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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 11 2012 05:34 
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I emailed FW with a couple of queries last night, they've responded already. I asked whether the Tetra "Forward Observer" rule was the same as the "Forward Scouts" rule in the book as it's not explained in the update; and I asked whether Knarloc Riders get +1 Attack from Kroot Rifles or whether the old FAQ still applies:

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The ‘Forward Observer’ rule on the Tetras presumably does something… we’ll query this with the book team…

The IA3 FAQ is totally superseded by these rules updates – so if the Tau Empire Codex lists that kroot Rifles give you an extra attack, then Knarloc Riders get an extra attack!!


So Knarloc Riders are quite a bit cheaper and slightly more effective. I still don't think they're great, but certainly better than they were.

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 11 2012 07:43 
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*wipes drool away from mouth*

*re-reads FAQ*

*wipes yet more drool away*

I have never been happier that I picked up some Tetra's and the Plasma turret option for my Hammerhead's!

One question though with the Sensor tower. It mentions two vales for the BS but no mention of the presence or lack thereof of a TA? Am I reading this correctly?

Cheers

Novawing

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Last edited by Novawing on Feb 11 2012 08:26, edited 1 time in total.

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 11 2012 08:20 
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Bitterman wrote:
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!).


The sentry towers are a 0-1 choice, but the drone turrets are just troops choices with no limit other than that you can't have them as compulsory troops. So there's nothing stopping you taking multiple units and spreading them out as you want.


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 11 2012 04:07 
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@ Novawing:

There are a couple of things which I'm wondering about in these updates for the Tau. I don't understand either where they are coming from with the (3) in the BS for the Towers, since there is no mention of Targetting Array and the Markerlights are not Networked.

My other queries are concerning the HQ entries, where the XV81, XV84 and XV89 are required to take battlesuit WEAPON systems for the hard points - 2 for the '81 and 3 each for the '84 and '89. This is all fine and dandy if the HQ is a Shas'O, but what happens if you're using Shas'ELs and you want to use a TA? It's not a weapon system, so according to the RAW in these updates you couldn't take it.

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 11 2012 05:26 
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@ E

IIRC wouldn't it only need to be networked if it had another weapon system to expend counters on as you can't expendcounters to improve a markerlight hit?

Cheers

Novawing

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 02:15 
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Eiglepulper wrote:
My other queries are concerning the HQ entries, where the XV81, XV84 and XV89 are required to take battlesuit WEAPON systems for the hard points - 2 for the '81 and 3 each for the '84 and '89. This is all fine and dandy if the HQ is a Shas'O, but what happens if you're using Shas'ELs and you want to use a TA? It's not a weapon system, so according to the RAW in these updates you couldn't take it.

That would match my reading and understanding as well. It appears that if you want a support system, you're stuck with what can be hard-wired systems. It does appear that if you want an 'El with some of the non-weapon gear, you're better off with a standard suit (such as a Positional Relay). That being said... it does allow for some twin-linked weapon options like Missile Pods. I think what it really forces us to do, is to reconsider whether a Targeting Array is really "mandatory" equipment or not. Personally, sometimes I have to wonder if people have gotten too much into the habit of auto-including it without really considering if they need it. I mean, when it gets right down to it, it's only 16.67% increase, which can be made up for with markerlights or twin-linkage.

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 03:27 
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Twin-Linked BS4 *nod*

The only one I think is worth it is the one with the SMS on the shoulders. And then only if you plan to use it for anti-GEQ.

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 04:54 
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Considering all the (now apparently false) rumours regarding the Tau I was a bit down but having just read this... beautiful thread I'm in heaven all I want to say to Forge World is this:

Image

I haven't been so excited by Tau in a long time. The changes to the Sensor Towers alone make me interested in fielding all those Firewarriors I have in a box somewhere. And as everyone has already said I'm weeping at the changes to Tetras. If ever there was a unit I said 'meh' to and thought I'd never take it was them. Now I can field a fully mobile Mech army with a decent markerlight contingent. I actually feel like Tau could be properly competitive again. Maybe I'm speaking too soon, maybe I'm just a little over excited but TBH I can't wait.

Thank you Forgeworld.

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 05:39 
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Flashman wrote:
...
Image
...
Thank you Forgeworld.


You ain't lyin', Preacher!

A whole lot of the Forgeworld shiny that excited me in IA3 looks like it will also be fun. I've always enjoyed tetras but sensor towers that provide stronger support and inexpensive drone turrets losing open-top and guided in by tetras? Yummy.


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 05:40 
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Yeah, I've not touched my Tau stuff in a while but just the Tetra and Sensor Tower changes alone got me really excited. It's just a shame that with such an awesome update they left so many things unclear in one short document:

- What is the Tetra's Forward Observer rule? I assume it's the same as the old Forward Scout rule, but I emailed Forge World and they were unable to confirm this.

- Why is the Sensor Tower BS 2(3) when it doesn't have a Targeting Array?

- Can one unit within 6" per turn use the Sensor Tower's shooting reroll (presumably) or each unit within 6", once per turn (presumably not the intent, but not what it says)?

- Can enemy units within 6" use the Sensor Tower's shooting reroll (presumably not the intent, but not what it says)?

- Possibly not a mistake, but TL Plasma Cannon turrets for the Hammerhead make Ion Cannons pointless due to an extra shot and TL for the same price. (Though does anyone use anything but Railheads anyway?) (There is also some speculation that Ion Cannons may be different in the mythical "New Codex" to explain this but that remains pure conjecture at this stage).

- Do Commander Battlesuit variants have to take weapon systems, as it says, or can they take support systems?

- Why does the Tetra allow "Tau Empire units deploying using Deep Strike" to reroll scatter thanks to their Marker Beacon, but Sentry Turrets apparently only get to use a "Pathfinder team's Marker Beacon as if they were Battlesuits"?

- Sensor Towers and Sentry Turrets count as Immobilised, but come in squadrons. Immobilised vehicles in squadrons are destroyed...! Obviously the intent is not that they are destroyed as soon as they are deployed, but why not say so?

- Does the Goaded Great Knarloc have to pay for all of its Goads, or are the first four included in the price? (I'm presuming the former, but they usually make this explicit).

- Given that a previous FAQ specified that Knarloc Riders don't benefit from +1 A from a Kroot Rifle (...for some arbitrary reason), but that when asked Forge World said the new update replaces the old FAQ so that doesn't apply any more, oughtn't they have said so in the document to make that clear?

That's all I've got, though perhaps there is more.

Now, in each of these cases there seems a (to me) obvious explanation, but who knows if my interpretation is the same as everyone else's?

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 06:36 
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Bitterman wrote:
- Can one unit within 6" per turn use the Sensor Tower's shooting reroll (presumably) or each unit within 6", once per turn (presumably not the intent, but not what it says)?


I agree this could be clearer. It reads to me as allowing a number of rerolls equal to the number of deployed sensor towers that can be 'spent' on units within 6" of any tower, which gives them a curious network feel. It doesn't note when this is allocated either; is this something I can hold onto until an eligible unit rolls poorly or do I have to declare it upfront and just be happy if I hit with everything on the first roll?

I also think that the "...its owning player's..." is meant to refer to the tower, not the unit rerolling, but again that isn't 100% certain.


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 07:02 
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Another one: PosR's are "Special Issue" in the Codex and thus one per army, so no need for a rule to allow for multiples. With each Sensor Tower having a PosR, do you get to bring on one unit on a 2+ per PosR, or just one if you have any PosR's?

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 12:20 
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Bitterman wrote:
- Sensor Towers and Sentry Turrets count as Immobilised, but come in squadrons. Immobilised vehicles in squadrons are destroyed...! Obviously the intent is not that they are destroyed as soon as they are deployed, but why not say so?


Well, for that, the immobilised vehicle in squadron is destroyed only when any other vehicle from same team moves, so I think here no problem, though all other points indeed are unclear.

And yay for Tetras from me as well! Joining Tetra bandwagon now! :evil:

<3 you Forge World! :biggrin:

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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 01:18 
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It'd be nice to know if this update has been made with the next codex in mind..

This really does make tetras a very attractive idea, but I'm still slightly nervous about the idea of blowing cash on some if they are rendered useless in a month or so.

Is there any precedent for other armies in how their forgeworld units fare when they get a codex update?


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 01:56 
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I notice that the battlesuit xv-89 variant does the exact same thing as iridium armor for 5 points more... Is this just in here to allow you to have more than 1 crisis suit with an artificer save flying around (since iridium is special issue i suppose)?


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 02:07 
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tehlegend wrote:
I notice that the battlesuit xv-89 variant does the exact same thing as iridium armor for 5 points more...


It does the same thing, but still leaves you with three free hard-points on that suit. So it would allow for a REALLY maxed out commander.


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 02:54 
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draxil wrote:
tehlegend wrote:
I notice that the battlesuit xv-89 variant does the exact same thing as iridium armor for 5 points more...


It does the same thing, but still leaves you with three free hard-points on that suit. So it would allow for a REALLY maxed out commander.

Iridium Armour is wargear not a support system so there really is not point to the XV89.



draxil wrote:
It'd be nice to know if this update has been made with the next codex in mind..

This really does make tetras a very attractive idea, but I'm still slightly nervous about the idea of blowing cash on some if they are rendered useless in a month or so.

Is there any precedent for other armies in how their forgeworld units fare when they get a codex update?

Take a look at the IG Valkyrie and Hydra. They seem to have transferred over well, they even got a price reduction.
However, we don't even know if the Tau codex is even in the works are not, or if the Tetra is even going to be in it.


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 03:13 
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tkevin8412 wrote:
Iridium Armour is wargear not a support system so there really is not point to the XV89.


Oh yeah! My mistake.

tkevin8412 wrote:
Take a look at the IG Valkyrie and Hydra. They seem to have transferred over well, they even got a price reduction.
However, we don't even know if the Tau codex is even in the works are not, or if the Tetra is even going to be in it.


Yeah I know.. I'd just like to know so that I could make a proper decision. But there's no point in complaining I suppose!


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 06:15 
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the ONLY use i see for it is that since iridium armor is special issue, you can only take 1 suit with it. The xv89 config is not special issue, you could potentially have 2 commanders with xv9, and a bodyguard or something with the iridium armor upgrade... you're really shelling out points for that 2+ save though...


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 Post subject: Re: Forge World Tau Update
PostPosted: Feb 12 2012 11:13 
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Think in apoc though. Lots of individual HQ's with drones forming a shooting deathball. :P


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