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Guide to all Forge World Tau and Kroot models
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Old 14 May 2005, 13:24   #1 (permalink)
Shas'El
 
Join Date: Jun 2004
Location: N/A
Posts: 3,379
Default Guide to all Forge World Tau and Kroot models

[size=12pt] Forge World Tau and Kroot models[/size]

There have been many discussions about all the Forge World models available for purchase from their website, ranging from practicality to effectiveness and the like. This article is intended to give a brief guide to the vast majority of the models available at Forge World, which can be seen here:

http://www.forgeworld.co.uk/acatalog...RE_TAU_15.html

Although I must stress that all Forge World models are not official and are entirely used for fun so require your opponents permission to use in battles. As such you will not be able to use them in an official tournament or any other form of official match. Anyway enjoy the read.

The information on Tau models are directly below and they are followed by all the Kroot models.

Note: Adobe Acrobat Reader is required to view the experimental rules.

[hr]
[size=12pt] Tau models[/size]

The current Forge World Tau models (listed alphabetically) which will all be included in this article are:
  • Barracuda
  • Drone Sentry Turrets
  • Hammerhead Turret Variants
  • Heavy Gun Drones
  • Orca Dropship
  • Pathfinder Tetras
  • Piranha
  • Skyray
  • Tiger Shark

To quickly find the model you are looking for simply press Ctrl and F together and type in the relevant name from the above, this should direct you straight to the chosen model (even if you do have to click 'Find Next' first).

[hr]
Barracuda

The Tau Barracuda is used to patrol Tau airspace and support the Fire Cast in times of war. The Barracuda is capable of using ground based markerlight equipped teams to guide its supply of seeker missiles stored in its drop down bay. When the pilot is in trouble the cockpit of the Barracuda can be ejected from the main fuselage, and use its limited anti grav engine to propel the pilot to friendly lines.

Rules available in the Imperial Armour Update 2004 book, available here: http://www.forgeworld.co.uk/acatalog...l#BK-PUB-B-004

Pictures: http://www.forgeworld.co.uk/bara.htm

The Barracuda is a terrific flyer which is relatively well armed and able. It is armed with two separate Burst Cannons, an Ion Cannon, and a twin-linked Missile Pod giving it the ability to hold its own and make it worthwhile to use. Also these weapon systems can tackle a range of enemies which is always a benefit unless your army is solely aimed towards one specific opponent.

Its armour values are in a sense nothing special but because it is a flyer it makes it far more durable as your enemy requires a six to hit it. This makes it able to survive for vast amounts of time unless your opponent concentrates fully on removing it in which case that is relieving pressure from the rest of your army. Seeming as it is a flyer it must start from reserves and cannot do anything on the turn it arriving on the table (it just sits on the table edge), but if it is given the Seeker Missile upgrade they can fire on the turn it arrives, making the Barracuda even more useful. Of course though you require special conditions to use it just like all flyers.

So the Barracuda still isn’t a certain choice as even though it has a reasonable amount of weaponry available you may find that it is only marginally more effective than a Hammerhead, at a higher points cost. It’s just that it lasts longer than the Hammerhead because of the rules regarding flyers. Yet Barracuda’s tend to be very popular amongst Tau players so you are more likely to see one of these than any other Forge World Tau model.

[hr]
Drone Sentry Turrets
Tau Drone controlled Sentry Turret armed with either Missiles, Fusion Blasters, Burst Cannons or Plasma Rifles. These can be built deployed or enclosed.

Rules available in the Imperial Armour Update 2004 book, available here: http://www.forgeworld.co.uk/acatalog...l#BK-PUB-B-004

Pictures:
Twin-linked Burst Cannons:http://www.forgeworld.co.uk/sentrytbc.htm
Twin-linked Fusion Blasters:http://www.forgeworld.co.uk/sentrytfb.htm
Twin-linked Missile Pods:http://www.forgeworld.co.uk/sentrytm.htm
Twin-linked Plasma Rifles:http://www.forgeworld.co.uk/sentrytpr.htm

Drone Sentry Turrets house a twin-linked Burst Cannon firing at the same ballistic skill has a normal Gun Drone. So its not going to be the most accurate of models (being only slightly more accurate than basic Fire Warriors), nor will it be the most powerful with a twin-linked Burst Cannon but that can be upgraded, allowing the Sentry Turrets to upgrade to either twin-linked Missile Pods, twin-linked Fusion Blasters or twin-linked Plasma Rifles.

The Turrets themselves are classed as vehicles and have very reasonable armour values, and alongside that there is the options to equip them with Shield Generators, allowing them a 4+ save before AP rolls. They are also classed as open top vehicles the turn after they fire but if they did not fire the turn before this is not the case.

They are entirely immobile (although they can Deep Strike, for an additional one point per Turret). This can be used alongside Markerlights meaning any unit with Markerlights can essentially miss their turn in order to light up an area for the Turret, that way there is no scatter when Deep Striking. Doing so with a full squad of 8 Turrets makes a pretty strong defensive fortress whilst still being able to dish out death to your opponent.

[hr]
Hammerhead Turret Variants

Hammerhead turrets incorporating Dual Missile Pods, Twin-linked Plasma Cannons, Twin-linked Fusion Cannons or Twin-linked Burst Cannons.

Experimental Rules: http://www.forgeworld.co.uk/PDF/hammerhead.pdf

Pictures:
Twin-Linked Burst Cannon: http://www.forgeworld.co.uk/hammerhburst.htm
Twin-Linked Fusion Cannon: http://www.forgeworld.co.uk/hammerhfusion.htm
Twin-Linked Missile Pod: http://www.forgeworld.co.uk/hammerhmissile.htm
Twin-Linked Plasma Cannon: http://www.forgeworld.co.uk/hammerhplasma.htm

The many new options for the primary weapon system on the Hammerhead offer many more specialised options so the Hammerhead can be equipped for a certain type of foe, that being hordes, elite armies, vehicles etc.

The most appealing of these for all round capabilities seems to be the Dual Missile Pods which offer a tremendous four strength seven shots with an armour piercing value of four at a range of 36”, allowing it to act against hordes with efficiency (especially used alongside the Burst Cannon secondary weapon system), whilst still being strong enough to take out most vehicles or some of the stronger squads in the world of 40k. In a similar position to this is the Twin-linked Burst Cannon which has one less shot and one less strength than the Missile Pods but is ten points cheaper.

The Plasma Cannon option seems better for taking out models with a low save throw, so would more than likely be the most common option against Space Marines (just like Plasma Rifles). With an AP rating of two with two heavy shots along with a reasonable range it seems perfect for taking out larger models, such as Carnifexes, Terminators etc.

The Fusion Cannon option seems aimed towards vehicles than anything else, especially with its 2D6 armour penetration within 12” and with a reasonable strength of 8 it is fairly powerful. The main downside is the short range meaning that the Railgun will be of more use in almost all cases making the Fusion Cannon option near pointless.

[hr]
Heavy Gun Drones

Rules available in the Imperial Armour Update 2004 book, available here: http://www.forgeworld.co.uk/acatalog...l#BK-PUB-B-004

Pictures: http://www.forgeworld.co.uk/markerdrones.htm

The Tau Heavy Gun Drones offer an alternative option in anti-infantry with their twin-linked Burst Cannons giving many strength 5 shots on your opponent, which can prove effective in taking out stray squads storming towards your lines in conjunction with utilising the jetpacks. Though at 25 points per Drone they are reasonably expensive for a role which Fire Warriors or Kroot could achieve.

That said they do have the option to replace one Burst Cannon with a Markerlight allowing for heavier weapons to do their job more efficiently, but seeming as they take up a single Heavy Support choice then your limiting your heavy weapons in doing so. So overall a Heavy Support slot could be better used on Broadsides, Hammerheads or even Barracudas giving you some heavy weaponry. Of which the Heavy Gun Drones do not.

[hr]
Orca Dropship

Tau Dropship as featured in the computer game Fire Warrior. Includes 24 seated Fire Warriors, 8 Drones, 6 Battlesuits, 1 Ethereal and 3 crew.

Rules available in the Imperial Armour Update 2004 book, available here: http://www.forgeworld.co.uk/acatalog...l#BK-PUB-B-004

Pictures: http://www.forgeworld.co.uk/orca.htm

The Orca Dropship is an absolutely huge model which also costs a rather large amount of money; as such I strongly doubt many people have them. It is a transport ship with minimal firepower and is classed as a Super Heavy Flyer, so it can only be used in matches of 2000+ points in special scenarios as it takes up a single Force Organisation Chart by itself.

The main ability of the Orca is its transport abilities which are unlike any other transport flyer being that instead of deploying all your troops at one single point they can be deployed anywhere across the line of movement of the Orca, although this is generally limited to one small turn. This allows for models to be deployed in various positions giving you the benefit of placing your models where you know the enemy can’t get to, especially as all models are deployed after your opponents movement phase but before their shooting phase.

This can be a major benefit against close combat orientated armies allowing you to be fully prepared whilst not allowing your enemy much to come at as the Orca always starts in reserve. That said deploying most of your army from the Orca is not the most suitable thing to do against most armies, as they get to shoot you before you can respond. The benefit of this method would be that you are free to do whatever you please with the disembarked models on your turn so you do not suffer from normal disembarking rules.

Doing this allows you to easily deploy static firebases including the likes of Broadsides to a suitable position where they can then fire, not to mention you can take Pathfinders without a Devilfish. But this still doesn't make up for the major amounts of points it costs and the disadvantages of using it tend to outweigh the advantages meaning that although it is a very stylish model it will generally only be that, a model for the display cabinet.

[hr]
Pathfinder Tetra

A Light scout vehicle used by Tau Pathfinders to designate targets for Seeker Missiles.

Experimental Rules: http://www.forgeworld.co.uk/PDF/tetra.pdf

Pictures: http://www.forgeworld.co.uk/tetra.htm

The Tetra is relatively similar to how normal Pathfinders would act, using its Markerlight to light up units for either Seeker Missiles or to aid other units. It is an extremely fast unit which, like Pathfinders, can have a pre match move allowing it to fulfil the role of a forward scout effectively, especially as they are fast vehicles so should have no problem reaching well hidden units therefore allowing a foray of Seeker missiles to attack it, whilst still being able to use its speed to retreat.

It is a Fast Attack option that is relatively expensive (at 60 points per Tetra) and overly fragile but it does give some mobility to Markerlights. The problem with this though is the cost as one full squad will set you back at a minimum of 240 points prior to any form of upgrade. This is rather meagre seeming as they can only amass 8 S5 pulse rifle shots per turn at 30" on the move. If they get too deep, they can't support themselves and are especially vulnerable meaning that you may not have the 240 points returned. So realistically you cannot deploy them alone, they need backup to function effectively.

That said the Disruption Pods will help with survivability marginally. With some upgrades the Tetras can be even more effective, such as with the Targeting Array where the Tetras Markerlight becomes very useful at vast distances. Doing this takes advantage of the Disruption Pod allowing the Tetras to stay out of range of your opponent’s heavy weaponry, but they will still get blown out of the water. Another benefit of Tetras is for capturing table quarters and responding to enemy speeders. Taking all this into account I feel the Tetras can fulfil a suitable and efficient role in the Tau army, plus not only that they are arguably the best looking Tau model Forge World has come up with yet.

[hr]
Piranha

The Piranha is sometimes used by Fire Warriors as support vehicles for Tau Hunter Cadres.

Experimental Rules: http://www.forgeworld.co.uk/PDF/piranha.pdf

Pictures: http://www.forgeworld.co.uk/piranha.htm

The Piranha is a 0-1 able small vehicle which can supply a reasonable amount of firepower if required. It is armed with a Burst Cannon and has two gun drones attached for the price of 50 points, this gives you a total of up to 7 strength 5 shots from one single Piranha, and with a maximum squad of 3 you can have up to 21 shots for 150 points which is a fair return.

Then there is the possibility for an extra 5 points to upgrade the Burst Cannon to a Fusion Blaster which is a major benefit to that Tau army due to its lack of volume of heavy weapons, especially as they only take up a Troops choice in the Force Organisation Chart. Even more so is the ability to put up to 2 Seeker missiles onto each Piranha, which will make the unit more costly but could be of great use, especially if used in conjunction with Tetras. This allows squadron to be reasonably devastating whilst still being able to stay well out of range of enemy firepower, thus protecting them from their fragility.

[hr]
Skyray

The Skyray provides vital anti aircraft defence for Fire Caste hunter cadres, when Air Caste support is unavailable. Conversion kit for the Hammerhead tank which is required to complete this kit.

Rules available in the Imperial Armour Update 2004 book, available here: http://www.forgeworld.co.uk/acatalog...l#BK-PUB-B-004

Pictures: http://www.forgeworld.co.uk/campion.htm

The Skyray is an intriguing vehicle which sadly is rather expensive (being more than 200 points) and this is without upgrades even though the Skyray cannot have many. Its weapon systems are purely missiles, those being six Seekers and a Smart Missile System, along with Markerlights to aim the Seekers. Which although an interesting combination is not of much use due to the fact that its main weapon is a one use only weapon, but the fact you have six of these makes up for this in a way.

The Skyray can only launch its Seeker missiles with its own Markerlights which can be of benefit as you can launch all 6 in one turn if you require, although this leaves the tank with only the SMS left, even though it can then use its Markerlight to mark for other Seekers. This makes the Skyray effective in taking out tough targets such as vehicles and some of the more elite units, but it is most effective against Flyers (its main aim according to the fluff).

The negative of this would be that in order to fire its seekers it cannot move 12” otherwise it cannot use the Markerlights, which also negates the protection you get from skimmers. And of course seeming as it has to use its own Markerlights to fire its Seekers it needs line of sight on the target otherwise it would be far more effective (if not too effective). All this makes the Skyray more of a point sink than a useful model as generally* a Hammerhead will be more effective.

[hr]
Tiger Shark

The Tau Tiger Shark is a large Drone Carrying aircraft that is often used to deploy gun drones from its internal racks at high altitude. Includes 14 Tau Gun Drones and 2 pilots.

Rules available in the Imperial Armour Update 2004 book, available here: http://www.forgeworld.co.uk/acatalog...l#BK-PUB-B-004

Pictures: http://www.forgeworld.co.uk/tigerlily.htm

The Tiger Shark is very similar to the Barracuda as it is noted as being the ‘larger cousin of the Barracuda’. Even though it is larger it still has the same armour values and is armed with very similar weaponry, infact it is exactly the same except for the Tiger Shark houses a twin-linked Ion Cannon instead of a single Ion Cannon alongside the two Burst Cannons and twin-linked Missile Pods. Another difference is it is classed as a Super Heavy Flyer.

The main difference of the Tiger Shark though is its use of a Drone Rack, where it can drop up to fourteen Gun Drones whilst flying which then Deep Strike onto the field but unlike usual they can move and fire on the same turn which is of a great benefit. This is because they deploy in the attack run in your opponents turn. Coupling this along with the special rule regarding victory points (victory points only count the Tiger Shark as damaged, unless the two unarmed crew members are then destroyed.

The Drones seem to be the only benefit on the Tiger Shark other than the twin-linked Ion Cannon which will only make you hit you opponent marginally more times than a Barracuda would. Although the Drone Rack is an interesting feature it is not worth the price you pay for it, as at over three hundred points without including the Gun Drones which you have to pay an extra twelve points per Gun Drone making one of these around four hundred and fifty points, which is very costly and in my view not a worthwhile choice.
__________________
Quote:
Originally Posted by RJay
"Nice guys finish last"
Quote:
Originally Posted by Tau-killer
Quote:
Originally Posted by Sir Winston Churchill on 23rd August 1940
Never in the field of human satire were so many made to feel so humble by so much acid wit
GOT IT! That’s the one. Just sums RJay up perfectly!
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Old 15 May 2005, 11:08   #2 (permalink)
Shas'El
 
Join Date: Jun 2004
Location: N/A
Posts: 3,379
Default Re: Guide to all Forge World Tau models

[size=12pt]Kroot models[/size]

The current Forge World Kroot models (listed alphabetically) which will all be included in this article are:
  • Great Knarloc
  • Knarloc Riders

To quickly find the model you are looking for simply press Ctrl and F together and type in the relevant name from the above, this should direct you straight to the chosen model (even if you do have to click 'Find Next' first).

[hr]
Great Knarloc

A larger sub species of the Knarloc riding beast. These ferocious creatures are native to the jungles of Pech. They can be used by the Kroot to mount various weapons such as Bolt Throwers that fire explosive bolts.

Rules available in the Imperial Armour Update 2004 book, available here: http://www.forgeworld.co.uk/acatalog...l#BK-PUB-B-004

Pictures: http://www.forgeworld.co.uk/btknarloc.htm

The Great Knarloc is a huge lumbering beast which can only be taken once in an army (although a squad consists of one to three Great Knarlocs), and to take them you must have at least one Kroot Carnivore squad. But unlike normal Kroot they do not join the Carnivore squad. They are classed as Heavy Support.

They are relatively expensive at seventy points per model but their abilities in close combat make up for this as strength six rending attacks, let alone their ability to survive – this being five wounds and the toughness of five meaning they can only be instant killed by weaponry of strength ten. Then there are the special Kroot rules which also apply to these beasts as well as Fleet of Foot.

Not only this but they are also armed with two riders as well as some form of ballistic weapon, this being either a Bolt Thrower (which in itself is nothing special) which can be upgraded to use explosive tips (giving it a reasonable strength of six compared to four, and still with two assault shots) The other option is a twin-linked Kroot Gun which is an even stronger weapon. Though this is another Heavy Support choice of which Forge World have done many so unless you are a fan of the Kroot I do not see this being used consistently.

[hr]
Knarloc Riders

Rules available in the Imperial Armour Update 2004 book, available here: http://www.forgeworld.co.uk/acatalog...l#BK-PUB-B-004

Pictures:http://www.forgeworld.co.uk/knarrider.htm

Knarloc Riders require a squad of Kroot Carnivores to be used, but unlike normal Kroot they operate independently from the Carnivore squad. The Knarlocs themselves take up a Fast Attack choice and are a squad of three to six models, which turn the Kroot into assault troops though they are a* 0-1 unit. They have two Strength 5 attacks in close combat as well as one Strength 4 attack from the rider.* Just like normal Kroot their save is rather weak, being 6+, and they are still Eaters of the Dead, and thus requiring a leadership check to pursue and overrun their opponents.*

There are several benefits to Knarloc Riders though as they are classed as Cavalry so can Fleet of Foot. In addition, they have the standard Kroot Fieldcraft ability, and thus can take full advantage of woods and jungles, gaining the cover whilst being unaffected by difficult terrain. Their survivability is increased further seeming as they have three wounds and can only be instant killed by a weapon of strength eight or more. Making these guys a really good unit worth taking if you happen to like using Kroot.

[hr]
Next up all the models from the upcoming Forge World 'Taros' Campaign. These being the special character Shas'O Ry'Mer, the XV81, XV84 and XV89 Crisis Battlesuits as well as the Tiger Shark AX-10 and updates galore...

Update: It appears this shall not be happening, at least not by me anyway, as an incredibly helpful member by the name of Zoomer is already doing it. Saves me the effort anyway, so here's the link:

http://forums.tauonline.org/index.php?topic=11770.0
__________________
Quote:
Originally Posted by RJay
"Nice guys finish last"
Quote:
Originally Posted by Tau-killer
Quote:
Originally Posted by Sir Winston Churchill on 23rd August 1940
Never in the field of human satire were so many made to feel so humble by so much acid wit
GOT IT! That’s the one. Just sums RJay up perfectly!
RJay is offline  
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