Postby Barrogh » Mon 14 Apr, 2014 8:10 am
Can someone elaborate why does SG leader need speacials in the first place? Even in TT where SGs are like 2 times better than tacs in melee (comparing basic models here), trying to charge tem into anything is still a move desperate at best and bad at worst. Now here, what sarge's specials will be used for, tossing around hormas or something? It would still be a bad idea to engage like that in the first place.
As it was mentioned, immunity to "ATSKNF resets" already makes them better at practical applications of melee, flat 50% KB chance beats random specials that aren't going to reliable proc against most of dedicated melee units anyways (remeber, sterns will probably be underleveled when they arrive). Giving just one model better melee skill won't help them with anti-specials defense as well, so why bother.
Finally, as far as I can tell, we at least agree that SGs aren't exactly strainght upgrade of tactical squad, whether or not it's "before special weapons" is quite irrelevant, they are part of the unit too.
The idea that BP+CS SG sarge is ok "as it should do less ranged damage" is even more, erm, interesting, as it smells like a strainght nerf to squad's primary purpose nobody is going to use it outside of, unless SGs are reworked entirely (why would they be?).
Speaking of their ammunition though, I have a couple of questions:
1) Do they use custom damage types created by mod team?
2) What exactly stats of Vengeance bolts are? I don't see it in Codex, but I'm probably looking in the wrong place.
When in mortal danger, when beset by doubt
Run in little circles, wave your hands and shout