exactly where was their list illegal?
i counted HQ, 1x elite, 3x troops, and 1x FA for tau, 1 HQ and 2 troops for the orks allies. so far, it fits.
exactly where was their list illegal?
i counted HQ, 1x elite, 3x troops, and 1x FA for tau, 1 HQ and 2 troops for the orks allies. so far, it fits.
No battlesuit commander, and no support systems on the broadsides. Sorry but if you base a tau list only on it's 1 hq 2 troops and what not, then you don't know tau all that well.
For the Greater good.
Anyone know if the tetra gets a run move after it shoots markerlights? Considering it's not really firing a weapon of damage. Just curious. The more I play them the more people go after them full force. And also is it still 12" and fire markerlights or can you move further now? Thanks.
Roger that.
My guy I fight all the time uses the warrior factory spam,, flyer transports, a sniper deathstar squad, while using the triarch stalkers to make everything it hits twin linked for the rest of the army.
He'll run heavy destroyers, bugs, wraiths, or bikes as he feels like it, but the main threat is the massive numbers of troops he can field... IC's not withstanding, they are the greatest threat I have to worry about, and Thank you forgeworld for Sensor towers and a 15" double tap range.
Good Tactical acumen + Bad Dice Rolls = Chronic Systems Failure / Turn 3 concession
House rule I think.
My gaming group probably wouldn't allow it because of what it does for the rest of the army. Yeah, it's a fast skimmer, BUT because it's technically shooting a 'weapon' (heavy 4 for tetras) they wouldn't let that fly.
What Tau need are a pathfinder bike squad! Something like star wars speeder bikes (with jetbike rules) so pathfinders might actually be worth taking now, AND you could diversify without having to buy a devilfish while still having mobile marker support! Woot
Good Tactical acumen + Bad Dice Rolls = Chronic Systems Failure / Turn 3 concession
ah yes that's right. I guess i've been playing DE so much, I forgot about the 1+ requirement.
but a massively expensive HQ? with tau? lol that's a fail.
so does your gaming group also not let fly anything else that fires a heavy 4 weapon? lol. talk about an insult to common sense.My gaming group probably wouldn't allow it because of what it does for the rest of the army. Yeah, it's a fast skimmer, BUT because it's technically shooting a 'weapon' (heavy 4 for tetras) they wouldn't let that fly.
tetras ARE the bikes you're talking about.
tetras don't run because they're vehicles. it doesn't matter if it's firing something that doesn't do damage, it's still firing a weapon.Anyone know if the tetra gets a run move after it shoots markerlights? Considering it's not really firing a weapon of damage. Just curious. The more I play them the more people go after them full force. And also is it still 12" and fire markerlights or can you move further now? Thanks.
Last edited by Uncle Nutsy; 07-14-2012 at 12:10 AM.
"So does your gaming group also not let fly anything else that fires a heavy 4 weapon? lol. talk about an insult to common sense.
tetras ARE the bikes you're talking about."
Uh...yeah, The guy was talking about, and I was referring to firing a 'weapon' (even though the markerlight does no damage and has no strength or AP value) WHILE ALSO doing the vehicle's "run" move in the firing phase AFTER firing the markerlight. That, would be a 'no go' at this station.
I, however was talking about scout marker jetbikes being a wound based T3(4), 3+ sv marker team that could take up to maybe 4-8 bikes, so they can't be taken out so easily. Tetras are nice. Really nice, but why not have something that can't be taken out with 2 glances or a penetration roll of more than 1...
It's the same thing basically as a pathfinder squad, but instead of a devilfish to move around, they have jet bikes and would have the opportunity to provide marker support AND be able to last for more than one turn from concentrated return fire.
Last edited by Panxer; 07-14-2012 at 09:01 AM. Reason: Spelling errors
Good Tactical acumen + Bad Dice Rolls = Chronic Systems Failure / Turn 3 concession
Hrmmm, where does it say that Relentless units cannot fire heavy weapons? On page 41 of the BRB I see, "Relentless models can shoot with Heavy, Salvo, or ordnance weapons, counting as stationary, even if they moved in the previous Movement phase.
I just got my BRB book and have been reading through it so maybe I just haven't gotten to that part? Otherwise I don't know why I'd want Advanced Stabilization Systems on my Broadsides.
*Edit - I am still new to Tau. Is it that they're just considered (they being Broadsides) Infantry and not Infantry (Jetpack)? I know their entry says they are relentless but for the purpose of Rapid Firing only I guess?
Last edited by herigonz; 07-14-2012 at 09:24 AM.
Codex states that all XV Units are relentless, but they cannot fire heavy weapons... Codex supersedes rulebook, and the 6th ed FAQ doesn't address it, so it still stands.
I corrected my post about the Slow and Purposeful not being in the rule book...it's there. I found it. I made a mistake, and I posted that I made a mistake...
Unless the broadsides buy the stabilizers, they have to adhere to the codex entry. The only difference in 6'th is that the broadsides don't have to roll for difficult terrain like we had to in 5th. They can move the full 6" and fire at normal BS...
Now, if you don't buy the A.S.S., you can still move and fire, but it's under the snap fire rule making it a TL 6+ to hit...
Either way you can still assault with the new rules... The difference is just being able to snap fire or fire at normal BS
Last edited by Panxer; 07-14-2012 at 12:00 PM. Reason: spelling error
Good Tactical acumen + Bad Dice Rolls = Chronic Systems Failure / Turn 3 concession