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Shas'La
- Bitterman
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Post subject: Forge World Tau Update [Feb 2012] Posted: Feb 10 2012 12:36 |
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Joined: Apr 19 2010 04:05 Native English speaker?: Yes
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...can be found here. I've literally only just opened it myself, to find that Tetras now have a High Intensity Markerlight... which is Heavy 4!!! Suddenly MLs have become a whole lot easier to find. That's the very first thing I've noticed... can't wait to read more... [edit] Sensor Towers now allow a unit within 6" to reroll all missed shots, as well as gaining Night Vision. Considerably better than a single ML shot, I think it's fair to say. Several other changes for other units, but the Tetras and Sensor Towers are what stood out to me... major upgrades in both cases. [/edit] [edit2] Forgive me, I still haven't quite expressed the awesomeness... Sensor Towers still have the TL ML, the new rule isn't a replacement... and they also have a PosR! I've always thought they were cool models but pretty dreadful in the game. Now they're... well, OK, still not amazing... but worth taking for sure! Now, no more edits I promise. [/edit2]
_________________ Fundamental truth is only available to an open mind.
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Shas'Ui
- Inq NicolePyykkonen
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 12:52 |
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Joined: Sep 16 2008 06:46 Location: Washington State, USA Native English speaker?: Yes
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I've been waiting for this for a year or two... several nice things actually. First, the fact that they clarified the position with the "upgrade" suits for HQs and optional wargear. You can now have a cover/LOS denying suit with Smart Missiles as well as a AFP (and one other weapon). Talk about disruptive to your opponent! The sensor suite of the Sensor Tower could be brutal in combination with markerlights, which means the enemy now must concentrate on destroying them or risk effectively master crafted battlesuits. The additional Hammerhead variants probably won't see major use, although the twin linked plasma cannon could definitely be useful against Marines as it appears that they upped the shot count of all the weapon variants. There's some slight change in the randomization of hits for the Goaded Great Knarlocs. The Knarloc Rider Herd is 30% cheaper now per model and lost the fleet (though I think that's built into cavalry now per the rules actually) so they're just better. Honestly, they didn't really change much. They totally forgot my favorite unit though, the Great Knarloc Baggage Herd! I'm still planning on getting one for my Tau Cadre as a troops choice simply because it'd be fun  Then again, it could be because they felt the rules needed no updating or rephrasing. I could always just use it as a "goaded great knarloc" but then it takes a more valuable heavy support slot instead of a troops slot...
_________________ Bolter & Chainsword Fireforge Firestorm
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Shas'Saal
- Brasseye
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 02:18 |
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Joined: Nov 22 2011 03:15 Location: Brighton, UK Native English speaker?: Yes
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Now I want Tetras, lot and lots of Tetras 
_________________ Blood for the blood orange! Peel for the peel throne!
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Shas'La
- Bitterman
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 02:24 |
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Joined: Apr 19 2010 04:05 Native English speaker?: Yes
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Even just two Tetras gets you 8 ML shots, for only 4 points more than a full unit of Pathfinders (ignoring the DF tax). Obvious TA upgrade gives 8 ML shots hitting on 3+ for just 110 points total... with AV 10, a DP and a proper Scout move! And you can take four if you want! Yeah, I want some of these.
_________________ Fundamental truth is only available to an open mind.
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Shas'O
- Eiglepulper
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 02:25 |
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Joined: Feb 26 2006 04:45 Location: Carrickfergus, Northern Ireland Native English speaker?: Yes
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Don't give away too much of the IP, guys.
It's great though to see we're getting at least a little bit o' luvvin' from Forgeworld.
E.
_________________ How to succeed on ATT.
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Shas'La
- nickfun
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 02:54 |
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Joined: Nov 26 2010 07:35 Location: Swale, Kent Native English speaker?: No
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Bye bye Ion Cannon 
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Shas'Ui
- Inq NicolePyykkonen
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 03:07 |
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Joined: Sep 16 2008 06:46 Location: Washington State, USA Native English speaker?: Yes
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Eiglepulper wrote: Don't give away too much of the IP, guys.
Similar to their other updates (for IA1 and IA2) this one is a free download available on Forge World's website. It's a 7 page PDF. Ergo, it's kind of in the public domain, easily accessible, and requires no money investment to obtain. You all really really want to click on the free download link up top 
_________________ Bolter & Chainsword Fireforge Firestorm
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Shas'Ui
- Tastyfish
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 03:27 |
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Joined: Nov 21 2006 11:05 Location: Cambridge, UK Native English speaker?: Yes
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Great Knarloc is also a monstrous creature, that's quite a step up from just rending.
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Shas'Saal
- tkevin8412
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 05:23 |
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Joined: May 12 2010 04:33 Native English speaker?: Yes
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Knarloc Riders are now only 30pts apiece. They still only have a 6+ armour save and Eaters of the Dead, so I'm not sure if they are any good, especially when compared to the massively buffed Tetras.
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Shas'La
- Czar Ziggy
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 05:40 |
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Joined: Oct 10 2009 06:11 Location: Ontario, Canada Native English speaker?: Yes
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They totally killed the AP for the plasma cannon though  Not the termmie killer I wanted. But I can't knock the price as an up-grade, and the shot count...... I guess thats worth the sacrifice for the AP......... hmmmmmmm. Also, I WANT TO JOIN THE TETRA CLUB TOO!!!!!!!!!!!!! Czar Ziggy
_________________ Tash'Var, Color Metal, Enemies,Czar
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Shas'La
- E'nigma
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 06:12 |
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Joined: Mar 08 2011 12:36 Location: Montana Native English speaker?: Yes
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Now I'm really happy that I'm purchasing 2 Tetras next week! Heck not happy ecstatic! 
_________________ My Cadre Paint log Tau 6th Edition W/L 8-4
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Shas'Saal
- siral
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 06:29 |
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Joined: Sep 26 2011 08:51 Native English speaker?: Yes
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I was wondering how you guys are playing the drone turrets in this though because they seem like a viable choice now. Would you play them within 4" of eachother like a normal vehicle squadron or are the deployed seperatly. I would think to deploy them all seperatly but I can't find anywhere saying this except a rule that implies this in the original book. p.s. Joining the tetra bandwagon. 
_________________ Railguns = Dead Tanks
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Shas'Ui
- Diehard
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 06:35 |
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Joined: Aug 23 2008 01:54 Location: Romeoville, il Native English speaker?: Yes
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I am really crushing on the towers and tetras. Both open up allot of possibilities in the game and keep the game fresh. Best of all they are some of the few pieces that don't take up a heavily fought for slot.
The Tetra gets you a great deep strike guide for alpha strike units with its marker beacon and the markerlight is tough to beat. The towers are another way to get more sorely needed markerlights. I can see this being a great add on for a stationary unit like Broadsides or even pathfinders.
_________________ Burn In Designs http://burnindesigns.blogspot.com
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Shas'La
- Firah
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 09:08 |
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Joined: Mar 18 2011 05:40 Location: Suffolk, UK Native English speaker?: Yes
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Shas'Ui
- Shas'O J'Kaara Nan
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 09:52 |
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Joined: Jul 27 2008 09:45 Native English speaker?: Yes
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*joins Tetra bandwagon as well.
But seriously, I'm glad that the FW has now made it clear "these are for use in standard games and are to be considered legal official units" with the caveat of informing your opponent.
This is one of the reasons I'm considering restarting Tau now instead of waiting for the new codex. I haven't played Tau in a while, mostly because the reboot of my beloved Grey Knights finally happened, but for some reason I can't stop thinking about a new, refocused Tau army. I'm not big on online purchasing so I'll probably end up using mostly conversions, though my store will order stuff if I ask nicely enough.
Back on topic of the OP, has anyone considered using the Drone Sentries primarily as solid objective holders? I'm not clear on how they deploy if not deep striking or how close they have to be to each other if deep striking, so I'll need to pick up the IA books pertaining. Either way, the concept of putting 4 armor 12 models on top of an objective is pretty awesome, especially for the moderately low price and awesome weapon/gear upgrades. Theoretically you could even circle an objective and prevent your opponent from contesting without destroying them.
Conceptually, taking several squads of these seems like an awesome idea, seeing as how there is no limit and they just scream "outperform firewarriors".
_________________ Grey Knight Record 3-0-0
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Shas'Ui
- Tastyfish
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 10:07 |
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Joined: Nov 21 2006 11:05 Location: Cambridge, UK Native English speaker?: Yes
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Rules specifically stop them from holding territory unfortunately, it's part of their immobile rule.
Bit of a shame, because surely sentry turrets are literally the best thing to hold territory as that's kind of all they can do. Can't really see it being a balance thing either (other than being deepstriking vehicles).
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Shas'Ui
- Crooked Bird
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 10:21 |
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Joined: Oct 23 2009 05:41 Location: Western Canada Native English speaker?: Yes
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So Knarlocs are now MC? They can now fire the twin linked Krootgun 48" on the move correct? What of goaded Knarlocs? If over 50% of the unit (the goads) are in cover does it receive a cover save or does the MC rule take precedent? Perhaps cover is resolved separately after rolling for wound allocation as per the "herd" rule? The goaded Knarloc unit composition is 4-8 goads and one Knarloc, Are the 4 mandatory goads included in the 60pts or are they purchased separate? Knarloc riders are armed with a krootrifle, do they receive +1 attack? Pity they have lost rending, I think I still prefer the kompletely kroot version. Edited: post Shas'Ui Ell'ran Correction 
_________________ I regret what I have not done.
Last edited by Crooked Bird on Feb 10 2012 11:31, edited 2 times in total.
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Shas'Ui
- Ell'ran
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Post subject: Re: Forge World Tau Update Posted: Feb 10 2012 11:09 |
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Joined: Jun 10 2010 12:45 Location: California Native English speaker?: Yes
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@Crooked Bird: I think you mean the Kroot Gun, and it's 48" actually.
As for the Knarlocs being in cover, I would assume that the MC rule takes precedence, but I think that rule needs to be looked at a bit closer.
I'm pretty sure that the 4 mandatory goads are included in the original price.
Re: Knarloc Riders, I don't see any reason why they wouldn't.
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Shas'La
- Bitterman
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Post subject: Re: Forge World Tau Update Posted: Feb 11 2012 04:57 |
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Joined: Apr 19 2010 04:05 Native English speaker?: Yes
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The existing FAQ for Knarloc Riders said they didn't get +1 A for the Kroot Rifle (arbitrarily, as far as I can tell, there seemed to be no reason for it). Considering they had to FAQ it before, you'd think they'd mention it in the update - does the previous FAQ still apply, considering it was aimed at a completely different description of the unit? One has to assume it does, regrettably, but they should have been clearer.
Unfortunately Sentry Turrets can't hold or even contest objectives which seems a bit strange (though it makes perfect sense for Sensor Towers, which are just a camera on a stick). But they'd still be pretty good as static blockers with guns I think, at the reduced points cost. AFAICT both the Turrets and the Towers are intended to deploy as a vehicle squadron; which I guess makes sense for the Turrets but is a bit unfortunate for the Towers, as there doesn't seem any fluff reason or much of a game reason to keep them together, especially as you're limited to 0-1 squadron of 1-3... they'd be much more useful spread out across the line (and would surely make more sense for their fluff role too).
I'm really tempted now to play a few Drone Defensive Perimeter games, with nothing but drones of various flavours (except the compulsory HQ and Troops obviously!).
_________________ Fundamental truth is only available to an open mind.
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Fio'La
- regenWald
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Post subject: Re: Forge World Tau Update Posted: Feb 11 2012 05:19 |
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Joined: Jun 04 2009 03:35 Location: Zurich, Switzerland Native English speaker?: No
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@Knarloc Riders
In the original rules they never had rending (only in the codex by kompletely kroot) The number of attacks: In the old FAQ for Imperial Armour 3 (on the forgeworld download section) they say that the Knarloc Riders don't get an extra attack for the kroot rifle. Maybe this is still the case, because their rules didn't change, only the price.
@Goaded Knarloc
It is very difficult to tell if the mandatory goads are included in the price... If it is true, it is very bad written... they should write someting like "each additional goad to the 4 mandatory goads costs ... points"
Actually i am quite sure that the Knarloc costs the price written in the right corner and you have to pay for EACH goad (also the 4 mandatory) Also 20 points for a Knarloc would be really too cheap!!
_________________ Shas'El Regenwald Cadre - Knights of Ember - Dreadfleet
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