Markerlight shooting and timing

Discuss any rules that are confusing or bothering you.
JustGreg
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Posts: 85

Re: Markerlight shooting and timing

Post#11 » Jun 14 2017 07:12

Gragagrogog wrote:Hmm, I just realised something... Since MLs are no longer consumed, benefit the unit who's firing them and markerlight shots can benefit from other markerlights(this has been gone since 6th I think), if you have a unit with multiple MLs firing at the same target, you'll have to roll them one by one if it's possible to reach (1ML) or (5ML) treshold on a unit before rolling them all.

So ie. you have 5 ML firing, roll 1st, fail to hit, roll second, hit, then roll the remaining 3 with rerolls of 1s.


Yes... yes you probably could, though your opponent will undoubtedly make a face at least as sketchy as your icon... :)

...Worth.

Edit: as you said, realistically you only need to roll separately until you land 1, then fast-roll the rest at once, as the only benefit you're looking to get for markerlight shots is reroll 1's, as they ignore cover, and if you already have 5, the rest of them are redundant anyway. Perhapppsss the 3 lights might come into play... but that's a rare one.

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azlanpower
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Re: Markerlight shooting and timing

Post#12 » Jun 14 2017 07:20

Gragagrogog wrote:Hmm, I just realised something... Since MLs are no longer consumed, benefit the unit who's firing them and markerlight shots can benefit from other markerlights(this has been gone since 6th I think), if you have a unit with multiple MLs firing at the same target, you'll have to roll them one by one if it's possible to reach (1ML) or (5ML) treshold on a unit before rolling them all.

So ie. you have 5 ML firing, roll 1st, fail to hit, roll second, hit, then roll the remaining 3 with rerolls of 1s.


Makes sense. Increased efficiency. Gona do it this way from now onwards. Don't think my opponent can argue anything.

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Panzer
Shas'La
Posts: 1726

Re: Markerlight shooting and timing

Post#13 » Jun 14 2017 07:32

Gragagrogog wrote:Hmm, I just realised something... Since MLs are no longer consumed, benefit the unit who's firing them and markerlight shots can benefit from other markerlights(this has been gone since 6th I think), if you have a unit with multiple MLs firing at the same target, you'll have to roll them one by one if it's possible to reach (1ML) or (5ML) treshold on a unit before rolling them all.

So ie. you have 5 ML firing, roll 1st, fail to hit, roll second, hit, then roll the remaining 3 with rerolls of 1s.

That's what I did in my games. It's still pretty hard to get to 5+ Markerlights without dedicating all your Markerlight sources to it.
I think unless you really need that ignore cover or move&shoot you are better off with putting 1 Markerlight on several units (or 2 in case of Missiles which really helped me killing Kastellans).

Maxwell
Shas'Saal
Posts: 27

Re: Markerlight shooting and timing

Post#14 » Jun 15 2017 08:15

Panzer wrote:I think unless you really need that ignore cover or move&shoot you are better off with putting 1 Markerlight on several units (or 2 in case of Missiles which really helped me killing Kastellans).


Even with a stormsurge you think?

Edit: I know two would be needed at some junctions but still stuck on the idea needing 5 hits to get the BS most other faction's units already have.

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Panzer
Shas'La
Posts: 1726

Re: Markerlight shooting and timing

Post#15 » Jun 15 2017 09:11

Maxwell wrote:
Panzer wrote:I think unless you really need that ignore cover or move&shoot you are better off with putting 1 Markerlight on several units (or 2 in case of Missiles which really helped me killing Kastellans).


Even with a stormsurge you think?

Edit: I know two would be needed at some junctions but still stuck on the idea needing 5 hits to get the BS most other faction's units already have.

I didn't say 5+ hits on a target is bad. It's just not reliably to get. Every time you spend the extra efford and try to reach that magical 5+ but only get like 3 or 4 instead of 1 on multiple units, your efficiency goes down.

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Arka0415
Shas'La
Posts: 271

Re: Markerlight shooting and timing

Post#16 » Jun 16 2017 08:12

boomwolf wrote:Yup, RAW you can. and nothing dictates that the RAI is any different.

Its defiantly within the "dirty yet kosher" realm. I don't think any other gun in the game makes such a big difference when shot one by one.


Dirty yet kosher. Love it! :D

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khayman
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Posts: 68

Re: Markerlight shooting and timing

Post#17 » Jun 16 2017 06:30

JustGreg wrote:Yes... yes you probably could, though your opponent will undoubtedly make a face at least as sketchy as your icon... :)


I think that until the first couple of stable Tau builds emerge (if they emerge), they'll be so sorry to see you struggle they'll just turn the other way in sympathy.

If not, you could always point out to them how your elite shooty army is worse in shooting than his own while at the same time being unable to participate in the assault and psychic phases.

Sorry, just watched a batrep against Dark Eldar and it was just utterly sad? Like, cringeworthy sad.

JustGreg
Shas'Saal
Posts: 85

Re: Markerlight shooting and timing

Post#18 » Jun 19 2017 02:05

khayman wrote:
JustGreg wrote:Yes... yes you probably could, though your opponent will undoubtedly make a face at least as sketchy as your icon... :)


I think that until the first couple of stable Tau builds emerge (if they emerge), they'll be so sorry to see you struggle they'll just turn the other way in sympathy.

If not, you could always point out to them how your elite shooty army is worse in shooting than his own while at the same time being unable to participate in the assault and psychic phases.

Sorry, just watched a batrep against Dark Eldar and it was just utterly sad? Like, cringeworthy sad.


I agree it's looking pretty grim at the moment. But we'll keep trying, because "For the greater good!" and all that...

welp.

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RockManAlcor
Shas
Posts: 41

Re: Markerlight shooting and timing

Post#19 » Jun 24 2017 06:20

One thing I didn't understand about markerlights is the counters: do they stay like in 7th ed. or do they get removed after the phase is over? (sorry if this question has been asked already in another topic, i couldn't find it!)

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Raikoh067
Shas'La
Posts: 76

Re: Markerlight shooting and timing

Post#20 » Jun 24 2017 06:29

JustGreg wrote:
khayman wrote:
JustGreg wrote:Yes... yes you probably could, though your opponent will undoubtedly make a face at least as sketchy as your icon... :)


I think that until the first couple of stable Tau builds emerge (if they emerge), they'll be so sorry to see you struggle they'll just turn the other way in sympathy.

If not, you could always point out to them how your elite shooty army is worse in shooting than his own while at the same time being unable to participate in the assault and psychic phases.

Sorry, just watched a batrep against Dark Eldar and it was just utterly sad? Like, cringeworthy sad.


I agree it's looking pretty grim at the moment. But we'll keep trying, because "For the greater good!" and all that...

welp.


Yep, the lack of assault and psychic presence needs to be made up for elsewhere, but we don't. Thats the biggest problem with Tau. We used to make up for that in sheer maneuverability, aka JSJ, (to counter lack of assault) and markerlights (to counter lack of Psychic powers and terrible aim). We'll with one of those removed entirely, and the other heavily nerfed, we are pretty crippled at the moment.

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