Tael wrote:Interesting list, I'm scribbling over and over with likely fitting in more drones. I haven't a dual weild fighter though
I like the commander pose; will he hang back majority of the game "coordinating" ?
Jemini78 wrote:hey just for the record, the specialists unfortunately can't be equipped with a carbine for SW:Armaggedon, they are only allowed their specialist guns or a pistol. Modelling wise they look cool with a carbine strapped to their back, but rules wise they aren't allowed them, so just letting you know. I too wish we could get camo cloaks, or even some other goodies like the telescopic lens to extend the range on our specialists. The lack of options does make some factions like scouts more appealing, simply because they can get weapons with some serious range, but that probably wont matter as much if you have a dense terrain set up.
I look forward to seeing your models though.
Rizzle wrote:Aha! I can see why you mentioned the similarity between our Shas'Ui now
Looking forward to seeing your team progress. On the subject of the gunslinger, it is a pity the limit of 2 stops you bringing a rail rifle, ion rifle and pistol specialist. The only rules disadvantage I can see to combinining the ion and pistol chaps together is that you miss out on the +1 attack dice in close combat. I doubt that is your priority here
Actually, as I type this I realise that once the pistolier starts acquiring skills they'll be tricky to actually charge for any non-Harlequin, non-Tyranid fighters. With the +1 to hit from short range with he pistols and multiple shots from either Overwatch, Supporting Fire or both they are likely to pin the target before they reach them.
Blimey. I may have to push pistols up my Rearm priority list and consider getting my own pistol specialist.
Panzer wrote:Imagine getting Sprint, Gunfighter, Fast Shot and Hip Shooting. Running 12" and then still being able to shoot 2d3 shots.
Ko'Vash wrote:Panzer wrote:Imagine getting Sprint, Gunfighter, Fast Shot and Hip Shooting. Running 12" and then still being able to shoot 2d3 shots.
Just as a note: Gunslinger disallows combining with Fast Shot and Crack Shot, while Fast Shot disallows combining Crack Shot. Still, 2 reliable shots isn't bad vs 1d3 shots. You also benefit in melee with the extra melee die even before getting Gunslinger. Plus there's the whole attacking at strength 5 if you win by some miracle.
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