I'm not going to be very thorough
with this review to be honest for two reasons. Firstly, I'm sure my friend Alex
at From the Fang will do a much better job seeing as Tau are one of his main
armies. Secondly, this is much more of an update and expansion than other
codices and so I won't touch upon the unaffected chunk of the codex. Therefore
I'll keep it to a slightly chunky, solitary post.
Models
Just wow. GW have raised the bar
pretty high this time with this latest batch of models. I'll cover them all
briefly in one hit before discussing the rules later. The limited Edition
Ethereal is pretty nifty and introduces the idea of an, overrated, hover
platform (more on that later). Fire warriors got an update in the form of a new
kit that also allows you to build breachers, who pack new guns, helms and
backpacks. The standard fire warrior (now renamed strike team) remains much the
same aside from some new poses and bits. Next up for an update is the
long-awaited XV-8 crisis suit, now replete with weapons and posability as well
as shoulder guards and the option to build one suit as irridium armour. The new
look is subtle and a vast improvement for the same price. Speaking of which,
the Tau Commander also benefitted from an updated look building upon the resin
Enforcer suit and introducing the Coldstar battlesuit, a Space variant that
allows the Commander to behave as a toned-down flying monstrous creature, with
a slightly buffed burst cannon. The price is the same and the model looks
stunning. So far so good. Worth a mention also is the inclusion of a new drone
sprue, allowing you to build 2 (one of each) shield, gun or marker drones.
Now we come to the final part of
the model review (yes there are that many in this release) which covers brand
new units. The Ghostkeel is the first such unit bridging the gap between
broadsides and Riptides in terms of size. It is effectively a huge stealthsuit
and boy does it look mean. There's also the option to have the pilot exposed
(with a female pilot too!) for additional modelling potential. The last of the
battlesuits is the vast Stormsurge suit, which looks pretty much like an
oversized hammerhead stuck atop a giant walker pair of legs with shedloads of
missiles glued to the side. It does, however, fit nicely with the Tau aesthetic
and was of war and makes a great £90 LoW addition to the book. Finally, a
first, in the form of the Tau TIdewall scenery. Double first in fact - first
Xenos scenery piece and first moving scenery. Initially in the form of a
(rapidly sold out) set, it is now available seperately as a shield wall,
droneport and gunrig, each of which look great alongside a Tau army.
Top marks to GW on this release.
Great models, prices as expected but falling down slightly on the limited
availability of the scenery set and Ethereal, though it's nothing we're not
used to by now.
Codex
The codex itself is rearranged
into the new format with datasheets and formations which account for pretty
much the entirety of the extra pages. The Colour pages are also new format and
galleries updated to include the new models. Uniquely, the cover remains the
same aside from the background being recoloured, further emphasising this as a
second run of effectively the same book rather than an update. At least it's
the same price right. Datacards now exist to represent the Tau missions and
Warlord traits (unchanged). One other general change for the Tau that I like a
lot is that all vehicles now have prefixes, such as TX for tanks and MV for
drones. Adds a lot to the Tau personality. However, the biggest letdown with
the Tau Codex is the rules, or rather lack of updated rules, making Tau even
more powerful than they already were.
New/updated units and equipment
Commander:
As before, except now he can take
a Coldstar battlesuit, which only has options for a high yield burst cannon and
missile pod, plus two support systems and two drones (no signature systems). He
is then an FMC without the fear, vector strike and smash rules. Personally, not
being a Tau Player, I don't see much benefit to this as his offensive and
supporting potential is very limited, plus he can be grounded by bolters
causing instant death!
Ethereal:
Can now take a hover drone (!)
for 5 points which auto passes difficult terrain, ignores other models when
moving and grants move through cover. Yay.
Darkstrider:
Fight on foot applies to strike,
pathfinder and breacher teams.
XV8 battlesuits / bodyguards:
As before except now they come in
units of 1-9. Nasty.
Riptide:
Also gains fire team in units of
3 and can take bonding knife ritual for 1pt each.
Breachers:
Pretty similar to fire warriors
in terms of stats and price, with a few wargear changes and a unit size of
5-10. Pulse blasters have a different profile according to range, with all
being assault 2. 0-5" is S6 AP3, 6-10" S5 AP5 and 10-15" S4 AP-.
Also, they get access to the wargear mentioned below, which their field
amplifier also works with. A nice unit pretty much designed to blast upfield in
a Devilfish and unload a shed-load of markerlighted pain on a unit of power
armour.
Strike Teams:
New name for fire warriors, same
as before except with access to the tactical support turret as below.
Devilfish:
As expected, now an FA slot.
Ghostkeel:
The Ghostkeel is an 130pt 1-3 per
elite slot battlesuit, which understandably due to its size has stats somewhere
between a Crisis suit and Riptide. It's a jet-pack MC with a 3+ save and the
usual multi-tracker and blacksun filter. As well as stealth, supporting fire
and the fire team rule, the suit can get double the cover save from
stealth/shrouded against shooting attacks from over 12" away, so you;ll
want to get up close and personal to take this chap down. Also, its holophoton
countermeasures allow a once per game disruption of your opponents shooting in
their phase, meaning that an enemy unit targeting the Ghostkeel can only fire
snap-shots. As well as being able to take a bonding knife and two support
systems, the GK also comes with two MV5 stealth drones, granting shrouded as
long as they're alive. In short, this chap will have a 2+ cover save in the
open most of the time! As far as weaponry goes, it has a twin-linked flamer
(upgradable to burst/fusion) and a fusion collider, upgradable to a cyclic ion
raker for free. The collider is basically a blast fusion gun, while the raker
is similar to other ion weaponry, having a standard S7AP4 assault 6 attack or
an overcharged S8AP4 attack which is large blast, gets hot. Both are 24".
This is a real gem of a unit as not only is it nigh-on untouchable without
ignores cover or charging it, but it boasts an impressive array of weaponry and systems.
Hammerheads/Skyrays:
Now squadrons of 1-3 with the
fire team rule, meaning they gain +1 BS when at max size of 3.
Stormsurge:
Where to begin with the big guy?
Lord of war and 1-3 per Lord of war slot, this chap is a bristling arsenal on
legs. Coming in at as many points as there are degrees in a circle, the
Stormsurge is a gargantuan creature packing 8 wounds at toughness 6 with a 3+
save. The only special rule is for its stabilising anchors, which are employed
in a shooting phase and affect movement (and stomp attacks) from then on and
shooting from the next phase. These can be retracted in the movement phase.
They allow the Stormsurge to fire its entire arsenal twice per shooting phase!
Ouch! Speaking of which, its time to talk about the guns.
The first weapon we are familiar
with; a twin linked flamer upgradable to TL burst cannon or AFP. Next is the
cluster rocket system, AKA those two huge blocks where its arms should be. This
system has a range of 48" and puts out 4D6 S5AP5 shots. Mounted beneath
the cluster rockets are destroyer missiles, which are one use only with a range
of 60" and S8AP1 - essentially pimped seekers. The destroyers can be
further enhanced by markerlights, of which one will change the strength of the
missile from 8, to D! Ouch! And we haven't even got to the big gun yet. It
comes with the pulse blastcannon as standard, upgradable to the pulse driver
cannon. Despite the size, blastcannon is pretty short ranged and operates on a
similar principle to its smaller cousin wielded by the breacher teams. At
0-10" it is SD AP1 heavy 2. 11-20" this is then S10 AP3 heavy 2 blast
and 21-30" it is S9 AP5 heavy 2 large blast. So pretty formidable in each
case and sure to put things off getting too close. The Driver cannon, however,
has a fixed profile at 72", S10 AP2 ordnance 1 large blast.
In brief conclusion, this unit is
a great addition to the Tau line-up, trading mobile firepower for a bastion of
take-on-all-comers weaponry just asking to be parked on a midfield objective
and obliterate all in its sights. Too big to hide from and too dangerous to
ignore it does shake up the dynamic of things somewhat and is a fitting lord of
war for the Tau.
Miscellaneous:
DS8 Tactical Turret - a 10 point
upgrade that can be deployed if the unit remains stationary within 2" of a
model. It's BS3 and fires either a missile pod or smart missile system. It
plays no active part in the game as such other than that.
MV36 Guardian drone - 6+ invulnerable
save to its unit and a 5++ to itself and any model with a field amplifier. Same
price as other drones.
AFP and cyclic Ion blaster now no
longer one per detachment.
Markerlights have only changed
with regard to being used for the destroyer missiles, as above in the
Stormsurge entry.
New missions/detachment/formations (from the codex)
The Tau maelstrom missions are as
follows:
11 - The lure - 1VP if one enemy
unit that successfully charged last turn is destroyed. (3+ = D3VPs)
12 - Patient hunter - 1VP if 1+
enemy units destroyed by a unit in your deployment zone.
13 - Ambush
- 1VP if enemy unit destroyed and=or failed a morale check. (3+ = D3VPs)
14 - Multiple distractions - 1VP
if 1 enemy unit completely in 12" of two opposite table edges.
15 - Feigned withdrawal - 1VP if
at 1+ enemy units not in its own deployment zone that started within 9" of
one of your units is completely destroyed.
16 - The greater good - D3VPs if
you control an objective marker that your enemy controlled at the start of the
turn. (D3+3 if 3+ objectives) Bonus 1VP if no friendly models destroyed during
your turn.
The detachment consists of the
following:
Command (0-1 per core)
- Contingent Headquarters - 1
Commander / Shadowsun; 0-1 Ethereal / Aun Va / Aun Shi; 1-2 Bodygards.
Core (1+)
- Hunter Cadre
Auxillary (1-10 per core)
- Optimised stealth cadre
- Retaliation cadre
- Allied advance cadre
- Firebase support cadre
- Drone network - 1 unit of
drones
- Air caste support cadre
- Assigned air caste asset - 1
Sun Shark or Razor Shark
- Infiltration Cadre
- Heavy retribution Cadre
- Armoured interdiction Cadre
Command benefits for it include
the ability to re-roll warlord trait and the mighty co-ordinated firepower,
which allows units to combine their firepower together into a single attack
against an enemy unit. They resolve their shots as a single unit, in other
words benefitting from any perks, markerlights and abilities as well as gaining
+1BS if 3+ units combine together. This would result in an almighty salvo that
not much will survive.
Hunter Cadre:
A commander, 0-1 Fireblades, 0-1
Bodyguards, 3-6 Breacher / strike / Kroot units, 1-3 Stealth / Crisis /
Ghostkeel / Riptide suits, 1-3 Pathfinder / Piranha / Vespid / drone units and
finally 1-3 Broadside / Hammerhead / Stormsurge / Sniper teams. Whew, so hardly restrictive at all in other words and
including just about everything save for Sky rays and Flyers. These chaps will
benefit from extending their supporting fire range to 12" as well as being
able to run / Flat out before shooting providing they are within 12" of a
Commander or Fireblade. In other words, making Tau even more mobile and
difficult to engage in close combat with no restrictions as such. Hmm.
Optimised stealth cadre:
Let's get the nasty one out of
the way first. Two units of stealthsuits and one of Ghostkeels. Wall of mirrors
is the horrific rule that allows them all to give the Ghostkeels and any
stealthsuits in 6" ignores cover and they also hit all vehicles on the
rear facing. R.I.P Guard.
Retaliation cadre:
A commander leading three units
of Crisis suits, one of Broadsides and one of Riptides. As well as relentless
they all gain the ability to deep strike as a single entity at the beginning of
the second turn gaining +1 BS that turn. Ouch!
Allied advance cadre:
Four units of Kroot and two of
Vespids, these chaps benefit from supporting fire amongst themselves, where the
vespids also gain infiltrate and stealth (forests) and the kroot gain both +1
BS and exchange stealth for shrouded (forests) in 12" of the vespids.
Pretty decent, if you like auxillaries.
Firebase support cadre:
Two units of Broadsides and one
of Riptides. The entire unit fires as one (including benefitting from
markerlights) and gains tank and monster hunters as a result.
Air caste support cadre:
One Sunshark and two Razorsharks.
Roll dice for each hull point lost in the formation - on a 6 a hull point
restored. Also, can ignore stunned/shaken on a 2+. Pretty nifty rules, though
why you'd want 3 in a list is the real question.
Infiltration Cadre:
Two units of pathfinders, two
units of stealthsuits and one unit of piranhas. One rule means that if a unit
in this formation is destroyed, ALL units in reserve automatically arrive next
turn, Might be worth a cheeky suicidal Piranha! The neuralisation lattice
grants a bonus automatic free seeked missile hit on a unit for every 3
markerlight hits on it. Nice.
Heavy retribution Cadre:
One unit of Ghostkeels and two of
Stormsurges. So heavy on the points and the wallet, the perks of this Formation
are being able to reroll the absurd amount of firepower from the Stormsurges if
the target unit is in 12" of the Ghostkeel and also, any enemy targetted
by 2+ units from this formation can't run / move flat out and must halve charge
ranges.
Armoured interdiction Cadre:
Three units of Hammerheads and
one of Skyrays. Pick a point on the table each turn - you can re-roll to hit
enemy units targetted within 6" of this point with units in this
formation.
Kauyon
This is a great book set released
alongside the Codex which is effectively rules in one book, background and art
in the other. The latter is amazing in terms of the fluff and the new /
rehashed art found within. The former treats us to rules not only for Tau, but
also Whitescars and Raven Guard as covered on my other blog. The campaign is
interesting and provides 8 missions with consequences for losing the previous
battle when moving onto the next. In terms of the Tau, you get a page which
presents an updated armoury and small errata section for some of the entries in
the old Tau Codex, as well as all the new datasheets and the detachment discussed
above, as well as new datasheets for older units re-released with new models
and minor changes. In addition, it provides us with rules for the tidewall,
both as individual units and combinations, which the Tau codex does not cover.
Of course there are mission rules now too, again covered above. In effect, all
you need is a copy of the old Tau book and Kauyon to play the same as the new
book. Rather than having to buy both the new Book and Kauyon to be up to date. There
are however a few distinct units found in the Tau burning dawn box which are
not covered by either so I will attempt to cover them here. This analysis is
pieced together from what I could find on the internet so might not be 100%
accurate and points are missing for many:
AunDo:
An Etheral with Honour Blade,
hover drone and Homing Beacon. He is 75pts and has the fixed Warlord trait exemplar
of the Selfless Cause.
Tireless Hunter:
A BS4 Piranha with a fusion
blaster for 55pts.
Stealth Suit team Darktide:
Shas-Ui Ryaon with fusion blaster
and 2 chaps with burst cannons. They also have a marker drone. In addition to
the bonding knife ritual and normal rules, they have precision shots.
Pathfinder team Aurora:
This team of pathfinders has Shas'Ui
Starshroud (feel no pain, stubborn) and 6 others with pulse
carbines/markerlight, 1 with an ion rifle and 2 with a railrifle. They also
have all 3 types of drone and the bonding knife ritual. Other than this they
are standard Pathfinders.
Infiltration Cadre Burning Dawn:
All of the above together - models
gain scout and those who already have it gain infiltrate. Aun'Do gets to use
his elemental powers twice a turn once per game and the whole unit also
benefits from stealth.
Tidewall
Shieldline:
A battlefield debris defence line
that costs 60pts. Firebase means Tau units on the wall can reroll shooting to
hits of 1. It can also move 6", so long as no enemy units are on it and it
stays 1" away from them. Friendly units must also be on it completely
while it moves and although they count as stationary they can't then move. Each
time you make a successful cover save for a model within 1" of the shield
barrier (and it is between the firer and your model) roll a D6 - on a 6 the attacking
unit gets the shot reflected at them with the same S and AP.
Droneport:
Same cost and unit type as the
shieldline, with the same movement and firebase rules. You get 4 free drones
chosen from gun/marker/shield. Once a friendly model 'activates' them by being
on the droneport, they detach as with vehicles and then start functioning.
(dormant beforehand)
Gunrig:
85 points and same unit type,
movement and firebase rules. This one however packs a Twin-linked railgun with
submunitions, which is a gun emplacement that can be fired by Tau models on the
gunrig.
Rampart:
The original insta-sell out
format cost 265pts and consisted of a droneport, gunrig and 2 shield walls. It
can also be expanded indefinitely with shieldwalls, one extra droneport and one
extra gunrig for the points costs above. The rules and unit type are the same
as for the individual entries with a couple of additions. Firstly, the
droneports and gunrigs also benefit from the reflection rule as per the
shieldwall rules. Second, one Tau unit on the scenery can forego shooting to
select an enemy in its LOS. Another Tau model firing a gunrig then gets +1 BS
and tank/monster hunters.
Gunfort:
Essentially 3 gunrigs for the
same cost, they must be setup and remain within 6" of each other. Once a
turn, so long as one of the forts is manned, all railguns can fire at the same
target using that BS adding +1 to strength for submunitions and gaining
armourbane for solid shot.
Defence network:
4 shieldlines arranged as a
square with 1 gunrig/droneport in the middle. Models on the wall gain stubborn
and can operate the gunrig/droneport.
Counterstrike cadre:
The online exclusive, the rules
of which I dare say will become apparent at some point soon.
Conclusion:
Whew, well that was longer than I
initially anticipated. This is a very double-edged release I feel. On the one
hand, lots of great models have been released alongside a host of new rules not
only for Tau but for Space Marines too.
I think we have now seen the format for GW releases in future - focus on one
army to be the centre of the release plus codex and then give other armies some
love through the campaign book. Throw in a few limited figure sets to sell old
models and bang. you're done. Strongly suspect that with the hint dropped of
Farsight intervening and Guard, Admech and Sisters being sent to reinforce the
warzone that we may see a Sisters release soon with Farsight and Guard getting
updates in the campaign book.
I mentioned a double edged sword
which for me comes down to two things. Firstly, I love all the models that have
been released and although Tau aren't by any means an army I play regularly I
would love to add a set. Sadly, as with Admech, Tyranid and Harlequin releases
over the past year, time and money just don't allow for this and I dare say by
the time they do there will be a different release to centre on instead. The
other part of this is far more reaching and that's the implications of this
release on the community at large. We may well be seeing the start of a trend
of releasing campaign book updates to armies with their books remaining largely
untouched but with minor updates to grant them new detachments, formations and
to bring rules in line (scouts and dreadnoughts spring to mind). More disturbingly
is the fact that Tau, who were already battling for top dog in 40K, have been
made more powerful still by the new units and formations from this release,
making them arguably the strongest faction in 40K and ridiculously outclassing
armies such as Dark Eldar and Orks. This will probably be a transient issue as
in 3 years time I dare say all books will be in the new format and have equally
deadly formations and new toys. Until then, however, we seem to have a two tier
system that threatens to make certain armies in 40K no fun at all to play
against. Cheers.
Great article. Best review I've seen yet. Came across this when trying to find out what the hell Guardian Drones did compared to Shield Drones & the whole site is great. Keep up the good work.
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