The Tau Elites section has always been the most difficult
section to use, as it has so many great units and you want to take all of
them. While now one can take way more
elite choices (6 in a standard battalion org), the big models can no longer be
fielded in squads, so they continue to suffer somewhat(though I suppose lots of
other units which lost their squadron capabilities have as well.
Battlesuits in General
Battlesuits still fill the same dynamic Fire fighting role
as they always have, filling gaps in the line, eleimnating key targets with
massive firepower having both high speed and durabilty. Because of thehir FLY keyword, they can jump
out of contact with the enemy and still fire and nearby drone squads can be
used to selectively absorb the enemy’s scarier firepower. The smaller suit (Stealth/Crisis) weaponry
allow for them to fire while advancing, so they can move quickly to take
objectives and disrupt an enemy’s maneuvers.
The larger suits wield heavier weapons, slowing them down if trying to
fire effectively.
Despite their elite status, their best natural ballistic
skill is a 4+ to hit, meaning they are reliant on markerlights to ensure their
maximum effect.
Elite
Stealthsuit Battlesuits
are all now fast to make of for the loss of the assault phase jump pack move,
but these guys can advance and still fire without -1 to hit, so are even
faster. Camouflage field now subtract 1 from ALL to hit rolls against this unit
(shooting and melee) so they have some decent resiliency. Homing Beacons now
allow battlesuit units to set up within 6” of an enemy unit when deepstriking
instead of the usual 9”. (I’m using old
edition common terminology to describe this to avoid confusion with new
wording). They have a high power level
cost for a 3 model unit(6), but I think it’s worth it.
Ghostkeel Stealth
Battlesuit- Continues to be my
favorite unit for my army theme (stealthy, direct-firepower force with lots of
flyer support). They have amazing firepower,
can gain up to a -2 to hit in the open (-3 if cover allows!!) and a 12”
move. They cost 12 Power Level each, so
they are pricey. Also, their cyclic Ion Raker was a faster shooting high strength
weapon in the last edition, which made it pretty good at killing
everything. Now, this weapon is still
good, but only causes a single point of damage (like assault cannons) so it’s
not AS universally useful as it has been.
It is still DARN GOOD though.
Crisis suits (and
bodyguard)- now can wield a 3rd weapon if desired which can be
cool, have a nice 8” move and have T5 and 3 wounds each. Bodyguards can also take
wounds for a Tau CHARACTER. Crisis suits
come with a BIG point cost, with 3 models costing 11 PL base.
Riptide Battlesuits
Still a potent force (and I think they MIGHT be a touch tougher than they used
to be ;) ). They resemble other
faction’s dreadnought type units. These
have always been super-dreadnoughts of this class, being about twice as tough
and costly as other faction dreadnoughts.
The same still holds with these units also being TWICE as fast. (this
was also true previously since jump packs essentially doubled their
movement. Nova Reactors now
AUTOMATICALLY force a mortal wound when used, so it MIGHT not be an “ALWAYS
use” item, but it might still be. Both main weapons are potent in their own
right. (the more common Ion Accelerator
having a smaller volley of better AP shots that have the ability to inflict
multiple wounds with some “gets hot” style risk). Given hot Drone SAVIOR PROTOCOLS work, these units work great with drone nearby, as their Toughness is
used to make the to wound roll, but the wound itself can be assigned to a
nearby Drone unit. This makes these
already tough monsters hard to land decisive hits on.
FarSight Marksmen: Previously,
these attached to the sniper drones, but are now a separate entry in the army
list. This is interesting and allows them to play like they were originally lay
when they were first created (playtest rules had the drones acting as a
separate unit that used the Marksmen’s BS to spot targets. They are in the coveted
Elite section of the army, which means they won’t really compete for a spot
unless you’re looking for a way to fill out the last few points in your army
list.costing (PL1).
Next time I'll hit the Fast Attack and flyers in the Tau Arsenal.
Next time I'll hit the Fast Attack and flyers in the Tau Arsenal.
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