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boblery

PostPosted: Thu Jan 21, 2010 8:22 pm


i ask you now which do you prefer puls carbine or rifle? i personaly perfur the carbine because it has pinning but the rifle has nice range. so i would like your opinion on which is better
PostPosted: Thu Jan 21, 2010 8:50 pm


boblery
i ask you now which do you prefer puls carbine or rifle? i personaly perfur the carbine because it has pinning but the rifle has nice range. so i would like your opinion on which is better

I prefer the rifle. Longer range makes it a bit handier. Using the Carbine forces you to get up closer to the enemy and the number of Fearless or high Ld models in the game are getting a little preposterous. Getting close means potentially getting trapped in combat, which is a place that Fire Warriors should never be.

Caleidah

Eloquent Lunatic


boblery

PostPosted: Thu Jan 21, 2010 9:06 pm


ok good point we dont want our fire warriors to die to fast now wouuld we.
PostPosted: Thu Jan 21, 2010 11:21 pm


boblery
i ask you now which do you prefer puls carbine or rifle? i personaly perfur the carbine because it has pinning but the rifle has nice range. so i would like your opinion on which is better


Rife. ALWAYS rifle. For static squads, the rifle has a 30" range while sitting stationary. For mounted squads, the rifle has a second shot at 12". Carbine's only claim to fame is being an Assault weapon, and pinning.

Assault? When are my Fire Warriors EVER going to charge in 5th ed? As for Pinning, How many armies have you fought that are Fearless, Ld 9-10, or have some special Ld rule? Oh, how about....all of them. Except Tau, oddly enough. Pinning is so unreliable that if you really want to make use of it, you have to drop a bucket of Markerlights on a unit (and hope they aren't Fearless or otherwise auto-pass checks) in order to drop them down to an Ld that will probably fail. And if you're dropping that many Markerlights on a unit, why not just buff BS and remove cover saves to just kill more of the target unit in the first place?

Oryn


Van Evok

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PostPosted: Fri Jan 22, 2010 5:58 am


rifle all the time - longer static range and extra shot in the short range are totally more powerful than pinning - and assault weapon in arms of fire warrior is joke
PostPosted: Fri Jan 22, 2010 9:03 am


oh u noe for the crisis XV8 battlesuit Shas'o whts a realli better special weapon the ion cannon or the fragmentation

x-InsigNia-x


Caleidah

Eloquent Lunatic

PostPosted: Fri Jan 22, 2010 11:04 am


xXAkito-senpaiXx
oh u noe for the crisis XV8 battlesuit Shas'o whts a realli better special weapon the ion cannon or the fragmentation

Translated for those of us that prefer to read English:
"For the Shas'o suit, which is a better weapon? The Cyclic Ion Blaster or the Airbursting Fragmentation Projector?"

Depends on what you're fighting, but I would prefer the AFP as a general weapon. Large assault blast with decent strength. The only issue is that it has a pretty short range, forcing your suits to get up close and personal before you can use it.
PostPosted: Fri Jan 22, 2010 3:19 pm


Caleidah
xXAkito-senpaiXx
oh u noe for the crisis XV8 battlesuit Shas'o whts a realli better special weapon the ion cannon or the fragmentation

Translated for those of us that prefer to read English:
"For the Shas'o suit, which is a better weapon? The Cyclic Ion Blaster or the Airbursting Fragmentation Projector?"

Depends on what you're fighting, but I would prefer the AFP as a general weapon. Large assault blast with decent strength. The only issue is that it has a pretty short range, forcing your suits to get up close and personal before you can use it.


Hmm the true point about that but the AFP doesn't need light of sight because its a guess weapon so it can just shoot over buildings. And is it a waste of points to give him a iridium armour because I usually just use stimulant injector.

x-InsigNia-x


Caleidah

Eloquent Lunatic

PostPosted: Fri Jan 22, 2010 3:58 pm


It depends. If you have mostly long range weapons, the Irridium armor can be useful to help against eventual plinking. Outside of that, though, meh.

I play it that it does need line of sight. Guess does not automatically imply barrage anymore. I'll have a hunt and see if I can find a recent FAQs on it.
PostPosted: Sat Jan 23, 2010 3:20 am


xXAkito-senpaiXx
Hmm the true point about that but the AFP doesn't need light of sight because its a guess weapon so it can just shoot over buildings. And is it a waste of points to give him a iridium armour because I usually just use stimulant injector.

Stimms are nice and all, but they won't help you against a S8+ attack. I find the more compelling argument against the armor is that it kills your assault movement. The only reason to ever take Iridium Armor is if you're planning to stick a Commander with Broadsides, so that majority armor is never invoked.

Caleidah
It depends. If you have mostly long range weapons, the Irridium armor can be useful to help against eventual plinking. Outside of that, though, meh.

I play it that it does need line of sight. Guess does not automatically imply barrage anymore. I'll have a hunt and see if I can find a recent FAQs on it.

There's no need for an FAQ. All you needed to do was open your rulebook: Barrage rules on pg 32, second paragraph: "Note that in older Codex books barrage weapons were idendified by having a G (guess) before their range (eg Range: G48"). This is the same as having the word 'barrage' under their Type."

So yeah, you've been playing it wrong.

That said, I likewise prefer the AFP - I often pair it with the Forgeworld variant suit with Smart Missiles so that I can pump out a lot of anti-infantry firepower from out of sight. The CIB is okay, but it's shorter ranged than the Plasma Rifle, and with S3, it can't do double duty hitting MC's and light vehicles. Plus, AP1? Why? We're paying extra for that AP1 on a gun that can't ever hurt tanks, the only place AP1 ever comes into play.

Oryn


x-InsigNia-x

PostPosted: Sun Jan 24, 2010 5:00 pm


yeh but i can still use the stimulant injector is that his toughness is 5 so you need a strength 10 weapon so i think i prefer it cause he just jumps forward and backwards from buildings
PostPosted: Sun Jan 24, 2010 8:07 pm


xXAkito-senpaiXx
yeh but i can still use the stimulant injector is that his toughness is 5 so you need a strength 10 weapon so i think i prefer it cause he just jumps forward and backwards from buildings

.... There is not a single unit in the Tau codex which is Toughness 5. Crisis suits of all ranks are T4 - a S8 weapon will Insta-kill them and deny FNP.

Oryn


x-InsigNia-x

PostPosted: Sat Jan 30, 2010 3:42 pm


Oryn
xXAkito-senpaiXx
yeh but i can still use the stimulant injector is that his toughness is 5 so you need a strength 10 weapon so i think i prefer it cause he just jumps forward and backwards from buildings

.... There is not a single unit in the Tau codex which is Toughness 5. Crisis suits of all ranks are T4 - a S8 weapon will Insta-kill them and deny FNP.

Yeah good point about that and would it be a waste of points if you gave them shield drones if its a squad of crisis battle.
PostPosted: Thu Mar 11, 2010 5:33 am


Also isnt the hammerhead a really good tank with cheap armoury for it. it can move and shoot and its a tank with high armour value

x-InsigNia-x

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