Unlike the HQ section, which was
basically reworked from the ground up, the Troops portion of the new
Tau codex is more a matter of subtle changes. That's not necessarily
a bad thing. Tau Troops might not be Grey Hunters or Guard
blob-squads, but they were solid choices stuck with slightly out of
date points costs. And thankfully, those costs are now more in-line
with the game-wide standard.
Fire Warriors are pretty
much unchanged; they dropped a point in cost, and got free photon
grenades, a slightly dubious gift. They can still trade their pulse
rifles for carbines, which nobody is likely to jump for given that
carbines trade one extra shot in a 3" band for losing a full
foot of utility, and their EMP grenades got a point cheaper as well.
The upgrade to a shas'ui is not especially tempting, particularly
since it's unchanged cost has become relatively more expensive given
the reduced cost of Fire Warriors, and the markerlight and target
lock is pretty steep; all told, that single BS3 markerlight will cost
34 points. Given the changes to the Fast Attack slot, which we'll
get to soon enough, that's unlikely to be worthwhile in the majority
of cases.
The basic troop choice of
the Tau Empire, Fire Warrior squads are solid, especially if they're
backed up by an Ethereal or Fireblade. They have arguably the best
standard weapon in the game, and unarguably the best standard
anti-infantry weapon. Unfortunately, despite an initially-promising
allowance, Games Workshop has FAQ'ed against letting them take
missile drones, leaving them once more with no access to special
weapons. Given the 'combined arms' nature of the Tau, it doesn't
really come as a surprise that you need to make multiple sections of
the army work in tandem to accomplish their objectives. It's still a
bit of a disappointment, though.
If the Fire Warriors were
basically just tweaked slightly, however, the Kroot were given a more
wide-ranging, though very subtle, alteration. While their points
have remained basically the same, they traded a now-standard 6+ save
for a point of S, and a second attack from their Kroot rifles. At
first glance, this looks like the Kroot got worse, and as far as
their role as counter-assault unit goes, they probably did. More
importantly, however, for just one point per model Kroot can now have
sniper rounds; that's right, 7 point 24" sniper rifles, that can
benefit from markerlights. They can also bring their hounds along,
giving the Infiltrating (and therefore Outflank-able) Kroot Acute
Senses, or Krootox riders, though 25 points for a S7 AP4 rapidfire
weapon is a bit steep given the prevalence of that particular S/AP
combo in this book. The Shaper is still around as well, and has even
gone down in cost by nearly a third, though since all he's good for
now is a one-point LD bump he's of questionable necessity. Not a bad
upgrade, per se, but if he challenges anything tougher than a naked
Guard or Eldar sergeant he's dead, and he brings no useful shooting
or support abilities.
It's tough to say
categorically whether Kroot got better or worse, because what they
really got is different. The inclusion of sniper rounds provides
impressive value for points, given the steady increase in MCs and T5
units with high cover saves the latest round of codexes has been
offering. While battlesuits and tanks provide access to high
strength, low AP shooting, it's often on elite, expensive platforms;
there is no Tau equivalent to Tac squads with melta/missile, or Guard
HWTs. The new Kroot, however, might be able to fill the role of
taking on the toughest models in the game, not with the best weapons,
but with sheer weight of fire. Combined with Outflank/Acute Senses,
and the fact that they can switch from their standard rounds to their
sniper rounds at will, the new Kroot are a fast-moving torrent of
fire, ready to force saves until something drops dead.
Oh, also, there's the
Devilfish I guess. The basic vehicle hasn't changed, but alterations
in the Vehicle Battle Systems have made it worse. You might have
already noticed how I feel about this hunk of junk.
What's slightly dubious about photon grenades? I'm guessing you'd prefer the team to be wiped out so that you can glass the unit that murdered them in close combat?
ReplyDeleteI just find it doesn't actually make a difference. Even with photon grenades, Fire Warriors are lousy enough in a fight that they'll still usually lose combat by two or three, which means they're testing on LD4-5, and then trying to escape getting swept with I2. Photon grenades, no photon grenades, you'll still mostly lose anything that actually gets charged.
ReplyDeleteMaybe. I've found it makes a difference if the Tau put markerlights on whatever is charging them. Even the marker light from the team lead doubles the change of subsequent overwatch hitting. Losing the attacks from units that depend on Rage also softens the blow.
ReplyDelete