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Made in us
Hellion Hitting and Running






I have to say I am very excited about this codex and decided to do a review the HQ and elite choices. The codex is hot off the press so I haven't played with everything and this is my personal opinion so feel free to state what you agree and disagree with. And if I make any mistake (which I am sure I will) say something.

HQ- Tau have gotten a lot of new HQ options and some of them look really good.

Farsight- Slightly better states than a crisis commander, has his Dawn Blade, and can take 7, yes 7, body guards. If he is your warlord he gets a special rule that doesn't make him or his unit scatter which is extremely good. However body guards are 10pts more than a regular suit and although it would be fun to have 7 suits, the truth is you don't need that many and it is more of a liability. You are better off taking a crisis commander and outfitting him the way you would like to outfit him.

2/5

Shadowsun – Stealth and shroud are very powerful and because she is an independent woman she can join a crisis team decked out in all its goodies. Her warlord trait is also very good letting you get close and personal then jump off into cover.. Just be careful with those difficult terrain tests, its only a 5% chance of failing but it hurts.

4/5

Aun'Vu – A cheap unit buffer. Invoke the elements grants some nice buffs and Aun'Vu gets two of them. He also has a 12'' leadership bubble, Tau at ld10? Sign me up. Whats that? I can re-roll leadership for all my units? Amazing. Plus he has a great model so get him.

4/5

Aun'shi – A mele'e ethereal with no mele'e back up. He also gives your opponent a victory point when he dies. I will take Aun'Vu (who is 10pts cheaper) any day of the weak.

1/5

Ethereal – Half the price of Aun'Vu and does about half of what Aun'Vu does. He can only invoke the elements once a round but gives the same leadership bubble as Aun'Vu. If you are looking for a cheap way to buff your units this is your man. Also he can take missile drones so he must be good.

4/5

Darkstrider – At 100pts he is not bad. He has a few tricks to keep him out of combat and has BS5 making him a good user of a quad gun. His signature ability subtracts 1 from the enemies toughness value so you hit t4 on 2's instead of 3's which is pretty okay. He is fine for what he does but I don't see him being really amazing.

3/5

Cadre Fireblade – At 60pts this guy is a great HQ choice. BS5 means he man's a quad gun well and if you are in a defense line you are probably not moving which will come in handy because that means your pulse guns can an additional shot. Makes a great little camp to protect a objective and pathfinders.

5/5
Crisis Commander – Ranges from good to extremely good based on one little piece of wargear, the drone controller. If drone controllers allow you to increase the BS of missile drones then Crisis Commanders are going to be insane, you will want to take two. If they don't then crisis commanders are only okay and worth considering. The crisis commander is a great unit for iridium armor and stimulant injectors. With these two pieces of wargear he can stand in front of a crisis team and soak up damage. At t5 only s10 can ID him and he will on average take 27 ap3+ wounds to bring him down to 1 wound. At this point you can move him into the center of the crisis suit unit and protect him.

5/5


Elites- Our army is all about elites so pay attention. If your army is weak in the elite slot you are probably not going to win.

Weapons-

Flamer – Good if you have extra points and an extra slot. Don't think about using it as a primary weapon. 2/5

Bust cannon – s5 ap5? Isn't that just about every other gun? Yeah this one is not very good
1/5

AFP – Short range and only s4. I don't really like it
1/5

CIB – s7 assault 3 is not bad but you can get missile pods with twice the range for one less shot. The over charge is nice but the range is not.
1/5

Fusion blaster – now that s10 is harder to get this might be more impressive even with their limited range.
3/5

Plasma rifle – everyone's favorite just got cheaper. There is no doubt that this is a great gun
4/5

Missile pod – s7 ap4 is everywhere in the codex but it is still worth taking here
4/5

For the most part I think people will be taking either plasma and missiles, plasma and blasters or blaster and missiles, they are all great choices that will have great results.

Now for the signature war-gear that can only be taken once per army:

Neuroweb System Jammer – gives a unit 12'' away the “it gets hot” special rule. Only cost 2pt No reason not to take it if you have the points.
4/5

Donkey Punch Gauntlets – Proof that GW has a sense of humor. A s10 ap1 attack in nice but will rarely come up. At 5 points it is fine to take but don't expect to use it often.
3/5

Failsafe detonator- I do not like this. First you have to die. Second you have to die in combat. Third it really doesn't do much.
1/5

Repulsor Impact Field – like the detonator requires you to be in combat, but I like this one a little better. I personally wouldn't take it but I wouldn't fault you for taking it.
2/5

Command and control node – Forgo shooting your whole unit can re-roll failed to hit? It is actually extremely good. This allows bs2 drones to hit 55% of the time and bs3 suit to he 75% of the time. But where is shines is against fliers. It really helps make sure you hit and if you can get at least 1 marker light hit on the flier your missile drones will be hitting 55% of the time, that is one dead flier.
4/5

Puretide engram Chip – at first I thought this was insane, then I re-read the BRB and realize most of the special abilities aren't that great and only effect the person with the chip, not the whole group.
2/5

Multi-spectrum armor- Forgo shooting so your group gets ignore cover? It is not as good as the control node but still very good. If you are up against sv4+ this is an amazing tool. If you are up against sv3- then it is only okay. But do note, removes jink so it is great against fliers and skimmers. Don't be the tau player without this.

4/5

Iridium armor – I loved this in the old codex it was my favorite piece of war-gear but because of the way shield drones are it is only okay now. Use it on a commander as described earlier and enjoy.

3/5

Support systems – Grant your suit a special ability which is usually pretty good.

Advanced targeting system – on a 6 you pick your target. Not bad, only 3 pts. Start handing these out when you have some extra points, just don't expect them to do anything.
2/5

Counterfire defense system – gives you bs2 for overwatch. I don't plan on being charged so I don't think this is great. They could have easily made it overwatch at full bs and it still would just be okay at 5pts.
3/5

Early warning override – Grants intercept which can be insane verse some armies and useless verses others. At 5pts each it is hard to justify putting it on a crisis suit but I could see it on a riptide or broadside
3/5

Target lock – IMHO if you need to shot at something else your squad is too big. Only exception is broadsides who may want to target more than one vehicle.
2/5

Vector-retro thrusters – I don't like anything that assumes I will be in combat. But only one suit needs it so it is worth taking.
4/5

Drone controller – We are waiting for the FAQ. If missile drones are effected this is be best war gear ever, if not then it is only really okay if you are making a mobile markerlight unit.
?/5

Stimulant injectors – FNP is a great ability but these things have a pricy tag on them. They are not for every unit. I would really only use them on iridium armor commanders
2/5

Velocity trackers – I am on the fence about these. They are 20pts each so they are not cheap. Your whole unit needs them and they are only good if your opponent has fliers. On 3 broadsides they cost 60 points for 66 points you could get 6 pathfinders one marker light hit on a flyer would allow a broadside team and drones to fire at an av11 flyer at bs2 and get about 5 glances. Pathfinders are never a waste but skyfire can be.
3/5

Shield Generator – 4+ save for 25 points is not worth it. Period.
1/5


Drones- All drones cost 12pts and can be taken with many units. This is Codex: Drones, treat it as such.

Missile drones – These things are amazing 2 s7 ap4 shots at 36'' all for 12 points. Take as many as you can.
6/5

Gun drones – These are not missile drones :(
1/5

Marker drones – good for some extra marker lights, I would take them in fast attack not elite.
3/5

shield drones – now that they don't get the user's save they are not very good. Why take this when you could have a missile drone?
1/5

Crisis suits – Just like last edition versatile, amazing. Fireknives and helios are 16% cheaper and have a free hard point. You are going to want one or two units of these. Just be sure to take missile drones.
5/5

Riptide – the new boy on the block. Let me say he is impressive. His Ion accelerator is WAY better than his burst cannon so spend the 5 points and upgrade it. Other than that I am not sure what else I would give him. He is T6 W5 sv 2 5++ with a 72'' gun and can jsj. I don't know what could kill this guy. Serious he is a beast and I do not think you should spend 25pts on his missile drones and I don't think he need stimulant injectors at 35pts. The only gear I would consider giving him is early warning override. I am going to run mine naked with a Ion accelerator for 185 pts. I think fussion blaster might be the best weapon option or just the sms. He also looks great. I can decide if I want 1 or 2 of him.

5/5

Stealth Suits – Sadly not is all great in elite land. Stealth suits are the redheaded stepchild of the elites. They did not see a point reductions and only the leader can take drones. These two things were the nail in the coffin because if they wear cheaper missile drone carriers who could sit in terrain and shot their missile drones these guys would be awesome. Sadly they are short range fighter in a long range world.

2/5

This message was edited 1 time. Last update was at 2013/04/06 12:37:47


 
   
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Wow! Thanks for the in-depth review! A couple comments:

1. Missile Drones can only be taken by Broadsides. This makes them a lot less...crazy. They're still great, but can only be taken on a single unit.

2. The Puretide chip is as insane as you thought. It only affects the model, but most of those rules are also given to the unit. Tank-hunters, for example - if a single model in the unit has Tank Hunters, then the whole unit gets it.

3. It's important to note that the Riptide is not fearless. Do NOT give it any drones!! You could lose a single drone and have your huge battlesuit run away.

4. One little thing to note about Darkstrider - his minus 1 toughness debuff works for instant death. It won't come up much, but your pulse rifles/pulse carbines can instantly kill most Eldar/Dark Eldar HQs, beastpacks, heavy weapons teams, Tzeentch/Slaanesh heralds, Scarab bases, etc...
   
Made in hu
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Siphen wrote:
Wow! Thanks for the in-depth review! A couple comments:

1. Missile Drones can only be taken by Broadsides. This makes them a lot less...crazy. They're still great, but can only be taken on a single unit.


Any unit with access to the drones wargear section may take missile drones.

My armies:
14000 points 
   
Made in us
Hellion Hitting and Running






Siphen wrote:
Wow! Thanks for the in-depth review! A couple comments:

1. Missile Drones can only be taken by Broadsides. This makes them a lot less...crazy. They're still great, but can only be taken on a single unit.

2. The Puretide chip is as insane as you thought. It only affects the model, but most of those rules are also given to the unit. Tank-hunters, for example - if a single model in the unit has Tank Hunters, then the whole unit gets it.

3. It's important to note that the Riptide is not fearless. Do NOT give it any drones!! You could lose a single drone and have your huge battlesuit run away.

4. One little thing to note about Darkstrider - his minus 1 toughness debuff works for instant death. It won't come up much, but your pulse rifles/pulse carbines can instantly kill most Eldar/Dark Eldar HQs, beastpacks, heavy weapons teams, Tzeentch/Slaanesh heralds, Scarab bases, etc...
1. Day one FAQ damn you GW. The book does not say missile drones are broadside only. That really takes a ton of punch out of the lists I have been building. Actually seems a lot more boring now.

2. 15 pts for monster hunter and tank hunter is not that bad. Sadly only xv8's can take them. As you really want tank hunter on broadsides.

3. I agree completely about the drones. I really think naked riptides with ion accelerators is the way to go.

4. Good point on the -1 modifier but those guys ID from our multitude of s7 weapons.

I have had a knot in my stomach ever since I read the FAQ about the missile drones. Those were the saving grace of the tau codex for me, because although crisis suits got cheaper they still are over priced. Now we have a nerf to rail guns which really hurts us. A nerf to shield drones which kills my iridium armor set up. A nerf to D-dops which is going to hurt. I feel like we may have gotten a little better but are still just treating water trying to keep our heads up.
   
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The best State-Texas

 AtoMaki wrote:
Siphen wrote:
Wow! Thanks for the in-depth review! A couple comments:

1. Missile Drones can only be taken by Broadsides. This makes them a lot less...crazy. They're still great, but can only be taken on a single unit.


Any unit with access to the drones wargear section may take missile drones.


Nope.


Page 95 - Drones list
Add the following note to Missile Drones
* May only be taken by models equipped with Broadside
battlesuits.

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3130063a_Tau_Empire_v1.0_APRIL13.pdf

4000+
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Made in us
Hellion Hitting and Running






 AtoMaki wrote:
Siphen wrote:
Wow! Thanks for the in-depth review! A couple comments:

1. Missile Drones can only be taken by Broadsides. This makes them a lot less...crazy. They're still great, but can only be taken on a single unit.


Any unit with access to the drones wargear section may take missile drones.
I am sorry to tell you think but there is a day 1 faq taking away our most powerful addition. http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3130063a_Tau_Empire_v1.0_APRIL13.pdf
   
Made in hu
Pyromaniac Hellhound Pilot





 lambsandlions wrote:
 AtoMaki wrote:
Siphen wrote:
Wow! Thanks for the in-depth review! A couple comments:

1. Missile Drones can only be taken by Broadsides. This makes them a lot less...crazy. They're still great, but can only be taken on a single unit.


Any unit with access to the drones wargear section may take missile drones.
I am sorry to tell you think but there is a day 1 faq taking away our most powerful addition. http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3130063a_Tau_Empire_v1.0_APRIL13.pdf


Doh for day 1 FAQs... I couldn't see that coming !

My armies:
14000 points 
   
Made in us
Hellion Hitting and Running






 AtoMaki wrote:
 lambsandlions wrote:
 AtoMaki wrote:
Siphen wrote:
Wow! Thanks for the in-depth review! A couple comments:

1. Missile Drones can only be taken by Broadsides. This makes them a lot less...crazy. They're still great, but can only be taken on a single unit.


Any unit with access to the drones wargear section may take missile drones.
I am sorry to tell you think but there is a day 1 faq taking away our most powerful addition. http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3130063a_Tau_Empire_v1.0_APRIL13.pdf


Doh for day 1 FAQs... I couldn't see that coming !
I was brewing up lists and they all had tons of missile drones. HQ had two of them, each fire warrior team was 124 for 10 firewarriors and 2 missile drones, my elite slot had all kinds of cool interactions between multi-spectrum armor, command and control nodes and mass missile drones. I even wrote this whole review under the assumption that missile drones were easy to get.
   
Made in il
Warplord Titan Princeps of Tzeentch






First, burst cannons were a cost-effective gun last codex, and just got better.
Plasma/burst is a great crisis setup, perhaps the best.

Second, with improvements to burst cannons and fusion stealth suits got better, and in proper hands they are excellent.

Shadowsun got lower cost, gains a lot from range increase, has an insane trait and plays great with all units with her granting both stealth and shrouded, stealth suits are best to guard her but she can guard crisis teams.
Also her drones are nuts.

The advanced targeting system not only gives your lethal crisis a chance to precision shot down special guns, but improve the chance to character to 5+,for mere 3 points.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Hellion Hitting and Running






 BoomWolf wrote:
First, burst cannons were a cost-effective gun last codex, and just got better.
Plasma/burst is a great crisis setup, perhaps the best.

Second, with improvements to burst cannons and fusion stealth suits got better, and in proper hands they are excellent.

Shadowsun got lower cost, gains a lot from range increase, has an insane trait and plays great with all units with her granting both stealth and shrouded, stealth suits are best to guard her but she can guard crisis teams.
Also her drones are nuts.

The advanced targeting system not only gives your lethal crisis a chance to precision shot down special guns, but improve the chance to character to 5+,for mere 3 points.
I didn't realize that shadowsun could go into any unit, I thought defender of greater good restricted her to stealth teams.

Burst cannons did get better but I still feel we have too much s5 shots.

Stealth teams do look a little better now that crisis suits can't take missile drones. I still liked gun drone spamming with stealth suits and I am sad that that has gone away.
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

thats funny that its a day 1 faq that changed such a huge typo lol. If anything could take those drones...omg...

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
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Made in us
Hellion Hitting and Running






 Vineheart01 wrote:
thats funny that its a day 1 faq that changed such a huge typo lol. If anything could take those drones...omg...
Well I am sure you could tell from my post I was a fan of missile drones. I really wish the FAQ was that drone controllers effected missile drones and then I could have two unites of a crisis commander with drone controller, 3 crisis suits and 8 bs5 missile drones.
   
Made in us
Longtime Dakkanaut




 BoomWolf wrote:
First, burst cannons were a cost-effective gun last codex, and just got better.
Plasma/burst is a great crisis setup, perhaps the best.

Second, with improvements to burst cannons and fusion stealth suits got better, and in proper hands they are excellent.

Shadowsun got lower cost, gains a lot from range increase, has an insane trait and plays great with all units with her granting both stealth and shrouded, stealth suits are best to guard her but she can guard crisis teams.
Also her drones are nuts.

The advanced targeting system not only gives your lethal crisis a chance to precision shot down special guns, but improve the chance to character to 5+,for mere 3 points.


Pretty much my read on it also. Finally a reason to patch the crappy finecast I got of Shadowsun.
   
Made in us
Hellion Hitting and Running






barnowl wrote:

Pretty much my read on it also. Finally a reason to patch the crappy finecast I got of Shadowsun.
Now I wonder what I I am going to equip the unit with. Can do wrong with a plasma rifle, but what else. Missile pods are good for range and those turns I am moving up. Fusion blaster are great for MEQs and TEQs, burst cannons are okay but if i am going to get up close an personal maybe I want flamers. Get into flame range, go to town 4d6 out of there afterwards. Also who wants to charge the unit with 3 flamers. And then do we take gun drones? they will be in range.
   
Made in us
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I plan on still taking the drone controller on my commander, then joining him to a twelve strength squad of drones from fast attack. that is 24 BS5 S5 shots, more if there is a nearby ethereal, plus whatever you throw on the commander. Then taking the body guard unit anyway, and just having it run around without the commander.

...Then again I should probably go read the FAQ before I set any plan in motion.

This message was edited 1 time. Last update was at 2013/04/06 13:53:03


 
   
Made in de
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 Vineheart01 wrote:
thats funny that its a day 1 faq that changed such a huge typo lol. If anything could take those drones...omg...

This change makes sense.

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wait a sec GW did something right for a change? ( in reference to the FAQ)

As far as the new riptide though, I must say that I think my Pathfinders, wraithcannon or d-cannon will look at you hungrily and say yummy.

This message was edited 2 times. Last update was at 2013/04/06 18:33:03


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Field testing>>>Paper testing 
   
Made in us
Hellion Hitting and Running






GTKA666 wrote:
wait a sec GW did something right for a change? ( in reference to the FAQ)

As far as the new riptide though, I must say that I think my Pathfinders, wraithcannon or d-cannon will look at you hungrily and say yummy.
Eldar pathfinders need to aim and Tau pathfinders and kill them ASAP. It is just too easy to shine a few marker lights on Eldar Pathfinders and blow them up. Wraithcannon and d-cannon both suffer from being 12'' and against a 72'' gun with a jsj platform I just don't see the wraithsgetting close to do anything. I am much more worried about the other eldar on the block. Mass poison means T6 means nothing and darklances and blasters hit on 3+, wound on 2+ and can move pretty darn fast.
   
Made in us
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GTKA666 wrote:
wait a sec GW did something right for a change? ( in reference to the FAQ)

As far as the new riptide though, I must say that I think my Pathfinders, wraithcannon or d-cannon will look at you hungrily and say yummy.


And while you're focused on the big shiny thing a nice Crisis Suit team drops in and blast you to bits as the Commander gives the unit rerolls to hit and ignore cover. Arguing units in a vacuum is an exercise in futility.

The option to make a Commander that is a pure force multiplier is one of the most interesting things in the codex to me. I'll probably be maxing my elites and HQ slots.
   
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 gpfunk wrote:


The option to make a Commander that is a pure force multiplier is one of the most interesting things in the codex to me. I'll probably be maxing my elites and HQ slots.


Wasn't that pretty much S.O.P. already? I am not really seeing a lot of things that have to change for what were solid Tau lists, and I am seeing some old 5e lists make a comebask with the Pos, Relay again. Alittle different but in it's own way nastier. Crisis suits doing the enemy board edge entry is kind a scary.
   
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Hope my buddy drops my dex soon I want to read so bad. Wonder when army builder will update.

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I am really confident about taking on IG, SM and Chaos now but realllllly not looking forward to taking on my mates Dark Eldar Venom/Ravenger spam.

I normally have to play very cautious against him but hopefully our buff to HQ and Elited will give me some back up. I think the fliers would probably shine against DE. The sheer dice he chucks out is silly and even IG blobs disappear quickly. An alpha strike with Broadsides, Crisis and Riptide is my inital thoughts.

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 lambsandlions wrote:

2. 15 pts for monster hunter and tank hunter is not that bad. Sadly only xv8's can take them. As you really want tank hunter on broadsides.


You can take it on a Commander and put him in a unit of Broadsides, thus bestowing Tank Hunter to a unit of Broadsides...

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 lambsandlions wrote:
Farsight- Slightly better states than a crisis commander, has his Dawn Blade, and can take 7, yes 7, body guards. If he is your warlord he gets a special rule that doesn't make him or his unit scatter which is extremely good. However body guards are 10pts more than a regular suit and although it would be fun to have 7 suits, the truth is you don't need that many and it is more of a liability. You are better off taking a crisis commander and outfitting him the way you would like to outfit him.

2/5


You're underestimating the value of Farsight's automatic warlord trait. No scatter on arrival is a HUGE benefit, and with up to 7 models in the squad (don't forget the one with the twin-linked/ignore cover/tank hunters/hit and run systems instead of guns) you can make the unit anything from "precision melta delivery" to "wipe any unit you want off the table".

Shadowsun – Stealth and shroud are very powerful and because she is an independent woman she can join a crisis team decked out in all its goodies. Her warlord trait is also very good letting you get close and personal then jump off into cover.. Just be careful with those difficult terrain tests, its only a 5% chance of failing but it hurts.

4/5


You're not thinking about this hard enough. Why join a crisis suit squad when you can use her to outflank a terminator death star with a 2++? Or turn your scoring wraithguard into a T6/2++ escort for your divination spam? Shadowsun is easily 5/5 for the many awesome ways you can abuse her benefits.

Aun'Vu – A cheap unit buffer. Invoke the elements grants some nice buffs and Aun'Vu gets two of them. He also has a 12'' leadership bubble, Tau at ld10? Sign me up. Whats that? I can re-roll leadership for all my units? Amazing. Plus he has a great model so get him.

4/5


The downside is you're not doing things like passing out stealth + shrouded, giving your broadsides/riptides tank hunters/ignore cover/twin-linked weapons, or making your marker drone blob BS 5. When you consider both the point cost and lost HQ slot the ethereal buffs are really pretty disappointing.

Also he can take missile drones so he must be good.


Check the FAQ. Only broadsides can take missile drones.

Darkstrider – At 100pts he is not bad. He has a few tricks to keep him out of combat and has BS5 making him a good user of a quad gun. His signature ability subtracts 1 from the enemies toughness value so you hit t4 on 2's instead of 3's which is pretty okay. He is fine for what he does but I don't see him being really amazing.

3/5


You're forgetting outflanking fire warriors (the only way we have of getting scoring units into our opponent's half of the table without allies), and a firepower boost that doesn't require you to stay still to use it. I'd probably take Darkstrider over the fireblade every time.


Donkey Punch Gauntlets – Proof that GW has a sense of humor. A s10 ap1 attack in nice but will rarely come up. At 5 points it is fine to take but don't expect to use it often.
3/5


5 points for a STR 10 AP 1 against vehicles, where even Tau WS hits on a 3+/auto. For 5 points this is an auto-include in every army.

Failsafe detonator- I do not like this. First you have to die. Second you have to die in combat. Third it really doesn't do much.
1/5


Clearly you haven't faced a horde army then. Grab a 5" template and see how many orks you can fit underneath it when you account for the mandatory pile-in moves to get into base contact. I bet you'll find that the price of those orks is more than the price of the suicide suit to use it.


Puretide engram Chip – at first I thought this was insane, then I re-read the BRB and realize most of the special abilities aren't that great and only effect the person with the chip, not the whole group.
2/5


Read the BRB again. This is incredibly powerful since the tank hunter USR works if any model in the unit has it. Put this on an IC and you can give tank hunters to any unit you want.

Multi-spectrum armor- Forgo shooting so your group gets ignore cover? It is not as good as the control node but still very good. If you are up against sv4+ this is an amazing tool. If you are up against sv3- then it is only okay. But do note, removes jink so it is great against fliers and skimmers. Don't be the tau player without this.


This is an easy 5/5. Don't forget that it can go on an IC, you take this, the chip, and the command and control node and pass out a shooting boost to any unit you want. I don't know about you, but I think that tank hunter riptides with twin-linked blasts that ignore cover are pretty nice.

Iridium armor – I loved this in the old codex it was my favorite piece of war-gear but because of the way shield drones are it is only okay now. Use it on a commander as described earlier and enjoy.


2+ armor save and immunity to instant death from STR 8-9 (the things that really hurt crisis suits) makes this an automatic choice in every army. The only question is who gets it.

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Farsight lists got a big boost in this codex. He no longer dicks with the FOC and no longer has a minimum point limit. 11 XV8 allies any one?
   
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barnowl wrote:
Farsight lists got a big boost in this codex. He no longer dicks with the FOC and no longer has a minimum point limit. 11 XV8 allies any one?


That raises an interesting question, if you take farsight as an ally with a fat crisis suit bomb do you have to take his warlord trait over yours in order to take it? Also, i would imagine it would be quite big to do that in a SM army or in an IG gunline.

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Was wondering if Farsight can gain access to a 2+ save or stuck with a 3+? Thanks in advance.

This message was edited 1 time. Last update was at 2013/04/07 12:20:00


Orks = 4500 pts
Space Wolves = 2000pts

 
   
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 Peregrine wrote:

You're underestimating the value of Farsight's automatic warlord trait. No scatter on arrival is a HUGE benefit, and with up to 7 models in the squad (don't forget the one with the twin-linked/ignore cover/tank hunters/hit and run systems instead of guns) you can make the unit anything from "precision melta delivery" to "wipe any unit you want off the table".


Yes, Farsight got a ton better. With more reliable reserves of 6th ed, and no scatter, he is a beastie.

In fact, I'm not big fan of the "no scatter" characters like Belial and Farsight. I think it makes DS too easy. It's one thing to have DS aids like Teleporting homers, but straight-up no scatter is bit boring, IMO. It would be better if it was just d6" scatter, that would make it really powerful while still maintaining slight element of risk.


Clearly you haven't faced a horde army then. Grab a 5" template and see how many orks you can fit underneath it when you account for the mandatory pile-in moves to get into base contact. I bet you'll find that the price of those orks is more than the price of the suicide suit to use it.


Does it still prevent Sweeping advance?

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One could argue that stealth suits are better as both of their weapons got buffed. Fusions shoot at longer ranges and burst canons get an extra shot.

Not to menchin that they still have both stealth and shrouded so if you pop them in a ruin or a shrubbery they make a nasty pill box.
   
 
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