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Just a quick thought on another of Forgeworlds excellent models with their groovy rules and expansions on the Tau Codex.
R'Myr has a variety of wargear that makes him stand above all the other special characters in the Tau Codex. The question here is, does it make him worth while taking? As it is mentioned under various references and threads, it becomes clear that all the other special characters in the Tau Codex are utter rubbish by comparison to characters in other armies for the same points cost.
Baring in mind R'Myr's cost, it does still put him above the rest cost wise but his wargear is exceptional and due to this I feel he may well be considerably better than Farsight in close combat. The reason I say this is one thing - Flechette Launchers. Im sure you can all flick to the page in the Tau Codex to prove how useful they are on a suit with your usual useless initiative. It is still unfortunate to say that R'Myr might need some help getting OUT of combat with whatever unit managed to catch him BUT he should survive with the Invulnerable Save his shield gives him in close combat (it is better than your usual shield generator for all of you out there without the Imperial Armour book).
Also, the twin-barrelled Plasma Rifle makes him exceptionally more versitile and survivable (not twin-barrelled not twin linked: The weapon has different but similar stats to the regular Plasma Rifle).
He also has the Ejector System and some other bits that dont immediately spring to mind.
This weapon allows him to stay at range and keep a decent rate of fire. I have just ordered the model from Forge World for the simple fact that he looks really cool. Whether I use him as R'Myr or as a Joe Bloggs Shas'el/'o is another matter.
I still need to review his wargear and rules (as well as stats which I remember being that of a Shas'o if not slightly better). I don't think for the points he is a viable option for an army of less that 1000 points but other than that, perhaps he can be quite dangerous!
What do you think?
Ahh, I have just remembered that he has a drone controller. Now I am not sure but I think this means he has to take a drone right? If that is the case he becomes less valuable in my opinion as I would prefer to keep his IC status!
In the IA3 book, the drones are expressly optional.
I have the model, and I love him dearly. It's very cool looking, I have him set up in something of a "shield bash" position.
As for the rules of his character, I only use that sometimes. For me, it's basically a choice between him getting 2 shots at 24" or 3 at 12". I used him a tounament once (I got him pre-approved). He turned out allright. I don't ususally get shield generators, as I use shield drones, instead, but I got mind-warred, so the inv save was useful. Other thyan that, it's just a slight difference.
But no, the flechette discharger DOES NOT make him as good as Farsight in CC. Don't be ridiculous.
Same attacks though, and of course with the Flechette Launcher R'Myr has effectively more attacks which you roll to wound for regardless of toughness. Sure Farsight's weapon is superior in all ways to this but... well, as a side though, could you imagine these two working side by side? (There is no-where that suggest you cannot do this as The IA3 book actually puts it down as a suit variant for a commander). :wacko:
Farsight is more likely to wound and the opponent doesn't get saves. Against most opponents that matter, that matters far more. O'Myr is a long-range shooty beast that is designed to survive the worst. In that tourney he never got in CC, which is of course is my goal.
O'Myr's suit is a brand-new experimental suit. Farsight is cut off from the main nation of Tau and so far down on his luck he can't even get more than one hammerhead at a time. It would be horribly un-fluffy, and I suspect there is a rule somewhere keeping you from doing it.
If you're in love with the notion of CC tau, you need to play a different army.
Oh and has anyone noticed that R, Myer name is very close to that other Russ who makes dodgy films about ladys with very big chest areas.
The thing I ever purposely stick into combat are Drones and I do so in such a way that one dies and the other hopefully has not made it in so must consolodate in (If it passes its crappy ld test).
Not sure if you read before, but I managed to keep a team of Rattling Snipers held up in CC for 4 turns in my last battle... Was well happy with their performance!