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If the pulse carbine has an underslung photon grenade, does an enemy entering CC gain the plus 1 advantage?
Just asking realy because you can add PG's as part of the war gear so I guess the answer is no, but if all the pathfinders are equiped with PC's then I would have thought there is no need for the grenade option.
I can't say I'm completely certain... but could it be because of the rail rifle options? Let me take a look through my Codex.
<After taking a look>
O...kay... its a little vague, but I think what it says is that Photon Grenades are the equivalent of flash-bangs. So if they're fired into the enemy with the underslung grenade launcher, in combination with losing someone to pulse carbine fire that is why they take a pinning test. If you pay the points for them to have it, that gives them photon grenades to throw by hand - which basically confuses the enemy close to you, thus losing them their bonus attack.
the Fire Warrior sprue carries a few extra Pulse Guns for your troops, is it worth having a unit of Fire Warriors with Pulse Guns instead of the usual Plasma Rifles?
Assuming by 'Pulse Guns' you mean 'Pulse Carbines', then there are two reasons I would use them with their range shrinking to 18" as opposed to the Rifle's 30" - obviously I can't speak for other players, who might have their own systems that they use.
1) If they're going to be a forward unit, either being raced up in a DevilFish to be close to the enemy's flank or a unit that's going to run forwards firing for much (or all) of the game.
2) Sometimes when the enemy is one with low leadership its worth the reduction in range to have them pinned ahead of you for turn after turn...
might have to take it up with the GW guys next time I am in Nottingham, seems silly to pay the point twice. <_<
Tell me what they say. That's how I read it, but I'd love to be wrong.
I am defiantly not a Tau "Master" but I do have there codex and a small battle force that I way toying with. I tended to equip my squad leader with a carbine, its just too tempting to try for that pinning test.
As far as paying for the grenades when you have the gun. I believe you still have to pay for the additional grenades. I would imagine the launcher is too difficult to fire at close range so you need to pay for the extra grenades on your belt.