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Old 24 Dec 2005, 04:21   #1 (permalink)
Shas'Ui
 
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Default Tau Units

Seeing as their isn't really any big Tau untis breakdown, I've decided to do one. As a new Tau player, I suffered too many losses, mostly due to the fact that I didn't know how to use each unit. Well, here is some help for anyone new who is suffering the same problems as I did.

HQ:
Shas'o: Probably my most beloved HQ in the Tau army, it is able to be equipped to take out almost every single enemy unit in the entire game.* Although it is more expensive than the Shas'el, you get and extra BS, WS, W, and A. For me, that is a perfect Tau unit.

Shas'el: Generally a more popular choice for Tau players, simply because it is cheaper, and the great skill of the Shas'o is usually overkill in small batlles. A Burning Eye Sha'el does the job nicely aginst most armies.

Ethereall: Usually not chosen in most Mech/Hybrid armies, due to the fact that it is not fast, but it can still give some players some interesting options for an army.* For example, you may want to attatch it to a Fire Warrior squad, so they can purposely Fall Back, and then unleash a devastating salvo of Rapid Fire (please note that this tactic should not be rellied upon as your Fire Warriors may get run down in a sweeping advance), or you may want to attach him to a Broadside squad, as it is crucial they do not fall back, or shoot at the wrong target.


Elites:
XV8 Crisis Battlesuit: These little babies can find a place in almost every army. They are flexible ebough to be equppied to hunt Guardsmen or Terminators, Land Raiders or Space Marines, and just about everything else.* The only problem with these guys is they can be equipped to do too much. For example, an XV8 with a Flamer, Missile Pod, and Multi-Tracker is just about useless, due to the fact that the two weapons do not go well at all together. A suit, on the otherhand, with a Fusion Blaster and a Plamsa Rifle, are perfect as they both work best at 12", and they both hunt basically the same enemy.* There are som many options that I can't (for now) put them all in, but I can put in a few of the most effective options.

Fireknife (Missile Pod, Plasma Rifle, Multi-Tracker): Probably the most popular suit in any army, the Fireknife suit can take out almost any enemy, except for AV 14 vehicles. Despite it's popularity, it does have a few downsides.* For example, the optimal range of a Plasma Rifle is 12", where as the Missile pod is at a perfect range at 36". No point having it in 12", it doesn't help it.* Also, it is a quite expensive suit, especially a suit that is not specializd. And not being specialised is yet another downside. Because it is not specialised it can't be super effective at anything. If you are fighting a Space Marine army, you might hve the option of shooting at a Dreadnaught or a Tactical squad. The Missile Pod is very effective against the Dread, but the Plasma Rifle not so effective, and vice cersa against the Marines.

Deathrain (Twin-Linked Missile Pods, Target Lock/ Flamer/ Shield Generator): Probably just as popular as the Fireknife, this suit will alway have something to shoot at.* Due to the extreme range of the Missile Pods, it will most likely always be in range of hitting something, and this suit works wonders against light infantry, medium infantry, light tanks, medium tanks.* Probably most popular in a Mech army, beacuse this suit is the supreme transport killer, and killng transports is IMO objective 1 in a Mech army.

Helios (Fusion Blaster, Plasma Rifle, Multi-Tracker): This handy little suit almost always plays the role of my Shas'o, due to the fact that each one of its very few shots are super importnt to hit. Most effective when hunting super heavy infantry, this guy, if in rapid-fire range, can take down marines, Terminators, Dreads, Transports and light tanks, all with relative ease. And when the suits Fusion Blaster gets within 6", even the Land Raiders start to tremble in their armoured compartments.

Firestorm (Missile Pod, Burst Cannon, Multi- Tracker): The massive swarm killer suit, this guy pops of 5 shots, wounding most infantry on 2+, if he is within 18".* Although not usually taken as a suit, because massed Fire Warriors can do its job quite nicley, it is quite effective against Imperial Guard. The Missile Pod can take out the tanks, the Burst Cannon will tear throught the infantry.

Sunstorm (Fusion Blaster, Burst Cannon, Multi-Tracker): This suit is similar to the Firestorm, but is is more effective againt tanks, and less effective against infantry.

Burning Eye (Twin Linked Plasma Rifle, Shield Generator/Target Lock/Flamer): These guys are the masters of heavy infantry killing. With a twin-linked Plasma Rifle, at BS 3, these guys have a 59% chance of taking out a T4 3+ save infantry, and with threee in a squad, you can rapid-fire 6 shots!

Sunforge (Twin-Linked Fusion Blasters, Shield Generator/Target Lock/Flamer): These handy little units generally don't come out of battle in such a great condition. Most of the time, they are Deep Struck behind enemy lines (and tanks!) and do a heck of alot of damage...untill the enemy turns around and blasts him away with a bunch of heavy weapons. That being said, if it manages to kill a tank, for under 60 points, it can make back about 160 points..

Steathsuits: These guys are the supreme anti-swarm unit in the Tau army. They are tough to crack, hard-hitting, hard to see, and fast. Equipped with drones, for 207 points, they will kill about 8-9 T3 5+ save or worse units. Thats alot of dead Guardsmen. Most effective when used as ambush units, because they can jump out, kill 8, hide from most of the army, and the part that can must test to see them!* Also, they are faisrly effective when deep struck behind enemy tanks, such as a Leman Russ, as it amost guarantees some form of damage.

Troops:
Fire Warriors: These little guys are probably one of the best valued shooting units, and they look cool to boot!* They used to be effective when massed up in a static fireline, but now, they are massively effective when used in the fish of fury tactic.* Able to ambush and destroy most isolated units, they are the Tau's primary anti-infantry unit.

Devilfish: A very cool transport, these little marine monsters are the most common sight in most mech armies. Able, not only to transport Fire Warriors, but it can act as a mobile missile launcher, if eqquipped with Seekers, and also, for the more daring Commanders, mobile terrain, to stop big scary things from reaching your lines.

Kroot: How I love these guys. Pretty much a Guardsmen with a bolter, with a few perks. The major problem with these things? THEY ARE NOT USED PROPERLY! First of all, they are not assault troops. They are a support element. They counter-charge. They do not go out hunting Orks, or Marines. They do not have the staying power to survive* more than a few rounds of combat. Kroot are designed to stay in a forest, and shoot there cheap bolters. If they are in a forest, they are no longer mushy. They get a 4+ cover save. In forests, they are more durable thatn Fire Warriors. And if you sit them 7" in the forest, the enemy can't shoot back. Not bad for a very cheap unit.

Fast Attack:
Drones: Why does everyone hate these guys? They are more accuarate than Fire Warriors, can pin the enemy, and can JSJ. Great when used as a 'bodyguard' for Devilfish when doing the FoF, and even better when used as and 8 wound meat shield for your Shas'o. Plus, the fact that they have a high intiative means that if one salvo of fire doesn't kill say, Kroot or Guardsmen, they can charge the to finish them of! Now that is what I call not so suicidal suicide flying frisbees of death

Pathfinders: These are a very expensived unit, but are great when marking big enemy units for, say, a Broadside squad. But due to thier high cost, IMO, don't use them in under 1500 point battles. Unfortunately, I can't say much more about them, because I have never actually used them. If someone else has some tips on how to use them, feel free to.

Kroot Hounds: Nasty little things when used correctly, they have higher initiative than Kroot, and therefore are more effective in close combat. Most effective when used with a Shaper, because having a Shaper means you can't chase the enemy adn cut them down, but if you have hounds, you can always bite the fleeing enemy in the backside! Unfortunately, like the Pathfinders, I've never used them, so if anyone woul like to contribute, fell free to.

Heavy Support:
Broadside Battlesuit: The big mumma! The giant metal behemoth. This baby is eqiupped with a twin-linked Railgun, which means that any enemy armour has its wase processors working* at 200%. The problem with these things is that they are fire magnets, and a Marine Lascannon aimed its way has a 50% chance of eating him alive. However, when equipped with a Shield Generator, its cances of survival are doubled, turning that 50% into a 25%. Putting it in cver is also a goog idea. But my favourite tactic with the big cheese is what I like to call, Peek-a-boo! Peek-a-boo! is when a Broadside is behind size 2 cover, so that means tanks can see him, he can see tanks, but any pesky infantry can't see our Braodside This means that our Broadside is effectively invulnerable against a Devastator squad, which usually wreaks havoc against a Broadside squad.

Krootox: Like the humble Gun Drone, most people hate this unit, but unlike the Gun Drone, I can see why. It's expensive, it takes up a heavy support slot, it takes away the Kroot's ability o infiltrate, it's gun isn't even as good as an autocannon, and a Tau Plasma Rifle can intsant-kill it.* That being said, if you want a mediocre fire support from your Kroot, you might want to consider this in a 500 point battle, and it makes a great paper holder!

Hammerhead: What can I say about a the Hammerhead. It is fast, durable, able to take on swarm, heavy tanks, heavy infantry, and light tanks. That being said, there are things that can do a better job than the Hammerhead. A Broadside can pop tanks better than a Railhead, and Stealths can take out infantry better than a Railhead.* But Broadsides can't do both, and nor can Stealths. A Burning Eye can take out heavy infantry than an Ionhead, and 2 Deathrains are cheaper than an Ion head, and they'll take out liht tanks better than an Ionhead.* But a Burning Eye can't do both, and nor can the Deathrains. This is my favourite tank.

Please note that these are based on my experiences, and they might or might not work for you. But it can;t hurt to take into account what I've said.
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Old 24 Dec 2005, 04:52   #2 (permalink)
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Default Re: Tau Units

Well, there are actually some unit breakdowns on the main site, but this is still a very good one. You deserve some karma ;D
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Old 24 Dec 2005, 05:08   #3 (permalink)
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Default Re: Tau Units

Thank you! ;D
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Old 24 Dec 2005, 06:16   #4 (permalink)
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Default Re: Tau Units

Pretty good basic summary. As worm said, a lot of this is covered already.

BTW, I agree with you about the Shas'o, I like them better than the 'El, since at basic config they are more accurate with both weapons, which they don't need to twinlink for 12-13 points difference. It's a heckuva deal when you compare the statlines.

Fireknives by themselves are not very valuable. They make more sense when augmented by the other suit configs. For close fire support of my infantry, I've been having pretty good luck with a BC/Flamer/Multi/targetlock shas'ui suit paired with a bc/plasma/multi all for about 120 points. Fireknives are a good alternative when you don't know what you're fighting, as it has the punch to damage light tanks and can still pick off a marine or two at good range.

I also like drones, in units of 8, for vehicles and for broadsides, but the current rules make them sucky as wargear for everyone else. Drones are very mobile, a factor which is often overlooked, and generally a low priority for the enemy (until you pin something that is).

You're spot on with almost everything you said. I can't wait for the new codex to see what new goodies we will bring to the table.

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Old 24 Dec 2005, 07:27   #5 (permalink)
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Default Re: Tau Units

Quote:
Equipped with drones, for 207 points, they will kill about 8-9 T3 5+ save or worse units.
Great numbers, of course...but against IG, it's overkill. Much more economical to kill 6 models (usually causing them to run, generally 4 IG will just keep on running, and always making a non-scoring unit out of them), and move on to another target. an 8-model stealth team is 57 wasted points against IG. You could get the same results with a 5 man stealth team (killing 6 models out of the squad), and have points left over for a cheap crisis suit! the 207 point stealth team is more for taking on models with 4+ or better saves. They'll kill 2 marines per turn, and only allow a 50% chance to be seen....versus 21 firewarriors killing 2.5 marines per turn and definitely being seen. Large stealth teams are inefficient against IG (but good against orks and nids), but just large enough to be worthwhile against marines and the like. Small stealth teams are good for two things: IG infantry, and AV10.

Quote:
Well, there are actually some unit breakdowns on the main site, but this is still a very good one.
I agree...I pretty much told you the same thing.

Quote:
You deserve some karma
I disagree. Karma should br reserved for new material, not recycled. Don't despair, though. There will be plenty of opportunities for karmatization when the new codex comes out...of course, it will require critical analysis of the changes, not rewording of existing tacticas. Don't get me wrong, I rehash old material sometimes, too. But I don't go fishing for karma when I do....nor do I use old material as the premise for a new thread. When I use old material, it's in an argument against something I disagree with in an existing thread.

Quote:
The problem with these things is that they are fire magnets, and a Marine Lascannon aimed its way has a 50% chance of eating him alive. However, when equipped with a Shield Generator, its cances of survival are doubled, turning that 50% into a 25%.
Actually, it's more like 55%/27.5%...but it's good that you point out the flaws. Some people even try to advance the theory that broadsides are more durable than hammerheads, they're so in love with the big metal monsters. I'd take them in a 2000 point game, where 3 railguns just aren't enough. Below that level, though...too expensive for how long they can be expected to survive. Perhaps the advanced stabilisation system will help this a bit...whicl making them even more expensive.

I asked a friend of mine (a blood angels player) if he'd pay 75 points for a terminator with twinlinked lascannons and "tank hunters" (keep in mind, this is still not as good as a twinlinked railgun, since it's not AP1). He said "well...I guess it's worth that". Then I said, well, what if it can't move and shoot. He was a little less enthusiastic. Then I threw in BS3, and he said "no way". Then I told him he'd lose the 5+ invulnerable save, but he could pay extra for a 4+ invulnerable. At this point, he asked me what I was getting at, and I told him I was describing the broadside. His response? "Those cost way too much. Next time I see one, I'm killing it first, just for the easy victory points"

Broadsides are truly a hammer in an eggshell. They hit extremely hard...but are extremely easy to kill. Their points cost would be justified by their offensive capability, if it wasn't completely undermined by their vulnerability to both high-volume small arms and AP2 fire. If the shield generator was built in for 75 points (not occupying a hard point!), they'd be priced right...

As for the crisis suits, there are several important ones you didn't cover (perhaps you don't like them?), especially the sunforge. It's not my favorite suit, in fact, I don't use it at all, but it has an important place in any XV-8 discussion, being used by a lot of people as "disposable" deepstriking tank-killers.
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Old 24 Dec 2005, 22:31   #6 (permalink)
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Default Re: Tau Units

Quote:
Originally Posted by march10k
As for the crisis suits, there are several important ones you didn't cover (perhaps you don't like them?), especially the sunforge.* It's not my favorite suit, in fact, I don't use it at all, but it has an important place in any XV-8 discussion, being used by a lot of people as "disposable" deepstriking tank-killers.
Ok, I'll put some new ones in. Like I said, there wasn't enough time.
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Old 25 Dec 2005, 01:59   #7 (permalink)
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Default Re: Tau Units

Well, it was fun to read, good job at makin it.
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Old 27 Dec 2005, 02:50   #8 (permalink)
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Default Re: Tau Units

Quote:
Originally Posted by Tyrehire
Kroot: How I love these guys. Pretty much a Guardsmen with a bolter, with a few perks. The major problem with these things? THEY ARE NOT USED PROPERLY! First of all, they are not assault troops. They are a support element. They counter-charge. They do not go out hunting Orks, or Marines. They do not have the staying power to survive* more than a few rounds of combat. Kroot are designed to stay in a forest, and shoot there cheap bolters. If they are in a forest, they are no longer mushy. They get a 4+ cover save. In forests, they are more durable thatn Fire Warriors. And if you sit them 7" in the forest, the enemy can't shoot back. Not bad for a very cheap unit.
Well, against orks, I can see arguments for them. Orks have I2, and 20 kroot means 11-13 dead orks statistically. methinks after that, the kroot would win, but then again, 20 kroot shooting and then recieving the assault is alot of attacks too, but may have run away from ork shooting, especially burna boyz.
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