Friday, July 20, 2012
The New Edition of New Additions
Rant aside, there are a ton of new rules and very few old rules taken out. Most of the old rules are still there, but they have been tweaked to fit the new edition. Yet the loads and loads of new rules are very nice, in my opinion.
Where to start?
Let's look at our iconic unit, the Crisis Suit. Our mobile mech-warriors enjoy tweaks to the shooting system and jetpack rules. Now your suits get to fire overwatch shots before getting pummeled in close-combat, cover saves got reduced and your Shas'Vre can now use the rules for precision fire. This means plasma rifles are back in favor and mounted once again my suits.
Wound allocation rules means you can now use mixed AP shooting and still cause casualties. Seriously, there were times in 5th edition when I thought to myself, if I shoot more, he'll take less casualties. No more!
The addition of focus fire means you can now target troops out of cover but it also means your Kroot walls are toast! For me, 5th edition was all about using Kroot to extend cover across my whole army. Focus fire means that my Kroot Walls will get hammered if I try it.
About troops choices, Fire Warriors seem to be better. Not by heaps and bounds, but significantly so that they are actually worth taking. Being able to move and shoot 30 inches is very nice indeed. Rapid firing 15 inches, thank you!
Devilfish are interesting. Thanks to the jink rule, disruption pods are no longer mandatory. If you can set up in cover, they really aren't necessary at all. It seems that the dumbfish - a devilfish with no upgrades at all - is now a viable and durable vehicle. Devilfish still lack the heavy-weaponry that makes razorbacks great, but at least you don't need any upgrades for them.
I'm excited about allies! In fact, I've decided on using the rules to not only round out my force, but make it more fluffy. I'm partnering with Imperial Guard to field veterans as my Gue'Vesa, Tau human auxilaries, and Straken should help make them a viable counter-assault unit.
Then my Kroot will be getting some company from the IG list - knarloc riders using the rough rider rules. Not that this is the competitive choice, but one that rounds out the theme. I'd really like my kroot detachment to appear like a warband on its own, and additions like these will help develop that flavor.
The important thing about allies, is keeping them within your army's theme, visually. People keep telling me to add 30 ork boyz, but I just cannot bring myself to include scrap-yard orks next to my Toyota Prius tau. Can you blame me?
Piranhas seem to have gotten both a boost and a nerf. They get hammered in close-combat now, but I love the new vehicle movement rules. I think I'll have to swap the disruption pods for flechette dischargers and send them off on their move-blocking duties.
Wrapping up, Tau are still an old army but there are lots of things in 6th Edition that are going to make them interesting again and perhaps more powerful than they were before. They still fold in assault, but careful inclusion of allies will help greatly in this regard. My only concerns about 6th Edition is game length...There are so many additions to the game that I fear games will take longer than they used to.
What are you learning about 6th Edition and your Tau? Got any new favorite rules or tactics for Tau?
Posted by Tim at 11:49 AM