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post #301 of 369 (permalink) Old 04-03-13, 02:59 PM
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I suspect as well they thought the Tau were a "2nd tier army" and that the Daemons might have drained demand. I suspect they were overwhelmed with the buying frenzy.
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post #302 of 369 (permalink) Old 04-03-13, 03:03 PM
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Anyway.. gave that its own thread just to warn people... least it give some a chance now to get to their local stores early so they don't end up disappointed by not being able to get stuff.
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post #303 of 369 (permalink) Old 04-03-13, 03:24 PM Thread Starter
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Quote:
Originally Posted by MetalHandkerchief View Post
If all the new Tau weaponry is AP4 I'm out, there's only one thing Tau needs and that is more AP3, if it's not provided for we're going to be shit again and I won't stand for it.
Just went through the list and it seems Tau have 11 Weapons that are Ap3 or better. If I'm not mistaken the old dex had 7 weapons of Ap3 or better.
So how much can I buy your Tau stuff for? I need a few Piranha if you have em, I prefer unbuilt and still in the box. I'll give you 5 for each Piranha.

We still dont know for sure how many of these you could potentially put in a list but my guess it's allot more than we could we the 4E dex. The Kroot Sniper rifle gives you the chance to take 120 sniper rifles in an army if you want to.
Ion Accelerator S7, Ap2 Heavy 3
Railgun S10, Ap1 Heavy 1
Fusion Blaster S8, Ap1 Assault 1, Fusion (hmm, the hell does that mean? Melta rule with a Tau name?)
Neutron Blaster S5, Ap3 Assault 1
Ion Cannon S7, Ap3 Heavy 3
Plasma Rife S6, Ap2 Rapid Fire
Seeker Missile S8, Ap3 Heavy 1, Single Use
Rail Rifle S6 Ap1 Rapid Fire
Heavy Rail Rifle S8 Ap1 Heavy 1
Long-Range Pulse Rifle SX, Ap5, Sniper (for Rending), Rapid Fire
Kroot Rifle with Precision ammo, SX, Ap6, Sniper, Heavy 1
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post #304 of 369 (permalink) Old 04-03-13, 03:34 PM Thread Starter
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Compilation from Faeit 212

Source
Quote:
via Furstenburg from the Faeit 212 inbox
Sorry my spanish is a little rusty

XV8s 22pts each. have a rule 'very sturdy' don’t know what this means. Relentless maybe? Eternal Warrior? They still choose 3 weapon/support systems. Sergeant models choose 3 but have access to ??character systems?? Shasvre in XV8 unit has extra attack. Bah!

Stealth teams 90pts for 3. Fusion blasters still 1 per 3 models for stealth suits. Drone controllers seem to be no longer essential. 1 stealth suit in squad can take up to 2 drones. One can take some kind of homing device. Teleport homer? shasvre can take markerlight 5 pts

Bonding knives 1pt per model across the board.

Firewarriors 9pts. free swap for carbines. photon grenades as standard. Shas ui can take markerlight for 15pts. EMP grenades 2 pts per model. Sergeant markerlight 15pts

Kroot 6pts. Infiltrate. Move through cover. kroot rifles AP5 in CC. Shaper 15pts. 4pts to upgrade shapers weapon to pulse rifle or carbine. 1pt per model for accurate munitions?? They get sniper quality AP6. HVY 1. Kroot all the way!

Kroot hounds 5pts

Devilfish unchanged. 80pts. 10pts to swap drones for SMS. Drones probably better as carbines assault 2 now.

Burst Cannon Assault 4 so 6 stealth suits can fire out 24 shots...

Pulse Carbine Assault 2. very nice....have cowardice rule? Pinning I assume. Wow. Pulse carbines much better now. Prob better than rifles...

I cant see anything about drones not being counted for morale

All drones T4 with 4+ save. units of drones anyone. Waste of time in firewarrior and pathfinder units as majority toughness.....

Fireblade grants additional Pulse shot if unit he is with doesn’t move. Only with rifles and carbines. 60pts can take 2 drones. independent character. Split fire

Both flyers have 2 seeker missiles. Fighter flyer spends 5 pts to upgrade burst cannon to Missile pod, giving it 6 S7 shots

Broadsides. 65pts. Change to 4 shot missile pods for free. Plasma rifles 5pt upgrade. Any model can take drones with no drone controller needed.

Sniper drones have 48" AP5 sniper rifle BS2. 58pts for unit (odd costing). Controller is BS5?? unit has stealth not shrouded...

Riptide 180pts. BS3. Nova reactor doesn’t work 1-2 and causes wound with no saves of any type. If works pick one of the overcharge abilities and its in effect until the start of your next movement phase. His shield drones also have missile pods and are T6 with 4+, 4++ save. Nova reactor declared at start of movement phase. burst cannon S6 AP4 8 shots, 12 if overcharged. Burst cannon standard. 5 pts for ion accelerator HVY 3 S7 AP2. Overcharge S8 AP2, large blast gets hot. Nova overcharge Large Blast S9 AP2, barrage. 2 defense drones for 25pts

Markerlights +1 BS per token and 2 Tokens equals ignore cover (as in you still spend tokens). or fire a seeker missile

Devilfish appears unchanged. 80pts, 2 gun drones as standard. Although it does fire out 8 S5 shots now that burst cannon is assault 4 and carbines assault 2

Hammerhead 125pts with rail cannon and 2 combat drones. 5 pts to get submunition round. free swap for ion cannon (not riptide one, smaller. S7 AP3, can be overcharged to S8 AP3, large blast gets hot!) free swap for burst cannon and SMS. can take 2 Seeker missiles 8pts each

pathfinder ion rifle S7 AP4, heavy 1 overcharge S8 AP4 blast gets hot!

Commanders cyclonic ion blaster S7 AP4 Assault 3. Overcharge S8 AP4 Blast.

Ethereal 50pts. can give feel no pain 6+, an extra shot to pulse weapons I think, or stubborn. Don’t understand last ability of the 4. Aunva can do 2 a turn.

If I read it right Shasvres give the unit the ability to consolidate move after they fire overwatch fire. Massive!!!!! Its called tactical retreat or something.






via From the Fang

Crisis Suits
Appear to cost 22pts each now but can still only be taken in units of 3. No longer have the option of making them a team leader but rather you now just pay 10 pts to make them a Shas'vre. Makes sense to me as hardly anyone bothered to pay the extra 5 for shas'vre status. Shas'vre now boosts them to Ld 9 but loses 1pt of WS (I think we'll cope). Otherwise the stats are the same, no toughness boost like some rumours suggested. Get army wide special rule Supporting Fire which is the ranged overwatch assistance thing. Also they're "Very Bulky" although it sounds better in Spanish (muy corpulento!). The options are what will make these good or bad though. Difficult to look at upgrades though as they're on a chart rather than in unit entry like the other new codexes.

Riptide (Cataclismo in Spanish - again sounds better)
Base cost of 180pts with a pretty impressive statline notably toughness 6 with 5 wounds. It's basic gun appears to be the heavy burst cannon which is S6 and EIGHT shots. Seems like the Nova Reactor will allow you to make this 12 shots too at the risk of Gets Hot. Not sure on the Spanish but looks like it rends too when Nova'd. Comes with an SMS which is pretty much the same as it was but can be swapped for a twin-linked fusion blaster or plasma rifle (which are again the same). The heavy burst cannon can be swapped for an ion cannon thing which starts at S7 AP2 with three shots but can be overcharged to S9 AP2 large blast.

Fire Warriors
Still have a six member minimum but are 9 pts for essentially the same stats but now get Photon Grenades for free. Their gun is stil S5, 30" rapid fire. They can all take the "Ritual of Ta'lissera" rule for 1pt each which if memory serves from the old book, relates to bonding knives so presumably is leadership related (that page is nearly impossible to read even if I understood Spanish). Can still take a devilfish which are still 80pts and pretty similar. Difficult to tell much else without translating it all.

With the addition of Fireblade they can fire an extra shot with their rifles or carbines if they stand still.

Kroot
Get 10 by default as before and can buy another 10 but they're now 6 pts each and come with 6+ armour. They're now S3 but retain their WS4 and the hounds are still I5 and are 5pts each. They can now take some sort of special precision ammo for 1pt per model which make their guns sniper rifles and hence Heavy. Hounds have Acute Senses and the whole squad can infiltrate meaning more precise Outflanking which is interesting. They've still got Stealth in forests and the kroot ox is pretty much the same but now 25pts.

Flyers
Unfortunately they appear to be AV 11/10/10 but with 3 HP. Bomber starts at 160pts and fighter at 145pts. Aside from the Vehicle Upgrades (no sign of what they are or how much they cost) the fighter can take a missile pod instead of the burst cannon for 5pts. The quad ion cannon is S7 AP4 but can be boosted to S8 large blast which is obviously not much use against other flyers but good for ground vehicle hunting. With 6 S7 shots and two seeker missiles it doesn't look too bad for 150pts though. The bomber can twin-link it's missile pod for 5pts but otherwise will be better against ground targets as you might expect. Despite still being BS2 the fighter drones have S7 AP4 twin-linked guns which isn't bad at all when they appear to have interceptor too. They also seem to have afterburners (whatever they do).

Have to decide when I read the English book but at the moment they both look fairly viable. At least they're better than the DA ones already (which isn't hard of course).

Broadsides
They're now 65pts each and still a max squad size of 3. Their twin-linked railguns are now S8 AP1 as was rumour but the missile pods they can swap them for are S7 AP4 with 4 shots. Their SMS are now twin-linked too which is pretty cool. They're then able to take various other options from the wargear table and still seem to get one support system each. They can take a seeker missile for 8pts which seems to be the standard cost of them now. The shas'vre is now Ld 9 which should help reduce the number of times they run off the board like they used to!

Pretty happy with these. If they do get the option of Skyfire as has been rumoured then they're going to be the goto anti-air for pretty much any army in the game. S10 would've been ridiculous so the S8 makes sense.

HQs
Ethereals are 50pts and Fireblade is 60pts. There doesn't seem to be any option to take them in multiples as squad leaders unfortunately but for dirt cheap HQ to spend your points on something else then you can't complain. Better than the minimum 100pts a lot of armies have to spend.

O'Shovah/Farsight is 165pts and is still equipped the same. He still has Preferred Enemy (Orks) and can be joined by 7 crisis suits in his bodyguard. Sadly this seems to be the only FOC swapping that can be done.
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post #305 of 369 (permalink) Old 04-03-13, 03:35 PM
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Hammerhead/broadside gone to STR: 8? Well, that makes the Ion Cannon the Goto Hammerhead weapon. As shooting at Land Raiders is no longer possible, go for the STR: 8 blast.

Last edited by Creon; 04-03-13 at 03:37 PM.
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post #306 of 369 (permalink) Old 04-03-13, 03:39 PM
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Quote:
Originally Posted by Creon View Post
Hammerhead/broadside gone to STR: 8? Well, that makes the Ion Cannon the Goto Hammerhead weapon. As shooting at Land Raiders is no longer possible, go for the STR: 8 blast.
Broadside is now a different gun to hammerhead.... Which makes sense with the size difference.
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post #307 of 369 (permalink) Old 04-03-13, 04:59 PM
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Quote:
Originally Posted by MadCowCrazy View Post
Quote:
Originally Posted by MetalHandkerchief View Post
If all the new Tau weaponry is AP4 I'm out, there's only one thing Tau needs and that is more AP3, if it's not provided for we're going to be shit again and I won't stand for it.
Just went through the list and it seems Tau have 11 Weapons that are Ap3 or better. If I'm not mistaken the old dex had 7 weapons of Ap3 or better.
So how much can I buy your Tau stuff for? I need a few Piranha if you have em, I prefer unbuilt and still in the box. I'll give you 5 for each Piranha.
It's almost like he thinks Weight of Fire isn't how most armies get around 3+ and 2+ armor saves...

Quote:
We still dont know for sure how many of these you could potentially put in a list but my guess it's allot more than we could we the 4E dex. The Kroot Sniper rifle gives you the chance to take 120 sniper rifles in an army if you want to.

Kroot Rifle with Precision ammo, SX, Ap6, Sniper, Heavy 1
One of the things keeping Rangers and SM Scouts from being too ridiculous is the small max squad numbers. A Blob of 20 Kroot Snipers is going to be a bit frightening (and 2-3 blobs worth is even scarier) , that is 3 precision shots on average per shooting round...so much for protecting Characters and Special Weapons inside a squad. Better practice those look out sir rolls.

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post #308 of 369 (permalink) Old 04-03-13, 05:02 PM
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I think AP:1 Sniper Drones is even scarier. If you can still field 9 per HS, that's one fairly dead Terminator squad a turn.
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post #309 of 369 (permalink) Old 04-03-13, 05:50 PM
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Originally Posted by Creon View Post
I think AP:1 Sniper Drones is even scarier. If you can still field 9 per HS, that's one fairly dead Terminator squad a turn.
I thought the sniper rifles on the drones were AP:5...

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post #310 of 369 (permalink) Old 04-03-13, 07:12 PM
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Faeit212 did a QnA with someone who had the codex already and here's what came out of it:

Quote:
Tau QnA Rules Compilation


Yesterday we had a QnA session that went over 380 comments, so it was time pull what I could out of that so that other readers do not have to go through all those comments to find out what they want to know. There will be a lot of Tau information coming after this as well.


Please remember there is still a slight margin of error on these. The codex is only a few days out now, so it will start getting exciting here very soon.

Author
Jeremy Vetock

Armwide rules
Supporting overwatch. If another unit within 6" gets charged you can fire overwatch also.
At the start of the movement phase Ethereals choose 1 of the following:
Stubborn
an additional shot for all pulse weapons at less than half range (bad spanish though). Doesnt affect flyer bomb.
Feel no pain 6+
Can snap fire after running

Aun Va can choose 2

Drones
Special drones are:
All pulse weapons in the unit gain +6" range (Probably the Pulse Accelerator one)
One grants a homing beacon, has a burst canon, and, as long as it's within 6" to any table edge, reserves may come in over said edge. (Big recon drone)
One drone reduces the charge range of one nominated unit by d3 if it tries to attack the unit containing the drone. (Grav-inhibitor)


sniper drones
1spoter+3drones are 58pts
they have stealth and fire support special rules
13pt for spotter, 15 for drone


you can now have 3 spotters and 9 drones in 1 unit and the sniper rifle is a 48" AP5 sniper rifle. Unit is over 20pts cheaper.

Crisis Suits
Crisis suits are 22 points base
T4 and BS3
Farsight
doesn't scatter from deep strike and he's the same cost as a current Hammerhead with railgun, multi-tracker, target-lock, and burst cannons.

Riptide Battlesuit
Base cost 180pts
Elite Choice
Is not a 0-1

Overcharge is at start of movement phase and lasts til following movement phase.
The riptide has 2 overcharge settings. One normal (+1S Large blast) and one Nova (+2S, Large Blast, Barrage).
Other Nova abilities are 4d6 assault move, 3+ inv or the riptides smaller weapon (SMS, TL Fusion Blaster or TL Plasma) can fire twice


Riptides Shield Generator is 5++, or 3++ Nova charged
Nova Reactor 1-2 it overheats, take a wound, no saves.

can you nova charge the Riptide's 'Burst Cannon?
yes, it becomes a Heavy 8

HQ Foc changes
No hq choices that change force organization

Fireblades
Fireblades a Force Commander-esque HQ choice or can you attach them in multiples to Firewarrior squads? No 60pts and one per HQ slot.

Vespid
vespid blaster being S5 AP3 Assault 1 18" range

Kroot
1pt cheaper, move through cover, infiltrate, stealth in forests. 6+ save.
For one point extra can change kroot rifles into HVY1 Ap6 sniper weapons. This is only what I can make out from Spanish Codex. its called precision ammunition or something. Kroot hounds 1pt cheaper with acute senses

6pts a pop & 10-20 per unit with up to 3 krootox & 10 kroot hounds.
Kroot are mostly the same but S3 & come with a 6+ armor save.

Fire Warriors
Nine points each. Come with defensive grenades by default. EMP grenades are a point cheaper. Shas'ui can take a target lock and markerlight for 15 points.

Broadsides
units of 1-3
xv88 bots have special rules: fire support, "very big" (i guess bulky- strange as jet pack units already is bulky) unless its very bulky..
can take ta lissera ritual for 1pt no idea what that is,
22pt base, shasvre 10pts(+1 attacK),
same with 3 support/wep systerms as b4, can also take drones.
so pretty similiar, from the old codex they are actue senses, deep strike and exactly the same stats for 3 pts less now

all battlesuits come standard with Multi-trackers and BSF built into there 22 point cost.

Aun'shi
Is Back

Troop Units
Firewarriors and Kroot only

Ion Weapon Overcharging
+1S and Blast or large blast, depending on the gun
Also gains the Gets hot! rule when overcharged

Stealth Battlesuits
30pts each
1 fusion per 3. burst cannons are now assault 4 though


Marker lights
Spend 1 token for +1BS (can spend more than 1), Spend 2 for 'ignores cover', spend 1 to fire seeker missile

Flyers
AV11 front, 10 sides and rear. Quad ion cannon Hvy4 S7 AP4 can be overcharged to S8 large blast but gains gets hot

Commander O'Shovah
He can have up to 7 Crisis suits as escorts.

Anti Armour Weapons
S10 railcannons on Hammerheads, Fusion blasters now 18" and riptides ion gun being S9 on nova charge. Plus lots of potential S8 from hvy railguns and Overcharged Ion weapons

Disruption Pod
Adds 1 to your cover save. ie stationary with no cover = 6+ cover save to vehicles. not sure what can take it

Hammerhead
railcannon and drones come as standard for about 30-40pts cheaper than current codex(5pts extra for S6 AP4 submunition) or can swap for ion cannon (HVY 3 S7 AP3, overcharce S8 AP3, large blast, gets hot!)

125pts
hp 4!! 13-12-10
can take burst cannon and sms


Weapons
Pulse rifle has 30" range
Burst Cannon are now Assault 4. That's 33% better!
Hammerheads no longer have 2. they get 1 Twin linked one instead, or SMS (which ignores cover)
Pulse Carbines are now Assault 2. That's 100% better!

-the pulse pump bomb thing for the sunshark bomber is 5-5, bomb, large blast, SINGLE USE... lol
- pulse carbine is now 18" assault 2 5-5
- pulse pistol 12" 5-5
pulse rifle same
- pulse rifle with large scope(I guess for fire cadre he has that on his model) 48-X-5-rapiud fire,sniper rifle



ion cannon; 60"
normal: 7-3 heavy 3
charged: 8-3 large blast, overheating, heavy 1

ion accelerator
3 types
normal 72" 7-2 heavy3
72" 8-2 large blast,hvy1 gets hot
72" 9-2 some nova,large blast, over heat,artillery(maybe barrage)

i think rail rifle
-rail rifle 30" 6-1
-heavy rail rifle 60" 8-1 heavy1

ion rifle
30-7-4-rapid fire
30-8-4-overheat,"area"?

quad ion thing on the shark fighter
normal 30-7-4-assault 4
charge 30-8-4-hvy1 large blast,overheat




Sun shark bomber
160 pt. 3hp, 13-10-10, 3pa
drones with 2 2 3 4 1 4 1 7 4+
equipment: induction generator pump something
some sort of missile launcher
network markerlight it seems(that is heavy 4 markerlighjt shots)
2 seeker missiles

can take something for 5pts and all other vehicle upgrades
lots of special rules for interceptor drone


Sunshark fighter
11-10-10 3hp 3pa
5pt extra for burst cannon(same with the bomber)
can take all upgrades
equipment: burst cannon and ionic quad turret


Fire cadre
4 5 3 3 3 3 3 9 4 +
barrage of fire
split fire
fire support
independent character
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