Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

grenades
Closed Thread
Old 10 Apr 2005, 15:10   #1 (permalink)
Kroot Shaper
 
Join Date: Feb 2005
Posts: 75
Send a message via MSN to battlecraze
Default grenades

Hi can you tell me how to use photon grenades and EMP's, could you tell me the rules for them i don't quite understand them in the codex. And i think that my friends don't understand them either
thanx
battlecraze is offline  
Old 10 Apr 2005, 15:48   #2 (permalink)
Shas'Ui
 
Join Date: Mar 2005
Location: North Carolina
Posts: 903
Send a message via AIM to AvalonSurfer739
Default Re: grenades

Ok Photons grenades are really only necesary when you dont have any Devilfishes and you use static Firewarriors. Since they are so prone to assault these Grenades wil make them survive longer in CC. However for the entire squad they can take up points that you need somewhere else. Plus even with them they will still die very quick. However with them it will slow the enemy's progess and you will have more time to move your units away from the squad that was assaulted.

EMP grenades can be usefull especially with a Devilfish. They are est left to a squad of Pathfinders so they can use their "Forward Scout" rule and move ahead of the rest of the army. Then they can Charge their tanks and EMP em'! Although they are very expensive and should not be used for every squad.
__________________


-Made by the awsome Photoshoper TchicoriTa
AvalonSurfer739 is offline  
Old 10 Apr 2005, 16:36   #3 (permalink)
Shas'Vre
 
Join Date: Jan 2005
Location: NRW, Germany
Posts: 1,227
Default Re: grenades

May I suggest you not do that? PFs cost a fortune and sending them on a suicide EMP death run is a very bad idea. : If you want to do that give the grenades to auxillaries - they are there to serve the greater good, plus they're half the cost.
__________________
Waldo Pepper

The general who wins a battle makes many calculations before the battle is fought. - Sun Tzu

I want to die in my sleep like my grandpa, not screaming in terror like the rest of the people riding in his car.
Waldo_Pepper is offline  
Old 10 Apr 2005, 17:24   #4 (permalink)
Shas'Ui
 
Join Date: Mar 2005
Location: North Carolina
Posts: 903
Send a message via AIM to AvalonSurfer739
Default Re: grenades

Quote:
Originally Posted by Waldo_Pepper
May I suggest you not do that?* PFs cost a fortune and sending them on a suicide EMP death run is a very bad idea.* :* If you want to do that give the grenades to auxillaries - they are there to serve the greater good, plus they're half the cost.
Yes gueve'sa are alot better for suicide EMP attacks I will agree. I would have posted that but I did not think of them at the time. Plus since they areso cheap your enemy is either not going to shoot at them as they are a weak or eradicate them because they die fast therefor wasting alot of their firepower on them.

And 180 points of pathfinders EMP'ing a Land Laider I will take any day
__________________


-Made by the awsome Photoshoper TchicoriTa
AvalonSurfer739 is offline  
Old 10 Apr 2005, 20:39   #5 (permalink)
Shas'Ui
 
Join Date: Jan 2005
Posts: 713
Default Re: grenades

Here's the lowdown:

Photon greneades cause a unit that is charging the Firewarriors equipped with them to lose any +1A for having an extra close combat weapon. It's as simple as that.

EMPs work after scoring a hit against a vehicles when your Firewarriors assault it. You get 1 attack for each model regardless of whether some of them have more than one attack (like a Shas'ui has 2 attacks, but if he uses an EMP then he just gets one against the vehicle). You then make the roll and ssee what the grenade does for each hit scored.

Also, something new in v4, Photons and EMPs can be used by one of the models ina squad to make a Death or Gloy attempt versus a Tank Shocking vehicle. They aren't great, but it wasn't something you coudl do before in v3.
__________________
My Three Rules of the Tau
1) Tau can shoot: Do it.
2) Tau are fast: Move 'em.
3) Tau are a team: Stick together.

[size=8pt]40k v4.0 FAQs[/size]
[size=8pt]official Rail Rifle rules[/size]
[size=8pt]Forge World Rules and Models[/size]
[size=8pt]Crisis Configurations[/size]
[size=8pt]Gue'vesa: Tau Human Auxiliary rules[/size]
[size=8pt]Mechanized Tau Tactica[/size]
[size=8pt]TauOnline Tactica[/size]
AunLa is offline  
Old 10 Apr 2005, 20:57   #6 (permalink)
Shas'O
 
Join Date: Oct 2004
Location: Auckland NZ
Posts: 6,167
Send a message via MSN to dizzygamer
Default Re: grenades

my verdict, theyre both pretty worthless.

Photon: dont get assaulted in the first place and you wont need them ^-^

EMP: givem to a Gue'vesa suicide squad or dont take them, just makes expensive models more expensive (and even the que'vesa arent so top notch if the opponent knows what they can do ^-^)

all in all just forget grenades exist ;D
__________________
Quote:
Originally Posted by Mael
:::is enlightened by the brilliance that is Dizzy :::
Want to know what Confrontation is?
go here
or MSN me, always happy to chat ^_^
dizzygamer is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Grenades Bluntag General 40K 3 02 Mar 2009 02:13
How many grenades? AndrewC Tau 12 23 Sep 2008 06:06
Tau Grenades ACE666 Tau 35 17 Feb 2007 04:59
emp grenades vs. haywire grenades Shaso Rama Tau 7 01 Mar 2005 18:09
A whole new way to use grenades! -Unforgiven- House Rules 15 05 Nov 2004 02:49