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Decoy launchers or disruption pod?
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Old 17 Oct 2007, 20:57   #1 (permalink)
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Default Decoy launchers or disruption pod?

Ok, I want a Tau army, and I've been looking at the options for the vehichles. People suggest decoy launchers, but disruption pods seem better. The same points cost and theirs no risk in disruption pods. Which one do you guys think I should pick?
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Old 17 Oct 2007, 21:11   #2 (permalink)
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Default Re: Decoy launchers or disruption pod?

After the first turn, you should be moving your skimmers more than 6" every turn, thus negating the usefulness of the disruption pod. The disruption pod is really only useful in the first turn, protecting your skimmers before they've had a chance to move.

Instead of taking a disruption pod, just hide your skimmers behind some cover so they can't be shot if you don't get the first turn.

However, I would always take a decoy launcher. It will greatly increase the survivability of your skimmers, whereas the disruption pod doesn't offer you anything that good cover to hide your skimmers behind won't give you.
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Old 17 Oct 2007, 21:12   #3 (permalink)
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Default Re: Decoy launchers or disruption pod?

There's a long write up somewhere, but the short answer is Decoys.
Disruption Pods are only good in certain situations, Decoys are good whenever you might be immobilised.
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Old 17 Oct 2007, 21:16   #4 (permalink)
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Default Re: Decoy launchers or disruption pod?

Always take the Decoy Launcher first. The Disruption Pod will come later.
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Old 17 Oct 2007, 21:17   #5 (permalink)
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Default Re: Decoy launchers or disruption pod?

Decoy Launchers always take priority over Disruption Pods because you are able avoid penetrating hits by staying behind terrain and moving over 6'' a turn. On the other hand, there is nothing you can do about a immobilized result unless you brought a Decoy Launcher on your skimmer.

Hope that helps
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Old 17 Oct 2007, 21:19   #6 (permalink)
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Default Re: Decoy launchers or disruption pod?

Firstly, Tau vehicles are skimmers. This means, that as long as they move 6+ inches, they downgrade all penetrating hits to glancing ones. However, when the roll an Immobilized result after moving like this, they crash and are considered destroyed. Disruption Pods are really only useful on the first turn of the game, before you've moved, since they give you the same results as moving 6+ inches. Decoy Launchers, on the other hand are useful in that they give you a 66% chance of survival from something that is pretty much guaranteed to kill the vehicle if it happens. Since it's a relatively cheap upgrade, I'd say it's a worthwhile one.

You do want to make sure that you take Multi-trackers and Target locks first though. The ability to fire all weapons while moving and to pick targets is very important for a mechanized army.
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Old 17 Oct 2007, 21:23   #7 (permalink)
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Default Re: Decoy launchers or disruption pod?

Quote:
Originally Posted by Kiznti
[...] However, when the roll an Immobilized result after moving like this, they crash and are considered destroyed.[...]
Really? I was pretty sure the landing gear help in preventing this (in part) gonna have to rechecked this over.

But back to the subject. I would have to agree with the other the the decoy launcher is more useful in the long run especially if you keep your skimmer moving.
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Old 17 Oct 2007, 21:40   #8 (permalink)
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Default Re: Decoy launchers or disruption pod?

Quote:
Originally Posted by Kiznti
Disruption Pods... give you the same results as moving 6+ inches.
Actually... that isn't quite true. Disruption Pods only cause your vehicles count as obscured as long as it's 12+ inches from whatever's shooting it. That means it only gets a 50% chance to downgrade penetrating hits to glanching hits, and only if it's at least 12'' away from whatever's hitting it.

D.Pods aren't quite as good as moving 6+ inches.
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Old 17 Oct 2007, 21:51   #9 (permalink)
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Default Re: Decoy launchers or disruption pod?

Quote:
Originally Posted by Boneguard
Quote:
Originally Posted by Kiznti
[...] However, when the roll an Immobilized result after moving like this, they crash and are considered destroyed.[...]
Really? I was pretty sure the landing gear help in preventing this (in part) gonna have to rechecked this over.
No landing gear simply allows you to not count as a skimmer if you didn't move and "land" they don't save your skimmer from crashing voilently if it's engines are shot while moving too fast.
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Old 17 Oct 2007, 23:41   #10 (permalink)
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Default Re: Decoy launchers or disruption pod?

Decoys, no contest ;D
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