Firewarriors |
clausewitz
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Post subject: Firewarriors Posted: Sat Mar 11, 2006 12:39 am |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland
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Sorry not very explicit. I meant 2 pulse rifle shots rather than one pulse rifle and one pulse carbine. The low FF makes sense which is good as I'd rather they didn't increase their FF. | I would need a 40K expert to tell us what the ratio of carbines to rifles the FWs "normally" have. But my understanding was they have a mix.
I also tend to think it gives them a nice alternative to assaulting with the carbines disrupt punch.
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Tactica
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Post subject: Firewarriors Posted: Sat Mar 11, 2006 12:58 am |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Cw,
I hate to admit it - but the reality is carbines are not favored at all in 40K.
Historically, FW could take either all pulse rifles or you can take 50% of carbines with the remainder being pulse rifles.
Pulse Rifles were 30" S5 Rapid Fire single shot at 30" if you don't move 2 shots at 12" if you do or don't move may not assault if you fire two shots
Pulse Carbines were 18" S5 Assault, Pinning single shot all the time caused pinning tests if it wounded the enemy
So in sheer damage potential, the pulse rifle won at the 0-12" range as you got two shots a trooper, and it won at the >18" - 30" range as the pulse carbine could not fire at this distance.
So the Pulse Carbine had a sweet spot of >12" - 18" range because both weapons delivered a single shot at this range, but the Carbine gave you a chance to pin the enemy.
If you were at any other range, you wanted a Pulse Rifle.
Therefore, no meaningful tourny player would be caught DEAD with a carbine FW.
Now in the new rules coming out this month, the FW unit can now take Pulse Carbines on the entire unit - my first thought of this was... 
However, when you consider how Markerlights work in 40K in the new codex, they are much, MUCH *MUCH* better than they used to be.
The Markerlight itself can now be used to in a host of ways. First - it will have the same old ability to grant ANY weapon in the Tau army a 2+ to hit the target unit once thier marked... not to mention a whole host of other things like firing seeker missiles on 2+ to hit and what not... but it will have a bunch of new abilities.
One of the new Markerlight abilities will be to cause pinning tests and can stack negative modifiers when an enemy unit takes fire... so that same old pile of @#$% carbine from old, now can fire and cause a pinning test - but if the unit was marked three times - they would be at -3 to their Leadership to see if they were successful. That can have HUGE impacts on enemy fire units sticking around.
The new codex therefore may change what weapons are valued in a very fundamental way.
Cheers,
I am 40K. 
_________________ Rob
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clausewitz
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Post subject: Firewarriors Posted: Sat Mar 11, 2006 1:22 am |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland
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Lol, when I said "a 40K expert" I was betting that you would step in
So thinking out loud, we could interpret that the two shots the Tau get are actually the rifles shooting twice at the closer range, and the odd carbine here and there adds the disrupt.
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Tactica
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Post subject: Firewarriors Posted: Sat Mar 11, 2006 7:39 am |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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LOL - I read between the lines Cw! 
Seriously, regarding the carbines - makes sense.
I think the original basis was probably much simpler. Its been too long ago and I don't recall the exact thought process on this one... I suspect it was something like - a player can take 50/50 in a squad - so lets give them one of each shot since they can't fight in combat and don't have AT fire in E:A... well, something like that.
Tis all speculation though as I really don't remember the thought process on this one. Archive has shorted out... 
Cheers,
_________________ Rob
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