Given my recent kicking at the ASMOH tournament. I'm still of the opinion that my Tau army list needs revisiting. However the following army list isn't much changed list mainly due to the fact that I won't have the models to update my army with for quite some time yet alone have them painted. So I have instead made a couple of little tweaks here and there as it were.
Blog wars requires that your army include a special character, although for Tau they have stated that you don't necessarily have to take one, I thought it beat to take one, saves any arguments later also keeps my army to the same sort of theme as others then. Although the Tau codex doesnt have any givens when it comes to special characters such as marbo (boy does that guy get around, seen in every guard list this side of catchan) So let's look at the contenders.
First up. Farsight.
pros:
Everyone who can access the armoury gets free bonding knifes. Saving a total of 15 points off my army list. Woot.
Preferred enemy against the entire ork player that's gonna be there.
Has a plasma rifle,
Dawn blade giving better chance of punching through vehicles in combat and might scare a lonely marine squad that has no powerfists or melta guns in.
Cons:
Ludicrously expensive for what he brings to the table.
Takes away loads from the table when you actually pay the points for him. Total restriction on available unit choices.
You get confused into thinking he is a combat monster just because he has a power weapon. He isn't.
So Farsight, is pretty bad to be honest. Totally restricting your force options while giving precious little in return.
Shadowsun
Has fusion guns and the ability to target them at 2 different units a turn. Unfortunately being short ranged weapons this generally means that you need to get close to the enemy to use them. The command link drone is nice. Allowing units within 18" to use her leadership for morale and pinning checks. The stealth field is a nice benefit. However, most enemies are going to be closing on you pretty quickly and won't matter past the first two turns of the game. That's pretty much where the good stuff ends. Now for the bad. 175 points!! Not and independent character till her drones expire, but given she's toughness 3 a lucky burst of fire from an assault cannon could do for her entire unit. Surprising high odds (around 10%). So she wouldn't last much beyond the last drone regardless.
So too much for what she can do. A suicide crisis with twinlinked fusion and a targeting array could accomplish the same for far less points.
And finally Aun'Va plus guard.
Pros:
Erm. Well I guess he could die. And your entire army passes it's low morale checks, gains furious charge and preferred enemy (improbable)
Cons: 205 points, please I could nearly have another 3 broadsides for that.
No shooting ability
Sucks in combat.
He dies your army runs away. (probable)
No real use apart from to help your opponent.
Okay, not really much to say here. But the guy is going to cripple your army far more the farsight does. While approaching land raider costs, space wolves get Logan grimnar, angels mephisto, tau? Get this guy? Come next codex I'd be expecting someone in a dreadknight esk battlesuit with 10 railguns. I think it would have been better if his wheel chair could shoot mega death lasers like the prophets from halo and he came free if you took a second squad of firewarriors. Might have been worth gluing together at that point.
So for my list I will be playing Farsight as my special character. Not because I think he's awesome. Mainly because I think he's the lesser of 3 evils. Although I do think my conversion is pretty awesome.