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 Post subject: New edition, new tactics, new models
PostPosted: Jun 29 2012 07:12 
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Well, just got to look at the 6th edition rulebook and I've liked some changes. The only thing I really hate is that the Imperium now have cat girls and shark girls, and the fact allies can ride each other's transports. I honestly wanted a unit of 10 Wraithguard and 1 Spiritseer and Eldrad running up on something and blasting it.

On the flip side TL Flamers on our suits are more better.

Namely modeling the Pyro and his weapon from his new vid:
http://www.youtube.com/watch?v=WUhOnX8qt3I

Anyhow, with the new Ally system and interactive terrain, how will this affect the Tau? Sure, we're a bit better but not that much. That and how will interactive terrain effect the Kroot?

That and who else is gonna make their own bastions and what not?

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 29 2012 07:36 
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First, I thought allies couldn't ride each others' transports, so that we don't have Grey Knights in Dark Eldar Raiders or other nonsense. Sadly I'm currently bereft in a gaming wasteland and won't be able to get a proper copy of the rules for over a month, so I may be wrong.

Secondly, our 3rd ed codex had some interesting content about turning flowerpots and the like into Tau buildings; might be worth digging it out to take a look.


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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 29 2012 07:38 
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Meh, I actually prefer to use foam blocks and what not.

Though looking through the interactive terrain, I'm more likely to make some Archeo or what ever they're called terrain.

I gotta say, 9 would be awesome to use in Apoc.

Though I'd also have to try making some pools and what not.

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 29 2012 08:02 
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VK-Duelist wrote:
Well, just got to look at the 6th edition rulebook and I've liked some changes. The only thing I really hate is that the Imperium now have cat girls and shark girls, and the fact allies can ride each other's transports. I honestly wanted a unit of 10 Wraithguard and 1 Spiritseer and Eldrad running up on something and blasting it.

On the flip side TL Flamers on our suits are more better.

Namely modeling the Pyro and his weapon from his new vid:
http://www.youtube.com/watch?v=WUhOnX8qt3I

Anyhow, with the new Ally system and interactive terrain, how will this affect the Tau? Sure, we're a bit better but not that much. That and how will interactive terrain effect the Kroot?

That and who else is gonna make their own bastions and what not?


Allies cannot ride in the other armies transports. Also what makes a TL-Flamer better?

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 29 2012 08:05 
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Only change is the fact that they have to re-roll passed Armor saves.

Good in hoards yet against Spehss Mahrines, it's some what decent.

That and Jet/Jump Packs now move 2D6.

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 29 2012 08:09 
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VK-Duelist wrote:
Only change is the fact that they have to re-roll passed Armor saves.

Good in hoards yet against Spehss Mahrines, it's some what decent.

That and Jet/Jump Packs now move 2D6.

A TL-flamer allows you to re-roll failed to wound and Armor Penetration on vehicles. Jump Pack move 6" not using their packs, 12" using their packs and 2d6" charge if Jump pack units don't use their pack in the move phase they gain Hammer of Wrath on the initial Assault. Jet Packs move 6" and 2d6" charging or not in the assault phase.

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Last edited by E'nigma on Jun 30 2012 06:48, edited 2 times in total.

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 29 2012 08:10 
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Hmmm, my bad then. Must have misread it in anticipation.

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 29 2012 09:29 
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E'nigma wrote:
VK-Duelist wrote:
Only change is the fact that they have to re-roll passed Armor saves.

Good in hoards yet against Spehss Mahrines, it's some what decent.

That and Jet/Jump Packs now move 2D6.

A TL-flamer allows you to re-roll failed to wound and Armor Penetration on vehicles. Jump Pack move 6" not using their packs, 12" using their packs and 2d6" charge. Jet Packs move 6" and charge or fall back 2d6" in the assault phase.


Though you can only jump once - so it's 12" and 2D6" charge, or 6" and 2D6" rerolled charge + Hammer of Wrath bonus attack.


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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 01:04 
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Was I correct in reading that the Jetpack move allowed us to make a 2d6 move in movement and assault? Don't have the rulebook with me, so I'm going from memory - apologies.

I recall it saying under Movement that a Jetpack model could move as its base unit type or move 2d6. Then in the assault it says it could move 2d6. Call me crazy, but I don't see explicit wording saying that using the jetpack in one phase excludes it from the other (compare the language to the jump infantry section).


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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 03:11 
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Andy06r wrote:
Was I correct in reading that the Jetpack move allowed us to make a 2d6 move in movement and assault? Don't have the rulebook with me, so I'm going from memory - apologies.

I recall it saying under Movement that a Jetpack model could move as its base unit type or move 2d6. Then in the assault it says it could move 2d6. Call me crazy, but I don't see explicit wording saying that using the jetpack in one phase excludes it from the other (compare the language to the jump infantry section).

Jetpack is 6" in the movement phase and a 2d6" move in the assault phase.

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 03:36 
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Interesting rule for assaults that could change our tactics greatly is that although they can charge a possible 12" (ouch) they have to have line of sight to the unit that they are charging!

Oh and Overwatch is resolved before the charge range is rolled for, so there is a possibility of killing enemy models without even being engaged! :eek:

I am looking forward to playing my first 6th edition game! :D

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 06:42 
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Im reading the rules for cover saves and from what i understand, cover saves are no longer calculated per squad but per model. Example, if you have one model out of cover while the rest are behind cover and that particular model is the nearest in distance to a shooter, then when you shoot at that squad the model doesnt get cover save but the rest doesnt? im trying to look for references to squads having cover saves (this is different to focus fire btw, since im under the understanding that focus fire's purpose is to let you shoot models that arent the nearest provided they have different cover saves).

If this is the case, then no model is safe from our AP2/AP1 shots


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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 07:40 
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Ok big tactical change, target locks are gone now but i don't see a way for broadsides getting the split fire rule. So is there now less of a justification for taking the maximum 3 broadsides in one squad for the purposes of anti vehicle?


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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 08:38 
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That's a very strange change, I really can't see any reason why they'd do that - target locks were hardly broken or overpowered and don't generate any conflicts with the new rules as far as I can see. Unless everyone who could took a set of allied Broadsides with target locks?

One thing I saw that could be interesting was the 'blinding' weapon ability in the new rule book (if hit, I test or WS/BS 1 for next turn) particularly in that it was described purely as being a flash of searing lights that stuns the enemy. I wonder if this is something that pulse carbines will get when the next book comes out. Certainly go a long way to balancing out the two weapons.


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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 09:49 
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shock_at wrote:
Ok big tactical change, target locks are gone now but i don't see a way for broadsides getting the split fire rule. So is there now less of a justification for taking the maximum 3 broadsides in one squad for the purposes of anti vehicle?

Target locks are in the tau empire codex it never was a main rule book equipment item. So It works persay as written in our main rule book unless they did a whole new FAQ that over rides that.

Secondly, Shield drones, gun drones are equipment. That being said our drones still protect us the same way as they did in 5th addition.


I have yet to get my rule book which I will have in a few short hours. But anyhow I wanted to throw out my two cents.


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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 09:55 
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Silvtalon wrote:
Target locks are in the tau empire codex it never was a main rule book equipment item. So It works persay as written in our main rule book unless they did a whole new FAQ that over rides that.

Well, they did. Check other threads.

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 09:56 
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Silvtalon wrote:
Target locks are in the tau empire codex it never was a main rule book equipment item. So It works persay as written in our main rule book unless they did a whole new FAQ that over rides that.


http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2420320a_Tau_Empire_6th_Ed_V1.pdf

Bottom of page 2 my friend :::(

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 10:02 
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No target locks also hurts rail rifle equipped units so they can no longer designate one unit and shoot another.

I used TLs frequently with my stealth teams. Put TLs on the guys with Burst Cannons and give a TA to the guys with fusion blasters or markerlight.

The broadsides losing the Target Lock didn't make a big deal to me as I only threw it on to turn 2x Three Suit teams into 3x Two Suit Teams while saving an FOC slot.

Interestingly the Seeker Missile stays BS 5 no matter what. Hello air defense?


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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 10:05 
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Jefffar wrote:
Interestingly the Seeker Missile stays BS 5 no matter what. Hello air defense?


That would be amazing, except the markerlight is still snap shot to hit the flyers before we can fire the seekers. :(

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 Post subject: Re: New edition, new tactics, new models
PostPosted: Jun 30 2012 10:16 
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Kiblams wrote:
Jefffar wrote:
Interestingly the Seeker Missile stays BS 5 no matter what. Hello air defense?


That would be amazing, except the markerlight is still snap shot to hit the flyers before we can fire the seekers. :(


Remoras have Skyfire, being flyers though. Though they also have seekers, and presumably a 2+ save if they jink.


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