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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ I've been playing around with this for awhile, and I would love some feedback.<br /> <br /> 1850 pts.<br /> <br /> <font color='cyan'><b>Main: Tau</b> <i>(Units 4, 5, 6, and 7)</i></font><br /> <font color='red'><b>Allies: Tau Farsight supplement</b> <i>(Units 1, 2, and 3)</i></font><br /> <br /> <font color='red'><b><u>Unit 1</u></b> <i>(Troop)</i><i>(Starts in reserve)</i><br /> Commander<br /> 2x Plasma Rifle<br /> Target Lock<br /> Drone Controller<br /> 3x Crisis Suit<br /> Bonding Knives<br /> 2x Plasma Rifle<br /> Target Lock<br /> 6x Markerlight Drones<br /> <br /> <b><u>Unit 2</u></b> <i>(Troop)</i><i>(Starts in reserve)</i><br /> 3x Crisis Suits<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Fusion Blaster<br /> Bonding Knives<br /> 3x Shield Drones<br /> <br /> <b><u>Unit 3</u></b><br /> Riptide<br /> Ion Accelerator<br /> <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Earth Caste Pilot Array<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Plasma Rifle</font><br /> <br /> <font color='cyan'><b><u>Unit 4</u></b><br /> Riptide<br /> Ion Accelerator<br /> <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Velocity Tracker<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Fusion Blaster<br /> <br /> <b><u>Unit 5</u></b> <i>(Troop)</i><br /> 12x Fire Warriors with Pulse Rifles<br /> Devilfish<br /> <br /> <b><u>Unit 6</u></b> <i>(Troop)</i><br /> 12x Fire Warriors with Pulse Rifles<br /> Devilfish<br /> <br /> Aegis Line w/ Comms Relay<br /> <br /> <b><u>Unit 7</u></b> <i>(behind Aegis)</i><br /> Commander (Warlord)<br /> Drone Controller<br /> Multi-Spectrum Sensor Suite<br /> PENchip<br /> Iridium<br /> 3x Broadsides<br /> <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span><br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> Target Lock<br /> 6x Markerlight Drones</font><br /> <br /> <br /> <i><br /> 4 scoring units<br /> 12 BS5 Markerlights<br /> Lots of Plasma<br /> Some Fusion<br /> 2 Riptides<br /> Plenty of S7 that ignores cover and has Tank Hunters<br /> Comms relay to increase odds that crisis suits come in from reserves on turn 2</i><br /> <br /> <br /> Am I missing anything?  Any glaring weak spots?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 19:55:24]]> GMT</pubDate>
				<author><![CDATA[ MadmanMSU]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ I'm confused on which units come from the Empire and which come from the Enclave. Is your warlord joining the broadsides?]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 20:12:23]]> GMT</pubDate>
				<author><![CDATA[ Invasive Rhamnus]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c18d1a37ce6138cbaf9907a674d6fb13.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6036387.page"><b>Invasive Rhamnus wrote:</b></a><br/>I'm confused on which units come from the Empire and which come from the Enclave. Is your warlord joining the broadsides?</div></blockquote><br /> <br /> Correct.  Added titles, hopefully to make it a little more clear.  <br /> <br /> Either unit could be the main/allied, but right now I have the main Tau as the main detachment, and the Farsight supplement as the allies, but it could be easily flip flopped.]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 20:20:18]]> GMT</pubDate>
				<author><![CDATA[ MadmanMSU]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ By giving the Broadsides Markerlights you basically just made your Marker Drones less mobile. Also the broadsides themselves won't be able to benefit from them. I suggest separating the markerlights from the Broadsides. If you want to keep them attached, then be sure to attach 2 to the commander. That way he can separate and fire the markerlights, should the need arise.<br /> The Iridium armour on your Commander most likely isn't going to be worth it's points. Your majority toughness is still going to be 4, and you can also use lookout sir to get the broadsides 2+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>.<br /> Attaching your Commander to a Riptide would probably yield a larger benefit. He'll get the advantage of the T 6 Riptide, and will make the Riptide more accurate. You could keep him on the Broadsides for the PEN chip. If so then consider Vectored Retro Thrusters. Your Broadsides will need to be as far forwards as possible and fairly stationary. Hit and Run could save them.<br /> The Devilfish kind of seem like a waste to me. You have an Aegis Defense Line they can hide behind if need be. The biggest problem is that it's 160 points for some mobility. The points would perhaps be best spent elsewhere.]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 20:43:02]]> GMT</pubDate>
				<author><![CDATA[ Terkul]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/551377/6036530.page"><b>Terkul wrote:</b></a><br/>By giving the Broadsides Markerlights you basically just made your Marker Drones less mobile. Also the broadsides themselves won't be able to benefit from them. I suggest separating the markerlights from the Broadsides. If you want to keep them attached, then be sure to attach 2 to the commander. That way he can separate and fire the markerlights, should the need arise.</div></blockquote><br /> <br /> With the Broadsides being front and center behind the Aegis, and markerlights have 36 inch range, I don't feel like they need to be mobile.  At worst, its no different than having a squad of pathfinders using markerlights.  <br /> <br /> Additionally, the Broadsides, in this configuration, don't need markerlights for anything.  They're already twin linked, they already ignore cover because of the commander...do they really need 1 more <span class="glossaryitem" onmouseover='gp(14);'>BS</span>?  I don't think so.  <br /> <br /> To that end, they all have Target locks, so the drones are free to shoot at other things and support the riptides.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/551377/6036530.page"><b>Terkul wrote:</b></a><br/><br /> The Iridium armour on your Commander most likely isn't going to be worth it's points. Your majority toughness is still going to be 4, and you can also use lookout sir to get the broadsides 2+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>.  </div></blockquote><br /> <br /> Perhaps.  Might think on this one.  He's there ideally to tank for the broadside unit, with 2+ armor, T5, and 4+ cover.  Only an S10 could double him out, which he could just pass off anyway.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/551377/6036530.page"><b>Terkul wrote:</b></a><br/><br /> Attaching your Commander to a Riptide would probably yield a larger benefit. He'll get the advantage of the T 6 Riptide, and will make the Riptide more accurate. You could keep him on the Broadsides for the PEN chip. If so then consider Vectored Retro Thrusters. Your Broadsides will need to be as far forwards as possible and fairly stationary. Hit and Run could save them.</div></blockquote><br /> <br /> One riptide (the earth cast) is pretty independent, and doesn't need support.  The other is supported by the markerlights to have him re-roll Gets Hot, Scatter, and give him Ignore Cover.  <br /> <br /> You have a point about the Broadsides being far forward, but I haven't had a problem with it thus far.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/551377/6036530.page"><b>Terkul wrote:</b></a><br/><br /> The Devilfish kind of seem like a waste to me. You have an Aegis Defense Line they can hide behind if need be. The biggest problem is that it's 160 points for some mobility. The points would perhaps be best spent elsewhere.</div></blockquote><br /> <br /> Good point.  I was thinking of dropping one Devilfish and just keeping them static behind the line.  I've found that having two full squads behind a line is too cramped though, and really makes you weak to any kind of blast, even if it doesn't ignore cover.]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 21:04:48]]> GMT</pubDate>
				<author><![CDATA[ MadmanMSU]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ Markerlights nor earth caste array will allow you to reroll ion accelerator gets hot!. The earth caste allows you to reroll 1s to hit and markerlights only benefit <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> Gets hot on blast weapons cannot be prevented currently]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 21:45:30]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ part 1) Do you need the extra <span class="glossaryitem" onmouseover='gp(14);'>BS</span>? No, but it would be nice. <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 Twin Linked is 75% hit rate. <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 Twin Linked is 88.8%. The main issue is what happens if you don't have a good shot (locked in combat, <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain, and so on). These are the advantages you'll have to consider.<br /> The disadvantages are that you don't get the survivability benefit for both the Broadsides and the Drones. The point cost is higher for the equivalent separate markerlight unit.<br /> part 2) You already have the Aegis defense line for low <span class="glossaryitem" onmouseover='gp(6);'>ap</span> shots. And if there's any high <span class="glossaryitem" onmouseover='gp(123);'>Str</span>. shots, you could pass those off on your drones.<br /> part 3) The Support Commander can do this too. The main benefit is that your warlord would be harder to kill while still gaining all of the benefits you wanted.<br /> part 4) The only real problem is that devilfish costs so much when you're only using them for transportation. You could drop one devilfish and bring something that already has mobility.]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 21:54:40]]> GMT</pubDate>
				<author><![CDATA[ Terkul]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc4a4d9c5ac61e879d942ede9493c98f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6036772.page"><b>gameandwatch wrote:</b></a><br/>Markerlights nor earth caste array will allow you to reroll ion accelerator gets hot!. The earth caste allows you to reroll 1s to hit and markerlights only benefit <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> Gets hot on blast weapons cannot be prevented currently</div></blockquote><br /> <br /> Re-read your gets hot section. I made this mistake too.  You can reroll the gets hot. It specifically says so. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 21:56:02]]> GMT</pubDate>
				<author><![CDATA[ Steel-W0LF]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc4a4d9c5ac61e879d942ede9493c98f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6036772.page"><b>gameandwatch wrote:</b></a><br/>Markerlights nor earth caste array will allow you to reroll ion accelerator gets hot!. The earth caste allows you to reroll 1s to hit and markerlights only benefit <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> Gets hot on blast weapons cannot be prevented currently</div></blockquote><br /> <br /> From the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>:<br /> "If a model has the abiliry to re-roll its rolls To Hit (including becauseof <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 6+, or Twin-linked), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit."]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 21:57:24]]> GMT</pubDate>
				<author><![CDATA[ Terkul]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ Except that blast weapons gain no benefit to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 01:11:08]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc4a4d9c5ac61e879d942ede9493c98f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6037371.page"><b>gameandwatch wrote:</b></a><br/>Except that blast weapons gain no benefit to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...</div></blockquote><br /> <br /> Sure, except the Earth Caste Pilot Array allows re-rolls of 1's when rolling to-hit (i.e. re-roll the get's hot)]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 01:56:35]]> GMT</pubDate>
				<author><![CDATA[ Mulletdude]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc4a4d9c5ac61e879d942ede9493c98f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6037371.page"><b>gameandwatch wrote:</b></a><br/>Except that blast weapons gain no benefit to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...</div></blockquote><br /> <br /> The person right above you quoted the rule, and the last few words prove you 100% out of whack.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 02:35:00]]> GMT</pubDate>
				<author><![CDATA[ Steel-W0LF]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/837d024810af212fc5f2e1e8d1cd300e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6037458.page"><b>Mulletdude wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc4a4d9c5ac61e879d942ede9493c98f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6037371.page"><b>gameandwatch wrote:</b></a><br/>Except that blast weapons gain no benefit to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...</div></blockquote><br /> <br /> Sure, except the Earth Caste Pilot Array allows re-rolls of 1's when rolling to-hit (i.e. re-roll the get's hot)</div></blockquote><br /> <br /> Except that blast weapons do NOT use <span class="glossaryitem" onmouseover='gp(14);'>BS</span> when rolling to hit, the use a scatter dice and <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>. You guys need to check "gets hot and weapons that do not roll to hit" in the "gets hot" special rule.<br /> <br /> The earth caste array allows you to reroll to hit rolls of 1, the gets hot for blast weapons is not a roll to hit.<br /> <br /> You guys need to read the rules more closely cause you seriously out of whack <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 03:02:54]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc4a4d9c5ac61e879d942ede9493c98f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6037634.page"><b>gameandwatch wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/837d024810af212fc5f2e1e8d1cd300e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6037458.page"><b>Mulletdude wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc4a4d9c5ac61e879d942ede9493c98f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6037371.page"><b>gameandwatch wrote:</b></a><br/>Except that blast weapons gain no benefit to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...</div></blockquote><br /> <br /> Sure, except the Earth Caste Pilot Array allows re-rolls of 1's when rolling to-hit (i.e. re-roll the get's hot)</div></blockquote><br /> <br /> Except that blast weapons do NOT use <span class="glossaryitem" onmouseover='gp(14);'>BS</span> when rolling to hit, the use a scatter dice and <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>. You guys need to check "gets hot and weapons that do not roll to hit" in the "gets hot" special rule.<br /> <br /> The earth caste array allows you to reroll to hit rolls of 1, the gets hot for blast weapons is not a roll to hit.<br /> <br /> You guys need to read the rules more closely cause you seriously out of whack <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> What part of "it may also  re-roll Gets Hot results of 1 for weapons that <b><u>do not roll to hit</u></b>" is hard to comprehend?<br /> <br /> <blockquote class="uncited"><div>You guys need to check "gets hot and weapons that do not roll to hit" in the "gets hot" special rule. </div></blockquote><br /> <br /> And you need to re-read "Gets Hot and Re-rolls".]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 03:20:07]]> GMT</pubDate>
				<author><![CDATA[ Steel-W0LF]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ Ugg, Ill say it again:<br /> <br /> Earth caste pilot array: "The model rerolls all rolls of 1 <span class="glossaryitem" onmouseover='gp(421);'>TO</span> HIT in the shooting phase, and may reroll dice when using a Nova reactor..." <br /> <br /> The gets hot for the large blast ion accelerator, being a blast weapon, is not a roll to hit:<br /> <br /> Gets hot "...Gets hot and weapons that DO NOT ROLL <span class="glossaryitem" onmouseover='gp(421);'>TO</span> HIT: Weapons that DO NOT ROLL <span class="glossaryitem" onmouseover='gp(421);'>TO</span> HIT (such as blast weapons) must roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for each shot immediately BEFORE firing.<br /> <br /> It is really quite simple, neither markerlights, nor the earth caste array  do anything for rerolling the gets hot for the weapon.<br /> <br /> And just to be sure it isnt games workshops end, I am using the farsight enclaves digital book and the Large <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 03:37:52]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc4a4d9c5ac61e879d942ede9493c98f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551377/6037698.page"><b>gameandwatch wrote:</b></a><br/>Ugg, Ill say it again:<br /> <br /> Earth caste pilot array: "The model rerolls all rolls of 1 <span class="glossaryitem" onmouseover='gp(421);'>TO</span> HIT in the shooting phase, and may reroll dice when using a Nova reactor..." <br /> <br /> The gets hot for the large blast ion accelerator, being a blast weapon, is not a roll to hit:<br /> <br /> Gets hot "...Gets hot and weapons that DO NOT ROLL <span class="glossaryitem" onmouseover='gp(421);'>TO</span> HIT: Weapons that DO NOT ROLL <span class="glossaryitem" onmouseover='gp(421);'>TO</span> HIT (such as blast weapons) must roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for each shot immediately BEFORE firing.<br /> <br /> It is really quite simple, markerlights nor the earth caste array do anything for rerolling the gets hot for the weapon.<br /> <br /> And just to be sure it isnt games workshops end, I am using the farsight enclaves digital book and the Large <span class="glossaryitem" onmouseover='gp(13);'>BRB</span></div></blockquote><br /> <br /> <br /> And what does the "Gets Hot and re-rolls" say about weapons that do not roll to hit. <br /> <br /> It's been quoted for you several times. ]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 03:42:04]]> GMT</pubDate>
				<author><![CDATA[ Steel-W0LF]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ Whoops, missed that last sentence...<br /> <br /> Oh well, means that I have been playing it wrong :/]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 03:46:43]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ so that mean that that a riptide can reroll a gets hot of 1 for his ion blast, what if he rolls again and gets another 1. Does he re-roll that?]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 05:47:36]]> GMT</pubDate>
				<author><![CDATA[ chillis]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ No matter what, you can only ever reroll a die once. So whenever a reroll occurs you must always abide by the second roll, even if it's worse than the first.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 06:08:24]]> GMT</pubDate>
				<author><![CDATA[ Terkul]]></author>
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				<title>1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/551377/6036321.page"><b>MadmanMSU wrote:</b></a><br/>I've been playing around with this for awhile, and I would love some feedback.<br /> <br /> 1850 pts.<br /> <br /> ]<b>Main: Tau</b> <i>(Units 4, 5, 6, and 7)</i><br /> supplement[/b] <i>(Units 1, 2, and 3)</i><br /> <br /> ]<b><u>Unit 1</u></b> <i>(Troop)</i><i>(Starts in reserve)</i><br /> Commander<br /> 2x Plasma Rifle<br /> Target Lock<br /> Drone Controller<br /> 3x Crisis Suit<br /> Bonding Knives<br /> 2x Plasma Rifle<br /> Target Lock<br /> 6x Markerlight Drones<br /> <font color='cyan'>i would drop the target lock and either change the drones to gun drones and give your guys two burst cannons or just drop the drones. also no point of them starting in reserve with marker lights</font><br /> <br /> <b><u>Unit 2</u></b> <i>(Troop)</i><i>(Starts in reserve)</i><br /> 3x Crisis Suits<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Fusion Blaster<br /> Bonding Knives<br /> 3x Shield Drones<br /> <font color='Cyan'>Drope the drones and take a double weapon. here would be a good place to put the target locks</font><br /> <br /> <b><u>Unit 3</u></b><br /> Riptide<br /> Ion Accelerator<br /> <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Earth Caste Pilot Array<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Plasma Rifle<br /> <br /> <b><u>Unit 4</u></b><br /> Riptide<br /> Ion Accelerator<br /> <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Velocity Tracker<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Fusion Blaster<br /> <br /> <b><u>Unit 5</u></b> <i>(Troop)</i><br /> 12x Fire Warriors with Pulse Rifles<br /> Devilfish<br /> <font color='cyan'> devil fish are expensive drop them to save points</font><br /> <b><u>Unit 6</u></b> <i>(Troop)</i><br /> 12x Fire Warriors with Pulse Rifles<br /> Devilfish<br /> <font color='cyan'> devil fish are expensive drop them to save points</font><br /> <br /> Aegis Line w/ Comms Relay<br /> <br /> <b><u>Unit 7</u></b> <i>(behind Aegis)</i><br /> Commander (Warlord)<br /> Drone Controller<br /> Multi-Spectrum Sensor Suite<br /> PENchip<br /> Iridium<br /> 3x Broadsides<br /> <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span><br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> Target Lock<br /> 6x Markerlight Drones<br /> <br /> <br /> <i><br /> 4 scoring units<br /> 12 BS5 Markerlights<br /> Lots of Plasma<br /> Some Fusion<br /> 2 Riptides<br /> Plenty of S7 that ignores cover and has Tank Hunters<br /> Comms relay to increase odds that crisis suits come in from reserves on turn 2</i><br /> <br /> <br /> Am I missing anything?  Any glaring weak spots?<br /> <br /> </div></blockquote><br /> <br /> if you change up your list i.e. droping your devil fish you can take more units like another hamer head  or more crisis troops(if you take farsight as lead). i made a mobile version of this list. no agis but i also use more crisis suits / hammer heads also didn't take any riptides so adjust to how you want to play accordingly.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 06:13:16]]> GMT</pubDate>
				<author><![CDATA[ Lemartes12]]></author>
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				<title>Re:1850 Tau/Tau List: Comments Appreciated</title>
				<description><![CDATA[ First, I appreciate all the feedback.  It's given me some things to think about.  <br /> <br /> Below is the modified result.  I've switched the Farsight supplement to be the main detachment.<br /> <br /> Its got 36 S7 shots.<br /> One dedicated anti tank crisis unit<br /> One dedicated anti elite crisis unit<br /> Two Riptides with markerlight support<br /> Two different kinds of markerlights, hopefully making it harder to take them all out<br /> A Cadre with the Firewarriors to give them extra shots and extra leadership<br /> No dedicated anti-air: the sheer Mass of S7 with tank-hunters should be enough<br /> Weak to monstrous creature spam?  Maybe, although riptides can pull double duty by Nova Charging and double firing their plasma/fusion<br /> <br /> Should be strong in the current meta of Serpent spam and Necron air?<br /> <br /> 1850 pts.<br /> <br /> <font color='red'><b>Main: Tau Farsight Supplement</b></font><br /> <font color='cyan'><b>Allies: Tau</b> </font><br /> <br /> <font color='red'><b><u>Unit 1</u></b> <i>(Troop)</i><i>(Starts in reserve)</i><br /> 3x Crisis Suit<br /> Bonding Knives<br /> 2x Plasma Rifle<br /> 4x Shield Drones<br /> <br /> <b><u>Unit 2</u></b> <i>(Troop)</i><i>(Starts in reserve)</i><br /> 3x Crisis Suits<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Fusion Blaster<br /> 1x Flamer<br /> Bonding Knives<br /> 3x Shield Drones<br /> <br /> <b><u>Unit 3</u></b><br /> Riptide<br /> Ion Accelerator<br /> <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Earth Caste Pilot Array<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Fusion Blaster</font><br /> <br /> <font color='red'><u><b>Unit 4</b></u> <i>(Troop)</i></font><br /> <font color='cyan'>Commander<br /> C&C Node<br /> <span class="glossaryitem" onmouseover='gp(656);'>MSSS</span><br /> PENchip<br /> Iridium<br /> 2x Markerlight Drones<br /> Drone Controller</font><br /> <font color='red'>3x Crisis Suits<br /> 2x Missile Pods<br /> Target Lock<br /> Bonding Knives<br /> 6x Markerlight Drones</font><br /> <br /> <font color='cyan'><b><u>Unit 5</u></b><br /> Riptide<br /> Ion Accelerator<br /> <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Plasma Rifle</font><br /> <br /> <font color='cyan'><b><u>Unit 6</u></b> <i>(Troop)</i></font><br /> <font color='red'>Cadre Fireblade (Warlord)</font><br /> <font color='cyan'>12x Fire Warriors with Pulse Rifles</font><br /> <br /> <font color='cyan'><b><u>Unit 7</u></b><br /> 10x Pathfinders<br /> <br /> <b><u>Unit 8</u></b> <i>(behind Aegis)</i><br /> 3x Broadsides<br /> <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span><br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> 6x Missile Drones<br /> </font><br /> <font color='orange'><u><b>Fortification</b></u><br /> Aegis Line w/ Comms Relay</font><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 16:59:54]]> GMT</pubDate>
				<author><![CDATA[ MadmanMSU]]></author>
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