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Made in au
Trustworthy Shas'vre






There is a rules query amongst my group atm regarding how Blast weapons (specifically the Leman Russ Battle Cannon, but all other blasts as well) are resolved against Tau disruption pods.

Basically the question is: where does the Hit from a blast marker originate from? From the center of the hole, or from the firing model?
the rules for the disruption pod say that the vehicle "counts as obscured from hits originating from more than 12" away"

We've been playing that it counts from the center of the template: basically because for a 5pt upgrade they make tanks invincible enough anyway.
Also, we figure that if a unit is lined up against a barricade/wall, if the marker lands over the wall/amongst the unit, then the shrapnel blasts into the middle of the unit and none of them get cover saves. Alternatively if the marker lands in front of the wall, then all models that are covered receive a cover save. Correct?

Thanks, Trasvi.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

For non-vehicle models under a blast or ordnance marker, the shot always counts as originating from the firing unit. So cover saves for a wall do apply, even if the center of the blast is behind the wall with the unit.

With vehicles, the rules specify that IF the hole in the center of the marker ends on the vehicle, the shot is applied against the armor facing the firer. Only if the center ends (scatters) off the vehicle, does the shot count as originating from the center of the marker. The same rule would seem to work for figuring out whether the Disruption Pod applies.

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Made in us
Heroic Senior Officer





Woodbridge, VA

From the firing unit, unless it's a Barrage weapon.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in au
Trustworthy Shas'vre






So for 5pts the disruption pod basically makes a Tau tank fairly invincible?
Is there any official ruling on this, or do tau just play with owerpowered wargear for the next 3 years?
   
Made in us
Longtime Dakkanaut




St. George, UT

Welcome to lack of playtesting. Yup, Tau vehicles with disruption pods will get a 4+ save from any weapon shooting at them outside of 12". Unless the weapon is a barrage type weapon.

If its any consolation to you, fifth edition made our decoy launchers (also 5 points) worthless.

FYI, I wouldn't say 4+ mean invincible. More rather like really tough nut. You could always assault them. AV10 is pretty easy to crack, and no saves allowed.

This message was edited 2 times. Last update was at 2008/10/06 18:13:53


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Made in au
Trustworthy Shas'vre






Hey, i'm the one who plays the Tau - my IG opponent with a infantry heavy list (read 'heavy' as '240 infanty) was trying to kill it with Leman russ/missile launcher.

Although if the Distruption Pod stays the same i'm sure we can expect a point hike when the codex is released... a few years of powergaming between now and then.
   
Made in us
Heroic Senior Officer





Woodbridge, VA

It will get it against the Barrage weapon as well, if the firing platform is over 12" away. And I agree with Jayden, a 4+ save does not mean invincible (unless his dice are loaded.), just means potentially harder to kill. Course, TLOS means you will probably be able to put more shots on target, so it works out.

And deep striking meltas are fun.....................

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Longtime Dakkanaut




For most blasts, it is easy; it is from the shooter.

For barrage hits, it may be a bit trickier. They still originate from the firer, but you check for cover from the center hole of the blast marker.

For RAW... I am not sure how that will interact with DPods

edit: Damn... I have to stop walking away from my computer.... ninja'd like 5 times over...

This message was edited 1 time. Last update was at 2008/10/06 19:33:35


 
   
Made in us
Dominar






Tau disruption pods are very little defence versus Imperial Guard. If your friend would give up on missile launchers and take deep striking command squads with meltaguns instead, he'd find himself blowing hammerheads away with contemptuous ease. Drop Guard is an army capable of slapping most Tau lists around without issue.
   
Made in au
Trustworthy Shas'vre






So with blast hits vs cover as well: saves are taken from the perspective of the shooter?
....o|
.A.o|..B..................=--HH
....o|

So if my hammerhead fires a sub round, if the blast marker lands at B, the guardsmen (o's) behind the barricade ( | ) get a save. If the markers lands at A do they still get cover from the barricade?

My friend has wierd ideas about what is in the 'theme' of his army. Consequently it appears to not be in his theme to take any special weapons, and heavy weaps other than missiles, or more than 2 tanks. Silly, but i'm grateful for it:

Although, he does take drop troops and with the sheer amount of models his army gets he does tend to beat me up anyway- the hammerheads generally survive unscathed and wipe out a squad of guard per turn each, but he does after all have 20+ squads, 8 of which deep strike.... i've taken to using some very anti-infantry crisis suits (TL flamer + burst cannon, cyclic ion blasters, AFP's)


   
Made in us
Dominar






In your posted scenario, the guardsmen would indeed get a cover save from the barrier.

Guard is an army that has to be managed well in order to win regularly... sounds like your friend doesn't quite have the hang of it.
   
Made in au
Trustworthy Shas'vre






Even in both shots? damn.

My friend and i are fairly even- i haven't got the hang of my tau yet either, and all the Fish of Fury tactics went out the window this edition. :(. He just has this strange idea that according to his theme none of his army can take good weaponry.
Thanks for help - that blast marker thing is going to be annoying now tho :(.
   
 
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