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![[Post New]](/s/i/i.gif) 2015/10/20 04:20:27
Subject: Tau Tidewall rampart rules.
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Longtime Dakkanaut
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Caederes wrote:blaktoof wrote:thoughts on the tidewall:
interestingly enough it also affects the Tau player, if you move onto it, or within 1" of the shieldlines, the tau shots bounce back on them as well as the rules only specify models within 1", and not friendly models, or tau models. This also prevents the tidewall from moving. Considering certain armies can move and turboboost quite far you can in effect nullify the tidewall on turn 1. Charge tau turn 2 with your units if they are still there (some things with re-rollable jinks will be...) and if they overwatch any of your re-rollable cover saves will let you roll a dice to see if you auto wound the tau that fired at you.
Please Tau players take this thing in your army lol.
By the looks of it to get within 1" of the shield-wall would mean being in base contact with the terrain...which would be illegal if there is a unit garrisoning it per the rules for defence lines if I'm remembering their rules correctly. Not so easy to nullify. You also have to be either on the terrain or surrounding it entirely so it can't move.
Additionally, I like the assertion that the re-rollable Jinks are such a big deterrent to an army that has by far the most Ignores Cover of any codex in the game.
Automatically Appended Next Post:
People are scared of the lack of a Strength value for precisely the opposite reasons to the ones you talk about. A Leman Russ Punisher shooting at a unit that Goes to Ground while manning a Tidewall will kill itself even though normally its guns wouldn't be able to hurt anything that is AV12 or above.
You cannot move into b2b with the wall as that counts as being in b2b with the models
The wall is battlefield debris, and not a model, and there is no rule preventing you from moving within 1" of the wall- as long as you are more than 1" away from the models on the otherside.
The D comment, was because a few posts people commented they would auto kill their characters by doing orbital bombardment etc.
as such it is very viable to just move within 1" of the wall and be more than 1" away from the models on the otherside- preventing the wall from moving and causing any models on the otherside firing at you with weapons that cannot ignore cover (yeah tau can get markerlight hits, but usually its on 1-2 units a turn...) having re-rollable cover saves will still protect you versus many shots.
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This message was edited 1 time. Last update was at 2015/10/20 04:23:19
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![[Post New]](/s/i/i.gif) 2015/10/20 05:33:15
Subject: Re:Tau Tidewall rampart rules.
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Chaplain with Hate to Spare
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I kinda want to make the Blood Angels formation that generates difficult terrain when it deep strikes. Move your stupid 265 of line over that. Meanwhile, eat a bunch of Flamer shots. I really want a squad of TFCs for my Crimson Fists now. A Land Raider Achilles would be nice too.
Edit: Damnit, the Angel's Wrath trick wouldn't work. Oh well.
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This message was edited 1 time. Last update was at 2015/10/20 05:35:17
5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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![[Post New]](/s/i/i.gif) 2015/10/20 06:12:08
Subject: Tau Tidewall rampart rules.
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Liche Priest Hierophant
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Dozer Blades wrote:Lychguard used to have basically the same rule and it wasn't the end of the world. It is something new that is nice for Tau and it's not cheap either. The difference is: - Lychguard w/ Shield had a 3+/4++ then, and the deflection only worked with the ++ save. Basically the enemy had to shoot them with AP1-3 weapons for the reflection to even occur. - The Dispersion shield could only deflect shots into a unit with 6". The shieldwall can hit a unit on the other side of the world. - The Dispersion shield reflected the shot back as an auto hit using the original shot's Str and SP, not as an auto glance/wound with an AP value. "Basically the same" as in same idea, completely different execution.
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This message was edited 1 time. Last update was at 2015/10/20 06:12:43
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![[Post New]](/s/i/i.gif) 2015/10/20 13:10:56
Subject: Tau Tidewall rampart rules.
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Longtime Dakkanaut
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Less whining back then though for sure.
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![[Post New]](/s/i/i.gif) 2015/10/20 17:34:13
Subject: Tau Tidewall rampart rules.
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Regular Dakkanaut
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Indeed. People didn't whine about the lychguard shield idea being so poorly executed that anti-infantry guns could harm distant heavy vehicles.
... Because the lychguard shields didn't work that way.
Now there's a shield rule that does work that way and, surprise surprise, people are objecting to the poor execution. How horrid of us.
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![[Post New]](/s/i/i.gif) 2015/10/20 17:35:08
Subject: Re:Tau Tidewall rampart rules.
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Trustworthy Shas'vre
california
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Our tau player bought this. We have explained to him that he will be forced to tell us if he is bringing it, so that we may stock up on ignores cover firepower to render it useless.
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![[Post New]](/s/i/i.gif) 2015/10/20 17:42:38
Subject: Re:Tau Tidewall rampart rules.
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Fixture of Dakka
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casvalremdeikun wrote:I kinda want to make the Blood Angels formation that generates difficult terrain when it deep strikes. Move your stupid 265 of line over that. Meanwhile, eat a bunch of Flamer shots. I really want a squad of TFCs for my Crimson Fists now. A Land Raider Achilles would be nice too.
Edit: Damnit, the Angel's Wrath trick wouldn't work. Oh well.
I don't think I've played on a table in the last three years with enough space to actually deploy the Tidewall in an intelligent way -- much less move it more than a few inches
I think the movement stuff is only really useful for a scenario where the table is specifically designed for the Tidewall to move. I mean, if your Fortress of Redemption could move, it really wouldn't be any better, because well, it's just too big to go anywhere.
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![[Post New]](/s/i/i.gif) 2015/10/20 18:14:49
Subject: Re:Tau Tidewall rampart rules.
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Longtime Dakkanaut
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Pain4Pleasure wrote:Our tau player bought this. We have explained to him that he will be forced to tell us if he is bringing it, so that we may stock up on ignores cover firepower to render it useless.
I remember watching a landraider blow itself up shooting at them.
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![[Post New]](/s/i/i.gif) 2015/10/20 18:19:28
Subject: Tau Tidewall rampart rules.
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Wicked Canoptek Wraith
I dont know where i am... please... i dont know where i am
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WHAT?!? damnit someone near me just bought 3... and i have very litter ignores cover... maybe to troll him i will use some tua allies...
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Hate me or love me. either way i benefit. if you love me ill always be on your heart. if you hate me i wil always be on your mind
space marines-battle
company
30k: word bearers, deamons, cults and militia,
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![[Post New]](/s/i/i.gif) 2015/10/20 19:30:43
Subject: Tau Tidewall rampart rules.
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Worthiest of Warlock Engineers
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Well I will have no problems as I refuse to play the resident Tau players but I can see the stupidity in this. It has no range on the deflection and can allow what is essentially a HMG (IE, the Heavy Stubber) to remove a HP from one of my Leman Russes. Now this really is beyond stupid.
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/10/20 19:32:14
Subject: Re:Tau Tidewall rampart rules.
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Wise Ethereal with Bodyguard
Catskills in NYS
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Dozer Blades wrote:Pain4Pleasure wrote:Our tau player bought this. We have explained to him that he will be forced to tell us if he is bringing it, so that we may stock up on ignores cover firepower to render it useless.
I remember watching a landraider blow itself up shooting at them.
Like, all in one turn, or over time?
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![[Post New]](/s/i/i.gif) 2015/10/20 20:53:03
Subject: Tau Tidewall rampart rules.
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Lord of the Fleet
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To be fair I doubt we'll see much use of them considering they're already sold out. Good job GW, your products are sold out before they even hit the shelves.
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![[Post New]](/s/i/i.gif) 2015/10/20 21:00:39
Subject: Tau Tidewall rampart rules.
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Quick-fingered Warlord Moderatus
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Valkyrie wrote:To be fair I doubt we'll see much use of them considering they're already sold out. Good job GW, your products are sold out before they even hit the shelves.
on the app today they announced they will be available separately on the 31st of october
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2015/10/20 21:04:10
Subject: Tau Tidewall rampart rules.
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Lord of the Fleet
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Tiger9gamer wrote: Valkyrie wrote:To be fair I doubt we'll see much use of them considering they're already sold out. Good job GW, your products are sold out before they even hit the shelves.
on the app today they announced they will be available separately on the 31st of october
Fair enough, consider me corrected.
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![[Post New]](/s/i/i.gif) 2015/10/20 21:09:23
Subject: Tau Tidewall rampart rules.
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Quick-fingered Warlord Moderatus
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Valkyrie wrote: Tiger9gamer wrote: Valkyrie wrote:To be fair I doubt we'll see much use of them considering they're already sold out. Good job GW, your products are sold out before they even hit the shelves.
on the app today they announced they will be available separately on the 31st of october
Fair enough, consider me corrected.
Yea I posted yesterday that they were out of stock so they may have jynxed it... literally when I saw it I cussed in the college elevator
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2015/10/20 22:50:02
Subject: Tau Tidewall rampart rules.
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Locked in the Tower of Amareo
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master of ordinance wrote:Well I will have no problems as I refuse to play the resident Tau players but I can see the stupidity in this. It has no range on the deflection and can allow what is essentially a HMG (IE, the Heavy Stubber) to remove a HP from one of my Leman Russes. Now this really is beyond stupid.
Hey, it makes Imperial heavy weapons good against SOMETHING. It just happens to be the vehicle firing the weapon.
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![[Post New]](/s/i/i.gif) 2015/10/20 22:55:45
Subject: Tau Tidewall rampart rules.
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Ultramarine Librarian with Freaky Familiar
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We finally get Xenos terrain and GW finds a way to ruin it. GG, GW. GG.
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Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far! |
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![[Post New]](/s/i/i.gif) 2015/10/20 23:04:27
Subject: Re:Tau Tidewall rampart rules.
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Lesser Daemon of Chaos
Phoenix, Arizona
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I agree that the rule is worded poorly, but the reality is, as others have pointed out, this rampart will be difficult to use in its full capacity. As a Tau player myself, I wont even bother with it. If there's not at least 10 pieces of city ruins terrain (the most ubiquitous terrain @ my FLGS as the owner loves building/painting it), then there's something wrong. I literally would not even be able to deploy it, much less move it. Simply put more terrain on the board if you don't want to face it. If thats not an option, just remember that your opponent spent more than the cost of a decked out Riptide to be able to field it.
I remember how much everyone cried when the Fortress of Redemption was released - when was the last time someone dropped one of those down against you?
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Sometimes, the only truth people understand, comes from the barrel of a gun.
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![[Post New]](/s/i/i.gif) 2015/10/20 23:41:27
Subject: Tau Tidewall rampart rules.
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Monstrously Massive Big Mutant
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So we have to abuse Ignores Cover right?
Typhon Heavy Siege tank, AWAY!
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Life: An incomprehensible, endless circle of involuntary self-destruction.
12,000
14,000
11,000
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![[Post New]](/s/i/i.gif) 2015/10/20 23:59:43
Subject: Tau Tidewall rampart rules.
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Dakka Veteran
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Time to load up on Hellhounds and Bombards...
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![[Post New]](/s/i/i.gif) 2015/10/21 00:17:26
Subject: Tau Tidewall rampart rules.
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Lieutenant General
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... or Necron Tomb Blades with Nebuloscopes (like we need an excuse to take them to begin with  )
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2015/10/21 00:20:14
Subject: Tau Tidewall rampart rules.
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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I need to go buy some more wyverns apparently
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2015/10/21 00:20:55
Subject: Tau Tidewall rampart rules.
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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It's a dumb special rule but it doesn't scare me at all from a practical stand-point.
It's way too expensive for what it does, frankly. I don't see it ever ending up in a competitive list.
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![[Post New]](/s/i/i.gif) 2015/10/21 00:24:42
Subject: Re:Tau Tidewall rampart rules.
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Vryce wrote:I agree that the rule is worded poorly, but the reality is, as others have pointed out, this rampart will be difficult to use in its full capacity. As a Tau player myself, I wont even bother with it. If there's not at least 10 pieces of city ruins terrain (the most ubiquitous terrain @ my FLGS as the owner loves building/painting it), then there's something wrong. I literally would not even be able to deploy it, much less move it. Simply put more terrain on the board if you don't want to face it. If thats not an option, just remember that your opponent spent more than the cost of a decked out Riptide to be able to field it.
I remember how much everyone cried when the Fortress of Redemption was released - when was the last time someone dropped one of those down against you?
The difference is that the Fortress of Redemption can only be assembled one way.
The Tidewall Rampart can be assembled multiple ways. The only caveat is that each section must be touching/within 6" of a Shieldline(the straight portion) if separate and that if one section moves, it all moves.
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This message was edited 1 time. Last update was at 2015/10/21 00:25:50
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![[Post New]](/s/i/i.gif) 2015/10/21 03:18:20
Subject: Tau Tidewall rampart rules.
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Discriminating Deathmark Assassin
Roswell, GA
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Cant we just blow it up first, then deal with the Troops?
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![[Post New]](/s/i/i.gif) 2015/10/21 03:24:13
Subject: Tau Tidewall rampart rules.
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Battlewagon Driver with Charged Engine
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Vash108 wrote:Cant we just blow it up first, then deal with the Troops?
No, it's terrain, not a building or model.
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![[Post New]](/s/i/i.gif) 2015/10/21 03:25:24
Subject: Tau Tidewall rampart rules.
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Liche Priest Hierophant
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The Tidewall isn't actually a building.
The only destructable part is the Railgun emplacement.
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![[Post New]](/s/i/i.gif) 2015/10/21 05:08:40
Subject: Re:Tau Tidewall rampart rules.
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Trustworthy Shas'vre
california
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People.. Ignores cover is plentyful.. This thing sucks.
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![[Post New]](/s/i/i.gif) 2015/10/21 05:27:24
Subject: Re:Tau Tidewall rampart rules.
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Sister Vastly Superior
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Of course, I'll just go and grab my pile of burna-bommers with six single shot skorcha missiles that have to be purchased individually and then. . . I don't know. Realise that ignores cover is only plentiful for certain (read: Tau) armies.
I can't stop thinking what it would look like if someone shot a deathstrike missile at the wall. It would go "boing!"
This model has weirdly worded rules and is too expensive for most games. Nicely done GW.
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Still waiting for Godot. |
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![[Post New]](/s/i/i.gif) 2015/10/21 05:40:51
Subject: Re:Tau Tidewall rampart rules.
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Lesser Daemon of Chaos
Phoenix, Arizona
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Kanluwen wrote: Vryce wrote:I agree that the rule is worded poorly, but the reality is, as others have pointed out, this rampart will be difficult to use in its full capacity. As a Tau player myself, I wont even bother with it. If there's not at least 10 pieces of city ruins terrain (the most ubiquitous terrain @ my FLGS as the owner loves building/painting it), then there's something wrong. I literally would not even be able to deploy it, much less move it. Simply put more terrain on the board if you don't want to face it. If thats not an option, just remember that your opponent spent more than the cost of a decked out Riptide to be able to field it.
I remember how much everyone cried when the Fortress of Redemption was released - when was the last time someone dropped one of those down against you?
The difference is that the Fortress of Redemption can only be assembled one way.
The Tidewall Rampart can be assembled multiple ways. The only caveat is that each section must be touching/within 6" of a Shieldline(the straight portion) if separate and that if one section moves, it all moves.
And the more you space the sections, the larger the ultimate footprint becomes, making it even more unwieldy. This thing is a gimmick at best and a hindrance at worst. You may see this fortification once or twice, but once the owner realizes that it's not a moving wall of invincibility and destruction, it'll be gone.
A select few may make this a cornerstone of their army; a player at my FLGS is talking about using one of these alongside a Stormsurge or two and filling the remaining points with cheap troops and a Riptide and is just expecting to table armies and not play for objectives. To which I said - and others have too - "Good luck finding a game."
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Sometimes, the only truth people understand, comes from the barrel of a gun.
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