I feel a little like I'm confessing to having an affair!
David over on Warhammer Tau put out a call for help. He wanted contributors. Now, Warhammer Tau is a blog ive read regulalry in the past, and its a fantastic resource, so I offered to help, and I'm happy to say tht, despite my ramblings on AA, David agreed!
So expect to see some content over on WT from me from time to time. I'll still be posting here of course, but there might be more Space Marine content here, and a little more Tau content on WT.
However, for completeness I want to finish of my initial thoughts on the Tau codex here as well, so I'll be posting up some of my Warhammer Tau content here, so all my ramblings can be found in one place.
So, next up is a post on Marker Lights and the various ML platforms in the new codex, and then I want to go through my thought process on a couple of lists, to see if I can come up with something that will work in the new 'dex.
Marker Light post soon.
EYIG
A blog set up by 40k enthusiasts, for 40k enthusiasts. Concentrating on the competitive side of the hobby, but in no way limited to it.
Tuesday, 30 April 2013
Monday, 22 April 2013
It's all About the Tau. Part 8, Heavy Support (Cont)
Skyrays
I never saw
anybody use a Skyray in the old codex. The problem was the way Seeker Missiles
worked. It just didn’t make sense to use them when you had Broadsides. However,
Seeker Missiles have changed, and made Skyrays much more viable.
The Skyray is
a Tank, Skimmer BS4 F13 S12 R10. It comes with 6 Seeker Missiles (SM), 2
Networked Marker Lights and 2 Gun Drones as standard. You can swap the Gun
Drones for twin linked Burst Cannons or TL Smart Missiles System for free. And
it comes with a Velocity Tracker as standard i.e. it gets Skyfire. All for
115pts.
I guess the key
to understanding the Skyray, is understanding how Seeker Missiles work. SMs can
be fired in 2 ways – using marker lights, or using the Skyray’s BS. If you fire
them using the Skyray’s BS, then the also benefit from the Networked Marker
Lights. Unlike standard Marker Lights, the unit that fires the ML can use it.
So the first thing that fires is the marker light, and the 2nd thing
is the SMs. Given the Skyray is BS4, chances are you will get at least one ML
hit, in which case, the Skyray can then fire all its missiles as BS5. That’s
quite a barrage! The draw back is that the Skyray will need to have stayed
stationary to be able to fire everything in one turn.
The second
way to fire the SMs is the “old” way, i.e picking up a marker light token. The
benefit of doing that is that the SM doesn’t need LOS, ignores cover and fires
as BS5, irrespective of the firing units BS. The unit can also move and fire.
The problem
with the Skyray is that it’s a bit of a one trick pony. It can unleash a pretty
impressive one turn barrage, and has a good chance of killing any flyer in the
game in one turn of shooting, but after that, its role is a bit limited!
The only real benefit it has is its Skyfire Marker light. So you can fire the
Skyray’s marker light at a flyer, and then use the hits to boost the snap fire
of other units (or indeed other marker lights) to kill the flyer. It’s an
interesting option if you want to run Broadsides without Velocity Trackers, but
still want to use their fire power against Flyers.
Another use
for the Skyrays after the shoot their missiles, is as the catalyst for a marker
light chain reaction. I’ll talk about this in more detail when I post about
marker lights in general, but the basic idea is that you use one or 2 high BS
marker lights, to boost a higher number of low BS marker lights, to increase
the total number of marker light hits. So, fire the Skyray’s BS4 marker lights
at the death star unit for 2 hits, and then your Marker Drones pick up those 2
marker lights, and fire their marker lights at BS4 for lots more hits. You can
also do this with Flyers – so the Skyray fires its Skyfire Marker light at the
Stormraven, getting 2 hits, and the Marker Drones then pick up the 2 marker
lights and fire their marker lights at BS3, generating enough hits for a
Hammerhead to fire at the Stormraven at BS5, and, with luck, also ignore
cover/jink saves.
But it’s
still a pretty expensive platform for 2 marker lights and an SMS!
Sniper
Drones
In the last
Codex you never saw Sniper Drones, Broadsides were just so much better. Sniper
Drones are better in the new Codex, but I’m still not sure they’re better than other
options.
Base the unit
comes with one Marksman and 3 Sniper Drones. The Drone’s stats are the same as
other Drones, but they come with a Long Shot Pulse Rifle. This is a 48” Rapid
Fire, AP5 Sniper Rifle. The Marksman is the same as “Standard” Tau, but he has
BS5. He comes with a Maker Light and a Drone Controller. You can get 2 extra
Marksmen, and 3 extra Sniper Drones. The unit also has Stealth.
There are 3
points to note – you get a BS5 Marker Light, the Drone Controller makes the Sniper
Drones BS5, and the rifles are Rapid Fire Sniper Rifles, not Heavy. So 2 shots
at 24”. And one added bonus, if you’re running an Ethereal, that’s 3 shots at
24” using Storm of Fire. Not bad for 58pts!
But, if you
really want Sniper Shots you’re probably better off with Sniper Kroot.
The use I can
see for them is taking 3 Marksmen for 97pts, and having 3 very accurate Marker
Lights. They would then be useful for starting Marker Light Chain Reactions, as
described above. But, TBH, for 18pts more I would rather have a Skyray!
Maybe in a
Shadowsun Ghost Cadre?
Summary,
Heavy Support
Yet again
IMO, Broadsides are the stand out performer. Hammerheads are OK, but not great.
Skyrays are viable now, and may see some use, and Sniper Drones are
interesting, but I’m still not persuaded.
OK, that’s
the run down of the units completed. I want to do one more “generic” post on
marker lights, and then I’ll start thinking about lists.
EYIG
Sunday, 21 April 2013
It's all About the Tau. Part 7. Heavy Support.
Ahh….now
we’re talking. This was always the strength of the of dex (this and XV8s), and
it doesn’t disappoint. There are 4 very viable entries, all of which have their
place.
Hammerheads
In the old
‘dex Hammerheads were my great unrequited love – they really needed to be
better than they were for their points… but they were so cool! Well they are
essentially the same, although a bit cheaper.
For 125pts
base you get a BS 4, Tank, that’s also a skimmer with armour F13
S12 R10 that comes with a S10 AP1 Railgun and 2 gun drones. You can
upgrade the main gun with a sub-munitions round for 5pts to give you a S6 AP4
large blast. You can upgrade the Gun Drones to either twin linked Burst
Cannons, or TL Smart Missile Systems for free. You can also take all the
Vehicle Support options I discussed in the Devilfish Review. Upgrading to the sub-munition
round (which was free in the old ‘dex) makes it 20pts cheaper than in the old
Codex!
Essential
load out IMHO is a D’pd and a Black Sun Filter. In the old ‘dex this came to an
additional 10pts. In the new dex it comes to 16pts. So it’s really only 14pts
cheaper.
So are they
worth it?
Sadly, I’m
really not persuaded they are. The question you need to ask yourself is, what
can the Rail Gun toting HH do that other options can’t. The only answer really
is dealing with AV13+ at range. The problem is they’re one shot wonders. One
third of the time it will miss, and, against AV13, it will fail to do anything
one third of the time and against AV14, it will do nothing 50% of the time.
The sad truth
is that a Railhead is pretty rubbish at killing heavy armour at range. That’s
why until now, most Tau Players brought Broadsides.
One option to
make it better is bring Longstrike, the special character Hammerhead upgrade.
He makes the HH BS5 and gives Tank Hunter and Preferred Enemy IG. That makes
the HH much more reliable at killing heavy armour. However he’s 45pts. So your
HH now costs 190pts…… and what if your opponent has no heavy armour!
Sorry, but
it’s just not worth it IMHO. Which makes me a sad!
The other
option is to take an Ion Cannon. This is S7 AP3 Range 60” Heavy 3. Like all Ion
weapons you can Overcharge . An overcharged Ion Cannon is Range 60”,S8 AP3
Large Blast, Gets hot. It’s an interesting option. The down side is that Gets
Hot is more dangerous for vehicles (stripping a hull point with no save). Might
be an option if you aren’t taking Riptides with Ion Accelerators.
Broadsides
Lots of
people complained when Broadsides lost the Rail Gun. While this makes me sad,
IMHO the High Yield Missile Pod more than makes up for it.
So stats stay
the same as before WS2 BS3 S5 T4 W2 Ld8
Sv2+. Basic cost is 5pts cheaper, but they come with Twin Linked Heavy Rail
Rifles (HRR) rather than Rail Guns, so Range 60” S8 AP1 Heavy 1.
Smart Missiles systems are still standard, but they are now twin linked. You
can swap the Rail Rifles to High Yield Missile Pods (HYMP) (Range 36” S7
AP4 Heavy 4, Twin Linked) for free, and pay 5pts to upgrade the SMS to TL
Plasma Rifles. You can upgrade one to a Shas’vre (importantly brings Ld9), and
each of them can take (sadly only) one support system. Finally, each of them
can take 2 Drones, and crucially, thanks to the FAQ, Broadsides are the only
units that can take Missile Drones.
I’ve seen a
lot of debate on HRR versus HYMPs. Of course it depends on what you want the
Broadsides to do. If you want to murder light vehicles at extreme range (36”+)
HRRs are the way to go. If you want to kill TEQ, then HRRs with Plasma Rifles
are probably better (although there are better ways to do this than HRR
Broadsides). However, for pretty much everything else they HYMPs are better.
The thing is,
Broadsides with HYMPs and SMS are just so much more flexible. For 195pts you
get a unit that spits out 12 S7 and 12 S5, Twin Linked missiles per turn.
That’s a lot to high strength firepower. But here’s the thing, add in an XV8
Commander with Iridium Armour and a Puretied Engram Chip and you get a 4 wound,
T5 model with a 2+ save to tank wounds, and your Broadsides can have Tank
Hunter or Monster Hunter every turn…..! On average, that’s 13 wounds on a
Tervigon if the SMS is in range, or 5 glances/pens on an AV12 vehicle.
And here’s
the thing…give them a Velocity Tracker and that’s 5 glances/pens on a
Helldrake, or 13 wounds on a Winged Hive Tyrant…..!
Here’s what I
was thinking about for the ultimate anti flyer unit. Three HYMP Broadsides with
Velocity Trackers and an attached Commander. Give the Commander 2 Missile Pods,
a velocity tracker a Target Lock, 2 Shield Drones, the Puretide Engram Chip and
the Multi Spectrum Sensor Suite (ignores cover USR). Put them behind an Aegis,
with the Commander on the Quad Gun.
Here’s the
scenario. You’re playing guard and you have first turn. On your Turn 1 activate
the Puretide Chip and select Tank Hunter – kill 2 tanks (remember the Commander
has a target lock). On his turn 1 he will shoot at your Broadsides. However,
you can tank a lot of wounds on the Commander (remember he’s T5 so Lazcannons
do not double him out), and you can also pass 2 onto your shield Drones. It
would take roughly 24 BS3 lascannon shots to kill the Commander. He’s likely to
survive.
On your turn
2 activate the chip again, and kill 2 more tanks. The chip remains active until
the beginning of your next movement phase. On your opponent’s turn 2, two
Vendettas come in. The Commander fires the Quad Gun using interceptor and Tank
Hunter. He’s unlikely to down the Vendetta but he’ll probably strip a hull
point or 2. The other Vendetta will no doubt shoot at your Broadsides. But
again, chances are he’ll survive. In your turn 3 the Broadsides will probably
kill the undamaged Vendetta, and the Commander (using his missile pods, not the
Quad Gun) will probably finish off the damaged one.
Not many
units that can kill 2 AV12 flyers in 1 game turn. Now of course this is an expensive
unit – almost 550pts if you include the Aegis. However, it’s not like you’re
bringing it just to kill flyers. Chances are you’re bringing the commander
anyway, and your probably bringing the Aegis as well. The Broadsides are good
at killing other things, not just flyers. The only things you’re bringing
specifically to kill flyers are the Quad gun, and 4 velocity trackers …. 130
pts to kill 2 AV12 flyers in one turn! Seems worth it to me….!
The only
problem is range. The Vendettas outrange you. In theory it’s possible for them
to come onto the board and be out of range. In practice this would be tricky,
providing you position your Broadsides sensibly. In addition it would screw up
their LOS, and may even force them to hover. All good things!
Finally,
missile Drones. If you really want to load up on S7 hits take 6 missile Drones
with your Broadsides. You’re only getting 4 hits on average, but for 72pts, its
not bad. They also provide ablative wounds for your Broadsides. Note, that
missile drones do not benefit from a Drone Controller, so no BS5 missile drones! If you want
to make them more accurate, give the Commander a Command and Control Node to
make them twin linked! If you do that, for an extra 87pts, you then have a unit
that puts out 30 s7 shots (including the commander and the Quad Gun), averaging
21 hits (that can re roll to wound MCs or to penetrate tanks!). If you put
target locks on the Broadsides rather than Velocity Trackers, the unit can
target 3 separate units (Commander and Quad Gun, one unit, the 3 Broadsides
another, and the Drones a third).
Of course it
snap fires against flyers now, but with that many twin linked shots it’s still
averaging around 7 hits…… with tank hunter….. and ignores cover … and you could
take a Skyray!
The downside
is of course the cost… around 650pts, if you include the Aegis and the
Commander. But it’s not just the points cost, it’s the opportunity cost … is it
the best use of a Commander and all the signature systems tied up in the one
unit?
Skyray and
Sniper Drones next.
EYIG
Saturday, 20 April 2013
It's all About the Tau. Part 6, Fast Attack
Fast Attack
is the jam packed slot in the Tau dex – you can take Pathfinders, Piranhas,
Drones Squadrons, the Sun Shark Bomber or the Razor Shark Fighter. With so much
choice, the 3 slots will be hotly contested.
Pathfinders
Basic stats
have stayed the same – with one change, they now have recon armour so have a 5+
save rather than a 4+. However, they’ve dropped a point in price and no longer
need to take a Devilfish. They come with Pulse Carbines, a marker light and
photon grenades as standard. They have Scout and Outflank, but irritatingly not
infiltrate!
They come
with some interesting upgrade possibilities. Firstly, 3 of them can take either
Rail Rifles or Ion Rifles. Secondly they can take 3 new types of Drone.
Rail Rifles
are S6 AP1 Range 30” Rapid Fire. Ion Rifles are S7 AP4 Range 30”, Rapid
Fire, but can over charge to become S8 AP4 Range 30” Heavy 1, Blast, Gets
Hot.
The Drones
are - Recon, which gives you a Homing Beacon a Positional Relay and a Burst
Cannon, a Pulse Accelerator Drone, which increases the range of Pulse Weapons
by 6 inches, and a Gravity Inhibitor which takes d3” from an opponent’s charge
range.
In the old
‘dex Pathfinders were your main provider of marker lights (unless you ran
Tetras). However, even although marker lights are awesome, towards the end of 5th
I didn’t take pathfinders. They had 3 serious limitations – you needed to take
a Devilfish, the marker lights were heavy weapons so could not move and shoot,
and they were very fragile.
The new ‘dex
has “cured” 1 out of 3. You no longer need to take a Devilfish. However, marker
lights remain Heavy, and Pathfinders became even more fragile. So they still
have serious limitations. I suspect the key with Pathfinders is to decide
whether they are marker light platforms or special weapons platforms.
As a marker
light platform I’m doubtful. Even although you don’t need to take the D’fish
anymore, they still have all the problems they used to have, in particular they
are still really fragile – 10 T3 Sv5+ models will evaporate in a stiff
breeze. And you better be sure that anybody who has played Tau will target them
turn one. I don’t know about your meta, but I see lots of Thunder Fire Cannons,
which will murder Pathfinders.
It’s their
role as special weapons platforms that intrigues me. With marker light support,
Rail and Ion Rifles are pretty good. And a lack of marker lights makes them a
much lower priority target. In particular I think this would work well in
Shadowsun’s Ghost Cadre. Three Rail Rifles (for 89pts!) or 3 Ion Rifles (for 74
points) coming in of a positional relay on your opponent’s board edge might be
interesting. Alternatively, using Pathfinders with a Pulse Accelerator Drone
(supported by Rail Rifles) as a Fish of Fury unit, allowing their Pulse Carbines
to fire 2 shots out to 24”, is an interesting option. Add in Rail Rifles for a
heavy weapon kick, and that’s a pretty interesting option.
Drones
Drone
squadrons start off as Gun Drones, but can be swapped to Marker Drones or
Shield Drones for no cost. Units of 4-12 for 14pts per drone. So far so
dull…however, what makes them interesting is the ability to use a Drone
Controller to boost their BS. If you attach an XV8 Commander with a Drone
Controller to a squadron of gun drones they all become BS5. Even more
interesting is that if you do the same with Marker Drones, they also become
BS5.
So 12 BS5
marker lights that can jump shoot jump…..! Give him a Command and Control Node
and they’re twin linked…..! Oh and they are toughness 4 and have a 4+ save….!
And ybecasue they are relentless, they can move and shoot…! Still think
Pathfinders are great marker light platforms?
A quick
comparison – 10 pathfinder will on average get 5 hits so 22pts per hit. Twelve
BS5 Marker Drones will on average get 10 hits, so 14pts per hit. And they are
way more mobile and way more survivable than the Pathfinders.
This of
course does not take into account the cost of the Commander, not does it take
into account that you need to tie up an HQ slot to do it. However, chances are
you’ll be taking a Commander anyway…..and the drone controller only costs 8pts.
You would
need to think this through carefully, in particular, how would it synergise
with the rest of your army (i.e. where else do you need the Commander), but it
certainly has potential.
Piranhas
Piranhas were
a staple of my 5th edition lists as a blocking unit. Zoom it in
front of a Land Raider and pin it in place. However, with the introduction of
hull points, the loss of the speeder’s 3+ dodge save, and how easy it is to
kill them in assault, they’ve stayed in their case since 6th edition
came out. But they might make a come back!
Piranhas are
a fast, open topped skimmer (F11 S10 R 10) with 2 hull points. They come in
squadrons of up to 5 units and come standard with a burst cannon and 2 Gun
Drones. For 40pts…….! You can upgrade them from the Vehicle Support System list
and give the 2 Seeker Missiles. They can also get a Fusion Blaster for 5pts.
I have the
sneaking suspicion that Piranhas might be pretty good! If you keep the Gun
Drones on they get 8 S5 shots each. On average 5 of them will hit! They are
also highly mobile – move 6” and shoot everything, or move 12”, shoot the Burst
Cannon and snap fire the Drones. That’s a lot of mobile Dakka. Compare them to
Fire Warriors. A unit of 5 Piranhas cost 200pts and will on average score 25
hits, 8pts per hit! For Fire Warriors to generate 25 hits at 18” you need 50
Fire Warriors, which works out at 18pts per hit.
This of
course doesn’t take into account the longer range of the Pulse rifle, and the
fact that Fire Warriors score. However, the point is, if all you want is mass
dakka, Piranhas are pretty efficient.
Alternatively,
give Piranhas Fusion guns for 5pts, and they are a threat to heavy armour. And
unlike Land Speeders you need to shoot them with something more than S4 weapons
to bring them down.
And they can
still block. A unit of 5 Piranhas has a huge footprint (they’re big models),
giving you lots of options for getting in the way and blocking enemy movement.
They also have a detachable Drone Squadron for even more blocking and movement
control. Detachable Drones are better now as they no longer give up an extra
kill point if killed after they detach. You could even detach them and then
attach an XV8 Commander with a Drone controller making them BS5!
And finally,
for 56pts you can get one with 2 Seeker Missiles. Now normally I wouldn’t take
one shot weapons – they are a bit hit or miss for me (see what I did there!).
However, if you’re taking a squadron anyway, and can guarantee a bunch of
marker light hits (say for example you’re running a squadron of Marker Drones
with an XV8 Commander with a Drone Controller), that’s a hell of an alpha
strike!
Say you’re
playing Tyranids, and like 99% of ‘nid lists he’s running a Tervigon or 2. Use
the Drone Squadron to light up a Tervigon. If you’re using an XV8 Commander
with Drone Controller in a full squad of Marker Drones, on average you should
get 10 hits. Then use those marker hits to fire 10 seeker missiles from the
Piranhas … at BS5….ignoring cover ….not needing line of sight… while still
moving the Piranhas up to 12” for their jink save. Chances are that’s one dead
Tervigon (or Manticore, or what ever).
Not saying
you should take this combo specifically to create an alpha strike….. but if
you’re taking Piranahs anyway (not a bad choice) …… and you’re taking an XV8
Commander with Drone Controller to buff a squad of marker Drones (again, not a
bad choice, in fact a pretty good one), 80 extra points for 10 seeker missiles
that will nuke one key unit is OK!
Finally,
upgrades. I’ve read some people suggesting taking Disruption Pods on Piranhas.
Not a good idea IMHO. Problem is you need to take a D’pod on each of them,
almost a 50% increase in their points. You can’t (as I’ve heard some people
suggest) take it on one Piranha and put it out front to “tank” wounds on its
boosted cover save. You’re opponent will just Focus Fire on the Piranhas with
normal saves.
As for other upgrades Flechette
Discharges and the ability to fire Overwatch are interesting, but again IMHO,
its too many points invested in a unit that should be “disposable”.
So, for their
price Piranhas are pretty good, and bring some interesting tactical options.
Vespids
I have never
seen Vespids on the table and do not expect to now. Pass…!
Sun Shark
Bomber
I think GW
have finally got the message that the “legacy” flyers (i.e. those that were
introduced in 5th edition) are over powered. It seems that new
flyers are destined to be lack luster at best (god knows what they were thinking
with the Helldrake!), and the Sun Shark is exactly that. With competition so
tight in Fast Attack, I just don’t see a place for it in my Cadre. It just
doesn’t bring anything to the army I can’t get elsewhere.
It’s F11
S10 R 10, so pretty fragile. It can’t hover, so unlike the Stormtallon
can’t sneak on in a corner to avoid Quad Guns. Its Pulse Bomb is just silly.
I suppose it
can take a decoy launcher (4++ from interceptor fire), and D’pods (4+ jink save)
to make it reasonably resilient. It also has a Skyfire marker light which is
helpful (the Skyray has 2 however!). The interceptor Drones are interesting,
but not that interesting. In an army that has no problem getting interceptor
and skyfire in lots of units, it’s not that big a deal.
And the model
is a bit naff!
What am I
missing?
Razorshark
Another lack
lustre flyer. The 360 degree turret with Quad Ion Rifles is an OK weapon, and
you can upgrade the Burst Cannon to a missile pod – but that’s still on average
only 3 S7 hits per turn. Vendettas are hardly flying off the board in terror!
Again, what
am I missing?
Summary
A hotly
contested slot. I still think Vespids are silly, and I really can’t see the
point in the Flyers, which leaves Pathfinders, Drones and Piranhas. If you want
massed marker lights IMHO Marker Drones (with a Commander and Drone Controller)
are the best option. If you’re looking for special weapons, then perhaps
Pathfinders. Finally, if you’re looking for fast Dakka, or a fast threat to
Heavy Armour (e.g. you’re not taking Hammerheads), or board control, or even a devastating
Alpha Strike, think about Piranhas.
EYIG
Friday, 19 April 2013
It's all About the Tau. Part 5 Elites (Cont)
Riptides
Firstly, let
me say that I built and base coated this model over the weekend. It is an
awesome model. It’s so well designed, goes together relatively simply and has
lots of options for posing it in really exciting ways. Love the model…..the
rules on the other hand…. not (yet) convinced.
Stats are
interesting WS2 BS3 S6 T6 W5 I2 A3
Ld9 Sv2+ Jet Pack Monstrous Creature. Has a Heavy Burst Cannon (HBC) as
standard (Range 36” S6 AP4 Heavy 8) or for 5pts can take an Ion Accelerator
(IA) (Range 72” S7 AP2 Heavy 3 or Overcharged to become Range
72” S8 AP2 Heavy 2 Large Blast, gets Hot). It comes with a TL
SMS as standard that you can swap for a TL Plasma Rifle, or a TL Fusion Gun for
free. It can also take 2 shielded missile drones for 25pts each (essential a
missile drone with a 4++), which crucially are also T6. He can take 2 Support
Systems.
The funky bit
is that the Riptide comes with a Nova Reactor. At the start of the movement
phase it can charge the reactor. On a 3+ you can do one of 4 things. On a 1 or
a 2, you take a wound with no saves (you get FNP if you take a Stim Injector as
one of your support systems). The options are
·
3++
·
Move 4d6 in the assault
phase
·
Fire your secondary weapon
twice
·
Nova charge your primary
weapon. If you do this the HBC becomes Heavy 12, Gets Hot and Rending. The IA
becomes S9 AP2 Heavy 1 Large Blast, Ordinance.
But it costs
180pts base.
If you are
going to run the Riptide to my mind the Ion Cannon is the stand out weapon.
With all it’s modes you can deal with pretty much anything on the board. Hordes
- large blast. Monstrous Creatures – standard shot. MEQ or TEQ – Overcharged
AP2 Large Blast. Armour – Nova Charged S9 AP2 Ordinance Large Blast. The only thing where the
HBC might be better is if you want to give the Riptide an Early Warring
Override (for Interceptor) and a Velocity Tracker (for Skyfire), and use it is
an AA platform. But I think Skyrays and Broadsides do this better.
One
interesting use is taking an Ion Accelerator and giving him an Early Warning
Override to deal with Drop Podding Marines, or Deep Striking Terminators.
So, if I were
to take him, I would pay 5pts for the IA and take a stim injector and an Early
Warning Override. But that’s 225pts….! And it’s still only BS3!
However,
setting aside the lacklustre BS and the high points, the real problem I have is
that he competes for a slot with XV8’s, and I just can’t help feeling that XV8s
are better. For the same points I could get 3 XV8s with plasma rifles and
fusion blasters, upgrade one to a Shas’vre, give him a drone controller, take 4
gun drones and still have points left over.
Now of course
these units are not comparable in the roles they play on the battle field, and
I think that’s the point really. It will depend entirely on what you want your
elite slots to do. Do you want a resilient sit back and shoot gun platform to
support your Gunline – then the Riptide is the guy for you. Do you want a more
flexible unit to go forward and support your D’Fish mounted Firewarriors, then
maybe XV8’s are the
way to go.
I get the
feeling Riptides could be really good, but you would need to build your list
around them.
But the great
thing is……at least we have choices in the Elite Slots now.
Stealth
Team
Stealth Teams
are pretty much the same as they were in the old codex, but a few changes have
happened round about them that make them a little more interesting.
There base
stats and costs have stayed the same (WS2 BS3 S4 T3 W1 A1
Ld8 Sv3+ 90pts for 3). You can upgrade to a Shas’vre (importantly
giving them Ld9) who can take a marker light, a Homing beacon and 2 Drones. You
can add 3 more suits. They come with a Burst Cannon base, and 1 in 3 can take a
Fusion Blaster. Their suits give them both Stealth and Shrouding and they can
infiltrate. Each of them can take one Support System.
The big deal
with these guys is that they have a 2+ save in any cover, and a 4+ out in the
open.
Like
Shadowsun and Darkstrider, I can’t help thinking there is a clever ways to use
Stealth Suits that would justify taking them other XV8s or a Riptide, but I’m
not sure I can see it. The only thing I could come up with is giving them a
Positional Relay, infiltrating them to a far corner, and bringing in some
outflanking Kroot on your opponents board edge. But then what?
Like Riptides,
I think you would need to build your whole Cadre around this concept (probably
with Shadowsun) – might be interesting!
Summary
XV8s are still
to my mind the stand out units. They are so flexible, and pack a huge punch for
their points. You can see them playing a role in any army.
Riptides and
Stealth Suits are less flexible. To make them work I suspect you will needto
build your Cadre around them.
EYIG
Thursday, 18 April 2013
It's all About the Tau: Part 4 - Elites
XV8 Crisis
Suits.
These were
the stand out performers in the old dex and they just got better! Stats are the
same as before but they now come 3pts cheaper, and have Black Sun Filters and
Multitrackers built in. These were almost auto picks in the old dex (depending
on loadout), so in affect, XV8’s are 11pts cheaper!
Weapons are a
little bit more expensive across the board (with the exception of the plasma
rifle). The options are
·
Fusion Blaster (now an 18”
melta gun),
·
Plasma Rifle (S6 AP2 Rapid
Fire),
·
Missile Pod (S7 AP4 Range
36”, Assault 2)
·
Burst Cannon (S5 AP5
Assault 4, 18” range),
·
Flamer (S4 AP5)
You can
upgrade the suit with 3 items taken from either the weapons list, or the Support
Systems’ list. So you can take up to 3 weapons, and the multi tracker allows
you to fire 2 in the shooting phase.
At the moment
the big question vexing Tau Geeks is whether you can take two of the same
single weapon, or one twin linked weapon, and another single weapon of the same
kind (i.e. a twin lined plasma rifle and a single plasma rifle). I favour the
view that you can from the wording in the new ‘dex, but accept it is not
entirely clear. Expect this to be FAQed.
The support
systems are the same as for the XV8 Commander
·
Advanced
Targeting system. Characters
with the ATS make precision shots on a 5+.
·
Counterfire
defence system. Allows
the user to fire Overwatch at BS2
·
Early
Warning Override. Gives
Interceptor
·
Positional
Relay. If it’s within 6
inches of a table edge (including your opponents!), any outflanking unit can
choose to come in from that edge
·
Target
Lock. Can shoot at a
different unit than the rest of your unit.
·
Vectored
Retro Thrusters. Gives
Hit and Run USR.
·
Drone
Controller. Allows the
user to fire Gun and Marker Drones at the users own BS. It does not work for
missile drones.
·
Stimulant
Injector. Gives Feel No
Pain USR.
·
Velocity
Tracker. Gives Skyfire.
·
Shield
Generator. Provides a
4+ invulnerable save.
You can take
3 suits in a unit, and can upgrade one of them to be a Shas’vre for 10pts.
Interestingly the Shas’vre gets an extra attack, and importantly is Leadership
9…… this is where the Junior Shas’el commander went! That extra point of
leadership, on such a crucial unit is golden, and well worth the 10pt upgrade
IMHO. However, more interestingly he also gets access to the Signature Systems.
However, unlike a Commander, or a Shas’vre bodyguard, the signature systems counts
towards his 3 choices.
As a
reminder, the systems are;
·
Neuroweb
System Jammer. Any unit
within 12 inches has the “Gets Hot” rule when shooting
·
Onager
Gauntlet. The user
swaps all his attacks for one S10 AP1 attack. The thought of an XV8 punching
holes in a landraider makes me smile!
·
Failsafe
Detonator. If you die
you blow up. Bit silly really.
·
Repulsar
Impact Field. D6, S4
AP- hits on any unit assaulting the bearer or his unit at I10. Not really worth
it IMHO.
·
Command
and Control Node. If
the bearer does not fire, all models in his unit re roll “to hit” until the end
of the current phase.
·
Puretide
Engram Neurochip. Can
give the bearer Counter Attack, Furious Charge, Monster Hunter, Stubborn or
Tank Hunter until the end of his next movement phase. Remember, Tank Hunter and
Monster Hunter confer on a unit.
·
Multi-spectrum
Sensor Suite. Gives the
unit Ignores Cover, if the bearer does not fire that turn..
·
XV8-02 Crisis
“Iridium” Battlesuit.
Gives the wearer a 2+ save, and T5, with no movement restriction.
Finally, all
suits can take 2 Drones – either Gun, Marker or Shield (but note NOT missile
drones)
Phew….lots
and lots of options.
As before
XV8’s are the swiss army knife of the Tau Codex, they can be pretty much kitted
out to do what ever you need them to do.
Need to kill
MEQ/TEQ - 3 suits with 2 plasma rifles each, with a Shas’vre toting a
Command and Control Node – 12 S6 AP2 BS3 shots, rerolling to hit. Give the
Shas’vre a Multi-spectrum Sensor Suite (or 2 marker light hits) and they also
ignore cover. Need to kill tanks? Same team but swap out the plasma for Fusion.
Want more flexibility - for the same points you can give them a fusion gun and
a plasma gun. Need some horde control? Give a 3 man team 2 burst cannons each,
24 S5 shots for 12pts less than a 12 man Fire Warrior team which puts out
exactly the same number of shots. Worried about being charged? As well as the
plasma and/or fusion gun, fill the 3rd hard point with a flamer. On
average, 6 Overwatch hits on anything charging them. For 216pts give a team 2
missile pods each and Velocity Trackers – 12 S7 shots that fire at flyers using
BS3. Make one of them a Shas’vre for 10pts, and give him the Puretide
Engram Chip for 15pts, and they all have Tank Hunter….! By my calculations that
should kill a Vendetta in one turn of shooting (ignoring jink saves).
And of course
there are Drones. All XV8 Drones (marker, shield and gun) are 12pts each
(sadly you can’t take Missile Drones on XV8s, only on Broadsides).
Gun Drones
are pretty awesome now – add a Drone Controler to any of the Suits for 8pts,
and the Drones use the suits BS, boosting their BS from 2 to 3. Given they are
Twin Linked that effectively makes them BS4 (slightly better actually). So for
80pts you get 12 Twin Linked BS3 S5 AP5 shots. On average that’s 9 hits, or
8pts per hit. A 12 man Fire Warrior squad at 18” will only get 6 hits. A 12 man
squad costs 108pts – so 18 points per hit…..! So attaching Gun Drones to an XV8
team is more than twice as efficient as a squad of fire warriors….! And that’s
ignoring the ablative wounds they give the Suits.
Marker Drones
are much cheaper now, but they’re trickier to play. I’ll come back to them when
I look at the whole issue of marker light support.
Shield Drones
– really not worth it IMHO. Go for Gun Drones all the way.
Summary
So, just like
before, XV8s are awesome! What I find intriguing is how the improvement in Gun
Drones allows you build a very flexible unit.
Take three
suits. Upgrade one to a Shas’vre and give him 2 burst cannons and a Drone
Controller. Give the other 2 a plasma rifle and a Fusion Blaster, and fill the
third hard point with target locks. Add up to 6 Gun Drones. You now have a unit
that can fire plasma and fusion blasters at hard targets, and hose down lighter
targets with 20 S5 pulse rounds all shooting at BS3, and 12 of them are twin
linked!
It’s an
expensive unit (around 220pts) but at short range it’s devastating.
They key will be working out exactly which loadout fits in with the rest of your army.
Synergy!
Thoughts?
EYIG
Tuesday, 16 April 2013
It's all About the Tau. Part 3 - Troops.
Troops are
the core of any codex, and in the old ‘dex Tau troops were particularly weak (I
once read a forum post claiming that Fire Warriors were the best troops in the
game, yes really! Arrant nonsense. Fire Warriors were pretty poor, they got better in 6th edition, largely because of the
changes to rapid fire weapons, but better isn’t good!).
There are 2
troop choices – Fire Warriors and Kroot. They’ve changed a little, but not by
much.
Fire Warriors
Four things
have happened in the new Codex that make Fire Warriors better (maybe even
verging on good!). Ironically only one of them actually happened to Fire
Warriors!
Basic stats
stayed the same – WS2 BS3 S3 T3 W1 I2 A1 Ld7 Sv4+. They still come with a Pulse
Rifle as standard but now also come with Photon (i.e. defensive) Grenades. They
can upgrade to a Pulse Carbine for free and can get EMP grenades (which
interestingly now count as Haywire Grenades) for 2pts per model. They can get a
Shas’ui for 10pts who can take a target lock and a markerlight for 15pts, and a
couple of Drones. Finally they can take a Devilfish transport.
The first
thing that makes Fire Warriors better is the points drop to 9pts. I’m not
persuaded that Photon Grenades are a boost. If my Fire Warriors get charged I
want them to die horribly so their buddies can rapid fire the assaulting unit
next turn. EMP grenades are intriguing. Some Tau geeks talk about EMP Commando
Squads – fire warrior squads who assault vehicles with EMP grenades. Now that
EMP grenades are proper haywire grenades these squads would be better, but the
problem remains getting them close enough to assault the vehicle in the first
place.
The
second thing that make Fire Warriors better are the buffs to their
shooting provided by the Fireblade and the Ethereal’s Storm of Fire power. With
these buffs they can push out a horrible number of shots.
The third
thing is the change to Pulse Carbines. They increased from Assault 1 to Assault
2. While this doesn't necessarily make them better than Pulse Rifles, they are
at least an option now. In particular if you're running a mech Cadre with
F’warriors in D’fish, being able to jump out and fire 2 shots up to 18” with
the Pulse Carbine, rather than rapid firing 2 shots at 15” with the Pulse
Rifle, is something to think about.
And finally,
the forth thing is that the Devilfish got slightly better.
Devilfish
One of the
major disappointments in the codex is that D’fish didn’t get a price drop. They
did get better (marginally) but they should IMHO be 10pts cheaper. The ‘Fish is
a Tank, Skimmer, Transport BS3 F12 S11 R10 HP3. It comes with a Burst Cannon (R18”
S5 AP5 Assault 4) and 2 Gun Drones as standard. It can take up to 2 seeker
missiles for 8pts each and swap out the Gun Drones for a Twin Linked Smart
Missile System (SMS)
(R30” S5 AP5 Heavy 4 Ignores Cover, Guided (i.e. does not need line of sight))
for 10pts. It also has access to the Vehicle Battle Systems list.
·
Blacksun Filter. Give night vision (for 1pt!)
·
Decoy Launchers. A 4++ from interceptor shots.
·
Automated Repair System. Repairs stuff on a 6+ i.e. pretty
pointless.
·
Sensor Spines. Move through cover for 5pts…. Yes
please!
·
Flechette Dischargers. At initiative step 10 a unit with at
least one model in base to base with the fish takes a S4 AP- hit for each model
in base to base.
·
Point Defence System. The vehicle fires overwatch with S5 or
less weapons, and has the Supporting Fire rule (i.e. can fire overwatch at any
unit assaulting a friendly unit in 6”).
·
Advanced Targeting
System. Any to hit roll
of a 6+ is a precision shot.
·
Disruption Pod. Now just stealth rather than shrouding
and 15pts rather than 5. However, it is no longer cancelled out if the shooter
is within 12”.
There are 2
things missing that really irritated me. You can no longer buy a Targeting
Array to boost the BS to 4, nor can you buy a Multi Tracker to allow the fish
to fire like a Fast Vehicle.
Lets be clear from the outset, taking a Devil Fish is probably a "style" choice. By that I mean it depends on the sort of army you want to play. If you're asking me whether taking one builds the most effective Cadre, I suspect the answer would be "no". Putting Fire Warriors behind an Aegis with an Ethereal and a Cadre Fireblade is probably more effective. Leaving the D'fish behind gives you more points for other stuff. You really only need D'fish if you want to play a mechanised Cadre, pushing F'warriors forward.
So, with that out of the way why is the
fish better? Well because the Burst Cannon is Assault 4 now, rather than
assault 3, and because the Pulse Carbines on the Gun Drones are Assault 2 rather than Assault 1. That means the
standard fish gets 8 S5 shots rather than 5. In addition, even although you
can’t get the Multi Tracker, you can still move 6” and fire both the Burst
Cannon and the Drones, because the Drones fire as embarked passengers.
As for the
Battle Systems, I think the only one that’s a
must have are the Sensor Spines. Being able to ignore terrain is great if
you’re moving forward aggressively with your Fire Warriors. The D’pod is not
the must buy it used to be, but a 4+ cover save is better than a 5+,
particularly now that it's not ignored for firers under 12”. That was a big
draw back in the last ‘dex, if you were moving forward aggressively with your D'fish.
The only 2
other systems I might be tempted with are Flechette Dischargers and the
Advanced Targeting System. If you’re moving forward with your Fire Warriors,
and getting them out to shoot, then you’ll be using the D’fish to support them
and block assaults. The Flechette Dischargers and beign able to Overwatch with
the ‘Fish might help.
Then again, a
‘Fish with Sensor Spines, D’pod, Dischargers and the ATS would cost 120pts……!
In the past I
ran D’fish (when I did run them) with a D’pod and sensor spines. In the old
‘dex that cost 95pts in the new one 100pts. For those extra points, I get almost twice the fire power, but one point less on my cover save, although I get it
all the time, and not just outside 12”.
So like I
said, slightly better, but still not good!
Kroot
Kroot got
cheaper by 1 point, but lost an attack and a point of strength. They gained a
6+ armour save (!). Kroot hounds also got a point cheaper and also lost a point
of strength. You can add up to 3 Kroot Oxen for 25pts each. The Kroot Ox is S6
and comes with a Kroot Gun (R48” S7 AP4 Rapid Fire). You can upgrade one Kroot
to a Shaper (most important thing is that he gives them Ld8, up from Ld7). And
finally, for 1pt per model you can make their Kroot Rifles sniper rifles….! Better still, they can choose which round to use every time they fire, so can still move and shoot their Rapid Fire rounds, rather than teh Sniper Rounds which are "heavy". Even better, their standard rounds are "pulse" rounds which means they are affected by the Ethereal's Storm of Fire power.
All Kroot
come with Infiltrate, Move Through Cover and Stealth (forests). The Kroot
Hounds come with Acute Senses. Squad sizes are 10 – 20 Kroot to which you can
add up to 10 Hounds and 3 Oxen. One of the most bamboozling things in the new 'dex is that Kroot Hounds are Beasts....but you can only buy them in squads of Kroot, which are infantry! What's the point in that!
However, the more I
think about Kroot the more I like them. They are still good at what they
excelled at previously – bubble wrap, blocking and just getting in the way (and
they are 1pt cheaper!). They still infiltrate, outflank and score. That’s
pretty much all I used them for in the past. Any idea that they were an assault
unit was an illusion – on occasion they did extraordinary things (have I mentioned I once killed a Greater Demon with a squad of Kroot!), but their job
was to die for the greater good. So, to the extent that they can do everything
they did in the past, and are a point cheaper, I’m happy. However, they can now
do so much more!
First of all,
with only one Hound attached, they can re-roll the side they come in on when
they outflank. One of their key rolls is to come in off a board edge and
grab an objective. Being able to more or less choose which side them come in on
is pretty good. Next you can now bring along 3 S7 AP4 rapid firing Kroot Guns
when you outflank or infiltrate. While you could always take Kroot Oxen in the
past, you couldn’t infiltrate or outflank with them. Now you can, and they are 10pts per model cheaper.
Lots and lots
of possibilities present themselves – infiltrating sniper teams with Kroot Guns
picking up marker lights from Sniper Drones, big packs of Kroot (with some
hounds) outflanking on pretty much on any side you want. Teaming up with
infiltrating stealth suits with a Positional Relay to bring the Kroot in on
your opponents board edge. Maybe this is the army to take Shadowsun ….. attach
her to a big pack of Kroot to give them a 2+ cover save!
Yet again,
Kroot are the ultimate utility players.
Summary
IMHO Tau troops got better, but I'm not persuaded (yet) that they're "good". However, they are cheaper and way more flexible than they were before.
My initial impression is that there will be broadly 3 ways to play them - Fire Warrior gun line, with Fireblades and Ethereals, a Mechanised Cadre, with Fire Warriors loaded in D'fish moving forward aggressively, or a Shadowsun Ghost Cadre, with loads of Kroot, and maybe a couple of squads of F'warriors in the back field.
Which is better, remains to be seen - but at least we have choices now.
EYIG
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