A little later than expected, below are my assorted thoughts on the recent FAQ update on the Horus Heresy.
Firstly, I think it is fair to state that most of the updates have surrounded wordings and word clarifications. There are a plethora of little changes like this scattered throughout the version 1.1 FAQ which simply make things more obvious.
Feel no pain becomes very clear that such saving throws cannot be taken against destroyer class attacks, or anything where unsaved wounds have the instant death rule. I trust this change puts this question to bed -- I think everyone was playing this rule like this regardless, but it is still very welcome to see it in there.
Augury scanners put back the infiltrate denial range to 18 inches, full stop. Plus there's the firing at reserves that appear within this range that brings the augury scanner back to an almost auto-include when one knows the enemy will be deep striking a lot.
Tyrant siege terminators gain the ability to fire their bolters as well as their cyclone missile launchers in the shooting phase -- this is very nice and a much needed FAQ that I've long considered to be a source of contention in the old rules.
Angron gains feel no pain which is nice, but arguably only a minor tweak.
Roboute Guilliman now can cause an opponent to gain a victory point, but given how tough his is to slay, I don't see this as a major issue or update that will in any way put off Ultramarine players from fielding him.
Mor Deythan gain implacable advance which will be very welcome for Raven Guard players.
Headhunters also gain the same, as well as preferred enemy against infantry. Yet this change is not what was needed -- points cost reduction is still the only way I will personally be fielding them. Sorry.
Magnus the Red is arguably the biggest change of the whole FAQ since he receives a large, revised and brand new everything. In short, this FAQ re-wrties him. Of these, his super psychic powers now come as a points cost upgrade, which is no surprise I think.
Then there are some beta / play test rules that I really am liking. Two stand out the most to me: Praevians and Destroyer squads.
The Praevian stands out the most here as there is now a special rule for his machines for each legion.
As for the destroyer squads, the points reduction and jump pack change makes them much more likely to see play (but I am still feeling the pain for the Headhunters, as above).
A bunch of other units also receive points reductions and some nifty bonuses, and for their relevant armies, I think this will see them played more as well. As an Alpha Legion player, these re-evaluations also build in to which squads I might be tempted to take with Coils of the Hydra. Palatine Blades stand out for me, but I'm still a bit on the fence about them.
1 comment:
Headhunters are so painfully expensive! I'd love to field them but won't with that price tag. Destroyers on the other hand will see table time.
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