So, the new Tau codex contains several pieces of wargear and special rules that apply powerful force multipliers to the squad they're in (some even further). Three pieces of Signature Systems wargear, in particular, are devastating when used together- the Command and Control Node, the Nerochip, and the Multi-Spectrum Sensor Suite. These are only accessible to the suits, however. Furthermore, Shadowsun does one hell of a job of buffing a squad's survivability, providing both stealth and shrouded. The question then becomes how do we best make use of these powerful multipliers? You could use all these elements attached to a squad of broadsides (heavily lacks mobility), a riptide (uses both HQ choices), or a squad of Crisis Suits (buffs only 3 dudes and their drones). However, I assert that the best way to use these multipliers is in the questionably over-the-top Farsight bodyguard. Providing a grand total of NINE suits, a random bodyguard carries all the buffing signature gear, while the other 8 are free to light up whatever the hell they want.
The unity makes use of the high mobility of the Crisis Suits, able to JSJ. This unit can make use of either Shadowsun's or Farsight's warlord trait (each is an enormous buff to the squad, with the Shadowsun one probably being a little more powerful overall). Both of the ICs should probably be kept in front to absorb shooting, as they will always pass their LOS rolls, making it easy to assign wounds where you actually want them (presumably the shield drones).
I'd say the best overall setup for the bodyguards would be Plasma Rifle/Fusion Gun, being the two most powerful guns at close-mid range and also matching the weapons the ICs are locked with. With Target Locks (along with Shadowsun's free ability to shoot something else, the unit is able to target 2-3 units at a time, wiping tanks off the board without a care. The size of the squad also best makes use of Markerlight tokens, getting a lot more bang for your buck.
Common reasons for not taking a Farsight bomb include:
"It's just gonna tarpitted in CC" -A 5 pt piece of wargear (Vectored Retro Thrusters) deals with this on a roll of basically 2+ (using Farsight's init 5).
"It's expensive!" -True, but it is a nigh-unstoppable unit, assuming you are able to avoid truly lethal melee combatants (DCA, etc)
"It can't possibly make back its points!" -Being able to maneuver around the board, targeting multiple enemy units a turn, it is more than capable of making its points back.
"It's gonna get wrecked by psychic powers!" -Attach an allied Jetseer... (Potential psychic buffs too!)
Has anyone else came to the same conclusion? Anyone think this is an insanely idiotic idea? I'd love to hear your opinions!
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