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Deep Frier of Mount Doom

 gr1m_dan wrote:

From the white dwarf codex preview you can easily make out that all suits come with Multi Trackers and BSF as standard.


I wonder if you still take 3 other systems/weapons to customize each suit or if you are now just choosing two weapons instead...
   
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Nottingham

I reckon 3 as usual mate. IIRC the battlesuits have twin linked burst cannons and drone controllers and I am sure a few other pieces. Not sure if they were hard wired or not as the list and preview was so sketchy and not very detailed.

One XV8 squad had 3 suits plus a Shas Vre though for a 4 suit squad

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Shirley Indiana

I'm sorry common sense says 2 shoulders and 2 arms equals 4 hard points. They should always have had 4.

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perhaps its not the available space but the suits ability to run upgrades..otherwise they would build suits with everything built in
   
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New Zealand

The Kroot change is puzzling - changing them from decent HtH to decent snipers isn't what I'd have expected. Not necessarily a bad thing in itself, but quite a fluff rewrite.
   
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Hanford, CA, AKA The Eye of Terror

 Clang wrote:
The Kroot change is puzzling - changing them from decent HtH to decent snipers isn't what I'd have expected. Not necessarily a bad thing in itself, but quite a fluff rewrite.


yeah, the whole point the tau hire kroot in the first place was to give them some basic HtH abilities, oh, and cannon fodder

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maybe the kroot ate too many vindicare assassins and space marine scouts.
   
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 warboss wrote:
Or perhaps they could make a difference between an 8 year veteran fire warrior in an advanced robot suit complete with a multitude of optics and a guardsman a month out of boot camp with an iron sight on his lasgun. BS3 standard on fire warriors? Absolutely. BS3 standard on crisis suits? Doesn't match either the fluff nor common sense. Are there ways around it like markerlights? Sure, but that doesn't negate the previous statement.


BS3 on Tau veterans and BS4 on Human veterans...

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generalchaos34 wrote:
 Clang wrote:
The Kroot change is puzzling - changing them from decent HtH to decent snipers isn't what I'd have expected. Not necessarily a bad thing in itself, but quite a fluff rewrite.


yeah, the whole point the tau hire kroot in the first place was to give them some basic HtH abilities, oh, and cannon fodder
ORLY? Because while the tau would never worry about throwing lives away if it was for the greater good, they'd still never consider it if there was a way of doing something without loss of lives. And they never actually wanted anyone to have HtH abilities in their armies, they simply wanted more warriors and that was how the kroot fought. After all, the tau gave them powerful guns, not high-tech CC weaponry. I think this actually fits the fluff far better.

   
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 boy wonder wrote:
maybe the kroot ate too many vindicare assassins and space marine scouts.


Hilarious.

I've got 60 some Kroot. If this is true, that's some nasty firepower for a small investment in points.

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 p_gray99 wrote:
generalchaos34 wrote:
 Clang wrote:
The Kroot change is puzzling - changing them from decent HtH to decent snipers isn't what I'd have expected. Not necessarily a bad thing in itself, but quite a fluff rewrite.


yeah, the whole point the tau hire kroot in the first place was to give them some basic HtH abilities, oh, and cannon fodder
ORLY? Because while the tau would never worry about throwing lives away if it was for the greater good, they'd still never consider it if there was a way of doing something without loss of lives. And they never actually wanted anyone to have HtH abilities in their armies, they simply wanted more warriors and that was how the kroot fought. After all, the tau gave them powerful guns, not high-tech CC weaponry. I think this actually fits the fluff far better.


IMO, I think it's really a rules balance than for fluff reasons. The Kroots in Tau 4th ed codex could dish out an insane amount of damage. 2 BS3 Str4 shots via rapid fire or 2 WS4 Str4 attacks in assault at 1 point more than an Ork. In a lot of my games where I've fielded 100 Kroots with ally detachment of 60 Ork Boyz, I found my Kroots performed a lot of times performed a lot better in assault than the Boyz. An Ork Boy is only Str3 and Str4 when using furious charge. Kroots on the other hand are Str4. There's rumors Kroots will be dropping to same cost as an Ork Boy. Before, there was little justification to field Kroot Hounds other than cheap means of increasing the squad's number to prevent moral. Now, there may be an actual reason. Kroot hound's point cost might drop to same as a single guardsman. I hope the hounds are still initiative 5.

   
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I never thought Kroot were good in CC. Going at I3 means that all the marines attacks will wound on 3+ against T3 and no saves, so that reduces the number of attacks back significantly. The attacks that actually do hit, tend to just bounce off armor and Kroot will generally fall back due to getting too many wounds and low LD, then most likely get swept up.

I think making Kroot a unit that outflanks and unloads with sniper rifles was the only idea they could do without changing the models. They stink in CC, and can't give them any new gear. Their shooting is nothing really special and can't give them any special weapons. They had to give them something just to make them useable without changing the model. Special ammo. Yay, they tried to fix Kroot with the least amount of effort possible.

This message was edited 1 time. Last update was at 2013/03/31 20:23:01


I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

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kroot were good? ehwutnow?

Im quite liking the sound of the change really, since I really like the kroot but I hate my troops being torn apart when playing tau, and hence almost never field kroot due to their piss poor combat efficiency and tendency to die in droves. This seems like they'll survive longer and throws back to the old hunter kindred from the kroot merc dex

still seems a little strange that kroot dont get the +1A from rifles anymore, a more sensible change imo would be +1A basic, or Sniper and no additional attacks for +1pt

Absolutely hate the rifle nerf on FWs though, :/ guess my carbine squads will be making a return
   
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I really don't get the nerf to FW. They're one of the worst troops in the game right now and have the worst pairing for a transport. Standard unit shooting that's weak needs an open topped transport to shot from. If the devilfish doesn't benefit from the increased range or doesn't get some decent bonus then I can't imagine them being good.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
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UK

 Savageconvoy wrote:
I really don't get the nerf to FW. They're one of the worst troops in the game right now and have the worst pairing for a transport. Standard unit shooting that's weak needs an open topped transport to shot from. If the devilfish doesn't benefit from the increased range or doesn't get some decent bonus then I can't imagine them being good.


That's looking at it as if the only thing GW have done is nerf FWs.

Since nobody actually has the codex, and we're relying on the words of one person who got a supposed quick skim through it, nobody can say for certain whether or not FWs have been unnecessarily nerfed, or whether we're only getting half the story and they were nerfed because other changes from the book would've made them OP without it.

This message was edited 1 time. Last update was at 2013/03/31 20:37:48


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 ausYenLoWang wrote:

 warboss wrote:
Do the firewarriors get free grenades like every other army since except them since 4th edition?

I believe Genestealers would like a word with you.


my Warp Talons will join said convo... (and hey elite demons no grenades.... and assault troops style only)

and any squad that rolls to HIT still causes a single grounding test... cos well you hit it.....


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daredeviltan wrote:
 stubacca wrote:
Thanks for the info so far, but I'm going to take all this with a pinch of salt. On paper some of the DA stuff looks awful but when used with something else, like Black Knights and a DarkShroud, they're pretty sweet!


Thank you for judging my words and deeming it worthy of salt (I'm not hating I'm actually thankful you're taking me seriously) because I'm goin off pure memory over a dex I did not have time to mule over. T

On another note: don't worry about the nerfs as far as I can see there are HUGE punts of new stuff (did I tell you about exchanging all your attacks for one S10AP1 melee attack? It's an equipment) so far I've just been addressing major issues do dot you dare worry f the dex is nerfed because it isn't an the tau will come back stronger than ever even with adversity as all tau have always done. I'll be taking a second look at the dex tmr (it's actually past midnight in Singapore so goodnight dakkanauts)


Where'd you see it? I always wonder this because GW are supposedly so secretive haha

It's cool, I struggle to remember what I see in codexes that are right in front of me (i'm a new player, so it's hugely overwhelming)

We'll find out in 6 days It can't be any worse than the old 'dex!

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daredeviltan wrote:


Aun'va: new paradox of duality, makes the AP of your enemies weapons become your saving throw. So if an AP 1 wound is inflicted, your saving throw will then be 1+. THAT GREAT THAT AWESOME BUT WHY THE HELL WOULD THE INCOMPETENT ENEMY FIRE A LASCANNON AT THIS GUY?! Oh yeah no more improved stats as far as I saw.


This doesn't make sense. 1+ saves don't exist. If they did, AP1 would negate 1+ saves. Isn't it also one of those "a 1 is always a fail/pass" numbers?

April fewls, I believe

This message was edited 1 time. Last update was at 2013/03/31 21:00:25


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So, here's what I think.

With the nerf to Kroot, I guess I have even more reason to stick with playing them in my Kroot Merc army with 4th or 5th edition rules, instead of even attempting to make the move to 6e Tau.

Also: Pulse Carbines? So essentially the Tau have better Shuriken Catapults than the Eldar, now? Yet another "sucks to be you" to Eldar players.

This message was edited 1 time. Last update was at 2013/03/31 22:17:50




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My initial gut feeling is that this codex is utter crap.

This message was edited 1 time. Last update was at 2013/03/31 22:45:48


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JSF wrote:... this is really quite an audacious move by GW, throwing out any pretext that this is a game and that its customers exist to do anything other than buy their overpriced products for the sake of it. The naked arrogance, greed and contempt for their audience is shocking.
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 SickSix wrote:
My initial gut feeling is that is utter crap.


I second that.

Some of this rings true, but others just seem to be a really bad joke.

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 Davylove21 wrote:
daredeviltan wrote:


Aun'va: new paradox of duality, makes the AP of your enemies weapons become your saving throw. So if an AP 1 wound is inflicted, your saving throw will then be 1+. THAT GREAT THAT AWESOME BUT WHY THE HELL WOULD THE INCOMPETENT ENEMY FIRE A LASCANNON AT THIS GUY?! Oh yeah no more improved stats as far as I saw.


This doesn't make sense. 1+ saves don't exist. If they did, AP1 would negate 1+ saves. Isn't it also one of those "a 1 is always a fail/pass" numbers?

April fewls, I believe


1+ saves just haven't been given to anything, to my knowledge. Due to the 'a roll of 1 always fails' rules, a 1+ save simply means it's a 2+ save that is only negated by AP1 weapons. In this case, he'd simply get a 2+ save.
   
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chaos boons can take you to 1+ save.
   
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I find it hard to believe they would make pulse rifles 24 Inch, Tau are all about the long range, its what makes Tau. :S
   
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 boy wonder wrote:
chaos boons can take you to 1+ save.
No save can ever be improved beyond 2+ (rulebook pg. 19).
   
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i stand corrected.
   
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New Zealand

So if you shoot an AP2 weapon, he gets a 2+ save?

But because you shot with an Ap2 weapon, wont you ignore the 2+ save anyway?

Also would that make tesla ignore armour?
   
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West Michigan, deep in Whitebread, USA

I am assuming this whole thread was started by the OP that was just a sneaky April Fool's Day joke.

But you know what? The funny thing is that we are all believing it so readily because, frankly, all the stuff in the OP is stuff we could logically expect GW to pull with a new codex! Not a single thing on there is something I would think is too outlandish for them, be it a Nerf or a buff, to make the Tau the next good seller as an army.

This message was edited 1 time. Last update was at 2013/03/31 23:09:52




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Florida

Methinks this smells of an April Fool's day joke... Guess we'll all know this upcoming weekend.

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