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Thanks for sharing. 7th edition really is quite a different game than 6th edition despite the seemingly small number of changes in the rules.
Cool report and a couple of points to help after your first game of 7th edition:
-Jink appears to be very good for DE. You can opt to jink on turn 1 to get that 4+ cover save and having to snap shoot the next shooting phase. However, that does not affect occupants, so DE models embarked can fire normally.
-The Farseer cannot start the game embarked in an allied vehicle. On the top of turn 1, he can get in, but the problem you run into is that he can only cast Witchfires while embarked. In many cases, you may not even want the Farseer in a vehicle at all. With your army, you may even want to convert a Farseer to put him on a bike. He can move 12", go into the psychic phase and then shoot/turbo boost in the shooting phase with the rest of the unit he should be attached to; in your case, possibly the DE Jetbike unit and he would also benefit from their special abilities.
Looking forward to more reports. Thanks again.
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