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Post by Jack Shrapnel on Mar 8, 2018 10:27:49 GMT -5
hmmmm kroot and bright pink stealth tau you say?
so... you can't even move to get the Sept trait?
lame... especially for stealthy sneaky tau... isn't mobility and sneaking around kind of the point? especially with ghostkeels getting to move stealth suits around - which would mean they lose the sept trait?
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Post by cmcd on Mar 8, 2018 10:30:48 GMT -5
Wall of mirrors. Since that is done at the start of the movement phase. Technically you should be able to move the stealth team after.
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Post by Jack Shrapnel on Mar 8, 2018 10:32:12 GMT -5
yeah but if you move you lose the sept trait... very surprised they didn't have it like Jormungdar tyranids - so long as you're not advancing or charging...
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Post by cmcd on Mar 8, 2018 10:35:46 GMT -5
lame... especially for stealthy sneaky tau... isn't mobility and sneaking around kind of the point? especially with ghostkeels getting to move stealth suits around - which would mean they lose the sept trait? The models don’t move or manta strike. They’re removed and set back up. Even says it does not count as falling back when there removed from combat. I think they would get it assuming they don’t move in the movement phase
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Post by Jack Shrapnel on Mar 8, 2018 10:38:41 GMT -5
yeah you're probably right on that stratagem given it says set up.
but in every other instance, wouldn't you want your ninja tau moving?
I'm just super surprised at the wording, given the army style it's supposed to apply to.
Shadowsun isn't really a "sit at the back not moving" kind of commander is she?
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Post by cmcd on Mar 8, 2018 10:41:52 GMT -5
Well you just setup the stealth suits far enough away so your guns are in range, then only move the ghost keel behind the stealth team. Kinda like a backwards rolling barrage.
the stealth team gets cover. And I’m assuming the electro sensors suite would help the ghost keel
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Post by ohgodsnakes on Mar 8, 2018 10:47:29 GMT -5
lame... especially for stealthy sneaky tau... isn't mobility and sneaking around kind of the point? especially with ghostkeels getting to move stealth suits around - which would mean they lose the sept trait? The models don’t move or manta strike. They’re removed and set back up. Even says it does not count as falling back when there removed from combat. I think they would get it assuming they don’t move in the movement phase They count as moving as per the FAQ. Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons? A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
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Post by ohgodsnakes on Mar 8, 2018 10:49:57 GMT -5
yeah but if you move you lose the sept trait... very surprised they didn't have it like Jormungdar tyranids - so long as you're not advancing or charging... yup, a very disappointing trait. Bork'An still in the lead IMO. Even more importantly, it does not work on your opponents first turn if you go second. This type of trait screams "Protection from Alpha Strike" but it doesn't even do that...
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Post by thesanityassassin on Mar 8, 2018 10:51:00 GMT -5
My take on them is that you can then make a good castle of super cheap Fire Warriors with a 3+ and maybe a big suit or a couple of Broadsides supporting them, and then operate roving screens of Stealths/Ghostkeels and Kroot to keep enemy pressure off the line.
It's still a bit lame that they remove the ability from the forward elements, but I think it can come together in a solid way, where you backfield is protected by improved saves and your forward elements are protected by Stealth fields and mobility tricks.
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Post by Jack Shrapnel on Mar 8, 2018 10:59:23 GMT -5
hmmmm
going back to my original statement then
LAME!
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Post by cmcd on Mar 8, 2018 10:59:30 GMT -5
The models don’t move or manta strike. They’re removed and set back up. Even says it does not count as falling back when there removed from combat. I think they would get it assuming they don’t move in the movement phase They count as moving as per the FAQ. Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons? A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements. Nice! I mean. That sucks. But thanks for correcting me.
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Post by Jack Shrapnel on Mar 8, 2018 11:48:44 GMT -5
hmmmm, interesting response by Reece over on Frontline Gaming as to complaints about the commander nerf... gives some insight I guess.
COPIED FROM FRONTLINE GAMING:
"I totally get your point, it is a case of putting the genie back in the bottle.
We honestly should never have had a scenario in which you could spam out HQs (although your example of the 8 is accurate, and was represented in the game with a special unit as I am sure you know) but we did, it was not very positive for game play and so know there is some backtracking going on.
Really it comes down to do you think it is better to make a perceived mistake and do nothing or to try and fix it? Both have pros and cons but I tend to be in favor of trying to fix perceived errors. Again though, to reiterate, I can only speculate why this choice was made as I did not make it."
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Post by Frosty the Pirate on Mar 8, 2018 12:42:27 GMT -5
Definitely a bit of a weaker sept for sure. The Warlord Trait is pretty neat tho, and they hinted a price drops for Kroot across the board, so depending how steep that cut is we may suddenly see a lot more Kroot screens to be dealt with before you can charge a Tau army.
As always since I'm usually on the opposite side of most arguments, I actually am ok with the "lazy" Commander Nerf. Why? Because otherwise they would of had to completely retool the commander, or give him a huge points hike. They clearly didn't want to do that, and have given other options to encourage use of things like buff-mmanders that are quite strong.
Would those all complaining be happier with a HUGE points hike on commander load outs? Or maybe even loss of certain rules or weaponry options? Probably not. Commanders retain their options to be a backline support character or to lead-by-example deepstriking in, and the only difference is you can't bring more than 3 in a 2k list? seems fine to me.
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Post by ohgodsnakes on Mar 8, 2018 13:08:35 GMT -5
yah, the commander nerf doesn't affect me too much. The most I ever ran were 3 and a coldstar in 3 detachments. With Some other units being dragged out of the mire they were stuck in, hopefully we won't have to rely on Commanders to do all the heavy lifting.
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Post by LizardTau on Mar 8, 2018 13:13:19 GMT -5
Doesn't affect me either as I only ran 2 lol
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