New Rules... and Possibly New Problems for Tau

May 24, 2014 ·

So, I just looked through the new rulebook, and it's a beautiful thing, but a couple of things concern me.

First, Warp charge points and how the psychic phase works.  It appears to be similar to how the winds of magic works for fantasy, which means it sucks for Tau.  We will get dispel dice in equal number to the warp charge points generated by the psyche, but we will not get any kind of bonus for psycher level.  And then we have to roll a six on those dice to deny the witch… (not really a change, but annoying.)

Bummer, maybe we will get some kind of FAQ that will help us out a little.

Secondly, we have a nice buff for our skimmers in that they have a 4+ jink save, but as no good deed goes unpunished, we are now only able to snap fire the turn after we jink. 

Bummer, maybe we will get some kind of FAQ that will help us out a little.

Third, vector strike got nerfed a little, may be an issue for those of you who fly barracudas, but I think the trade-off for others not being able to butt rape firewarriors as they fly over will be ok.

Lastly,  super heavies and super heavy flyers get to move and fire just like their conventional counterparts, which means they should also get the jink saves… (I am referring to the  Tigershark here).

I hope they don’t FAQ this one.

Let me know what you think.

I play Tau.


Firewasp said...
May 24, 2014 at 4:33 PM  

I think its a bit of a 50:50 regards the jink, a hammerhead with dpods gets a 3+ jink save without having to have moved the turn before, so you can elect to jink even if your opponent has first turn. Markerlights help to reduce the impact of the snapshots as well. Meaning that the hammerhead can stay still and fire to full effect and get the same cover save if fired upon the next turn. Just have prioritise your markerlights.

TheGraveMind said...
May 25, 2014 at 12:38 PM  

on the jink part, I think we make out better than others, as we can use markerlights to boost our snap fire back up.

Gue'Vesa'La said...
May 27, 2014 at 4:20 AM  

Vector strikes for flyer vehicles were nerfed a little, but FMC vector strike was buffed a lot. Now those tyranid flyers will be able to decimate my broadsides.

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