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Posted: Mon Jun 30, 2008 9:06 am
Alright. Here's the clarification. Pulse Rifles are rapid fire weapons. Which means that, if you stand still, you can shoot up to 24". If you move or your enemy is within 12", though, you may rapid fire. If you move, your range is cut down to 12" automatically. When rapid firing, you may fire twice. However, you cannot assault at all if you use a Rapid Fire weapon.
The Pulse Carbines are assault weapons. That means that you can move, deal with your entire shooting phase, and then charge into assault. Not too hard.
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Posted: Tue Jul 01, 2008 1:10 am
Actually, pulse rifles have a range of 36", so their rapid fire range would be 18" gonk
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Posted: Tue Jul 01, 2008 3:23 am
Rapid fire range is not halved for anything. All rapid fire ranges are 12" and 12" only. The reason why everyone thinks it is halving is because the original example for rapid fire given was space marines that have a max range of 24".
So yeah, all rapid fire weapons are 12" when you rapid fire. Not half the max range of the weapon.
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Posted: Wed Jul 02, 2008 10:59 am
and pulse rifle range is 30 not 36 or 24
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Posted: Wed Jul 02, 2008 1:53 pm
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Posted: Wed Jul 02, 2008 7:14 pm
Pulse rifles are the perfect staples for any army.
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Posted: Mon Jul 07, 2008 12:25 am
okay, so.... if i did move, i cant shoot the 30" ? how far can i shoot then, 12"?
and, if my opponent moves into the 12" range, and i dont move my next turn, then i can shoot twice with each gun?
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Posted: Mon Jul 07, 2008 9:40 am
Neogoth666 okay, so.... if i did move, i cant shoot the 30" ? how far can i shoot then, 12"? and, if my opponent moves into the 12" range, and i dont move my next turn, then i can shoot twice with each gun? Someone needs to buy the rulebook fast and you are lucky as this Saturday the new 5th edition will be released! surprised
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Posted: Mon Jul 07, 2008 3:46 pm
Honestly What few times I fought the Tau, the opposing player never got the chance to rapid fire, you see the IG can have snipers, and well tau helmets do not protect against that. My favored anti-tau tactic is to fight them from behind cover. or better yet break them up. as befitting their philophy the Tau units work together, support each other. if your good you can keep that from happening, That and pray they don't get to shoot first.
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Posted: Mon Jul 07, 2008 4:13 pm
Iron Wolf 85 Honestly What few times I fought the Tau, the opposing player never got the chance to rapid fire, you see the IG can have snipers, and well tau helmets do not protect against that. My favored anti-tau tactic is to fight them from behind cover. or better yet break them up. as befitting their philophy the Tau units work together, support each other. if your good you can keep that from happening, That and pray they don't get to shoot first. *blink* IG Snipers don't deny armor saves, so I'm not sure where you're getting the "Tau have no protection vs. snipers" bit. If you play gunline Guard, great, Tau probably don't hit rapid fire range because you're both staying at long range. If Tau really wanted to close though, they'd only have to go mechanized and it'd be easy. Fighting from behind cover with Mortars and Basilisks only sort of works though, after all, suits, tanks and drones can easily cross the field to flush you out, and even if they didn't, it'd be fairly easy to strongside and roll you up without any good hammer units other than the Bassies. Heck, infiltrating Kroot or Stealths could ruin your day if you're deploying behind terrain instead of in it.
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Posted: Thu Jul 10, 2008 11:51 pm
now i asked my question because tau are a fairly mobile army and if i need to move my fire warriors, does the range get cut down from the 30" range the pulse rifle has? (assuming im moving units with pulse rifles)
to clarify even further im moving a unit of 6 pulse rifle equipped firewarriors
there is a unit of, whatever, 36" away can i move my 6" and still shoot 30" if not, how far can i shoot after moving?
EDIT:: sorry i confused myself im editing this to fix up what im asking i realize regardless, if im in 12" with a rapid fire i can shoot twice
what i want to know, is can i so what i asked above, with the 36" question
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Posted: Fri Jul 11, 2008 12:31 am
You can only fire up to 30" once if you remain stationary. If you move 6" you can fire twice up to 12". These are the basic rapid fire rules found in the rulebook confused
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Posted: Fri Jul 11, 2008 12:34 am
Lady Blodwynn You can only fire up to 30" once if you remain stationary. If you move 6" you can fire twice up to 12". These are the basic rapid fire rules found in the rulebook confused ehhh... that kinda blows... oh well XD
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Posted: Tue Jul 15, 2008 11:05 pm
Something I just realized in preparing for 5th; While we've made alot of noise recently about Forgeworld units because of Apocalypse, like the Manta and Barracuda, 5th ed. is letting an oft ignored section of FW Tau models shine. The variant Crisis suits for commanders. Previously, the only worthwhile variant suit was the XV-89, and only if you wanted to have two suits with 2+ saves in the army, since the Tau Empire codex provided us with a 2+ save in the form of Iridium Armor for cheaper. The XV-84 and XV-81 suits were largely ignored, seeing as they had a Markerlight/Target lock and Smart Missile System(respectively), and the heavy weapons pinned down your commander in one spot. Now, with all Jetpacks having the Relentless special rule, these variants could be seeing more use.
I tried both last night in my first couple games in 5th ed, on my Shas'o. The mobile, BS5 Markerlight is gold, because most Markerlights in a Tau list are only BS3, and without Pathfinders, not numerous enough to be reliable. The Smart Missile System is a nastier Burst Cannon with a longer range, meshing well with any configuration that uses the commander's BS5 to deliver weight of fire on a target, or alternately with the Airbursting Frag Projector, allowing your commander to strike from safely out of sight.
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Posted: Thu Jul 17, 2008 1:43 pm
I actually found an interesting idea on one of the tau forums i visit which actually looks like a good tactic for 5th ed this tactic being lance theory because the guys at said forum were discussing how tau would take objectives in the new rules since only troops are allowed to control objectives and everyone seemed to agree that taking loads of fire warriors and loading them in devilfish to rush objectives on the last turn sounded like the only way to go however i think lance theory is a more fun and less cheesey option to accomplish the same goal, here is what i said there.
The idea is that a combination of firewarriors/kroot suits and skimmers are grouped together to take and hold each objective splitting your army into durable and flexible 'lances' that will have the troops choice to claim the objective and also the heavy armour and fire power to hold the objective afterwards.
Considering that whenever i play the objectives are always in cover of some sort vehicles will have much more durability as they now have cover saves so you can establish a fire-base on top of an objective with a vehicle parked in the main line of fire, denying small weapons fire from the most obvious firing line and the cover save helping against heavier fire.
Also if you have a variety of units in one place it would force the enemy to split his forces as well, which he wont have planned for and so probably wont have the right mix of units to do this effectively. The only problem i see with this tactic is that it would be more expensive than other tactics mentioned especially if you have 4+ objectives on smaller games you will either have to leave some objectives or play much weaker lances (which probably wont work) so i guess this tactic would be more suited to larger points games
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