The battlesuit. Is there any more
iconic unit for the Tau Empire? And of course, the reason it's so iconic is that, in
the first and second codexes, it's had to do almost all the heavy
lifting for the army, in terms of fielding special weapons. Oh sure,
you could put a single fusion blaster on a Piranha, or a twin-linked
plasma rifle on a Broadside, but if you needed anti-light vehicle or -heavy infantry firepower, the battlesuit was your choice.
Plus ca change, as the French say.
But first, the humble stealth suit.
Sadly, the stealth team is at something of a loss, yet again. Their
points cost hasn't decreased, though the change to burst cannons does
mean each suit now has one extra shot. Their stealth generators
still provide them with Stealth and Shrouded, giving them a 4+ cover
save in open ground, and making them almost terminator-tough in area
terrain (T3 vs. T4). They even have multitrackers and blacksun
filters built into their suits now, though it's hard to imagine why,
since the suits only have one weapon and it would only offer a
whopping +1 to a cover save before running out of range. Plus, they have Infiltrate, so with a 6" move that isn't slowed by terrain they really shouldn't have any trouble getting close enough to ignore Night Fight all on their lonesome. They can
take a choice from the support systems list, but there's really
nothing there that provides much; perhaps the Advanced Targeting
System, given their shot output, or the Counterfire Defence System,
given how close they have to get to actually open fire. You can
upgrade a squad leader, who continues the silly trend of Tau squad
leaders getting an additional A rather than something useful
like a boost to BS or I, and the squad leader can take some drones, or a homing
beacon, or a markerlight and target lock. And they can all take the
bonding knife ritual, at one point per model.
It's not that the stealth team is bad,
exactly. 3+/4++ cover save (minimum), with four S5 shots, and jet
packs, isn't a bad deal for 30 points. It's just that, yet again,
the stealth team doesn't bring anything different. It's the same
S5/AP5 firepower that the basic trooper is toting, and while that's
great for Fire Warriors, it's underwhelming in a contestant from the
Elites slot. Although at least now they have a better shot-per-point value than Fire Warriors. They can get a single fusion blaster for every 90
points worth of suits, up to a maximum of two whole fusion blasters. And that's it. They're excellent anti-infantry, but Tau don't suffer from a lack of that, and as T3/W1 models they're not that hard to get rid of, even with their impressive cover save. You won't get laughed out of the room for taking them by any stretch of the imagination, but they continue not to really measure up to their competitors.
Especially since, unlike the stealth
suit, the XV8 Crisis suit actually did get a points break. For three points less than the last codex, you get a suit with the multitracker
and blacksun filter already built in, effectively saving ten points
and, more importantly, freeing up the by-default multitracker slot
for something different. Crisis teams have almost no options as a
unit; someone can upgrade to a squad leader, they can all get drones
and the bonding ritual, the squad leader can take signature systems
(though it doesn't get another slot to put those in). But that's
okay, because they have all the ranged weapon and support systems
lists to choose from. And the choices have really expanded, thanks
to several factors. The built-in multitracker allows flexibility and
redundancy; combine Deathrains and Fireknives, for five points less
than the old Fireknife! The clarification that suits can take
multiple single weapons (found in the most recent FAQ) provides volume; rather than two twin-linked
missile pods, take two single missile pods, and trade six twin-linked shots for twelve basic shots! And the new support systems offer a variety of tactical options. You can go for Interceptor, or Overwatch at BS2, or Precision Shot. It all changes the way your suits perform, and offers you a variety of options for using them on the field.
Like the Ethereal, XV8 squads have
simply and undeniably gotten better. They can put out more firepower
for less points, they have more options, there are more support
systems worth considering, and with a Commander to provide either
support or defence (or both) they can really chew up whatever you
point them at. The only thing that stops them from being the same
3x3 auto-include they were last codex is their big, big
brother.
The XV104 Riptide is awesome, and I use
that in the classical sense; it inspires awe. For roughly the cost
of an old, fully equipped Hammerhead, Tau now have access to a
T6/W5/2+/5++ jet pack monstrous creature, toting around either an
eight-shot S6 heavy burst cannon or a three-shot S7 AP2 ion
accelerator, plus a twin-linked SMS, plasma rifle or fusion blaster.
Considering how flimsy Tau units have historically been, to suddenly
have not one, but two units in the army that can take a punch (or
lascannon to the face) is almost too much to handle.
The Riptide also comes with a couple of
neat little tricks. It can bring along up to two shielded missile
drones, who likewise have T6 but trade 2+/5++ for 4+/4++, and add
some additional firepower to the unit. Of course, those drones do
count for break test purposes, and the Riptide is only LD9, so they're not always worth it. More
useful by far, though more dangerous, is the Nova reactor. Activated
in the beginning of the movement phase, it allows you to either
upgrade the Riptide to 2+/3++, give it a 4D6" Thrust move,
double-fire its secondary weapon or fire its primary weapon in its
devastating NOVA charge mode. Of course, there's also that danger I
mentioned. In order to use the Nova reactor, the Tau player has to
roll a d6, and on a 1 or a 2 the Riptide not only can't use that
upgrade that turn, but suffers a wound with no saves of any kind
allowed (though FNP still works against it). It's not something to
rely on every turn, but sometimes you really do need a S9 AP2
Ordinance large blast, or 12 rending S6 shots, or to double-fire your
AP5 cover ignoring SMS at some approaching Orks or Tyranids.
And as if that weren't enough, all on
its lonesome, the Riptide can also buy up to two options from the
support systems list. For 190 points, you can basically forget about
enemy units dropping in your face, unless they look forward to the
idea of facing a S8 AP2 large blast (which, admittedly, Gets Hot)
with Interceptor. And you've still got a slot left; want to give the
12-shot S6 rending weapon Precision Shot? Or either of them Skyfire?
Or give the big guy FNP, just to make him extra-absurdly hard to
kill? The options aren't exactly limitless, but they aren't small,
either.
For games of any particular size, it's
safe to assume that a Tau player who isn't running a themed no-suit
list is going to be putting a Riptide and some fire-support suits down
on the table. It's a change from the old 3 x XV8 squads, but not a
particularly sharp one, and it's set to become just as standardized
as the old setup ever was.
Of course, there's a reason for that.
There's just not much point in doing it any other way.
No comments:
Post a Comment