The old Heavy
Support slot used to be only slightly less of a no-brainer than the
old Elites slot; two squads of XV88s and a Hammerhead, with the
number of the former depending on the size of the game. Enough has
changed, though, that it's not always so easy to decide. And, as
Martha Stewart used to say, that's a good thing.
Of all the units in
the entire book, the changes to the XV88 were the most controversial.
When it was first leaked that their railguns (now heavy rail rifles)
were going to drop from S10 to S8, for essentially no change in
points costs, I'm not too proud to admit that I worried the sky was
about to fall in on the Tau. Thankfully, I can say that my fears
were unfounded.
While they're not
cheap on their own, clocking in at 65 points per model for BS3 and T4
with no native invulnerable save, armed primarily with heavy weapons
but lacking either Relentless or Slow and Purposeful, it's rare that
you won't find them pulling their weight, especially if you routinely
find a flyer or two on the other side of the table. As far as
options go, XV88s have some interesting ones. One of their number
can be upgraded to a shas'ui, which is moderately useful for the +1LD
(and not at all for the +1A), though curiously the upgrade offers no
access to additional options or wargear. They can have a bonding
knife, which is useless unless you're bringing at least two drones along, as a
full-sized squad of XV88s can never be below 25%. More interesting,
they have access to a couple of neat weapon options. First, they can
swap their SMS for twin-linked plasma rifles, though given how useful
a weapon that ignores LOS and cover can be, it can go
either way. They can also bolt on a single seeker missile, adding in
another S8 shot, albeit of the one-use-only variety. They get all
the usual drone options, gun, marker and shield, but also get a
missile drone, the only unit in the codex that can take the missile
pod-armed death-frisbees. And finally, continuing the unit's
apparent love affair with all things missile, they can trade their
heavy rail rifles for a twin-linked high yield missile pod, essentially a pair of twin-linked missile pods bolted together.. There are those who like this for
the shot volume, but like the Razorshark and Sunshark, Tau don't
often find themselves struggling to get access to S7 firepower. The
fact that they can't move and fire the 36" high yield missile
pods at anything but a snap shot is also a bit of a kicker.
Along with weapons,
the XV88s have some good options in the support systems list. The
most well-known is, of course, the velocity tracker, making XV88s the
only Skyfire-possessing ground unit with an AP1 weapon, but there are
others. Combining the early warning override with the high yield
missile pods and plasma rifles can give a full-sized unit a pretty
good chance at downing an incoming flyer before it gets a shot off,
even without Skyfire, and giving each suit a seeker missile and
target lock can provide considerable tactical flexibility if you
regularly find yourself facing large numbers of light vehicles or
flying monstrous creatures. The rest are mostly middling options,
ranging from too expensive (shield generator vs. 2 x shield drones)
to too weak (most of the guns that will cut through their 2+ will
ignore stimulant injectors) to too great an opportunity cost (HYMP
and counterfire defence or advanced targeting systems makes for
reliable damage, but at the cost of either Skyfire or Interceptor).
Amusingly, XV88s are explicitly barred from taking vectored retro
thrusters.
The unit did get
worse against its old targets, heavy tanks and AV14, there's no
question. But Tau got more tools to deal with those threats, and
XV88s moved from anti-armour to anti-flyer, and did it very well
indeed. Unless you routinely come up against seriously flyer-heavy
armies like Necron Air (4+ Night Scythes) and Flying Circus (multiple
FMCs) you probably won't find it worthwhile bringing along more than
one of these units, though. They're still good, but they're not the
powerhouse they once were.
If the XV88 got
arguably worse, though, the Sniper Drone Team was indisputably
improved in this new codex. The old unit sucked; the drones lacked
Relentless because of the spotter so they couldn't move and fire
their heavy weapons, the whole unit disappeared if you lost the
spotter, and their weapon loadouts weren't particularly impressive.
Oh, and a team of three cost as much as an XV88. While it would be
hard to do anything but improve, the extent to which they did so is
pretty staggering.
The
first big change is their accuracy; while the drones themselves are
only BS2, their firesight marksman carries a drone controller,
allowing them to make use of his staggering BS5. Their weapons are
no longer rail rifles, but longshot pulse rifles, 48" rapid fire sniper
weapons. This makes them ideal for
dealing with monstrous creatures, which are becoming increasingly
common as 6th edition marches on. Stealth gives them some decent
protection, and the firesight marksman comes with a markerlight,
though sadly it's neither networked nor equipped with a target lock.
And all this, for a 22-point price drop!
The only options
the unit has is to add up to two additional marskmen and six
additional drones, none of which are a bad idea. There are those who
council running a full-sized drone contingent and engineering the
death of the marksman, replacing him with a commander with a drone
controller to give them BS5 and increased mobility (and perhaps
Monster Hunter with the PENchip, too), but this isn't without its
risks; without the marksman to slow them down the drones will fall
back 3D6" if they break, and with just LD7 that's not unlikely
if they take casualties. Really, the best use for these guys is to
bring along as big of a unit as you can, both to protect against
loss-induced LD tests and for maximum shot output, and pour BS5
sniper fire into anything T5 and up. No need to get fancy with them.
This section has
actually turned out quite a bit longer than I expected it too;
apparently, there was more to say about the Heavy Support section
than I'd thought! That's a nice change from the old book, where it
basically boiled down to 'take XV88s, give them ASS or targeting
arrays, and bring along a railHead in case of hordes'. So, now
that we've covered the infantry, next time we'll take a look at the
grav tanks of the Tau Empire, and see just how fierce competition for
this slot can get!
Here's a hint;
pretty damn!
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