@Vicent - I can't reply to your comment, as you have replies disabled. However, the FMC commander is actually the least chessy one. The Buffmander is actually quite worse. Not that I'm saying my list wasn't cheesy, just that it wasn't the Commander in this case that made it powerful.
+miniwargaming Yeah, without Vector Strike and the inability to take Signature Systems, the FMC option is realistically the worse of the two options in terms of efficacy.
+miniwargaming Matt it's not so much that your list was cheese but the fact the dice were against Steve in this game. Additionally i wish you guys played more "cheese" on "cheese" so players can learn the full potential of their codex.
this was the first warhammer 40k vid i ever watched and it got me interested in the hobby. I don't have the money to play the game but i definatley love the universe and the look and the way the tau play.
Peeled Apples That moment when fire warriors do significant damage on 6s to wound against a 3+ save and feel no pain wraithknight. You can hear the absolute sadness in Steve's voice.
i love how energetic you two are when you play together. there's so much mellow-drama, and that's what a good warhammer game should do to the players. it's absolutely fun, and it means you both are having fun as well! 27 minute into it, and mah Tau are sticking it to them Eldar.
oh man whenever I see Steve's battles (and I love Steve he is such a nice guy) he seems to be the unluckiest Warhammer Player who has lived so far...makes it also funny though.
Coldstar Battlesuit can't take Signature Systems. (Puretide Engram/System Jammer) You might have confused the 'Support Systems' for them, these are different, stuff like Shield Generator, FnP, Target Lock, etc. The text at the bottom that describes the XV86 replaces all the text above if you read it clearly. Otherwise it would be cherrypicking and he would also be able to take a total of 6 weapons. The intention, is clear in my opinion, since things in Signature systems include an upgraded suit, the XV8-02 'Irridium' Battlesuit, which is still an XV8 crisis; versus the XV86 'Coldstar' is an entirely different suit, meaning you can't be both Irridium and Coldstar. So logic dictates that using Signature Systems is not possible for the XV86 Coldstand Battlesuit.
+Angel Llera (Badgerfish) Yeah, I did that one wrong. I knew that Ranged Weapons and Support Systems had changed, but I missed that it would replace the line with Signature Systems as well. I'm curious if that was their intent, but it's clearly RAW, so I'll go with it until FAQed. -Matthew
miniwargaming Sorry, I was editing my comment: 'The intention, is in my opinion, since things in Signature systems include an upgraded suit, the XV8-02 'Irridium' Battlesuit, which is still an XV8 crisis; versus the XV86 'Coldstar' is an entirely different suit, meaning you can't be both Irridium and Coldstar. So logic dictates that using Signature Systems is not possible for the XV86 Coldstand Battlesuit.' Either way, it happens
+miniwargaming And the 'Irridium' suit is in the kit with the XV8 Crisis suits, making some of the parts incompatible with the commander kit without some modifications (which in general is not the GW way); meaning that probably, it wasn't meant to be mixed with the Coldstar suit. Which is slightly disappointing considering that if he falls from being shot while 'Flying' he can die suddenly, being T4.
+miniwargaming I agree that it could be interesting to just put '*' on it and say which ones it can take. Hope it get's FAQ'd. Though paying 60pts and then adding 15-50 more points into a model that is already 85pts, makes for an expensive investment to get shot down and die from falling damage :(
This was a hilarious game to watch - I'm glad Steve took it so graciously, it made it far more enjoyable. I never thought I'd see a game where Tau were more manoeuvrable than the Eldar.
It's a shame to see armies that didn't need to be updated get updated. Guard and chaos are crying everywhere. It is just impossible for my humble guard to beat the tau, If anything, this video taught me that i'm going to need to learn that me and my guard are as good as dead.
+undead Pank Tau definitely needed new models, the Crisis suit and Fire Warrior sculpts hadn't been changed in 14 years. Besides the new units and Formations, the rest of the codex is virtually identical to the last one.
+undead Pank Hey, I'm all for plastic Sisters, but you have to understand that just isn't going to happen anytime soon. Almost the entire line will have to be re-sculpted from scratch and re-released. That will be a huge release, and not one GW is convinced would be worth it. Tau were a much safer bet to their minds. And I dispute that 'Tau didn't need crap'. 14 year-old sculpts suck balls, and none of the old Tau units got any kind of update in rules or points costs. Devilfish, Stealth suits, and Hammerheads are still too expensive, and the Riptide is still a bit too cheap, just to mention a few issues off the top of my head.
+undead Pank yeah it's looking pretty grim for us (I play chaos, guard, and Sisters. I think Gee Dubs has a personal vendetta against me) though I have hope that we'll get something in our new dexe's when they come out. Well except for sisters, they'll never get anything and I accept that lol.
Each Destroyer Missile is a separate One Use Only weapon, so it can be targeted and resolved separately. Gargantuan Creatures and Super Heavies do not need to declare the target of all of their shooting at the same time as it is not "Split Fire" but it's own rule. Also, I may have missed this (perhaps it was just Scout moves?) but Markerlights are heavy weapons so the Pathfinders would be snap firing after moving (unless it was just the Scout move).
+1 Plus Armour That's true, although it just says that each weapon may target a different unit. However if you use all the same weapons on the same unit, you could argue that they need to fire at the same time. I could see it going either way though. -Matthew
Yep, that's a fair point, as it's the same type of weapon (e.g. three Tactical Marines all firing their own, independent, bolters), it would need to be done at the same time if shooting at the same target. Re-reading through the BRB entry it doesn't become much more clear, so I'd actually have to opt with your interpretation. Looking through some other FAQs (ITC and ETC), it isn't clarified any further, so you'd have to opt for the normal shooting rule of "same weapon, same target, same time".
Necrons, Eldar and Tau: how to ruin three conceptually awesome armies by making them broken. I don't understand the logic behind GW latest codexes. I mean, I planned to expand my Eldar collection and to start an army of Necrons, and I didn't do it cause playing with my friends would have been just boring. That's like...1000-2000€ NOT spent in GW on my part? In the other side, great work, Miniwargaming, as usual :)
I find it really nice to watch a pure cheese battle and then compare it to a more casual game, it's good to give heads up to people at how powerful certain armies can be, if they ever come across them. It means you'll be in for a less of a shock when you get board wiped early on. Pure cheese means that the videos aren't too long to watch, which is also a really nice thing. Sometimes it's a chore to watch 2 hour + videos. Though the banter / reactions were brilliant in this video. Great job!
+Pastlebox Definitely. And unlike when I first started the new Necron Decurion, I won't do this for very long before switching to a more "friendly" list building way of playing. -Matthew
It's perhaps like a public service announcement, "how competitive can the new codex be." There will always be players who play to have fun and play to win. It's always really interesting to see what is effective / what to look out against. The new models look brilliantly, very imposing. Makes my orks quite jealous....
Not going to lie. I didn't expect this to go that way. I agree with Matt though, Steve should have brought ranged with his wraith Knights. Sure his strategy was okay but he counters himself when he hides behind cover at the corner of the map. Since they were melee they would have to cover a lot of ground, it just doesn't make too much since. Also, looking at this more... Steve was almost entirely taken out by the stormsurges. Any unit out of cover was immediately punished by the stormsurge. Also, my man steve... the dice gods we're not in favor of you today.
And then keeping melee knights at long range.... Oh look I have Khorne Hounds, Assault Terminators, and Incubi.. I better keep them as far away yet well within enemy shooting range as is possible..
Don't know if this is mentioned, but when you used Coordinated Firepower the shots are resolved as if they were a single unit. Part of resolving shots is allocating wounds. The rules for allocating wounds say that wounds are allocated to the enemy model closest to the firing unit. Because it counts as all one unit, wouldn't all the shots count as coming from the same direction?
Nice to see the production leveling up! If you could just play more than one tune through these batreps they would be amazing! Sorry to come off as negative, but it really bothers me :)
I read through the comments and saw at least one of my thought had been addressed. but there is something else that everyone seems to have missed. The Hunter Cadre formation actually requires that you take an elite choice as well. This could have just been one of the Ghostkeels, but you were running them all as a unit.
+Gerald Stacy Did I really miss that? That's too bad, although I could just put an upgraded 22 point Crisis Battlesuit in there as that and call it a day. Sounds cheesy, but hey, so is the rest of the list!
My opinion on the multiple weapons debacle is that you pick your targets first, then fire weapons. See in the basic rules for the Shooting phase the order of operations states: 1. Nominate a unit to shoot. (Unit is locked now, so you can't swap between units) 2. Choose a Target. (Or multiple targets if this applies to you. But now Targets are Locked, so you can't switch them) 3. Choose a Weapon .... To-hit, wound, saves...etc. 7. Repeat Step 3-6. (Note, it doesn't say Repeat step 2, so you cannot change targets, or shoot the same unit twice if you chose to shoot another unit, even if you're using a different weapon) Now, Gargantuans and such say that when making a Shooting Attack (rules above), it can fire each of it's weapons at a different target. (This is bad rules writing, firstly, because the order of operations in the statement is reversed, but it still holds) So choose multiple targets (because that's what the rule implies), and when choosing a weapon you assign that weapon to a target; but that statement is messy, so to simplify: "Choose target + weapon, then next target + weapon...etc.". When it comes to One-shot or Single-use weapons, the rule refers to each of the weapons or abilities as a 'weapon' (singular): "A weapon or ability with this special rule..." So that means that each 'Missile' is a weapon, albeit a weapon with the same name. I believe the result of these combined rules is as follows: A. When shooting a Gargantuan or Superheavy, has to pick targets first. B. After choosing targets the player declares which weapon will shoot at which target. C. All shots are executed at the same 'time'. So you can't switch targets or weapons in the middle of a shooting attack, after everything is declared, because that violates the order of operations. D. One-Shot/One-Use Weapons are all fired at the same time, but each is a different weapon. Which is to say when you choose a 'Weapon Type' to fire (as step 3 above in the shooting attack), you have to fire all and however many missiles you said you were going to previously and at the intended targets; as implied by the 'Shooting Attack' all weapons of the same 'type' fire at the same time, so while each may be a one-shot, it's a fusillade with multiple targets. E. This also applies to the Combined Shooting attack Tau have. So if there's 3 units of FireWarriors and they all have the same weapon, they all have to roll their dice together, or at least, cannot stop the attack to shoot a different type of weapon before moving on. So when it's Seeker Missile Time, you could not shoot 3 and stop, then shoot Burst Cannons, then shoot 1 more Seeker (nope, that time has passed). Let me know what you think.
I believe that you have to choose all your targets first before shooting. Because the assumption is the weapons for that model/unit are being fired at the same time. Think Dual-Wielding and aiming at two targets at the same time. Otherwise it's kinda like having 2 shooting phases one after the other.
One point of advice: you only need to take n-1 Target Locks for any n-model sized unit; i.e., in your unit of three Ghostkeels you only need two target locks. The TLs allow you to fire at a different target from the unit, but the unit itself still gets to shoot something - so if you want to shoot at three different things only two models have to choose not to! It only saves five points, but it does free up a Support System slot which can prove relevant.
Someone on reddit was able to reach the white dwarf team and they gave a response to the ambiguity on the KV128 shooting. Their response was "The four destroyer missiles are all separate missiles and can be fired at different targets." This would indicate that you have the option to fire one at a time since they are separate weapons. It was posted by yclui almost a month ago.
Hi Matt, i think you miss-used the destroyer missiles. The profile for Destroyer missiles is Heavy 1, so you can only launch 1 per turn. 2 if you use your anchors. Marker lights let you launch extra 'seeker' missiles OR change the Destroyers strength to D. Not launch extra Destroyer missiles.
+TheInfamousNerd That's the plan! I'm experimenting with it right now, but once I get it down you'll most likely see it in all the 40k battle reports we put out. -Matthew
+miniwargaming It would be nice to have a different Textstyle for each army-turn-picture. So for Example something Gothic on the Imperium side or some green Hiroglyphics on the Necron side. I bet you could find something like that around the Internet.
How dare a race as young as the Tau disrespect their Eldars like that!? Good to see my favorite ranged weapons experts (But alas, close combat neophytes) getting some good old fashioned Necron style OP weapons platforms.. maybe they will be able to put those infernal living metal zombies back into their stasis tombs!
Hey miniwargaming, where do you guys get those buildings from this batrep? My local gaming store doesn't have enough tables so I'm getting a table and terrain for myself and friends, but I really like the 40k terrain you guys use.
Alex Langham I know they talk about them, but the terrain on their website doesn't look like the ruins here. It's possible that it's custom terrain, but I almost don't want to know how much they'd charge to make me this terrain XD
A couple things... 1. Coldstar can't take any other options, so the Jammer, PEN, etc. was an illegal choice. 2. You don't roll for mysterious objectives until a model goes near it during their turn, not before rolling to seize. 3. Move Through Cover does not quite confer to all models. The drones with the Ghostkeels would be subject to Dangerous Terrain, but would be able to roll three dice if you opted to walk them instead of jumping around. 4. If the two Jetseers were in a single unit, you can't cast Guide twice. A unit can only cast a power once regardless of different models having the same power.
Regarding your rules question at 18:00, when I [play at the local GW store, I have to declare all my split fire before shooting anything, to prevent the case where "I shoot at him. he's still alive? I shoot him again. He's still alive?" etc etc and the reasoning behind this is to prevent people cheesing split fire.
52:05 hey did i understand it right? he had 9 marker, which 2 ignore cover, 2 destroyer missles, and 5 of them to add the ballistic skill up to 10, but he can chose only one unit for all of it... right? didnt he use this 9 marker for all hin units and not just one? pls tell me if i understand him wrong or if dont understand the marker rules... ty :)
When the Jetbike took the wound from getting hot, why didn't you roll to resolve the two hits on the commander? The Get's Hot rule does not prevent hits from multiple shot models from wounding... Or did you roll it off camera?
+miniwargaming nope I know. but the feel I get from every eldargame is that its only those builds or those that are gimmiky to the extent that they wont put up a good fight.
+sakara4 I actually play eldar and own no bikes. and own no wraithknight. but I have a lot of aspect squads.. (not spiders or dragons or shining spears.) I own 2 wave serpents. anyway I find the the game is turning to the more firepower combined with more buffs and Re rolls the better. I get turned into rainbow confetti every game..and I try all the war gears all the tactics..they really don't stand a chance when not using those bikes and knights
Hi Matt, love the Battle Report's! For your info, the Commander in the XV86 Coldstar can't take Signature Systems, so it can't take the Puretide Engram Neurochip and Neuroweb System Jammer.
+miniwargaming, it is a little problem i think, because he can be instantkilled with the grounding test, if he takes a wound, and the iridium armore would negate that. btw. greetings from Germany
You can shoot and resolve one missile at a time. Each missile is its own individual weapon, and since gargantuan creatures can shoot at different targets with EACH weapon, so if the first missile didn't kill it's target, you can shoot a second missile at it.
declare all targets for your weapons from a unit before rolling a single shot. example: tau gargantuan declares all targets for its weapons, any marker lights being used and any one shot weapons being expended. once all targets have been declared, now roll to hit, wound and resolve as normal. Any weapon not declared as having been shot simply does not fire, I use this same interpretation for target lock units, declaring all targets for the unit and then resolving, anything that wasn't declared does not get to shoot. You do it this way because you are supposed to create wound pools, you may find your wound pool lacking from a weapon you have shot and decide not to shoot your more powerful weapon at the same target because you wanted to kill a lone character, however this would be cheating because all shots fire simultaneously, even when at different targets.
If you have two separate lascannons for example, like the baneblade's turrets, should they then not be allowed to fire at separate targets as they're the same type of weapon? That seems dumb
Something with split fire can split 2 weapons of the same type...but if they are targeting the same target, you are not splitting them, and they are resolved at the same time.
Mike Schilder No shit, but I thought the issue was that Matt said he couldn't fire his one use only missiles at different targets, which he should because they count as different weapons
+Teskmehu No, the debate was that he was firing 3 missiles at the SAME target, and whether there was a rationale in getting to roll them one at a time so he would know if he could save some, or whether he needed to send them at the same target, or could afford to send one at another target.
well sir i have to say that was a brutal execution. I'm kinda interested in what you think of the stealth formation with stealth suits and the ghost keel. I haven't had anyone locally to play a 40k game since last spring. as the only local hobby store worth a damn went to warma-hords and stopped getting 40k stuff. they even got rid of the tables and terrain.. but anyway my question is what are your thoughts on the stealth formation. I was thinking about running 2 units of 3 stealth suits with 1 fusion each and a single ghost keel with double fusion. my preferred add on system is the stem injectors for feel no pain. possibly throwing in shield drones for the stealth Sargents. the idea is an advancing force that can cover save like no ones buisness throwing shield drones forward when facing ignores cover stuff. and feel no pain as a backup. 18 inch range on all and good at killing heavy infantry and vehicals. advance and disable mobility. that said they would be backed by a drone commander pathfinders strike squads a riptide and because points are an issue sniper drones. (I have involintaraly made an entire drone army lol) but anyway your thoughts please. function, capability, and method of use
Are you ready for this? In regards to the Seeker Missiles: While the writing of the rules may cause a bit of confusion, the answer to this issues appears to be within them. If you look at how the Markerlight counters are supposed to be used, it says, “Immediately before a unit from the Codex: Tau Empire shoots at a target that has one or more Markerlight counters, it can declare it is using one of more of the Markerlight abilities listed below.” It doesn’t say you must declare how many counters you are going to spend on these abilities, just that you must declare which ones you plan to use. It goes on with, “Each ability costs a number of Markerlight coutners - remove this number of Markerlight counters from the target immediately when the ability is declared.” Now, here is where we need to pay attention to word choice and what is actually being said, we are being told to remove counters from the target unit equal to the number of counters that would be require to activate the abilities being declared, we are not being told to remove all the counters we desire to actually use. This, of course, will usually cause some contention, but that’s where paying attention to word choice becomes so important. When we read the descriptions for the actual abilities it says that they are modified based on how many counters are “expended” not removed; therefore, when you declare which abilities you are going to use, while you are required to remove the bare minimum of counters, from the target, that are necessary to activate those abilities, you aren’t actually “expending” them at that point - those are two separate actions (literally, they are different verbs, that mean different things). After you declare which abilities you’re going to use, you would then need to specify how many total counters you’re wanting to remove additionally to be used on your various declared abilities, but this must be done PRIOR to firing any of your weapons (including Seeker Missiles) as the Markerlight description specifies that, “…Markerlight counters are removed from the target before the shooting attack is made…”. Once the abilities are declared and the total number of counters are removed, then you can then start doling them out for expenditure. All that being said, you could actually choose to fire your Seeker Missiles as the last weapon in your shooting phase, because there isn’t anywhere that states that you have to expend the counters at the beginning of the turn; you merely have to remove them from your target (you could even expend the counters on the PINPOINT perk at the end of the shooting phase, if you so desire). In fact, while you may declare that you’re going to use two or more of the abilities afforded by Markerlight, while it does state that you have to remove a number of counters equal to how many it would take to activate each ability, it doesn’t say you actually have to use any of those counters on those specific abilities, just that you’re required to remove enough counters so that you would be capable of activate them. Now to address the issue of whether or not you must fire all your Seeker Missiles at once or if it may be done one at a time. To do this, you need to look at the wording of SEEKER in conjunction to the wording of SELECT A WEAPON (in the Warhammer 40k rules book). SELECT A WEAPON says, If a model…is equipped with two or more identically named weapons, it shoots with all the same named weapons when that weapon is selected” which would seem to suggest that all SEEKER shots be fired simultaneously, but SEEKER says, “For EACH Markerlight counter expended on this ability, the unit IMMEDIATELY fires a SINGLE seeker missile…” So, prior to expending a counter, you do not have the ability to fire a Seeker Missile, but whenever you expend a counter, you then have the option to fire a SINGLE missile. Now, here is where you’ll probably find the most contention, but, after all, “Rules as written”, right? Lol So, step 7. Select Another Weapon (Warhammer 40k Rules) states: After resolving all shots from the currently selected weapon, if the firing unit is equipped with differently named weapons that have yet to fire, select another weapon and repeat steps 3 to 6. So, while it specifies that so long as the unit is “…equipped with differently named weapons that have yet to fire,…” then to “…select another weapon and repeat steps 3 to 6.” It does not say, “…select another UNFIRED weapon and repeat steps 3 to 6.” So, as long as you still have other unfired weapons, you can just select any weapon of your choice and fire some more. Awesome, right? Lol That being said, when you go to the expanded rules for SELECT ANOTHER WEAPON, it says “…if the firing unit is equipped with a differently named shooting weapon THAT HAS YET TO FIRE, you can now select it an shoot with it at the same target unit.” That would essentially negate the ability to keep firing Seeker Missiles on a 1 at-a-time basis and require that they all be fired simultaneously unless you do not want the option to fire them again - essentially; HOWEVER, there are at least two arguments that can be made: 1.) The way SEEKER works is technically worded as though it’s part of the shooting phase, but not governed by it. This meaning that a normal shooting phase doesn’t consist of removing counters or expending them and having effects render because of them, these things only occur within the sphere of the Markerlight Support System; therefore, one could argue that Seeker Missiles occur during the shooting phase, but aren’t actually a part of it. Unfortunately, this isn’t explicit mentioned in the codex, so it would be a pretty tough sale; 2.) The wording of, “…if the firing unit is equipped with a differently named shooting weapon THAT HAS YET TO FIRE, you can now select it an shoot with it at the same target unit,” would still allow for units, with the ability to fire multiple weapons, to fire Seeker Missiles one at a time. Basically, the unit would fire a Seeker Missile, then it would have to fire a different weapon. After completing the firing of the second weapon system, should another counter be expanded to make a new Seeker Missile available, it would be able to fire it as it would be a “…differently named shooting weapon that has yet to fire…” It’s differently named than the current weapon system that has just fired and it has yet to be fired (yes, Seeker Missiles have already been fired, because this one has not AND it’s differently named than the current weapon system that is firing). So long as there are weapons that can be fired between missiles, they would technically be able to continue to fire missiles one at a time, in that type of progression. One could argue against this, seeing as the Seeker Missiles weapon name has already been fired, so it isn’t “differently named” but that section refers to the weapon that is currently ending its shooting phase, not all weapons that have been fired thus far (rules as written). Also, this missile wasn’t able to fire early, so it wouldn’t fall under the whole “chooses not to fire” clause, because it’s actually a matter of choosing to use a counter or not as opposed to choosing to fire or not, and, as it obviously hasn’t been fired already, it would still be a weapon that has “yet to fire”. Yeaaaaaaah
While not specific wording if I remember correctly specific rules override general rules. The shooting all the same weapon at once would be the general rule and then the Gargantuan Creature rule overrides that with its own rules.
at 14:51 you said that the broadsides were hitting on 3s because the "might of the 3", which I'm assuming you meant the Fire Team rule. Broadsides and non-vehicle/monstrous creatures don't get that do they?
Hey Matt, already been said that the Cold Star can't take signature systems. Also, are you running a Combined Arms Detachment plus the Heavy Retribution Cadre? You ARE using the combined fire rule for the Hunter Detachment but the army you have brought is NOT A LEGAL Hunter Detachment as you do not have a CORE choice. The Hunter Cadre requires 1-3 units of Crisis/Stealth/Rip Tides or Ghostkeel. I'm sure you can't count the Ghostkeel squad twice, 1st for the Hunter Cadre and again for the Retribution to make the Hunter detachment.
I haven't read through all the comments; but barrage blasts ignore 'levels' in ruins (as levels don't exist anymore). Everything under the blasts are hit - your compensation is always getting the 4+ cover for being in a ruin.
sreggad more to the point - where in the book does it say you don't hit things under levels? Where does it even talk about levels? The took out a whole section when they updated the rules. You're just assuming it's still there. The rules for blasts say hold up the blast marker, anything under it is hit. Ruins used to have a rule saying that being under a level protected you - but these rules have been removed.
Not sure if this was addressed already, but the Coldstar can NOT take signature systems. And it's kinda pointless to put target locks on all 3 ghostkeels, when you really only need 2 since your drones don't shoot anything. But the video was a ton of fun to watch. I love watching Eldar take it like they did.
The eldar army initial possitioning just killed my soul soooo painfully... abd then that rolling... Steve... dude... you need to go see a witch doctor becuse... you are cursed with bad luck!!
Honestly I think Steve pretty much handed it to Matt with his Tau, Steve's list wasn't bad at all... I think his main problem was actually his tactic of hiding. I've never seen a match where an army hid from a Tau gunline and won. I feel if he had placed his gargantuans out in front, still behind some cover of course, they would've died just as fast but would've been able to draw a lot more attention and scare Matt into staying more on his side of the field, while using the jetbikes to hit and run and target down the pathfinders and score objectives.
Warp Spider jump is every time they are targeted by a shooting attack. There is nothing that clarifies that it cannot be done multiple times in the same phase, which makes them obscenely good. "Flickerjump: When a unit with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp jump, moving 2D6" instead of 6+2D6", so long as it is not Falling Back. The firing unit cannot choose a different target, even if the target unit is now out of range or line of sight. A unit that makes a Warp jump in this way cannot make a Warp jump in its following Movement phase."
Gotcha! Just wanted to provide the info, not criticizing in any form :) Really cool to see that you guys are broadening out to some more "competitive" style stuff every once in a while. Note - posted that before I got to @31:30 where you discuss this.
Are you sure, you didnt get 'move through cover' wrong? (13:25) Where does it say, you use 2 highest dice? Move through cover only grants you an additional dice to throw, not to take. Can you deploy ancehors, when you have moved in the same turn? (16:04 Matt from the background) Love the new turn animation, btw :)
+ictaris We only use the highest die. We double it because it's a Gargantuan creature, and since Super Heavy Walkers can double their Move Through Cover, we do that for Gargantuans as well. It's definitely a house rule, but one that we really feel should have been included in the GW FAQ. -Matthew
+dinosaurboy99 tbh that rule makes sencr because gmc move 12" makes sence u double the highest. i dont see that as helping just more allowing there maximum move through cover
+shane Condie why not increase the range of the melta guns and heavy stubbers on the Iknights? Seems silly they can't shoot them at the same target as their battle cannon?!! While we're at it how come Super heavy walkers don't get cover like GMCs do. Let's change it to help the super heavies out a bit. Lol You mwg buttkissers are playing a different game to the rest of us. It's crazy.
I would have built the Eldar different to Steve. I would have taken a Craftworld Warhost with the Skyrunner formation and the Wraith Host. In 2000pts, you can take 15 Wraith Guard in basic Serpents with Ghostwalk (a preference for easy of movement), a Wraithlord with sword and brightlances (again, preference), the usual Spirit Seer and Wraithknight. In the Skyrunner formation, you can take 3 bikes with Scatters per squad, a basic Viper and then a Farseer with spear and Spirit Stone of Anath'lan. This gives you the silly firepower of the bikes coupled with the ability to delete 3 units a turn with the Wraithguard, which I have done to great affect many times.
"You broke me man" - felt bad for Steve :/ That said I think the list could have been supplemented by Dark Eldar more. Maybe some Wraithguard in Raiders.
you guys are awesome by the way great game and even though it was a massive victory the mountain staid with great sportsmanship. awesome job and great tau list. keep it up guys!!!
Now I haven't had the most experience with 40K, but in regards to the split targeting of the Destroyer Missiles, I feel that Matt's interpretation is the one I would opt for in the case of a disagreement Mostly for the reasons that 40K phases--moving, firing, melee, what have you--are intended to be carried out all as one simultaneous action. Such as all models of a unit fire at once: all weapons systems of a large model fire at their respective targets at once. So I would imagine that the action of firing the missile then waiting for impact, then firing another would break that fluffy flow? The commander of the model would more so order the firing of the entire missile battery at one target or split them between two or more targets. That being the case they would all impact at the--roughly--same time which corresponds with the one Firing Phase. This is more of a fluff interpretation, since I have not played Tau or against Tau before.
So to start my Tau army I'm having 3 squads of 10 Fire Warriors (30) An Ethereal, 3 Crisis suits and a squad of 10 Pathfinders. With all their drones and everything that'd be ~50 models....But I have a feeling I'm not putting enough big boys on the table. No big battlesuits like a Broadside, Ghostkeel, Riptide, Stormsurge and no vehicles like a Hammerhead, Piranha, Razorshark, Sun Sharks, Sky Rays. Just a lot of duders...What should I add next?
Coldstar with neuroweb system jammers, hmmmm, if that's the case i'd love to run commander with iridium armour. Its a real shame the commander can't take any signiture systems after he gets that upgrade.
Hi Matt, I was wondering about your list. As far as I read in the rules for the contigent you also need to take • 1-3 units chosen in any combination from the following list: -XV25 Stealth Battlesuits, XV8 Crisis Battlesuits, XV95 Ghostkeel Battlesuits, XV I 04 Riptide Battlesuits and I don't see those, or am I mistaken?
+Jort van Welbergen I may be mistaken about this, but I believe the way it works is that the sub-formations contribute towards the model count of the cadre
Page 71 of the 7th edition book (ebook at least), the last paragraph in the section "Choosing an Army" says that they can belong to more than one detachment.
Not saying that the overall outcome wouldn't be the same, but I'd like to see that battle with the Wraithlords as ranged "D" weapon. They just might have taken out one or both of those Stormsurges on that first turn.Either way this battle may have gone a lot different if Steve could roll even a decent amount of 3+ armor saves on the Wraithlords...then again maybe not ;)