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Made in us
Been Around the Block





New to the game and I keep seeing people use the term "Buffmander" and talk about how great the commander is. Can anyone tell me what they mean? What are some generally effective loadouts to start with? As a point of reference I'm grabbing a commander and riptide to add to my "getting started" box

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Shas'la with Pulse Carbine



San Diego, CA

A "Buffmander" is a commander outfitted with wargear that benefits the unit he's with. Examples include Command and Control Node (which gives his unit Twin Linked), Multi Spectrum Sensor Suite (Ignores cover to his unit) Puretide Engram Neurochip (Tank or Monster Hunter), etc. The first two require the bearer to not shoot, so it's very common to see a buffmander without weapons.

This message was edited 1 time. Last update was at 2016/01/16 03:39:46


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Made in gb
Water-Caste Negotiator




Buffmander is a Tau commander equipped with:
Multispectrum Sensor Suite (MSSS)
Command and Control Node (CCN)
Puretide Engram Chip (PEC)
Drone controller.

The rules for all of these can be found in the codex, which I'd strongly recommend getting before any more models if you've not done so already.

The basic idea behind it that the MSSS and CCN only work when the bearer doesn't fire any weapons of his own during this shooting phase. These pieces of wargear confer ignores cover and twinlinked to the bearer's squad respectively. The idea behind the buffmander is to provide these two buffs to a unit to increase its combat effectiveness. In small games however, you've got to weigh up the opportunity cost of allowing your BS 5 commander to not have weapons. I personally think the whole "buffmander" thing is a bit of a waste unless there's a specific large unit that's designed to benefit from his additional special rules.
   
Made in us
Been Around the Block





So when you say that the you it can gain those abilities (when the commander doesn't fire) would that include a unit of crisis suits he's attached to or just the drones he has with him?


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Also, yes. My next purchase will be a codex, I just snagged these models from a guy getting out of the hobby so I thought it was good food a deal to pass up!

This message was edited 1 time. Last update was at 2016/01/16 04:00:10


Come and check out my painting and hobby blog at...

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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Its both.

Its kinda pricy but its usually worth it. Commanders and Bodyguard Crisis Suits can take unlimited slots from Signature Systems, though you are still restricted to 1 of each type per army. A commander can take the entire list if you really wanted to.

Long as he doesnt shoot, any unit hes attached too reroll failed to hit rolls in the shooting phase, ignore cover in the shooting phase, and have tank or monster hunter. It does not work during Interceptor shots or Overwatch, so keep that in mind.

Basically he makes a single unit not need marker support at all. Adding one or two to make them BS4 or BS5 doesnt hurt but it isnt needed. Ive ran a Buffmander multiple times and usually the unit hes attached to does heavy damage.

Drone Controller isnt a buffmander thing, but he usually has it because hes BS5 and it transfers his BS to the drones in his unit (Gun, Marker, or Sniper drones only). A random crisis suit can take this but why take BS3 when you already got a BS5 model in the unit. Pretty much any drone with BS5 becomes a major threat no matter how you look at it.

My favorite way to run him is give him Tankmander perks as well, attach him to a trio of Missilepod Crisis Suits, and buy 6 Marker Drones. All 3 Crisis Suits have Target Locks so they can fire and murder something different while 6 BS5 Rerolling Markerlights set up the next kill. Rather pricy but with the range of Missilepods and proper movement, theyre pretty hard to remove.
(Tankmander is Iridium Armor, Shield Generator, and Stims. He is T5, 2+ armor, 4++ invul, and has Feel No Pain. Place him in front of the unit and take the heat, unless up close and personal very few guns will kill him easily and you can 2+ Look Out Sir those to a drone)

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

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Made in ca
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It's worth noting that since Crisis teams can be 9-strong now, and that Crisis Shas'Vre can take 3 Signature Systems, it's not a bad idea to make said Shas'Vre the recipient of the MSSS, CnCN and PEN chip. That way you don't "waste" the Commander's high BS, and said Commander can attach to another squad to fulfill other duties.
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

Deschenus Maximus wrote:
It's worth noting that since Crisis teams can be 9-strong now, and that Crisis Shas'Vre can take 3 Signature Systems, it's not a bad idea to make said Shas'Vre the recipient of the MSSS, CnCN and PEN chip. That way you don't "waste" the Commander's high BS, and said Commander can attach to another squad to fulfill other duties.


A Shas'vre can take three hardpoints, there is no restriction on Signature Wargear.

I'd also like to point out the Tau Tactica topic on this forum that you can use to answer all of your questions.

This message was edited 2 times. Last update was at 2016/01/16 06:08:45


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Made in ca
Angry Blood Angel Assault marine




DirtyDeeds wrote:

A Shas'vre can take three hardpoints, there is no restriction on Signature Wargear.


That's not what the Codex says, and I'm looking right at it.
   
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Purposeful Hammerhead Pilot






DirtyDeeds wrote:
Deschenus Maximus wrote:
It's worth noting that since Crisis teams can be 9-strong now, and that Crisis Shas'Vre can take 3 Signature Systems, it's not a bad idea to make said Shas'Vre the recipient of the MSSS, CnCN and PEN chip. That way you don't "waste" the Commander's high BS, and said Commander can attach to another squad to fulfill other duties.


A Shas'vre can take three hardpoints, there is no restriction on Signature Wargear.

I'd also like to point out the Tau Tactica topic on this forum that you can use to answer all of your questions.


Nope. Its 3 items from ranged weapons, support systems, and signature systems.

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Made in us
Trustworthy Shas'vre





Cobleskill

it should be pointed out that you can use any suit for your commander. If you wanted to, you could use 2 of the crisis suits from the getting started box as your commanders.

and if you are just getting started, invest in a couple hundred rare earth magnets.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in us
Been Around the Block





 carldooley wrote:
it should be pointed out that you can use any suit for your commander. If you wanted to, you could use 2 of the crisis suits from the getting started box as your commanders.

and if you are just getting started, invest in a couple hundred rare earth magnets.


Awesome to hear, I just assumed the commander was bigger. And yea, I've already magnetized the hevk out of them All. Its one of the skills I wanted to develop when I chose this faction. Thank you all for the responses, it really clears things up! I dig the idea of a few ultra-killy robots, so I'm gonna go for it

Come and check out my painting and hobby blog at...

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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

DirtyDeeds wrote:
Deschenus Maximus wrote:
It's worth noting that since Crisis teams can be 9-strong now, and that Crisis Shas'Vre can take 3 Signature Systems, it's not a bad idea to make said Shas'Vre the recipient of the MSSS, CnCN and PEN chip. That way you don't "waste" the Commander's high BS, and said Commander can attach to another squad to fulfill other duties.


A Shas'vre can take three hardpoints, there is no restriction on Signature Wargear.

I'd also like to point out the Tau Tactica topic on this forum that you can use to answer all of your questions.


Crisis Shas'vre have Signature Systems included in their 3 hardpoints. Bodyguards and Commanders are listed completely separate, granting them limitless access.

Its really the only perk to using Bodyguards is you can make him a full blown Tank/Buffmander, but he loses IC perks compared to a commander.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Secretive Dark Angels Veteran




Canada

i think that if your new to the game jumping right into meta terminology for things used at tournaments and in highly competitive environments is not a very good place to start at all. thats like saying as a new gun owner i should be buying myself an m4 carbine with every attachment and accessory one could ask for.

no you need a basic simple firearms to grasp the subject of safe weapons handling responsibly with and learning how to use it properly first.

onbe must crawl before one can drive cars and throwing yourself at it will either make you a really bad player with the tolls provided, or you will fall on it like a crutch unable to remove yourself from it. which will really limit your ability to build lists within an army, giving you the illusion that theres only one way to get to heaven and thats through rules abuses and technicality loopholes

DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
 
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