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So I'm revisiting my long neglected Tau now that 5th Ed is here and I'm wondering what people think of having a mixture of Pulse Rifles and Carbines in the same F/Warrior squad?
I used to have this mixed combo when the Tau first came out but now I'm wondering if mixed weapons in a unit are really worth it?
I'm thinking about running a pure rifle squd to sit at the back and provide long range support and a pure carbine squad with EMP grenades for running up the front and giving support for my XV8 units.
What do people think?
Stick with the rifle, it beats the carbine in every situation (bar you running into assault, and well that's not really going to happen), if you want a short range support unit take kroot, those beaky beggars have boltguns and aren't to shabby in CC. So will be able to bail out a surviving XV8 or eliminate a threat, they're also troops so they can capture an objective while your suits lay down cover from the tougher targets.
You don't rate Carbines at all? Even with their ability to cause pinning?
I think the new Running rules give the Pulse Carbine new life as we now have a greater capacity to get them into range to be effective.
As for capturing objectives, well a unit of Fire Warriors will have a far greater chance of holding an objective then the Kroot (based on their armour save, drones etc), and the Kroot are perhaps better left to a tactical assault roll.
Just my two cents.
There are far too many Fearless enemies out there. After that, there are quite a few that are effectively Fearless (Mob Rule for Orks, Synapse for 'Nids). And even after that, not very many of our enemies suffer from low Leadership scores. Even if you do force a test, what are the chances that they fail? Using a Pinning weapon doesn't exactly guarantee a payoff.
Basically, pinning is not something to be relied upon, or write a list around. It is a nifty little bonus when it works, but not much more than that...
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
I think the only time Pulse carbines would be useful is when you plan to be mobile. The extra 6 inch range is nice while you're falling back. Other than that I'd take pulse rifles and modify my strategy to remain stationary and hold down objectives.
Or you could just judge the 12" RF better, static tau isn't very strong, being mobile and FoFing while not as safe as it was, is still one of our stronger tactics. Basically Pinning is only semi reliable against another tau army, and nigh on impossible on everyone else. (Inluding IG, they get so many re-rolls and buffs its not funny).
The only range the carbine outdoes the pulse rifle is in the 18" bracket on the move. otherwise sitting still for a turn to blast them or moving forwards to get into RF range is the best bet (12" RF + 6" move=carbines range with 2 shots). Running with a carbine loses you a whole turn of our only combat phase. the distance you ran to get into range will more than likely leave you open and vulnerable to assault. Sitting around with a rifle lets you nail that target you ran at from a relatively safe distance.
Everyone is talking about the differences in ranges between the carbines and rifles but here is a question I have. Does squad size matter?
Obviously as far as a small squad is concerned: more pulse rifles==more killing potential.
However, in larger squads (10 to 12 fire warriors) is it feasible to say run 10 rifles and 2 carbines? The way I see it you lose out on two shots in the 30”-18” range and the 12”-1” range but still you force them to make the check.
As an added bonus, you can save your gun drones to form their own squad.
Good point Daxton, at the moment I mix with a 8/4 split which means for a static unit I'm losing four shots a round till the enemy hits 18".
At 18" those extra shots now hit with a chance of pinning (which no one seems to rate - fair enough), but would they be better served at 30" with the rest of the squad?
Yep, don't mix/match. If you're deadset on taking carbines stick them all in one unit, at least then they don't detract from the effectiveness of your rifle teams. So you're basically saying you let 1/3 of a not to cheap unit sit around for 2-3 turns while the enemy run over into their range. The little 'boost' you'll get when they do get in range will be very little considering some units can sprint right past their 18" range. Either drop em and get something else or take rifles so they can blast away right from the start, then add an extra 8 shots when things start getting close. (compared to 4). Same thing for 10/2 mix, don't, pinning is moot and those two guys are deniying you a potential 4 shots as they run over and 2 when they get close.