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		<title><![CDATA[Latest posts for the thread "Tau Fire Warriors in 8E - are carbines worth it?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Tau Fire Warriors in 8E - are carbines worth it?"]]></description>
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				<title>Tau Fire Warriors in 8E - are carbines worth it?</title>
				<description><![CDATA[ In 8E, Pulse Rifles are the same as always. But for the other choices, ,everything has changed for the humble Shas'la:<br /> <br /> Pulse Blasters don't negate <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>'s armor anymore, they just push it down to 5+. And being S6 is no better than S5 against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. So they are less than half as deadly against Marines as they used to be.<br /> Pulse Carbines are now Assault 2: better than rifles at 15-18". And, Assault means they can advance and shoot - possibly with no penalties, with 3 marker hits. <br /> Ethereals and Fireblades are nearly swapped:<br /> Ethereal gives Reroll 1s to units that stand still, making the Ethereal a good choice for Pulse Rifle units.<br /> Fireblade gives the old Ethereal ability: +1 shot at half range. <br /> <br /> So now I'm thinking my Carbine squad piles out of their Devilfish together with a Fireblade. Carbines and Devilfish are good for 44 shots; Fireblade should Markerlight to make an average of 3 extra hits on those. 25 S5 hits means 17 wounds on nearly any infantry: 6 dead <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> or twice that many Guard. <br />  <br /> With the same plan (but 4" closer), the blasters get no real benefit from the Fireblade: its ability does not help Blasters. 20 shots plus 12 from the Fish. With the Fireblade's Markerlight, that's  12 Blaster hits and 7 S5 hits; then 8 Blaster wounds and 5 S5 wounds: <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> save 3 of the Blaster wounds and 3 of the S5 wounds: 7 dead <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Not really any better.<br /> <br /> The turn after, the Carbines are running for the next objective and still shooting in a worthwhile manner. And the Fish is off doing something useful too. While the Blasters need to load back into the Devilfish if they want to manage another 5" drop.<br /> <br /> So even in their best-case Blaster Drop, the Blasters suffer a lost turn afterwards, while the Carbines are still moving and fighting. <br /> <br /> Are Carbines finally good?<br /> <br /> Other infantry bits:<br /> <br /> Photon Grenades just got really interesting: in overwatch they seem decent. What about on the attack? Photon grenades basically eliminate overwatch! Now, Kroot and Tau were never good in melee. But against really weak units, charging is a free move. Or would be if you didn't have to get overwatched. Now you don't.<br /> <br /> Bonding Knife: Ignore 6s on Morale? OK! A small Fire Warrior team is <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7, so they need an 8+ to take morale losses. But rolls of 6 don't count: so only losing 3 or 4 tau at once puts you at risk for morale. Useful for Pulse Rifle + Turret teams that risk making lots of morale rolls in a long-range battle of attrition.<br /> <br /> Pulse Pistol: A silly toy for 0 points. Not sure when you would ever not fall back from melee.<br /> <br /> Markerlight: Nearly free, and doesn't require a 10 pt sergeant upgrade.<br /> <br /> And every infantry team unlocks an independent pair of drones to screen, harass, and tank wounds for more important weapons. <br /> <br /> When I read the leaks, I bought another box of Start Collecting: Tau. Suddenly, Tau foot look like a blast to play.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Jun 2017 03:22:10]]> GMT</pubDate>
				<author><![CDATA[ pigasuspig]]></author>
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