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Made in ca
Monstrously Massive Big Mutant





Canada

Since the new Tau codex has a rule for Overwatch stating -

**Fighting Retreat** Darkstrider and his unit can consolidate D6" in any direction immediately after firing Overwatch.
(before rolls for charge range are made) .

Does this mean my Zerkers in a Land Raider with a simply Dirge Caster can effectively prevent them from not only firing Overwatch, but also prevent them from retreating D6" since they cannot preform the prerequisite of firing Overwatch?


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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Yes, if the unit can't fire overwatch they can't use an ability that triggers off of it.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Made in us
Shas'la with Pulse Carbine





I agree with Grey Templar

Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... 
   
Made in ca
Monstrously Massive Big Mutant





Canada

Well, I feel dirty now.. lol

Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

What?

Its an upgrade that only works within 6" of a vehicle that purchased it, hardly cheezy. If the Tau player let you get that close with a vehicle its his own fault.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in no
Dakka Veteran




Just wondering then, does it prevent other units on the Tau side from using their Support Fire ability?

I can imagne they do get their overwatch as long as they are not in the radius of the vehicles ability.

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

It would only prevent them overwatching if the unit they are supporting has to have Overwatched, or if they are also within 6" of the vehicle. If the only requirement is that a friendly within 6" is getting charged then the Dirge caster can only stop them if they too are in range of the Dirge Caster.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Calm Celestian






Ireland

Yeah, units outside of 6'' can still overwatch (Probably, we'll see if it gets FAQ'd or not.)

Tau have no trouble killing Rhinos, they now have a surprisingly hard time with killing Landraiders. (At least I do, since XV'88 got hit with the nerf hammer in relation to their railgun.)

Statistically speaking, the High yield missile pod will do more damage to light vehicles than the Heavy rail rifle will.

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Made in it
Grey Knight Purgator firing around corners






 Celtic Strike wrote:
Yeah, units outside of 6'' can still overwatch (Probably, we'll see if it gets FAQ'd or not.)

Tau have no trouble killing Rhinos, they now have a surprisingly hard time with killing Landraiders. (At least I do, since XV'88 got hit with the nerf hammer in relation to their railgun.)

Statistically speaking, the High yield missile pod will do more damage to light vehicles than the Heavy rail rifle will.

Maybe this is not the best of tactics but (eyeballing the math):
12 FW w/ EMP grenades at 8" (possibly on the offensive)
plus... a couple markers from another unit
equals to: 12 2+ hitrolls, averages to 10 hits, D6 results are: nearly* 2 penetrating hits, nearly* 2 'no effect', a bit more# than 6 glancing hits... it means a loss of about 8 Hull Points, wether or not the penetrating hit(s) are effective.

{Eyeballing it again, it should be *=1.(6), #=6.(6), but I'm not in the mood to calculate it properly}

Not so sure that railgun nerf was that painful

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Made in gb
Helpful Sophotect





Hampshire

 Kerrathyr wrote:
 Celtic Strike wrote:
Yeah, units outside of 6'' can still overwatch (Probably, we'll see if it gets FAQ'd or not.)

Tau have no trouble killing Rhinos, they now have a surprisingly hard time with killing Landraiders. (At least I do, since XV'88 got hit with the nerf hammer in relation to their railgun.)

Statistically speaking, the High yield missile pod will do more damage to light vehicles than the Heavy rail rifle will.

Maybe this is not the best of tactics but (eyeballing the math):
12 FW w/ EMP grenades at 8" (possibly on the offensive)
plus... a couple markers from another unit
equals to: 12 2+ hitrolls, averages to 10 hits, D6 results are: nearly* 2 penetrating hits, nearly* 2 'no effect', a bit more# than 6 glancing hits... it means a loss of about 8 Hull Points, wether or not the penetrating hit(s) are effective.

{Eyeballing it again, it should be *=1.(6), #=6.(6), but I'm not in the mood to calculate it properly}

Not so sure that railgun nerf was that painful


How are you throwing that many grenades?
I thought it was one per squad?
   
Made in gb
Decrepit Dakkanaut




For shooting it is one per unit. In combat it is 1A with a grenade per model.
   
 
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