So not a full post yet but looking at the faq I can say that BT's will change somewhat. But i digress first the news:
so Let's see
Well before 6th dropped my brother finally beat me in 5th so he got a last win before he will see the new book and as for me I won wednesday at the club in a friendly game with some new dice. It was actually a doubles game with me and a marine player versus orks and chaos. They played valiantly but in the end really experience did them in as they were both relatively newer players. I tend to not like to beat them because I know how tough it is to start playing and then just get regularly rolled by some vet. Not that I win alot now anyways but I usually can see the decisive point in a battle that led to my down fall. That at least keeps me up to par and continue playing because I know those are things I can fix whereas a new player may not recognize the weakness in their list or be able to see the bad strategy they may have used in a game. Hopefully they had fun tho, great lists just need some more practices to know exactly where and if to move and see where exactly to place units in deployment.
Well now onto 6th:
First reading the FAQ i don't see too many upsetting changes- really only one potentially. The main changes were bringing Templars up to par with regular marines so no big surprises. The one big one that I am talking about is the removal of Preferred Enemy and replaced it with the new Rage rule. Now I have yet to get my book but from what i have heard (which i disclaimer again) is that either means they are either getting extra CC attacks or I heard re-rolling 1's. That changes a big deal about how I will run my BT's if this stands. If it is for re-roll 1's then I might get onboard with that granted it doesn't require me to move toward the enemy every turn like it used to (remember 5th edition), If not i have been thinking seriously about the +1 st. upgrade. Sure i hit slower which does stink and no piggie back with furious charge but Furious charge obviously would give them int5 and st5 replacing the vow if I do FC and if not st5 hits xenos on 2's and hits marines on 3's. Thats pretty good. And a 10 from a PF means instant death on bikers (if that still stands).
Lots of potential. Can't wait to get the book tomorrow (granted it arrives at Games Cafe)
Another thing on my mind is ALLIES! it opens up lots of fun things for templars and i wonder which will be a good combo. Lots of things I would bring but I also want to keep close to fluff because i want the army to look realistic-why are they working together. Mainly I have been considering hydras from guard or a squad of scouts in their fast vehicle as a quick objective grabber or out flanker. Also thought a little about necrons and using tank hunters coupled with scarabs would be scary( take armour down then templars pop the bad boy) or better yet templars charging the field with night fight from cryptek.
well thats my thoughts for now.
~brother Marshal Zapping out
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