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Made in us
Shas'o Commanding the Hunter Kadre




Missouri

 SpaceMonk wrote:
Wow. Incubi Klaives are AP2


I find myself not caring that much. I mean yeah, they should have been AP2, but in the end does it really make a difference? As it's been pointed out already assaulting anything, especially with the DE codex as everything is made of paper, is just damn foolish when you can stay at range and more effectively get rid of those units with poison.


 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
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 daedalus-templarius wrote:
Onlinemph wrote:
I see Kaldor Draigo took a nerfhammer to the face...


How is that?

Ok wtf, really? they removed the S10 vs Psykers and Daemons as well? wtf GW. 275 fething points.


No they didn't. The FAQ states to replace the first sentence. The S10 comes after that. The only thing it really says is that it's a sword.

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Trasvi wrote:
Dunno if this has been said yet:
Tau FAQ wrote:
Page 30 – Armoury, Disruption Pod.
Change the last sentence to read “A vehicle with a disruption
pod has the Shrouded special rule against any weapons firing
from more than 12" away.”

3+ cover save on Tau Vehicles! 2+ if moving flat out! woohoo!


That is just insane and I have to wonder if they will FAQ it again. I mean, if it was just Stealth, even that would have been great - essentially giving us back 5th edition Disruption pod which many people bemoaned was already broken. Now, it's not like Tau are particularly broken in other respects, but man, does that make Tau vehicles incredibly frustrating to most opponents.

Overall, I'm kinda mixed about this FAQ. Sure, there are many very good rulings and changes. However, erratas are getting really long now and I'm left puzzled, why those obvious things were not in the rulebook in the first place?? It really feels like the rulebook was very much rushed out. Also, apparently now main rulebook sometimes actually DOES overrule Codex, such as in the case of DA Venerable Dread. Now I realize that lots of the issues will be cleared out when new Codex start to come out, but it is bit of a mess now.

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 ShumaGorath wrote:
It really only hurts rhinos. Every other transport commonly used by assault units is open topped or an assault vehicle. Why blood angels even exist anymore as a codex is beyond me. Grey knights and then sixth, someone really hates redmarines.

Eldar say hello.

 Kaldor wrote:
Well, yeah. That's what was going to happen if their transport WASN'T destroyed. Why should they get a benefit from having the vehicle they were in blown up? That makes no sense at all. Throwing your transports into the line of fire, hoping to have them blown up so you can assault next turn? That's so gamey and stupid it doesn't bare thinking about.

I'm going to chip in with "QFT". People really have to look at the whole "just standing there" from the other side. "Don't shoot that melta at this rhino. That may make it explode, stun guys inside, trap them inside a wreck, scatter them by huge explosion, kill some of them, cause them to panic by losses, force them to gtg and everybody knows that all this makes assaulting MUCH easier than just getting out of a working vehicle. Let's just stand here, it'll be safer."
This is very reasonable if we consider "no assaulting from vehicles".

 MrMoustaffa wrote:
Just found out veil no longer is 2d6" to see them.... I don't know why, but this makes me so happy. Now they just have a 4+ cover save in the open, which I'm more than happy to FRFSRF to death.

Had a game where my IG literally couldn't do a thing to them, since I had to get within 12", and even then, it was no guarantee that most of my unit could see them. I'm going to have fun getting revenge for this one...

This was already in V1. Also, this is just kicking when they are already down

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 Blackmoor wrote:
Stoffer wrote:
 RiTides wrote:
 Fafnir wrote:
 Blackmoor wrote:
The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.


Do you even understand how Paladins work? What made them so good, and so survivable, was their ability to move wounds around to keep them plugging away at full strength. Without that, there is literally no reason to take them over the other options. If you need massed firepower, you can get three times as many psycannons in a list using purifier spam (A list that was always far more powerful than Paladinstar since the very beginning, and has remained utterly untouched). If you need massed 2+ armour, normal terminators will give you more bodies for your wounds.

No, Paladins are garbage now, and I would advise against taking them in any list when there are so many better options.

You do know you're talking to Blackmoor, right? Who made it to the final game of the Nova Open GT (8 games, winning his first 7) with a paladin-heavy list last year, and regularly finishes well in large tournaments with them?

He knows what he's talking about regarding paladins...


Yeah, I'm a little curious as to what he means by it.


I will be glad to answer that.

In 6th edition durability is very important. When you have a Necon Air Force flying around you need out last them because you will not be able to shoot many of them down. I played against 2 Necron flyers at the Nova Invitational and my paladins were the only thing to survive. Same with all of the other torrent of fire armies.

I want to go on record as saying that 2 wound terminators are hard to kill.

Now on to wound allocation.
In 6th edition assault is dead and in my 5 games I was only assaulted once by a unit of Wraiths which the paladins have no trouble beating.
Now since it is a shooting game think of paladins as a durable psycannon platform. So let’s say we take 5 wounds from shooting (which is very, very hard to do) in the past if you were able to make your 4+ LOS roll you were able to hand them off so that a squad of 5 paladins had one wound each (FYI, which was really hard to do anyways without losing a paladin or two along the way). So now what happens? You lose 2 paladins and have one with 1 wound. So ask yourself how does this impact your squad?

#1. You are not as good in assault. Here is some news for you, you will still kill most units in assault assuming they want to, or can even get to you. Remember 5th edition when everyone had power weapons that could kill paladins? That was so last edition.

#2. Shooting is diminished. Oh no, I shoot 2 less storm bolters! The paladins are still getting shots from 2 psycannons that can move and shot to full effect. You have to do 8 wounds to a 5-man paladin squad before you reduce their meaningful firepower.

Also you can still manipulate wounds by rotating your models around. If you have a paladin with one wound just move him back in the squad.

And a couple of other notes:
To the person who said that purifiers are better than paladins has never played that match-up before. I have played against 2 purifier armies at tournaments in the last 3 weeks with my Draigowing and Paladins win every time. It is all about 2 wounds with a 2+ save and it does not matter if you can spread the wounds around or not. They just can't do any damage while the paladins psycannons are killing a lot of Purifiers.

As far as demolisher cannons, why are you getting shot with them? They have a 24” range so just stay 30” away. When then come close hit them with all of your psycannons with prescience and you should be able to take them out or at least stop them from shooting.

Some people can read and learn, others just have to learn the hard way.


That's a fairly good explanation. I still don't really agree that they come out stronger, but I definitely see your point that they're still useful.

About the demolisher cannons: It's hard to stay away if they're planted on objectives, and getting pens on AV14 with psycannons isn't always easy.


 
   
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Backfire wrote:
That is just insane and I have to wonder if they will FAQ it again. I mean, if it was just Stealth, even that would have been great - essentially giving us back 5th edition Disruption pod which many people bemoaned was already broken. Now, it's not like Tau are particularly broken in other respects, but man, does that make Tau vehicles incredibly frustrating to most opponents.


I think you're exaggerating a little bit. Who cares if it makes them slightly more frustrating to deal with, no smart Tau player is going to be wasting points on them anyway because they're still way too overpriced and do practically nothing. You might see a devilfish or two, but that's it. Broadsides are still better than hammerheads and sky rays, devilfish cost about two and half rhinos base, and probably over 100 points once you upgrade them with a weapon that can actually do something, so only an insane person would waste points on them when they could be spent buying more suits (which are actually going to kill gak) or going towards an allied detachment of units from a good codex. Piranhas with 3+ saves sound kinda cute, but again, the points are better spent elsewhere...piranhas were only ever an attractive option when you had nothing else, now that you can cherry pick from other codices why bother?

If I were playing a different army I'd be way more worried about broadsides being able to split fire again than a useless piece of trash like a freaking devilfish with a 3+ save. And you know what, if the devilfish really bothers you that much, get within melta range and boom, it's gone, your pods do nothing. I wouldn't be surprised if you could one-shot the damn thing considering most melta-toters are at least BS4. Of course if you've run out of things to do and start shooting at the devilfish you've probably won the game anyway.

I dunno, it's entirely possible there's some "brilliant strategy" here that I'm simply overlooking, maybe someone can correct me if I'm wrong, but the way I see it Tau vehicles are either ineffectual at best or an outright waste of points at worst. With allies in the game I just don't see a point in using them when I can take a squad or two of GK's in psybacks instead.

This message was edited 1 time. Last update was at 2012/09/08 11:41:38


 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


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Yeah, this is not overpowered at all, considering the base cost of Tau vehicles is still rooted in that 4th edition vehicle point cost mentality.

Its just funny that its the 5 point upgrade that makes them semi-useful.

But yeah, its more of a case that if you take Tau vehicles you're not feeling like you totally wasted your points any more, cause now they have a bit of mojo to be annoying. However, They're stlll not going to kill much for their points and they're still very, very vulnerable to close range shooting and assaults.

However, in a few cases, it is really nice. Like if you're playing where IA is allowed, this just made Tetras super-duper awesome (they were already awesome). And like you say including a cheap Devilfish for some mobile cover or a bit more mobility is not a terrible idea.


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 Sidstyler wrote:

I dunno, it's entirely possible there's some "brilliant strategy" here that I'm simply overlooking, maybe someone can correct me if I'm wrong, but the way I see it Tau vehicles are either ineffectual at best or an outright waste of points at worst. With allies in the game I just don't see a point in using them when I can take a squad or two of GK's in psybacks instead.


Shoot squad at something, turbo-boost in Devilfish in front to act as a mobile wall afterwards. Reverse-JSJ.

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rigeld2 wrote:
 cuda1179 wrote:
furbyballer wrote:
Q: Does a Nemesis Dreadknight armed with a Nemesis greatsword have
4 Attacks at Strength 10 that, because of the Nemesis greatsword, can
re-roll To Hit, To Wound and Armour Penetration rolls?(p54)
A: Yes.


Yeah, I'm kind of WFT? about this. I understand the attacks and Greatsword benefits, but how is it strength 10? It still has to shoose between the Greatsword and the doomfist.

Attack with the Doomfist, get STR10. Because the sword benefits are tied to having it, not attacking with it, the Doomfist benefits.


Q: If a Striking Scorpion Exarch with a scorpion’s claw and scorpion
chainsword chooses to attack with the scorpion’s claw, does he still
benefit from the scorpion chainsword’s +1 Strength bonus? (p33)
A: No.

Just like the Scorpion Chainsword does, you mean?

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
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Depends on the wording of the chainsword. I don't have the Eldar codex to check.

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In 6th edition assault is dead and in my 5 games I was only assaulted once by a unit of Wraiths


Allan, It's almost as if you and I played in different tournaments

In 11 of my games I was in combat by turn 2 and the 12th was hammer and anvil deployment and it took me until turn 3 to get into combat. No-one in their right mind is going to assault a unit of Paladins but when you run a fluffy and balanced list like mine combat happens everywhere

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Designers Note: Wolf Guard, Nobz, Nobz Warbikers, and Crisis
Shas’vre that lead a unit (for example an Ork Nob leading Ork
Boyz, a Wolf Guard leading Grey Hunters) have the unit type
Infantry (Character).


I realize this is silly but has any one else noticed that RAW makes a Nob Biker leading a group of ork bikers into an Infantry model?
   
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 Sigvatr wrote:
No skyfire for Necrons. feth you GW!


ADLs? Night/Doom Scythes?
Aside from that, abundant Guass that doesn't care about AV or Tesla Destructors that can cause tons of hits?

Okay.

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 ShumaGorath wrote:
I wonder if they'll come out with those little paragraph replacement stickies that they used to come out with in white dwarf issues for FAQs. The main rulebook certainly needs them to be even remotely useful now. Pick up games are going to be a nightmare unless everyone's got an open internet connection and three FAQs open.


Maybe GW expects everyone to buy and Ipad and then rebuy the online version of the BGB. Oh wait, has the online version of the BGB been updated yet?

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Chicago

on the clunky biker rule, is there ANYTHING in 40k today that would allow for a bike to be put into a transport? Just wondering if this change could be a glimpse into the future? Maybe Dark Angels get some sort of bike transport?


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Davor wrote:
 ShumaGorath wrote:
I wonder if they'll come out with those little paragraph replacement stickies that they used to come out with in white dwarf issues for FAQs. The main rulebook certainly needs them to be even remotely useful now. Pick up games are going to be a nightmare unless everyone's got an open internet connection and three FAQs open.


Maybe GW expects everyone to buy and Ipad and then rebuy the online version of the BGB. Oh wait, has the online version of the BGB been updated yet?
Is there even an online version of the BRB.

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 ironicsilence wrote:
on the clunky biker rule, is there ANYTHING in 40k today that would allow for a bike to be put into a transport? Just wondering if this change could be a glimpse into the future? Maybe Dark Angels get some sort of bike transport?


Night Scythes can carry bikes---especially now that you can embark on it while zooming. I suppose it could save you from assault--although bikes are generally fast enough as is.

I think the new Night Scythe rule will be used for Immortals/Warriors though. One turn dump them, rapid fire a unit--next turn swoop them back up if they are threatened (and if your Scythe blows up, you just go back into reserve again).

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I have a question about LOS.

I have a unit of 2 Carnifex's and a Tyranid Prime. The Prime is closest to the enemy and both Carnifex's are in base to base contact with the Prime. When the enemy shoots at the unit, with the Prime as the closest, where do the LOok Out Sir rolls go to? And can I alternate the wounds to both Carnifex's since they are equally close to the Prime.
   
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Did anyone else notice:

Page 35 – Intercept.
The last sentence should be changed to: “In assaults, they
never require worse than 4+ to hit vehicles that do not have a
WS.”

Page 35 – Swooping Hawks, Intercept.
Replace the second sentence with “In assaults, they always treat
vehicles, except Walkers, as having Weapon Skill 0”.

Same FAQ. GG.

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
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DarthDiggler wrote:
I have a question about LOS.

I have a unit of 2 Carnifex's and a Tyranid Prime. The Prime is closest to the enemy and both Carnifex's are in base to base contact with the Prime. When the enemy shoots at the unit, with the Prime as the closest, where do the LOok Out Sir rolls go to? And can I alternate the wounds to both Carnifex's since they are equally close to the Prime.


You can alternate since the two carnifex are equally "closest" to the character making the LOS! rolls.
   
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rigeld2 wrote:
Depends on the wording of the chainsword. I don't have the Eldar codex to check.


Codex: Eldar, pg33
"Scorpion Chainsword: This is a one-handed weapon that adds +1 S to the model's attacks."
"Scorpion's Claw: The scorpion's claw takes the form of a powered claw-shaped gauntlet incorporated with a shuriken catapult. The claw may be used both as a power fist and a shuriken catapult in the same turn."

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
Made in de
Decrepit Dakkanaut





rigeld2 wrote:
 Sigvatr wrote:
No skyfire for Necrons. feth you GW!


ADLs? Night/Doom Scythes?
Aside from that, abundant Guass that doesn't care about AV or Tesla Destructors that can cause tons of hits?

Okay.


Still no skyfire. Was hoping for Heavy Destroyers to get it order to justify their 60 points...damn. Do note that Doom Scythes are no longer allowed to lazor flyers.

   
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Night Scythes are pretty solid against flyers, and ABs aren't bad. Tesla + TL = good number of hits, even without Skyfire. The Stormraven is undoubtedly better, but it's also twice the cost of a NS, you can get a max of three of them (okay, four if you ally GK), and you're not going to have crap for scoring units if you do spam them.

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 disel24 wrote:
Am I the only one that feels that the FAQ for Nids made them a bit more viable considering that we now have a unit that can assualt when coming in from reserve?

Also somone mentioned that Nids FMC got nerfed...how?

I can't see how it did anything for their viability. As has been mentioned, the Ymgarls never lost the ability to assault out of reserve. The issue with them is they are 23 points a pop and take an Elite slot. As far as FMCs, the fact that they clarified that getting grounded causes you to lose swooping hurts bad. My area has been playing this way from the beginning and, since everyone (not playing nids) uses a quad gun, Flyrants are pretty much toast within 2 turns.

   
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 azreal13 wrote:
 Kevin949 wrote:


No, you re-read the rules...

I will reiterate...last paragraph, page 71 under "Vehicles & Ordnance".

"Vehicles & Ordnance Weapons"
Unlike other units, vehicles can move and fire with Ordnance
weapons. However, a vehicle that fires an Ordnance weapon
can only make Snap Shots with its other weapons that turn"

Nothing in the Heavy or Relentless rules override this (seeing as heavy and relentless are near identical, just a 6" movement restriction).


My bad. Typical of the rulebook that you need 3 different sections all in different places to get a full picture of the implications of a rule.


Eh, sorry for the snarky remark...I was in a bad mood at work yesterday.

And yes, that aspect of the rulebook infuriates me. Luckily I use a searchable rulebook so it's easy to find certain things really quick.

This message was edited 1 time. Last update was at 2012/09/08 16:37:04


 
   
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Reedsburg, WI

DarthDiggler wrote:
I have a question about LOS.

I have a unit of 2 Carnifex's and a Tyranid Prime. The Prime is closest to the enemy and both Carnifex's are in base to base contact with the Prime. When the enemy shoots at the unit, with the Prime as the closest, where do the LOok Out Sir rolls go to? And can I alternate the wounds to both Carnifex's since they are equally close to the Prime.


You would use the rules for random selection to determine the closest model as per the default rules in shooting. Use that model unroll all wounds in the wound pool is empty or the Carrie firs.

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 Sidstyler wrote:
Backfire wrote:
That is just insane and I have to wonder if they will FAQ it again. I mean, if it was just Stealth, even that would have been great - essentially giving us back 5th edition Disruption pod which many people bemoaned was already broken. Now, it's not like Tau are particularly broken in other respects, but man, does that make Tau vehicles incredibly frustrating to most opponents.


I think you're exaggerating a little bit. Who cares if it makes them slightly more frustrating to deal with, no smart Tau player is going to be wasting points on them anyway because they're still way too overpriced and do practically nothing.


As I said, I don't mean it makes Tau broken as an army or anything like that. But people whined about old Disruption pod plenty enough, in practice I found that a Hammerhead was quite difficult to kill by long-range shooting. It seldom killed 170pts worth of stuff, but it sure soaked lot of attention. Late 5th edition Tau armies seldom completely gave up vehicles, even if the Mech Tau was dead and I don't expect it will change. In "Big Guns Never Tire" mission, Hammerhead is a scoring unit, for example.

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 Kaldor wrote:
gigasnail wrote:
except that's exactly what it means, you are sitting there, twiddling your thumbs, for your next turn, and then your opponent's next shooting phase. getting a transport trashed takes the unit it carried out of the fight for too long. assault already has been nerfed to hell and back; it didn't need this additional kick in the jimmy.


Well, yeah. That's what was going to happen if their transport WASN'T destroyed. Why should they get a benefit from having the vehicle they were in blown up? That makes no sense at all. Throwing your transports into the line of fire, hoping to have them blown up so you can assault next turn? That's so gamey and stupid it doesn't bare thinking about.


Actually I did this all the time in 4th ed with my Chaos. I wanted my rhinos to blow up, didn't care about entaglement, because now my summoning icon was on the table and you had 1-2 less units able to shoot at them to try and kill it before my Daemonettes showed up to wreck face. Its amazing how many people fell for that.


Automatically Appended Next Post:
Backfire wrote:
 Sidstyler wrote:
Backfire wrote:
That is just insane and I have to wonder if they will FAQ it again. I mean, if it was just Stealth, even that would have been great - essentially giving us back 5th edition Disruption pod which many people bemoaned was already broken. Now, it's not like Tau are particularly broken in other respects, but man, does that make Tau vehicles incredibly frustrating to most opponents.


I think you're exaggerating a little bit. Who cares if it makes them slightly more frustrating to deal with, no smart Tau player is going to be wasting points on them anyway because they're still way too overpriced and do practically nothing.


As I said, I don't mean it makes Tau broken as an army or anything like that. But people whined about old Disruption pod plenty enough, in practice I found that a Hammerhead was quite difficult to kill by long-range shooting. It seldom killed 170pts worth of stuff, but it sure soaked lot of attention. Late 5th edition Tau armies seldom completely gave up vehicles, even if the Mech Tau was dead and I don't expect it will change. In "Big Guns Never Tire" mission, Hammerhead is a scoring unit, for example.


There are those of us who still use a lot of tanks in a Tau army. I personally run two hammerheads and one unit of broadsides. There are also those of us who don't use allies because I want to play a tau army, not a tau and those other guys army, so we need to get the most of what we can.

In addition if the meta proves true that mech will become less prominant in 6th, the submunition rounds of the Hammerhead might just become very useful again.

This message was edited 1 time. Last update was at 2012/09/08 18:08:22


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Gothenburg

Did they manage to give the venerable dreadnoughts some extra hull points or are they all still being placed in the trashcan of unusable (to costly) units?

Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
 
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