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Destroyed a landraider with 8 FW with EMP-nades. Oh the glee! Then they were killed by thunder hammers :,(
Fair exchange But have heart, If Matt Ward does our next codex you'll get your revenge. I imagine our broadsides would be dual wielding thunder hammers and will attack on a I6 (and dont forget the shield drones with lighting claws!)
Don't even joke about that. Ward might see it and actually think we want these things.
You'd know he'd do it lol
Suffer the wrath of our Frisbees of DEATH!
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
YotsubaSnake wrote:Everything aggressive you do should happen starting turn 4-5. Basically, I've put myself in a position to win or tie every game I've played lately by kiting my enemy, allowing him to push while witiling him down then suddenly and quickly striking back with the killing blow, either taking or contesting objectives and making it difficult for them to retaliate because there may or may not be a next turn.
This is what my kroot seem to be best for. They work well when it comes to last minute contests and holding empty points while my main force focuses on more important targets.
Waiting until turn 4-5 is a 5th ed tactic. It may still hold true in 6th or.... maybe not.
In 5th ed, I'd use my posi-relay to hold half of my troops(FW &/or Kroot) off of the board until turn 4 in most games. I would then have them walk on to contest/grab my objectives after having my suits & vehicles lead my opponent on a merry chase.
In 6th ed, it seems that having troops on the board will be more necessary in order to help provide weight of fire against your opponents infantry. This combined with the new movement/assault distances means that we will, most likely, have to provide distractions(be agressive) earlier in the game than in previous editions.
Avro wrote:Setting aside elrad and his awesomness, what do you think of equipping 6-8 fire warriors with EMP-nades? Quite a few glances on vehicles.
Even though the EMP's are over-priced, when compared to the cost of their haywire cousins, a unit or two set up like this will be pretty good. Don't know if you would want to spend the points to run all of your fw's like this, this would be a matter of personal preference.
Panzeh wrote:
Gatekeeper wrote:Are tau really that bad that every other post keeps talking about eldar or necrons? =P I was considering selling my tau army for a necron army but now that necrons are "top dog" I don't want to jump on the proverbial monolith bandwagon. So I'll make my tau work (but you know we'll figure this whole 6th ed change out and then we'll get a new codex and start back at page 1)
Most psychic powers seem less than 24" range and the enemy should hopefully be dying if they are closer than 15". I don't see a use for the devilfish anymore. Can someone make a good argument for it?
Lastly some stealth suits squad with some sniper drone support seems to be a nice cover hugging pain throwing distraction unit.
The tau dex is old and just about everything is over-costed points-wise. Some aspects of the faction can be effective, but they're really due for an across the board point decrease the same way Guard got one last edition.
Careful, Some of us are very sensitive about comparisons between the Tau and the IG. Tau have enough problems with other players (IG&SM) calling them xenos IG.
Tau are not in any way an IG type army. To put it differently:
Would you rather have a generic points drop that makes the Tau a non-fluffy higher model count army that also does not really address the core problems created by more recent codicii?
or
Would you like to see each units effectiveness increased to where they are worth their current points costs?
I prefer the latter. The Tau are a small empire that does not engage in attrition warfare. They should be lower model count builds that, if used properly, have a high kill vs loss ratio.
I hope that GW keeps them around 65-75 models in a 1850-2000 pt army. If Kroot are improved, maybe up to an 85-95 model count army.
terminalmonky wrote:Great thread. Thanks for starting.
Thanks and welcome to both the thread and to Dakka.
YotsubaSnake wrote:
Gatekeeper wrote:I don't see a use for the devilfish anymore. Can someone make a good argument for it?
Sure thing.
Firstly, if you're taking pathfinders it's required so you will have to have one to have all that markerlight/rail rifle goodness.
Secondly, They get a 5+ jink save (4+ flat out) so as long as you're constantly moving them they're harder to hit.
And finally, the best part IMO, they're essentially mobile cover. You place one in a choke point and hope they waste time shooting at it. As long as it doesn't explode, it sits there as a giant wall between you and your opponents.
^This.
Also, I mentioned that the Pathfinder devilfish might be getting kitted out differently in this edition. Look closely at running sensor spines on the D-fish. Remember, This is going to be terrain-hammer and vehicles in terrain can easily get a better save than the normal 5+ Jink.
(Tactics hint)
Captain Avatars last post brings up a valid point. Sometime, when deep striking or just in game, you will find that getting right up next to an opponents units and non-skimmer vehicle will stuff his movement. It will, also, force your opponent to decide whether to move those vehicles faster than planned or to let you get cover from the rest of his army.
Other times, getting behind their advancing lines can force them to break the wall/trap and thus leave your army with a much needed escape route.
So im on my phone and cut it the way I want but I 100% on the side making our troops worth their points. Maybe slightly cheaper wargear but we aren't sm so we've got better weaponry and the squad itself should number a few more if course but in no way shape or form just we become a high tech ig army with crisis suits instead of armor. It doesn't fit the fluff at all. Sure we would win every game if we could go pt for pt with ig but it just goes against everything that is Tau already! So im all for improvement over pt reductions.
This message was edited 1 time. Last update was at 2012/07/15 02:57:33
Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways.........
Destroyed a landraider with 8 FW with EMP-nades. Oh the glee! Then they were killed by thunder hammers :,(
Fair exchange But have heart, If Matt Ward does our next codex you'll get your revenge. I imagine our broadsides would be dual wielding thunder hammers and will attack on a I6 (and dont forget the shield drones with lighting claws!)
Well it's Tau, soooooooooooo, railguns that shoot thunderhammers! It was a fluky game anyway. He ignored my EMP-nade FWs that ran upfield, thinking they would just sit put and try to snipe some marines; instead he moved through with his landraider up front, GIVING ME THE PERFECT OPPORTUNITY!
True story
Spoiler:
Automatically Appended Next Post: Sorry about the large pic, just edited my post.
Automatically Appended Next Post:
A Town Called Malus wrote:
Orkaswampa wrote:Just thought i'd put this about the stealth teams mentioned previously -
This set up works as a "kan wall" as well as killing on average 7.6 Marines a turn, which is quite good. Plenty of cannon fodder (drones) in the front, and keeps your HQ safe from "Slay the Warlord!" hate Now that Hit and Run gives it to the unit, and Night Vision is given to the unit, the BSF and Vectored Retro Thrusters should (hope) give the whole squad H&R as well as Night Vision, seeing as night fighting is back, and hopefully in most games
Also if you get flanked you have 14 Gun drones worth of Look out sir
Thoughts?
Well there's no point in the Target Lock as it doesn't do anything any more.
Weeeell.
Ya see, target lock is gone from wargear (infantry and battlesuit), but only the hard-wired target lock is removed because it is listed as wargear. The standard target lock is a support system. So no free third slot to shove an extra gun on your Shas'vre.
On that note, remember dear old Target Priority Test? Gone! First page of the Tau 6th edition update under "various-target priority" it says "ignore all references to target priority and target priority test"; suits and vehicles fire automatically at their desired target(s) if they have target lock equipped.
This message was edited 4 times. Last update was at 2012/07/15 09:17:17
Talamare wrote:
Finally Overwatch is GODLY, I blew up a Dreadnaught assaulting my Broadsides
Ya see, target lock is gone from wargear (infantry and battlesuit), but only the hard-wired target lock is removed because it is listed as wargear. The standard target lock is a support system. So no free third slot to shove an extra gun on your Shas'vre.
On that note, remember dear old Target Priority Test? Gone! First page of the Tau 6th edition update under "various-target priority" it says "ignore all references to target priority and target priority test"; suits and vehicles fire automatically at their desired target(s) if they have target lock equipped.
Unless it is referring to the Target lock description entry above the Infantry War gear box as most people seem to read it. In which case both suits and infantry lose it. Is see a FAQ on the FAQ for this one.
Automatically Appended Next Post: What about Sheild generators now? I thing they look like better buys for units that plan to get in among enemy units do the new wound allocation rules. Even with look out sir, I think they are going to much more cost effective.
This message was edited 2 times. Last update was at 2012/07/15 17:16:40
Ya see, target lock is gone from wargear (infantry and battlesuit), but only the hard-wired target lock is removed because it is listed as wargear. The standard target lock is a support system. So no free third slot to shove an extra gun on your Shas'vre.
On that note, remember dear old Target Priority Test? Gone! First page of the Tau 6th edition update under "various-target priority" it says "ignore all references to target priority and target priority test"; suits and vehicles fire automatically at their desired target(s) if they have target lock equipped.
Unless it is referring to the Target lock description entry above the Infantry War gear box as most people seem to read it. In which case both suits and infantry lose it. Is see a FAQ on the FAQ for this one.
The FAQ says "Armoury, Target Lock. This piece of wargear no longer has any effect." This replaces the Target Lock entry in the Armoury section of the Tau codex. So you can take a Target Lock on your suit but it doesn't do anything. It's very clear.
The FAQ also calls the Command and Control Node "wargear", despite it only being able to be taken as a Support System.
They are using the term wargear as a catch-all for any upgrade or weapon in the armoury.
Stop trying to find a loophole to exploit, there isn't one.
This message was edited 6 times. Last update was at 2012/07/15 18:57:13
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
It says target lock does nothing, like A Town Called Malus says don't bother trying to exploit it. RAI in the faq, if you suck and can't win a game without cheesing every word and making the game a boring and sucking for everyone. Accept it is a new rulebook, stuff has changed, you must get on with those changes and except them - just think how eldar feel! #
Sorry for the rant, but it's annoying about how many people try to bend the rules because they can't cope with change, does nothing = it does nothing, END.
Thank you for your time More relevant stuff on this brilliant thread please not faqing faq's that have been faqed by other faqs
This message was edited 1 time. Last update was at 2012/07/15 21:36:27
Orkaswampa wrote:It says target lock does nothing, like A Town Called Malus says don't bother trying to exploit it. RAI in the faq, if you suck and can't win a game without cheesing every word and making the game a boring and sucking for everyone. Accept it is a new rulebook, stuff has changed, you must get on with those changes and except them - just think how eldar feel!
I bet they feel pretty good right now, since Every Tau and Dark Eldar Player are taking them as allies.
Yeah, believe me, if there were any way of getting Target Locks to work on suits I'd have jumped on it. Playing a Farsight army and so only having one unit of XV88s and one Hammerhead really made me pretty dependent on Target Locks. Now I'll end up relying on the Dawn Blade, Fusion Guns, Missile Pods and Plasma a bit more (Bring on that second FOC at 2000 points and up), with more manoeuvrability to get round behind vehicles.
Automatically Appended Next Post:
Iur_tae_mont wrote:
Orkaswampa wrote:It says target lock does nothing, like A Town Called Malus says don't bother trying to exploit it. RAI in the faq, if you suck and can't win a game without cheesing every word and making the game a boring and sucking for everyone. Accept it is a new rulebook, stuff has changed, you must get on with those changes and except them - just think how eldar feel!
I bet they feel pretty good right now, since Every Tau and Dark Eldar Player are taking them as allies.
And every Eldar player is taking Tau and Dark Eldar as allies to get some decent Night Fighting units in their army.
This message was edited 2 times. Last update was at 2012/07/15 21:51:13
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
Played 4 games of 6th ed so far. Some general thoughts:
-stealth suits are awesome vs AV11,2 hull points vehicles
-also awesome against SM combat squads and bikes
-It has actually become harder to kill a vehicle with a single railgun shot because of vehicle cover/jink saves
-glancing to death seems like the best option for us
-5+ cover has nerfed pathfinders, better to go for high volume of fire and TL as much as possible.
I...wasn't trying to exploit the target lock I thought that equipment listed under a "wargear" heading in each main sections (battlesuits, foot soldiers, vehicles) were as wargear items.
A Town Called Malus wrote:
The FAQ also calls the Command and Control Node "wargear", despite it only being able to be taken as a Support System.
^-- I going to have to re-read the FAQ again. Thanks for clearing things up!
Orkaswampa wrote:
It says target lock does nothing, like A Town Called Malus says don't bother trying to exploit it. RAI in the faq, if you suck and can't win a game without cheesing every word and making the game a boring and sucking for everyone. Accept it is a new rulebook, stuff has changed, you must get on with those changes and except them - just think how eldar feel! #
Sorry for the rant, but it's annoying about how many people try to bend the rules because they can't cope with change, does nothing = it does nothing, END.
Thank you for your time More relevant stuff on this brilliant thread please not faqing faq's that have been faqed by other faqs
Sorry if my posts about the target lock rule was getting on you nerves, Orkaswampa.
Talamare wrote:
Finally Overwatch is GODLY, I blew up a Dreadnaught assaulting my Broadsides
Hey fellas; new Tau player here. I have a few questions for you guys about 6th edition.
Why does nobody seem to take the Shas'o over the other crisis Commander? I would think the extra BS and wound would be worth 20ish points, but I have yet to see a list with one in it.
Also, I see some people suggesting putting their Crisis HQ in with some suits but I see others put theirs in with their broadsides. Any particular reason not to put him with your crisis suits?
What do you guys think about gun drones on crisis suits in 6th? Some people are really big on them but I'm not sure they're worth the equipment slot and 10 points. However, having that extra wound and s5 shot isn't too bad these days.
This message was edited 2 times. Last update was at 2012/07/16 15:35:33
1: With T4, Sv 3+, Instant Death will kill it just the same.
2: It's an additional 25pts for +1 WS, +1 BS, +1 W, +1 A and +1 Ld, and while this is technically a good deal, you could just pay 10pts and get the +1 BS which is really what you want on your shooty commander with no CC weapons.
That extra 15pts could go towards something else in the army.
YotsubaSnake wrote:Everything aggressive you do should happen starting turn 4-5. Basically, I've put myself in a position to win or tie every game I've played lately by kiting my enemy, allowing him to push while witiling him down then suddenly and quickly striking back with the killing blow, either taking or contesting objectives and making it difficult for them to retaliate because there may or may not be a next turn.
This is what my kroot seem to be best for. They work well when it comes to last minute contests and holding empty points while my main force focuses on more important targets.
Waiting until turn 4-5 is a 5th ed tactic. It may still hold true in 6th or.... maybe not.
In 5th ed, I'd use my posi-relay to hold half of my troops(FW &/or Kroot) off of the board until turn 4 in most games. I would then have them walk on to contest/grab my objectives after having my suits & vehicles lead my opponent on a merry chase.
In 6th ed, it seems that having troops on the board will be more necessary in order to help provide weight of fire against your opponents infantry. This combined with the new movement/assault distances means that we will, most likely, have to provide distractions(be agressive) earlier in the game than in previous editions.
I'm actually taking a different approach than keeping most of my stuff in reserve (like in 5th). I keep one or two key units that can get into the fight in reserve (steath suits outflank or a skimmer I can't effectively put into cover) while most of my foot troops (crisis, broadsides, firewarriors) hoof it (...pun not intended). When reserves come in, I use them to apply pressure to the most critical areas like supporting weak line or supplmenting an area with developing momentum
Just had my first 6E game with Farsight (against Orks, fittingly enough).
Army wide preferred enemy is pretty sweet. Re-rolling those ones can really help in making those shots count, considering that weapons like Missile Pods, Plasma Rifles and Railguns will be wounding on 2+ anyway. Can see an Ethereal being an ok investment for sacrificial purposes in normal Tau armies.
Downside is Farsight isn't as good at CC as he was now that it's only ones he can re-roll. He still managed to take down the enemy Warboss in a challenge though (thanks to some lucky Invulnerable save rolls on my part).
I got the re-roll reserves Warlord ability, which made sure my second commander and his retinue packing Fusion blasters arrived when I needed them.
This message was edited 1 time. Last update was at 2012/07/16 16:52:13
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
Broadsides, broadsides broadsides lol I 2(3each) squads with sms and a multitracker with a hardwired dc with two shield drones. They were champs. One squad got assaulted first turn by some scarabs only to take one out with a railgun with overwatch and then they killed the other 2 scarabs in cc by end of my first turn. On my second turn they were free to take out one of his transport thingies that brings them back to live as well as a few troops. They died in turn three because some death marks that marked em showed up and I rolled poorly. Lol my other squad managed to kill a monolith when it showed up scoring 3 explosion results! As well as like some warriors, and lich guard before they ran off the board because I rolled a 10 for morale.
I don't like vehicles so I will take 2 squads every time. And if I have the points ill take three
Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways.........
What do you guys think about Fragmentation launchers now?
I am thinking that there may be some merit to them now. Due to the barrage rules and no cover save, you can pick out models and can really put some wounds on the inexorable horde armies you see. Especially IG.
Added a couple more suggested ally combinations to use in the Aegis defense line.
Also, sorry it has taken me a bit to get back to the thread but I want to join in on the fun, so pls forgive the small wall of text that follows.
DaemonJellybaby wrote:^ +1
The devilfish is a big awkward lump, that if in cover, will be difficult to shift. Landing gear means you can block off lines of sight and flechettes make it awkward to assault.
Even glancing it to death wont work because only and 'explodes' result removes the model from the board.
The marker beacon special rule from the pathfinders 'fish will bring in your suits nice and accurately.
Anything else?
@focusedfire, making tau worth their points would be good but we go into the MEQ abilities when start trying to improve most them. I would rather get cheaper crisis suits and fire warriors.
Everything counts in large amounts.
About Devilfish-After playing a couple of games, I can safely say that the Sensor Spine vehicle upgrade will be a must take if you play in an enviroment or tournament that uses the new random terrain generation rules.
About the Tau,
First, Our suits are already better than MEQ in Strength, Wounds and # of ranged weapons.
Second, They are less than MEQ in BS, WS, Initiative, Leadership and cc otions.
Third, there should not be a problem with Tau elites having a base BS stat exceeding SM elites.
Lastly, Made worth their points could mean going the better natural abilities(ala Eldar) route or the Tech improvemenys on their weapons/wargear.
examples*
-Fire Warriors could easily stay the same price if it included both of the grenade options.
-Battlesuits gain a base BS4
-Make Shield generators 3++ (or have a 4+ re-rollable save)so that they are worth their points
-Make Marker lights Rapid-fire
-Improve some weapon profiles(Fusion Blasters go to 18" range or Burst Cannons gain an extra shot and go to 24" range.
The Tau, when first conceived, were designed to fit in the triangulated middle of the Sm-IG-Eldar.
*The elites were designed to resilient/tough like marines but without any real assault ability.
*The troops were supposed to be a rough equivalent of Veteran Guard but without the special weapon options
*The transports and battlesuits were designed to be like the Eldar but the mobility was to be from agility not speed.
Since the Tau Empire Codex, GW has increased stats and survivabilty across all of the 5th ed codices and has given what were Tau specific traits to other armies.
When I say make them worth their points, I mean give them the ability to be "the" precision shooting(non-ordinance) army whose toughness off sets their low model count. They should be able to pump out more high strength low ap shots over the course of 5-6 turns than any other army.
The tau should be designed to win, if you:
use mobility
proper unit synergy
and correct tactics that fit the Tau playstyle.
Tun_Tau wrote:
Avro wrote:Game update:
Destroyed a landraider with 8 FW with EMP-nades. Oh the glee! Then they were killed by thunder hammers :,(
Fair exchange But have heart, If Matt Ward does our next codex you'll get your revenge. I imagine our broadsides would be dual wielding thunder hammers and will attack on a I6 (and dont forget the shield drones with lighting claws!)
Yeah, I used to take out Monoliths with EMP's back in 4th ed.
It does suck that when a unit of Fire Warriors takes out a LR, that unit is most certainly making a sacrifice for "the greater good".
I console myself with the thought, that my 100 point unit just took out a 240-250 point vehicle.
Ovion wrote:Now I want to make a Shield Drone with twin-Lightning Claws...
You!! Don't make me turn this thread around. If you keep posting such horrible atrocities, we will not allow you to join in the after thread party that has punch and pie.
A Town Called Malus wrote:
Tun_Tau wrote:
But have heart, If Matt Ward does our next codex you'll get your revenge. I imagine our broadsides would be dual wielding thunder hammers and will attack on a I6 (and dont forget the shield drones with lighting claws!)
Don't even joke about that. Ward might see it and actually think we want these things.
@Tun_Tau- See What you've done! You've startled them, and they have evoked the name of he who destroys fluff. We will now be cursed to have a dex of cc specialists and Railgins that shoot wolf priefs using Jotww.
@A Town Called Malus-Nah, Rail guns will shoot tesseract labriynths riding tachyon arrows and we will get mindshackle drones.
Seriously, This has been fun, but I'd like to get back on topic and ask for battle reports/ whats working for other people.
Gatekeeper wrote:We don't want those things?
SO: i was reading Forgeworld stuffs and I noticed that one of the lower cost fliers is a heavy support choice for Tau (the barracuda). I'm not sure we would enjoy having to decide between fliers and broadsides and hammerheads.
First- Don't even start. No more evoking the name of the fluff killer nor asking for SM toy/goodies........While were are at it....You want MOOAARRR!!??... (Dickens reference)
Second- IMO,Most likely the Barracuda (or whatever Flyer we get) will be written as a FA choice. I could be wrong though. Just seems like it would hurt their HH /Sky Ray sales.
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Ovion wrote:Now I want to make a Shield Drone with twin-Lightning Claws...
You!! Don't make me turn this thread around. If you keep posting such horrible atrocities, we will not allow you to join in the after thread party that has punch and pie.
You know, specifically saying not to, just meant I had to.
focusedfire wrote:About the Tau, First, Our suits are already better than MEQ in Strength, Wounds and # of ranged weapons. Second, They are less than MEQ in BS, WS, Initiative, Leadership and cc options. Third, there should not be a problem with Tau elites having a base BS stat exceeding SM elites. all true
Lastly, Made worth their points could mean going the better natural abilities(ala Eldar) route or the Tech improvemenys on their weapons/wargear. examples* -Fire Warriors could easily stay the same price if it included both of the grenade options. I would prefer them to be around the 8pt mark with only photon grenades as they have better armour and standard weapons than veteran guardsmen and of a similar price per unit. -Battlesuits gain a base BS4. Thats fine, but will the targetting array still be avaliable? -Make Shield generators 3++ (or have a 4+ re-rollable save)so that they are worth their points. Reduce the cost of shield generators?5-10pts? -Make Marker lights Rapid-fire. Or heavy 2? -Improve some weapon profiles(Fusion Blasters go to 18" range or Burst Cannons gain an extra shot and go to 24" range. No opinion really
Personally the Barracuda is fun, but not worth a heavy support slot. If browsing forgeworld, look at the defensive turrets that can DS and are troops.
This message was edited 2 times. Last update was at 2012/07/17 14:51:38
Ovion wrote:Now I want to make a Shield Drone with twin-Lightning Claws...
You!! Don't make me turn this thread around. If you keep posting such horrible atrocities, we will not allow you to join in the after thread party that has punch and pie.
You know, specifically saying not to, just meant I had to.
What is everyone's thoughts on mass amounts of kroot in 6th? I've played just a couple games at 1999 and used 3 squads of 20 kroot. Having 60 shots a turn is nice at 30". But my concern is would having a libby w/ a couple tac squads make more sense? I have a salamander and a blood raven army I could use for allies. Pros/Cons?
I tried using my barracuda model, it arrived, I blinked, it died.
I am stunned as to why Forgeworld put only 2HP on the air superiority fighters for each race when the FAQ was released, since all the GW flyers all came with 3.
I suspect that Forgeworld puts a big point premium on the range of the ion cannon, on large boards I can see it being useful however on the small standard GW table sizes, you can't hide from quad guns and those will annihilate you.
Until Forgeworld updates the rules, just leave these guys on the shelf, they are too fragile for their point cost and using up a valuable HS slot.
This message was edited 1 time. Last update was at 2012/07/17 16:39:44
Hey, so I have a question regarding suits. They are jetpack infantry. In the brb it states under movement that they can move like normal infantry or activate jetpacks. Can we activate in movement to move 12 and still make our 2d6 thrust move?
Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways.........
I think you are incorrect; there is a differente rule for jet pack troopers which is separate from the normal jump infantry. Ergo, they can move like a normal infantry unit (distance wise) but can usethe 2d6 to hop around in the assualt phase in addition to hopping over obstacles in both phases; correct me if I"m wrong as I'd love to find out you can move 12 and then 2d6 in the assault phase.
Also, I'll ask again: What about frag launchers now on an HQ? With the new buff to barrage and no cover (and ap5), this would be a great thing to take in a general list, I'd think, so you can snipe out certain wargear and deal with the inevetable horde armies such as orks, guard, and nids that will be more popular now. I could be wrong, so I'd love to hear from other people.
This message was edited 1 time. Last update was at 2012/07/17 16:52:17
Anyways, i know you can move the 12" in movement phase using the jetpack just like "jump" infantry. It states that you have to pick movement or assault. Where do you want the bonus? However it does not make that distinction under the jetpack entry as they aren't supposed to be assaulty type troops they are mobile gun platforms.
I think we should get that move and the one in assault and the only reason we wouldnt use it, is when we are in difficult terrain.
Any thoughts?
This message was edited 2 times. Last update was at 2012/07/17 17:08:01
Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways.........