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#1 (permalink) |
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Shas'La
![]() ![]() Join Date: Nov 2004
Location: United Kingdom
Posts: 476
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HEAVY METAL 2.0
Or, "Imperial Armor 3" to be less misleading to the masses. Ages ago, I posted a bit under the original title on the Tau vehicles of the IA 2004 Update book; now that I've gotten a copy of the Taros Campaign, the time has come to once again stretch the creative juices and get the intel files flowing at full speed! As before, Flyers will be left out as they simply are too far out of the ordinary to cover; few people play with them sadly, and it leaves most of us scratching our heads in curiosity when we do see them.* Not to mention the cold hard expense of such models! As before, I'll give a grand scale overview of the new Tau models introduced in the Taros book, but I *won't* be giving complete stats or point values.* I may make comparisons or refer to alread-printed stats (such as the Tau Codex, for example), but printing all the stats for a new vehicle or trooper would be a bit unkind.* The IA folks have done a good job putting the new book together; it's expensive, but I daresay it's worthwhile. Mostly worthwhile.* (Argh!* My wallet!* The pain!) ************************************************** **************************** If IA2 introduced a host of new units for the Tau to use, IA3 is literally the Powerhouse of new units, new capabilities, and new promises.* Fire Warriors deploy from Devilfish equipped with Smart Missile Systems, supported by swift-racing Tetra and the deadly storms of firepower unleashed by Heavy Gun Drones.* Silent, ominous Remote Sensor Towers stand deadly sentinel, advanced electronics aiding the fire of other vehicles, pinpointing enemy infiltrators with powerful scanners, locking on to the most threatening targets with invisible Markerlights.* Sky Rays unleash torrents of deadly missiles before lending their own networked Markerlights to the aid of other units or tieing them into their own Burst Cannons, to support the forward line with streaming, super-accurate salvos of teardrop flame. Kroot rise to the occasion as well, the long-awaited Knarlocs finally striding into battle, howling their arboreal war-cries as they crash into enemy lines.* Battlesuits unleash their specialised fire, aided by Markerlight drones; Commanders ride their own unique warsuits into the teeth of the fray.* Piranha and Tetra skimmers race in quicksilver teams of power, slicing like sabers, come and gone as quick as a flash of lightning. Galaxy beware; the Tau rise like a Phoenix from the ashes of war! ############################################# The Basics... Devilfish 2.0 Force Selection:* NA; Transport Option for Fire Warriors, Devilfish The ubiquitous Devilfish, workhorse of the Tau forces, sees only one optional change to its profile... but that change is a powerful one.* With the option to replace the Gun Drones with a full-scale Smart Missile System, the Devilfish becomes a real terror in its own right.* Though such tactics as the "Fish of Fury" may suffer from the lack of sacrificial Drone squads, the raw firepower of the Devilfish is more than doubled with the additional missile fire.* Indeed, after dropping off the Fire Warriors, an ad-hoc squadron of two or three SMS-equipped Devilfish can play all sorts of terror as they smash up the flank, supporting missiles wreaking havoc upon all targets, seen and unseen! Judgement:* While replacing the Drones makes the Devilfish more expensive by a full twenty points, the benefits simply cannot be ignored.* With this single addition and the Vehicle Options from the Codex, the Devilfish becomes a true gunship, capable of savaging both light vehicles and enemy infantry squadrons. Two Thumbs Up and a 24-Gun salute for the Greater Good!* ![]() ############################################# Hammerhead Force Selection:* Heavy Support Just as with the Devilfish, the Hammerhead sees multiple new options for use in support of the Tau Hunter Cadres.* However, a minor point of note:* Gun Drones are now an upgrade to the secondary weapon systems, and not an upgrade by themselves; this "upgrade" costs the same as equipping the tank with the Smart Missile System....* Take it with a grain of salt. The turret weapons are an interesting match all to themselves.* Generally, the "new" weapons are shorter-ranged than the Ion Cannon or Railgun, and for the most part are ultimately variations of armor-piercing capability on the Ion's own shots.* However, each adds their own unique strengths:* Fusion Cannons, Plasma Cannons, and long-barrel Burst Cannon are all twin-linked, and with the Hammerhead's built-in targeting array, begets a firepower hard to match!* Fusion Cannons are equivalent to the Multi-melta, while Plasma Cannons are the match of their Imperial counterparts in almost every way: they never overheat, fire two shots instead of a single blast template, and outranges the Imperial weapon by an additional twelve inches.* Burst Cannon double the XV-suit weapon's range and increase the strength to Marine Assault Cannon levels; sadly, they do not rend however, and the rate of fire remains the same as with the original. The last "new" weapon, the powerful Missile Pods, are *not* twin-linked weapons; instead of accuracy, they offer more shots instead, sending a salvo of four contrails screaming into enemy ranks.* The Hammerhead Missile Pods characteristics are equal to Crisis originals, with a range of 36". Judgement:* Not as radical an improvement as the Devilfish, but still one that can find uses in different Cadres.* Though the superior Rail Gun overmatches many of the optional turrets, all of these "lesser" variants cost much less than the Rail Gun to install, and can often compete on their own merits.* I leave it to the discerning Armor Commander which they should take! Overall, definitely a thumbs-up, even if Hammerheads can no longer carry Gun Drones as additional firepower. ############################################# Crisis Suits Force Selection:* HQ, Elite Changes here are hard to gauge, as several items they relate to are only to be released in future FAQ's or the Codex, but some things seem firm. The Crisis entry provides our first true look at the Future as we know it.* Options such as "Markerlight Drones" can be guessed at, while others (Targeting Array) can only be obvious.* *The Target Array cannot be hardwired, though it costs as much as a hardwired Multitracker/Targetlock.* Of curious note is that the Marker Drones cost *twice* as much as the normally-expensive Shield Drones....* What this bodes for the future is anyone's guess. Crisis weapons have seen minor cost adjustments; plasma is more expensive, while the other weapons have seen minor modifications.* Balance is maintained however, in that the Crisis suits themselves are slightly less expensive than before; almost all of the "new" cost of plasma is made up by that single maneuver.* Again, one for interpretation, though Marine players shouldn't sigh in relief; the change isn't nearly enough to see any reduction in the Plasma baths!* > ![]() Judgement:* Interesting additions overall.* No massive changes, but the new Support Systems offer a chance at some fierce strengths.* Look for future twin-linked Suits to carry Targeting Arrays and slice 3+ armor and enemy vehicles to ribbons!* Or perhaps to carry shields and hard-wired Markerlight drones on the Shas'vre commander....* Fear! Overall, excellent.* Not *overwhelming*, but still good. ############################################# Broadsides Force Selection: Heavy Support The Big Boy.* The Last Gun.* The Final Word. When someone mentions "Tau", this is the image that comes to mind: Battlesuits, stalking forward, carrying massive guns spitting unstoppable firepower that rends everything and anything in its path down to the unstable molecules that spawned it.* The Broadside is the epitome of the Tau image (even if not the Tau Tactics), and the possibilities only improve from there. The Broadside sees the fewest changes of the Battlesuit arsenal: no changes in cost, no additional weapon options, no built-in coffee pots for those ugly mornings where the Alpha Legion is just begging to infiltrate their Chaos Prince and Demon Bomb.... It's in the options that we see the possibilities expand: As with the Crisis suits, the Targeting array makes a special appearance, as does the Marker Drones.* The system that seems to draw the most hushed awe is the Advanced Stabilizer Array....* While one can but conjecture, this weapon draws up the ominous idea of plasma-toting 88's, striding behind Fire Warriors and Crisis Suits, mighty mechs of mayhem mashing multiple targets into molten mush... The Greater Good does not allow for diabolical cackling.* Indulge at your own risk. The only downside to this system is that it cannot be Hardwired (obviously), and the Broadside still can't *quite* be modified to true equality with the Imperial Terminator armor.* The Invulnerable Save aside, this is one system sure to compete fiercely with the others for that electronics slot aboard the Broadside; expect to see a grand amount of experimentation... And quite possibly mobile Twin-linked railguns! Overall:* So far, looks solid.* The future will tell more... ############################################# Tetra Force Selection:* Fast Attack The battle often goes to the swift, and as proponents of Tau Mobility, it doesn't get swifter than the Pathfinders aboard their high-speed scoutcraft, the Tetra skimmer. The Disruption Pod continues to make its appearance as before; however, its only task is now to make the Tetra an "obscured target" outside of rapid-fire ranges.* (As anyone worth their salt knows, a good speeder is a *moving* speeder; high speed vehicle glancings defeats 50-50 chances glancings any day of the week) Armor is bare minimum for a vehicle, and the points cost fairly sharp for a squadron of 1-4, equal to that of Marine Land Speeders.* On the flip side, this Fast Attack choice is still Pathfinder viable, and that first free move and eternal deployment on the table can always add up to some effective first-game maneuvers.* Markerlights, whatever their source, are nothing to sneeze at.* Twin-linked Pulse Rifles are just there to say "hi" to any of those wandering Land Speeders that happen into range.... Judgement:* Fair.* The Disruption Pod is a bit of a letdown, given the rules for Fast Vehicles; unless it changes soon, the Pod is something of a lame duck.* For those who weight Pathfinders carefully, Tetra Squads are probably a slight let-down without even the option of the Rail Rifles.* People who dislike Pathfinders won't find much to say about Tetra either. ############################################# Piranha Force Selection: Fast Attack Ah, the Piranha.* Once a Troop Choice selection, this workhorse of high-speed vehicles has graduated up into Fast Attack positions, the cost slightly higher than that of a Land Speeder to carry two Gun Drones and a Burst Cannon into the heat of battle.* For five points more, the Burst Cannon can be upgraded to Fusion Gun status...* Perhaps questionable, but still a fair and valid option for anti-armor work that manages to outstrip the number of Rail Guns on the table.* Although able to carry the full plethora of vehicle upgrades, including up to two Seeker Missiles, one might think the open-topped Piranha a fairly lame duck as well.... In fact, the truth is far, far different.* A fully-tooled Land Speeder (in squads of only 1-3) costs a bit more than the Piranha; while the Deep Strike capabilities of the Marine vehicle certainly add a crimp to matters, the Piranha counters by superior surviability through swift speeds, the classic Decoy Launchers, and sheer gusto!* Each Piranha carries two Gun Drones (detachable just as the Devilfish drones are), allowing a micro-horde of up to five two-Drone squads to suddenly start hopping across the battlefield!* Six squads for the price of one....* A price that just can't be beaten! The Piranha is the long-awaited Fast Attack choice to supplement Gun Drones or Pathfinders in the Tau order of battle.* Like any high-cost, lightly-armored element, a full five-vehicle Piranha squad will draw its own share of fire...* But with slightly stronger front armor than a Land Speeder, it is far less likely to be gunned down by small arms fire. With their Burst Cannons and Gun Drones, thinking of the Piranhas as a super heavy-duty Stealth Squad might not be the worst idea! Judgement:* Good.* This is a unit that will inspire new tactics and new methods, and adds a whole new level of mobility to the Tau.* Two thumbs up! (Cont) |
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#2 (permalink) |
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Shas'La
![]() ![]() Join Date: Nov 2004
Location: United Kingdom
Posts: 476
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Sky Ray 2.0
Force Selection: Heavy Support The Sky Ray is something of a doggerel in the Tau armored cadres: purely anti-aircraft, extremely expensive, and with limited ammunition, the first incarnation saw very little use because it was (quite deservedly) seen as a waste of points.* Wise minds came together, nodded sagely, and then proceeded to knock the kinks out of the system with a thermo-nuclear sledgehammer..... The final result is the Skyray, 2.0.* Formed from the vehicle frame of the Hammerhead gravtank, the Sky Ray still mounts six missiles onto a launch turret, backed up with a secondary weapon system and Markerlights.* The similarity ends there however, as this new anti-aircraft weapon makes its debut as an effective ground-support system as well. Changes Galore! The new Sky Ray can only fire one missile per Markerlight at a time; however, the Seekers can now take advantage of other Markerlights as well, thus allowing it to provide fire support to any unit with a Marker.* In addition, the Markerlights of the Sky Ray are no longer twin-linked; instead, these weapons are "networked".* In short, this means that the Sky Ray can Markerlight for itself, firing its own Seekers at two different targets, if needed.* In fact, the Sky Ray 2 is always equipped with the Target Lock, allowing it to engage multiple targets at once. Secondary Weapons systems are the same as the Hammerhead (Smart Missile Systems, Gun Drones (blech), twin Burst Cannons), but the Networking of Markerlights adds a distinct new element.* In addition to "painting" targets for other unit's weapons as normal, the Sky Ray can Markerlight for its *own* gun systems.* Instead of an over-expensive missile battery, the Sky Ray becomes a powerful, viable infantry support weapon.* With luck and Targeting Arrays, the Sky Ray could concievably launch a fusillade of six burst cannon shots, all hitting on 2+, raking enemy infantry and light vehicles with a hail of power. On the side, the AA role of the Sky Ray means that (while actually shooting at flyers) it can *ONLY* shoot at them..... unless the points are paid to upgrade the Seeker and Markerlight arrays to a special "AA" mount.* This allows the Sky Ray to simultaneously engage ground and air targets.* To engage aerial units, the Sky Ray must remain stationary as normal, regardless of upgrades. The best change to come about is not in weapons or upgrades, but in points costs...* A Sky Ray with Smart Missiles is comparable in cost to the Hammerhead tank with Railgun.* While no one will state that the Sky Ray replaces the Hammerhead in terms of pure tank ability, taking the Sky Ray is no longer a tooth-pulling decision. Judgement:* Excellent!* While the Sky Ray is still a poor tank when the Seekers are gone, no longer is it a 200 point mobile target from the IA2 period.* Instead, the Sky Ray 2.0 is a shining star of supporting firepower, able to fill several roles simultaneously...* Even if the Seekers are only six-shooters!* Using the Ray effectively is a matter of personal taste, but no longer is it a machine I can say avoid. Two thumbs way, way, WAAAAAAYYYYY up! ############################################# Sentry Turrets Force Selection:* Heavy Support (or Special) Doom in a can.* I described these lovely little beauties as "Assault Units the way Tau assault units should be".* I hold to that statement with the utmost pleasure, even though the change that has come to the Sentries draws down the power scale significantly. Sentry Turrets can no longer take the Shield Generators; gone are the days of a 4+ save before damaging hits.* Weep, moan, get over it and shoot things.* ![]() On the plus side, the Sentry Drones are still the terrors of the Tau Drone Forces.* Though still possessing of the standard Drone Ballistic Skill, every weapon these machines carry is twin-linked; originally equipped with burst cannons, the guns can be upgraded to Missile Pods, Fusion Blasters, or Plasma Rifles.* For one additional point, the Sentry Turrets can Deep Strike, guided by Markerlight pinpointing for perfect accuracy! I *dare* you to think of what horrors could be unleashed when 8 of these "Tau Terminators" hit the ground, markerlight-guided into position behind enemy lines, able to unleash a host of fearsome twin-linked goodness.... Purchased in groups of 1-4, these units are exceptionally good purchases; with all-armor as thick as that of the Devilfish's prow, each Turret acts as an individual combat unit, fearless and fierce.* Immobile, Turrets cannot hold quarters or claim objectives....* But immobilization damage results do not affect them in the least; they count as damaged for Victory Points, but continue to battle as normal! Pop-up rules still apply as before...* Though each Drone Turret counts as open-topped in the turn AFTER they fire, they can refrain from firing (or get hit with a Crew Shaken/stunned result) and "Turtle Down" into a complete, hard-cased defensive unit, awaiting only a free moment to pop up and open fire once again!* And as a special benefit, in games where the Tau are allowed to have Fortifications, Sentry Drones becomes a *Troops* choice. Judgement:* Fantastic!* Although they lack the Shield Generator and eat up a Heavy Support slot, the Sentry Turrets are still unspeakably strong.* Teamed with Markerlight guidance, these units can wreak impossble havoc on an enemy army, controlling the battlefield in ways most armies can only dream of. Still two thumbs up-up-up-UP!!! ############################################# Heavy Gun Drones Force Selection: Heavy Support The creme-de-la-creme of the Gun Drones, the Heavy Gun Drones are what every baby Gun Drone aspires to be when it grows up and gets refitted.* Armed with twin-linked Burst Cannon, the HGDs form in squads of 2-6; each Drone may replace one Burst Cannon with a Markerlight, for free.* They carry the normal Jet Packs of the original Gun Drones, and benefit from their Deep Strike and movement rules as well. Heavy Gun Drones are twice as expensive as normal Gun Drones, but they make every bit of that cost up.* Though Leadership is weaker than normal by one point, the Drones are Toughness 4, and have a lack of one very special Drone rule...* *Gun Drones *always* test on Leadership 7.* Six Drones, two drones, one drone....* ALWAYS a seven.* Seems the targeting programs for the big guns squeezed self-preservation off to the side! Judgement:* Solid.* Best utilized by teaming up with a Markerlight corps, but they can still hold their own against infantry hordes or light armor.* A painful use of a Heavy Support slot, but not one that will be wasted. ############################################# Tau Sensor Towers Force Selection: Troop And now, for something new....* A weaponless Drone system that looks like something out of the original "Star Wars" film. Sensor Towers are semi-fortifications of sorts, a unit of 1-3 Sensor Towers taken as Troop choices and set as needed.* In addition, in any game featuring "Fortifications", they may be purchased as such, without taking up Troops slots.* Immobile, the Towers cannot claim objectives or otherwise claim Victory Points; instead, the Towers offer excellent support services to the rest of the Tau army. The Towers are equipped with a Markerlight, Target Lock, and an advanced Sensor Array.* The Array acts as the classic Auspex system, but firing its Markerlight (and calling in a Seeker Missile!) if it detects infiltrators.* Markerlights work as normal, but the Target Lock is a special case....* It is "loaned" out to friendly vehicles on the table; at the start of the Tau shooting phase, a vehicle may count as being equipped with the Target Lock without having to purchase the actual upgrade.* In essence, the Tower feeds information to the vehicle, allowing it to take advantage of the Tower's advanced data-gathering. The Tower is a Drone, and suffers a poor Ballistic Skill accordingly though it is always equipped with a Targeting Array to help compensate.* Also, the armor is bare minimum on an immobile unit, leaving its survival a semi-question.* On the flipside, it *is* cheap, and any firepower wasted on a Tower is that many fewer shots spent on the rest of the Tau. Judgement:* Interesting and characterful addition to the Tau forces.* In good situations, its Markerlight can free up full squad Markerlights for use on more vulnerable targets.* Contributes well to the "combined arms" methods of Tau combat! ############################################## Kroot add little, but those additions are powerful, and telling....* Gnarlocs and Great Knarlocs stride onto the battlefield!* The Tau Assault just becomes that much nastier. Though both are 0-1 choices in a Tau army, both can also be added to Kroot Mercenary armies with greater aplomb; I will go into those later on, but for now may these few additions be enough to spark the interest and whet the appetities, as well as the imaginations! Cheers! |
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#3 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Texas
Posts: 1,426
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So, am I safe to assume it is worth buying the IA3?
After reading that review, I feel like becoming a Hardcore Tau player (and selling my marine stuff!) .
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Long Time Space Wolf and Tau Player, played II, III, IV, and now V ed. Armies Played, Black Templar, IG, Elysians, and Eldar. Tried Grey Hunters Fear is the Mind Killer. Fear is the little Death that brings total obliteration. I will face my fear and permit it to pass over me and through me. Eldar Blog http://forums.tauonline.org/index.php?topic=59588.0 My Non-Breaking Flying base for http://forums.tauonline.org/index.php?topic=59730.0 |
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#4 (permalink) |
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Shas'Ui
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Great analysis. Didn't know Piranna went Fast Attack. Also, interesting scoop on the sensor tower. The only thing that remains to be seen is wether Tetras and Pirannas are going official as previously reported. If so, I hope pathfinders get incentivized.
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"Phase one complete. Let's take the bridge."
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#5 (permalink) |
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Shas'Vre
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Just a quick note: Broadsides can already walk and fire plasma, can't they?
The only way the advanced stabilizers could fail is if they only allow... smart missile systems to be fired while walking. Even slow and purposeful would be awesome. But if it's just missiles... well, I think everyone will be able to hear the collective "Boooo!" |
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#6 (permalink) | |||||||||
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Shas'Ui
![]() ![]() ![]() Join Date: Mar 2005
Posts: 506
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#7 (permalink) |
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Kroot Shaper
Join Date: Aug 2005
Location: England
Posts: 59
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cool i have to buy the ia3 now the new stuff looks amazing
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#8 (permalink) | |
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Shas'Vre
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Quote:
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#9 (permalink) |
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Shas'O
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Im tempted to buy the Taros Campaign, but it is horrendously expencive and so are the forge world models. Regular 40k models are expencive enough.
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#10 (permalink) |
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Shas'Vre
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Yes, I was considering buying it too, but money is getting tight. Also I've heard about a lot of typos and errors in the first edition, and I'd like to wait for one done properly.
EDITED Edit by RJay: Do not ever discuss illegal activity on the boards. |
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