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IA:III Tau additions
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Old 09 Sep 2008, 19:37   #1 (permalink)
Shas'Saal
 
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Default IA:III Tau additions

Are any of them actually useful? I just read it, looked over the new rules, and didn't see anything there that I thought was really worth the money.

Does anyone with experience using this stuff disagree?

(I mean, what is up with twin linked plasma cannons for 35+ points on the hammerhead, according to the rules they don't get blast templates, or at least they weren't mentioned, and are 2 twinlinked strength 7 ap 2 shots. An ion cannon seems to be more useful for everything except killing termies/HQ choices.)
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Old 09 Sep 2008, 19:43   #2 (permalink)
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Default Re: IA:III Tau additions

It depends on your army ocnfiguration.

Personally with the new relentless rules in 5th Ed. The XV-84 is a whole lot more interesting as a HQ then before...you can JSJ and use the markerlight.

Also my army have 2 configurations: Auxiliaries and Drones. Both of which benefit form ForgeWorld knarlocs and heavy gun drones.
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Old 09 Sep 2008, 20:01   #3 (permalink)
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Default Re: IA:III Tau additions

Tetras are useful. I like the great Knarlocs as well. Most of the other stuff is more for flavour than actually effective. Also keep in mind that IA3 came out for the old codex, so some of those units and wargear have their own versions in codex.

I also really like the BFG addition.
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Old 09 Sep 2008, 20:10   #4 (permalink)
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Default Re: IA:III Tau additions

Quote:
Originally Posted by Bird III
Also keep in mind that IA3 came out for the old codex, so some of those units and wargear have their own versions in codex.
True, IA3 is roughly WH40K 3,5th Ed...so the wargear doesn't match 4th edition wargear 100%...the good news is, when I contacted Games Workshop Canada about that specific question they told me that 4th Edition Tau Empire codex wargear supercedes IA3 wargear. So Special Issue wargear on FW Crisis suit is acceptable.
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Old 10 Sep 2008, 03:14   #5 (permalink)
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Default Re: IA:III Tau additions

Let's see, this stuff is generally considered useful:
Tetras
Drone Sentry Turrets
R'ymr & Special Suits.

Considered fun (especially by me):
Fusion Cannons
Barracudas

Any Tau superheavies (as they don't use the crappy IA:A rules )
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Old 10 Sep 2008, 04:46   #6 (permalink)
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Default Re: IA:III Tau additions

How do twin linked blast weapons work...? Fusion cannons do look fun.
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Old 10 Sep 2008, 05:40   #7 (permalink)
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Default Re: IA:III Tau additions

Quote:
Originally Posted by Saracen
How do twin linked blast weapons work...? Fusion cannons do look fun.
Re-roll the scatter dice.

1/3 with another 1/3 chance of hitting if you fail means you hit dead on ~63% of the time, or slightly worse than BS 4.
In addition, the mean scatter distance is 3" (avg on 2D6 = 7, 7 - BS 4 = 3"), so you'll hit the target a great deal of the time, even if it isn't a direct hit.

It's also extra evil against vehicles, being essentially a multi-melta with a blast.
Open topped vehicles are pretty toasted, even on a glancing you get +2, meaning it's the same as any normal weapon getting a penetrating hit.

Also very, very, very evil on anything that has just arrived via deep strike. Especially high value targets like terminators…

EDIT: Modhax correction.
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Old 10 Sep 2008, 11:30   #8 (permalink)
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Default Re: IA:III Tau additions

Quote:
Originally Posted by Ravager Zero
Quote:
Originally Posted by Saracen
How do twin linked blast weapons work...? Fusion cannons do look fun.
Re-roll the scatter dice.

2/3 with another 2/3 chance of hitting if you fail means you hit dead on ~88% of the time, or slightly better than BS 5.
In addition, the mean scatter distance is 3" (avg on 2D6 = 7, 7 - BS 4 = 3"), so you'll hit the target a great deal of the time, even if it isn't a direct hit.
I think you may have made a slight calculation error there, Ravager. Scatter dice have two Hits out of six, making them a 1/3 chance, not a 2/3. Thus, your chance of a direct hit is 1/3 + 2/3*1/3 + 2/3*2/3*1/6 = 17/27 which equates to a 63.0% (3sf) chance of a direct hit, which is just under the equivalent of BS 4 (66.7% (3sf)).


Quote:
Originally Posted by Ravager Zero
It's also extra evil against vehicles, being essentially a multi-melta with a blast.
Ah... Brings back memories of Second Ed...
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Old 10 Sep 2008, 11:37   #9 (permalink)
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Default Re: IA:III Tau additions

Heh, thanks for the corrections thespian.
Haven't looked at my scatter dice recently. :P

And second Ed, from whence does this heresy hail?
Actually, I wish had been playing during second ed., somethings sounded insanely fun, like, iirc, the chain reaction Khanaris caused by hitting one biker when his plasma cannon fell short of a tank, then that bike plowing in to the tank, blowing it up, and the turret flying in to another tank, causing it to explode, which was so big it caught another two tanks, severely damaging them. And of all that was off the top of the first turn.
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Old 10 Sep 2008, 11:39   #10 (permalink)
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Default Re: IA:III Tau additions

Quote:
Originally Posted by Ravager Zero
And second Ed, from whence does this heresy hail?
Back in Second Edition, Multi Meltas actually did have a 2" Blast Marker. It got changed to a single shot, no blast marker when Third Edition rolled around, and GW hasn't looked back since...

Edit: AND, if they were mounted on a Space Marine Dreadnought, they could also be fired as a Heavy Flamer, back when the Heavy Flamer template was almost 11" in length
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[hr]
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