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![[Post New]](/s/i/i.gif) 2014/12/10 20:53:45
Subject: Re:Anyone have extensive experience with FW Tau Hazard Suits?
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Rampaging Carnifex
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So I decided to a serious comparison of 3 double cascade suits vs 5 double fusion bodyguards (closest in cost, using farsight of course):
Idea being is to make this, super overcosted DED KILLY unit that krumps many targets, and would have an attached buffmander for added krumpness:
x3 Hazard suits, x6 fusion cascades, target locks:
x5 Bodyguards, x10 fusion guns, bonding (FE), x10 target locks:
Stats: Overall stats are about the same, apart from 1 major difference... hazards have T5!!!!!!!!!!!!!!!!!! The excitement is semi-sarcastic, as T5 is a nice buff, but when considering the total wounds of the unit, is 6 T5 wounds really equal to 10 T4 wounds? A difference of 4 wounds to majority T5... not so sure about this one...
Firepower: With both units rocking fusion, this comes down to some very distinct problems, range, average firepower per model and effectiveness of each model. We will go 1 by 1, as range is normally one of the greatest assets of the tau arsenal (considering their prowess in close quarters) it is easy to be uncomfortable with only 12" range on the hazards. The 6" buff to fusion guns was a welcome one, as it gave fusion suits an increase of 3" to their melta ability, which by default keeps them further from harm. 18" range also gives them a much larger threat radius which is especially useful when considering the mobility of armies these days. Now with the added wargear attachments that hazards have, they worry about close combat far less, but we will get more into that later.
Next is average firepower: This is an odd duck, as it comes more to preference than anything else. The bodyguard unit will always have 10 shots...period, where as the hazards will have anywhere from 6-18 shots each turn (I believe the average is 3-4 shots per hazard). This is interesting, because the hazards will either have considerably more shots, or the potential for up to 4 less shots than the bodyguard unit. High constant or higher potential? Range also comes into this as with a higher range, the bodyguard unit is likely to be averaging more shots a turn. The bodyguard unit also has higher base strength weapons. This means that they wound/ penetrate their targets with greater ease, but it also means that the potential monster hunter/ tank hunter (puretide chip) is less neccessary on them.
Lastly we have the effectiveness of each model. Things began to look grim when you look at the loss to firepower when you start to take casualties. One bodyguard lost is only 2 shots gone where as one hazard suit is 2-6 shots gone. 1/5 of the units effectiveness vs 1/3 of its effectiveness per initial casualty is a big deal, and likely to cause many players to decide against the hazards.
Footprint: Long story short, 5 medium sized bases vs 3 monstrous creature/ dreadnought bases... definitely much harder to land and maneuver the larger hazards.
Finally, special rules and equipment: Both come with the standard multitracker, black sun filter, JsJ and attached target locks so we will ignore that. Bodyguards have only one real major advantage on hazard suits and that is sworn protector. Guaranteed LoS can be very useful to keep the unit alive, as it allows far more freedom with wound passing shenanigans. Yet the hazards come with 2 very interesting added attachments... photon casters and stock vectored retro thrusters! Here is what I had mentioned before with regards to how hazards feel about close combat. With defensive grenades and hit and run (potentially at I5 if you attach farsight) this unit cares very little about getting stuck in melee. Keep in mind that with their shorter ranged weapons (which inclines you to place them closer to the enemy) you are far more likely to be in that 8" range to the enemy which will give them stealth from having defensive grenades. This is pretty fantastic when you deep strike in deep behind enemy lines and are able to place yourself in ruins, YAY 3+ cover save!
So all in all, both are arguably decent units, both have major strengths and weaknesses and when it comes down to it, taste is really the issue here.
I am sure there is some mathhammer that people would more prefer to rely on, but eh, I did my best.
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2014/12/10 23:40:47
Subject: Anyone have extensive experience with FW Tau Hazard Suits?
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Warplord Titan Princeps of Tzeentch
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You didnt pay nearly enough attention to the difference between S8 fusion to S6 cassades.
Also, that fusion suits don't come in teams of 5, that's overkill no matter how you look at it.
You get them in singles or pairs.
And that you don't take them as bodyguards, meaning you drop yet 10 more points per suit.
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This message was edited 3 times. Last update was at 2014/12/10 23:44:38
can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/12/11 00:20:18
Subject: Anyone have extensive experience with FW Tau Hazard Suits?
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Rampaging Carnifex
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BoomWolf wrote:You didnt pay nearly enough attention to the difference between S8 fusion to S6 cassades.
Also, that fusion suits don't come in teams of 5, that's overkill no matter how you look at it.
You get them in singles or pairs.
And that you don't take them as bodyguards, meaning you drop yet 10 more points per suit.
..........................................
-Fusion suits can come in teams of 5, hence farsight bodyguard
-5 fusion suits isn't overkill when you consider superheavies/ nests of vehicles/ vehicle castles where they can multi target with target locks
-you can get them in singles, pairs triplets or even septuplets! It is up to you and how you choose to field them.
-you can take them as bodyguards, hence I have chosen to do so for this comparison, and many others have done so when implementing farsight bombs
I understand that there are other ways to play them... Im just gonna go out here and say this... THERE IS NO SET WAY TO PLAY ANYTHING. I fully understand that people and the internet get these ideas in their heads that certain ways are the only ways, but I just don't believe it and have proven in practice...it just isn't so... I can argue all day with regards to numbers, deployment, etc... Ok Ok, rant over, don't want to beat a dead horse.
In all honesty, I have never liked fusion suit squads in less than 3 personally, 2 never really seem to do what I want them to, which is ensure what they fire at dies, and solo suits, dont get me started, I think they are a waste really.
Automatically Appended Next Post: I apologize if I instigated any animosity with the last post, it just urks me when people very cut and dry say to me "this is thus"
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This message was edited 1 time. Last update was at 2014/12/11 01:15:51
Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2014/12/11 01:27:27
Subject: Anyone have extensive experience with FW Tau Hazard Suits?
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Warplord Titan Princeps of Tzeentch
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I'm not saying that there is a "set" way, but what I am saying is that your deployment chosen to be compared to the XV9s is a setting that is subpar to begin with for that unit type-your comparison isn't even for the optimal fusion teams.
I've ran enough fusion drops to tell you that keeping it cheap (heck-no bodyguard tax) and running in pairs is simply better, they are troops and you can field as many as you want-no need to reserve FOC slots. having them all run as more smaller teams allows you to have more flexibility in how they move around.
I usually find a pair can take down what I point it at if its not a SH, and when it is-I just drop another pair to it.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/12/11 02:49:32
Subject: Anyone have extensive experience with FW Tau Hazard Suits?
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Rampaging Carnifex
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BoomWolf wrote:I'm not saying that there is a "set" way, but what I am saying is that your deployment chosen to be compared to the XV9s is a setting that is subpar to begin with for that unit type-your comparison isn't even for the optimal fusion teams.
I've ran enough fusion drops to tell you that keeping it cheap (heck-no bodyguard tax) and running in pairs is simply better, they are troops and you can field as many as you want-no need to reserve FOC slots. having them all run as more smaller teams allows you to have more flexibility in how they move around.
I usually find a pair can take down what I point it at if its not a SH, and when it is-I just drop another pair to it.
Ah gotcha, I missed that with the first part. Yeah I don't like bodyguard tax either, I was more trying to justify a buffmander, farsight and three cascade hazards in unit for pinpoint hazard deep strikin'... more cause I REALLY just want to field them for whatever reason. I dunno, variety maybe? Or to have an excuse to convert some cool lookin suits? Can't tell ya.
As for the pairs thing, I think that just comes down to experience. I am notorious for dropping them in and missing a kill by 1 stupid HP or somethin'. So I usually just run in threes and give 2 target locks. Just how I like em' hahaha
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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