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The wait is over lets talk Tau 2013 tactics @ 2013/04/17 11:34:27


Post by: Coyote81


Dracoknight wrote:
I am just wondering, if you charge with units with defensive granades, can they pop a granade to get a cover save against the overwatch since they are within 8" of the unit?


Technically yes, if you charge and you have defensive grenades, anyone overwatching within 8" will grant you a +1 cover save, or 6+ in the open.


The wait is over lets talk Tau 2013 tactics @ 2013/04/17 12:23:46


Post by: Vineheart01


Quick question, can markerlights improve the snapfire being shot at fliers if you dont have the skyfire rule?


The wait is over lets talk Tau 2013 tactics @ 2013/04/17 12:24:52


Post by: Jabbdo


 Vineheart01 wrote:
Quick question, can markerlights improve the snapfire being shot at fliers if you dont have the skyfire rule?


Yes. You have to hit the flyer with some markerlights first though, and they'll be snapshotting (unless they have Skyfire themselves).

One thing to bear in mind though, is that no matter how high you boost your snapshot-BS, you can still never snapshot blast weapons.


The wait is over lets talk Tau 2013 tactics @ 2013/04/17 12:33:49


Post by: Vineheart01


Right right im more thinking of getting a Hammerhead to fire at a flier if my normal AA tactic died/missed. Imagine landing a Str10 Ap1 against any flier lol BOOM!

I was also thinking the riptide but then i remembered i should be taking skyfire on him anyway instead of Counter-attack or whatever it was that lets me overwatch at bs2. Yea, i cant hit it with the plates but i can hit it with the 3 Heavy shots which is just as nasty lol.

EDIT: Found something interesting...

In the Tau codex it specifically states that the Riptide cannot take the Vectored Retro-thrusters upgrade, which grants Fleet and Hit and Run. It does NOT say, far as i can tell, it cannot benefit from this rule as a whole.
With the buffing commander following a Riptide around, he can take this upgrade (at 5pts mind you) and give the Riptide Hit and Run. Fleet in the BRB says the whole unit needs it to take effect, so thats out, but it says a single model with this rule lets the whole unit take hit and run.
Nothing prevents you from giving the Riptide Hit and Run with this tactic, and since the Commander isnt shooting to use CnC node and such anyway it doesnt hurt you to take this as one of your 4 support item slots. It also lets you roll on an I3 instead of I2 since the commander has a better initiative than the riptide.

Can anyone else find a reason why it wouldnt give the Riptide Hit and Run? That could be a real game-saver if you can just back away from a tarpit. Hell given that im not in range of his entire army i'd do it on the end of MY turn so if he tries to charge me again my commander with his TL Flamer/Reg Flamer can Wall of Death again


The wait is over lets talk Tau 2013 tactics @ 2013/04/17 15:40:09


Post by: DakkaHammer


 Jabbdo wrote:
One thing to bear in mind though, is that no matter how high you boost your snapshot-BS, you can still never snapshot blast weapons.

You know, i always thought it would be fun to have a flakk cannon that fires small blasts. Something like S6 so not that powerful, but any hit causes the flier to be shaken.
Ima put this in proposed rules.