How important is fluff?

I’ve been reading over Codex: Eldar the last few days and trying to write a couple of different lists so I have some vague plan behind what I end up buying.

It got me thinking – how important is the army/faction fluff to the list you play? Phil’s feelings on this is well documented but let’s look at it from another point of view.

With my Space Wolves, I have kept it relatively fluffy – everything is painted in Harald Deathwolf’s Great Company colours, and I’ve made sure to include a few squads of Thunderwolf Cavalry to fit in with that Great Company (or did I like Thunderwolves so chose that Great Company? Hmmmm…)

When it comes to the Eldar, there’s a wide range of Craftworlds to choose from, and each (of the main Codex 5 at least) is distinctly different from the others. Ulthwé for example, is, according to the fluff, heavy on Seers and Guardians, and light on Aspect Warriors. Saim-Hann favours Jetbikes, and Iyanden have a large Wraith contingent and Biel Tan has aspect warriors up the wazoo.

So when it comes to putting together a list and starting to buy models, where do I begin? I’ve currently got 3 lists that I’m toying with, each one suited to a different Craftworld.

However, what if I prefer the fluff behind Ulthwé for example, but don’t fancy painting everything black, or just prefer the Iyanden colour-scheme? Should I limit myself to Ulthwé black, or should I force myself to do a Iyanden Wraithguard list just to fit the fluff?

At the moment I’m leaning towards Saim-Hann in terms of colour-scheme, as I think the red will be a nice contrast to the grey of my Space Wolves. While I could easily build a jetbike list (bank balance permitting), I’d rather go for something a little more balanced and throw in some Aspect Warriors and Wraithguard. Does this mean I should choose a different Craftworld? Or even consider rolling my own? I don’t believe so, because we shouldn’t necessarily feel beholden to an faction’s fluff. That said, I’m also of the opinion that creating a brutal list specifically to exploit rules loopholes, while completely ignoring the fluff of your chosen army isn’t the right way to go either. It’s all about finding the right balance.

It’s also dangerous to assume that Saim-Hann only use jetbikes. In reality they would lose 9 engagements out of 10 fighting against the Imperium in such a way simply because they would lack the mobile fire support to deal with the heavy hitters. There is a fine balance to be struck between fluff and playability.

For example Phil, a while back, had a Space Wolves army that consisted of Logan Grimnar and his bodyguard of Wolf Guard. There were some land raiders involved and a dreadnought but all in there was 56 infantry in a 3,000 point army. He had tried to find the balance between fluff and playability but ultimately acknowledging that it was going to be an all or nothing kind of army.

The point is that just because Ulthwe don’t have many aspect warriors, doesn’t mean you can’t use them. And there’s nothing to stop you fielding an all aspect Ulthwe army if you really felt the need as the narrative can come from you, the gamer from your understanding of the fluff and novels as well as the fluff and novels themselves. Remember, just because someone at your local games club has gone heavy with the aspect warriors in their Ulthwe army doesn’t mean there won’t be enough on Craftworld for you.

Granted this doesn’t sit well with everyone and sometimes it will completely fly in the face of the existing background but the codices exist to permit you a varied and interesting force. Not taking an all jetbike Saim-Hann army doesn’t mean you’re not being loyal to the fluff, the Craftworld or the Codex, you’re just not taking the obvious route or perhaps taking advantage of their obvious strengths.

Ultimately, fluff is what makes the game more than a series of profiles and dice rolling. But you, the gamer makes that fluff real and the games fun so as long as you’re happy and you can play fun games with your mates then that’s all that really matters.

Short Tau Tactica: Kroot

As I focused on the Fire Warriors last time, it only makes sense that I cover the Tau Empires only other troop choice, Kroot. Some fans may have been disappointed that the option to have a Kroot Mercenary army doesn’t exist*, but I think that the unit still have their place in the army and even have a few new roles with the codex.

First off, lets see what you get for your points. The biggest change to Kroot is that they have lost strength 4, but they get a better combat weapon, the Kroot rifle giving them AP 5 in combat. Stealth and Move Through Cover keep with the theme that these guys are hunters. And they get proper Infiltrate this time, which is awesome! Less amazingly, they get a 6+ save for free now. Just what I’ve always needed.

This should be a signifier to most people that their role has changed from assault powerhouse of the Tau army to something a little different. Still, it’s possible to bulk up on the squad and add additional Kroot Hounds and Krootox and throw them into combat as a sort of buffer between the enemy and your more important units (read: everything else in the army).

A squad over 30 in number is still pretty rare in 40k, so there will be a significant psychological impact on you opponent seeing that many models get plonked down in one go. Just don’t expect them to remain that size by the time they reach combat.

Now, on to their more interesting uses. For 1 point a model, Kroot can take sniper rounds, which gives the Kroot the option to fire their rifles with the sniper rule if they remain still (or hitting on 6s if they move thanks to snapfire). Sniper rifles have always been a pretty underrated aspect of the game due to not many armies having units with access to them, but think about it. Kroot can now wound everything on a 4+ (if it’s less, they can switch back to the normal profile of the Kroot Rifle and rapid fire things to death) and have rending.

Kroot squads just gained the ability to topple even the mightiest of creatures in the 40K universe. Which will certainly surprise someone the next time they take their all Monstrous Creature ‘Nid army!


My best advice would be to stick a small squad of 10 in cover (to maximise the benefits of cover and make your opponent doubt if it’s worth targeting them) with a few Kroot hounds for combat purposes. They give the unit Acute Senses, which is very useful if you plan to have a bit more control over just where Kroot will pop up if you plan to outflank them close to an objective.

Kroot are going to fulfill a very similar role to the one they did for me last edition.  Sitting in cover near objectives and moving to claim them late in the game, or else just hugging terrain and acting as an irritant all game, or the ‘Eldar Pathfinder’ effect as I call it. They still can have a role as a counter assault unit, but the changing of the units focus is a clear indication of how the designers see them being used this edition. I’m not sure they are vital to a Tau army, but for one that wishes to be aggressive and keep an opponent of the back foot, Kroot squads will help you achieve that for a minimal cost and provide you with a unit that can reliably advance on an objective and hold it.

As such, despite what some parts of the internet may believe, I view the Kroot squads as very much alive and kicking in the new book. If an opponent isn’t careful, they may take their legs off.

See you soon for another Short Tau Tactica.


*Players with a predisposition towards “count- as” may note that due to the slight change of wording in what effects what in the Tau book, it’s entirely possible to proxy a Kroot Mercenaries army.

Legion Praetors from Forge World

Oh Forge World you bastards! There’s me trying to be good with my pennies this month and you release these two beauties that would perfectly replace the dated models I have leading my 1st and 5th Ultramarine companies.

£30 for two Legion Praetors isn’t too bad considering current GW prices. The fluff on the site goes a little something like this…

Praetors are the mightiest warriors and battle-leaders of the Legiones Astartes, second only to the godlike Primarchs in their martial skill and generalship. Each is a vastly experienced warrior and warlord, unique in character, who has writ a legend for themselves in blood and slaughter.

These lords of the Imperium possess a panoply of the finest weapons and armour known to humanity and hold the power of life and death over worlds, with direct control over entire war fleets and great armies. In their ranks can be found Chapter Masters and Lord Commanders, Khans, Tribunes and First Captains as the traditions of the Legions dictate; regardless of title each is a master of war, and each has conquered worlds unnumbered in the glory of the Great Crusade.

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A Short Tau Tactica: Fire Warriors

Continuing a look at units of the Tau Empire codex, I’m going to focus on a unit that actually represents the entire army very well, Tau Fire Warriors. They look deceptively simple and underpowered yet have so many synergies with the rest of the army list that it can put out a surprising level of damage.

Just don’t let this happen

First of all, lets discuss what you get for your points. Fire warriors have pretty average stats for 40k (though as so many armies have a Space Marine stat line this actually makes them a little below  average), with a 4+ save and the best gun of any troop choice in the game, the pulse rifle. Range 30″ alone means that you can start popping off shows at an opponent’s units in their deployment zone. Taking a pulse carbine is tempting, but with the high level of Ld most armies have, pinning tends to have little to no effect, so I prefer the range every time.

However, for all the strength of their gun, that’s really all you are buying them for, which makes them hard to use when taking objectives, the most important part of the current game in most scenarios. So that means you need to get aggressive with Fire Warriors (or take Kroot, but I will cover them another time) which where the synergies start to come in.

Tau Fire Cadres add an extra shot to any unit they join using pulse weaponry, which is a very cool special ability. Combine this with an Ethereal’s Elemental power and suddenly Fire Warrior will be advancing upon the enemy hoping to get within rapid fire range!

Combine them with the pulse accelerator drone (which perhaps make it worth taking two pathfinder squads- one to flank and one to support the main line) that pathfinders can take and all of a sudden you have a solid base of Fire warriors with range 36” guns, with one unit putting out 2 shorts (4 at rapid fire range) a turn, plus whatever bonuses your pathfinders can give them from lighting up an opponent’s unit. I’ve seen terminator squads downed this way, even if it was a bit of a desperate tactic.

Tau Fire Warrior by Bozar 88 of Deviant Art

In fact, this may allow players to recreate an old Tau tactic, the ‘Fish of Fury’. This is where Fire Warriors in Devilfish transports move up the battlefield and use Devilfishes to section off parts of the opposing army, before disembarking the Fire Warriors dealing them a devastating blow with short-range pulse rifle shots. At this point though, you run the risk of spending so many points of fire warriors that the army becomes inflexible and very vulnerable if the initial volley doesn’t kill everything.

Now one think I did mention before, albeit jokingly, was that Fire warriors aren’t that good in assault. This is the counterbalance the army faces for having such a powerful gun. It’s not as bad as it used to be, as at least Tau has a chance of causing a leadership test or reducing numbers due to supporting fire, but don’t count on it doing much. Also, try to stop your opponent from launching multiple assaults into your gunline in one turn, as supporting fire becomes pretty useless then.

Though the common adage for any army that relies on shooting is to hang back and try to win the game by shooting the opponent to death. With Tau this can’t work in the long-term. The army is built to be fluid and always on the move and as such whilst I suggest you do invest in a few squads to form a gunline with whatever other static units you have purchased (traditionally Broadsides, though I have a feeling it will be Sniper teams from now on), at least one squad should be advancing up the board in a Devilfish to keep your opponent flat-footed and on the defence.

Even then, when your opponent’s assault units or objective takers move into your half of the table, don’t be afraid to leap your squads forward and abuse that rapid fire range. This edition is a lot more about manoeuvring than prior editions and being timid won’t win you games.

Still, don’t over stretch your mark. Fire warriors are still toughness 3 with a 4+ save so dedicated firepower will bring them down. Keep them protected.

The Tau face a unique challenge this edition. They have to keep up with the big boys and are far more reliant on the army working together as a whole to put them on a competitive edge with the more powerful codices (as it should be!). Through a mixture of caution and bold movement, fire warriors can become a troop choice to be feared and once you master their use, the army will open up its secrets to you and you will become a better player for it too.

See you soon for another Short Tau Tactica.

Tau Broadside – A Review

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As a nice contrast, having reviewed the Tau Pathfinders, I thought I’d take a look at a heavy hitter and a staple of every Tau army from its original release – the Broadside.Broadside

The first thing you’ll notice about the Broadside is that they’re not a top-heavy, lumbering, plastic and metal turds of misery that crumble beneath their own weight. The other thing you’ll notice is that look nails! More to the point, they actually look like the heavy chassis battle suit that they were always meant to be as lets not forget that the full size rail cannon has to be mounted on a tank.

In the box, as with the Pathfinders, you have two sprues. And unlike the Pathfinders it’s not crammed with bits. It’s crammed with big bits. Notable, lovely big armour plates that reflect the design aesthetic that we should have with the crisis suits but have to go to Forge World to get.
BroadsideSprues

It was absolutely the right decision for Games Workshop to turn these kits plastic. I had 3 of the originals back in the day and I had to repair them before every game and at least once during. And in the end there was so much dried super glue on the weapon mounts it stopped working all together. By the time I sold the army I had given up repairing them and fielded them in broken heaps. A drinks coaster would have been as much use on the board.

I’m also so pleased that the design has been refined. Although shoulder mounted railguns were cool it never struck me as terribly practical as any projectile leaving a weapons surely creates recoil through the displacement of air and the heat that generates. And seeing as the rail weapons companies like General Atomics are developing can hit mach 5, and the railguns on broadsides were strength 10 back in the day I could see the Broadsides flat on their backs, flailing about like a retarded tortoise. The new kit is also massive. Well, compared to the old one so you get quite a pit of bloke for your buck.

There’s other touches too – like the plasma rifles and missile pods have slight design improvements which is good but will overshadow weapons on crisis suits. But, I’ll take it. Especially as the version of the kit holding the heavy railrifle is awesome. It’s s rather Gundam but it’s not a bad jumping off point. The missiles also kinda remind me of Starscream from the Transformers movies. Again, not a bad thing but interesting to see where they’re getting their ideas from.

The kit is rather involved compared to some. Compared to most actually. It’s just as well the Broadside comes with an instruction manual because staring at the sprues without it just made me not want to bother. But I suppose it’s a sign that the designers are pushing the technology hard to get the best kits. So hats off there.

In game terms the Broadside has the potential to dish out some pain but with the reduced strength of 8 compared to the good old days. It can glance armour 14 but it’ll be a token inconvenience compared to other weapons in the game. The single shot means that the heavy railrifle is at its best taking out APCs to force the enemy to walk through the fire poser you send their way or making life unpleasant for Dreadnoughts. And for 65 points, it’s a cheap way of making life unpleasant. Just bear in mind that the Heavy 1 on a BS of 3 means you’ll be relying heavily on the fact it’s twin-linked. But I suppose for 65 points with that kind of stopping power (plus the missile pods/plasma rifles) it’s be a bit much to make it BS4.

The plasma rifles are a welcome addition to the unit upgrade list as it adds just that little bit of umph to its anti-tank capabilities. Again you’re only looking at thwarting smaller vehicles but the edge it gives against medium infantry is invaluable. Especially if you take a unit of them. Although as Broadsides are now relegated to very hard to kill snipers with (extremely) high velocity rifles I’m not sure if a unit is the way to go. I’m tempted to take a couple as separate heavy support choices, stick em in a lovely, thick-walled, building and use them to harass everything with armour value 13 or less whilst a hammerhead blows up the big shit. And for a relatively small outlay of points I think it’d work rather well.

It could explain why the Broadside is strength 5 and it has no shortage of attacks. It rather suggests one should be expecting to have fisticuffs whilst it operates alone. Although with armies in 40k getting faster it’s reasonable to assume that someone will, at some point, try it on. However, with only toughness 4 so it’ll take wounds. It should save most of them but to be honest, if you’ve let your Broadside get into combat then you deserve everything you get. Between plasma rifles and the sexy new missile drones it should be safe from all but the most concerted efforts.

It’s a brilliant kit, if a little fussy to build. It’s a huge improvement on the previous version and it’s kind funny to see the graduation from over-the shoulder to hand-held weapons in the same way as Space Marine devastators. It’s as it should be, it’s a logical evolution. And it looks awesome. More to the point, it looks like a bloody great mech lugging a bloody great gun capable of blowing bloody great holes in things. Used correctly it’ll be an utterly devastating unit in any Tau army.

Tau Broadsides are available from Firestorm Games priced £27.00.

A Short Tau Tactica: Stealth Suits

Hello there. My names Reece and Phil has kindly let me be a contributor to The Shell Case (the poor, poor fool). I’ll mostly talk about topics in the wargaming industry that interest me, along with the odd review, interview or tactica.

To get things off to a flying start, I’m going to post tacticas over the next couple of weeks which look at the usage of one of my favorite armies; the Tau Empire. Each tactica will focus on one unit and how they perform within the framework of a balanced tau force.

The first tactica will look at a unit that may have as well have been invisible (ha) in the last codex and I still think gets over shadowed by the more flashy units: Stealth Suit teams.

XV15 Stealth Armour painted by Dark6LTM of DeviantArt

In the last codex, I can understand why. They were in Elites, when Tau needed Crisis suits to give the army flexibility. Their stealth rules were a bit naff and they seemed a bit too expensive to be worth it, despite being toughness 4 with a 3+ save and a range 18″ strength 5, Ap5 weapon. But this has all changed in the new book for 3 reasons:

1.Improved Rules
We got a glimpse of how the designers were approaching Stealth Suits with the Tau Empire 6th edition FAQ last year, when instead of having the old Night Fighting rules, they were given Stealth and Shrouded for a total of a 4+ cover save even when in the open. This was, much to my joy, carried over to the new codex along with all tau suits having Night Vision as standard. Their Burst Cannons are also now Assault 4. This means that 3 guys are now putting out as many shots as a 12 man fire warrior squad and are more maneuverable  and capable of surviving return fire to boot.

2.Simplicity
The tau army is almost spoilt in what to do with many of its units, which can lead to rather unfocused army. Stealth Suit teams don’t have that option. They can take a few fusion guns to allow for tank and monstrous creature killing duty, but they are primarily all about killing infantry. Which is wonderful. The unit doesn’t really require much support either, so you can send them off to complete an objective on the battlefield confident that if you play well they will achieve it. Add Commander Shadowsun (so they can infiltrate) and watch them carry out a few sneaky tank kills followed by annoying the hell out of your opponent for the rest of the game.

Tau Stealth Suit Team painted by Burkhard of dhcwargamesblog

3. Surprise
Most opponents I have played in the past have never encountered Stealth Suits before due to their past unpopularity and certainly aren’t used to lots of units with jetpacks. They also tend to get overlooked on a battlefield when more flashy units are in play like Riptides or Crisis suits.

Use this to your advantage. Keep mobile and near cover, just off of an opponents main path of advance. If your opponent ignores them, then expect a wailing and gnashing of teeth when they suddenly find their important units gunned down and tanks blown up from the rear – because strength 5 rocks! If they choose to target them, a 2+ cover save and 3+ normal should mean they can shrug off the most determined shooting or assault, which means less heading for the rest of your army. Either way you win.

In summary, Tau Stealth suits are a great addition to your army and greatly aid its ability to disrupt and interrupt your opponents plans. They are not an over powered unit, but one I think opponents will underestimate at their peril.

Give them a try sometime and see you soon.

The Tragedy of Ferrus Manus

Ferrus_Manus_by_slaine69

When Ferrus Manus awoke to find himself alone amidst the wilds of Medusa he, as one would expect from a child, was scared and confused. However, unlike a normal child, he was scared and confused because he assumed that he was there because he was weak. Unlike many of his brothers, Ferrus did not seek out human contact but instead set about testing himself against the very worst creators Medusa had to offer. Only once he had bested the Great Silver Wyrm, in the process encasing his arms in living metal, did he seek out humanity and set about teaching them engineering and other secrets of technology.

At every turn he set out to assert his superiority. The living metal of his arms made him a warrior without equal and an artisan of extraordinary feats of engineering. Yet for all his efforts Ferrus Manus was never able to create anything of beauty and warmth. He ruled through fear of an unparalleled temper and his creations were cold functional things despite their sophisticated design. Even when the Emperor came to Medusa, Ferrus Manus challenged his authority.

As Manus took his place amongst his brothers he suddenly found himself but one of a flock of luminous beings. Many far more luminous than he. Horus was charismatic, Guilliman wise, Vulkan compassionate, and Dorn an architect without peer. All he had achieved turned to ash and Manus resolved to push him and his newly named legion to the limits to prove their mettle and supreme worth to the Emperor.

It was this crushing sense of inadequacy that would drive him to deliberately restrict the combat doctrine and units available to the Iron Hands to make them stronger, hardier warriors to prove that they were better than any other Legiones Astartes. He also allowed his sons to believe that flesh was weak, allowing a cult of personality to form around himself and his metal arms, the legion seeking to augment themselves at every turn. Unaugmented Legionaires were treated with mistrust within their ranks, it being seen as a slight against the Primarch. The sadistic truth of his actions wouldn’t be realised until after his passing in the Neimerel Scrolls in which he detailed his loathing for his metal arms and the horror with which he beheld the self-mutilation of his sons. The bitter and sad fact was that Manus’ loathing of flesh – particularly that of mortals – was actually the misdirected loathing of his contaminated body.

But he remained silent because Manus was, for all intents and purposes, a psychopath. He was utterly self obsessed, born of a staggering sense of inadequacy and self loathing that led to fury and abuse towards his sons. Failure of ill news was met with tantrums and violence. The successes of his brothers only further fuelled his rage, pushing his sons even harder even at the cost of their lives. Questioning his orders lead to scorn and derision because deep down Manus didn’t trust his instincts. He only new explosive violence that came from fighting the malignant influence of the living metal of his arms.

The only peace he could find, it seemed, was in the company of Fulgrim, the Primarch of the Emperor’s Children. On the surface this pairing seemed an unlikely one but Manus enjoyed Fulgrim’s beatific countenance and poets heart, it salved his tortured soul and helped him channel his energies in forging weapons of sublime beauty and devastating power. But even in these Manus took no pleasure beyond the weapon he crafted for Fulgrim. The hammer Fulgrim forged for him proved to be a psychological anchor for the troubled Primarch often wielding it as much to focus the humanity at his heart rather than channel the cold fury in his arms.

The true tragedy is Ferrus Manus is that he was always on a path to destruction. The rivalry and resentment he haboured for his brothers pushed him to seek out the worst of the fighting. To conquer the unvanquished foe. To prove his worth above all others. It’s entirely possible that when he heard of Horus’ elevation to warmaster his isolation was sealed, every kindness and gesture of fraternity would be met with hostility and derision, hiding the abject sense of failure and irrelevance that lay at his core.

As the years wore on Manus felt his control over the living metal of his arms slipping, pushing him further and further down a dark path that only Fulgrim or the crucible of war could salve. Manus was as doomed to an eternity of bloodshed as Angron unless he could win the battle of wills that he fought every single day against the constant and indelible symbol of his first and greatest failure. It remains to be seen if the Emperor was aware of Manus’ struggle. If he did he gave no indication which only further deepened his sense of isolation and his brothers mistook his profound and enduring depression as moodiness and ill cholor.

When the betrayal came Manus led the merest fraction of his Legion to Istvaan, determined to see the treachery for himself. It was as much about disproving his worst fear – that Fulgrim had become corrupted. If a being as perfect as Fulgrim could fall from grace what hope did he have? This was coupled with the betrayal, not against the Emperor but against him. Fulgrim was the only soul in the galaxy that understood him and even liked him. That Fulgrim should turn from grace was unforgivable to Manus and had he been victorious and slain Fulgrim there’s every chance that the despair that would have taken hold of him would have pushed him into the embrace of the Dark Powers.

It seems that Ferrus Manus was the doomed of the Emperor’s sons. The moment he landed on Medusa he was set on a path that would see him dead at the hands of one of his brothers, it would have just been a question of whose banner that brother rallied to. But tragedy over tragedy is that his passing left his sons pursuing a goal that he abhorred. Their continual augmentation in his name would be the final cut in a tortured soul as he was little more than an abusive father, lost in the shadow cast by his kin, justifying his choices. And with his passing the cycle continues and the Iron Hands embrace ever deeper an ill conceived truth until one day none of their humanity will remain and the legion will cease to exist, and Manus’ failure will be complete.

Tau Pathfinders – A Review

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Those that read my review of Codex Tau Empire back in April will know that I was rather taken with the grey skinned bastards. So much so that I’m doing a little 1,000 point allies force to go with my two companies of Ultramarines. And those that read my review will also remember that I was rather taken with the Pathfinders. So it’s really little wonder then that I’ve got hold of a box and giving them the once over. For the greater good you understand…

TauPathfinders01_873x627Even before I read the Codex I was pleased when I heard that Pathfinders were going to be plastic as even when the Tau were first released the Pathfinders were a useful unit to have on the board, but the fact that they were metal and came in blisters of 3 and units of 6 meant that those that didn’t buy the big army box rather missed out. It was doubly true over the years metal models became increasingly expensive and the use of Pathfinders, especially with the introduction of railrifles, became more important.

The third iteration of the Codex has made at least one unit of Pathfinders a compulsory choice in all but name because they’re so damn good. Their options, especially the pulse accelerator drone (which increase pulse weapon range by 6″) means that although vulnerable in the open, they are a heavy hitting unit that can take on medium infantry as standard and then bring the pain on Terminators and the like with the handy addition of the aforementioned railrifles. To be fair the plastic models aren’t any cheaper than the metal ones were but you do get variety and lots of drones including the fooking massive recon drone. But more on that later.

So what’s in the box? Well two – which seems to be the norm these days – sprues that are crammed full of components.

TauPathfinderSprues

I do have to hand it to the Games Workshop, although they’ve been pissing gamers off left, right and centre these last few months, they have really upped their game with getting the most out of the plastic. This arguably should make the models cheaper, but as I said – they piss people off. But I digress. The sprues are crammed with bits including some dudey pulse pistols, some pretty decent bare heads – at long bastard last – some spare pulse clips, bonding knives that don’t look lame and some other gubbins. Most importantly, you have enough bits to make a ten Tau squad armed with pulse carbines with bits enough to swap out three with railrifles or ionrifles or a combination of the two. So plenty of ptew ptew for your buck.

Although the fatigues on the legs are a little thin on detail and feel a bit more baggy than a recon unit would probably wear – and the poses are a bit shifty – the rest of the components are ace. The helmets have been refined and have improved comm aerials – just be careful trimming them free. All the weapons are crisp and the separate markerlights allows for the a degree of choice in how you build them. My small force doesn’t have them so the option of not sticking them on is good news for me. Although I suppose if you can be bothered and find magnets small enough you can make them removable.

Truth be told, the quality of the casting of the Pathfinders or the fidelity of the helmet antenna - especially compared to the Fire Warriors – or the quality of the weapons or the cool accessories, or the staggering lack of mould lines don’t steal the show. It’s the drones. They’re awesome. I mean. Awe. Some. The tits. The business. The dog hairy gonads. The recon drone is huge and may as well be Thunderbird 2 for all its whistles and bells including the pokeball grenade dispensers, a burst cannon and some nice detail. Plus the fact that you can mount it on a Devilfish is way cool.

TauPathfinders07_873x627

But, importantly, it doesn’t feel like an after thought like accessories and ‘bonus’ often do. The only bummer is that, aside from the recon drone there’s only enough drone domes to make two drones. But if you’re not bothered about giving your fire warriors drones then you can make the set which does give your Pathfinders a pleasant amount of versatility.

The Pathfinder kit is one of the strongest unit boxes Games Workshop have done in a while. The arm poses coupled with enough accessories means that you’re knocking on the door of variety that the Space Marine tactical squad offers. Not quite mind you, but pretty close. But the sheer volume of cool shit makes up for it. And having the railrifles cast in lovely crisp plastic rather than metal just makes them as cool looking as the boltgun.

Throw in the fact that Pathfinders are frigging nails in the game and it’s pretty much an essential purchase if you’re collecting Tau. Unless you take a butt load of flyers, but that’s a story for another day.

Tau Pathfinders are available from Firestorm Games priced £18.