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Been testing them out a bit and have found that if you run them, you'll really want 10. You'll "get hot" a lot, so if you have a spare ~50 pts for an apothecary, that would help keep them alive.
Their fancy rules are fun but with 3+ or 2+ saves everywhere, you really need to produce a lot of wounds before saves start failing (thus the "need" for 10)
I haven't used them in the 3rd Company RoW, but they were adequate as backfield supporting fire that occasionally did something cool or more often, killed themselves
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