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![[Post New]](/s/i/i.gif) 2014/04/22 04:55:40
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Longtime Dakkanaut
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Simple question, should Tau pulse rifles be salvo weapons, rather than rapid fire? Their weapons and gun lines are so powerful, but should they be able to move and rapid fire with those super powerful rifles at 15"? Or should Tau have the old school rapid fire, which is salvo 1/2?
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
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![[Post New]](/s/i/i.gif) 2014/04/22 05:01:45
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Trazyn's Museum Curator
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Salvo 2/1, actually. First value is for moving, second value is for staying still. So salvo 1/2 on the pulse rifles would make them even more deadly.
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This message was edited 1 time. Last update was at 2014/04/22 05:02:09
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2014/04/22 05:50:48
Subject: Re:Should Tau Pulse Rifles be Salvo 1/2?
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!!Goffik Rocker!!
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I'd prefer to see more firewarriors than riptides and broadsides, to be honest.
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![[Post New]](/s/i/i.gif) 2014/04/22 06:02:41
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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CthuluIsSpy wrote:Salvo 2/1, actually.
First value is for moving, second value is for staying still.
So salvo 1/2 on the pulse rifles would make them even more deadly.
That makes zero sense. Why penalise them for standing still?
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![[Post New]](/s/i/i.gif) 2014/04/22 06:44:35
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Trustworthy Shas'vre
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I think he pulse rifle is fine as is. The added range on the single is a nice counter point to the 18inch double of the Pulse Carbine.
I'd love the HRR to get the Salvo treatment so it makes sense compared to the HYMP. Even 1/1 would let the Broadsides move and shoot.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2014/04/22 07:24:09
Subject: Re:Should Tau Pulse Rifles be Salvo 1/2?
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Stubborn Dark Angels Veteran Sergeant
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No. Because this would actually buff tau castles.
Sure they can't fire and move as well, but giving them salvo lets them punch twice as hard at ranges 16-30.
If you could force them to move, then great. But if they are able to sit behind an ADL and plink away at you as you advance, then it would make playing vs tau much worse.
As someone who plays daemons, I already have issues breaking into tau gunlines. With their high amount of good str shots and skyfire I have to play tactfully until they are weakened enough that I risk exposing my units to the lions share of damage. If you let them double tap out to 30 inches, then I would have just lost a lot of room to maneuver, and trying to get any infantry unit up the board without a 2++ rerollable save is suicide.
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![[Post New]](/s/i/i.gif) 2014/04/22 08:01:14
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Secretive Dark Angels Veteran
Canada
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I think if anything they should strip away their range. Make it something oddball like a 15% range nerf.
The tau player would then risk over exposing his suit teams if he chooses to camp behind an adl like a window licker and it would force him into the fight more. This would also correct some of the issues surrounding the masters of standing in fields and shooting things.
It would also make a tau vs tau competitive match be more entertaining. Seriously it's like watching two guys run across a Room poke eachother in the shoulder and then run back to where he started
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2014/04/22 09:34:07
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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!!Goffik Rocker!!
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ionusx wrote: Seriously it's like watching two guys run across a Room poke eachother in the shoulder and then run back to where he started
Guyz should fight like orkses
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![[Post New]](/s/i/i.gif) 2014/04/22 09:57:02
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Trazyn's Museum Curator
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Ashiraya wrote: CthuluIsSpy wrote:Salvo 2/1, actually. First value is for moving, second value is for staying still. So salvo 1/2 on the pulse rifles would make them even more deadly. That makes zero sense. Why penalise them for standing still? He said that salvo 1/2 is old rapid fire. That is incorrect. Old rapid fire was if you move, you can only shoot 2 shots at half range, much like how salvo works. Salvo 1/2 means that if they move, they fire once at 15". If they remain still, they may fire twice up to 30". Not like the old RF rules at all.
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This message was edited 2 times. Last update was at 2014/04/22 09:58:20
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2014/04/22 10:56:39
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Prescient Cryptek of Eternity
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He obviously meant Salvo 2/1. Salvo is fairly rare. I probably would have gotten it wrong without looking it up also.
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![[Post New]](/s/i/i.gif) 2014/04/22 11:22:03
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Boom! Leman Russ Commander
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No.
Tau already get fantastic overwatch, fantastic close range shooting and very competitive medium range shooting. You want to take the only army in the game with a 30" range small arms fire weapon and make it so it's the only army in the game that gets STANDARD kit that has an effective range of 2 shots at 30".
No, no, no. A thousand times I say no.
Also, Salvo is nothing like old school rapid fire. 5th ed rapid fire halved your effective range if you moved. Salvo keeps your effective range, but halves your close range shooting.
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This message was edited 1 time. Last update was at 2014/04/22 11:23:01
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![[Post New]](/s/i/i.gif) 2014/04/22 12:04:40
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Stubborn Dark Angels Veteran Sergeant
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Scipio Africanus wrote:No.
Tau already get fantastic overwatch, fantastic close range shooting and very competitive medium range shooting. You want to take the only army in the game with a 30" range small arms fire weapon and make it so it's the only army in the game that gets STANDARD kit that has an effective range of 2 shots at 30".
No, no, no. A thousand times I say no.
Also, Salvo is nothing like old school rapid fire. 5th ed rapid fire halved your effective range if you moved. Salvo keeps your effective range, but halves your close range shooting.
You need to check the rules I'm afraid, it is a little bit similar:
Amodel armed with a Salvo
weapon can move and fire at a target up to half its maximum
range away.
So it does halve your range, and you use the first number (which is smaller), if you move. It is still a bad idea for fire warriors.
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![[Post New]](/s/i/i.gif) 2014/04/22 12:33:26
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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I was hoping they would be Salvo 2/3 in the new book personally.
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![[Post New]](/s/i/i.gif) 2014/04/22 12:52:22
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Morphing Obliterator
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Are they described in the codex are being fast firing weapons (I would assume yes as they are called pulse rifles).
I think salvo 1/2 would be a good option for them but it would make tau gunlines even worse.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2014/04/22 14:47:54
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Wicked Canoptek Wraith
The Golden Throne
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Yeah... No.
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Build a man a fire, he will be warm for a night. Set a man on fire, and he will be warm for the rest of his life. |
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![[Post New]](/s/i/i.gif) 2014/04/22 14:50:48
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Boom! Leman Russ Commander
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rohansoldier wrote:Are they described in the codex are being fast firing weapons (I would assume yes as they are called pulse rifles).
I think salvo 1/2 would be a good option for them but it would make tau gunlines even worse.
No, quite the opposite, I believe.
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![[Post New]](/s/i/i.gif) 2014/04/22 17:32:26
Subject: Re:Should Tau Pulse Rifles be Salvo 1/2?
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Purposeful Hammerhead Pilot
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I think fire warriors with rifles are in a good place as they are.
Now carbines. even at assault 2, still kinda suck... :/
Only changes I would make to FW is allow the shas'ui to take a networked markerlight as opposed to the non-networked one (i mean seriously, why? 10pts for a weapon that makes him sacrifice shooting, cant split fire with, and cost 1pt less than a pathfinder?) and drop them by 1 pt, make carbines the default weapon, and make rifles +1pt. That way fire warriors with rifles become 9pts/model, while carbine troopers are 8pts/model, making carbines an option to actually consider on fire warriors while not breaking them for units like gun drones and pathfinders
Also make riptides 1 per detachment....
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This message was edited 1 time. Last update was at 2014/04/22 17:32:48
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![[Post New]](/s/i/i.gif) 2014/04/23 00:26:48
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Trustworthy Shas'vre
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If pinning actually worked like it should, the Carbines would make more sense. Baring an update to Pinning, I'd say change them to Blind (they are launching a photon grenade after all) and the Carbines would do what they are supposed to do.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2014/04/24 04:59:28
Subject: Should Tau Pulse Rifles be Salvo 1/2?
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Regular Dakkanaut
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Rapid fire is perfect for pulse rifles. Tau have already been pigeonholed into a castle/gunline army enough as it is, they need rules changes that restore their old move and shoot playstyle, not further reinforce this boring gunline style of play.
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