Tau allies in 6th edition




















Yes, they are better. With the change to Rapid Fire weapons allowing them to be fired at full range whilst moving, Fire Warriors can out-duel most other basic infantry for a time at range and Rapid Fire earlier. Again, a nice boost overall but still not a fantastic unit. Which brings us to Kroot. The reduction of general cover saves hurts Kroot, particularly forests.

For 7 points a model. Reduce each of these by one in general and add in cover is determined on a per model basis and Kroot protecting a Tau army are a lot less effective. Chuck in the ability for an opponent to dictate where models are removed from with careful positioning and holes can be punched through bubble-wrap a lot easier a Commander with LoS!

This is bad for Tau armies who really relied on assault armies being slowed down by such. Kroot also lost some harassment utility without being able to Outflank and assault. Not a huge loss as their most important task was to protect from assaults but it had some offensive use which has been lost.

At the same time, this is a general boon for the Tau army as assaulting outflank units are much less threatening to the Tau army. Speaking of cover…the impressive Tau shooting gets a lot better with its reduction.

Not only are vehicles easier to tackle and Tau had NO problems with this before but mass infantry is less of a problem and markerlights are much more capable of stripping cover and giving BS boosts to units.

Options like the plasma rifle with low AP values become a lot more useful and with options such as focus fire, how cover is determined per model and the ability for the shooting player to determine when saves are taken, such shooting is a lot more powerful. Furthermore, the wide range of medium strength firepower Tau have to offer is generally better against vehicles than before thanks to hull points. The average S5 weapon throughout the army is also capable of pinging off hull points here and there as discussed above with Fire Warriors.

It can be done, and I am sure some TO's will do it. The game in its core parts are written with some balance in mind, you can argue that to the grave, but if we dont assume it is then tournaments are pointless anyways. Taking out sections like fortifications will allow flyers to dominate the game. There just is not enough anti-air in it.

The first tournament to start screwing with the game and not allowing allies and fortifications, is going to see me bringing broken lists of flyers into it.

Yes, I already have lists that will easily take advantage of these rules being altered. The game will break down. People will take ahold of any advantage they can, and when you start re-writing the game, removing parts , you are asking for broken lists Doubling your FOC far outwieghs allied advantages, but allies are still nice. However, it's even more like Warhammer Fantasy Battles than ever before And not even two years later May , Games Workshop released Warhammer 40, 7th edition.

As with any edition there have been new codex coming out of the works. It seems that Games Workshop is changing up the style again; all of the codices are hardcover, with the entire cover dominated by a full-color image. The " Warhammer 40, " logo at the top is substantially smaller than it has been in editions past, and the title of the codex is much larger and at the bottom of the cover.

Each Codex has an armory section and a warlord table too, and some have psychic powers tables. Surprisingly, none have been written by Matt Ward although a lone Codex Supplement was, and another had him on it, if only in passing. They build off of a parent codex with new rules, artifacts, and warlord tables. The list is ordered oldest to newest, except for Supplements, which are listed in order from oldest to newest beneath their parent Codex.

With the new push for new specific units and special rules, here is a list for the returning player looking to gauge the game:. Disclaimer: In no way has the Fluff deviated from the 5e, as of yet. Anything specific will most likely be changed in that faction's Codex e.

Heldrakes, Helbrutes This is just highlighting points of interest that may or may not have been in previous rulebooks. Craptons of fluff. Explanation on daily life in the Imperium, how the Imperium is governed. The Imperium is even more almost-doomed than before.



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