The new codex contains two generic infantry HQ units, the Ethereal and the Cadre Fireblade, and three
special characters, Darkstrider, Aun'Shi and Aun'Va. Compared to the
Commander, these are definitely budget HQ choices, but that doesn't
mean they're bad.
The Ethereal and the Fireblade are
standard infantry leaders, and in that role they offer a decent return
on a minimal investment. The Fireblade is LD9, with a BS5
Markerlight and Split Fire, but his real value is his Volley Fire
special rule. Volley Fire allows the Fireblade's unit to fire an
additional shot, with pulse rifles or carbines, provided they didn't
move that turn. This makes the Fireblade excellent for joining an
objective-holding squad; since they aren't going anywhere they can
take full advantage of his special rule, and his strong LD will keep
them from breaking when the inevitable counter-fire comes. The
Fireblade can take two drones, but since he lacks a drone controller
marker drones aren't much use, and being embedded in a 12-strong unit
(because there's no point in fielding the Fireblade with less than a
full-strength squad) means shield drones are fairly pointless. A
pair of gun drones isn't a bad investment, though, since they will
benefit from Volley Fire as well. Combined with a pair of gun drones
from a Fire Warrior squad, and you could have seventeen models
putting out 38 shots at 18", or 51 shots at 15". Even
Terminators might re-think charging into that kind of Overwatch.
The Ethereal is slightly cheaper, but
even more of a support model, offering a 12" bubble of both LD10
and Invocation of the Elements. This new special ability allows the
Ethereal to grant units within range one of four abilities each turn;
Stubborn, FNP (6+), firing Snap Shots after running, or firing an
extra shot at half range. This last ability explicitly does not
stack from multiple Ethereals, but there is no such restriction on
using it in conjunction with a Fireblade's Volley Fire. For just
twenty-five points more than a naked Commander, that's not a bad
combination.
Unfortunately, for reasons beyond all
comprehension the Ethereal still takes to the field bare ass naked, and
as a T3 model it's not that hard to get rid of. Curiously, while
the Commander's bodyguard team have a special rule that allow them to
automatically pass Look Out, Sir! rolls for the Commander, Ethereals
don't get something similar. These models should be kept in cover,
out of sight if possible; sticking them in a Devilfish with a
disruption pod that's going Flat Out isn't a bad idea. Unlike the
Fireblade Ethereals do have a few options, but none that are all that
impressive. They can have a blacksun filter, which isn't bad if
they're planning to start the game attached to a Fire Warrior squad, or a homing beacon, which
is unlikely to be useful since Ethereals will spend their time as far
as possible from the enemy. They can also have either an honour
blade (+2S, two-handed) or two equalizers (AP4), but given that the
Ethereal has no armour and I3, neither of them are worth even the token points cost; if an Ethereal
gets in a fight, it's going to die. Better to save the points for
tools that can keep it out of trouble in the first place.
Particularly since the Ethereal gives up an additional VP when its
killed; it's not making half your army flee the table any longer, but
you still don't want to lose them if you can avoid it.
Along with the generic infantry HQ
units, the new codex has three special characters; the brand new
Darkstrider, the returning Aun'Va, and the long-lost Aun'Shi.
Darkstrider is a special Pathfinder, with the attendant lousy armour
(5+), but some tempting utility. He comes with a handful of special
rules, including Outflank and Scouts, and his unique rule Fighting
Retreat, which allows his unit to consolidate d6" away after
firing Overwatch. He's another BS5 model with a markerlight, but sadly he
lacks Split Fire, and it's not networked. Most interesting, however,
is his Structural Analyzer, a handy little techno-eyepatch that
inflicts -1T on whatever his unit is shooting at. The modified value
is used for calculating Instant Death, but sadly Darkstrider also has
Fight on Foot, which restricts him to only joining units of Fire
Warriors or Pathfinders and cuts off his access to most of the army's
high-strength weapons. He can still make Pathfinders' rail and ion
rifles damn scary for T4 models, but I think his best use is going to
be leading a squad of Fire Warriors (in a Devilfish for speed, or on
foot with drones for maximum shot volume) in from Outflank to blast
rear area infantry units to smithereens. It's an expensive little
investment, but being able to wound nearly all infantry on 2s will
definitely make the saves pile up.
Aun'Va is an Ethereal on steroids; his
LD10 bubble extends to all friendly Codex: Tau Empire units on the
battlefield, and he can invoke two 'elements' a turn. He's also
managed to grasp the concept of armour, though he's still only got a
5+ save. His Warlord trait is quite useful, a one-shot that allows
you to stand back up all models that have gone to ground at the start
of your movement phase. Duck down to weather an alpha strike as
completely as possible, hop back up to unleash your own. He's also
got a neat little signature system, the Paradox of Duality, which
lets his unit ignore an unsaved wound from a shooting attack so long
as you can roll equal to or over its AP value on a d6 (it
automatically negates AP1, but fails against AP–). Unfortunately,
in his hover-throne Aun'Va is Very Bulky, meaning you can't put him
in a Devilfish for safekeeping, and since he has two Ethereal Guards
he can't join a big unit of infantry for protection. The Supreme
Ethereal is supremely vulnerable, and as an Ethereal Warlord gives up
two VP when he goes down (three in Purge the Alien). Aun'Va is that most dreaded of things, a
finesse unit, though he is at least one with some very solid benefits
to offer all the time, rather than just the one in a million time you
manage to use him just right.
Finally, there's Aun'Va's colleague,
the long-lost Aun'Shi. Apparently he took a break to go learn
something about protecting himself, since Aun'Shi comes with a shield
generator, though he's as naked as a standard Ethereal otherwise.
With WS5, I5, and A4, Aun'Shi is one of the two most deadly close
combat models in the book, though since this is Tau that's still
damning with faint praise. His special rule is Blademaster, allowing
him to either re-roll his saves or have Rending, though sadly
it only works in a challenge. Aun'Shi costs almost twice what a
standard Ethereal does, and has only marginally better survival
prospects; alone he's dead from the start, in a unit he's alive only
until that unit is blasted apart at which point, well, he's alone.
See point one. An unarmoured challenge character with a two-handed
weapon is not a great combination. Curiously, Aun'Shi is the only
special character leader (Darkstrider is explicitly not a cadre
commander) who rolls on the Warlord table for his trait.
So, those are the infantry HQ choices
for Tau, and they're refreshingly solid. The Fireblade and the
Ethereal are excellent for smaller games, where sinking a hundred and
seventy-five points into a single model might not be cost-effective,
and Darkstrider and Aun'Va offer some interesting utility as support
characters. The only misstep is Aun'Shi, who has been dragged out of
retirement to a rather ignominious reception. He's not terrible in
himself, but he's not great either, and he's relatively expensive.
I'd be surprised to see the Hero of Fio'Vash take to the field with
any kind of regularity.
Next, the rival suit commanders,
students of Puretide and figureheads of two very different martial
traditions!
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