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But that kind of makes sense, considering there is only one morale test per turn, and being able to ignore that one test/turn would be all kinds of broken. The sigils, while still nice, aren't in any way as good as they were last edition. Side effects include, death, dismemberment, your soul being sucked out of your body or results may vary.ĭoomMouse wrote: How are the infantry squads shaping up? Is there an easy way to get them easy morale protection? Those sigils were great last edition.Ĭaptyn_Bob is right, I think Enforcers are key to keeping all your guys from running away. *Covenant comes as a bundle package with Renegade Commander warlord. So, all that said, what do you guys think of the new Renegades and how to use them on the battlefield? (More of a fluffy pro, but still a pro in my book) With squads looking like they can do D6 smites easily.Ģ: Covenants are now free!* We can only have one army wide, but free is still good.ģ: Ability to ally in Chaos forces instead of just more Imperium.
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This meant you could leave hellhounds at BS2, and have a cheaper tank, and things like that.ġ: We seem to be a lot stronger on the psychic front. Not sure how I feel about that.Ģ: I'm a little bummed out that they lost the ability to really specialize the army depending on who was leading it.ģ: Seems like we lost one of the things about R+H that I really liked: You start worse than guard, but can upgrade yourself to simi-guard level. So what is everyone's thoughts on the new Renegades and Heretics? I've gotten a few thoughts at first glance:ġ: We seem to be just Guard without orders, but with a covenant for all infantry.
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