3/5 stars. The rules are average.
Background.
The Chaplains were supposed to be those warriors who were exceptionally fearsome. Who carried with them reminders to their brothers of the expectations of their gene sires. To enforce a degree of doctrinal cohesion within the legions. And to demonstrate to their foes just what they faced.
Strengths.
WS=5 is fine, and they come armed with the crozius arcanum. Cool=10 and Leadership=9 which will give them some staying power against incoming conditions.
Beyond those notes above, there really is not all that much extra to them.
Weaknesses.
Gone from second edition is hatred. This is a major loss. I'm wondering how intentional this actually is or whether a future FAQ will address it. To be candid, the Chaplain is worth his points value, but you may well be better served with a different command choice in Third Edition given that there are other commanders who do close combat better, and get better boons and special rules, even with the very reasonable Cool and Leadership here. Just saying.
Builds.
Chaplain with Melta Bombs (85 points).
Shrug. A generic commander. Give your other troops the benefit of his cool and leadership.
Chaplain with Jump Pack and Melta Bombs (105 points).
Nice to have the jump pack to get some movement going.
Chaplain on Jetbike with Multi-Melta and Melta Bombs (135 points).
Arguably an even more attractive proposition.
Chaplain in Cataphractii Terminator Armour with Combi-Melta (120 points).
For escorting your terminators.
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