The hope that Tau Missile Spam was the wave of the future died a silent death before even being born, as Games Workshop released a FAQ before the Tau codex even streeted!
From Kirby at 3++
Since I’ve seen this all over with people screaming for joy…
pg68 Tau Codex – “All Gun Drones, Marker Drones and Sniper Drones in the same unit…”
No Missile Drones kids. Edit: Not to mention, the Day 1 FAQ just released restricts Missile Drones to Broadside armor only. Fail.
Otherwise, Tau have arrived with even more Missiles – not the lovely S8
AP3 with small blast alternate fire of the Imperials, but the rapid
firing (not to be mistaken for Rapid Fire…) but S7 missile of the Tau.
This means Tau missiles are very good at hull point stripping and can
annoying infantry/MCs without relying on a good scatter/the enemy to be
bunched up. They lack increased punching power against higher AVs
(13/14) but enough missiles will strip away hull points even from AV13
vehicles.
What was the issue with the last Tau codex – S6/7 firepower was stuck
with Crisis Suits, has largely been solved. Ion Weapons, Missile Drones,
Broadsides, etc. have brought that sort of firepower into every single
slot. This is huge as it means Crisis Suits are not a must, are not as
easy a target to pick for your opponent and can use their awesome
platform to bring in other weapons without hurting the army (i.e. Plasma
Rifles, Fusion Blasters).
Let’s look at some math then across the BS levels and importantly, what
Tank Hunters does and what Skyfire does. One of the biggest changes
we’re seeing is the Broadsides main gun dropping in strength. It sucked
yes, but what do we have to play with now? See the pretty table below
(the numbers represent number of TWO shot missile pods fired at the
target to strip it of Hull Points not taking into account damage results
or cover).
Normal | 3HP AV10 | 3 HP AV11 | 3HP AV12 | 3HP AV13 | 3HP AV14 |
BS2 | 6.75 | 9.00 | 13.50 | 27.00 | 0 |
BS3 | 4.50 | 6.00 | 9.00 | 18.00 | 0 |
BS4 | 3.38 | 4.50 | 6.75 | 13.50 | 0 |
BS5 | 2.70 | 3.60 | 5.40 | 10.80 | 0 |
Tank Hunters | 3HP AV10 | 3 HP AV11 | 3HP AV12 | 3HP AV13 | 3HP AV14 |
BS2 | 5.06 | 6.00 | 8.10 | 14.73 | 0 |
BS3 | 3.38 | 4.00 | 5.40 | 9.82 | 0 |
BS4 | 2.53 | 3.00 | 4.05 | 7.36 | 0 |
BS5 | 2.03 | 2.40 | 3.24 | 5.89 | 0 |
Twin-linked | 3HP AV10 | 3 HP AV11 | 3HP AV12 | 3HP AV13 | 3HP AV14 |
BS2 | 4.05 | 5.40 | 8.10 | 16.20 | 0 |
BS3 | 3.00 | 4.00 | 6.00 | 12.00 | 0 |
BS4 | 2.53 | 3.38 | 5.06 | 10.13 | 0 |
BS5 | 2.31 | 3.09 | 4.63 | 9.26 | 0 |
TL + TankH | 3HP AV10 | 3 HP AV11 | 3HP AV12 | 3HP AV13 | 3HP AV14 |
BS2 | 3.04 | 3.60 | 4.86 | 8.84 | 0 |
BS3 | 2.25 | 2.67 | 3.60 | 6.55 | 0 |
BS4 | 1.90 | 2.25 | 3.04 | 5.52 | 0 |
BS5 | 1.74 | 2.06 | 2.78 | 5.05 | 0 |
So we see that tank hunters is the most effective at higher BS levels
and twin-linking the best at lower BS levels (and there are wargear
options and psychic allies for this). We’re also seeing pretty low
numbers across the board at the higher BS levels but this becomes insane
when we throw in Tank Hunters and/or Twin-linked.
So – Missile Drones aren’t too flash at BS2 without some markerlight
support. Just one bump really helps reduce the numbers a lot but they’re
still going to be quite good at pinging off final hull points, etc. Edit:
the two places they can be taken – Riptide and Broadsides; silly FAQ as
this means Fire Warriors no longer have heavy weapon options. The
damage difference comparing BS3 twin-linked to BS3 is basically an
exact mirror of their points costs so twin-linking or buying an extra
gun works out to be the same initially but once you add external
twin-linking or markerlights, the relationship starts to favor more
guns.
Tank hunters also makes missiles insane at higher BS levels (or with
twin-linking). This is really important against AV12 when we look at
Broadsides with Skyfire (remember to divide everything else again by TWO
for number of Broadsides). At BS3 – 1.8 Broadsides with High Yield
Missiles will drop an AV12 flyer without cover. That’s pretty friggin
awesome though we of course need to compare to Railguns here to see if
that works at all… Also, in case you haven’t figured out yet, the
nanochip is a great piece of wargear for 15 points.
Regardless, this should begin to give you some ideas on how effective
missile drones will be, how effective having missiles all across your
army will be and what sort of support you should be looking at (i.e.
markerlights, twin-linking, wargear and psychic allies). And whilst it’s
great to have lots of missiles, other anti-infantry is going to be
needed and stripping Hull Points leaves vehicle wrecks, not explosions.
The
hope that Tau Missile Spam was the wave of the future died a silent
death before even being born, as Games Workshop released a FAQ before
the Tau codex even streeted! Still, I see the Tau as the ultimate shooty army. I want some!
Loken
ive already written an 1850pt necrons list with tau allies. that much S6/7 is what i need for anti-horde :)
ReplyDeletei am liking the multi-spectral sensors and Command&Control node (re rolls and ignore cover anyone) hows that on a crisi team with 2 TL plasma rifles and 2 fusion blasters (the Shas'Vre with the two wargear also has a shield gen for etra protection)... bye bye terminators!