Warhammer 40,000/10th Edition Tactics/Tau: Difference between revisions

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===Infantry===
===Infantry===
*'''Kroot Carnivores:''' Absolutely paper-thin, but they have their incredible speed (helped by ''Scouts 7"'' getting an advance move) and ''Stealth'' to keep them alive. Their Kroot Rifles add both a decent firearm and a decent melee weapon they can use to run down any GEQ and gain their 5+ FNP.
*'''Kroot Farstalkers:'''
*'''Pathfinder Team:''' Remain reliably mobile with ''Scouts 7"'' and are the shining example of the value of FtGG, not only natively getting the {{W40kKeyword|Markerlight}} keyword but also being able to mark two enemies if they're the observer. The Ion Rifle got a bit of a buff with its overcharge profile maintaining its AP-2 while the basic profile is stuck to AP-1, but it's now under the risk of ''[Hazardous]''. The Rail Rifle got a Strength buff as well as ''Devastating Wounds'' for extra power.
*'''Pathfinder Team:''' Remain reliably mobile with ''Scouts 7"'' and are the shining example of the value of FtGG, not only natively getting the {{W40kKeyword|Markerlight}} keyword but also being able to mark two enemies if they're the observer. The Ion Rifle got a bit of a buff with its overcharge profile maintaining its AP-2 while the basic profile is stuck to AP-1, but it's now under the risk of ''[Hazardous]''. The Rail Rifle got a Strength buff as well as ''Devastating Wounds'' for extra power.
**The Drones are back to just being rules as well. The Grav-Inhibitor Drone makes enemies suffer -2 to charge rolls against the pathfinders like before, the Pulse Accelerator Drone adds +6" to the Pulse Carbines' range, the Recon Drone gives both a Burst Cannon to add to the firing line but also provides ''Infiltrators'' so you can set the team up wherever you need them.
**The Drones are back to just being rules as well. The Grav-Inhibitor Drone makes enemies suffer -2 to charge rolls against the pathfinders like before, the Pulse Accelerator Drone adds +6" to the Pulse Carbines' range, the Recon Drone gives both a Burst Cannon to add to the firing line but also provides ''Infiltrators'' so you can set the team up wherever you need them.
*'''Stealth Battlesuits:'''
*'''Stealth Battlesuits:'''
====Auxilia====
*'''Kroot Carnivores:''' Absolutely paper-thin, but they have their incredible speed (helped by ''Scouts 7"'' getting an advance move) and ''Stealth'' to keep them alive. Their Kroot Rifles add both a decent firearm and a decent melee weapon they can use to run down any GEQ and gain their 5+ FNP.
*'''Vespid Stingwings:'''
*'''Vespid Stingwings:'''
*'''Kroot Farstalkers:'''


===Beasts===
===Beasts===

Revision as of 08:53, 16 June 2023

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This is the current 10th Edition's Tau Empire tactics. 9th Edition Tactics are here.


Why Play Tau Empire

Pros

Cons

Faction Rules

  • For the Greater Good: IT'S BACK!!! Whenever a unit shoots, you can have a second unit that is also eligible to shoot act as a Observer and mark an enemy that both of your units can see. The shooter gains +1 to BS and if the observer has the Markerlight keyword, the shooter also gains Ignores Cover on their attacks. This creates an interesting dynamic between less important shooting and more crucial stuff, with anyone being able to pitch in and help their budy get their rounds on target. Essentially you're setting up a modern target acquisition kill chain, so T'au continue the tradition of being the closest to modern real world tactics.
    • Note that this has no restrictions on how often this can be used, meaning it can be used at any time so long as each unit only acts as an observer or shooter once. While it's not giving two walls of pulse rifles firing overwatch, the one unit that does shoot can do so much more reliably.

Detachments

Kauyon

The patient hunter is back and perhaps better than before, since you don't have to wait until turn 5 for a truly awesome damage buff that you might not even need at that point.

Special Rules

  • Kauyon: From turn 3 and later, your units all get [Sustained Hits 1], giving them a bit more edge on unleashing their firepower later on. If you use FtGG's spotting abilities, then the unit getting spotted gains [Sustained Hits 2].
    • Aside from some (sometimes significant) interactions with other special rules, Sustained Hits acts like a positive BS modifier that has superior scaling to actual BS modifiers. So a BS 4+ shooter is mathematically BS 3+ while Guided or under Kauyon and BS1+ while under both (on average, all shots hit); meanwhile, a BS 2+ shooter is mathematically BS 2+ while Guided, BS 1+ while under Kauyon, and BS 0+ (on average, 7 shots hit for every 6 shots fired) while under both.
  • Restrictions: Farsight and Ethereal units remain mutually exclusive to each other. You can't field Ethereals while Farsight is in the detachment and vice versa.

Stratagems

  • Combat Embarkation (1 CP): If an enemy tries to charge one of your Infantry units while they're within 3" of a Transport, the troops can immediately flee into their transport and force the enemy to target someone else. Once again, the Tau has learned a lesson that no one else has; to take your ball and go home when the neighborhood bully comes around with a chainaxe and a raging stiffy.

Enhancements

  • Exemplar of the Kauyon: Available on any character that isn't a Kroot Shaper. Allows the bearer's unit to benefit from Kauyon on turn 2 rather than turn 3.
  • Precision of the Patient Hunter: Bearer gains +1 to hit on their guns. After turn 3 (when Kauyon kicks in), there's also a +1 to wound too.
  • Puretide Engram Chip: Availale on any character that isn't a Kroot Shaper. Lets the bearer's unit use a stratagem despite it having been used on another unit.
  • Through Unity, Devastation: Whenever the bearer's unit acts as an observer for FtGG, the Guided unit gains [Lethal Hits] on their guns.

Equipment

Drones

What is a Tau army without drones? Notably, they're now busted back to being merely special rules linked to wargear rather than being full models with statlines. The more unique drones like the Pathfinders' special drones or the Shielded Missile Drones stuck to a Riptide are now stuck on their respective units' statlines.

  • Guardian Drone: Ranged attacks against this unit take -1 to wound.
  • Gun Drone: Gives a Twin Pulse Rifle with two shots and Assault and Twin-Linked for a bit of extra firepower on the move.
  • Marker Drone: Gives the Markerlight keyword and lets the unit be an observer for FtGG even after advancing.
  • Missile Drone: Gives a 30" A2 BS5+ S7 AP-2 D2 missile pod to blow up MEQ foes.
  • Shield Drone: Gone are the improved saves, now all this gives is an ablative wound.

Ranged weapons

  • Pulse carbine 20" A2 BS4+ S5 AP0 D1. Taus' signature hand weapon. 4" less than the bolter but wounding marines on 3s.
    • Pulse rifle [RAPID FIRE 1] 30" A1 BS4+ S5 AP0 D1.
    • Pulse pistol [PISTOL] 12" A1 BS4+ S5 AP0 D1
    • Twin pulse carbine [TWIN-LINKED, ASSAULT] 20" A2 BS4/5+ S5 0 D1.
  • Support turret missile system [INDIRECT FIRE, TWIN-LINKED] 30" A2 BS5+ S5 AP0 D1

Battlesuit Weapons:

  • Burst cannon: 18" A4 BS3+ S5 AP0 D1.
  • Cyclic ion blaster: three shot plasmagun by a fancier name. an MQU killer.
    • standard 18" A3 BS3+ S7 AP-1 D1.
    • overcharge [HAZARDOUS] 18" A3 BS3+ S8 AP-2 D2.
  • Plasma rifle: 24" A1 BS3+ S8 AP-3 D3. Safe overcharged plasma. Kills TQU.
  • Fusion blaster: [MELTA 2] 12" A1 BS3+ S9 AP-4 DD6. Meltagun by a different name.
  • High-output burst cannon: 18" A8 BS3+ S5 AP0 D1.
  • Missile pod: 30" A2 BS3+ S7 AP-1 D2.
  • T’au flamer: [IGNORES COVER, TORRENT] 12" AD6 N/A S4 AP0 D1.
  • Airbursting fragmentation projector: [BLAST, INDIRECT FIRE] 24" AD6 BS3+ S3 AP0 D1.

Unit Analysis

Characters

  • Cadre Fireblade:
  • Commander in Crisis Battsuit:
  • Commander in Enforcer Battsuit:
  • Commander Coldstar Battsuit:
  • Ethereal: A hero who's never meant to be in combat. He's only got a token stave to fight with and no guns to speak of. Instead, he can give you a free CP each turn and offers his squad of fire warriors a 5+ FNP to make them a bit stubborn.
    • While he can grab a hover drone, it's only a novelty to grab unless you're planning on having them scoot away the moment their squad gets blasted off the map. Instead, focus more on the other drones he can grab since they get an allotment of two. This can help free up drone choices for the retinue.
  • Kroot Shaper:
  • Firesight Team: Honestly shouldn't even be here - He's just a guy who's stuck to some sniper drones that are just accessories. Even when he's down to his last wound, he can still snipe out enemy characters, getting a re-roll to hit if he gets guided via FtGG.

Epic Heroes

  • Aun'Va: The Moral Bosting hologram. While he has those two buff guys as bodyguards, he remains just as unfit for melee as any other ethereal with the added malus of being unable to join anyone else. That said, he's got plenty of defenses between a 4++ invuln, Lone Operative and an innate -1 penalty to hit and wound him with a single-use 2++ save to hold off a single-use kill-strike. His one benefit is a 6" bubble that lets friendly units add +1 to Leadership and battle-shock rolls.
  • Aun'Shi: The only Ethereal who can fight worth a damn with his S5 AP-1 D2 stave with [Sustained Hits 1], gaining either [Precision], [Devastating Wounds] or improving to [Sustained Wounds 2]. This gives him some ability to fight enough to compensate for any squad of fire warriors being pansies and threaten things the Kroot can't. On top of this, he gives his squad +1 to OC, making the fire warriors excellent for capping.
  • Longstrike: Surprisingly has a full statline for his Hammerhead instead of how Chronus or Pask merely commandeer a tank and boosts its stats. That said, all he does is give one other Hammerhead within 12" [Lethal Hits] on its guns each turn.

Battleline

  • Breacher Team:
  • Strike Team:

Infantry

  • Kroot Carnivores: Absolutely paper-thin, but they have their incredible speed (helped by Scouts 7" getting an advance move) and Stealth to keep them alive. Their Kroot Rifles add both a decent firearm and a decent melee weapon they can use to run down any GEQ and gain their 5+ FNP.
  • Kroot Farstalkers:
  • Pathfinder Team: Remain reliably mobile with Scouts 7" and are the shining example of the value of FtGG, not only natively getting the Markerlight keyword but also being able to mark two enemies if they're the observer. The Ion Rifle got a bit of a buff with its overcharge profile maintaining its AP-2 while the basic profile is stuck to AP-1, but it's now under the risk of [Hazardous]. The Rail Rifle got a Strength buff as well as Devastating Wounds for extra power.
    • The Drones are back to just being rules as well. The Grav-Inhibitor Drone makes enemies suffer -2 to charge rolls against the pathfinders like before, the Pulse Accelerator Drone adds +6" to the Pulse Carbines' range, the Recon Drone gives both a Burst Cannon to add to the firing line but also provides Infiltrators so you can set the team up wherever you need them.
  • Stealth Battlesuits:
  • Vespid Stingwings:

Beasts

  • Kroot hounds:

Drone

  • Tactical Drones: Flimsy drones, but they're very nimble and carry [Twin-Linked] pulse carbines with [Assault] so they're always firing on the move.

Mounted

  • Krootox Riders

Vehicles

  • Hammerhead Gunship: We don't have the stats for the machine itself yet, but we do have the stats for the Railgun - A good 20 Strength, -5 AP with D6+6 Damage will mess up most things it looks at, and with Devastating Wounds, it has a chance of doing all that damage as Mortal Wounds instead. The only other gun we've seen that has close to that damage is the Hekaton Land Fortress with the Strength 18 Heavy Magna-rail Cannon, which also has less AP and range than the Railgun. I guess the Squats can pack up again with all that "we kept our best technology to ourselves" nonsense.
    • Consider this; with the Kauyon Detachment, all ranged weapons gain Sustained Fire 1 after the third turn, and when Guided, it becomes Sustained Fire 2 - including this one.
  • Skyray Gunship
  • devilfish:
  • Piranha:

Walker

  • Crisis Battlesuits
  • Ghostkeel Battlesuit
  • Broadside Battlesuits:
  • Riptide Battlesuits:
  • Stormsurge:

Aircraft

  • Razorshark Strike Fighter:
  • Sun Shark Bomber:

Titanic

  • Manta: The giant plane, capable of carrying close to an entire army all on its own (200 Infantry or Tactical Drone models, 4 Devilfishes, Skyrays or Hammerheads, and 8 Battlesuit models with 8 or fewer wounds). That giant plane, however, is a very CP-hungry beast as any stratagems used on it cost triple the listed amount. Of course, it's loaded to bear, with standouts being the monstrous STRENGTH 32 Heavy Rail Cannon that brings titans to their knees and the Long-Barreled Burst Cannon Array, which can easily eradicate squads all on its own before it can let any units that disembark benefit from re-rolling to wound on a single unit it shot at.

Fortification

  • Tidewall Shieldline:
  • Tidewall Droneport:
  • Tidewall Gunrig:

<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
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Orks
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Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

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<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
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