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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