coblen wrote: Plus I think it is mathematically better against most targets so it not only a superior choice competitively, but it will also end up feeling like more fun to play with and against.
I feel the same way. I play in a semi-competitive, but mostly casual area, so not being ranged D will feel more appropriate & fun for both players.
coblen wrote: Also the Skathach's ability to jump out of close combat is pretty amazing and well worth the points.
I'm still waiting on the official
FAQ to actually use this. I'll be glad to use the "jump into ongoing reserves" portion of the rule, but since
RAW could result in not being able to jump out of
CC (since you cannot voluntarily move while locked in
CC, so how can to do any action that replaces movement) I'd rather not risk the argument.
Imateria wrote:Another thing to note about the Skathach is that it can take a Scatterfield with a ranged weapon, it might reduce your firepower but given the threat the Wraithknight poses just by being there it'll be a prime target and bullet soak, the the 5++ can be useful in keeping it alive for a bit longer.
Agreed, that is one of the coolest things about the Skatach Knights, particularly if I was using a Deathshroud since it has to get close for the template. I'll be using either a VSG, or more likely a Landing Pad. So I'll have a 4++ against shooting for the first turn or 2 with the Inferno Lance WK. I'd really only need the 5++ if I intend on using the WK aggressively, in which case I would use the Glaive/Shield WK.
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