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Can skyrays shoot off all six of their missles in one shooting phase? if not what rule prevents them from doing so... Also where does it say that Tau can ally with the farsight enclave? All responses are much appreciated.
   
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Catskills in NYS

2013Victor wrote:
Can skyrays shoot off all six of their missles in one shooting phase? if not what rule prevents them from doing so... Also where does it say that Tau can ally with the farsight enclave? All responses are much appreciated.

There is nothing preventing it any more AFAIK. I'l have to check
It says they can ally in the enclaves book

This message was edited 1 time. Last update was at 2014/02/25 02:44:05


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Tanks can fire all weapons if stationary, the restriction on missiles is on the flyer type.

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 Savageconvoy wrote:
Tanks can fire all weapons if stationary, the restriction on missiles is on the flyer type.

The question probably stems from last codex in whihch nothing could fire more than 2 seekers a turn even if they had them.

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Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
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Im fairly sure vehicles can only fire two seeker missile per turn. Much to the annaoyance of my Tau playing friend.

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 Godeth wrote:
Im fairly sure vehicles can only fire two seeker missile per turn. Much to the annaoyance of my Tau playing friend.

That's from the old codex.

Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
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East Coast, USA

Skyrays under the current ruleset can fire all 6 missiles at the same time if they're stationary. I generally take 1-2 Skyrays with any Tau list. I use EWO Broadsides to try and take down flyers. If they fail, the flyers are taking either 6 or 12 seeker missiles to the face next turn. If they succeed, the seeker missiles take down the next highest priority target. After that, the Skyrays are durable, mobile markerlight support.

Also, as stated above, the Farsight Enclaves supplement states that they can ally with Tau Empire. In general, 'derivative' lists can always ally with their parent codex.

Ork Dread Mod can ally with Codex Orks
Armoured Battle Group can ally with Imperial Guard
Death Korps of Krieg can ally with Imperial Guard
Elysians can ally with Imperial Guard
Iyanden can ally with Codex Eldar
Clan Raukan can ally with Codex Marines
Sentinels of Terra can ally with Codex Marines
Necron Dark Harvest can ally with Codex Necrons

I'm sure I've missed some, but you get the idea.

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If the skyray can fire all its seeker missiles, what's the point of the apocalypse formation that says all skyray within 12 of the command tank can fire all its missiles in the same turn?

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I haven't read that formation, but presumably it would allow you to move and still fire everything.

As it stands, there is no rule preventing you from remaining stationary and firing all the seeker missiles AND the markerlights.

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Buffalo, NY

There is nothing that prevents it when moving. You just cannot fire everything at full BS if the Skyray moves.

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 Kriswall wrote:
Iyanden can ally with Codex Eldar

Pretty sure that's not true.

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East Coast, USA

Well, the general consensus seems to be that Iyanden can ally with Eldar, based on responses from GW Customer Service (I know, I know) AND how all the other derivative lists work. RaI and HIWPI for me are both to allow them to ally. RaW seems to be a no.

This message was edited 1 time. Last update was at 2014/02/25 18:57:31


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Kriswall,
Incorrect, unless the Supplement states it can ally with the original codex they can not do so.

The core of the problem is the fact supplements use the same Allied charts as the parent codex and these charts do not contain a level of alliance for themselves. This lack is not much of a surprise though, till the release of these supplements it was illegal to have an army that was allying with itself to begin with so we did not need to know their level of alliance. Technically, though debatable, the fact units in both the primary and allied detachment are being selected from the same codex. If I am remembering correctly, there is a rule stating that Allied and Primary Detachments must be from two different codex's. Therefore the supplement in question would have to contain a sentence granting it permission to ally with the parent codex and explaining the relationship of such an alliance.

Of course, to my knowledge, it is only Lyanden that is missing such a sentence from the list of 6th edition supplements.

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This message was edited 3 times. Last update was at 2014/02/25 19:10:38


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Do you have to declare how many missiles you will be firing prior to firing them?

And suppose both markerlights hit, can you remove them from a flyer to deny it its potential evade jink save?

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Yes, same as with any shooting atack: you declare how many weapons are firing. Missiles are weapons
   
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I thought you needed a markerlight hit in order to fire a seeker?

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DOOMONYOU wrote:
I thought you needed a markerlight hit in order to fire a seeker?

Old codex
   
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 Sir Arun wrote:
Do you have to declare how many missiles you will be firing prior to firing them?

And suppose both markerlights hit, can you remove them from a flyer to deny it its potential evade jink save?


Yes to the first
And yes to the second, as the markerlights are "Networked" and if you look at the rules for that in the tau codex, it will explain how they work.

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Buffalo, NY

Yes, use your Markerlights to deny the cover s ave rather than boosting up your Snap Shot BS.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
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 Happyjew wrote:
Yes, use your Markerlights to deny the cover s ave rather than boosting up your Snap Shot BS.


Yeah, because those Skyrays with their velocity trackers snapshot at so many fliers.....
   
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maceria wrote:
 Happyjew wrote:
Yes, use your Markerlights to deny the cover s ave rather than boosting up your Snap Shot BS.


Yeah, because those Skyrays with their velocity trackers snapshot at so many fliers.....


I move my skyrays all the time for positioning/get the 5+ skimmer save. Using markerlights to boost BS 1 shots due to vehicle moving restrictions is a valid and good tactic.

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Buffalo, NY

 djdarknoise wrote:
maceria wrote:
 Happyjew wrote:
Yes, use your Markerlights to deny the cover s ave rather than boosting up your Snap Shot BS.


Yeah, because those Skyrays with their velocity trackers snapshot at so many fliers.....


I move my skyrays all the time for positioning/get the 5+ skimmer save. Using markerlights to boost BS 1 shots due to vehicle moving restrictions is a valid and good tactic.


Remember, a stationary skimmer is a dead skimmer.

This message was edited 1 time. Last update was at 2014/03/07 16:05:26


Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
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 djdarknoise wrote:
maceria wrote:
 Happyjew wrote:
Yes, use your Markerlights to deny the cover s ave rather than boosting up your Snap Shot BS.


Yeah, because those Skyrays with their velocity trackers snapshot at so many fliers.....


I move my skyrays all the time for positioning/get the 5+ skimmer save. Using markerlights to boost BS 1 shots due to vehicle moving restrictions is a valid and good tactic.


Honestly I think with Skyrays you either move if you must (18" to reposition) or dont move at all - otherwise youre wasting the points you paid for your tank. Moving 6", firing 1 markerlight at normal BS and, if it hits, being able to fire your other missiles at orky BS just doesnt cut it.

"Stationary skimmers are dead skimmers" my backside. A Skyray has better armor plating than a Space Marine Predator, and nobody calls the Predator a dead tank.

This message was edited 4 times. Last update was at 2014/03/07 16:54:47


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Catskills in NYS

 Happyjew wrote:
 djdarknoise wrote:
maceria wrote:
 Happyjew wrote:
Yes, use your Markerlights to deny the cover s ave rather than boosting up your Snap Shot BS.


Yeah, because those Skyrays with their velocity trackers snapshot at so many fliers.....


I move my skyrays all the time for positioning/get the 5+ skimmer save. Using markerlights to boost BS 1 shots due to vehicle moving restrictions is a valid and good tactic.


Remember, a stationary skimmer is a dead skimmer.

Well TBF tau vehicles kind of tweak that rule. Skyrays and hammerheads have pretty good armour (13/12/10) and are the second best armoured skimmers in the game (IIRC). I see what you are saying though.

Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in us
Longtime Dakkanaut





I wouldnt want to move the Skyray unless it was completely out of position to my target.

Being only a regular vehicle (not Fast) if it moves it can only fire a single weapon at full BS.
So that is just one markerlight at BS 4 or other weapon and then everything else is snap firing.

This message was edited 1 time. Last update was at 2014/03/07 17:22:46


 
   
 
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