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Made in de
Focused Dark Angels Land Raider Pilot




Germany

Wolf Lord Balrog wrote:
Jacksmiles wrote:


Also in a totally expected turn of events, the Coldstar was errata'd.


I'm comparing the wording in the FAQ to my codex and they appear identical. Am I missing something, or did I just get a late printing or something?

Edit: Nevermind, I see it now: It says "and" rather than "and/or". It never occurred to me that some toolbag might try to interpret that as allowing five weapons, I thought the intent of the wording was pretty clear. I guess a clarification is good.

On the upside, the CIB got a bit of a bit of buff, only a single Mortal Wound per phase per weapon no matter how many 1s you roll.

On the downside, no revision of the stupid Commander limit, no points drop for Crisis suits or their weapons, and while Battalions and Brigades now give more Command Points, the new Matched Play rules severely restrict spamming the same Detachment or Datasheet. Its now impossible to field more than 3 of anything (except Troops and Dedicated Transports), unless you have specific house/tournament rules to the contrary.


Love it!
Only good stuff for Tau and general game health. A good time to be a 40k player (minus GK and Nids maybe :-P)
Gone is the stupid alphastrike gak.
Gone is stupid spamming of strong units.
Gone are dying crisis to Overcharged CIBs.
   
Made in us
Been Around the Block




Wolf Lord Balrog wrote:
Jacksmiles wrote:



On the upside, the CIB got a bit of a bit of buff, only a single Mortal Wound per phase per weapon no matter how many 1s you roll.
.


Crisis suit 3W has 3 CIBs, rolls for each one to hit separately. Scores a 1 for each weapon. Mind explodes.

Crisis suit with 2 wounds left, shoots his 3 CIBs 1 at a time (to account for rolls of 1 per weapon as above). Rolls a 1 on each of his weapons, he eats it and his buddy takes 1 for the team (per unit not model and mortal wounds spill over in units).

Commander with 4 CIBs... eh he's probably ok.
   
Made in gb
Longtime Dakkanaut




Well seams like borkan just got a nice buff as no turn one deepstrike to deal with.
Raven guard and Alpha legion are probably going to more common, appart from their parent codex's not exactlly being top tier.
   
Made in us
Longtime Dakkanaut




I see the change to CIBs as damning for Crisis Suits. That's the only viable weapon on them other than flamers, and after that glorious turn of Drop Zone Clear, they might be eating wounds really quickly if you can't find marker support for them. Speaking of which, so much for Crisis bombs. Having that much firepower off the table for a turn is bad juju. Bummer.,
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

the alphastrike nerf hurts every army equally.
The changes to cibs are actually a buff.
   
Made in lt
Fresh-Faced New User




Wolf Lord Balrog wrote:
Jacksmiles wrote:


Also in a totally expected turn of events, the Coldstar was errata'd.


I'm comparing the wording in the FAQ to my codex and they appear identical. Am I missing something, or did I just get a late printing or something?

Edit: Nevermind, I see it now: It says "and" rather than "and/or". It never occurred to me that some toolbag might try to interpret that as allowing five weapons, I thought the intent of the wording was pretty clear. I guess a clarification is good.

On the upside, the CIB got a bit of a bit of buff, only a single Mortal Wound per phase per weapon no matter how many 1s you roll.

On the downside, no revision of the stupid Commander limit, no points drop for Crisis suits or their weapons, and while Battalions and Brigades now give more Command Points, the new Matched Play rules severely restrict spamming the same Detachment or Datasheet. Its now impossible to field more than 3 of anything (except Troops and Dedicated Transports), unless you have specific house/tournament rules to the contrary.


CIBs always worked like this. I.e. 1 mortal wound per weapon, not per a roll of 1. The difference now is that the wound is assigned to a unit rather than the model, so you can spread the wounds out and keep models alive longer. I.e. if 1 model gets 3, you can spread the wounds to other models to keep it alive. They faqd the bork'an stratagem to uselessness though and didn't fix the Longstrike keywords.
   
Made in gb
Longtime Dakkanaut




liverscrew wrote:
Wolf Lord Balrog wrote:
Jacksmiles wrote:


Also in a totally expected turn of events, the Coldstar was errata'd.


I'm comparing the wording in the FAQ to my codex and they appear identical. Am I missing something, or did I just get a late printing or something?

Edit: Nevermind, I see it now: It says "and" rather than "and/or". It never occurred to me that some toolbag might try to interpret that as allowing five weapons, I thought the intent of the wording was pretty clear. I guess a clarification is good.

On the upside, the CIB got a bit of a bit of buff, only a single Mortal Wound per phase per weapon no matter how many 1s you roll.

On the downside, no revision of the stupid Commander limit, no points drop for Crisis suits or their weapons, and while Battalions and Brigades now give more Command Points, the new Matched Play rules severely restrict spamming the same Detachment or Datasheet. Its now impossible to field more than 3 of anything (except Troops and Dedicated Transports), unless you have specific house/tournament rules to the contrary.


CIBs always worked like this. I.e. 1 mortal wound per weapon, not per a roll of 1. The difference now is that the wound is assigned to a unit rather than the model, so you can spread the wounds out and keep models alive longer. I.e. if 1 model gets 3, you can spread the wounds to other models to keep it alive. They faqd the bork'an stratagem to uselessness though and didn't fix the Longstrike keywords.


So how exactlly do they mean that to work as it says before you determin the number of shoots but that has to be after the roll or are they really expecting you to use a strategum on the idea you might need it?

This message was edited 1 time. Last update was at 2018/04/16 21:51:19


 
   
Made in us
Longtime Dakkanaut




I don't really see how that's a buff since it forces you to spill wounds over and take suits out as quickly as possible instead of potentially spreading the hurt around.

Also, the deep strike nerf applies to all armies equally, but it doesn't affect them equally at all. That is, armies that are more reliant of deep striking to get a forward presence are influenced to a greater degree than armies that get in your face by being fast, for example.

I'd actually say Tau benefit from the deep strike change in a meta sense since we're more focused on movement than teleporting stuff. Coldstar Commanders just became even more valuable, too, since they can get into position turn 1 from your DZ.

edit: Ninja'd! Also, I agree about the Borkan strat. It was somewhat useful as a limited single-die reroll, but having to use it before rolling the number of shots is stupid. I'm not sure why that warranted further elaboration, let alone a functional change.

This message was edited 1 time. Last update was at 2018/04/16 21:55:09


 
   
Made in gb
Regular Dakkanaut




Aeri wrote:
The changes to cibs are actually a buff.

That looks like a pretty nasty nerf to me, not a buff.
   
Made in gb
Longtime Dakkanaut






In a Trayzn pokeball

Aeri wrote:
the alphastrike nerf hurts every army equally.

It hurt CC armies far more than it hurt tau or guard.

 JohnHwangDD wrote:
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Then comes along the frakking Spinosaurus who kills the T-rex, and the movie says "LOVE THIS NOW! HE IS BETTER" But...in your heart, you love the T-rex, who shouldn't have lost to no stupid Spinosaurus. So you hate the movie. And refuse to love the Spinosaurus because it is a hamfisted attempt at taking what you loved, making it TREX +++ and trying to sell you it.
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Made in fi
Water-Caste Negotiator





Gunlines are solid now. Without turn 1 deepstrike long range stuff has free reign on one turn, and since deepstriking units cannot benefit from "move again" -style stuff, like Warp Time we should be pretty safe from charges on second turn too, and that's not even mentioning the ground our mobile units gained during first turn to push deepstrikes even farther. This changes how I'm going to run my lists considerably, as I need less chaff than before.

-Heresy grows from idleness- 
   
Made in lt
Fresh-Faced New User




Ice_can wrote:
liverscrew wrote:
Wolf Lord Balrog wrote:
Jacksmiles wrote:


Also in a totally expected turn of events, the Coldstar was errata'd.


I'm comparing the wording in the FAQ to my codex and they appear identical. Am I missing something, or did I just get a late printing or something?

Edit: Nevermind, I see it now: It says "and" rather than "and/or". It never occurred to me that some toolbag might try to interpret that as allowing five weapons, I thought the intent of the wording was pretty clear. I guess a clarification is good.

On the upside, the CIB got a bit of a bit of buff, only a single Mortal Wound per phase per weapon no matter how many 1s you roll.

On the downside, no revision of the stupid Commander limit, no points drop for Crisis suits or their weapons, and while Battalions and Brigades now give more Command Points, the new Matched Play rules severely restrict spamming the same Detachment or Datasheet. Its now impossible to field more than 3 of anything (except Troops and Dedicated Transports), unless you have specific house/tournament rules to the contrary.


CIBs always worked like this. I.e. 1 mortal wound per weapon, not per a roll of 1. The difference now is that the wound is assigned to a unit rather than the model, so you can spread the wounds out and keep models alive longer. I.e. if 1 model gets 3, you can spread the wounds to other models to keep it alive. They faqd the bork'an stratagem to uselessness though and didn't fix the Longstrike keywords.


So how exactlly do they mean that to work as it says before you determin the number of shoots but that has to be after the roll or are they really expecting you to use a strategum on the idea you might need it?


The way it is worded now is that you declare that you use the bork'an stratagem, pay 1 cp, roll the number of shots for your unit and hope you don't roll a 5 or a 6 because you'll end up with a wasted CP because rerolling a 5 is not worth it. I think they made it this way because they only thought about using it with Stormsurge cluster missiles where you have more chance of getting a low dice roll with the 4d6 of cluster missile but not with the other suits.
   
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Agreed, and again, I'm not sure why they made it any different than your standard 1CP die reroll. I could possibly see myself using it for an Y'Vahra that was up against a key unit, but that's pretty much it. The pulse driver is really the only other weapon I'd consider using it for, and you should probably be using the blastcannon anyway.
   
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MilkmanAl wrote:
I don't really see how that's a buff since it forces you to spill wounds over and take suits out as quickly as possible instead of potentially spreading the hurt around.

Also, the deep strike nerf applies to all armies equally, but it doesn't affect them equally at all. That is, armies that are more reliant of deep striking to get a forward presence are influenced to a greater degree than armies that get in your face by being fast, for example.

I'd actually say Tau benefit from the deep strike change in a meta sense since we're more focused on movement than teleporting stuff. Coldstar Commanders just became even more valuable, too, since they can get into position turn 1 from your DZ.

edit: Ninja'd! Also, I agree about the Borkan strat. It was somewhat useful as a limited single-die reroll, but having to use it before rolling the number of shots is stupid. I'm not sure why that warranted further elaboration, let alone a functional change.


Ah, I was unclear on how the CIB rule worked, so yes, nerfs all around for Tau this time. Awesome. So CIBs are just out unless you have Markerlight support, but that was pretty much the case before, just even moreso now. Which makes Crisis suits even less viable than they were before, unless you want triple Flamers for anti-horde, and double-tapping Pulse Rifles/Carbines are 94% as efficient and we have to take a bunch anyway, so there's that.

On the upside, the "Organised Events" boxout is only guidelines, not rules, so it doesn't actually change anything for non-tournament games. And most tournaments will have different, more-detailed army comp rules anyway.
   
Made in de
Sister Vastly Superior




Germany - Bodensee/Ravensburg area

My take on the FAQ:
The only thing that got considerably nerfed (again) was Crisis Suits as they can no longer T1 deepstrike into 18" range except for exceptional cases. The jury is still out whether or not Homing Beacons overwrite that (so you can at least deepstrike within 3" of stealth suits on turn 1), but it really isn't looking good even if it works. After the homing beacon changes and the deepstrike rework I don't really see Crisis team as a worthwhile pick except in niche circumstances with 3x Flamer loadouts (they are still cheap for the durability with drones and great counter charge as well as charge blockers against melee hordes) and maybe CIB Crisis for their relative efficiency.

Vespids are the other premier deepstrike unit we have and they don't really care about the changes that much: They are a very cheap and strong auxiliary unit for what they provide and coming down in the second turn doesn't change that. With enemy units having moved around it can even enhance their strong strategic potential as backfield hunters and disruption unit. In any case they cost so few points that them coming down on the second turn isn't really hampering the rest of your army that starts on the table.

The CP change for Battalions and Brigates however is MASSIVE considering that we currently have the most efficient PPW infantry in the game, even beating out 4pt guardsmen. Any list should feature at least 30 FWs, which means a staggering 10 extra CPs with 2 Battalions. With 2 Battalions and e.g. an Outrider detachement you only get 1 CP less than with a single Brigade, reducing the need to go with a brigade and being forced into taking 3 Elite and Support choices. 2 Battalions and an Outrider detachement gives you FOURTEEN Command Points. That's insane, particularly if you throw in the Puretide Chip.

Also I fail to see where "only 3 picks of a single datasheet" is supposed to be an issue, except for excessive spamming of drones, with the Commander limit in place I struggle to come up with any non-troop unit that you would want to play 4+ units of (heck, even Farsight Enclaves with their even more limited HQ options can still play 3 Commanders and 3 Fireblades to fullfill all their HQ slot needs). Besides, didn't people want to see the Commander limit introduced to other lists?

Also Dal'yth is now actually worth taking with a solid defensive benefit for gunlines (3+ saves for Fire Warriors and drones is massive if you go second) and a really good strategem and decent wargear option.

A nerf to the Bor'kan Y'vahra would have been welcome but I think that the 3 unit hard cap for Tactical drone units will limit their dominance as it limits the amount of shield drones that can be spammed to support them (big units of drones simply melt to morale, even if it's shield drones).

Gun Drones only get a single extra shot out of Cadre Fireblades now, though I have to admit that it never felt quite right to me that they got two extra shots per model when all the infantry units only get a single extra shot out of it. They are still a solid point for point.

Overall I'd argue that the FAQ is a pretty solid step for a healthier game, except for the additional indirect nerfs for the already bottom-of-the-barrel Grey Knights that really weren't needed, as well as lacking a feature to reduce the impact of pure shooting armies alpha striking everything off the table on turn one if they go first (cough, see 5th Edition Dawn of War mission, cough), which is really needed now with the nerf to turn 1 close combat alpha strikes. Particularly the "only 3 of anything" will really help to curtain excessive spam. Also Commissars are great again, yay.

This message was edited 12 times. Last update was at 2018/04/16 23:42:35


Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer


- The saga of Hrothgar the Beastslayer 
   
Made in lt
Fresh-Faced New User




The datasheet limit affects Sa'cea MSU lists a lot. And in general I can think of quite a few units. Sa'cea solo railsides for the rerolls. Sa'cea (and not) stealth suits (target lock+marker on the shas'vre for an excellent mobile marker platform with a reroll). MSU pathfinders as big units are easier to kill and in case you want more special weapons. Drones, because 3 types use the same datasheet so if you want to take a unit of markers to sit in deployment you lose one slot. Kroot hounds for wrap as they're fast attack. Firesight marksmen in case people want to use them for reliable markers.
   
Made in gb
Longtime Dakkanaut




I disagree with a lot of that, loosing stimulant injectors cost tau the only mortal wound mitigating method allowed.
Y'vahra's are 400 points and not exactlly game breaking the drones being capped at 3 real size units is a nerf to Y'varha's and coldstar commanders.



Automatically Appended Next Post:
liverscrew wrote:
The datasheet limit affects Sa'cea MSU lists a lot. And in general I can think of quite a few units. Sa'cea solo railsides for the rerolls. Sa'cea (and not) stealth suits (target lock+marker on the shas'vre for an excellent mobile marker platform with a reroll). MSU pathfinders as big units are easier to kill and in case you want more special weapons. Drones, because 3 types use the same datasheet so if you want to take a unit of markers to sit in deployment you lose one slot. Kroot hounds for wrap as they're fast attack. Firesight marksmen in case people want to use them for reliable markers.

Its not even like you can take marksmen in units either to soften the blow.

This message was edited 1 time. Last update was at 2018/04/16 23:51:13


 
   
Made in us
Willing Inquisitorial Excruciator




Ice_can wrote:
I disagree with a lot of that, loosing stimulant injectors cost tau the only mortal wound mitigating method allowed.


We do have the Ethereal's invocation Sense of Stone, which isn't as good as Stim Injectors but isn't worth completely discarding either.
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Pottsey wrote:
Aeri wrote:
The changes to cibs are actually a buff.

That looks like a pretty nasty nerf to me, not a buff.


Yeah, because taking less mortal wounds hurts .... the feelings of my crisis suits?
   
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Longtime Dakkanaut




 meleti wrote:
Ice_can wrote:
I disagree with a lot of that, loosing stimulant injectors cost tau the only mortal wound mitigating method allowed.


We do have the Ethereal's invocation Sense of Stone, which isn't as good as Stim Injectors but isn't worth completely discarding either.

Which is fine if you want to play castle in the conner tau, which works against anything but IG, but is the most boring way to play ever. My big suits are usually down field using their 10" movement to get angles and concentrate pressure so they have no hope of being close to an ethereal.
I realy get thr feeling that whoever is "play testing" tau doesn't play big suits, it's just hammer heads and infantry.
   
Made in us
Willing Inquisitorial Excruciator




Ice_can wrote:
 meleti wrote:
Ice_can wrote:
I disagree with a lot of that, loosing stimulant injectors cost tau the only mortal wound mitigating method allowed.


We do have the Ethereal's invocation Sense of Stone, which isn't as good as Stim Injectors but isn't worth completely discarding either.

Which is fine if you want to play castle in the conner tau, which works against anything but IG, but is the most boring way to play ever. My big suits are usually down field using their 10" movement to get angles and concentrate pressure so they have no hope of being close to an ethereal.
I realy get thr feeling that whoever is "play testing" tau doesn't play big suits, it's just hammer heads and infantry.

You can try to run the Ethereal up the board, but yeah, that's the advantage of the old Stim Injectors system. Especially on something really fast like a Y'vahra, who the Ethereal is clearly not going to be anywhere close to.
   
Made in de
Sister Vastly Superior




Germany - Bodensee/Ravensburg area

Ice_can wrote:
 meleti wrote:
Ice_can wrote:
I disagree with a lot of that, loosing stimulant injectors cost tau the only mortal wound mitigating method allowed.


We do have the Ethereal's invocation Sense of Stone, which isn't as good as Stim Injectors but isn't worth completely discarding either.

Which is fine if you want to play castle in the conner tau, which works against anything but IG, but is the most boring way to play ever. My big suits are usually down field using their 10" movement to get angles and concentrate pressure so they have no hope of being close to an ethereal.
I realy get thr feeling that whoever is "play testing" tau doesn't play big suits, it's just hammer heads and infantry.

You can give an Ethereal a hover drone though, which at least gives him the same movement stats (and fly) as a Crisis.

Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer


- The saga of Hrothgar the Beastslayer 
   
Made in gb
Longtime Dakkanaut




So, my take on this release for T’au.

The Good.
- Massive CP potential now. One of my legal lists is looking at 17CP, another at 20.
- Limited deep strike really helps. T’au can now reliably deny half the table after the first turn, leaving the big guns safe from assault and short ranged weapons for 2 turns. (Fliers and fast moving units starting on the table pose risks though)
- Dal’yth sept bonus now works for the 1st turn.
- Recon Drones inside Devilfish can now disembark with or without the Pathfinder team, opening up options for the Positional Relay stratagem.
- The change to charging units on an upper level of ruins – if you can’t fit the model onto the same level, the charge fails.
- The change to “fight again” stratagems, meaning assault units have to declare charges against the 2nd unit as well as the first, if they want to use the stratagem to fight both units.
- Deep striking Commanders can no longer be targeted by “intercept” style rules.
- Tactical Reserves rules don’t really affect T’au.
- T’au are one of the few armies with units able to take table control during deployment. (Scouts, Stealth units, Nurglings)
- The change to the “deep strike and Warptime” tactic.
- Dark Reapers aren’t going to be as prevalent.

The Bad.
- Stim Injectors system is now gone.
- Deep strike nerf affects Crisis Teams and potentially Vespids.
- Bor’kan stratagem is now used BEFORE the first dice roll.
- Early Warning Override cannot target Characters unless they are the closest model when they arrive from deep strike.
- Cadre Fireblade extra shot buffs, do not affect Fire Warrior units embarked on Tidewall fortifications.
- Fast moving units starting on the board can/will still bypass a lot of T’au screens.

The Unknowns.
- Unknown interaction between Crisis Teams and Stealth Team Homing Beacon on 1st turn.
- Unknown interaction between units in deep strike and the Positional Relay stratagem on 1st turn.
- Unknown if units of drones taken as part of another unit later impact on rule of 3 (current consensus is no, but event FLG want clarification).
- Unknown consequence of the rule of 3. As it stands the only major potential issue is surrounding Tactical Drone units. But, that still accounts for 30 drones if needed.

There are probably more things to add to these lists and discuss, but these are some of my initial thoughts.

This message was edited 2 times. Last update was at 2018/04/17 10:48:06


 
   
Made in gb
Longtime Dakkanaut




Actually I would say a borkan Yvahra is probably one of the two units worth using the borkan startegum on, also a Y'varah could never deepstrike t1 anyway so the only nerf I've seen is the loss of stim injectors which as I said punishes mobile suit based tau way more than just the y'vahra

Also where does it say Fireblades can't buff firewarriors on tidewalls?
   
Made in gb
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Ice_can wrote:
Actually I would say a borkan Yvahra is probably one of the two units worth using the borkan startegum on, also a Y'varah could never deepstrike t1 anyway so the only nerf I've seen is the loss of stim injectors which as I said punishes mobile suit based tau way more than just the y'vahra

Also where does it say Fireblades can't buff firewarriors on tidewalls?


It couldn’t deep strike turn 1 anyway? Oops! Will change that bit.

Q: If a transport with the Open-topped ability (e.g. a Trukk) is within range of an aura ability, are units that are embarked upon that transport affected by that ability? A: No.


Page 5 of the Rulebook FAQ doc. Last entry on the page. The Tidewall is classed as a “fortification” but it is also open topped, and has the transport keyword, so I’d safely believe the intention is the same.
   
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so var'na is still useless.... what a bummer!

6k 6k
3k 1k
 
   
Made in gb
Longtime Dakkanaut




Kdash wrote:
Ice_can wrote:
Actually I would say a borkan Yvahra is probably one of the two units worth using the borkan startegum on, also a Y'varah could never deepstrike t1 anyway so the only nerf I've seen is the loss of stim injectors which as I said punishes mobile suit based tau way more than just the y'vahra

Also where does it say Fireblades can't buff firewarriors on tidewalls?


It couldn’t deep strike turn 1 anyway? Oops! Will change that bit.

Q: If a transport with the Open-topped ability (e.g. a Trukk) is within range of an aura ability, are units that are embarked upon that transport affected by that ability? A: No.


Page 5 of the Rulebook FAQ doc. Last entry on the page. The Tidewall is classed as a “fortification” but it is also open topped, and has the transport keyword, so I’d safely believe the intention is the same.

Except the datasheet for tidewall has a specific rule saying aura's which affect the tidewall effect embarked units.
So I'd disagree, but I can see your point. I would say specific rules overrides generic FAQ.

Var'na? If you mean Y'varha, not realy it actually mildly benifited from the lack of deepstrike as it has enough movement to punish someone with sloppy screening or escape thrust and deepstrike turn 2 anyway.
   
Made in de
Poxed Plague Monk





Ice_can wrote:

Var'na? If you mean Y'varha, not realy it actually mildly benifited from the lack of deepstrike as it has enough movement to punish someone with sloppy screening or escape thrust and deepstrike turn 2 anyway.


sry, i was talking about R'Varna https://www.forgeworld.co.uk/en-SE/Tau-XV107-R-Varna-Battlesuit

6k 6k
3k 1k
 
   
Made in lt
Fresh-Faced New User




Ice_can wrote:
Kdash wrote:
Ice_can wrote:
Actually I would say a borkan Yvahra is probably one of the two units worth using the borkan startegum on, also a Y'varah could never deepstrike t1 anyway so the only nerf I've seen is the loss of stim injectors which as I said punishes mobile suit based tau way more than just the y'vahra

Also where does it say Fireblades can't buff firewarriors on tidewalls?


It couldn’t deep strike turn 1 anyway? Oops! Will change that bit.

Q: If a transport with the Open-topped ability (e.g. a Trukk) is within range of an aura ability, are units that are embarked upon that transport affected by that ability? A: No.


Page 5 of the Rulebook FAQ doc. Last entry on the page. The Tidewall is classed as a “fortification” but it is also open topped, and has the transport keyword, so I’d safely believe the intention is the same.

Except the datasheet for tidewall has a specific rule saying aura's which affect the tidewall effect embarked units.
So I'd disagree, but I can see your point. I would say specific rules overrides generic FAQ.

Var'na? If you mean Y'varha, not realy it actually mildly benifited from the lack of deepstrike as it has enough movement to punish someone with sloppy screening or escape thrust and deepstrike turn 2 anyway.


The tidewall thing though is wonky, because orks have a similar thing on their unit and they got:

Q: The Ork Battlewagon’s Mobile Fortress ability says the Battlewagon ‘ignores the penalty for moving and firing Heavy weapons’. Its Open-topped ability says that ‘restrictions and modifiers that apply to this model also apply to its passengers’. Does that mean that a unit embarked also ignores the penalty for firing Heavy weapons if the Battlewagon has moved?
A: No.

Which would suggest the fact that you get the restrictions and modifiers received from moving/core rules, but not from abilities.
   
Made in fi
Water-Caste Negotiator





Kdash wrote:
So, my take on this release for T’au.

- The change to “fight again” stratagems, meaning assault units have to declare charges against the 2nd unit as well as the first, if they want to use the stratagem to fight both units.



This was always like that though. Can't hit a unit you didn't declare charge against. Even if you fight two times. It still had its use as you could use pile in/consolidate to tag units in melee or completely tie them up.

Nice list otherwise.

-Heresy grows from idleness- 
   
 
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