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Post by darienfaust on Jun 15, 2009 2:58:58 GMT -5
as i remember correctly, you get a marker counter for each marker light hit. and the you can convert the marker light counter to any of the 3: +1 BS, -1 cover save, or seeker missile hit. and if i remember correctly (tau codex not at hand), you can stack those. which is why a team of pathfinders can hurt a lot.
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Post by The Envoy (AWOL) on Jun 15, 2009 10:13:45 GMT -5
as i remember correctly, you get a marker counter for each marker light hit. and the you can convert the marker light counter to any of the 3: +1 BS, -1 cover save, or seeker missile hit. It can also modify Ld. to make break tests harder for the targeted unit.
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Post by ssgtdude (M.I.A) on Jun 17, 2009 7:40:08 GMT -5
At least I am pretty sure the Marker light is going to change in the next codex. Since the way things have been going anything that is effecting someone elses army is being NERFed or taken away entirely. All is not lost on this stupid piece of wargear.
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Post by Sister Galatea(M.I.A) on Jun 17, 2009 8:15:09 GMT -5
I think the marker light is a valuable Tau piece of gear that does some great utility things for the army- which they really need. They lack a lot of the options that other armies have. And, they are not cheap, so taking them is quite a decision.
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Post by Ymmot (M.I.A) on Jun 17, 2009 9:19:13 GMT -5
mark lighters are worth it
they do amazing things
boosting bs all the way up to five
lowering ld on pinning tests
a few other things...
increasing their bs up to 5!
I do not need to tell any of you what S5 weapons do to guardsmen
when markers are used correctly the little bluies could be hitting on 2+ and wounding on 2+
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Post by The Envoy (AWOL) on Jun 17, 2009 9:57:46 GMT -5
I don't normally take Markerlights unless I'm using Pathfinders, mostly because they come with them, due to the fact almost all of my army is mounted in transports. It becomes kinda impractical then, though if I need them, I can always use a Sky Ray for some Seeker Missile action.
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Post by darienfaust on Jun 18, 2009 2:13:53 GMT -5
from what i remember of the present tau codex, the only marker lights worth taking are the networked ones. `cause unless they're networked, the firing unit can't make use of the bonuses it provides.
a firewarrior team with a sergeant that has a marker drone can score hits on a 3+ if i'm not mistaken.
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Post by The Envoy (AWOL) on Jun 18, 2009 10:18:08 GMT -5
Well, that's not entirely true.
If you give a Fire Warrior Shas'Ui a Markerlight and a Target Lock, he can light up a tank and then have it blasted with a Seeker Missile while the rest of his unit takes down infantry.
And remember, it's important to declare where the Seeker Missile is coming from, because if it's coming from behind the tank, is counts as hitting rear armor.
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Post by Ymmot (M.I.A) on Jun 18, 2009 16:43:40 GMT -5
yeah, target locks and mark lighters seem like they'd make a good combo, pathfinders are probably best though, for when you really want an enemy lit up like christmas.
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Post by darienfaust on Jun 18, 2009 20:00:01 GMT -5
quick question. do shield generators/drones extend their effects to all Crisis suits in a team or does it only affect the suit that's carrying it?
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Post by The Envoy (AWOL) on Jun 18, 2009 20:13:14 GMT -5
Shield Generator's only effect the model carrying it.
Drones are a seperate model, and you only allocate wounds to them.
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Post by darienfaust on Jun 18, 2009 20:29:06 GMT -5
that's good to know.
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Deleted
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Post by Deleted on Jun 20, 2009 4:39:35 GMT -5
I disagree. I was able to put together a Command Unit with over 20 shots with gun drones. I'm a drunk, so my math might be off, but do tell, how? I do believe that would be illegal. Keep in mind you can't take the same item twice(so you can't have two burst cannons). Assuming you have the squad completely maxed out: 3 Crisis suits Burstcannons = 3 shots per model(9 total) Missilepod = 2 shots per model(6 total) That's 5 shots per model. So 15 in the command squad in total. The max drones you can have is 2 with a drone controller. That is 17 shots that are being put out. Were you just talking some smack saying you can shoot over 20 shots from a command squad, or have you actually been doing this? Explain. Also, reducing the leadership only applies for pinning tests, not leadership tests as a result of casualties. Ymmot (M.I.A) Yea, so if they had 4 successful marker light hits, they could use 3 to negate a 4+ cover save completely(from the unit firing the missile), and use the other to actually fire the missile. Although this would be a waste(unless used on a vehicle), but yea you could do it. Seeker missiles, nor smart missiles ignore cover. ssgtdude (M.I.A) (in regards to MLs reducing vehicle cover saves)What? That doesn't make any sense, that would be the same as saying having a laser on you means you get pulled out of cover because you're lit up. That is completely legitimate reducing a cover save of a vehicle, as its the same principle as infantry, its revealing your exact position making you easier to hit. Obscuration grants a cover save, and the ML reduces the cover save.
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Post by The Envoy (AWOL) on Jun 20, 2009 11:04:08 GMT -5
A Commander and his Bodyguard can all have Hard Wired equipment.
So, here's the breakdown.
Crisis Commander with Cyclic Ion Blaster (5 shots), Burst Cannon (3 shots) Bodyguard with Plasma Rifle (2 at Rapid range 1 at 13-24), Burst Cannon (3 shots) Bodyguard with Plasma Rifle (2 at Rapid range 1 at 13-24), Burst Cannon (3 shots) All have HW Drone Controller with 2 Gun Drones (6 shots, 1 from each drone)
So, adding it up, within 18 inches, the unit gets 22 shots. At Rapid Range, this becomes 24 shots.
A regular Crisis Team can't really do it, but a Commander and bodyguard can.
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Post by Deleted on Jun 20, 2009 16:40:28 GMT -5
A Commander and his Bodyguard can all have Hard Wired equipment. So, here's the breakdown. Crisis Commander with Cyclic Ion Blaster (5 shots), Burst Cannon (3 shots) Bodyguard with Plasma Rifle (2 at Rapid range 1 at 13-24), Burst Cannon (3 shots) Bodyguard with Plasma Rifle (2 at Rapid range 1 at 13-24), Burst Cannon (3 shots) All have HW Drone Controller with 2 Gun Drones (6 shots, 1 from each drone) So, adding it up, within 18 inches, the unit gets 22 shots. At Rapid Range, this becomes 24 shots. A regular Crisis Team can't really do it, but a Commander and bodyguard can. Okay, I re-read the rules since I'm sober. You can take the same weapon system more than once, so you can have 2 burst cannons per suit. That would give you 18 shots in total(or 20 with a Cyclic. SO you could potentially have 26 shots of AP5 guardsman killing goodness. You're good, I must have been thinking you could only have 2 drones per squad for some reason. Whatever, you're all good
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Post by The Envoy (AWOL) on Jun 20, 2009 16:44:37 GMT -5
Well, if you take the same weapon system on a Crisis Suit, it counts as twin-linked. Which is why there are two points costs listed. So you don't actually add shots, you can just re-roll them. Still very useful if you take all HW'd gear though, as you can put three weapons (a twin linked set and another weapon) and have a field day with it.
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GuardsmanPatch
Captain
They took away my Bolter, and gave me a flashlight!
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Post by GuardsmanPatch on Jun 25, 2009 5:52:26 GMT -5
Is the Stubbon effect from a Commissar effected by the -1Ld from a marklight? Personally, I wouldn't have thought so... But I could be wrong
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