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Me and my son were playing out a bit of Tau vs Space Marine action today.
One thing we're not sure of - are there special rules of Tau crisis suits with jetpacks? In part it seems slightly counter intuitive when a group of Space Marines seem to be able to trap a Tau crisis suit in assault - are the suits able to basically jetpack out of assault if the user desires it?
There arnt any special rules for the scenario you describe, but there is one for the assault phase in general. The only time this could be done (i belive anyway, its been a long time scince i read the tau codex) is if your commander has a peice of special issue wargear that gives him the "hit and run" rule.
Are you and your son aware that Crisis suits (and indeed all jet pack troops) get a second move in the assault phase? It seems a little bit strange that the space marines actually caught them thats all, especially as you could move 12" backwards per turn whilst still firing all weapons, and the marines could only move 6"...
You may be aware of this, im just checking.
Your friendly neighbourhood gargantuan creature
Thanks - yeah we're never sure if we're getting this all quite right.
The situation was a bit mental. He'd moved his Tau crisis suits nearby with a jump-shoot-jump, kind of oblivious to the fact there were 8 space marines with close combat weapons within 3" of where their final position was. He was too busy laughing at the chaos on my tanks to think "won't they hit me next round".
I wasnt sure with the Tau units able to move in the assault phase whether that means "they can move out of assault". Theres also the rule about not being able to lock a vehicle into assault, but not sure if thats a tank only thing.
The rules you're looking for are on pages 53 & 34. The Jet Pack Assault move allows them to move 6" in their own assault phase, whether they assault or not. It does not allow them to disengage from an assault initiated by the opponent. Look over the Jet Pack rules on page 53, and reread the assault phase starting on page 33, paying close attention to the Defenders React section on page 34.
The Tau Jet Pack ability is normally used to jump out of cover, shoot, then jump back into cover.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
That's why jump pack enemy units are a high priority target for Tau; the ability to cover the ground fast is indeed a bit of a problem, even against our Missile Pods. If they have Fleet, they are even more high priority, and so they are usually one of the first things I will take out of the game, followed by transports. Then the JSJ fun can really start.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"