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===Troops=== *'''Fire Warriors:''' Yes, they have the best basic infantry gun in the game. Yes, they will go down like a sack of wet shit if properly targeted or assaulted. For the new book, their price gets dropped to a much more workable 9 pts/model, so it just got a lot easier to buy a squad with a [[Devilfish]]; however, larger squads are going to be more difficult to squeeze into cover, but if they fit in a fish, you got it made. The price break does let you spend a little more on the Tau's new toys elsewhere though. Devilfish give Fire Warriors much needed mobility, and safety from assault. After all, the second ANYTHING gets into close combat with a Fire Warrior squad, the Fire Warriors will lose. Even if it's other Fire Warriors or even fucking Grots and Rippers. With abysmal WS and mediocre BS, if these guys are firing, use markerlights to up their hit chances, although other units may make better use of the markerlight tokens. 6th edition buffs them a lot: new shooting weapons rules make them rapid fire on 15", hullpoint system allow them glance to death light vehicles with pulse rifles or blast them to oblivion with EMP-grenades, and new defensive grenades (which you no longer have to buy as an option) 8"-stealth also help them survive bolter drills a bit better. Firewarriors get other goodies like the ability to overwatch with another friendly unit within 6" of them - yes, they are now quite the bargain. **''Alternative option:'' A fun, unconventional and down-right troll worthy tactic. Stick 6 FW's in a Devilfish with EMP's Now only costing you 11pts per model (with added photon grenades for free) you just launch the DF at an enemy vehicle. The change to EMP making them true Haywire (opposed to the haywire lite that they were) means that your opponent will scramble to save whatever you're targeting. Most of the time it will not work out, but now it's so god-damn cheap to do it's almost worth it for the lulz. **When Shas'Ui takes markerlight for his rifle, he also get free target lock. This allows you to chain markerlights between fire warrior squads by using the markerlight on the target of the next fire warrior unit. This may also be useful to man fortification gun emplacements without forcing all his squad wasting their shots on something they can't hurt, which is worth. *'''[[Kroot|Kroot Carnivores]]:''' Disregard what fluff says - Kroot are NOT assault infantry. Yes, they have WS4, so what? They can not assault after shooting, their saves are weak and they lost their S4 and extra attack from the rifle for no fucking reason (while remaining super-strong in fluff), and AP5 melee looks like a fucking joke in all-marine metagame. Instead look at their gun. It's a fucking bolter just with AP6, which don't matter a lot, cause most of the infantry in the game is either Sv4+ or better, or constantly in cover. No, instead spend the extra point per model (for a total of 7 each) for Sniper Rounds. A 20 strong squad hidden in a forest taking out Characters hidden in squad. This is more deadly against certain armies than other, but it's rather troll worthy at any rate. The only downside is the shortish range of the Kroot Rifle. Still, 140pts for 20 Sniper shots it's not that much of downside. And speaking about cover, these guys have stealth(forest) for 4+ in forests (even better if they're Ironbark). What you got is fairly cheap, hard to shoot down from cover and hard to kill in CC area denial unit that shoot bolters or even sniper rifles, and can deploy anywhere on the field, messing with opponents pathing and deepstriking, and keeping his forces away from your fragile gunline until they all die. In addition to regular Kroot, you can field the following Kroot subspecies: **Kroot Hounds: These are Space Chickens... In a dog form. Surprisingly these pups aren't bad, as they have I 5, so they get to go first before Space Marines/Necrons/Chaos Space Marines/etc. And will go at the same time as Gaunts and Eldar. They can dish out two attacks per base, so up to 12 hounds can deliver 24 hits on anyone that it assaults/gets assaulted by Vanilla Marines. They're a point cheaper, but they have no armour save. Overall, pretty good unit to have in a squad to either chomp up a few marines before they die or a nice meat shield to add. If you go shooty, but plan to outflank instead of infiltrate, take one for acute senses. **Krootox Riders: At 25 pts., you get a space chicken Silverback with a big Kroot Gun on its back with the rider. Having a S7 rapid fire gun that can shoot up to 48"(24 in rapid fire thanks to the buff with 6th edition) is nice to have, along with two S6 melee attacks up close and two wounds. For the new book, Krootox riders no longer prevent your squad from infiltrating, which means you can now have an absurdly strong gun line infiltrating right where your opponent doesn't want it that can actually hold out in combat! **Shaper: The boss of the Carnivore Squad. These Kroot have three wounds, +2 attacks more and +1 LD. Oh, and he costs three times more than a Kroot for the upgrade. It's worth taking if you want the six extra S3 hits, which can help a bit. Still not great to take on anything except for Orks, Tyranids, and Daemons, so only take him if you plan on going up against other horde armies. *'''Gue'Vesa (Forge World):''' Shooty [[Gue'vesa]] troops, so far the only human auxiliaries you can field in 6th ed. They cost the same as Conscripts and 6 guys, with potential upgrades for another 5 guys, a sarge, and grenades (12 total). They are equipped with Lasguns and Flak, and get their shit kicked in by Guardsman because of the Death To Traitors. They are only allowed in specified Taros Campaign missions, but don't fret. They suck anyway. Just take your fire warriors, especially since these guys have no Supporting Fire. *'''Drone Sentry Turret (Forge World):''' A group of up to four 11/11/11 immobile vehicles with TL burst cannons that can be upgraded to TL missile pods, TL fusion blasters, or TL plasma rifles. They have access to the vehicle battle systems and can be upgraded to have deep strike for 10 points each. Not an exceptional unit, but not a bad choice by any standard (they are cheap at a base cost of only 30 points each). They do not count as a compulsory troop choice, and won't count as a scoring or denial unit because they are vehicles (see BRB p123) They are still good for area denial (as in sitting in terrain, killing anything that comes near. Denying objectives is different than area denial). <s>Do note that the second they open fire they become open-topped, which means any penetrating hit blast them on 4+ even if it's AP- (as they are already immobilized), or on 3+/2+ in case of AP2/1. The best (and probably the only) way to effectively use sentry turrets is to load them with missile pods and park them in cover, optionally shielding with disruprion pods.</s> In the latest version of Imperial Armour 3 there is no longer a Pop-Up rule and they do not become open-topped when firing.
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