This will be the first in a series of posts looking at the units in the new Tau codex. I'm starting off with a double talking about both of the flyers. The reason being that I've had three games with the new codex today against various opponents and it's made me think about what the two different Tau flyer variants have to offer. Now I'm sure, like me, at first glance the fighter seems like the obvious choice right? Well I'm leaning toward the bomber actually so maybe I can convince you as well.
First off, the two flyers are both 11/10/10 in terms of armour and are both BS3. These facts alone mean that neither of them are particularly brilliant when compared to some of the other flyers out there but nethertheless they're our only choice if we want a flyer but don't want allies. Remember some armies will still struggle even if they have a quad gun. Against other flyers though, these two are pretty screwed. Even so, I think they can be useful. In terms of Vehicle Battle Systems, there's only really one worth taking which is the Decoy Launchers. This can prevent those pesky quad guns from destroying them before they even get to shoot. For 3 pts I think it's pretty much compulsory with the number of aegis lines around. Everything else is either too expensive or useless for a flyer.
Now let's look at the two flyers in isolation and what you get for your points.
Razorshark Strike Fighter
Stock equipment is a quad ion cannon, two seeker missiles and a burst cannon. You don't need me to tell you that a missile pod for 5pts should be automatic. There's no point having S5 on a flyer if you can swap it for S7. Anyway, that brings us up to 153pts with the decoy launchers. You've then got two S7 shots from the missile pod and 4 S7 shots from the quad cannon to take down enemy flyers. That's 3 hits on average meaning probably only a single penetrating hit. Combined with a seeker missile hit (assuming you fire both off) and you might kill the enemy flyer but will struggle in subsequent turns.
Against ground targets the missile pod and quad cannon could combine beautifully to kill off tightly packed tanks or infantry. Even so it's hardly devastating.
Sun Shark Bomber
Again you pretty much want to always take the twin-linked missile pod upgrade meaning with the decoy launchers you're paying 168pts i.e. 15pts more than the fighter. The seeker missiles are still here but this time we're getting a pulse bomb generator and two interceptor drones. The pulse bomb is one of those things that could be brilliant but will most likely be ineffective. On some occasions you're going to roll a 1 early in the game and not get to fire it much, if at all. However, when you do fire it you might get a couple of cheeky kills against a different target to the rest of the bomber's shooting.
The twin-linked pod should almost guarantee you at least one hit and with the addition of a networked marker light you can fire a missile at BS5 or even fire the pod at BS4 and be quite likely of getting two S7 hits. Granted you've got to get lucky with the marker hit but essentially you're only losing out on 1 S7 hit compared to the fighter.
You then have to factor in the drones. These guys can be deployed whenever you feel like it during the flyers move without penalty and get a twin-linked ion rifle each. That's two S7 shots with pretty slightly better than BS3. Essentially it's about the same as the quad ion cannon. However, unlike the ion cannon it can be fire at a different target to the flyer. This means if you got lucky with your bomber's missiles then you could still fire the drones at something else. They can overcharge them for S8 small blasts which again make decent vehicle hunters (and counteract the poor BS somewhat) but also have the Interceptor rule. This means you could drop them off, turbo-boost them to your opponents board edge then have a pop at something as it comes onto the board, maybe even an enemy flyer.
The key thing for me is that whilst the bomber itself isn't particularly difficult to take down, the drones can easily be hidden somewhere or might even get overlooked completely. This essentially gives the unit a lot more longevity.
Conclusion
Let's get something straight, the main thing here is that neither flyer is great. They're better than some but AV10 most of the time and mostly S7 shooting isn't great. They have the potential to take down enemy flyers but broadsides do it better for the most part. That being said, I still think there's a place for them in your lists. They distract enemy flyers from ground targets and if your opponent doesn't have much anti-air then they could be terrorising vehicles and infantry alike.
If you are going to take a Tau flyer I strongly urge you to actually sit and look at the bomber vs the fighter. To put it simply the drones provide the same as the quad gun so for your 15pts extra you're getting a markerlight, twin-linkage on the pod and the bomb generator. Not to mention the aforementioned shooting at two targets.
What do you reckon? Have I sold it to you or are you still favouring the fighter? Please feel free to let me know your thoughts on them in the comments section. Next up is the Riptide and why I don't think it's as exciting as everyone else seems to think!
Monday, April 08, 2013
Saturday, April 06, 2013
First Impressions of the New Tau Codex
Well I'm sure I won't be the only person who posts up about this but hopefully people will find my take on it interesting nonetheless.
The first thing to say is, like the previous three codices (can you believe we're onto number 4 for 6th?), stunning to look at. The artwork is stunning. Now I know there's a hefty price tag for these new books but they're a massive jump in quality improvement over the previous versions.
Anyway, I'll not go into the fluff too much as, as you might expect I haven't had much time to look through it yet. This will instead be a run down of the new rules for units and how I think they'll perform in the game now. I'll work through them in unit entry order. I apologise in advance for the wall of text!
Army Wide Rules
Bonding knives are the same as they were in the old codex in that you can always regroup at full Leadership. All of the suits units, fire warriors and pathfinders can take them but unless you're giving drones to the suits then there's no point as they'll never be less than 25%. Worth considering for the little guys though but do you really want a better chance to save 2-3 guys for about 10pts over a unit?
Supporting Fire is, as we already knew, the ability to overwatch to support units being charged within 6" and pretty much everything has it. Can't really see this having a dramatic effect on its own but combined with some modification from other stuff it might be more potent.
The warlord traits are pretty decent actually. As ever there are better ones and weaker ones but not scattering on deep strike, skyfire for one turn and removing Look Out Sir! rolls could be useful. Half of the traits are a single use only though which, when you take into account the deep strike one only leaves two that apply for the entire game.
Markerlights could be pretty devastating. They haven't changed all that much from before but only needing two markers to totally eliminate a cover save could be huge. Especially against units with steath/shrouded. It appears you could overwatch with markers and then get the benefit from supporting fire too. They can also help boost attempts to shoot flyers. This only really matters for the sky ray when combined with broasides though. Here's a thought for you, 10 pathfinders would get an average of 5 hits. This means a subsequently firing unit of Firewarriors could fire their 24 rapid fire S5 shots at BS6 with Ignores Cover. Good luck to anything with 5+ armour!! Interesting I don't see a limit to the BS boost like their used to be so BS 10 could theoretically be possible unless I've missed something?? Similarly flyers could be hit with BS5 snap shots too!
The other thing to think about is spamming seeker missiles (you could get tons into an army). You could then use pathfinders to shoot vehicles whilst keeping your skyray (or other seeker missile unit) hidden. Interesting stuff.
Drones
Still not scoring or denial but there are a lot more varieties now which I'll cover with their respective units. They also don't count towards VPs when taken as upgrades. Interestingly they also don't get removed with the owner but are still destroyed when a vehicle blows up.
The types we're familiar with are back with a couple of changes. All drones are T4 for a start which is nice. Pulse carbines are now two shots so gun drones are well worth their 12pts I reckon. Marker drones don't appear to be networked anymore which is frankly pants. Shield drones are 4+/4++ now instead of taking the save of their respective unit. Missile drones could be fun for adding extra fire power and make a good alternative to gun drones, personally I think you're better taking them over gun drones in most situations.
You can still take squadrons of them but you can now mix the types. Not really likely to see them used like though.
Commanders
The most notable difference is the Shas'el is nowhere to be seen. Instead we get the Shas'o with the same statline that he had before.
Ethereals
They are leaps and bounds better than they were. They're essentially a walking banner with a 12" morale bubble. Rather than the "whole army legs it" when they die they now give up an extra VP when they die. They then give a 12" bubble of either Stubborn, extra shot with pulse weapons, 6+ FNP or the ability to snap shot when running.
Cadre Fireblades
Decent statline with BS5 and 3 wounds which is already a bargain for 60pts. Frankly these will probably be the go-to-guys for people wanting a cheap HQ in order to take allies. Basically you can pay 114pts for the mininum HQ and Troop and then throw in a riptide and some broadsides. Expect to see A LOT more Tau around! Otherwise they have a markerlight, split fire and give a fire warrior squad an extra shot if they don't move.
Fire Warriors
Much maligned in the previous codex (I was always a fan though), Fire Warriors are now a bargain. 9pts gets you the same statline as before but with photon grenades for free making them effectively 2pts a model cheaper.
Pathfinders
Sadly their armour has been cut to 5+ but with carbines now firing 2 shots and the experimental drones they can take, they should make a few appearances. They're 1pt cheaper than before but the big thing for most people will be that the Devilfish is an option now. They keep their locator beacon in the form of the recon drone too but don't require the 'fish to do it. Tank hunting is now possible with AP1 rail rifles but S6 means they're only effective against light vehicles. Still it's an option though, if an expensive one. The recon drone could easily be used to bring Kroot onto your opponents back line too.
Darkstrider is a little expensive when compared to a Cadre Fireblade but isn't all that different statswise. The big thing for him is D6" movement after overwatch but before a unit attempts to charge, combined with D3 reduction to charge range from the grav drone they might be hard to catch.
Automatic rad grenades (-1 toughness) mean wounding on 3s with those pulse carbines. Combine this with an Ethereal for an extra shot and pulse accelerator for 24" range and pathfinders become pretty devastating.
Pathfinders are one of the most interesting units in the new book for me and I think it'll take a while before I figure out the potential uses for them.
Devilfish
Same points, same armour, pretty much the same as they were. However, with disruption pods now 15pts you could argue they're 10 pts more expensive but the 12" range has now been removed. Can now transport anything that isn't bulky (e.g. suits). With the burst cannon and gun drones getting an extra shot their firepower has almost doubled. With an SMS which is now twin-linked we might see a return of the good old Fish of Fury!
Crisis Teams
They now all come with blacksun filters and multi-trackers built in which makes them effectively 7-8 pts cheaper than before. The weapons points costs have changed a bit though which means the actual cost of units will be on par with the previous book. The most notable difference with battlesuit equipment is that hard-wired systems are nowhere to be seen. This means if you want a target lock you have to sacrifice something else. Luckily with the multi-tracker/blacksun built in and drones without a drone controller this isn't such a big loss. The big thing for a lot of people though is the disappearance of the Targeting Array but with the abundance of markerlights it shouldn't be as much of an issue. There's a dizzying array of different builds available now which will hopefully create some interesting combinations. I'll be posting about this soon I expect. Finally, it's worth noting that crisis bodyguards now auto-pass Look Out Sir making the commander pretty durable.
Broadsides
The big thing for these guys is, of course, the reduction of their railguns to S8 from S10. It remains to be seen how big a loss that will be but there was no way they were going to give them Skyfire (which is an option I should point out) with S10 no matter how much we wanted it. Elsewhere they get a twin-linked SMS now. The high-yield missile pod with missile drones could make for a ridiculous amount of S7 shooting if you're prepared to sacrifice AP1. It's worth noting they can't move and shoot like they good with ASS before.
Stealth Teams
As much as I like the models for these guys I really can't see them showing up that often. I'm toying with the idea of a full unit joined by Shadowsun though. They're pretty similar to what you got before but their armour has been simplified to giving them +3 to a cover save. If you could make them troops then maybe we'd see more of them. As they are I can't see much use for them sadly. Not useless but next to Crisis and Riptides in the same slot.....
Riptide
Speaking of the riptide, he's a monster. T6, 5 wounds and 2+/5++ will be hard to shift. He can put out a lot of shots but he's going to be a big target! Pretty reasonable for 180pts. People were saying we'd see 3 of these per army but I'd say crisis suits still have a place. The nova boosts will come in handy when necessary but aren't really needed most of the time, 12 burst cannon shots is tempting! On full wounds it's worth a shot but with a single wound I certainly won't be risking death! The shielded missile drones are cool as a combination of shield and missile drones in one (as the name suggests!) but with T6 too. Essentially extra wounds for 25pts each.
Sniper Drones
Now have a sniper rifle instead of the AP3 weapon from before. They're significantly cheaper but the weapon change, combined with the competition in the FOC slot will probably sound the death knell for these guys.
Piranhas
An absolute bargain for 50pts a piece with fusion. Zipping around with fusion blasters to provide annoyance and anti AV14 is always good. Sadly only being BS3 with no upgrade to that means they're going to lose out to the new pathfinders and flyers.
New Flyers
Since we already had the rules for these I've pretty much covered them. I don't think either is particularly stellar but then again neither is awful. It's a shame the bomb is AP5 but being able to use it every turn goes some way to compensating. Interceptor drones could be fun too! Not much more to say that I haven't already.
Hammerheads
Only place to get your S10 railgun now. Nice to see the submunition as an option too making these things particularly cheap now. Longstrike is pretty fun. For 45pts you get BS5, Tank Hunter, Preferred Enemy (IG) and multiple Supporting Fire/Overwatch shots. Pretty good I reckon and almost an automatic choice. Against IG it'll be fun to almost guarantee destroying a Leman Russ every turn!!
Sky Ray
Having skyfire and markerlights could make a good combination with broadsides. The seeker missiles can now be fired without markers too which makes for a pretty decent anti-air battery like they're supposed to be. I'm glad I kept mine because I think we'll start seeing them again if people can look away from the broadsides/hammers.
Kroot
Disgustingly cheap but worse in combat now. They've lost S4 and an extra attack so they're a shooting unit really. You can take a massive blob of them with 20 kroot, 10 hounds and 3 ox for 255pts which could be fun to Outflank onto objectives with! Sniper rounds are interesting if you're infiltrating as they could take out crucial models but then how effective are SM Scout Snipers? They aren't that hard to shift though but you get a lot of models for the same price as a squad of fire warriors in a 'fish. Combining outflank with the acute senses of the hounds makes them great for annoying your opponent behind his lines!
Vespid
Going to lose out to the other FA choices. It's a shame that for both Kroot and Vespid that we didn't see any new units. Vespid get longer range guns but are more expensive now. Stealth (Ruins) would be great if you could make them troops but otherwise I'm struggling to see a use for them.
Farsight
Marginally cheaper but otherwise not really changed that much. You don't have to limit your army choices anymore though which is a big deal. He doesn't change Crisis to Troops like many had hoped but with accurate deep striking and a full squad of bodyguards he's the source of the Tau deathstar I reckon. Somewhat strange that he doesn't come with Iridium Armour mind you!
Shadowsun
I'm convinced I can find a use for her in my army but I'm not sure how yet. She's potentially pretty lethal with 5+ precision shots on her now 18" range fusion blasters. Tempting to stick her in a big stealth team but pretty expensive.
Aun'va
Mocked as probably the most useless SC in all of the codices, Aun'va has had somewhat of a renaissance. For 100pts you get him and his guard. Interesting that he has an inverse save against shots in that he ignores AP1 but is more at risk from AP5! He probably won't last long though but whilst he's alive your army is better for it. Tempting to use him instead of the stock Ethereal but he can't join a unit he's too vulnerable I reckon.
Aun'shi
Finally, a bit of a conundrum, Aun'shi. He's clearly a combat character surrounded by shooting. Could be interesting in a Kroot unit perhaps? Get's to re-roll his 4++ save in a challenge though so might be fun to try and kill off enemy characters with him. I want to think of him as an assassin but with S5 AP- attacks he isn't unless you get a lucky rend or two!
Conclusion
So that's my initial reaction after a skim through. I'm sure I've missed stuff or got something wrong but I'll be posting a lot more about Tau in the next couple of weeks. In general I can't see any obvious turkeys in the book. Sure there are things that aren't going to be seen very much such as the sniper teams but I really don't think there's anything here that couldn't work. This seems to be a trend with the new books that in general there's a lot of competition for each FOC slot with plenty of things to think about when writing an army.
As with Vetock's previous codex, Dark Angels, there's a ton of synergy in the army. Mostly from Markerlights of course but some interesting combination may come to light that I haven't thought of on this first read through. I think anyone will be able to use Tau but more experienced Tau players will be able to get the most from the book.
On that subject, I think it's a shame how many armies can ally with Tau. As a long time Tau player I don't really want to see everyone taking them as allies. It's a similar thing to the Necrons in that there were a few die-hards who still took them to tournaments whereas now they'll be flavour of the month and all over the place! Don't get me wrong, I'm extremely pleased with the new book but I do think that the abundance of Skyfire is bad for the game. With everyone taking some Tau allies they could potentially severely hamper the use of flyers. I'm not a huge fan of flyers but it would still be a shame to see a game mechanic hampered.
Hope you didn't find that too long and boring. Right I'm off to build my Riptide, Flyer and Pathfinders then. I'll post up some pictures later of course. Tomorrow I'm having three games with the new Tau against a variety of armies from Matt. I'll let you know how they fare!
The first thing to say is, like the previous three codices (can you believe we're onto number 4 for 6th?), stunning to look at. The artwork is stunning. Now I know there's a hefty price tag for these new books but they're a massive jump in quality improvement over the previous versions.
Anyway, I'll not go into the fluff too much as, as you might expect I haven't had much time to look through it yet. This will instead be a run down of the new rules for units and how I think they'll perform in the game now. I'll work through them in unit entry order. I apologise in advance for the wall of text!
Army Wide Rules
Bonding knives are the same as they were in the old codex in that you can always regroup at full Leadership. All of the suits units, fire warriors and pathfinders can take them but unless you're giving drones to the suits then there's no point as they'll never be less than 25%. Worth considering for the little guys though but do you really want a better chance to save 2-3 guys for about 10pts over a unit?
Supporting Fire is, as we already knew, the ability to overwatch to support units being charged within 6" and pretty much everything has it. Can't really see this having a dramatic effect on its own but combined with some modification from other stuff it might be more potent.
The warlord traits are pretty decent actually. As ever there are better ones and weaker ones but not scattering on deep strike, skyfire for one turn and removing Look Out Sir! rolls could be useful. Half of the traits are a single use only though which, when you take into account the deep strike one only leaves two that apply for the entire game.
Markerlights could be pretty devastating. They haven't changed all that much from before but only needing two markers to totally eliminate a cover save could be huge. Especially against units with steath/shrouded. It appears you could overwatch with markers and then get the benefit from supporting fire too. They can also help boost attempts to shoot flyers. This only really matters for the sky ray when combined with broasides though. Here's a thought for you, 10 pathfinders would get an average of 5 hits. This means a subsequently firing unit of Firewarriors could fire their 24 rapid fire S5 shots at BS6 with Ignores Cover. Good luck to anything with 5+ armour!! Interesting I don't see a limit to the BS boost like their used to be so BS 10 could theoretically be possible unless I've missed something?? Similarly flyers could be hit with BS5 snap shots too!
The other thing to think about is spamming seeker missiles (you could get tons into an army). You could then use pathfinders to shoot vehicles whilst keeping your skyray (or other seeker missile unit) hidden. Interesting stuff.
Drones
Still not scoring or denial but there are a lot more varieties now which I'll cover with their respective units. They also don't count towards VPs when taken as upgrades. Interestingly they also don't get removed with the owner but are still destroyed when a vehicle blows up.
The types we're familiar with are back with a couple of changes. All drones are T4 for a start which is nice. Pulse carbines are now two shots so gun drones are well worth their 12pts I reckon. Marker drones don't appear to be networked anymore which is frankly pants. Shield drones are 4+/4++ now instead of taking the save of their respective unit. Missile drones could be fun for adding extra fire power and make a good alternative to gun drones, personally I think you're better taking them over gun drones in most situations.
You can still take squadrons of them but you can now mix the types. Not really likely to see them used like though.
Commanders
The most notable difference is the Shas'el is nowhere to be seen. Instead we get the Shas'o with the same statline that he had before.
Ethereals
They are leaps and bounds better than they were. They're essentially a walking banner with a 12" morale bubble. Rather than the "whole army legs it" when they die they now give up an extra VP when they die. They then give a 12" bubble of either Stubborn, extra shot with pulse weapons, 6+ FNP or the ability to snap shot when running.
Cadre Fireblades
Decent statline with BS5 and 3 wounds which is already a bargain for 60pts. Frankly these will probably be the go-to-guys for people wanting a cheap HQ in order to take allies. Basically you can pay 114pts for the mininum HQ and Troop and then throw in a riptide and some broadsides. Expect to see A LOT more Tau around! Otherwise they have a markerlight, split fire and give a fire warrior squad an extra shot if they don't move.
Fire Warriors
Much maligned in the previous codex (I was always a fan though), Fire Warriors are now a bargain. 9pts gets you the same statline as before but with photon grenades for free making them effectively 2pts a model cheaper.
Pathfinders
Sadly their armour has been cut to 5+ but with carbines now firing 2 shots and the experimental drones they can take, they should make a few appearances. They're 1pt cheaper than before but the big thing for most people will be that the Devilfish is an option now. They keep their locator beacon in the form of the recon drone too but don't require the 'fish to do it. Tank hunting is now possible with AP1 rail rifles but S6 means they're only effective against light vehicles. Still it's an option though, if an expensive one. The recon drone could easily be used to bring Kroot onto your opponents back line too.
Darkstrider is a little expensive when compared to a Cadre Fireblade but isn't all that different statswise. The big thing for him is D6" movement after overwatch but before a unit attempts to charge, combined with D3 reduction to charge range from the grav drone they might be hard to catch.
Automatic rad grenades (-1 toughness) mean wounding on 3s with those pulse carbines. Combine this with an Ethereal for an extra shot and pulse accelerator for 24" range and pathfinders become pretty devastating.
Pathfinders are one of the most interesting units in the new book for me and I think it'll take a while before I figure out the potential uses for them.
Devilfish
Same points, same armour, pretty much the same as they were. However, with disruption pods now 15pts you could argue they're 10 pts more expensive but the 12" range has now been removed. Can now transport anything that isn't bulky (e.g. suits). With the burst cannon and gun drones getting an extra shot their firepower has almost doubled. With an SMS which is now twin-linked we might see a return of the good old Fish of Fury!
Crisis Teams
They now all come with blacksun filters and multi-trackers built in which makes them effectively 7-8 pts cheaper than before. The weapons points costs have changed a bit though which means the actual cost of units will be on par with the previous book. The most notable difference with battlesuit equipment is that hard-wired systems are nowhere to be seen. This means if you want a target lock you have to sacrifice something else. Luckily with the multi-tracker/blacksun built in and drones without a drone controller this isn't such a big loss. The big thing for a lot of people though is the disappearance of the Targeting Array but with the abundance of markerlights it shouldn't be as much of an issue. There's a dizzying array of different builds available now which will hopefully create some interesting combinations. I'll be posting about this soon I expect. Finally, it's worth noting that crisis bodyguards now auto-pass Look Out Sir making the commander pretty durable.
Broadsides
The big thing for these guys is, of course, the reduction of their railguns to S8 from S10. It remains to be seen how big a loss that will be but there was no way they were going to give them Skyfire (which is an option I should point out) with S10 no matter how much we wanted it. Elsewhere they get a twin-linked SMS now. The high-yield missile pod with missile drones could make for a ridiculous amount of S7 shooting if you're prepared to sacrifice AP1. It's worth noting they can't move and shoot like they good with ASS before.
Stealth Teams
As much as I like the models for these guys I really can't see them showing up that often. I'm toying with the idea of a full unit joined by Shadowsun though. They're pretty similar to what you got before but their armour has been simplified to giving them +3 to a cover save. If you could make them troops then maybe we'd see more of them. As they are I can't see much use for them sadly. Not useless but next to Crisis and Riptides in the same slot.....
Riptide
Speaking of the riptide, he's a monster. T6, 5 wounds and 2+/5++ will be hard to shift. He can put out a lot of shots but he's going to be a big target! Pretty reasonable for 180pts. People were saying we'd see 3 of these per army but I'd say crisis suits still have a place. The nova boosts will come in handy when necessary but aren't really needed most of the time, 12 burst cannon shots is tempting! On full wounds it's worth a shot but with a single wound I certainly won't be risking death! The shielded missile drones are cool as a combination of shield and missile drones in one (as the name suggests!) but with T6 too. Essentially extra wounds for 25pts each.
Sniper Drones
Now have a sniper rifle instead of the AP3 weapon from before. They're significantly cheaper but the weapon change, combined with the competition in the FOC slot will probably sound the death knell for these guys.
Piranhas
An absolute bargain for 50pts a piece with fusion. Zipping around with fusion blasters to provide annoyance and anti AV14 is always good. Sadly only being BS3 with no upgrade to that means they're going to lose out to the new pathfinders and flyers.
New Flyers
Since we already had the rules for these I've pretty much covered them. I don't think either is particularly stellar but then again neither is awful. It's a shame the bomb is AP5 but being able to use it every turn goes some way to compensating. Interceptor drones could be fun too! Not much more to say that I haven't already.
Hammerheads
Only place to get your S10 railgun now. Nice to see the submunition as an option too making these things particularly cheap now. Longstrike is pretty fun. For 45pts you get BS5, Tank Hunter, Preferred Enemy (IG) and multiple Supporting Fire/Overwatch shots. Pretty good I reckon and almost an automatic choice. Against IG it'll be fun to almost guarantee destroying a Leman Russ every turn!!
Sky Ray
Having skyfire and markerlights could make a good combination with broadsides. The seeker missiles can now be fired without markers too which makes for a pretty decent anti-air battery like they're supposed to be. I'm glad I kept mine because I think we'll start seeing them again if people can look away from the broadsides/hammers.
Kroot
Disgustingly cheap but worse in combat now. They've lost S4 and an extra attack so they're a shooting unit really. You can take a massive blob of them with 20 kroot, 10 hounds and 3 ox for 255pts which could be fun to Outflank onto objectives with! Sniper rounds are interesting if you're infiltrating as they could take out crucial models but then how effective are SM Scout Snipers? They aren't that hard to shift though but you get a lot of models for the same price as a squad of fire warriors in a 'fish. Combining outflank with the acute senses of the hounds makes them great for annoying your opponent behind his lines!
Vespid
Going to lose out to the other FA choices. It's a shame that for both Kroot and Vespid that we didn't see any new units. Vespid get longer range guns but are more expensive now. Stealth (Ruins) would be great if you could make them troops but otherwise I'm struggling to see a use for them.
Farsight
Marginally cheaper but otherwise not really changed that much. You don't have to limit your army choices anymore though which is a big deal. He doesn't change Crisis to Troops like many had hoped but with accurate deep striking and a full squad of bodyguards he's the source of the Tau deathstar I reckon. Somewhat strange that he doesn't come with Iridium Armour mind you!
Shadowsun
I'm convinced I can find a use for her in my army but I'm not sure how yet. She's potentially pretty lethal with 5+ precision shots on her now 18" range fusion blasters. Tempting to stick her in a big stealth team but pretty expensive.
Aun'va
Mocked as probably the most useless SC in all of the codices, Aun'va has had somewhat of a renaissance. For 100pts you get him and his guard. Interesting that he has an inverse save against shots in that he ignores AP1 but is more at risk from AP5! He probably won't last long though but whilst he's alive your army is better for it. Tempting to use him instead of the stock Ethereal but he can't join a unit he's too vulnerable I reckon.
Aun'shi
Finally, a bit of a conundrum, Aun'shi. He's clearly a combat character surrounded by shooting. Could be interesting in a Kroot unit perhaps? Get's to re-roll his 4++ save in a challenge though so might be fun to try and kill off enemy characters with him. I want to think of him as an assassin but with S5 AP- attacks he isn't unless you get a lucky rend or two!
Conclusion
So that's my initial reaction after a skim through. I'm sure I've missed stuff or got something wrong but I'll be posting a lot more about Tau in the next couple of weeks. In general I can't see any obvious turkeys in the book. Sure there are things that aren't going to be seen very much such as the sniper teams but I really don't think there's anything here that couldn't work. This seems to be a trend with the new books that in general there's a lot of competition for each FOC slot with plenty of things to think about when writing an army.
As with Vetock's previous codex, Dark Angels, there's a ton of synergy in the army. Mostly from Markerlights of course but some interesting combination may come to light that I haven't thought of on this first read through. I think anyone will be able to use Tau but more experienced Tau players will be able to get the most from the book.
On that subject, I think it's a shame how many armies can ally with Tau. As a long time Tau player I don't really want to see everyone taking them as allies. It's a similar thing to the Necrons in that there were a few die-hards who still took them to tournaments whereas now they'll be flavour of the month and all over the place! Don't get me wrong, I'm extremely pleased with the new book but I do think that the abundance of Skyfire is bad for the game. With everyone taking some Tau allies they could potentially severely hamper the use of flyers. I'm not a huge fan of flyers but it would still be a shame to see a game mechanic hampered.
Hope you didn't find that too long and boring. Right I'm off to build my Riptide, Flyer and Pathfinders then. I'll post up some pictures later of course. Tomorrow I'm having three games with the new Tau against a variety of armies from Matt. I'll let you know how they fare!
Tuesday, April 02, 2013
Spanish Tau Codex Leak Translation - Yo No Hablo Espanol!
So some of you may have already seen the Spanish version of the Tau codex that has been leaked onto the interwebs. Whilst I don't have the first clue about Spanish I've been attempting to piece together some information on the various units based on the pictures and some educated guesswork. Granted the book is out in like 4 day so I don't know quite why I took the time to do this but whatever...
Sadly the army special rules are not only in Spanish but the picture is terrible (seriously, why are the people with access to codexes bad at pictures - my CSM ones weren't that bad!). This also means I can't read the Warlord Traits. Some of this stuff may well have already been rumoured but since this is almost certainly the real codex they're a lot more solid now.
If you want to have a look yourself they should still be visible here
Crisis Suits
Appear to cost 22pts each now but can still only be taken in units of 3. No longer have the option of making them a team leader but rather you now just pay 10 pts to make them a Shas'vre. Makes sense to me as hardly anyone bothered to pay the extra 5 for shas'vre status. Shas'vre now boosts them to Ld 9 but loses 1pt of WS (I think we'll cope). Otherwise the stats are the same, no toughness boost like some rumours suggested. Get army wide special rule Supporting Fire which is the ranged overwatch assistance thing. Also they're "Very Bulky" although it sounds better in Spanish (muy corpulento!). The options are what will make these good or bad though. Difficult to look at upgrades though as they're on a chart rather than in unit entry like the other new codexes.
Riptide (Cataclismo in Spanish - again sounds better)
Base cost of 180pts with a pretty impressive statline notably toughness 6 with 5 wounds. It's basic gun appears to be the heavy burst cannon which is S6 and EIGHT shots. Seems like the Nova Reactor will allow you to make this 12 shots too at the risk of Gets Hot. Not sure on the Spanish but looks like it rends too when Nova'd. Comes with an SMS which is pretty much the same as it was but can be swapped for a twin-linked fusion blaster or plasma rifle (which are again the same). The heavy burst cannon can be swapped for an ion cannon thing which starts at S7 AP2 with three shots but can be overcharged to S9 AP2 large blast.
Fire Warriors
Still have a six member minimum but are 9 pts for essentially the same stats but now get Photon Grenades for free. Their gun is stil S5, 30" rapid fire. They can all take the "Ritual of Ta'lissera" rule for 1pt each which if memory serves from the old book, relates to bonding knives so presumably is leadership related (that page is nearly impossible to read even if I understood Spanish). Can still take a devilfish which are still 80pts and pretty similar. Difficult to tell much else without translating it all.
With the addition of Fireblade they can fire an extra shot with their rifles or carbines if they stand still.
Kroot
Get 10 by default as before and can buy another 10 but they're now 6 pts each and come with 6+ armour. They're now S3 but retain their WS4 and the hounds are still I5 and are 5pts each. They can now take some sort of special precision ammo for 1pt per model which make their guns sniper rifles and hence Heavy. Hounds have Acute Senses and the whole squad can infiltrate meaning more precise Outflanking which is interesting. They've still got Stealth in forests and the kroot ox is pretty much the same but now 25pts.
Flyers
Unfortunately they appear to be AV 11/10/10 but with 3 HP. Bomber starts at 160pts and fighter at 145pts. Aside from the Vehicle Upgrades (no sign of what they are or how much they cost) the fighter can take a missile pod instead of the burst cannon for 5pts. The quad ion cannon is S7 AP4 but can be boosted to S8 large blast which is obviously not much use against other flyers but good for ground vehicle hunting. With 6 S7 shots and two seeker missiles it doesn't look too bad for 150pts though. The bomber can twin-link it's missile pod for 5pts but otherwise will be better against ground targets as you might expect. Despite still being BS2 the fighter drones have S7 AP4 twin-linked guns which isn't bad at all when they appear to have interceptor too. They also seem to have afterburners (whatever they do).
Have to decide when I read the English book but at the moment they both look fairly viable. At least they're better than the DA ones already (which isn't hard of course).
Broadsides
They're now 65pts each and still a max squad size of 3. Their twin-linked railguns are now S8 AP1 as was rumour but the missile pods they can swap them for are S7 AP4 with 4 shots. Their SMS are now twin-linked too which is pretty cool. They're then able to take various other options from the wargear table and still seem to get one support system each. They can take a seeker missile for 8pts which seems to be the standard cost of them now. The shas'vre is now Ld 9 which should help reduce the number of times they run off the board like they used to!
Pretty happy with these. If they do get the option of Skyfire as has been rumoured then they're going to be the goto anti-air for pretty much any army in the game. S10 would've been ridiculous so the S8 makes sense.
HQs
Ethereals are 50pts and Fireblade is 60pts. There doesn't seem to be any option to take them in multiples as squad leaders unfortunately but for dirt cheap HQ to spend your points on something else then you can't complain. Better than the minimum 100pts a lot of armies have to spend.
O'Shovah/Farsight is 165pts and is still equipped the same. He still has Preferred Enemy (Orks) and can be joined by 7 crisis suits in his bodyguard. Sadly this seems to be the only FOC swapping that can be done.
Conclusion
That's about as much as I can be bothered to translate/work out. The codex really isn't that far away but I wanted to get an idea of what this leak told us. Hopefully some people found it helpful.
Sadly the army special rules are not only in Spanish but the picture is terrible (seriously, why are the people with access to codexes bad at pictures - my CSM ones weren't that bad!). This also means I can't read the Warlord Traits. Some of this stuff may well have already been rumoured but since this is almost certainly the real codex they're a lot more solid now.
If you want to have a look yourself they should still be visible here
Crisis Suits
Appear to cost 22pts each now but can still only be taken in units of 3. No longer have the option of making them a team leader but rather you now just pay 10 pts to make them a Shas'vre. Makes sense to me as hardly anyone bothered to pay the extra 5 for shas'vre status. Shas'vre now boosts them to Ld 9 but loses 1pt of WS (I think we'll cope). Otherwise the stats are the same, no toughness boost like some rumours suggested. Get army wide special rule Supporting Fire which is the ranged overwatch assistance thing. Also they're "Very Bulky" although it sounds better in Spanish (muy corpulento!). The options are what will make these good or bad though. Difficult to look at upgrades though as they're on a chart rather than in unit entry like the other new codexes.
Riptide (Cataclismo in Spanish - again sounds better)
Base cost of 180pts with a pretty impressive statline notably toughness 6 with 5 wounds. It's basic gun appears to be the heavy burst cannon which is S6 and EIGHT shots. Seems like the Nova Reactor will allow you to make this 12 shots too at the risk of Gets Hot. Not sure on the Spanish but looks like it rends too when Nova'd. Comes with an SMS which is pretty much the same as it was but can be swapped for a twin-linked fusion blaster or plasma rifle (which are again the same). The heavy burst cannon can be swapped for an ion cannon thing which starts at S7 AP2 with three shots but can be overcharged to S9 AP2 large blast.
Fire Warriors
Still have a six member minimum but are 9 pts for essentially the same stats but now get Photon Grenades for free. Their gun is stil S5, 30" rapid fire. They can all take the "Ritual of Ta'lissera" rule for 1pt each which if memory serves from the old book, relates to bonding knives so presumably is leadership related (that page is nearly impossible to read even if I understood Spanish). Can still take a devilfish which are still 80pts and pretty similar. Difficult to tell much else without translating it all.
With the addition of Fireblade they can fire an extra shot with their rifles or carbines if they stand still.
Kroot
Get 10 by default as before and can buy another 10 but they're now 6 pts each and come with 6+ armour. They're now S3 but retain their WS4 and the hounds are still I5 and are 5pts each. They can now take some sort of special precision ammo for 1pt per model which make their guns sniper rifles and hence Heavy. Hounds have Acute Senses and the whole squad can infiltrate meaning more precise Outflanking which is interesting. They've still got Stealth in forests and the kroot ox is pretty much the same but now 25pts.
Flyers
Unfortunately they appear to be AV 11/10/10 but with 3 HP. Bomber starts at 160pts and fighter at 145pts. Aside from the Vehicle Upgrades (no sign of what they are or how much they cost) the fighter can take a missile pod instead of the burst cannon for 5pts. The quad ion cannon is S7 AP4 but can be boosted to S8 large blast which is obviously not much use against other flyers but good for ground vehicle hunting. With 6 S7 shots and two seeker missiles it doesn't look too bad for 150pts though. The bomber can twin-link it's missile pod for 5pts but otherwise will be better against ground targets as you might expect. Despite still being BS2 the fighter drones have S7 AP4 twin-linked guns which isn't bad at all when they appear to have interceptor too. They also seem to have afterburners (whatever they do).
Have to decide when I read the English book but at the moment they both look fairly viable. At least they're better than the DA ones already (which isn't hard of course).
Broadsides
They're now 65pts each and still a max squad size of 3. Their twin-linked railguns are now S8 AP1 as was rumour but the missile pods they can swap them for are S7 AP4 with 4 shots. Their SMS are now twin-linked too which is pretty cool. They're then able to take various other options from the wargear table and still seem to get one support system each. They can take a seeker missile for 8pts which seems to be the standard cost of them now. The shas'vre is now Ld 9 which should help reduce the number of times they run off the board like they used to!
Pretty happy with these. If they do get the option of Skyfire as has been rumoured then they're going to be the goto anti-air for pretty much any army in the game. S10 would've been ridiculous so the S8 makes sense.
HQs
Ethereals are 50pts and Fireblade is 60pts. There doesn't seem to be any option to take them in multiples as squad leaders unfortunately but for dirt cheap HQ to spend your points on something else then you can't complain. Better than the minimum 100pts a lot of armies have to spend.
O'Shovah/Farsight is 165pts and is still equipped the same. He still has Preferred Enemy (Orks) and can be joined by 7 crisis suits in his bodyguard. Sadly this seems to be the only FOC swapping that can be done.
Conclusion
That's about as much as I can be bothered to translate/work out. The codex really isn't that far away but I wanted to get an idea of what this leak told us. Hopefully some people found it helpful.
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