed moratorium on posting to commend some excellent models and tactics (I intend to fully abuse Blood Angels' assault cannon squads in a similar manner), and to perhaps point out a rules correction.

 

I am 100% certain that the Solar Auxilia hardened void armor is intended to work like Legion Breacher Squad hardened void armor (which is the latest version of the rule), and only allows you to re-roll ARMOUR saves.

 

It would be pretty awesome if you could re-roll cover or invulnerable saves too, would definitely make Breachers worth their cost in my mind.

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Oh I'm positive that it's supposed to just be the human sized version of the Astartes hardened armor.

 

But as it stands, it's far more (hilariously) effective, as they're re-rolling saves against templates.

 

Just once I want to take a Legate commander with a 3++ so she can weather Medusas and Stormswords like a stiff breeze :lol:

Edited by Flint13
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Breaking my self-imposed moratorium on posting to commend some excellent models and tactics (I intend to fully abuse Blood Angels' assault cannon squads in a similar manner), and to perhaps point out a rules correction.

 

I am 100% certain that the Solar Auxilia hardened void armor is intended to work like Legion Breacher Squad hardened void armor (which is the latest version of the rule), and only allows you to re-roll ARMOUR saves.

 

It would be pretty awesome if you could re-roll cover or invulnerable saves too, would definitely make Breachers worth their cost in my mind.

 

Well I'd agree except it states that in addition to the void armor, reinforced void armor requires that failed saving throws *must* be re-rolled.  If it wasn't for that wording I'd totally be on board with you, even my GW Store Manager and opponent agreed that we were applying the rules properly.  (I made sure to put it out there before the game because otherwise mid-game rules lawyering occurs and that's bad...mmmkay!)  If it said, "Armour saves verse blast and template based weaponry must be re-rolled" but it explicitly goes out of its way to separate that rule from the armor itself.  Sadly, there doesn't seem to be enough Solar Auxilia players out there to really get some attention drawn to the rule, though to be fair I don't have the new 'Crusade Imperialis' book to confirm whether or not it has been re-worded there.  It also should be noted the rules for Reinforced Void Armour are actually a separate listing in the wargear and not part of Void Armour.

 

I'm going to yank the rules text out of my book of a post and put it below:

 

 

 

In addition to the benefits provided by void armour, the wearer of reinforced void armour must re-roll failed saves against Template and Blast Type weapons.

 

The separation of the rule after the comma is what Flint13 and I were looking at, as it explicitly states "re-roll failed saves" without isolating the rule to armor specific rolls.  I went and looked up Void Hardened Armor and the rule for it states:

 

 

 

Void hardened armour: A model equipped with void hardened armour may re-roll failed saves made against weapons of either the Template or Blast type and reduces the distance rolled for Charges, Sweeping Advances and Run moves by 1". Note that void hardened armour does not bestow or modify a model’s armour save, and has some additional effects when playing a Zone Mortalis game (as noted in the Zone Mortalis rules).

 

Which is quite a bit different, so if the Reinforced Void Armour description has been re-worded that way in Crusade Imperialis then you're absolutely right.  Anyone have that book yet?  I looked online for any resources stating the rule had been re-written or the armor renamed but sadly no one lists it as a change for me to confirm without the book.

 

Even without the re-roll of cover saves, you're still sitting with a 2+ gone to ground save against everything but ignores cover type template/blasts which is nothing to sneeze at.

 

Thanks for the compliments by the way! 

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