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Saim-Hann Craftworld 4.2****Going for approval*****

 Post subject: Re: Saim-Hann Craftworld 4.2
PostPosted: Wed Jul 01, 2015 10:01 pm 
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The chieftain is an upgrade for a regular jetbike unit or vyper, not a wild rider unit. Is that intentional? I would have thought it's an upgrade for a wild rider unit.
Generally feeling positive of the changes otherwise.

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 Post subject: Re: Saim-Hann Craftworld 4.2
PostPosted: Thu Jul 02, 2015 3:46 am 
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PFE100 wrote:
No, the chieftain should be able to add to the wild rider unit :{[] . I will add the wild rider unit into the upgrade option, in the next update of the PDF….
Of course if you do that then you get two leader characters on the same unit and waste one. I'd also like the opportunity to give the chieftain walker as well to represent his awesome piloting skills and still allow him to add to any of the units (still including wild riders) in that formation.

Also the same issue with Farseer? Could add them to a Wild Rider unit?


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 Post subject: Re: Saim-Hann Craftworld 4.2
PostPosted: Fri Jul 03, 2015 11:36 pm 
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Hey Greg the wild rider has the walker ability, but the other bikes don't. Based on your comments above I assume walker isn't meant to be there? Personally I like the idea of the bikes all getting walker, as I find them a little underwhelming at times compared to core options in other lists. But I'm not the best tactician around :D

I'm not really up to speed on the other craft worlds. Do their signature units get rule or stat differences, or are the changes largely compositional and cosmetic as well?

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 Post subject: Re: Saim-Hann Craftworld 4.2
PostPosted: Mon Jul 06, 2015 7:02 am 
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Hey Greg

Count me in for some Batreps! I had better get working on some more Jet Bike formations ;)

Cheers

Mic


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