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Just a few days ago, the second Warhammer 40000 codex supplement was released upon the digital world, confirming that these themed additions are very real and here to stay. The latest one focuses on the Farsight Enclaves as well as the dark truths behind the titular hero, and it is certainly a splendid read for those interested in more Tau background. That it finally clarifies both Farsight's extended lifespan and the true nature of the Dawn Blade was quite the surprise, but a welcome one at that. However, what many were really interested in seeing were the new rules; in the context of the Iyanden supplement, how would this new book change the way a Tau army functions, and what new options would it present to those invested in the Greater Good? There are several to note - such as a Riptide classed as an independent character - but the most prominent and potentially ground-breaking is easily the stipulation that Crisis Teams are Troops choices in an Enclaves army. Now, Crisis Teams have always been the staple unit for Tau in each of their three incarnations from their initial release to their present form; they are awesome, they are iconic and importantly, they have always been a competitive choice. The recent codex FAQ for the Tau only made it even more so, with the much awaited option to double up on weapons without twin-linking them finally granted to eager players. After this important change, new Crisis Suit varieties have taken the lead in terms of popularity and effectiveness; twin plasma rifles and dual missile pods are easily the most heavily used, though other configurations such as two burst cannons or fusion blasters are very much viable. Overall, Crisis Teams offer the army the cheapest and most effective source of high strength shooting that is also mobile; while Broadsides equipped with high yield missiles and smart missiles may dish out more effective firepower, their sluggishness is very much a limiting factor to their use. Light up any unit you need destroyed with Markerlights, expend either two or four solely for Ballistic Skill five or also for Ignores Cover and go to town on vehicles, monstrous creatures and infantry alike. They are a knife that can cut any form of meat with precision and grace.
For many prospective and current Tau players, the idea of an all battlesuit army has been around since the Tau were first introduced into Warhammer 40000. An army consisting entirely of rounded, slickly designed models ripped straight from popular anime shows such as Robotech or Bubblegum Crisis: 2042? Who could resist such a force, even if its relatively low model count and fragility on a points to model basis do give it some very serious weaknesses? I personally know several hobbyists that actually really wanted to do a Tau army, but held back simply because they couldn't run a legal all-battlesuit army; call them crazy if you like, as the army is very fun in general, but I can't deny their reasoning. Though many might now feel that it invalidates their given theme or they don't want to shell out the cash for a supplement to run such a force, I say that it is well worth the investment; as well, there's no reason you can't merely use the Farsight Enclave rules without actually adopting their colours and stratagems. If I see yellow and white Tau standing across from me with a Riptide attached to a Crisis team, I won't mind at all. Why? Because the hobby is about fun first and foremost, that's why, and an all battlesuit army is just awesome!
Crisis Teams armed with dual missile pods do have both the range and strength advantage over Fire Warriors, but this leads into my next point; a unit of twelve Fire Warriors is not only cheaper, but tougher as well per model. Twelve Toughness three and 4+ armour bodies are going to survive a lot longer than three Toughness four and 3+ armour models in almost all cases. That the Fire Warriors have double the wounds and don't fear instant death, while typically not needing to get close to the enemy - in the case of certain Crisis Team configurations - means that even despite the added mobility of Crisis Suits, they are both harder to kill and easier to support in a traditional gunline. Does this mean though that Fire Warriors are 'better' in all cases? Most assuredly not, as there are cases against certain enemies where the extra Strength seven shooting will actually make a massive difference, as well as the Jetpack classification. Tyranids are a good example, as are any army that fields a horde of lightly armoured vehicles, such as Speed Freak Orks or mechanized Imperial Guard. However, given that 6th Edition Warhammer 40000 is ultimately a game based on objectives above all else, I have to say that Fire Warriors - and hell, even Kroot (I was keeping this "Tau" themed, hence the lack of mention) - bring more wounds, more bodies and all for less. In games of 1500 or so points, one usually takes three Troops choices; in these circumstances, three squads of twelve Fire Warriors will give you more survivable scoring units as opposed to three teams of three Crisis Battlesuits, and at a lower cost as well. Against enemies that employ lots of Strength eight shooting, such as Grey Knights or Space Wolves, Crisis Battlesuits quickly become a liability, even with their jetpack moves; there is only so much terrain to hide behind, and so little time to contest objectives if you don't actively engage the enemy. As awesome as scoring Crisis Battlesuits are, particularly given their potential for a late-game objective grab through the jetpack moves, I think a mixture of Fire Warriors or Kroot with the battlesuits will likely prove the popular option for a Farsight Enclave army, at least in a competitive sense. Freeing up the Elites slot for Riptides and Stealth Teams alone makes their classification as Troops more than worth it.
I hope you enjoyed this article! I'm currently getting back into the mix of authoring after a hefty lay off due to some unforeseen difficulties, so if my content is not up to scratch, I do apologize and I hope to get my writing back up to scratch. Until next time, Eel out!
Thanks for the article, good points.
ReplyDeletePlease don't do yourself down. Your articles are some of the best on the net about 40k and I recommend them to every player I meet.
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