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Thread: Rules question: New Tau Hunter Contingent

  1. #11
    Senior Member CRP's Avatar
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    We used to call into GW and ask rules questions. We would get different answers to the same question all the time.
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  2. #12
    The special rules have to share. If they didn't, you're not doing the combining fire correctly.
    Let's say I have 3 units of fire warriors with a pen chip commander attached and have selected monster hunter for that turn and I chose to combine fire. First step of shooting is to select a target. When I do this, combine fire kicks in and I select the other two units of fire warriors to join the attack. I then select a weapon to fire, the pulse rifle. I then resolve the shots simultaneously. The weapon profiles have no difference, so I cannot shoot the fire warriors with monster hunter separate from the ones without. The 'conservative' way breaks here, as how do I select which dice belong to the monster hunter unit and which don't? The answer is easy. All the shots have the monster hunter rule.

  3. #13
    Senior Member rand0mnumb3r's Avatar
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    RAW I think the all special rules confer unfortunately.

    In a "lets not have tau ruin the entire hobby AGAIN' state of mind I'm going with lets just go with markerlights transfer. It is powerful enough that I can see almost all competitive tau players dropping obsec for this thing.

    Having your entire army get Tankhunter + twin-linked+ignores cover + (dropping enemies -1T) is broken. ALthough I would love to see 3 riptides instant death an entire wolfstar because they are all T4 I'd rather not see what they do to everything else.

    There is a reason darkstrider is limited who he can join, and why even GW decided to stop people joining buffmanders to riptides.

    I'm sorry Tau player but this will without a doubt be universally house-ruled for tournaments regardless of how GW rules it. Enjoy using it in pick-up games to ass-rape unsuspecting opponents though I guess.
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  4. #14
    Fashionably Late daKing's Avatar
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    That's a good point. They already removed buffmander from Eldar armies and riptides
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  5. #15
    Senior Member Caldera02's Avatar
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    Quote Originally Posted by daKing View Post
    That's a good point. They already removed buffmander from Eldar armies and riptides
    Yeah except this is buffmander on steroids. You can easily fit darkstrider in from a CAD for a mere 190pts.
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  6. #16
    Senior Member CRP's Avatar
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    Quote Originally Posted by rand0mnumb3r View Post
    RAW I think the all special rules confer unfortunately.

    In a "lets not have tau ruin the entire hobby AGAIN' state of mind I'm going with lets just go with markerlights transfer. It is powerful enough that I can see almost all competitive tau players dropping obsec for this thing.

    Having your entire army get Tankhunter + twin-linked+ignores cover + (dropping enemies -1T) is broken. ALthough I would love to see 3 riptides instant death an entire wolfstar because they are all T4 I'd rather not see what they do to everything else.

    There is a reason darkstrider is limited who he can join, and why even GW decided to stop people joining buffmanders to riptides.

    I'm sorry Tau player but this will without a doubt be universally house-ruled for tournaments regardless of how GW rules it. Enjoy using it in pick-up games to ass-rape unsuspecting opponents though I guess.
    ....and this is why Invisibility doesn't need a nerf.
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  7. #17
    sysadmin DandyPandy's Avatar
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    Quote Originally Posted by ccrraazzyyman View Post
    The special rules have to share. If they didn't, you're not doing the combining fire correctly.
    Let's say I have 3 units of fire warriors with a pen chip commander attached and have selected monster hunter for that turn and I chose to combine fire. First step of shooting is to select a target. When I do this, combine fire kicks in and I select the other two units of fire warriors to join the attack. I then select a weapon to fire, the pulse rifle. I then resolve the shots simultaneously. The weapon profiles have no difference, so I cannot shoot the fire warriors with monster hunter separate from the ones without. The 'conservative' way breaks here, as how do I select which dice belong to the monster hunter unit and which don't? The answer is easy. All the shots have the monster hunter rule.
    Why wouldn't you declare which dice are and are not? Maybe this is completely unrelated, but I think of the case of the signum in devastator squads. One model is +1BS, but fires at the same time. You declare which die will be BS5 versus the rest at BS4.

  8. #18
    Senior Member CRP's Avatar
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    Quote Originally Posted by DandyPandy View Post
    Why wouldn't you declare which dice are and are not? Maybe this is completely unrelated, but I think of the case of the signum in devastator squads. One model is +1BS, but fires at the same time. You declare which die will be BS5 versus the rest at BS4.

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  9. #19
    Senior Member Caldera02's Avatar
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    Quote Originally Posted by CRP View Post
    ....and this is why Invisibility doesn't need a nerf.
    That's all well and good except there are lots of armies who can't deal with it.
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  10. #20
    Senior Member RedArmy's Avatar
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    Quote Originally Posted by DandyPandy View Post
    Why wouldn't you declare which dice are and are not? Maybe this is completely unrelated, but I think of the case of the signum in devastator squads. One model is +1BS, but fires at the same time. You declare which die will be BS5 versus the rest at BS4.
    Yeah, it's pretty easy. Either "Here's my 10 shots with tank hunter (roll, roll, roll), and here's my 20 shots without (roll, roll, roll)" OR "Hey, these 10 green dice have tank hunter, these 20 red dice do not ..." Pretty simple really ...
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