Haven't posted here in at least a year, but then I haven't been playing 40k lately. Now that the Tau are out I'm back in the swing of things and my friend Jeff (JTS1486) and I have been doing some email correspodance on the Tau. Here is the part on Stealth, more to follow. I'm quite busy of late, as is he, so I can't guarantee any quick responses.
This was discussing to take Fusion or not to take Fusion.
> Jeff and I did some talking about Stealth teams, which can now take 2 > fusion blasters at +2pts. Here's some math/theory on it:
>
> 6 man Stealth team shooting at MEq
> BS3: 2 Kills
> BS4: 2.6 Kills
> BS5: 3.3 Kills
>
> 6 Man Stealth w/4 Burst/2 Fusion
> BS3: 1.3/.83
> BS4: 1.7/1.1
> BS5: 2.2/1.38
>
> 6 Man Stealth team on GEq
> BS3: 7.5 Kills
> BS4: 10 Kills
> BS5: 12.5 Kills
>
> 6 Man Stealth on
GEq 4 Burst/2 Fusion
> BS3: 5/.83
> BS4: 6.6/1.1
> BS5: 8.3/1.38
>
> So against
MEq's, you get between 2 and 3.3 kills based on how many > markerlights you use. Adding the fusion blaster adds fractional > results, and obviously you can't have fractional dice rolls, so if we > just round as normal, you end up with the same number of kills. 2/3/3. > Not bad at all.
>
> Against
GEq you get 8/10/13 (roughly) with a full 6 man team. With 4 > Burst and 2 Fusion you get 6/8/9. Interestingly a big drop at BS5 > because the extra 6 shots are hitting on a 2+ and wounding on a 2+ > with no save. At any rate its about 25% (roughly) decrease in the > number of kills against Gaunts/Guard/Eldar an so on.
>
> So the conclusion is its the same against Marines, worse against >
GEq's. Math wise, doesn't seem worth it, but now lets examine the meta > game aspect.
>
> 1. Biggest reason to take Fusion guns - they can damage, and well at > that, vehicles. Previously the easiest way to take out Stealth Teams > (usually the only way), was to ram a vehicle right down their throats, > a Predator or Falcon or some such tank. Now they have a solid threat > against that tactic (more so at 6"
, and so provides much more > flexibility in the units, as well as survivability.
>
> 2. Although more burst cannon wounds = more chances to fail saves, > sometimes the reverse is true, and they make all the saves. Fusion > guns allow no saves, even on Terminators, this a big plus when you > need to infilct wounds to wipe out units, something that is often > neccesary against Marines since even 2 guys can be a threat.
>
> 3. On the down side, Stealth teams with 18" range can do the
SSS - > Steal Suits Shuffle, and operate in the 18"-24" range. With 12" fusion > guns they now must operate in the 12"-18" range. This is a huge > drawback because of the new rapid fire rules, certain assault ranges > (like Hormies and Assault Marines), and the overall usefullness of the > Stealth Field at longer ranges.
>
> My first reaction is to say its worth it, but you need to play more > cautiously with your stealth suits, and you need to combine fire more > to eliminate the threat that the Stealth Teams are shooting at. With > the new Codex it seems to me Tau can eliminate about 3 units a turn > (depending on size and save of course), with Heavy type guns (Vespid, > Rail Guns/Rifles), and a combination of
FCW's and Stealth/Crisis > teams, topped off with Pathfinders to spot for the biggest threat > unit. I think it will work, especially for 4pts, but tactics will need > to be adjusted accordingly.
>
> More later as I analyze the codex.
Taking the Fusion cuts range, so creates two useless suits unless you are disposing of the unit or guaranteeing a target elimination on the same turn you shoot them. Taking the Fusion effectively reduces your maximum squad size from 6 to 4. Is this okay? Is a 64 point grenade delivery system worthwhile, hidden in this nice package? Is it better than a Multimelta Land Speeder for 65 points? What about how it decreases the effectiveness of one of our workhorse units, the Stealth team?
>Is this okay? Is a 64 point grenade delivery system worthwhile, hidden in this nice package? Is it better >than a Multimelta Land Speeder for 65 points?
Yes I think it is. But...
>What about how it decreases the effectiveness of one of our workhorse units, the Stealth team?
This is what worries me. The Stealth teams were so damn good as it was, is the fusion gun really neccesary? Especially in a era of 40k where people don't field many vehicles. The kills turn out the same, as the math shows, but you are losing 1, if not 2 turns of firing because of the shorter range, and operating in that 12"-18" territory is dangerous for Stealth Suits. That's likely RF range for Marines, or Shuricat range, and they can't hold up to that much firepower.
So is 5 worth it? I use two teams of 6, but you use 6/5. Is only one fusion gun worth the loss, for what is essentially a 5 man team, and some insurance against vehicles? 5 Kills (at BS3), 30/27, vs 6 guys at 36/27. Not a considerable loss as 9/27 of a wound won't usually round up to that extra kill. I'm liking that one. 6 man team, one fusion.
Another thought; Taking the fusion puts less pressure on the Railguns to eliminate vehicles, and with only 3-4, that can be crucial. And along that line, Termies only get the 5+.