Friday 8 June 2012

Character Analysis: Aun'va

Where to start? Not taking him seems like a good way to lead off.

Basically, you get two S5 T5 guards with three non-PW attacks each and a 4+ cover save (wait, what?) as well as two wounds, they're also WS4.  However, S6 still causes ID and they're initiative three.  With them you also get the worst unit in all of wh40k.  WS1 BS3 S2 T3(5) W4 I1 A1 Ld10 Sv4+ (cover).  He has no great abilities to speak of, other than the re-rollable 4+ cover save and the T5.  He makes tau units stubborn (why would we want that?) and still causes half your army to run if he dies.  Which he will.  So how much does this crap-tacular unit, with no ranged attacks and shitty CC, cost?  Why, more than Lysander, of course! Yes, you heard me.  205 wasted points.  Let's look at pros and cons.

Pros:
-A cover save that protects better than marine PA (75% chance to work) and can't be removed like an invul. save (Suck it, shieldbreaker!) which is even better when they go to ground (re-rollable 3+ cover save=89% chance of success, if I did my maths rights).
-Bolters wound on 5+

Cons:
-Monstrous points cost
-Does nothing
-Does not fulfil 1+ commander
-Instant death from S6
-No save of any kind against flamers and ignores cover shots (keep away from sternguard and TFC)
-Let him die and watch your army RUN

As you can see, the pros are greatly outweighed by the cons.  I have thought up exactly one situation in which he may be useful: A hardcore version of the regicide principal, in an apoc game.  You see, any tau that is inside a vehicle at the time of his death automatically passes the leadership test, and they benefit form preferred enemy and furious charge.  You can actually beat guard in combat for the rest of the game, which is pretty cool.  Unfortunately, he still costs as much as three barebones broadsides, and does way less.  Even for apoc, I'd leave him at home on the store shelf.

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