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Commander |
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The Commander
always goes to battle piloting an XV-8 Crisis battlesuit. There
are two levels of Commander to choose from: the Shas'o,
who represent the most experienced leaders of Tau hunter cadres, and
Shas'el, or their less-experienced seconds.
The Shas'o is
the obvious choice; for a scant 25 points more than the Shas'el you get
extra points in WS, BS, W, A, and Ld. The extra Wound and BS of 5
are enough to convince me to pay the extra 25 points; the other stat
increases are just gravy. I would only consider the inferior
Shas'el in games of 750 points or less; the Shas'o is just too good.
When it comes
to outfitting your Commander, it is important to note that with a BS of
5 it is a waste to twin-link weapons. Weapon fits for XV-8 suits
are discussed in the Crisis entry under Elites, so I won't repeat them
here.
When
considering Wargear, however, note that when a Tau Independent Character
selects a Drone Controller, he ceases to be an independent character and
instead becomes a unit. This is a bad thing. If your
Commander remains an Independent Character, then he is virtually
invulnerable as long as he remains within 6" of another unit, but does
not join them. He cannot be picked out as a shooting target, and
it is easier to be an invalid target than it is to be tough! Only
choose Drones if you also choose to take a Bodyguard.
My favorite
Commander is kitted out as follows: Shas'o, Plasma Rifle, Missile Pod,
Shield Generator, Hard-wired Multi-tracker (135 points). If there
are a few points left over, or you know you will be fighting at night, I
add a hard-wired Blacksun Filter (138 points), and sometimes I consider
a Plasma Rifle/Fusion Blaster combination, especially if I know I will
be facing heavily armored targets such as Marines, Sisters, or Necrons
(133 points). |
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Bodyguard |
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The Bodyguard
consists of 1-2 Shas'vre, also piloting XV-8 Crisis
battlesuits. These Crisis suits don't shoot any straighter than a
regular Elite-slot suit, but they are a bit nastier in close combat with
extra points in WS and I. Of course, close combat is the last
place a Tau unit wants to be, but these suits have the advantage of both
being able to take hard-wired equipment.
The Bodyguard
are a pretty large point-sink, o should only be considered in large
games of 2000 points or more. Another way to look at them,
however, is a way to get more Crisis suits without using up an Elite
slot -- especially important when considering army selection points for
Rogue Trader or Grand Tournaments. They must be attached to your
Commander, but do not take up an extra HQ slot, but they turn your
formerly Independent Character Commander into a valid target as a unit.
Possible
configurations for bodyguards include: Twin-linked weapon systems, a
second weapon, and hard-wired multi trackers, for maximized firepower
and accuracy; Twin-linked weapon systems and a shield generator, with a
hard-wired Drone Controller and Drones for accuracy and survivability;
Two weapon systems, a multi tracker, and hard-wired Drone Controllers
for bulk of firepower and Drones as ablative armor.
If taking a
Bodyguard, then add Drones to the Commander as well. A Bodyguard
and Commander that all take Drones will have 6 extra Wounds the enemy
will need to get through. |
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Ethereal |
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Aun translates
as "Ethereal" or "Celestial." They are the royalty and clergy of
the Tau, and are held in the utmost esteem. Any Tau would gladly
give his very life to save an Aun from a flesh wound.
Ethereals are
arguably the most important unit in a Tau army. Many players
eschew Ethereals, looking at their admittedly mediocre stat line; but
the value of the Ethereal is not measured by combat prowess, but rather
by his special abilities.
The ability to
re-roll all Morale tests on the entire battlefield is not to be
underestimated. It is of special importance to note that this
includes Morale checks you have passed as well as failed; especially
useful to get your Shas'la out of a losing close combat. If they
pass the test, use the Aun's ability to re-roll and fail the test so you
can fall back when you need to.
The Ethereal's
secondary ability is to make any Tau unit they join fearless,
passing all Morale and Pinning tests. It is not always a good idea
to attach an Ethereal to a unit, however, as that unit may become a
target. Due to the Price of Failure (if the Ethereal
dies, all Tau units must pass a Morale check or fall back), you don't
want your Aun to get a scratch. So it is often good to hide your
Ethereal behind a large rock or building, in a corner, out of the way,
where your opponent will either forget about him entirely, or have to do
some seriously long movement to get in a position to threaten him.
To protect my
Ethereal, I generally like to give him a hard-wired Drone Controller and
two Shield Drones. Then I attach him to a unit of Broadsides that
will also have two to six Drones as well. With 6 Drones to get
through, plus the Broadsides' Toughness 5 and 2+ Save, the Ethereal
becomes virtually invulnerable, and the XV-88s become fearless in the
bargain.
When making an
army of any size, an Aun is always the first thing I choose. I
would never consider going to battle without one. |
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