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I'm a little worried right now.
I played a game over the weekend in which I deployed my Command Squad. This is the first time I've done this since 4th Ed.
I knew that the Apothecary granted FNP to the unit, but I used the old ability of negating a single failed save each player turn twice, and now I cannot see the rules that allow this.
Could someone clarify that the 4th Ed. 'heal' is now gone and in its place is FNP?
Not that it matters to the result of the game, that unit died very early on, and other units went on to decimate =)
According to the codex it isnt listed so I'd assume you are correct fnp has replaced it.
Apothecary has a Narthecium.
Now go to page 100 in the wargear section to see what it does.
OH snap, you get there and it says to go aaaaaaaall the way to page 55 about in the "Command Squad" section to see what it does. lol.
I hate the way these new codexes are set up sometimes.
You can't use the rules for both 4th and 5th edition Marines. If you built your army using 5th, they you have to use all the associated rules with the newer codex. So it's FNP and thats it (actually FNP is better IMO).
But being new to 5th, you probably just forgot. I'm a little new to 5th myself and sometimes I make similar mistakes. I just assumed certain things work like they did in 4th, but I'm glad when my opponent catches them. The main thing is that you learn from it and correct your play in future games.
I'll certainly be playing my Apothecary properly if I ever field him again, though the command squad failed so badly I can only imagine using them with bikes next time.
You're right, the main thing from each and every game I play is to not only learn more about how to use my army, but also how to use the rules as well
(FYI the command squad was deployed on a flank in razorback and the plan was to have them support my first-turn charge from Shrike by turn 3 - instead the razor was blown turn 1 by a zapp gun which killed 2 in the explosion, and the rest of the unit was hit by kommando squad on turn 3, nothing survived and they only inflicted 3 wounds back!)
You are dealing with an army issue here and not an edition issue.
If you are playing Vanilla Marines, your Apothecary gives you Feel No Pain.
If you play Blood Angels or Dark Angels (maybe others as well), the Codex says your Apothecary negates a single failed save. (Codex takes precedence over anything else)
I suspect that these exceptions will disappear once those Codices have been updated. Furthermore, there are Blood Angels players who prefer FNP because the Codex says you can only negate a failed save if the Apothecary is not involved in combat.
"Fear not and look up to the sky for salvation, for we have entered orbit."
Blood Angels 2nd Grail Guard Company
I agree, FnP is far far better than negating a failed save, I just messed up and thought we had both... admitted I did feel a bit cheap saying "the apothecary saved the sarge, and now 3 FnP rolls..."
Cheers for the info guys, much appreciated =)
The basics of the Space Marines should be constant, the only thing that sets them apart is the types of units and a few ADDED rules, not changing of existing ones.
All apocs giving FNP makes perfect sense in terms of balancing, where as its perfectly fine to make all the "wing" parts of the dark angels Fearless, because it follows fluff too.
Two apocs doesnt really set the codexs apart, but different units, addition special rules instead of changed ones among other things is what sets them apart.
(another example is that basic space wolves have two CC weapons)