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Made in gb
Been Around the Block



UK

So with the last few days of Tau releases of information I think there are a few changes that we may be able to predict.

The changes we have seen are:
• Pulse carbine get +6” range (Range 24” Assault 2 S5 AP0 D1)
• Pulse rifle get +6” range and AP-1 (Range 36” Rapid Fire 1 S5 AP-1 D1)
• Darkstrider gets a named weapon (Range 24” Assault 2 S5 AP-2 D2)
◦ Structural Analyser gets Tau sept Core (instead of infantry), now Darkstrider can select 1 tau sept core unit within 6” to given them +1 on wound rolls to one enemy target (when Darkstrider has line of sight of there enemy target) … no split firing then.
◦ (I feel this change to core is important to the upcoming releases)
• The Mont’ka and Kauyon have changed from once per battle to a few rounds per battle and instead of 6” from sept commander its all units on the field, but can only select 1 of the 2.
• Mont’ka can be active from rounds 1-3 and all units who have moved or advanced count as being stationary, also there is a bonus to AP when shooting at targets within range (decreasing with the turns)
• Kauyon can be active from rounds 3-5 and all units can fall back and shoot (subtracting 1 from hit rolls), also there is a bonus get additional hits when shooting at targets within 12” range (when they have not fallen back or are in engagement range, The attack roll has to hit and scores an additional attack with a D6 value that decreases with the turns).

This suggests to me that there are a number of changes that will occur to the HQ units that can call Mont’ka and Kauyon like farsight or shadowsun. I suspect that they may get a different ability or a reduced Mont’ka or Kauyon that can be called outside of the turns specified (no idea if that would be army wide or units within 6”, but would depend on the ability details).

This change to Mont’ka still wont affect the Manta strike options which is probably for the best, as not to make them OP, but may discourage people from Manta strike reinforcements if Mont’ka is being used, meaning that they would have to drive up the board in a very shooty way.

The Darkstrider change from infantry to core keywords would suggest to me that infantry and maybe drones or (inclusive or exclusive “or”) battlesuits may also get the core keyword.
I feel like this is a subtle but possibly important change that could be huge.
I also suspect that other commanders and characters like Ethereal, Cadre Fireblade and some drones would change some abilities to core keyword, to affect more units.

I think that if the core keyword were to include battlesuits or drones, then this were to affect a lot more units that would suddenly get a lot more play. Drones would get a lot more appeal (especially if they were the sniper drones who have long range and could attack units that are visible to darkstrider but far out of range). Battle suits would get a similar boost and make the XV25 (stealth suits), XV8 (the crisis suits and crisis bodygaurds) and XV88 (Broadside battlesuit) all more dangerous.

With the tidewall on the cover at the front of the new codex I would suspect a boost to the tidewall, then with the changes to Mont’ka to be army wide and turn 1-3, then this makes the tidewall almost useless with its best part being embarked units count as being stationary.
I am suspecting that the tidewall will get an increase in wounds (10 is just too few), perhaps a change in units auto hitting tidewall in fight phase to +1 or +2 to attacking unit WS and I am suspecting that the tidewall may have a big change in abilities or a new ability (now that the open topped is almost mute)

If the tidewall also got the core keyword and the HQs also got core in the abilities then any ability would affect the embarked units on the tidewall (which would be a good start to bringing back its potential). Also if the drones got the core word then the drone port would have more appeal.
And the gunrig would be nice to be affected by these rules too (or at least the boost use embarked units BS skill, as I found out i have been using that unit wrong all this time and myself and everyone else playing never noticed, only the drone port gets boost to use embarked units BS).

Im predicting that:
• The farsight and shadowsun commanders will change the Mont’ka and Kauyon abilities
• The Ethereals, Cadre Fireblade and some drones will change abilities to core keyword (like darkstrider)
• Im thinking that drones or battlesuits may get the core keyword (maybe not all of the drones or battlesuits)
• Im hoping that the tidewall gets change to core keyword but dint think that will happen
• The tidewall will change its auto hit in fight phase to something less extreme
• The crisis suits will get a boost in wounds and melee / WS.
• The burst cannon may get AP-1
• The burst cannon and Fusion blaster may get +6” range
• Im predicting that the sniper drones get BS4+ or the marksman gives a boost of +2 on hits
• Im predicting that the marksman gets a better ability Either +2 on sniper drones or +1 on all visible targets from all drones within X”s.

Im also predicting that GW has forgotten about kroot and vespid, but if they haven't then the kroot get at least AP-1 in melee, the shaper gets AP-1 or more all round and The riders get AP-1 in melee.
(I haven't forgotten the hounds but they already have AP-1 in melee and 2 attacks per model and with the changes to Mont’ka, meaning that other units can get up field to support, I really like them … more than I already did)
(I haven't forgotten the vespid but they already have AP-2 in shooting, perhaps an increase in range (+6” like everything else?) or melee attacks increase (currently only have 1 or 2 attacks) … I still really like them)

I guess at this point I am hoping for a lot more but fingers crossed until the codex is out.



Automatically Appended Next Post:
I think that the breacher team has also been confirmed that the pulse blasters are also getting a ‘similar boost’ (so im guessing AP, range or a combination).
I cannot seem to find where i read or why II think this though (but it also makes sense

This message was edited 2 times. Last update was at 2021/12/15 16:50:52


 
   
Made in us
Fixture of Dakka





Honestly, I think the Montka/Kauyon mechanics may have me more excited than ALL the changes in my drukhari codex combined. Being rewarded for positioning and having not-without-downside way to fall back and still participate in the fight both seem like they'll do a lot to make Tau feel mobile and to make being mobile feel fun. This mechanic alone has me shifting from nervous about the upcoming craftworlders book to cautiously optimistic.

One thing I noticed is that Montka really seems like it devalues pulse carbines again, especially now that they have a weaker AP than the pulse rifles. So with that in mind, I'm hoping that Fireblades lose their auras and instead get a list of targeted buffs they can hand out, one of which makes pulse carbines more worthwhile. So maybe the fireblade "orders" end up looking something like...
Each Fireblade in your army may use one of the following abilities during your command phase. No unit may be targeted by this ability more than once each turn.

* Select a vehicle. Any CORE units inside that vehicle may disembark (but not move) after the vehicle has moved provided the vehicle did not advance.

* Select a CORE unit. Until the start of your next command phase, Each pulse carbine in that unit is treated as Assault 3. The selected unit may not shoot during your following turn. (Kind of a throwback to 4th/5th edition eldar bladestorm. Gives you fewer shots in the long-term, but more shots at a key moment. Very appropriate for Tau, I think. )

* Select a CORE unit. In your following shooting phase, the selected unit may move up to 7" after shooting.

All options that reward or provide mobility. The first is probably most helpful to breachers while the second specifically targets pulse carbines and the third helps out pulse rifles (or possibly pathfinders).

I'd really like to see kroot and vespid (or even some other alien allies) get some love. There are tons of threads pitching plenty of viable ideas for this.

It will be interesting to see what they do for their Crusade gimmick. Some sort of abstract, battlefield level benefits for successfully negotiating with potential new allies? Some sort of modified weapon enhancement system representing experimental tech? Maybe some kroot dietary mutation system?


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Been Around the Block



UK

Yes i would love some more move shoot move options as CP or ability (or move after shoot if they didnt move in movement phase), certainly could help out a few tau units.

I would also like the option to make tau a little more grim dark perhaps adding a greater good option like allowing units to fire at engaged units (like they allow with the tau tidewall fortification) and make it a bit random as to who it kills (so they are a little more evil sacrificing there own). Perhaps split wounds like roll a D3 on a D1 hit only your own units in engagement, on a D2 split the hits starting with enemy target and on D3 hit enemy target only (and no CP re-rolls allowed).

Think that would make thinks more random and fun and also give tau a fighting chance at killing units in engagement.... or it could work for orks too as they love random dice rolls (at least the old orks did and nobody ever knew what was going to happen when orks enter the fray).

But i dont think that GW will change engagment rules like that for an army unfortunatley.
   
Made in gb
Lord of the Fleet






London

I have the following predictions;
- Plasma Rifle becomes D2
- Burst Cannon and SMS are AP-1
- Railguns get a serious boost, not worth the points for a single S10 Lascannon shot.
- Battlesuits become BS3+ by default.
- What I really don't want, but I suspect may happen, is for all the support systems to move to Stratagems.
   
Made in us
Fixture of Dakka





bedivere wrote:

I would also like the option to make tau a little more grim dark perhaps adding a greater good option like allowing units to fire at engaged units (like they allow with the tau tidewall fortification) and make it a bit random as to who it kills (so they are a little more evil sacrificing there own). Perhaps split wounds like roll a D3 on a D1 hit only your own units in engagement, on a D2 split the hits starting with enemy target and on D3 hit enemy target only (and no CP re-rolls allowed).

Think that would make thinks more random and fun and also give tau a fighting chance at killing units in engagement.... or it could work for orks too as they love random dice rolls (at least the old orks did and nobody ever knew what was going to happen when orks enter the fray).

But i dont think that GW will change engagment rules like that for an army unfortunatley.

I'm not necessarily opposed to there being more options for firing into combat in the game (some armies already have strats that do that), but it would be weird if tau were one of the only factions that had it. It would be weird if chaos marines, tyranids, and necrons were less comfortable shooting at their allies than tau, right?


Automatically Appended Next Post:
 Valkyrie wrote:
I have the following predictions;
- Plasma Rifle becomes D2
- Burst Cannon and SMS are AP-1
- Railguns get a serious boost, not worth the points for a single S10 Lascannon shot.
- Battlesuits become BS3+ by default.
- What I really don't want, but I suspect may happen, is for all the support systems to move to Stratagems.

I think those are all safe bets except maybe (hopefully) the support systems thing.

This message was edited 1 time. Last update was at 2021/12/16 21:59:58



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in dk
Loyal Necron Lychguard






I am hoping for the removal of For the Greater Good, with the option of falling back and shooting at -1 to hit on top of that it's a lot of power tied up in being good against charging units. It could be oppressive if you just have a few melee units and not enough to overwhelm the Tau completely and if you are playing a shooting army you can just ignore it.

Really hoping for a Saviour Protocols nerf, it is insanely annoying and super gamey, it should either be less annoying or less gamey. Less annoying would be a T or cover boost, less gamey would be Drones having to be in front of the shooting like a barricade or the full damage of weapons translating through so Shield Drones don't shrug off lascannons.

Kroot becoming better in melee would be neat, them being good because they're pts-efficient shooting units is bad game design. I predict Kroot will become Elites, because GW wants you to buy more mecha for the mecha faction.

Crisis should be Troops.

I hope that weapon profiles are good enough that Tau players won't need to upgrade to an insanely up-gunned relic version to make the weapon viable.

I hope that Hammerheads do 3d3 or 2d6 damage.

I hope Tau BS marker lights don't change.

I hope Tau get more JSJ.

I hope spamming Commanders isn't OP.

I want more rules with fluff surrounding auxiliaries.
   
Made in ca
Poisonous Kroot Headhunter





 Valkyrie wrote:
I have the following predictions;
- Plasma Rifle becomes D2


I think Missile Pods will be moving from D3 to 2 in line with what else we've been seeing. If Plasma Rifles went to Damage 2, I think they would be too close to playing in the same space. My bet for Plasma Rifles is either S:7, or -3Pts. Maybe both. Possible range increase?

This message was edited 1 time. Last update was at 2021/12/16 23:31:24


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Made in au
Longtime Dakkanaut




I'm really annoyed Darkstrider is still locked to Tau Sept.

* * * * *

What I still want:

Infantry:
- Fire Warriors being able to upgrade their weapons for either Ion rifles or Rail Rifles.
- Cadre Fireblades being able to upgrade their weapons for either an Ion rifle or Rail Rifle.
- Breacher Pulse blasters lose the bottom profile and instead Medium Range becomes the bottom one with 18 inch range, and Close Range goes to 9 inch range.

Drones:
- Sniper drones to be able to get Rail Rifles again.
- Drones are locked to units that bought them. No more saviour protocols. No more vehicle ejection either. Shield Drones give the entire unit a 5++.

Battlesuits:
- Regular XV8 Crisis Battlesuits become Troops, but are limited to 1 unit per Strike Team or Breacher Team.

   
Made in us
Fixture of Dakka





Wouldn't fire warriors with ion/rail rifles pretty much invalidate non-markerlight pathfinders?


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Been Around the Block



UK

So it seems that most people agree that more weapons will be getting AP-1 and the army seems to be getting more shooty.
I guess that means more people will be using a gun line army with both Mont’ka and Kauyon (especially Kauyon).

I used and have always liked rushing kroot hounds up the board and charging enemy to throw them off, while using vanguard / infiltrators to secure up feild objects if possible and troops in a devilfish to get up table and try to hold the objects before being charged, killed and slaughtered.. sometimes.

Thinking tactics in the new edition then, I think it will be much more shooty, the devilfish wont make much sense if Mont’ka is used, just to get troops into battle.

I do play tau and maybe controversially i dont want too much added to the tau, that may make them OP (yes sniper drones / marksman need a re-work as do the tidewall now just to make them relevant).
I dont think that the drones need much more (except the shield drones probably could use a rework)

I think changing the devilfish to assault transport would help get units up, out and shooting, making it more appealing and as long as its done right, I dont think that it would be too OP.

I would still like tau to have a fire into engagement / combat option, instead of giving more melee weapons to XV8 crisis suits (as i have never seen tau as a melee army and dont think they should get a boost to melee directly), the other armies that were listed, where it would make sense for them to also fire into combat (chaos, tyranids and necrons) all have good melee options, tau do not.
This would certainly make tau more grim dark and ominous and a whole lot less goody goody nice guy.
I would be happy if it was a stratagem like 1 or 2 CP for a random dice deciding roll allowing you to fire into two other units in engagement, letting a D3 dice decide who gets hit (how to allocate the hits).
Technically this wouldn't be a benefit (unless it was a D6 and more of the rolls favoured tau outcomes, like a D1-3 hit enemy, D4-5 hit both, D6 hit you own), but I still want no re-rolls allowed.
   
Made in au
Longtime Dakkanaut




Wyldhunt wrote:
Wouldn't fire warriors with ion/rail rifles pretty much invalidate non-markerlight pathfinders?


There's no such thing as non-markerlight pathfinders. The only non-markerlight pathfinders are the ones who take ion/rail rifles.
   
Made in us
Been Around the Block



UK

Well I am surprised that the New codex reveal has given the burst cannon 2 extra shots, instead of AP-1. Not the best for the XV25 stealth suits but is better than nothing.
(Range 18” Assault 6 S5 AP0 D1)
Flamer goot a boost too and is now Assault D6+2
(Range 12” Assault D6+2 S4 AP0 D1)
I guess the range boost everyone wanted is not as important now that they have given a move shoot move stratagem to Jet pack (all battle suits that can take the burst cannon weapon) strike and fade 1/2 CP, allowing for a move shoot move upto 6”.

Looks like I got my fire into engagement, for battlesuits, when they are engaged into the same unit/s.

It looks like it is easier for tau to get into engagement too with new stratagem drop threat acquisition stratagem, from manta strike if needed to re-roll hit rolls, that is similar to the farsight drop zone clear stratagem to +1 to hit rolls.
It may also make the furious assault stratagem better to charge enemy units (or manta strike / homing beacon strike and charge). Better against smaller armies like space marines or maybe custodes, if your going to end up in engagement anyway (after jetpacks finish a charge move, each model in that unit can select one enemy unit within 1" of that model roll D6 and a 3+ causes 1 mortal wound to the enemy unit.

I certainly feel that these stratagems (drop threat acquisition, strike and fade and furious assault) would certainly favour a full crisis suit squad of 9 (for maximum CP benefit).
   
Made in us
Fixture of Dakka





Anyone kind of surprised/disappointed that you have to use Strike and Fade (the shoot-then-move) strat at the start of the shooting phase? That limits its uses slightly.

Example: I have a hammerhead and a burst cannon crisis squad. I want to pop a rhino with the hammerhead and then shoot the marines inside with my burst cannons before moving the burst cannon suits safely behind cover to avoid retaliation. But as written, I'd have to shoot with the target of the strat first meaning I either shoot the crisis suits before the hammerhead OR I don't get to move the suits after they suit. Or did I misread it?


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Been Around the Block



UK

I think that you can declare it at the start of the shooting phase and then it just says you can shoot with that unit and make a normal move upto 6".
I read that as declare it at the start and then continue with the shooting phase as normal in what ever order you like (ie markerlights etc) and then when you shoot your unit, dont forget to move them after.
   
Made in nl
Longtime Dakkanaut





The entire stratagem text is resolved before moving on. That is why "until the end of the phase/turn" is used if something doesn't happen immediately.

Strike and Fade isn't worded like that. You need to pick a unit, shoot (optional) and move it right then and there.

   
Made in us
Fixture of Dakka





 Ordana wrote:
The entire stratagem text is resolved before moving on. That is why "until the end of the phase/turn" is used if something doesn't happen immediately.

Strike and Fade isn't worded like that. You need to pick a unit, shoot (optional) and move it right then and there.


I think this is correct. Otherwise, the part specifying you don't get to shoot a second time would be really random. I think the designer's brain is basically going:

* Use at the start of the shooting phase.
* Resolve this stratagem; part of which involves performing a shooting attack.
* Stratagem is now resolved. We return you to your regularly scheduled shooting phase programming, but that brief interlude doesn't mean you get to shoot an extra time.



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in de
Nihilistic Necron Lord






Germany

I predict the entire tau army will hide turn 1, then pop out, advance, count as stationary, shoot everything in sight with full rerolls on hits and wounds, ignore cover, ignore any minus to hit, get +1 to hit, hit on 2s with S10, AP-5 D3+3 guns which ignore inv. In turn 2 the opponent is tabled.

With the rules previews so far tau feel like eldar.

This message was edited 1 time. Last update was at 2021/12/23 09:35:58


 
   
Made in gb
Been Around the Block



UK

Wyldhunt wrote:
 Ordana wrote:
The entire stratagem text is resolved before moving on. That is why "until the end of the phase/turn" is used if something doesn't happen immediately.

Strike and Fade isn't worded like that. You need to pick a unit, shoot (optional) and move it right then and there.


I think this is correct. Otherwise, the part specifying you don't get to shoot a second time would be really random. I think the designer's brain is basically going:

* Use at the start of the shooting phase.
* Resolve this stratagem; part of which involves performing a shooting attack.
* Stratagem is now resolved. We return you to your regularly scheduled shooting phase programming, but that brief interlude doesn't mean you get to shoot an extra time.



Strike and Fade is not a new rule, its just been reworded, so now instead of "Dalyth sept units" its any "tau empire jet pack".
They have removed "move upto 6" as if it were the movment pahse, they cannot advance as part of this move" and just put "make a normal move of upto 6"" (which is better / clearer)
In the original rule "until the end of the phase/turn" was not mentioned and they also did not include "This unit cannot shoot again this phase"
Becuase if they did add "until the end of the phase/turn" then people could effectivly Move, advance, shoot, move, shoot, move (esentailly move 12" extra and shoot twice), using the shoot again stratagem. I dont think anybody would want that.
This is a rule where you dont want to add "until the end of the phase/turn" as it leads to bad things (or good if you are tau).

I assumed that the "until the end of the phase/turn" was missing, because they dont want the startagem to last the whole turn and to be a one use startagem, they added "This unit cannot shoot again this phase" to make it clear and to prevent confusion or people from using the shoot twice / again rules (hot blooded for example). No more shooting after this.
I dont know now perhaps your right that it should be taken in one go ... but that wouldnt make sense to me unless you can stick markerlights down (unless tau get a new pre-shooting phase for markerlights) and the rules dont explain it teither way, they do not explicitly say do it all in one go.
I think players would have to agree the rule before play, and I would expect people to agree that the startagem is called at the start of the shooting round and the round continues as normal without forcing a unit to do everything first (just like the first / original rule was).

This message was edited 3 times. Last update was at 2021/12/23 13:12:19


 
   
Made in jp
Drone without a Controller




I think if we wanted suits for troops there should be a suit squad that has 2 hard points, no jet pack and a stat line like the stealth suit. Then they can count as 2 for transport and devilfish can carry 6 of them and we would have our kinda tanky bois for sitting on objectives. Make them cost like 16pts+ equipment per model.
   
Made in us
Been Around the Block



UK

Well the discussion on if it hasd to be taken in one go or across parts is now mute, as the biggest part of this was basically if markerlights get used (like normal shooting) or not (all in one go).

Apparently the markerlights will finally be in there own sort of action in the movment phase. no more going round the shooting phase for markerlights first. (hitting on +3 regardless of hit penalties?).

I think everyone was expecting it, wanted it and looks like we are getting it.
Also think that +1 to hit is confirmed but i dont know if there are other stacking benefitrs or if that means thats the only benefit so we just bring more gun / sheild drones instead
   
Made in gb
Lord of the Fleet






London

Not sure how I feel about the Markerlights. Hitting on 3+ is very nice, but as it's an action you'll have to give up your movement wouldn't you?
   
Made in au
Liche Priest Hierophant







 Valkyrie wrote:
Not sure how I feel about the Markerlights. Hitting on 3+ is very nice, but as it's an action you'll have to give up your movement wouldn't you?

Reportedly, Vehicles and Drones have an exception that allows them to move and still perform the action, and Pathfinders have a rule that lets them begin the action at the end of the movement phase instead of at the start (effectively allowing them to move).
   
Made in us
Fixture of Dakka





I thought it was an action that started at the end of the movement phase (so you'd effectively give up nothing except the ability to perform other actions.)


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in dk
Loyal Necron Lychguard






 Matt.Kingsley wrote:
 Valkyrie wrote:
Not sure how I feel about the Markerlights. Hitting on 3+ is very nice, but as it's an action you'll have to give up your movement wouldn't you?

Reportedly, Vehicles and Drones have an exception that allows them to move and still perform the action, and Pathfinders have a rule that lets them begin the action at the end of the movement phase instead of at the start (effectively allowing them to move).

I hadn't heard about vehicles and drones being able to move, that's probably a good thing, you still need to have LOS at the start of your Movement phase which makes it potentially pretty easy to play around Vehicle- and Drone-mounted markerlights. I like that markerlights won't be totally screwed over by -1 to hit. I wonder if destroyer missiles and seeker missiles will work like they used to in 5th, each one costing one markerlight, kind of expensive if you ask me.
   
Made in au
Liche Priest Hierophant







 vict0988 wrote:
 Matt.Kingsley wrote:
 Valkyrie wrote:
Not sure how I feel about the Markerlights. Hitting on 3+ is very nice, but as it's an action you'll have to give up your movement wouldn't you?

Reportedly, Vehicles and Drones have an exception that allows them to move and still perform the action, and Pathfinders have a rule that lets them begin the action at the end of the movement phase instead of at the start (effectively allowing them to move).

I hadn't heard about vehicles and drones being able to move, that's probably a good thing, you still need to have LOS at the start of your Movement phase which makes it potentially pretty easy to play around Vehicle- and Drone-mounted markerlights. I like that markerlights won't be totally screwed over by -1 to hit. I wonder if destroyer missiles and seeker missiles will work like they used to in 5th, each one costing one markerlight, kind of expensive if you ask me.

I can't remember seeing anything about Destroyer Missiles, but from the big reddit thread leek Seeker Missles can be fired normally but also have a strat that lets them be shot at a unit with markerlight tokens that's out of LoS and granting +1 To Wound (it sounded like this was in addition to the regular Hit bonus and didn't cost an additional markerlight token)
   
Made in dk
Loyal Necron Lychguard






I wonder if Skyrays will be able to fire all their missiles in one go. 6 seeker missiles for 1 markerlight with +1 to wound for 1-2 CP seems kind of insane, that's kind of the name of the game for the newer codices of course.
   
Made in au
Liche Priest Hierophant







Skyrays don't have individual missiles anymore - instead they have a Seeker Missile Rack with d3+1 shots. I can't remember if the leaks explicitly said they could use the strat or not (I'd assume they can though)

So no 6 missile alpha strike, but you also can't run out of ammunition.

This message was edited 1 time. Last update was at 2022/01/18 06:17:51


 
   
Made in us
Been Around the Block



UK

Have I read right that both Farsight and Shadowsun have reroll 1s to Hit for Core aura?
Also Shadowsun has full reroll chapter master buff and importantly does not break sept traits if she doesn't match the army, and is a supreme commander.
That would seem to imply that Shadowsun can be taken in other septs as supreme commander and there may not be any limitation to that?
So will we see farsight armies with both Shadowsun as supreme commander and Farsight together?

I do like the tau sept +3" to auras but Shadowsun as supreme commander takes away the impact of reroll a hit and wound roll.
Looks like as expected both have lost montka and kauyon abilities
   
 
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