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.
Questions? Comments?
Email me at truehyuga@gmail.com, and I'll see what I can do.
Showing posts with label Markerlights. Show all posts
Showing posts with label Markerlights. Show all posts