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Showing posts with label Commander. Show all posts
Showing posts with label Commander. Show all posts

Sunday, June 20, 2010

Aloh'Nan'El goes Airborne



My first big conversion is finished! As my skimmer tactics are becoming more and more complex; walling, trapping, mobile cover, touch-shocking, etc., I decided that to keep up with a mobile Cadre my Commander needed some better gear.
So some pics of the new conversion, fresh from the shop!

The head here is the standard head, but the antennas have been replaced with the business end of a Fusion Blaster. The "hat" piece is a Shield generator, and the space in between is green stuff, painted black. Up close you can see a bit of the mess I made with the Green stuff on the backpack; no amount of sanding could smooth that down too well.
A look at the "Fusion Sword", made from the back of a Fusion Blaster and a flying stem, and painted with various shades of gold and white, and its simple yet effective accompanying Plasma Rifle. You can also see the magnetic base here; a simple magnetix toy glued to a base and attached to a magnet mounted on the suit. Note the golden tipped Seeker Missiles, acting as the thrust for the wings.
A quick view of the wings; the green stuff is a bit off here as well, but it luckily doesn't mess with the magnificent wingspan.
The bottom angle gives a better look at the missile pod, as well as giving a good look at the bulked up shins; it makes sense that a suit flying at high speeds would need more effective shocks.

Monday, May 3, 2010

Leading the Charge! (Crisis Commanders and their Bodyguards)

Crisis Command Teams are a highly debated subject. The roles of the two Shas'vre bodyguards could easily be filled by Shas'ui purchased in the Elite slot, sporting the same number of wounds, same ballistic skill, and same mobility as the more costly Shas'ui. So why do many Tau generals insist on the use of bodyguards?
Bodyguards bring to the table three advantages that shas'ui do not. Sadly, the first two of these advantages are so miniscule that they are not deciding factors in the slightest:
1. They take up an HQ slot. This means that if you enjoy taking masses of Crisis or Stealth Suits, you may need a spot to fit more Crisis firepower. This only comes into play with larger point games, and rarely with any army builds but Crisis-spam.
2. They are better at combat. Bodyguards not only have an easier time hitting in combat, but they don't allow the Commander to be singled out (or vice-versa) by things that could easily kill it.
3. They have access to Wargear and Special Issue Weapons. This is the big one. This allows a plethora of options not otherwise seen. Want a team made to crush infantry? Plasma, CIB, AFB, Missiles, all in one squad. Do you want to have three weapon systems on each suit? Go ahead, you can hardwire multitrackers. Want Fireknives with backup flamers? Do it up.
The big thing here though; with the ability to hardwire multitrackers, you can finally give your whole team access to Targetting Arrays, which is key in lists that run few to zero markerlights.

A word to the wise, however. Bodyguards are expensive. You should only use a bodyguard team if you have reason to. Taking bodyguards only is worth the cost when:
a) you are out of Elite slots
b) you have a Special Issue team planned
or
c) you lack Markerlights
If you do not meet these criteria, stick to the shas'ui.

Thursday, April 15, 2010

Leading the Charge! (Crisis Commanders and the Positional Relay)


The Crisis Commander is a rather broad subject. He can be run in a variety of ways, forming a lynchpin or a spearhead for your army. With access to all of the equipment a Crisis Suit can don he can fill almost any role given to him.
Today I'll be focusing on Commanders with the Positional Relay; a game changing device that can manipulate your reserves and thus give you unprecedented control of the battlefield. Flip open your codices and take a look at the Positional Relay and its abilities. It allows you to call in a single unit on a 2+ from reserves, denying all other reserved units from coming in that turn. This helps you in two ways:
1. You will (almost always) get the right man for the job at the right time. Whether it be a unit of outflanking kroot, a piranha squadron to wall off the opposition or bust a tank, railguns (either of the Hammerhead or AdvSS Broadside variety) marching in on the other flank to hit side armor, or deepstriking suits, you are almost assured that the unit will arrive right when needed.
2. On the exact opposite end of the spectrum, the Positional Relay can keep your reserves off the table. This is useful for players who use minimal troop choices; your valuable scoring units are kept off the board until late game when they sit on an objective. You can also keep your entire army off the board (save the Positinal Relay user) to lower the sting of drop pop or daemonic assault armies; half the army drops on a cheap unit in a corner, allowing you to outmaneuver him when your reserves come on elsewhere. This tactic is called Ninja Tau, and while useful sometimes, is prone to random fluctuations based on the insanity of reserves, and a good opponent's ability to pick you of piecemeal as you send in bait units turn by turn.
An example of a Positional Relay army would have powerful Heavy support options on a flank with a Crisis Team with Positional Relay. They would draw opponent's units across the diagonal towards a faux firebase, as they take heavy fire. Second and third tur reserves would slow or bother the units trying to reach your firebase, forcing the commitment of more resources. Your reserved Troops and a support unit or two come on the side they abandoned, landing on softened or deserted objectives late game, in a similar way to Fritz's (PLEASE look him up if you haven't ever heard of him) Eldar Jetbike Contesting/Capturing.
The great part about this is that if your opponent sits on the side of the board with the objectives and ignores your firebase, he is looking at massive Rail, Missile, and ranged Plasma fire hitting him as he hunkers down, which does not bode well; Tau are second only to the Imperial Guard at removing entrenched units from a range.
Those are the basics of Positional Relay tricks. Next up is the Commander's Bodyguard; a look at if they should be taken, and how to equip them.
 
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