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Tau Army List v 6.32

 Post subject: Re: Tau Army List v 6.32
PostPosted: Thu Oct 07, 2010 2:51 pm 
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goddamnit, abstract the drone allready, just glue the buggers in the middle of your FW stands and forget about the little Cads.


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Wed Oct 13, 2010 3:40 pm 
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Question...

Is there any reason why your not able to get tetras as an upgrade for units that are able to take Piranhas?

It seems to me they would be a better upgrade option for a pathfinder unit than the Piranha squad would be, Also having the options of 3 Tetras and 6 Piranhas would be a nice formation to have *EDIT* just realised that you can do that so forget that bit :D :)

Just thought id throw that one out there.

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Last edited by Turbo_MMX on Wed Oct 13, 2010 4:05 pm, edited 1 time in total.

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 Post subject: Re: Tau Army List v 6.32
PostPosted: Wed Oct 13, 2010 3:48 pm 
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It's a legacy issue I guess.

The original design concept for the V6 series was that the only way to add Markerlights to formations that didn't otherwise have them was through using Skyrays. That's since been side-lined.

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 Post subject: Re: Tau Army List v 6.32
PostPosted: Wed Oct 13, 2010 4:16 pm 
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I don't see why they would to be honest. Why add markerlights to a markerlight formation? (Indeed why add anything to a pathfinder formations, piranhas stop them garrissoning and gun drones aren't a good buy for 2 for 50 compared to say another crisis for your SC! - But thats another issue!)


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Thu Nov 04, 2010 3:13 am 
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Just had a question come up during one of the first games with the Tau (using proxies for the moment) Markerlights.

Can a formation benafit from its own markerlights? eg pathfinders getting +1 to their hits from their own marker lights? Also (and fairly sure i know the answer to this one. The effects of makerlights are not a cumulative effect correct? Like if you had 2 units marking a single enemy formation you would not get +2 on your hit rolls, correct?

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 Post subject: Re: Tau Army List v 6.32
PostPosted: Thu Nov 04, 2010 3:20 am 
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Correct. And yes the unit with a ML can use its own ML.


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Thu Nov 04, 2010 3:21 am 
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Yes, they can benefit from their own markerlights
No, they are not cumulative.


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Thu Nov 04, 2010 3:22 am 
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Sweet, thanks :)

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 Post subject: Re: Tau Army List v 6.32
PostPosted: Thu Nov 04, 2010 3:48 pm 
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Basicallly because in a unit or stand of five Pathfinders, '1' is holding the 'torch' while the other '4' are blasting away.


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Sat Nov 27, 2010 7:21 am 
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I have a question that's perhaps out of left field; but what happened to sensor towers, drone sentry turrets, and great knarlocks from IA3?

I have models for them, and I'd love to use the updated list with them in it.


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Sat Nov 27, 2010 8:57 am 
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sensor towers can be used as objectives (As could the drone sentry guns) - these didn't really make the list for the same reason that tarrantula sentry guns and radar towers aren't there for the imperium... they wouldn't add anything particularly to the list expect possibly special rules.

Their fine for scenario play, and possibly if there was a seige variant Tau list (though i seriously doubt the tau would ever get into one of those... they don't have the manpower to effectively fight a war of attrition) but for the standard "codex" list not really the place for them :)

As to the great knarlocs....i have no idea - i don't use kroot anyways so i didn't even notice xD

Hope this helps :)


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Sat Nov 27, 2010 5:41 pm 
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Krootox aren't transportable because...?

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 Post subject: Re: Tau Army List v 6.32
PostPosted: Sat Nov 27, 2010 6:14 pm 
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KivArn wrote:
sensor towers can be used as objectives (As could the drone sentry guns) - these didn't really make the list for the same reason that tarrantula sentry guns and radar towers aren't there for the imperium... they wouldn't add anything particularly to the list expect possibly special rules.

Their fine for scenario play, and possibly if there was a seige variant Tau list (though i seriously doubt the tau would ever get into one of those... they don't have the manpower to effectively fight a war of attrition) but for the standard "codex" list not really the place for them :)

As to the great knarlocs....i have no idea - i don't use kroot anyways so i didn't even notice xD

Hope this helps :)


They were a part of the standard list as written by GW, I guess I'm not seeing why they don't have a place now. They perfectly fit an epic tau army. You wouldn't be forced to take them, but I think they should be an option.

You wouldn't need any special rules for them, as they didn't have any in IA3. Additionally; the tetra is included in the current list, and that's an IA3 vehicle, so there's president to include the others as well.


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Sat Nov 27, 2010 6:20 pm 
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A core Tau list isn't supposed to contain everything, much as the core marine list doesn't. That's the role of varient lists.


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 Post subject: Re: Tau Army List v 6.32
PostPosted: Sat Nov 27, 2010 6:41 pm 
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getupandgo wrote:
They were a part of the standard list as written by GW, I guess I'm not seeing why they don't have a place now. They perfectly fit an epic tau army. You wouldn't be forced to take them, but I think they should be an option.

You wouldn't need any special rules for them, as they didn't have any in IA3. Additionally; the tetra is included in the current list, and that's an IA3 vehicle, so there's president to include the others as well.


If you're referring to the list in IA3 ... that was written by us :D they used it and took out several of the things that weren't in the GW 40k range (and then they made the whiteshark (Tigershark AX-0-1 old name - i can't remember whether we renamed it or they did....)


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