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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Breach and Clear (1CP)''': Use in your shooting phase, when selecting a {{W40Kkeyword|BREACHER TEAM}} unit to shoot. Until the end of the phase, when a {{W40Kkeyword|CORE}} model in that unit makes a ranged attack, it ignores cover and re-rolls wounds. Not bad all things considered, but you'll need to be right in their face to use it. *'''Drop Threat Acquisition (2/3CP)''': Use in your movement phase, when a {{W40Kkeyword|BATTLESUIT}} unit arrives from reserves via Manta Strike or Homing Beacon. Until end of turn, when a {{W40Kkeyword|BATTLESUIT}} model in that unit makes a ranged attack, re-roll the hit roll. Costs 3CP if the unit has 4+ {{W40Kkeyword|BATTLESUIT}} models, or 2CP otherwise. *'''Dynamic Offensive (1CP)''': Use in your movement phase, when selecting a {{W40Kkeyword|CRISIS BATTLESUIT}} unit to move. Until the end of the turn, that unit autoadvances 6" and does not take the penalty for advancing and shooting assault weapons. Mont'ka does this for free anyway, so only Kauyon is when this is worth it. *'''On-Board Sensors (1CP)''': Use at the start of your shooting phase. Select one friendly {{W40Kkeyword|<SEPT> DEVILFISH}} model and one enemy unit within 24" and visible to it. Until the end of the phase, the {{W40Kkeyword|DEVILFISH}} gains a 6" aura. Friendly {{W40Kkeyword|<SEPT> FIRE WARRIOR}} units within the aura re-roll 1s to hit against the chosen enemy unit. **Stack this with Relentless Fusilades and combat Debarkation for [[Dakka|<s>40</s> 20 S5 Ap-2 D1]] shots. Have a Markerlight on whatever it is that you're shooting at. It now no longer exists. *'''Point-Blank Volley (1CP)''': Use at the start of your shooting phase. Select one {{W40Kkeyword|FIRE WARRIOR TEAM}} in your army that is engaged. Until the end of the phase, pulse carbines, pulse blasters, and pulse rifles in that unit become Pistol 2. If you ever need to use this, you've fucked up bad. *'''Pulse Onslaught (1CP)''': Use in your shooting phase, when selecting a {{W40Kkeyword|FIRE WARRIOR TEAM}} unit to shoot. Until the end of the phase, {{W40Kkeyword|CORE}} models in that unit autowound on 6s to hit with pulse weapons. You already wound everything short of Knights on 5s, skip. *'''Relentless Fusillade (1CP)''': Use in your shooting phase, when selecting a {{W40Kkeyword|STRIKE TEAM}} unit to shoot. Until the end of the phase, rapid fire weapons double shots at any range, and {{W40Kkeyword|CORE}} models in the unit gain -1AP with ranged attacks. Congrats, your fire Warriors are now equipped with Pulse <s>Storm</s> Bolters (keep in mind, the strat doesn't change rapid fire 1 to rapid fire 2), only that you're now firing max shots for rapid fire 1 at any/all ranges. </tab> <tab name="Epic Deed"> *'''Backup AI (1CP)''': Use in your command phase. Select one {{W40Kkeyword|T'AU EMPIRE}} model in your army. Until the start of your next command phase, it counts as having full wounds remaining for degradation. Given our best units don't have degradation, it's more likely you're taking this for a Railhead or Iontide. *'''Branched Nova Charge (2CP)''': Use in your command phase, when a {{W40Kkeyword|RIPTIDE BATTLESUIT}} fails its nova reactor roll. That roll passes instead. Can only be used on each model once per battle. *'''Combat Debarkation (1CP)''': Use at the start of your movement phase. If you selected Mont'ka and it is the first, second, or third battle round, or if you selected Kauyon and it is the third, fourth, or fifth battle round, pick three {{W40Kkeyword|DEVILFISH}} models in your army. Otherwise, pick one {{W40Kkeyword|DEVILFISH}} model in your army. Until the end of the phase, each time a selected model makes a normal move, units inside it can disembark. Units that disembark in this way cannot charge this turn. Basically essential for Breacher Teams *'''Fail-Safe Detonator (1CP)''': Use in any phase when a {{W40Kkeyword|BATTLESUIT}} model from your army is destroyed. Before removing it from play, instead of triggering any other abilities that trigger on death, roll one D6 for each unit within 3" of that model, adding 1 if the destroyed model had W12+. On a 3-5, that unit takes D3 mortals; on a 6+, that unit takes 3 mortals (1.5 mortals total per unit on average, up to 2 for a W12+ user, with a lot of swinginess). *'''Saviour Protocols (1CP)''': Use in any phase after failing a save for a model in a {{W40Kkeyword|<SEPT>}} unit. Select a friendly {{W40Kkeyword|<SEPT> DRONE}} model within 3" of that unit, or within 6" if the unit contains a model with a drone controller. That {{W40Kkeyword|DRONE}} is destroyed and the attack's Damage characteristic becomes 0. *'''Wisdom of the Many (2CP)''': Use at the start of any of your phases other than the command phase. Select one {{W40Kkeyword|ETHEREAL}} unit that did not intone an invocation this turn. That unit can intone one invocation that has not already been used this turn, and the invocation is automatically inspiring. It lasts until the start of your next command phase. Use this to caste Wisdom of the Guides. Nothing will confuse your opponent more. </tab> <tab name="Requisition"> *'''Emergency Dispensation (1CP)''': Standard extra relic strat. *'''Promising Pupil (1CP)''': Standard extra Warlord Trait strat. </tab> <tab name="Strategic Ploy"> *'''A Trap Well Laid (1CP)''': Use in the heroic interventions step of your opponent's charge phase. Select one {{W40Kkeyword|KROOT}} unit in your army that is not engaged. Until end of turn, that unit can perform a 6" heroic intervention, and models in that unit gain +1A. You're using this for your Kroot Screen to protect your Railsides. *'''Coordinated Engagement (1CP)''': Use in your shooting phase, before selecting a unit to shoot with. Select one enemy unit and two {{W40Kkeyword|<SEPT>}} units from your army that are within 18" of and visible to that enemy. Until the end of the phase, each time a model in one of those {{W40Kkeyword|<SEPT>}} units makes an attack, it must target the chosen enemy unit and gains -1AP. **Hello there Space Marines. Nice Terminators. It'd be a shame if my Pulse onslaught boosted fire Warriors had Ap-3 rerolling ones. *'''Counterfire Defence System (1/2CP)''': Use in your opponent's shooting phase, when an attack is allocated to a {{W40Kkeyword|COUNTERFIRE DEFENCE SYSTEM}} model. The damage characteristic of that attack becomes 1. Costs 2CP if that model has 14 or more wounds, or 1CP otherwise. *'''Designated Tasking (1CP)''': Use in your command phase. Select one {{W40Kkeyword|T'AU EMPIRE}} unit that is not engaged and contains both {{W40Kkeyword|DRONE}} models and non-{{W40Kkeyword|DRONE}} models. If any of those {{W40Kkeyword|DRONE}} models are docked within another model, set them up within 1" of that model, they are no longer docked. Then split the unit into two units, one containing all {{W40Kkeyword|DRONE}} models and one containing all non-{{W40Kkeyword|DRONE}} models. You're better off just taking the SMS or thr Burst Cannons. *'''Orbital Ion Beam (2CP)''': Use in your command phase. Place two markers anywhere on the battlefield within 12" of each other. At the start of your next command phase, draw a straight line between them and roll a D6 for each unit the line crosses over, adding 1 if the unit is a {{W40Kkeyword|BUILDING}}. On a 2-5, that unit takes D3 mortals; on a 6+, that unit takes 3 mortals (1.83 mortals total on average). You can only use this stratagem once. *'''Recon Sweep (1CP)''': Use in your shooting phase, when a {{W40Kkeyword|PATHFINDER TEAM}} unit completes a Fire Markerlights action. Add 1 to the rolls for that unit's markerlights, and the unit can make a normal move (i.e. a second one, usually) afterwards. *'''Shocking Firestorm (1CP)''': Use in your shooting phase, when selecting a {{W40Kkeyword|<SEPT>}} unit to shoot. Select one enemy unit within 18" of that unit. Until the end of the phase, each time a model in the enemy unit is destroyed by an attack made by the {{W40Kkeyword|<SEPT>}} unit, that model counts as two for morale tests. *'''Strike and Fade (1/2CP)''': Use at the start of your shooting phase. One {{W40Kkeyword|T'AU EMPIRE JET PACK}} unit from your army can shoot and then make a normal move of up to 6". That unit cannot shoot again this phase. Costs 1CP if the unit contains 5 or fewer models (excluding {{W40Kkeyword|DRONE}} models). JUMP SHOOT JUMP IS BACK ON THE MENU BOYS. *'''The Grisly Feast (1CP)''': Use in the fight phase, when an enemy unit is destroyed by an attack made by a model in a {{W40Kkeyword|KROOT}} unit. Until the end of the battle, the unit gains a 5+++. Pointless, as our Kroot don't have enough staying power to really make this worth the investment. *'''Wall of Mirrors (1CP)''': Use at the end of your movement phase. Select one friendly {{W40Kkeyword|STEALTH BATTLESUIT}} or {{W40Kkeyword|GHOSTKEEL BATTLESUIT}} unit that is wholly within 9" of any battlefield edge and remove it from the battlefield. In your next reinforcements step, set it back up wholly within 9" of any battlefield edge and more than 9" from any enemy models. </tab> <tab name="Wargear"> *'''Frequency Lock (1CP)''': Use in your shooting phase, when picking a {{W40Kkeyword|T'AU EMPIRE}} unit to shoot. Until the end of the phase, that unit's seeker missiles, seeker missile racks, and destroyer missiles gain +1 to wound, and can target units with at least one markerlight on them even if they are not visible. **We can play the Arty game now against Basilisks, and arguably better since we wound on twos against everything short of Knights. *'''Ionised Shockfield (2CP)''': Use in your shooting phase, when a model in an enemy unit is destroyed by an ion weapon fired by a {{W40Kkeyword|<SEPT>}} model in your army. Until the start of your next shooting phase, models in that enemy unit cannot be affected by auras of other enemy units. **Notice it says "when", implying you can choose which unit takes the debuff. Absolutely fantastic against units that require those auras. *'''Neuroweb System Jammer (1CP)''': Use in your shooting phase. Select one enemy unit within 18" of and visible to a {{W40Kkeyword|NEUROWEB SYSTEM JAMMER}} unit (i.e. Pathfinders who bought the upgrade) in your army and roll a D6. On a 3+, until the start of your next shooting phase, models in that unit have -1 to hit. *'''Photon Grenades (1CP)''': Use in your opponent's charge phase, when a {{W40Kkeyword|PHOTON GRENADES}} unit from your army is selected as a charge target by a non-{{W40Kkeyword|VEHICLE}} non-{{W40Kkeyword|MONSTER}} enemy unit. Until the end of the turn, that enemy unit subtracts 2 from its charge rolls and takes -1 to hit. Better than the Repulsor Impact field, but if you screen correctly not an issue. *'''Repulsor Impact Field (1CP)''': Use in your opponent's charge phase, when a {{W40Kkeyword|BATTLESUIT}} unit is selected as a charge target. Until the end of the phase, subtract 2 from all charge rolls against that unit. Your Crisis Suits want this more than anyone else. *'''Submunitions (1CP)''': Use in your shooting phase, when selecting a {{W40Kkeyword|HAMMERHEAD}} model to shoot. If that model has a railgun, instead of attacking with it this phase, select one visible enemy within 36" that is not engaged. Roll a D6 for each model in that unit, adding 1 if the unit has 11+ models. For every 4+, the target takes a mortal (maximum 8 mortals). **That means this deals an average number of mortal wounds equal to half the unit (half a mortal per unit member) up to size 8, takes a slight dip from 9-10 since you can't deal 9 or 10 mortals, jumps up to 63.75% of the target's size for a unit of size 11, then scales down, reaching slightly more than half the unit at size 15 and slightly less at size 16. In absolute terms, only improves the railgun's output against GEQ with 4+ models, MEQ with 5+, and TEQ with 6+ (these numbers go ''down'' for Longstrike and/or a markerlight, as the more accurate the railgun the worse this strat is in comparison). By and large never worth it, as your Troops are generally carrying the perfect guns to murder whatever you could be bothered to use this on. *** even worse if you consider that meq usually have 2 wounds per model and teq have 3 </tab> </tabs>
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