Slackermagee wrote:>Reroll one or more of the dice when running while fleet
Meh. Still proven to reduce the average distance.
http://www.dakkadakka.com/dakkaforum/posts/list/459927.page
>Reroll one or more of the charge dice when running while fleet (So, reliably 18+ as the threat range for Hormagaunts).
False. Running prevents charging now - fleet or not. So the most you'll get in a turn is 18".
>Beasts move 12" in the movement phase, reroll to fleet, and reroll charge range. Christ, that makes Raveners scary.
If you say so. They're decent, but still can't run and charge.
>Being one of the only three armies that can hamper enemy blessings at some range. Yeah, its only 12" but when you move as fast as I've listed above... you don't need a huge range to SiTW.
And what of the models above *have*
SITW? The fastest is the Flyrant. And yes - he's good. He also isn't fleet.
The loss of assaulting out of reserves/infiltrate/run is what hurts the most.