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Showing posts with label HQ. Show all posts
Showing posts with label HQ. Show all posts

Wednesday, September 8, 2010

Leading the Charge! Ethereals



Ethereals are often among the the most hated units of the Tau Empire by the gaming community in general. Common wisdom would state that one should never take an Ethereal in any list expecting to win. Very much like how Necrons were always seen as an army you could phase out to beat, a Tau army with an Ethereal is portrayed to have a similar problem; kill the Ethereal and send half the army running.
This massive downside would probably sit fine with most Tau players if they got a tough model with the deal. The thing is, an Ethereal clocks in at just above a chunk of coal in terms of utility and slightly under wafer in terms of durability. The Ethereal lacks an armor save... or a save of any type. He has only two wounds, and a low Toughness. Not the epitome of toughness. The Ethereal also drops the ball by being the only Tau unit outside of Shield Drones and puppies to lack a gun.

The Ethereal has some definite perks, however; first and foremost being that he offers a re-roll to any leadership test taken by a Tau unit that can see him. He also makes any unit he joins fearless, increasing the durability against shooting of the unit he hides in by quite a bit. He adds a very small close combat punch, and can purchase Shield or Gun Drones. When an Ethereal's unit is whittled down, he can move into a vehicle;while not actively using his power at the time, it will save the problem of you running off the table.

The Ethereal can be fielded on the table one of two ways to be effective:
1. In sight, out of sight: An Ethereal will find a piece of cover ahead or to the side of your army, blocking enemy sight to him whilst allowing him to be visible to the rest of the army. A Devilfish that has landed can actually cover him completely whilst showing him to comrades to the sides; a useful thing to remember if you have, say, a Pathfinder Devilfish waiting to pick up reserved Fire Warriors. Do NOT do this if the enemy has barrage weapons.
2. In a unit: A team of Broadsides makes a great home for an Ethereal; strong, placed in the backfield, and now Fearless, the Broadsides will take quite a few hits for the Ethereal. Just beware being hit with massive amounts of hits and wounds getting to the Ethereal.Using Broadsides over, say, Kroot or Pathfinders, has the added bonus of having the Ethereal wounded as if T4.

That's all for the Ethereal.

Monday, August 30, 2010

Using Shadowsun

Shadowsun is constantly given flak for her ability. Armed with no mid to long ranged weaponry, but using a Stealth Field, she seems to be even more of a contradiction that Stealth Suits.
Her ability to Deepstrike and still make her assault jump, as well as her twin fusion, makes many view her in a suicide role... though that role can be filled far more easily by a Sunforge or 3, and cheaper as well. Not to mention that Shadowsun sacrificing herself to kill an enemy vehicle is far-fetched (though I've seen fluff assumptions that at her last "wound" she switches on cloaking and vanishes, which makes it seem more like a hit and run).
Shadowsun costs as much as two Commanders, and almost as much as a full Fireknife team. These numbers make her output seem even more unrealistic and worthless. Why would anyone purchase such an overpriced model?

The reason I'm considering her for my lists is not because of her own ability, but the fact that she brings a unique model with her onto the table; the command drone. The command drone is, hands down, THE most effective piece of wargear in the codex. This wargear negates the key weakness all Tau armies have; leadership problems.
Not only does Shadowsun bring the Command Drone into play, she also serves to protect it. Her other two drones are both shield drones, giving important invulnerable saves, whilst thanks to the Stealth Field Generator, she is practically immune to ranged combat.
Though often claimed rather useless, Shadowsun herself does bring some heavy hitting guns to the punch; her two BS5 Fusion Blaster allow her to tear into most tanks. This is incredibly useful for those ridiculous transports that live through 6+ Railgun shots and almost hit your line.

I'm thinking on using Shadowsun over my two Fireforge Commanders; the missiles will be missed, but I think four missiles is a decent price to pay to have my entire firing force at 10 Leadership. Now I just need a stand-in model... may actually be using my winged Commander for this.

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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