professorcurly wrote:
Giving Disrupt is going to be exceptionally powerful. On the order of 'one coordinated fire away from breaking a Superheavy Tank Company/Tank company/basically any armored target'. I may not know a lot about this game, but that seems exceptionally strong. Far more than an extra pip of AT. I don't even know what that ability would be worth. It's intriguing and unique... but man. The more I consider the situations it just goes way out of anything the list could actually sustain. If I'm understanding right, 2 cadres of 6 Hammerheads would statistically break a /Warlord/, potentially in one activation. I can see many 'none-too-pleased' looks on opponents when that starts to happen.
At 4+ to hit though you still have a 50% miss chance so the "break a SHT coy with co-ord fire" isn't an auto-win button. Remember the SHT coy is only
broken. It's not killing the tanks, more a suppressive effect. It gives the Tau a chance to slow the enemy somewhat which to me seems much more Tau-like. Your not gaining any more hits you just gain more BMs.
In your above example, with a 6 HH formation odds are you'll put 4 BMs (3+1 for firing) on that Coy. With 2 formations in co-ord of HHs you'll get 8 BMs. In comparison that changes versus a LR company of ten to fourteen tanks. Thats means once rallied it'll still be fighting fit but it gains the Tau a hit and run effect so they can apply their firepower elsewhere for a turn. Besides the fact you just used up two or three activations trying to just "break" the SHT coy....
Warlords are also fearless so all that firepower you've just put on the Warlord means it doesn't need to move and damage may be negligible. In the end phase it rallies etc. and it's still sitting there.
The more I think about this the more I like 4+ Disrupt for the Railhead. It's not overly super-gunned but it helps the Tau buy time - something this list needs given it basically falls over after turn 2 if they haven't smashed stuff by then. Like I mentioned previously I'd rather play out a game than know ahead of time that I may as well go home after turn 2. Disrupt gives the Rail head a definite role versus the Broadsides too.