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Keep in mind I ordered my codex recently and don't have it yet, but if it is feasable are all carbine fire warrior units useful in a tau force? I figured with assault 1 and pinning they could be effectively used to walk up to unit and without a doubt they would pin it I would think and then they could simply shoot them out with the help of another unit, fish of fury anyone? Maybe this is crazy talk, and although it dosn't seem as effective as a regular FW squad it seems cool to me the tau getting up close and dirty with grenade launchers and close range shooting.
I don't personally see the problem with Pulse carbines. I have about 20 unasselmbled Tau in my bits box and I know what I will be doing with them. I think the key here is balance and direction. The Tau have a lot of options available to them. They have some pretty clear weaknesses. This means that you should have some idea of what to expect from an opponent. This is because he also knows your weakness and will want to exploit it.
The Tau weakness is in hand to hand combat. Or so people think. This means that your enemy will be trying to get as close to you as possible as soon as possible. Having a squad that can move 6" shoot and then if necessary charge a squad who would only charge then in the next turn is great.
The opportunity to take Carbine squads also eliminates the problem of incompatible weaponry. Why would you want such different weapons in the same unit. It means that some of the guys in every team are going to be useless every round...
While I am not sure I would reccommend leaving all of the pulse rifles at home I can certainly see a place for full units of carbines in any Tau army.
Pretty much sums up what I thought, although most people here tend to put in 2 or 3 in a squad in order to pin an opponent coming up on them, maybe give them another turn or two of shooting.
the problem with pinning is that most armies are immune or at least highly resistant to it. Although i admit i haven't tried an all-carbine force. It could be interesting, making your enemy do all those checks.
"To follow any path other than the Tau'va is to doom us all. Only together and with courage and discipline shall we stand victorious. Fight with fire and courage and nothing can stand against us."
- Commander Shadowsun
(1) Range, that 30" range gives you an extra round of shooting many times and allows for greater opportunity to select targets as any unit within 30" is viable
(2) rapid fire, i would rather have 24 shots at 12 than 12 at 18", with ML backup you only need two stacked hits and your hitting on 2+ and wounding on 3/4+ (depending on TGH) not many units can stand that, but 12 shots can be weathered by many many units.
The other thing is why in gods name do Tau need assault weapons, they can move and shoot with Pulse rifles if the enemy is close (and if they are that close its better to have rapid fire anyway) and assaulting with FW is a definate no no only usd in the direst of circs
I'm going to have to agree with riki on this one. The Pulse Carbine is a cool weapon but not for the Tau Empire () Most armies in the game or a high leadership ie. Space Marines, Eldar, well equipped IG, even Dark Eldar. The chances of the unit getting pinned are slim to none. Now for the Pulse Rifle. The 30 in range is a valueable thing to the Fire Warriors. It gives you that extra round or 2 of shooting and that is priceless. Plus the rapid firing at strength 5 is sweet LOTS AND LOTS OF DEAD THINGS. Anyway have fun with the army.
Last edited by Lost Nemesis; January 25th, 2007 at 04:43.
If anybody disagrees with me Chuck Norris will roundhouse kick you in the face.....not really. But wouldn't it be cool?
theres a post on the tau section talking about this. check it out.