Sniper drones-
on their own, they are a fairly poor option. The gun is very nice though. It lacks the Mortal Wound feature of most
sniper rifles, But it is rapid fire 48” with a STR5 shot….nothing to scoff
at. Like many other Tau units, it suffers
from placement in the Org chart. A Heavy
slot really probably needs to be more heavy hitting than what these little guys
provide the army.
Skyray missile
support ships seem to have lost their place in the army at the moment.
Traditionally an Anti-aircraft or missile support weapon, Their main armament
their markerlight/6 seeker missiles seems to be a hard fit for a valuable Heavy
slot. Still, it is slightly cheaper than a Hammerhead and it’s weapons suite
might make it something like a Basilisk traditionally with a bent toward
precision ordnance. (which is EXTREMELY fluffy from original Tau fluff, who
dislike Area effect weapons.)
HammerHead gunships-
It used to be a mainstay of my Tau armies when Broadsides were popular, then
took a back seat once Tau had access to a range of fighters/flyer (See ref: Tim’s fascination with Air superiority) . The HH Railgun is now a beast!. It’s initial damage is similar to what you’d
expect (str10,-4AP, d6 dmg), on a to wound roll of 6 it also deals d3 MORTAL
WOUNDS.
Broadside
Battlesuits with the ability to
move and shoot and their fire power doubling since Twin-linked weapons are now 2
weapons, broadside regain their ability to be mean anti vehicle units. High Yeild missile pods began to replace the
Hvy Rail Rifle as the weapon of choice on Broadside, but Suspect to see tau
players snapping the missile pods of their broadsides. At a cost 9 PL a piece though (the cost of a
10-man marine tactical squad!), they MIGHT
be a touch expensive. I’ll certainly be trying them out for sure!
Lord of War
StormSurge the
Tau Heavy Ballistics Battlesuit, it’s about as mean as you’d expect. It has no
Melee capabilities of note. (as one might expect except that historically we’re
used to Gargantuan creatures having some punch no matter what). Comparing it to a traditional Imperial
Knight, it costs 2 power level less, has poorer Accuracy, trades the knight’s
impressive melee capabilities, less heavy firepower, but gains a slew of massed
antipersonnel weaponry(which is still valuable against all units since everything
is now based on a wound system). If it
remains stationary, in the movement phase,
it can offset the accuracy penalty gaining a +1 to hit. All that said, I’m a touch jealous of the
imperial Knight.