XV88 Broadside Battlesuit (Dark Crusade)

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Dawn of War Squad
XV88 Broadside Battlesuit
TauBroadsides.jpg
Race Tau
Version Dark Crusade v1.2
Build Info
Tau broadside battlesuit ic.jpg
Hotkey B
Build Cost Resource requisition.gif 240 Resource power.gif 120  Resource cap infantry.gif 3
Build Time 45 s
Built From Tau Barracks
Unit Size 1
Requires Path to Enlightenment
Limit None
Unit Stats
Hitpoints 2250/1
Armour Infantry Heavy High
Morale 1500/50/300 (Immune)
Unit Mass 50 (9000 while Entrenched)
Move Speed 10
Sight Radius 20 (cannot detect)
Weapons
Ranged 2x Missile Launchers (mobile)
Twin Rail Guns (entrenched)
Melee None



Contents

XV88 Broadside Battlesuit

"Firepower, on the move."

Somewhere between infantry and a tank, the XV88 Broadside Battlesuit is the Tau army's heavy hitter. Ponderously slow but able to let loose enormous firepower while entrenched by deploying the dual rail guns mounted on the battlesuit's rear carapace.

An XV88 Broadside Battlesuit is a modified version of an XV8 Crisis Suit. The weaponry on its arms is replaced with Missile Launchers and a pair of Railguns are added to its back, plus the armor is heavily modified to compensate for the massive kickback of the new weaponry. Thus, it loses the capability to use its jetpacks and is now more sluggish in moving. However, it has much, much better firepower to compensate for this. Many enemies of the Greater Good learned the might of the Railguns the hard way. The Broadside is relatively weak when undeployed but the Missile Launcher provide knockback against enemy infantry to buy the mobile artillery time to deploy its big guns.

Prior to Dark Crusade v1.2, the Broadside Battlesuit Team consisted of three battlesuits, hence the "Team" in the unit name. As of 1.2, the "team" consists of a single member.

Bug: Although Broadsides have morale values, they cannot take morale damage.

Tactics

XV88 Broadside Battlesuit Teams can be used to fulfill the function of turrets, which the Tau lack. When not moving to a new location they should always be entrenched for the damage bonus. Any more than two XV88 Broadside Battlesuit Teams is generally excessive.

While XV88 Broadside Battlesuit Teams can act as turrets, they take up too much squad cap to just be relegated to base defense. Setting them up in chokepoints or heavy cover and luring units to them is a particularly effective strategy. Pathfinder Teams can augment the power of XV88 Broadside Battlesuit Teams by adding vision to match their range. Because XV88 Broadside Battlesuit Teams are available early on (after building the Path to Enlightenment) and are effective against all units, they can be the "killing blow" that follows a rush.

However, though the railguns do huge damage to all unit types, its relatively low rate of fire makes it more effective in anti-vehicle roles or for destroying expensive, tough units in conjunction with a Pathfinder Team's Markerlight ability.

In order to move the incredibly slow units around the map, Devilfish Troop Carrier can be used to bring Broadsides up to the front lines quickly or retreat when the fight turns sour. Bring along a Pathfinder Team for the ride to provide a spotter for the Broadsides once they're deployed.

Enemy players will most frequently counter with jump units such as Assault Marine Squads that can travel from outside XV88 Broadside Battlesuit Teams range to inside the minimum range in an instant. Keep other units in the area to protect the Broadsides from this tactic. Also, avoid clustering XV88 Broadside Battlesuit Teams close too each other to prevent abilities like Orbital Bombardment from wiping them all out simultaneously.

Broadsides have an incredibly short sight radius, so like Fire Warrior Teams they need spotter units to be used effectively.

Abilities

Entrench

Entrench Hotkey: E
Tau entrench icon on.jpg Requires Nothing
Target Types Self
Range 0
Area of effect 0 Cooldown time 0 s
Effects The Battlesuits become immobile to bring their Twin Rail Guns to bear. In this state the Missile Launchers are not used. Entrenching requires 6.5s and uprooting requires 5.5s.

Weapons

Missile Launcher

The Broadside is armed with two Missile Launchers, but out of convenience it has only been listed here once.

Missile Launcher
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 7.3 17.6 14.7 13.2 10.3 4.4 13.2 10.3 7.3 NA 4.4 4.4 4.4 10.3 4.4 0.5 6 150 185 25

Cost Default Weapon Range 30 Setup Time 0 s
Build Time Default Weapon Accuracy 70% Refire Rate 4 s
Area of Effect 5 Requires Nothing
Notes This weapon does knockback (25-35 force) and friendly fire.

Twin Rail Guns

Twin Rail Guns
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 18.8 225.0 225.0 168.8 112.5 56.3 196.9 196.9 84.4 NA 101.3 84.4 67.5 56.3 28.1 0.75 6 1500 3000 75

Cost Default Weapon Range 5-40 Setup Time 0 s
Build Time Default Weapon Accuracy 100% Refire Rate 4 s
Area of Effect 0 Requires Entrenched


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