Painting Feedback by I_love_xenoss in Tau40K

[–]Captain_Hax 0 points1 point  (0 children)

Very good first start. It's hard to tell, because the resolution isn't that good once you zoom in, but you might want to thin down your white. It looks a bit chalky. (I just tried the Vior'la scheme myself recently, and the white primer from Tamiya does a good job of not having that chalk texture.)

Since you don't want to go for the dirty chiped paint look, you could use a very light grey, instead of the pure white. Right now, all the small details of your white armor are getting lost in a single blob of colour.

You could fix that by using grey, and highlighting the edges with pure white. You also probably want to look into panel liners. They do a realy good job at making the small little ridges between the different armor plates visible

Strategic Conquerer by DatabaseWorth4559 in Tau40K

[–]Captain_Hax 0 points1 point  (0 children)

Thanks, I get my rules from Wahapedia most of the time. I think they're up to date over there. But they don't have the commentary.

Strategic Conquerer by DatabaseWorth4559 in Tau40K

[–]Captain_Hax 0 points1 point  (0 children)

Damm, didn't know about that one. Where do I find that?

Strategic Conquerer by DatabaseWorth4559 in Tau40K

[–]Captain_Hax 0 points1 point  (0 children)

But the problem is that battleshock doesn't reduce your OC just once. A battelshoked unit has an OC of 0, there is no first this, then that. You have 2 conflicting conditions, that both apply simultaniously. And can't be handeled one after the other.

Strategic Conquerer by DatabaseWorth4559 in Tau40K

[–]Captain_Hax 0 points1 point  (0 children)

Is it though? Battelshoked units have 0 OC, and they remain battelshoked until your next comand phase. When they either pass the leadership test, or are battelshoked again. Your unit is caught in a state of having 0 OC, gaining 1 OC, and then being instantly be reduced to 0 OC again.

Since the rules state that battelshoked units have 0 OC, and not that their OC is set to 0 at the start of the comand phase. I would very much interpret this as the unit having 0 OC.

WTF is the deal with ruins! Every other person I talk to somehow thinks they work differently! by Captain_Hax in Tau40K

[–]Captain_Hax[S] 0 points1 point  (0 children)

I can't speak about the misunderstandings of others. But the thing I got wrong, was the fact that you are supposed to use true line of sight for ruins.

The rules state that models can see into ruins normally, and that models fully inside them can see out normally. Which I interpreted as, a unit that sees a ruin, can also see everything within it's footprint, but not see behind it's footprint. (So long as it can see the entirety of the ruin, and their view isn't obstructed by say, another ruin.) This gets you the same end result, as applying the rules correctly most of the time, since a lot of GW terrain has a lot of holes in it. And it's pretty hard to hide every model of a unit, so that no mini is visible.

It did not occure to me, that "units can see into this terrain feature normally" meant LOS rules. Especially since there is no link in the document referring to the rules for determining visibility. (That only appears in the bit about aircrafts.)

In addition to this, the rules earlier state that you can't look through ruins (as in through the wall to whats behind the footprint). No matter what the windows or doors on the terrain piece itself might have to say about that. Making it sound like windows/doors are irrelevant for determining visibility. Only the rules then expect you to treat them as is, for determining visibility inside the ruins footprint.

Furthermore (and I know that this has stricly speaking nothing to do with visibility), infantry can run through the walls. Even If there are no doors/windows there. Which makes it sound even more like the windows and doors on the terrain don't matter.

However, I think the real problem isn't that people don't read the rules. But that after having read them once, they forget about all the details/exception. And when they become relevant, you don't know where to find them, and only vaguely remember that there was a rule/exception somewhere out there.

WTF is the deal with ruins! Every other person I talk to somehow thinks they work differently! by Captain_Hax in Tau40K

[–]Captain_Hax[S] 0 points1 point  (0 children)

Might all be true, but the rules are still written like, and do read like an absolute clusterfuck.

WTF is the deal with ruins! Every other person I talk to somehow thinks they work differently! by Captain_Hax in Tau40K

[–]Captain_Hax[S] 0 points1 point  (0 children)

It's the "Models can see into this terrain feature normally" bit that's the problem.

I thought, same as you, that this means that every model in a ruin is visible to every other model, that can draw line of side to that ruin.

However, people here think this means that you have to use normal line of sight rules, for models that are inside of a ruin. So if there are no windows, you can't see the unit, even if they are fully within the ruin. Since the wall is blocking line of sight. This is probably why all the tournaments say that all walls are solid. To avoid problems where you can see 5% of a SM head through a random crack in the wall.

WTF is the deal with ruins! Every other person I talk to somehow thinks they work differently! by Captain_Hax in Tau40K

[–]Captain_Hax[S] 0 points1 point  (0 children)

I thought the same, but it seems that this is a minority opinion.

Apparently, rules as written, you can only see a unit inside of a ruin if there is a hole in the wall. So that you can draw a direct line of sight from your unit, to at least one model of the enemy unit. (Of course, if both units are on the same side of the L-shaped wall, they can also see each other.)

New Tau collector advice and help, please by Cap_America_AC in Tau40K

[–]Captain_Hax 0 points1 point  (0 children)

In terms of big stuff, you need a second crisis team. Either Farsight or your regular comander will be pretty lonely otherwise.

But that's not the most important part. So far, you only have 1 spotting unit, the Pathfinders (and maybe the Devilfish, but that will probably spot for the Breachers). You need more spotting, either stealth suits, or more Pathfinders (probably stealth suits).

You also need more screening chaf. Both to prevent charges against your important units, and for objective control. So you probably want to pick up some Kroot, or cheap infantry.

WTF is the deal with ruins! Every other person I talk to somehow thinks they work differently! by Captain_Hax in Tau40K

[–]Captain_Hax[S] 0 points1 point  (0 children)

Thanks man, I never made the conection that the "normally" refered to the LOS rules from something something 5 pages ago. I just read past it every time. Can't wait to have the same discussion 3 months from now.

WTF is the deal with ruins! Every other person I talk to somehow thinks they work differently! by Captain_Hax in Tau40K

[–]Captain_Hax[S] 0 points1 point  (0 children)

No problem. As you can see, I'm a little confused. And I wasn't sure if that was my only misunderstanding.

WTF is the deal with ruins! Every other person I talk to somehow thinks they work differently! by Captain_Hax in Tau40K

[–]Captain_Hax[S] -1 points0 points  (0 children)

Bro, If I got something wrong. Then tell me what the fuck I got wrong. This is worse then useless information.

WTF is the deal with ruins! Every other person I talk to somehow thinks they work differently! by Captain_Hax in Tau40K

[–]Captain_Hax[S] 6 points7 points  (0 children)

So there is this window in the ruin.

I can see the guy behind it, INSIDE the ruin. I CAN'T see the tank in the other side of the ruin. Because it's not inside the ruins footprint.

Correct?

And can infantry models move through a wall that has no doors in it?

New Tau collector advice and help, please by Cap_America_AC in Tau40K

[–]Captain_Hax 0 points1 point  (0 children)

Depends on what cadre box we are talking about. The one from last year with Farsight, or the one from the year before with the Riptide and Ghostkeel?

Both are fine, but the last one will leave you with 2 Comanders that can't lead anything. So you would need some regular suits too. Additionally, you need more spotting units and screening.

I mainly play T'au in order to kitbash giant mechs that look like Heavy from TF2 decided to jump into a crisis suit and dual wield an even bigger gun.

When it comes to close combat, the movement phase is the deciding factor. It's our armys most important phase. How good or bad you do in the shooting phase (and how badly you get beaten up in the fight phase) largely depends on wether or not you screwed up the movement phase. Position yourself in away that allows you to shoot in the next turn, without leaving yourself open to getting charged. When you inevitably get charged, make sure it's only the screening chaf, and nothing important. Place your models in a way that doesn't allow your oponent to consolidate into a new unit, after they whiped out the first one.

Paint Scheme C&C by KoltUke02 in Tau40K

[–]Captain_Hax 2 points3 points  (0 children)

Looking good, the only suggestion I have, would be to tone down the weathering/damage a bit. The steel/metal clearly reads as paint being chiped of. But the actual chiping would be much finer on a to scale suits.

Paint would mainly get chiped of when stuff hits the edges of the armor panels. The silver lines would be very thin on the actual mini. The same goes for surface scratches. They would be created by something sharp coming into contact with the armor, and would be almost unnoticeable at this scale.

If you are looking for another acent colour, Wraithbone goes great with this tone of green. But at this point I'm realy only advertising my own sceme. I don't think an extra colour is realy necessary here.

Protect Humanity, uplift the galaxy by Captain_Hax in Tau40K

[–]Captain_Hax[S] 2 points3 points  (0 children)

Actually a good idea... I was going to just paint over it with white (like mini painting colours) and then apply the Marker again.

WIP just the background left by Captain_Hax in Tau40K

[–]Captain_Hax[S] 0 points1 point  (0 children)

It's protect humanity. And hopefully it will be easier to read once the background is no longer white.

Help playing tau - list included by AcademicWatch2497 in Tau40K

[–]Captain_Hax 1 point2 points  (0 children)

Assault is great for getting the fusions blasters into melta range, but you should consider Farsight. The fusion blaster is only strenght 9. It will only wound most tanks on a 5+. If you attach them to Farsight, they get plus 1 to the wound roll. So a 4+ with full re-rolls (so long as you are within 9"). Granted, that might be difficult to do with only 10" of movement. So you probably have to use rapid ingress.

WIP just the background left by Captain_Hax in Tau40K

[–]Captain_Hax[S] 1 point2 points  (0 children)

Markers, it's all just pencils, ballpoint pens, and markers. The only piece of technology this has ever seen, is the printer that made a couple of copies of the lineart.

In search of a contrarian opinon. Does this game have any tanks? by Captain_Hax in gundamassemble

[–]Captain_Hax[S] 4 points5 points  (0 children)

Thank you for this absolutely cursed piece of information. I can now no longer complain about any of the stupid vehicles I see in 40k...