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For new players, jetpack rule

922 views 11 replies 6 participants last post by  RecklessFable  
#1 ·
After seeing inquisitor Hause tell curly that you can't charge after rapid firing, I thought I'd mention a little known rule to new players. On p.55 of the BGB it mentions that you CAN declare a charge after rapid firing, if you are equipped with a jetpack.

What does this mean? Crisis suits decent strength can be used to damage vehicle armor (rear armor or light skimmers) after pouring gunfire into it. It's still not smart to charge things with a weapon skill.
 
#2 ·
Actually, charging space marines, for example, after shooting, you still need 4+ to hit just as if we had a WS 4. Our WS doesn't have much to do with the outcome of hth. The crisis does have good strength, but it's our low initiative is what will get them killed.

That's what is drawing me toward a farsight list. All those plasma and fusion shots from all those bodyguards followed by a charge lead by Oshava and his power weapon can easily wipe out a full squad of MEQs. I've play tested it several times and it works quite well, twice now I didn't have anything to charge after the shooting phase! The hard part was getting into just the right position at just the right time.
 
#3 · (Edited)
Actually, charging space marines, for example, after shooting, you still need 4+ to hit just as if we had a WS 4. Our WS doesn't have much to do with the outcome of hth. The crisis does have good strength, but it's our low initiative is what will get them killed.
Edit- Ok well I obviously wasn't clear here. I was saying that you should never charge anything with a weaponskill of any sort, due to the combination of init, low numbers, weaponskill and lack of power weapons. Not that WS was the only determining characteristic. The best example of my point would be defilers or dreadnaughts, armor with weaponskills that use their front armor in CC.
 
#4 ·
I'm wondering though, doesn't the rule you are talking about only refer to the actual jump pack models, as in the ones defined by the rule book. Tau have a different one that isn't the standard jump pack, so are you sure that it still confers the same power?
 
#5 · (Edited)
This rule doesn't apply to jump packs. It applies to jetpacks, which is what the tau have. Hence I never said it applies to jump packs.

(Yes the vespids do have jump pack equivalent wings, no I was not referring to them even though they don't even have rapid fire weapons.)
 
#6 ·
Okay, cool, although it doesn't change the game play very much because of the tau's lack of cc power. Do you know if any other armies have jet packs. I was asuming that tau were the only ones but I haven't look through the Inquisitorial armies or either of the eldar codices.
 
#7 ·
Okay, cool, although it doesn't change the game play very much because of the tau's lack of cc power. Do you know if any other armies have jet packs.
Yes of course it definately doesn't make them viable in CC with most units. Eldar have jetbikes, but they don't follow quite the same rules. I can't think of any other armies with jetpacks, but there might be some faction I have missed.
 
#9 ·
Right, that's the fluff reason and the reason in the tau codex.
 
#10 ·
I was watching a game at a local store and one older player was actually teaching a kid to use his boradsides to jup out of trees, fire, and then jump back. Unfortunate... since the heavy weapons platforms don't have jetpacks.

Now, if only those suits didn't look like armored chickens, I'd be in love with them.
 
#12 ·
Unfortunately, I didn't, since I hadn't read the codex yet. It was my first time seeing Tau in action. They looked INCREDIBLE. Then I read the rules.

First Law of 40k, 4th Edition:
If it looks too good to be true, you misread the rule (or have an old Codex)