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Tuesday, May 10, 2011

Tau Codex Review: Broadsides


Broadsides are a very important piece to nearly all competitive Tau lists these days. The reason for this is simple, the kill tanks very easily. Broadsides have very effective anti-tank potential with minimal application against infantry for their points. They are quite expensive whilst being very durable and able to affect the battlefield from the back of the field. There are minimal upgrades available to Broadsides and are only going to be taken for a singular reason since their Railguns cannot be exchanged for anything. Let's take a look at the unit and their options and then as usual, discuss any changes which might be appropriate.

Broadsides come armed with a twin-linked railgun which overcomes their average BS and obviously has the much sought after S10 and Ap1. Unlike the Railgun on the Hammerhead however they can only fire in this mode which greatly restricts the ability of the Broadside to affect games when there are minimal vehicles on the table. This is mitigated by their secondary weapon system of a Smart Missile System giving every Broadside four S5 shots up to 24" away. For the points you pay on the Broadsides this is pretty crap but is obviously better than shooting the Railguns at Orks! The SMS can be upgraded to twin-linked plasma guns but is quite expensive and only really helps the Broadside against deepstrikers or if the Tau army lines are breached. Ultimately there are better uses of these points and keeping the SMS helps the Broadsides against infantry more.

Each Broadside also has to take a battlesuit support system which must be the same across each model. The obvious buy here is the Advanced Stabilisation System as it allows the Broadsides to move and fire. This may not seem huge but it gives your backfield that little bit of extra mobility to ensure fire lanes remain open. The Targeting Array is the other common buy but since Broadsides come with twin-linked guns already it is less useful. The Multi-tracker isn't really worth the points unlike Crisis Suits, as their weapons do not match up in ideal targets. If plasma rifles are taken they can make pretty scary anti-TEQ platforms but for their price are very expensive. Leave multi-trackers at home on these guys. Other options like Blacksun Filter and Target Lock are better equipped on the Team Leader/Shas'vre and are discussed below.

Upgrading to a Team Leader or Shas'vre is pretty important as it allows more upgrades and importantly, the ability to diversify the unit. There are three major upgrades this upgrade allows access to. A target lock which minimises the issue of over-kill and essentially doubles the units potential output as the Leader can shoot at a different tank. Blacksun filter which allows the Leader to be quite effective during Night Fight. Combine with Advanced Stabilisation and Acute Senses, this allows the unit to move on during Dawn of War and potentially do some damage. For three points it's a bargain. And finally we have the drone controller which greatly increases the unit's durability. By having shield drones attached to the unit, the Broadsides gain a couple of extra 2+/4++ wounds which instant death, AP2 weapons can be allocated onto. This greatly increases the unit's survivability which allows them to be more effective throughout the game.

Ultimately these units are great but expensive and they have a very particular role: anti-tank. In 5th edition this is obviously important and since the guns are S10, Ap1 and twin-linked, they are very reliable anti-tank with extremely long range. This makes them an important target for your opponent and thus needs to be protected as such.

So what changes need to be made...if any? A point reduction is probably in order but not by much. These guys can make tanks look like paper so they shouldn't be running around with Long Fang cost. We don't want to make them better anti-infantry either as that's really the role of the Hammerhead and would make Broadsides too much of an auto-pick. Rather having the ability to change their main weapon system (or indeed have to buy it) to allow them to fulfill more battlefield roles whilst not turning them into a super duality based unit. For example rather than just having the option for twin-linked Railguns, a heavy missile pod or plasma cannon (hell or an Ion cannon...) at much cheaper points could give the Tau army cheaper support firepower at the cost of S10 Ap1. If point costed correctly this would importantly free up other slots (namely Elites/Fast Attack) to be more dedicated anti-tank as that S7 range can be covered by units other than Crisis Suits.

There isn't really much change to be made to these units otherwise. A slight reduction in points would make them a bit more balanced for 5th edition and giving them main weapon options allows for diversification in the Force Organisation chart which is important for a good book. As they stand currently, Broadsides are one of the best anti-tank units in the game. They are able to hit multiple tanks in a single turn and with good reliability, significantly damage those tanks. They are durable and have good ranged but cost a lot and aren't exactly anti-infantry specialists. If your Tau army is having issues with tanks, look no further than these walking behemoths.

Comments (18)

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TheGayCommissar's avatar

TheGayCommissar · 730 weeks ago

I always freak out when I have to play against Broadsides. Once, in an apocalypse game, I thought it'd be funny to pack the majority of my army into my Stormlord. 1 railgun hit on turn 1 and it managed to chain reaction my Stormlord into an apocalyptic explosion, instantly killing my army.

In hindsight it was a pretty stupid move :P
3 replies · active 730 weeks ago
Though keep in mind Apoc vehicles aren't affected by AP1, so this is less likely
As long as you aren't using the updated rules from Imperial Armour Apocalypse 2 ;)
There AP 1 gives the normal +1 bonus on the super heavy vehicle chart.
TheGayCommissar's avatar

TheGayCommissar · 730 weeks ago

Yeah but he rolled 3 consecutive 6s. Kinda hurt. lol
Mont'au Mal'caor's avatar

Mont'au Mal'caor · 730 weeks ago

The way Shield Drones work is retarded. They only provide 4+invul for themselves, not the Broadsides they're supposed to be protecting. Sure it helps against Lascannons and the like, but once a Demolisher Cannon or a Demo Pack drops down, game over man, game over.

Personally, I think in the next Tau incarnation, Broadsides should COME with Slow+Purposeful, so you can still buy a piece of wargear instead of locking yourself into the Stabilization system. And yeah, different twin-linked heavy weaponry would be great.
3 replies · active 730 weeks ago
Do Demolishers specifically ignore cover, or is it just that they're barrage?
wisdom like silence's avatar

wisdom like silence · 730 weeks ago

They are not barrage, nor do they ignore cover. I guess he just doesn't keep his Broadsides in cover.
Even if they ARE barrage, they still don't ignore terrain that you're standing in
"Combine with Advanced Stabilisation and Acute Senses, this allows the unit to move on during Dawn of War and potentially do some damage."

At a tournament last month I saw a guy roll snake eyes for Slow & Purposeful to move his Broadsides on in Dawn of War... bad news when you have a 40mm base, bye bye squad.
5 replies · active 730 weeks ago
Debatable since if a unit has a special rule that prohibits it from deploying in DOW it is ignored. I think it needs an FAQ update.
If my math is correct 2 inches are 5,08 centimeters as in 50 millimeter, so some Tau player got cheated out of his Broadsides. Nice ...
Q: What happens when a unit arrives from reserves but is
unable to completely move onto the board? (p94)
A: The unit is destroyed and removed from play

The slow and purposeful roll of double 1 would mean that the unit only got to move an inch. As the Broadsides base is larger than that the unit is unfortunately dead.
Got me with the one inch, should not post without coffee in my system. But coming on the board in DOW is not reserves they just move like units from reserves. On the other hand coming in from reserves units ignore special rules that prohibit that(p. 94).
As usual a rules cluster fuck made by GW's bad wording.
Same thing happened to me last night. Wasn't thinking about this rule at all and decided to walk my RifleDread into a nice protective piece of terrain.

3" bases do not like rolling a 2" for difficult terrain. Won't make that mistake again...
Furstenburg's avatar

Furstenburg · 730 weeks ago

I like the idea of the different heavy weapons. Maybe along the lines of the Imperial Armour Hammerhead options? I hope that Piranhas will also be getting similar weapons options to IA .

I think they should get slow and purposeful as standard (and maybe an inv save like terminators). I find that these days my broadsides are targeted pretty early as opponents know they are the main anti vehicle threat, rather than Hammerheads. Usually the weight of fire means saves get failed and once you lose 1 you're making morale with only a 50/50 (ish) chance of passing. They usually then run off the board as they are close to my table edge :(

As to the snake eyes in DoW that happened to me in a tournament last year. The GW organizer told me to bring them on with bases touching board edge rather than being destroyed.
"Each Broadside also has to take a battlesuit support system which must be the same across each model."

Actually, they only have to be the same if they take th ASS. Per page 40 of the Codex:TE, "Broadside team members must choose one battlesuitsupport systems.
Its other units in the tau codex that need upgrades for broadsides to NOT be "auto pick", as they kind of already are.

These guys are just essential in 5th edition, one thing could really use (along with all the tau suits) is toughness 5.
With the plethora of S8+ fire these days, they are just one failed save away from death.

One thing about the SMS...they are a nasty surprise for some players...the range is decent, and a squad of 3 suits can put out a lot of damage, especially with marker light support (thats 12 S5 shots at 25") ...very nice.

thanks for the post!!
So I fully admit that my experience on this sort of thing is a few years out of date, but one thing that needs to be mentioned: Broadsides change the nature of the army.

If you're all Hammerheads, you have a fully mobile army, able to move 12" a turn. If you use Broadsides, even with stabilizers, your army automatically has a "core" that needs defending. This can be both a good and a bad thing. On the bad side, it gives you a location you're chained to, and that you have to defend. On the other hand, it's actually very helpful to have a point for the enemy to charge to, something for them to seek out, because it tells you where they're going.

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