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Tau Infantry Summary and Comparison
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Old 06 Dec 2005, 19:40   #1 (permalink)
Shas'El
 
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Default Tau Infantry Summary and Comparison

Heavy weapons kill tanks, but everyone knows that it is your infantry that slaughter their infantry. While some infantrymen shoot bazookas at tanks, fire chainguns at helicopters, and flush out bunkers with flamethrowers, the bulk of infantry are armed standardly and exist to kill infantry as a primary objective. You've seen it in history books, on TV, on the real-life battlefield, and in 40k. Unlike armies with rich choice in infantry such as Space Marines and Imperial Guard, we are limited to the long-range and versatile Fire Warriors, numerous and efficient Kroot, underdog Human Auxillaries, mobile and pinning Gun Drones and the heavily armored and heavily mobile Stealthsuit. I'm sure we've all seen and used these magnicifent units before, as these are what make up the spine of the Tau hunter cadre. We love to use them all, but few actually calculate their efficiency, which is what I am attempting to do.

They are ever present in every Tau cadre due to the 1+ next to their name. They sport a weapon greatly superior to the Bolter in range, power, and efficiency. They can be used as a static firing base able to rain S5 shots onto the opponent from a distance or be a Devilfish-mounted mobile strike team able to take objectives easily and rapid-fire their shots without being exposed to assault. They are Fire Warriors. A Tau cadre without Fire Warriors is like the Imperium without the Emperor. It just isn't possible. But just because they have to be in our army doesn't mean we have to dread them. While less tough as Necrons and able to be massacured by Guardsmen in close combat, they pack a shooting punch that few can beat. Guardsmen and Space Marines must purchase a Heavy Bolter for 10 points to get the strength of a Pulse Rifle, but still won't be able to move and shoot them. And 4 S5 shots isn't as good as 12 S5 shots, even if the 3 shots get AP4. Just with weapons alone Fire Warriors excell in shooting against nearly every basic infantry in the game. The only thing Fire Warriors don't have that nearly every basic unit in the game doesn't have is heavy and special weapons.

Nearly every single basic Troop choice can take a heavy or special weapon. Eldar guardians can take Star Cannons. Battle Sisters can take Melta Guns. Imperial Guard and Space Marines can take a whole arensal consisting of Grenade Launchers to Flamers to Missile Launchers to Lascannons. The only special weapons the Tau possess are Pulse Carbines, which are basically, in overall, less useful Pulse Rifles, and Markerlights. While Markerlights can greatly support other units and fire Seeker Missiles, which are equivilant to the Krak missile, they cannot cause destruction like other weapons troops can have. But in real life, would a private with an assault rifle be able to take down a battleship? Probably not. A private with a bazooka may be able to, but what will the other privates do? In 40k, the same principle applies. While that Lascannon-toting SM Heavy Weapon squad is penetrating the Devilfish's armor, the other marines with Bolters cannot even harm the Devilfish, and their sole purpose is to be meat shields for the heavy weapon. This is a waste of points, and doesn't efficiently use models. Fire Warriors, however, are never wasted. Each shot counts as they all are good at the same thing. And if that Seeker Missile needs to hit the Rhino but your Hammerhead is concentrating on the Land Raider, you can suit the Shas'ui with a Hard-Wired Target Lock to light up the Rhino to be Seeker Missiled while the Fire Warriors slaughter some scouts or Assault Marines. No man is left behind for Fire Warriors, unlike heavy weapon-toting units such as Imperial Guardsmen and Tactical Marines.

Not only is the weapon of the Fire Warrior good, but the stats are pretty impressive too. While they don't have the straight 4's and 3+ save of the Space Marines, their stats are above average. The average infantry model has a 5+ save, from Imperial Guardsmen to Eldar Guardians to Dark Eldar. Some even have 6+ saves, such as Tyranids or Orks. That is five out of the eleven major races with a 5+ save or less. Five others have 3+ saves, but that leaves the Tau with the carapace armor, and 4+ saves. An Imperial Guardsmen would have to waste a Carapace Armor doctrine to get it, and even then it costs +2 points per guardsmen, or 5 points for an officer. Half of the armies in the 40k universe would love to have the carapace armor the Tau Fire Warriors have. Having carapace armor AND a S5 gun would be a blessing to them. With carapace armor, they are protected by the most common guns in the game. Bolters, Gauss guns, Fleshborers, Storm Bolters, and other S4 AP5 weapons are devestating to half the armies in the game, but not the Tau Fire Warriors. And this is for only 10 points! You can have 3 Fire Warriors for every 2 Tactical Marines, and 9 Fire Warriors for every 5 Necron Warriors. With those superior weapons, that is excellent. While not as much a point blessing as the 13 points of the Battle Sisters, this is a VERY good point investment.

While not widely used, Tau grenades are actually quite good. Imperial Guard and Space Marines receive Frag and Krak greandes, while Tau get Photon and EMP grenades. Photons and Frags are very alike, both cost the same and make some sort of edge in the assault phase. Frags assist the user, removing initiative boosts, while Photons protect the user by eliminating the charge attack. With a weapon skill of 2, photons can be pretty useful sometimes. Krak Grenades and EMP Grenades also have the same use, to take down vehicles in the assault phase. Krak grenades count as a S6 attack, and can take down a Rhino on a 4+. Pretty good, especially if you deep-strike to the back. But for 1 point more, you can get EMP Grenades on the Tau. These will always do something on a 4+, glancing on a 4 or 5 and even penetrate on a 6. EMPs can even take down a Land Raider. While putting your Fire Warriors in danger, they can be a good last stand for a dieing squad. Of course, none of the two grenades should be used against skimmers. Frags and Photons are arguablly equal, while EMP grenades blow Krak grenades out of the water. Of course, you wouldn't want to assault anything with Fire Warriors due to low weapon skill and initiative. That is where the Kroot come in.

The Kroot are as good in close combat as the Orks, except are much better in shooting and less protected. The Kroot Rifle is the main and usually only weapon the Kroot use. It has the strength of the Bolter, but with an AP of 6, making it very similar to the Ork Shoota. But don't let this turn you off. Unlike the Orks, Kroot have a BS of 3, making them much more formidable riflemen, and the rifle itself is a close combat weapon in itself. And against 6 of the major armies (Space Marines, Chaos Space Marines, Witch Hunters, Daemon Hunters, Necrons, Tau), AP5 would be useless anyway. For 7 points, this is excellent. However, there is one thing that Kroot lack, and that is protection.

Five of the major armies in 40k have troops with above average protection, usually being a 3+ save. However, the Kroot have the worst save in the game. NONE. That is right, none. To add to that, they only have a toughness of 3, making the Bolter kill it on a 3+. In wide open, a squad of Kroot would be massacured. Even the biggest Kroot fan would agree with that. However, cover is often avaliable on the board to help shield and protect units from shooting. Kroot in cover, especially woods, are deadly. Woods give a 4+ cover save, making the same save as a basic Fire Warrior. However, the Fieldcraft ability they possess changes this into a 3+ save. A model half the cost of a Space Marine with a 3+ save that cannot be negated except by Markerlights? That is scary. Even better is that Kroot can see 12'' through woods, which gives them the edge in range against anything wishing to attack them. This makes shooting them not a good idea. If they are even in range, you will be in the prime situation to assault them, as Kroot can move through woods without penalty. And with supreme close combat skills, such as WS4, S4, I3, and 3 attacks on the charge (base attack + Kroot Rifle + charge = 3 attacks), chances are you are going to win as long as it isn't a monstrous creature, tank, or Grey Knights. What if you are facing the high initiative of Orks, Tyranids, or Space Marines? You are out of cover and therefore lack the 3+ save and any form of protection. The answer is Kroot Hounds. With an I of 4 AND also having 3 attacks on the charge, they can kill off some marines and even be meat shields for the more important Kroot Carnivores, since Hounds are 1 point less and lack the power of shooting. Plus, you also get more attacks with them, 24 extra attacks to be specific. And for 48 points for the full unit, that is a bargain. That means, for 188 points, you get 84 attacks in close combat at S4. That is destructive, and can easily kill off an entire squad of anything with less close combat ability, and could even wreck almost all of a full Tactical Marine squad. Not only that, but the Kroot get their shooting phase as well.

If in woods, the Kroot cannot shoot with their full 24'' range, but who needs to? If the cover was placed before the game began, you could have put some woods 20'' away from your opponent's deployment zone, allowing you to see anything he puts within 4'' of the edge of his zone. And with the infamous Infiltrate rule the kroot get, you can move into those woods without wasting a turn of movement and giving the risk of being shot down en route to the woods. And since you can infiltrate, you can get within rapid fire range rather easily. This gives 40 rapid-firing shots, a 3+ cover save, 12'' sight through woods, above average close combat abilities, 60 attacks on the charge, Infiltrate, and even the ability to sport 3 heavy Krootoxen (not recommended though), all for 7 points a model, is a dream come true. However, Kroot are not the lowest point models the Tau possess. They also have another auxillary unit that costs 1 point less and sports a 5+ save. Those models are Gue'vesa.

Human Auxillaries, or Gue'vesa, appear very weak. They have the terrible Lasguns, lack the Melta Guns, Plasmaguns, Lascannons, Mortars, Missile Launchers, and other powerful weapons Imperial Guardsmen possess, have dead average stats, lack the platoons and high numbers Imperial Guardsmen can have, and can be slaughtered in close combat by the Imperial Guard. However, what they can do is act as a cheap unit that can really dish out some damage until their death. Two Gue'vesa can take a Pulse Rifle or Carbine. This is the closest thing you can have to a Heavy Bolter. And guess what. A Gue'vesa with a Pulse Rifle, which is nearly identical to a Fire Warrior except for save and better close combat stats, is 1 point less than a Fire Warrior. And having two of them can greatly help the unit in dishing out damage. 3 points for +2 S to your gun and armor piercing potential is a bargain. However, the most common use for Gue'vesa is a little non-deadly explosive too expensive for Fire Warriors but able to dish out the same if not more damage than a Melta Bomb, EMP Grenades. Sticking EMP Grenades onto a Gue'vesa squad will make them 9 points a model, or 12 with a Tau gun, but will serve them an important purpose. To kill off tanks with ease. While useless toward Necrons, Tyranids, rival Tau, and Eldar, they can bring absolute doom toward the Imperial Guard, Space Marines, Orks, and other armies with slow tanks, and all for 108 points plus Tau guns. Against close-up tanks such as the Rhino, Leman Russ Demolisher, Vindicator, Chimera, Battlewagon, and others, Gue'vesa can do better than a Broadside. They can hit them on a 2+ or 4+ depending on their movement, and will do something on a 4+ always. And with 12 attacks, you are guarenteed to get a few Glancing Hits and even a couple of Penetrating Hits. To add to this, they can move and attack, and get even more attacks on the charge. And the best thing is that it doesn't take a Heavy Support choice and can fit in as one of the 6 open slots ofr Troop choices, so you don't have to make the decision on if taking Broadsides will limit your Hammerhead choices. I haven't used these, but I have always considered it, and after writing this I may just find the perfect anti-tank potential I need. Besides the anti-infantry and anti-not fast vehicle support, they can stand as good flank protectors. If you take a Gue'vesa'ui, you can exchange one of those cheap Lasguns for a Markerlight, giving your Fire Warriors more firepower or more markerlight shots to give your Broadsides, Hammerhwads, and Crisis Battlesuits pinpoint accuracy for more destruction. If you get a Markerlight, you get two more perks. One, you get leadership 8 for the whole squad, making them fight on until they die, and an extra attack. When using your EMP Grenades, every attack counts and an extra one would make your squad have even more potential to kill a tank. If you completely beef out the squad with all of these upgrades and potential, it costs 134 points. That is less points than a full Kroot squad without the leadership boost or Hounds or Oxen. Pretty impressive. I'd definitely rather have EMP Grenades for the whole squad, two Pulse Rifles, and a Markerlight than a squad with a Lascannon and a Melta Gun anyday. I just wish Gue'vesa could ride in a Devilfish. This would make their EMP onslaught even more deadly and fast, and would offer them prime protection. That is all with the Troop infantry choices, but some other units can also pass as Infantry, as their use is to kill infantry.

Tau Pathfinders are infantry scale models, but are not much different from Fire Warriors except they are usually static, are more costly, are equipped with Pulse Carbines and Markerlights, and always have a Devilfish. But they usually light up for other units, fire a mass of Seeker Missiles and pin down units, which is not what normal infantry are suppose to do. Therefore, I won't go into depth on them. Instead, I'll go into depth on another Fast Attack choice that costs the same amount as Pathfinders and have the same choice in unit amount. While lacking Rail Rifles (at this time) and Markerlights, they make up for it in mobility and anti-infantry potential. They are Gun Drones.

Armed with Pulse Carbines, they can move up into 18'' range much better than Fire Warriors and Pathfinders and can even move out of LoS to protect themselves from enemy shooting. For 12 points a model, that is pretty good. Against multi-wound models, the pinning of the Pulse Carbine can pin them down to prevent them reaching your static fire bases. Other than that, they are pretty similar to Fire Warriors. They have a 4+ save, have a S5 AP5 gun, have mechanization, and are anti-infantry. However, they can also serve as a great Commander shield. Swirling the squadron around the Commander so the Shas'el or Shas'O is in the center will make it so the Commander cannot be shot at or assaulted until the Gun Drones are dead. This gives the commander 8 more wounds, and the whole "group" can jump in and out of cover to fire. Since the Gun Drone unit is still within 2'' coherancy, they can make a circular formation without weakening the Commander with multiple save and toughness rules and the need to take a Target Lock that is normally taken when Independent Characters are attached to a unit, since he isn't technically attached. This saves you the ordeal of Drone Controllers and still allows you to shoot as normal at different targets. This can also be done to normal Crisis Battlesuit and Broadside Battlesuit monats, except it will be a Leadership test instead of the absolute protection of Independent Character rules. In addition, they can serve as cannon fodder. You can deep-strike the unit in front of or in back of a dangerous enemy unit (Devestators, Terminators, Obliterators, Heavy Weapon platoons, ETC.) and assault them next turn if they don't assault you. This makes them expendable, but inables the enemy unit to shoot anything or assault anything besides the Gun Drones. And with an initiative of 4, they can actually attack first or at the same time as the enemy most of the time. That is still very good. While used as often as Imperial Guard Ogryns (which means not often), Gun Drones have lots of potential as cannon fodder, but also as infantry. But one could call Gun Drones a weaker version of the last Tau infantry. They both have a Jetpack, a S5 AP5 gun, and are anti-infantry. However, the last infantry unit has a 3+ save, a higher initiative if attacked, night-fight rules similar to Grey Knights, more attacks, and a higher leadership. They are the ultra-cool XV-15 Stealth Battlesuits.

While an XV battlesuit, Stealthsuits function very differently than the Crisis and Broadside Battlesuits. While the other XV battlesuits offer anti-heavy infantry, anti-tank, and anti-armor support, Stealthsuits offer support identical to Fire Warriors. You could call Stealthsuits a beefed-up Fire Warrior-Gun Drone hybrid, which, essentially, is what it is. However, the weapon Stealthsuits carry is what makes many opponents shiver in their boots. They carry Burst Cannons, which is a Pulse Rifle with 3 attacks. With 6 in a unit, you can generate 18 attacks for 180 points. That is the same as Fire Warriors. However, the Stealthsuits have more mobility (Jetpacks), have Ld 8 without paying +10 points, can do the infamous jump-shoot-jump manuever for protection and opponent irritation, can Infiltrate, are nearly impossible to shoot down at long ranges, have better stats, have a 3+ save, and are extremely cool fluffwise. All of that stuff comes free. That makes them, economically, much more efficient than Fire Warriors. However, Stealthsuits are an Elite choice, so you are limited in Crisis Battlesuits if you take multiple Stealthsuit squads, while you can have 3 Fire Warrior squads without affecting your Force Organization Chart as much. And sadly, Stealthsuits cannot carry Photon EMP Grenades. :'( Those would work perfectly on Stealthsuits. The Stealthsuits also work perfectly as light tank hunters. Got a Basilisk you need taken care of? That thing cannot harm you if you infiltrate. They also can see the side armor of any Rhinos, Chimeras, Battlewagons, and other light transports speeding toward your static infantry. Stealthsuits are one of the best units the Tau possess for the amount of damage you can unleash and endure, and for them being much cheaper than the other XV battlesuits. While they cannot take down a squad of Terminators or Obliterators very easily, they work as a near perfect anti-infantry unit and can really frustrate your opponent.

I might add more soon
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Old 06 Dec 2005, 20:25   #2 (permalink)
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Default Re: Tau Infantry Summary and Comparison

It's a good read though it feels like a commercial or a documentary piece on the Discovery channel. Some mistakes here and there to be cleaned up but overall, I think it would make a good addition to the basic Tau FAQ link list
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Old 06 Dec 2005, 20:27   #3 (permalink)
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Well, you said you were going to delve into efficiency, so I assume that's what's coming next. So far, a good summary of each unit... perfect for anyone not familiar with tau.
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Old 06 Dec 2005, 23:09   #4 (permalink)
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Interesting read for sure, but I'm not entirely sure everything is as good as you assess. Kroot only gain the +1 in forest which provides 5+ save, so they get at best a 4+ with the fieldcraft. I have recently come to dislike Kroot (as several of my posts suggest), but each model has it's own weaknesses (disadvantages), of which you mention some but not all. The tau army is geared towards a specific unit for a specific role organization. The crisis suits mitigate this somewhat, but, in general a given crisis suit configuration is suited to a particular role in the army.

The Kroot, as they currently are, are just not effective enough. They look mean on paper, and pack a whallop in the right circumstances. The problem is, they are a tactical liability, since you must leave them in cover to make them effective (unless you get the charge), they have average range, with average strength guns, and terrible survivability otherwise. Infiltrate is nice (if your mission allows) and rapid fire is nice (if they don't take attrition). If you take kroot hounds, your shooting efficiency goes downhill, but if you don't then they'll die horribly if they ever get charged. Their ST4 weapons also take them out of the bidding to effectively damage most light tank or high T models. Terrain advantages of Kroot are highly dodgy, since you don't always get to use the terrain as you plan it, and forest is not always in play. I wasn't sure what you meant by not being able to shoot 24" when in forest...

Firewarrors are better, and they generally can act as a better speedbump. Their disadvantage (much like Necrons) is that they can't add special weapons to make themselves even a nominal threat outside of their great range, or damaging capability. Rapid fire is great for hold position objectives, but is lousy in any game requiring movement to claim objectives. Their grenades, while handy, add costs where you don't want them (though I would consider Photons in a unit placed farther forward). Especially EMP grenades at a whopping 3 per unit. I have to pay 3 per FW to turn my long range shooters into tank assaulters. Um....no. I might consider using them if I were more mechanized, but even so, I don't really want my FWs trying to chase down tanks in the endgame.

Stealthsuits are one of my favorites, but they are extremely fragile considering their cost. Shooting at them is dodgy, but a decently mobile troop will overrun them and turn them into invisible goo. That being said, I'd probably never field an army without them. Because they can be that good. With deep strike, the stealthsuits make decent light tank hunters, but only if you place smart.

I have found a recent respect for Drone units, their pinning ability is highly ineffective against many armies/units, but they are mobile, cheap, and can provide effective shielding for an HQ at a pretty good price (why oh why aren't they fearless). THe problem is they shoot like crap with TL BS2 on a max 8 unit squad = bad. They also die quickly and run easily.

I've never used human aux before, but it seems to me that I'd rather use them than Kroot, though without playtesting them, I can't be sure of that. Though they're cheaper and probably make a better speedbumps.

Pathfinders are expensive, and effective in the right circumstances, which makes them a huge target for most enemies, and they die quickly with such small unit sizes. These guys will probably really come into their own in the new codex.

Recently, I've been trying a crisis suit config that provides 1 general purpose unit (Fireknife), and 1 anti horde unit (burst cannon + flamer, BC + plasma), with some pretty good success. A crisis tankhunter is also not out of line, but the Fireknives do an OK job of that). The only think I dislike about crisis suits is their fragility (T4 and only 2 wounds) and expense.


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Old 06 Dec 2005, 23:11   #5 (permalink)
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Default Re: Tau Infantry Summary and Comparison

Wow! This article is actually making me double guessing my battle tactics. Considered you self: Karmatized!
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Old 07 Dec 2005, 01:03   #6 (permalink)
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Default Re: Tau Infantry Summary and Comparison

wow, and here I was think the kroot were garbage...now how to incorperate them, in to mech tau...
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Old 07 Dec 2005, 23:50   #7 (permalink)
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Thanks for the feedback. As I promised, I summarize and compare the efficiency of the units when attacking different opponents using mathematics. It will be based on 120 points worth of models. Point costs are based on how many nonupgraded models fit into 120 points. Shots do not include Markerlighted shots, rapid fire, or charge attacks.

Fire Warriors = 12 models
Kroot = 17 models
Gue'vesa = 20 models
Gun Drones = 10 models
Stealthsuits = 4 models

Shooting at Guardsmen:
Shooting guardmen is a walk in the park due to low save and toughness, espeically for Pulse weaponary.

Fire Warriors: They hit on a 4+, so 6 shots will hit. They wound on a 2+, so 4.9 Guardsmen will die.

Kroot: They hit on a 4+, so 8.5 shots will hit. They wound on a 3+, so 5.6 Guardsmen are wounded. They have 5+ saves, so 3.7 Guardsmen die.

Gue'vesa: They hit on a 4+, so 10 shots will hit. They wound on a 4+, so 5 shots will wound. They have 5+ saves, so 3.3 Guardsmen will die.

Gun Drones: They hit on a 5+, so 2.6 shots will hit and 5.4 shots will miss. The 5.4 is rerolled via twin-link and is added to the shots hit to equal 4.3 hit. They wound on a 2+, so 3.65 Guardsmen die.

Stealthsuits: For shooting, I will not include Stealthsuits as they have the same firing potential as Fire Warriors.

1. Fire Warriors/Stealthsuits
2. Kroot
3. Gun Drones
4. Gue'vesa

Even though Kroot have higher numbers, Pulse weaponary gets through the nasty save and wounds better, making Fire Warriors and Stealthsuits better against Guardsmen. Gun Drones lack the numbers to do as much damage, even with Pulse weapons.

Assaulting Guardsmen
However, assaulting Guardsmen is harder as they beat most of your models in close combat.

Fire Warriors: They hit on a 5+, so 3.9 will hit. They wound on a 4+, so 1.9 will wound. They have 5+ saves, so 1.3 Guardsmen will die.

Kroot: They hit on a 3+, and since their Kroot Rifle is being included as an attack, 22.6 will hit. They wound on a 3+, so 15 will wound. They have 5+ saves, so 10 Guardsmen will die.

Gue'vesa: They are basically Guardsmen. They hit on a 4+, so 10 attacks hit. They wound on a 4+, so 5 attacks wound. They have 5+ saves, so 3.3 Guardsmen will die.

Gun Drones: They hit on a 5+, so 2.6 attacks will hit. They wound on a 4+, so 1.3 will wound. They have 5+ saves, so .8 Guardsmen will die.

Stealthsuits: They hit on a 5+, so 2.6 will hit. They wound on a 3+, so 1.7 Guardsmen will wound. They have 5+ saves, so 1.1 Guardsmen will die.

1. Kroot
2. Gue'vesa
3. Fire Warriors
4. Stealthsuits
5. Gun Drones

Kroot, with their amazing close combat abilites, surpass everything. Tau infantry are lowered because of their drastically low weapon skill, so even Human Auxillaries can do better in close combat.

Shooting at Gaunts
Gaunts are weaker than Guardsmen, having a worse save. So against Gaunts, numbers may actually be better.

Fire Warriors: 6 hit. They wound on a 2+, so 4.9 gaunts will die.

Kroot: 8.5 hit. They wound on a 3+, so 5.6 gaunts will die as the Kroot Rifle negates their 6+ save.

Gue'vesa: 10 hit. They wound on a 4+, so 5 wound. They have 6+ saves, so 4.15 gaunts die.

Gun Drones: In overall, 4.3 hit. They wound on a 2+, so 3.65 gaunts will die.

1. Kroot
2. Fire Warriors/Stealthsuits
3. Gue'vesa
4. Gun Drones

Since Gaunts have such an awful save, they die more easily. This makes the numbers of the Kroot more important than the brutallity of the Fire Warriors.

Assaulting Gaunts

Fire Warriors: They hit on a 5+, so 3.9 will hit. They wound on a 4+, so 1.9 will wound. They have 6+ saves, so 1.5 Gaunts will die.

Kroot: They hit on a 3+, and since their Kroot Rifle is being included as an attack, 22.6 will hit. They wound on a 3+, so 15 will wound. They have 6+ saves, so 12.45 Gaunts will die.

Gue'vesa: They hit on a 4+, so 10 attacks hit. They wound on a 4+, so 5 attacks wound. They have 6+ saves, so 4.1 Gaunts will die.

Gun Drones: They hit on a 5+, so 2.6 attacks will hit. They wound on a 4+, so 1.3 will wound. They have 6+ saves, so 1 Gaunt will die.

Stealthsuits: They hit on a 5+, so 2.6 will hit. They wound on a 3+, so 1.7 will wound. They have 6+ saves, so 1.4 Guardsmen will die.

1. Kroot
2. Gue'vesa
3. Fire Warriors
4. Stealthsuits
5. Gun Drones

Same lineup as against Guardsmen, except more die becuase of a worse save.

Shooting at Marines
Marines are some of the toughest infantry in the game, so infantry won't attack them as well as they do Guardsmen or Gaunts, especially in close combat.

Fire Warriors: 6 will hit. They wound on a 3+, so 3.9 will wound. They have horrific 3+ saves, so 1.3 Marines will die.

Kroot: 8.5 will hit. They wound on a 4+, so 4.25 will wound. They have 3+ saves, so 1.4 marines will die.

Gue'vesa: 10 will hit, They wound on a 5+, so 3.3 will wound. They have 3+ saves, so 1.1 marines will die.

Gun Drones: 4.3 hit. They wound on a 3+, so 2.8 will wound. They have 3+ saves, so .95 marines will die.

1. Kroot
2. Fire Warriors/Stealthsuits
3. Gue'vesa
4. Gun Drones

Marines are tough, so numbers will matter more, even if by a decimal. They are all relatively close, but Kroot win by a hair.

Assaulting Marines

Fire Warriors: They hit on a 6+, so 1.9 are hit. They wound on a 5+, so .6 are wounded. They have 3+ saves, so .2 marines die.

Kroot: They hit on a 4+, so 17 hit. They wound on a 4+, so 8.5 wound. They have 3+ saves, so 2.8 marines die.

Gue'vesa: They hit on a 5+, so 6.6 hit. They wound on a 5+, so 2.2 are wounded. They have 3+ saves, so .7 marines die.

Gun Drones: They hit on a 6+, so 1.28 are hit. They wound on a 5+, so .4 marines are wounded. They have 3+ saves, so .1 marines die.

As you can see, the only infantry models that have a chance at killing marines in close combat are Kroot, and maybe Gue'vesa. Otherwise, stay away! You would need 100 Gun Drones to kill 1 marine on average, so leave your marine hunting in assault to Kroot or pass it by completely.

Any ideas on what else I can add in?
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Old 07 Dec 2005, 23:58   #8 (permalink)
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You have general strategies, then you have 120 point shooting/assault comparison. How about a Leadership/Morale comparison or a Range Effectiveness comparison?
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Old 08 Dec 2005, 01:43   #9 (permalink)
Shas'Saal
 
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Default Re: Tau Infantry Summary and Comparison

you do realize that Fire Warriors hit Marines on 4+ right? The only way that you get 6+ to hit is probably when you're hiting weapon Skill 10 with the Fire Warriors. To hit on 5+, you need to be double + 1 WS of the assaulter or assaultee. so actually...your numbers would look something like this:

Fire Warriors Charging Marines:

24 Attacks, 12 Hit, 4 Wound, 1 1/3 Marines die.
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Old 08 Dec 2005, 01:54   #10 (permalink)
Shas'El
 
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Default Re: Tau Infantry Summary and Comparison

I'm flimsy with the WS rules. Isn't rolling to hit in assault similar to rolling to wound, except you compare WS instead of S and T?

And as I said, I'm not including the extra attack for charging, as you won't always be charging.
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