
Grade: D+ (Neat and thematic army wide rules, but will never win you the game or save anyone) There are modifers to all of these which make them each better but on their own. It's hilarious to block a smite with a 6 when they rolled a 5 but the chance is so low it's not going to happen that often. But you're still getting drowned out by autocannon and a billion bolter shots. Still, a 15 girl blob with a 4++ is okay. On vehicles its more useful but on vehicles it cannot be modified. You're usually getting killed by mass rapid fire not single use, high AP weapons. 6++ is okay, but if you're getting your sisters killed with a melta gun, you have other problems. Shield of faith: 6++ on all things, which can be modded and deny the witch on a single D6. I encourage you feedback on this, thank you) Grade: C- (This could be changed after rigorous play testing or if anyone on here has a good argument. It's a unique mechanic to 40K but I don't think it cuts it, especially with the loss of our old rules. The investment in getting multiple per turn seems too great. Now, I haven't gotten any real games in with the new codex so we have to wait and see how powerful it is, but with having to choose the die BEFORE you roll and limited to one die per phase without other options. Something akin to a standard list of acts of faith that can be attempted (+1 to hit, -1AP, +3 move ect) that could be applied to units. It needed tweaks not a complete overhaul. However, as a long time player I feel like it was probably a mistake to remove the old system. However, there are abilities that let you burn off more useless die for added effects, which is pretty neat) Although I may be wrong.

These cannot be modified in anyway (except a few character traits and wargear. If this is true you can use multiple MD for the same squad. (There are wargear options to change this) It APPEARS to be on a per squad basis. However, only one act of faith can be performed per phase. But if you need your overwatch melta to hit on a six and you HAVE a MD of a 6 saved.

So no rolling a bunch of to-hit rolls and then choosing to sub in a die afterwards. You must choose to substitute the die BEFORE you roll. Warlord traits, character traits, a building and other ways. They are gained in a variety of ways from killing a unit to losing a character. Having never played AOS or Fantasy this was a new mechanic to me. (I think I posted this in the wrong sub thread earlier so I'll repost it here)

So, without any more delay, let's get started. It's late and part two, Holy orders, Strats, relics and warlord traits will be up tomorrow. I would appreciate feedback and will change descriptions and grades based on others experiences.

They are my thoughts in a theoretical sense, very limited gameplay and how they would be hypothetically used. The Miracle die, sacred rites and every unit graded on an A-F rating. The day when I got my copy of the book and read it cover to cover. This compares to both a guard squad/Tactical squad/ primaris on how they would perform in battle.īeen playing sisters of battle since 3rd edition and survived through every heretic blasted dark day from 1999 to today. The main thing that's been pointed out is the grade of the battle sisters squad. (Which I have a fair amount of experience with but I'm not the most well versed Marine player) Not a straight one to one comparison but vaguely how close these units would compete against the best in the current meta. I am mostly comparing it to the 8.5 Marine dex with its various supplements. EDIT: With useful feedback it's been brought to my attention that I should've been more clear on whom this book was being compared to.
