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GK FAQ is out


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If both of these are true, why would they give the dreadknight a pair of doomfists when Falchions do exactly the same thing for it without the extraneous and potentially confusing "dead" verbiage in the rules?

 

Because dreadknights have fists not a pair of swords...?

 

Talking about rules here, wise guy. ;p

"the dreadknight's fists function identically to a pair of NFF" is easy to write and leaves no confusion as to wether all the weapons rules apply. But they chose to use doomfists instead.

"the dreadknight's fists function identically to a pair of NFF" is easy to write and leaves no confusion as to wether all the weapons rules apply. But they chose to use doomfists instead.

 

What the? You are arguing against using the name "Doomfist"? Really? You don't want fists of doom? You'd rather have some french sounding midget swords? I don't think that would inspire dread, do you? ^_^

"the dreadknight's fists function identically to a pair of NFF" is easy to write and leaves no confusion as to wether all the weapons rules apply. But they chose to use doomfists instead.

 

What the? You are arguing against using the name "Doomfist"? Really? You don't want fists of doom? You'd rather have some french sounding midget swords? I don't think that would inspire dread, do you? ;)

 

Given the choice, I'd take the Nemesis Doomfists any day. But when you tell me I'm not actually allowed to use the 'doom' part of the doomfists, and they're actually no different than the aforementioned midget swords, I start to wonder why I was told I could have doomfists to begin with. Would make more sense to just say I get boxing gloves that act like midget swords than to say I get doomfists that don't actually act like doomfists.

wow, those poor tau.

Actually it's not that big a deal for Tau. There's still plenty of weapons they have to inflict death, including but not limited to: rail guns (solid shot and submunitions), rail rifles, ion cannons, cyclic ion blasters, missile pods, fusion blasters, SMS, seeker missiles, kroot rifles, the krootox gun thing, vespid blasters.

 

Pulse rifles affect the Fire Warriors, and some of the vehicles (mostly transports) and a few Crisis Suit or Stealth Suit builds. As a rule though, those weren't doing the damage in the first place. And those units can simply avoid the Inquisitorial unit and shoot something else.

Not to mention that the Inquisitor with the syphon would be a priority target for all of the non-plasma firepower, and thus might not be getting close enough to use the syphon anyway.

 

 

I actually used to play a tau army. typically you'll field 2-4 fire warrior squads, plasma rifle spam (most common build is dual plama rifles and a missle launcher) and the FAQ said "any weapon described as using plasma as its effect or in its special rules" which TO ME says that if the weapon uses plasma in its description (confermation please) then the weapon is effected. which would include fusion blasters and burst cannons.

 

and also as a former tau plaer i would concentrating my rail guns and other heavy weapons on the knights seeing as the are a FAR greater threat then one inquisitor.

 

EDIT: also most tau players tend to not move much if at all (crisis suits included their to valuable to be front line and moving them almost never ends well. (trust me i know)

I also have a Tau army (there's a lot of us here it seems) and I have to say the plasma syphon doesn't worry me at all. As I pointed out before, there's a LOT of deadly ranged weapons in a Tau list. Railguns, rail rifles, ion cannons, CIB's, fusion, SMS, missile pods, seekers, kroot, vespid, flamers, AFP, Forge World XV-9 weaponry, and probably a few I forgot. Not to mention burst cannons and pulse carbines have an 18" range, a pulse rifle has a 30" range, and while not being their area of strength a Fireknife team can operate at ranges greater than 12" (as can my preferred Firestorms). It just means the Tau player has to kite that one unit, and it shouldn't be too hard to drop a few templates down on it's head.

 

You just have to account for it, but it's not going to render your entire list invalid because one unit might pose a problem to your Fire Warriors. :lol:

the thing about the plasma syphon, is its got a 12 inch range, and is on one of the less powerful hq's, My usual hq choices are draigo and a libby, and if i did go for an inquisitor, I'd probably go for one in terminator armour with a psycannon. I really dont think its a game breaker.

 

With oblit's being classed as daemons, it really doesn't change much either, all it does is let grey knight's reroll misses vs them in close combat, and also daemon bane. Daemon prince's were always going to be daemons, and so were possessed. Possessed vehicles make sense, and lets draigo hit them at str 10 while grey knight's can re roll misses vs the defiler in close combat.

 

Doomfists for dreadknight's was a bit of a shock, makes sense, but still, why not just make up a different weapon for them, instead of giving them dreadnought weapons that they cant use...

 

I don't really consider that grey knight's got especially gimped, or buffed, the main bonus was in the 40k rule book faq that let us stack psychic powers, everything else seemed to be clarifications on things we were unsure about (and my gut was right about most of them too heh).

I'm quite dissapointed by the FAQ. Not by the rulings (though I was convinced it would turn out falcions are not useless) but more that there are plenty of good questions left unanswered, and at least a few that I read and thought 'uh? duh?'. The Rulebook FAQ is also good to see, but the ruling on psychic powers seems a bit too inconsistent for my liking. It dosen't make an aweful lot of sense outside of the game aspect either.

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