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		<title><![CDATA[Latest posts for the thread "Tau  8th leak - the good and the bad."]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Tau  8th leak - the good and the bad."]]></description>
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				<title>Tau  8th leak - the good and the bad.</title>
				<description><![CDATA[ So the Tau 8th is leaked online <a href="http://www.3plusplus.net/2017/05/tau-empire-complete-8th-tau-codex/" target="_new" rel="nofollow">http://www.3plusplus.net/2017/05/tau-empire-complete-8th-tau-codex/</a><br /> <br /> So let's talk about the good and the bad (that I've spotted so far):<br /> <br /> The good:<br /> Broadsides are getting double the potential output (2 <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> and 2 <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> a total of 16 shots).<br /> Stealth suits, ghostkeels and shadowsun appear to be able to deploy just more than 12" away from enemy models.<br /> Advanced tracking adds 1 to the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of a weapon. <br /> Target lock removes the modification to hit with moving and shoot heavy or move advance shoot assault weapons.<br /> The shield line potentially dished out mortal wounds to an attacker (albeit unlikely).<br /> Drones can lookout sir for most things within 3"<br /> Pathfinders and darkstrider can scout move 7" at the start of the game.<br /> <br /> The bad:<br /> Markerlights - these seem a little less relevant to me now.<br /> Riptide can cause itself mortal wounds on both the reactor and standard overcharge ion (i say bad but it's not too bad).<br /> The fortifications can be blown up and can cause mortal wounds to everything in 6".<br /> Ethereals are less useful (<span class="glossaryitem" onmouseover='gp(72);'>IMO</span>)<br /> Less accurate <span class="glossaryitem" onmouseover='gp(14);'>BS</span> overall.<br /> Flyers are still a bit meh.<br /> The firewarrior turret is basically useless (destroyed if you move out of coherency).<br /> Seeker missiles and destroyer missiles only hit on a 6 (but do cause mortal wounds) making them really naff.<br /> <br /> That's all I've got so far.<br /> Overall I'd say it's a mixed bag not much in the way of weapon changes making things pretty much as they were before.<br /> I think some changes are fine, the markerlights suck now in my opinion I will probably forego them in exchange for more weapons.<br /> <br /> I need some more time to process.<br /> <br /> Please feel free to share your views.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/727079/9396419.page</link>
				<pubDate><![CDATA[Wed, 31 May 2017 12:46:38]]> GMT</pubDate>
				<author><![CDATA[ Boniface]]></author>
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				<title>Tau - the good and the bad.</title>
				<description><![CDATA[ Whats going on with the seeker missiles and destroyer missiles.<br /> <br /> A limited shot resource that only hits on a 6 that can't be modified. Who would ever choose that weapon, you'll almost never hit with the things.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/727079/9396455.page</link>
				<pubDate><![CDATA[Wed, 31 May 2017 13:00:58]]> GMT</pubDate>
				<author><![CDATA[ obsidianaura]]></author>
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				<title>Tau - the good and the bad.</title>
				<description><![CDATA[ Seeker and destroyer missiles resolve at the user's ballistic roll instead of 6+ if you have two marker lights shining on their target. <br /> <br /> Meaning seekers are garbage if you dumbfire them, which is exactly how they should behave. <br /> <br /> There's a thread for this in the tactical board, it's just getting started, but you may find some of the discussion there informative. ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/727079/9396496.page</link>
				<pubDate><![CDATA[Wed, 31 May 2017 13:09:23]]> GMT</pubDate>
				<author><![CDATA[ Captain Joystick]]></author>
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