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Celestian Squad
Fide Imperialis

Did you know that...

Transports

- Rhino Transports for Sisters of Battle cost only 45 pts because of a lower ballistic skill and that the 50pts cost on the rulebook is a typo...

- A melta gunner's effective range can reach 24" if they are mounted on a transport. The transport moves 12" + the 12" gun range = 24". This is much better compared to the multi-melta static 24" range and it costs less too.

- To embark a squad, all its members must be within 2" of the vehicle not just one model.

- If a squad's transport suffers a "Crew Shaken" result on the vehicle damage table, only the crew of the transport are affected but the passengers inside can still shoot.

- Combine the fact above with Extra Armor and you'll never ever have to worry about your embarked squads not being able to shoot when hit by enemy fire. Of course this assumes that they will survive long enough to reach your shooting phase. So always try to hide behind cover or use Smoke Launchers and those ordnance weapons won't roll on the Penetration chart. Because if they do and they roll a "6", your entire squad is dead with no armor saves allowed.

Immolators

- Unattached Immolators can be used as transports by anyone including Assasins! Although you are not allowed to have them already embarked during deployment, they can embark during your movement phase before or after either one has moved so long as they are within 2" of each other at the point of embarking. Note that you cannot embark more than one unit at a time in the same vehicle and the Assasin counts as one Elite unit.

- The Immolator's Inferno Cannon CAN force a Tyrannid unit to fall back automatically because Synapse rules only say that they automatically pass any morale check while the Inferno Cannon forces a unit to fall back if they suffer at least one casualty from it. This is great for killing hordes of 'gants and maybe even bagging a Hive Tyrant in the process via crossfire.

- Stubborn units will fall back only 50% of the time because this is a case of "immovable object versus unstoppable force". Only one of the two effects will happen at any time so flip a coin or roll the dice to see which happens.

- Fearless units never fall back. Not even to the Inferno Cannon.

Enemies

- The Dark Eldar Lord's Agonizer does have an effect on vehicles because he glances on a D6 6+ despite his own S3 against the armor value. But watch out for the Eldar Farseer's Witchblade that triples his strength (to S9) against vehicles.

- If a vehicle moves more that 6" during its last movement phase, all enemy hand-to-hand against this vehicle requires a 6+ to hit.

- Dozer blades only work if the vehicle moves no more than 6". Hence, Blood Angels using their super-charged engine shouldn't get a re-roll when they fail the difficult terrain test. Beware for they are the only army that is allowed to disembark from their vehicles even if it moved more than 12".

- The Death Company doesn't get an "ignore wound" save against auto-kill weapons (S8+) AND any POWER WEAPONS in hand-to-hand.

- When the Chaplain is killed, the Death Company MUST move towards the nearest enemy unit during movement and assault it if possible.

Assasins

- An often forgotten fact is that Assasins can infiltrate. This is most useful for the Eversor Assasin to get closer to its intended target while not so useful for the Vindicare (because he usually needs to stay put), the Callidus (because she can pop out anywhere) and the Culexus (which hardly anyone uses).

- Because of the Eversor's Fast Shot rules, they can still assault even if they opt to shoot two pistol shots during the shooting phase.

Miscellaneous

- In missions that allow players to choose two types of board edges (long or corner) like the Patrol mission, you choose only one type of board edge not both. I've seen (and played) some games where one side was deployed along a long edge while the other deployed along a corner until somebody pointed out this important fact to us.

-go to Look at That...-

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