Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I have read in various forums and tacticas, that the inclusion of decoy launchers to a Tau army (specifically Mech Tau) is that it is a very beneficial peice of equipment. Most information i have gathered say that the Decoy Launchers protect your vehicles 11% of the time as they reduce the chance of a glancing hit destroying the vehicle from 33% to 22%. Unfortunately, i cannot find any evidence of this, especially when Decoy Launchers only allow you to reroll immobilised results on the glancing hits table. If there is any official change to this, could someone please tell me how to locate it, keeping in mind that i already have the Tau FAQ V4-0-1 from Games Workshop (the Australian site).
well, i usually mount my decoy launchers on devilfish, which are skimmers. after moving 12 inches with a skimmer, a 6+ is needed to hit. on the off chance that they do hit, the decoy launchers can save your fire warriors inside or get you out of that nasty lascannon volley unscathed. They may seem somewhat statistically useless, but the measely points for decoy launchers compared to losing 130+ seems like a logical investment to me.
But how do the decoy launchers protect your firewarriors / devilfish. the only thing that the decoy launchers allow you to do is to keep your devilfish mobil, not protect it from being destroyed
Because when a skimmer is immobilized it is destroyed.
If it moved over 6". Otherwise, it just lands now.Originally Posted by Loestal
Half Gods are worshiped with Wine and Flowers. Real Gods are worshiped in Blood.
Blood for the Blood God! Beer for the Bronze Keg!
The only time a 6 is ever recquired to hit a skimmer is in hand to hand (and you always need a 6+ to hit one in hand to hand). No matter how far you move your skimmer, people will be able to hit it using their normal BS.Originally Posted by Red_Storm
On the other hand, if you move the skimmer more than 6 inches, then you may only glance it, and if you move it over 6 inches, then any immobilized result causes it to crash. Therefor, I think decoy launchers are a good idea.
My 40K Armies:
- Thousand Sons
- Mordian Imperial Guard
- Dark Eldar
My Fantasy Armies:
- Lhamian Vampire Counts
for me decoy launchers are an upgrade that is so inexpensive to take that i think you might as well just in case, without worrying about what the actual statistics are.
Thanks, i must have missed the paragraph on skimmers becoming immobilised.
However in regards tothat seems soomewhat foolish, as all the tau vehicle upgrades are 5 pts, except for Multitracker, Gun Drones and Seeker Missilesfor me decoy launchers are an upgrade that is so inexpensive to take that i think you might as well just in case, without worrying about what the actual statistics are.
Yeah, but the other 5 point things aren't worth 5 points. Unless you happen to play night fight, of course.
"I'd rather fight 100 Hammerheads than 20 Battlesuits" -Vinnie, an Ultramarine.
*Remember to use the Reputation ability! Click the yellow star beneath a name on the left side!*
Decoys are an essential upgrade, don't question them. Well, do, it's always good to question, but this case is a solid open and shut one. Statistics show, plus my personal experience which is really quite high now (58 games), they're an excellent upgrade.
Red_Storm, skimmers are hit using normal BS, and require 6's to hit in combat all the time, unless immobolised. Moving more than 6" only changes all penetrating hits to glancing hits.