Devilfish Troop Carrier

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
From RelicWiki


Dawn of War Vehicle
Devilfish Troop Carrier
TauDevilFish.jpg
Race Tau
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
Tau devilfish troop carrier.jpg
Hotkey C
Build Cost Resource requisition.gif 75 Resource power.gif 50  Resource cap vehicle.gif 1
Build Time 30 s
Built From Vehicle Beacon
Unit Size 1
Requires Nothing
Limit 3
Unit Stats
Hitpoints 750/0
Armour Vehicle Low
Unit Mass 50
Move Speed 24
Sight Radius 50 (cannot detect)
Weapons
Ranged 2 x Twin-Linked Pulse Carbines, Burst Cannon
Melee None



Contents

Devilfish Troop Carrier

"Devilfish swim silently."

The Devilfish is the primary troop carrier of the Tau army, often paired with Pathfinder Teams, but is capable of carrying many kinds of infantry. Important Note: The Devilfish cannot carry any Kroot units.

Note: In Dark Crusade the Devilfish Troop Carrier can carry up to three squads while in Soulstorm the limit is two.

Tactics

It is easy to overlook Devilfish Troop Carriers, but they can be incredibly useful. Devilfish Troop Carriers start infiltrated and can carry up to two squads, allowing them to quickly and safely deliver troops to the front. When not transporting units they can be used as scouts, spotters, or ranged support. Perhaps the best use of Devilfish Troop Carriers is hiding the Ethereal. Keeping the Ethereal in a Devilfish Troop Carrier prevents the Vindicare Assassin from easily killing him and allows him to be quickly moved to safe locations, but do note the Ethereal's bonuses are nullified when he is inside the transport.

A very devious tactic is using the Devilfish as an obstacle. If moved to a point behind enemy units, the enemy units must move to allow the Devilfish to pass through, allowing your other units to finish them off. Alternately, it can be used as a barricade, such as the Tabletop Fish of Fury strategy; position the infiltrated Devilfish in front of ranged troops such as Fire Warrior Teams to block charging melee units from reaching your seemingly vulnerable ranged units behind the transports.

A further tactic is useful in countering a 'rush' attack where your Fire Warrior Teams run the risk of being overwhelmed by numbers. Using the infiltration ability, a Devilfish can be used as a mobile sanctuary for your Fire Warriors, who retreat into it as the enemy closes with them. Then, the Devilfish slips around (or through) the enemy to deposit the Fire Warriors away from the foe, where they can open fire again. When the enemy tries to counter them, repeat the maneuver. Multiple Devilfish carrying Fire Warrior squads can be used to harass the enemy attack until it can be rebuffed by stronger units, or drive the attack off completely if enough warriors can be brought to bear. Watch out for detectors and concentrate your fire onto them once they do appear.

Abilities

Infiltration

Infiltration
Infiltrate Icon.jpg Requires Nothing
Target Types Self
Range 0
Area of effect 0 Cooldown time Passive ability
Effects This unit is permanently infiltrated. It cannot be seen by most units but can still fire on enemy units.

Transport Vehicle

Transport Vehicle
Unload here.jpg Requires Nothing
Target Types Friendly units capable of being transported
Range 0
Area of effect 0 Cooldown time 0 s
Effects This vehicle has troop carrier capacity. It has room for two squads (three in Dark Crusade). Kroot Carnivores, Kroot Shapers, Kroot Hound Packs and XV8 Crisis Battlesuits cannot be transported.

Weapons

Twin-Linked Pulse Carbine

The Devilfish is armed with two Twin-Linked Pulse Carbines, but out of convenience it has only been listed here once.

Twin-Linked Pulse Carbine
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: 16.0 16.0 16.0 16.8 16.0 16.0 16.0 16.0 16.0 16.0 16.0 16.0 16.0 16.0 16.0 1.6 1 10 20 5

Cost Default Weapon Range 30 Setup Time 0 s
Build Time Default Weapon Accuracy 80% Refire Rate 0.25
Area of Effect 0 Requires Nothing

Burst Cannon

Burst Cannon
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: 5.8 8.7 8.7 7.7 6.7 4.8 2.9 1.4 1.4 2.9 4.8 1.9 1.4 5.8 2.9 0.7 2 25 30 2

Cost Default Weapon Range 30 Setup Time 0 s
Build Time Default Weapon Accuracy 70% Refire Rate 1 s
Area of Effect 0 Requires Nothing
Notes This weapon suffers no fire-on-the-move penalty to accuracy

The Dawn of War Player's Guide

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