Editing
Last Stand - Tau Commander
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Build Options== *Note* The Tau Commander is by far the most diverse hero in the game, being able to easily switch between all rounder, tanks, fire support, and blob counters with a switch of only one or two items. <br /> {{Build LastStand |num=1 |title=GOOMBA STOMPER |minlevel=12 |minlevelnote= |maps=Any |weapons=Command Issue Plasma Rifle, Iridium Plated Shield |armor=XV8 'Armored' Crisis Battlesuit |accessories=Stimulant Injector, Coolant Injectors, Anti Armor Missile Pod |commanderitem=Shield Drone Controller |details=You are a short range, damage tanking jump trooper. Combining the heavy crisis suit with the Iridium shield gives you a double "heavy" trait, allowing you to instakill some blobs on impact from your jump (Tyranids in particular are vulnerable to this). The damage resistance provided makes the Commander nearly impervious to small arms fire, while the Stimulant Injector gives you a chance if any heavy melee units like Nobz get too close. Your main strategy will be disrupting blobs with your jumps while focusing on hard targets with your plasma rifle and missile pod. The Shield Drone will draw fire and provide damage resistance, while the Coolant Injectors allow you to hop around the map like a hyperactive frog that crushes blobs underfoot when it lands. This build is excellent for achieving the "Dynamic Entry" achievement, and for kiting mobs while slowly whittling them down in dire situations where your other two teammates are down and it is too risky to revive them. }} {{Build LastStand |num=2 |title=HAILSTORM |minlevel=17 |minlevelnote=(requires "Dynamic Entry" achievement) |maps=Any |weapons=Burst Cannon, Networked Weapon Interface |armor=XV8 'Command' Crisis Battlesuit |accessories=Stimulant Injector, Coolant Injectors, Anti Armor Missile Pod |commanderitem=Heavy Gun Drone |details=This build gives you the most DPS you could hope for, essentially giving you almost the equivalent firepower of a single medium-wave: the double burst cannon combined with the "command" suit deals more damage than a Plasma Rifle (without armor piercing, though) making the commander literally shred to pieces any kind of light and medium infantry in a matter of seconds. The Heavy Gun Drone also synergies extremely well with the armor, making your combined DPS almost insane! You also got anti-armor missile pod to engage the bigger targets, although they shouldn't be your first objective (this is one of the two "weak points" of this build, the other being toughness. But you got team mates for a reason!). The coolant injectors make you able to spam more rockets, drones and to jump a lot more freely, and this alone makes you a much bigger threat and significantly bolster your survivability. Lastly, Stimulant Injectors are key to survive the latest waves; in this build you are quite squishy, meaning even a single squad of plasma rifle marines could easily kill you in a single volley if caught in the open. The SI provides you with an extremely solid heal effects that will easily mitigate the biggest weak point of the build. But remember that it doesn't make you tanky, so you shouldn't rely on it unless compelled! }} {{Build LastStand |num=3 |title=SWISS KNIFE |minlevel=17 |minlevelnote= |maps=Any |weapons=Command Issue Plasma Rifle, Repulsor Shield |armor=XV8 'Command' Crisis Battlesuit |accessories=Ion Battery, Coolant Injectors, Anti Armor Missile Pod |commanderitem=Heavy Gun Drone |details=With this build you compromise between survivability and DPS, becoming an effective Jack of All Trades and offsetting the only limitation the Tau Commander has: hand to hand combat. All right, let me clarify myself: you still suck in close combat and your attacks still do shit. '''But''' you can effectively keep melee enemies at bay thanks to your kinetic pulse (which also do a lot of damage to light armoured enemies) and the Ion Battery and Coolant Injectors make you able to spam it with little to no concern, while your Heavy Gun Drone wreck light-medium infantry squads from distance and you destroy armoured foes thanks to the Plasma Rifle and the Anti Armor Missile Pod. If an enemy that you can't knock back comes dangerously close, you can just jump away, place down your Ion Battery and re engage from a safe distance. Rinse and repeat until they're all dead. *You can also use this build more aggressively by jumping on infantry squads and swiftly activating the Kinetic pulse, knocking them back and dealing heavy damage to the entire squad, then retreat away and finishing them from range (if they're still alive, that is). You could also use the 'armoured' suit instead of the 'command' one, dealing a lot more damage and gaining some more tankiness. Only remember that, by doing this, you are losing some mobility and ranged damage but, depending on your team mates, it could work better than the original build. * Variant: Replace Gun Drone with Marker Drone to debuff heavier enemies and take Fragmentation Missile Pod to clear out mobs as soon as possible, reloading your energy with the Ion Battery. Don' t waste time shooting down light mobs with your plasma rifles. Stay near shooty or energy hungry team mates (e.g. Guard) and buff them with Battery/Command Battlesuit effects. The downside is that some players will always jump right into your missiles all the time (Marines, Sorcs). }} {{Build LastStand |num=4 |title=SKY RAY PARTY |minlevel=20 |minlevelnote=(requires "Dynamic Entry" achievement) |maps=Bloodied Colosseum (It is effectively viable on both maps, but a lot more difficult in Anvil of Khorne because of its lowered dimensions) |weapons=Command Issue Plasma Rifle, Network Weapon Interface |armor=XV8 'Agile' Crisis Battlesuit |accessories=Ion Battery, Coolant Injectors, Markerlight |commanderitem=Marker Drone |details=A tricky (and not so simple to use) build, but really effective with the right team mates. With this, the tactic is to nimbly bounce around the map, thanks to your superior stabilizers, remaining out of range from enemy fire while marking everything in sight. Then you obliterate any marked target with your Sky Ray Barrage! You can effectively remain airborne almost at any time thanks to the Coolant Injectors, and the Ion Battery will help you recharge your energy after a barrage. You equip the Plasma Rifle in this build because it's got great range and a lot of punch, keeping you safe while you maintain your distance and target armored enemies that your barrage would have problems dealing with. Although you could exchange the NWI with a Repulsor Shield, making you less of a Glass Cannon, you shouldn't do that for two reasons: number one being that, by doing so, you aren't properly taking advantage of the markerlights, who increase your ranged damage by a lot, and, number two, you are already sufficiently energy hungry as it is, so you wouldn't want to waste other energy on the kinetic pulse. Besides, with this build you should avoid melee anyway, jumping from point to point. }} {{Build LastStand |num=5 |title=PLASMA MASSACRE (added by: Warptrooper) |minlevel=17 |minlevelnote=(requires "Dynamic Entry" achievement) |maps=Any |weapons=Command Issue Plasma Rifle, Network Weapon Interface |armor=XV8 'Command' Crisis Battlesuit |accessories=Stimulant Injector, Targeting Clusters, Nano Technology |commanderitem=Heavy Gun Drone or Shield Drone |details=Simply massive amounts of ranged damage to Light Infantry, Heavy Infantry and Armor. Dual Plasmas + Command Suit (+15% damage) + Targeting Clusters (93%, Accuracy would be 75% without it) = Retarded amounts of damage on anything. Stimulant injectors help keep you alive in case you get low. The Heavy gun drone is just icing on the cake and adds additional damage plus helps draw fire away from you. Strategy: Stay mobile. No Heavy trait means you have good jump range. Use this to your advantage. Keep moving, ideally getting in cover at your next jump position and use your plasma's range to kill everything. Don't let melee get close. The downsides to this build: No anti-armor missiles (but you don't really need them with 2x Plasmas @ 93% accuracy with +15% command buff). Tanks die in just a few volleys plus you save energy that can be saved for gun drone or jet pack. Again, use and abuse your mobility and kill everything with your range. I have never seen anyone else using this and I do not understand why. Getting 500-730+ kills is fun and you pretty much NEVER miss with both plasmas thanks to Targeting Clusters. PS: If your ally Tau Commander has Command armor already, you could replace your Command armor for Armored for extra 50 HP + 10 Armor plus stronger jump but you lose a bit of range on jump. Could also do Agile for 25 more HP and additional Jump range at the cost of 20 armor. The jump range could be helpful but again this is only if you already have an ally Tau with Command armor. Using the Shield Drone will make mid game against Greenskins and other pests a bit jump-heavy but on wave 19 it really helps against the tons of ranged damage coming at you. The Shield Drone is also really awesome if other players have lower levels or support builds as it protects them too. Since you aren't using missiles, coolant injectors are wasted on this build. You're better off with Nano Technology; 50% more life regen makes you a lot more resilient. }} {{Build LastStand |num=6 |title=DISCO INFERNO (Burn Baby Burn) |minlevel=17 |minlevelnote=(requires "Dynamic Entry" achievement) |maps=Any |weapons=Flamer, Network Weapon Interface |armor=XV8 'Command' Crisis Battlesuit |accessories=Stimulant Injector, Anti Armor Missile Pod, Coolant Injectors |commanderitem=Heavy Gun Drone |details=Do you like roasting chestnuts over a roasting fire? What about guardsmen, nids, or any other inf squad. The name of the game with this suit is rapid response. Jump in cook a squad and move on with the coolant you are able to move quickly across the battlefield. The Anti-Armor Missile Pod will allow you to target anything big and bad such as 'Uge Hammers or Zoanthrope at a huge range. Keep in mind since your Missile pods take energy that you should balance out your shooting and moving try to boost into position for a good shot and while in the air target with the pods. It is also worth noting that your pods are great against your clone on wave 16 of the Colosseum and the AI will also try to make use of them, a single volley is enough to trigger the Stim which should be followed with a jump and fire to finish them off. Mobility is your friend with this build helping an ally if they start to get over whelmed by normal or putting a rocket in a threat before boosting off. make use of any rest time you can to keep your energy up. You should also make sure to keep up your gun drone while it is effective to do so (other wise your just wasting energy to let it die in one shot) to help with the groups either for drawing them in for your jump and burn or to being helpful if you need to let your energy build back up. Don't be afraid to seek cover away from the action or dance around the map if your stims trigger for the cool down to go away. }} {{Build LastStand |num=7 |title=SUNFIRE (Not FIREKNIFE) CONFIG (added by: Jaimas, edited by: HavocDragoon) |minlevel=15 |minlevelnote=(requires "Dynamic Entry" and "Tau Efficiency" achievements) |maps=Any |weapons=Fusion Blaster, Network Weapon Interface |armor=XV8 'Light' Crisis Battlesuit |accessories=Targeting Clusters, Fragmentation Missile Pod, Advanced Drone Controller (if you do not have this, go with Stimulant Injector, Nano Technology, or Ion Battery) |commanderitem=Heavy Gun Drone |details=This build, named for its counterpart in the tabletop game (no it isn't, Fireknife is Plasma Rifle, Shield, Missile Pod. This is the Sunfire config), is a heavily-armed brute. Fusion Blasters basically ''need'' Targeting Clusters and and the Networked Weapon interface for ideal performance, and with the increased movement speed of the Light crisis suit, you can control your distance well - necessary for any use of this brutal weapon. Your main role in the fireteam is killing priority targets - heavy vehicles, monstrous creatures, and the errant walker. You lack much anti-mob damage so you'll be relying on your gun drone and your teammates as a screener; Advanced Drone Controller really helps by letting this thing whittle down enemy mobs. Frag missiles are included to help you whittle down mobs from afar but the bulk of your work is mostly going to be punching holes in big threatening things, and at this, you will excel - you're packing the kind of firepower that allows you to take out a more-or-less intact Ork Nob in one direct hit of your dual guns. Expect to kill Kans in 2-3 volleys and Dreadnoughts in the same. Rear armor shots on tanks or APCs will blow them apart in record time. }} {{Build LastStand |num=8 |title=AERIAL BOMBARDMENT (added by: Jaimas) |minlevel=15 |minlevelnote=(requires "Dynamic Entry" achievement) |maps=Any |weapons=Airbursting Fragmentation Projector, Network Weapon Interface |armor=XV8 'Agile' Crisis Battlesuit |accessories=Coolant Injectors, Stimulant Injector, Anti-Armor Missile Pod |commanderitem=Heavy Gun Drone |details=A build designed to exploit mobility, this absolute ''bastard'' of a tactical build isn't for the faint of heart. Agile Suit and Coolant Injectors give you something no other build has: ''instant jump jet cooldowns''. You cover enough ground to cross the entirety of Anvil in a single jet, or cover close to 60% of Colosseum in a single bound. The tactical advantage his provides is ''fucking huge''. To work with this, you'll be using the AFP, which has the longest range of any Tau Commander weapon, doesn't give a shit about cover or intervening terrain, and twin-linking the goddamned thing for good measure. Back this up with Anti-Armor missiles (for hole-punching armored targets) and a Heavy Gun Drone (to draw fire whilst you zip around the battlefield) and this thing is an absolute ''monster'' in practiced hands. You're less durable than many builds but that doesn't really matter when you have no intention of getting into close-combat in the first place and have instant cooldowns on your jets. }} {{Build LastStand |num=9 |title=DRONE DEVASTATION (added by: Harkonnen) |minlevel=20 |minlevelnote=(requires "Tau Efficiency" achievement) |maps=Any |weapons=Command Issue Plasma Rifle, Repulsor Shield |armor=XV8 'Armored' Crisis Battlesuit |accessories=Coolant Injectors, Ion Battery Advanced Drone Controller |commanderitem=Marker Drone |details=This build is named for the ability of your drones to be absolutely devastating. Advanced Drone Controller is essential and allows you to self-destruct your Marker Drone with a large explosion that does massive damage to anything nearby ''(including allies, be wary.)'' Use the Tau Commander's mobility and heavy trait to jump on groups of enemies and activate kinetic pulse, killing most weak enemy blobs with ease. For tougher enemies you jump on them and stun them, deploy your marker drone in their face and calmly walk away or jump as you leave devastation in your wake. Running low on energy? Drop an Ion Battery at your feet and watch most of it come rushing back and your energy intensive allies also get these benefits. Which is probably the least you can do for jumping around and stealing most of the kills. 600+ is not uncommon, depending on your allies. What about the clones on wave 16 you ask? Pfft, what clones? Determine their spawn location based off where the large horde of Banshees comes from at the end of Wave 9 and when Wave 16 comes around, wait at the gate and jump on them as they spawn, stunning them before dropping a Marker Drone on top of them and triggering the self-destruct. When stunned, your clone will summon his own drone and both will go off in their faces, leaving your allies to wonder what happened as the clones are turned to dust. Only the beefiest tanky heroes are likely to survive, but not for long as you jump-stun them again and re-introduce them to your little friend. One of the best parts about this build is that you will always have something to do. Use Kinetic Pulse to relieve your beleaugered allies of melee hordes. Lead your enemies around the battlefield while turning to drop a drone surprise and revive your allies as they focus on how cool it looks as it spins for the greater good. Not for them though. The downsides of this build are that it can be fairly micro-intensive and you have no Stimulant Injectors to fall back on when things get rough so it's important to keep on the move. But if you pay attention, nothing will be a challenge except for Wave 17 and 20 on Colosseum and the final waves on Anvil. * The downside is that the playstyle is very hectic and it does not work with team mates that are ignorant of this build. Also, the detonation radius of the drone is not visible. }} {{Build LastStand |num=10 |title=BURST CANNON? HOW ABOUT SOME BURST DAMAGE? |minlevel=17 |minlevelnote= |maps=Any |weapons=Fusion Blaster, Repulsor Shield |armor=XV8 'Command' Crisis Battlesuit |accessories=Targeting Cluster, Coolant Injectors, Anti Armor Missile Pod |commanderitem=Heavy Gun Drone |details=The fusion blaster and anti armor missiles give you plenty of single target dps (thanks to the targeting cluster preventing the fusion from missing every shot), while the repulsor shield and gun drone give you some options to deal with hordes in a pinch. The important thing to remember with this build is your targets, your commander is only meant to directly target bigger, tougher models, leave hordes to your teammates. The advantage of this build is that you can quickly snipe out medium infantry like tyranid warriors, raveners and tactical marines in one shot while also remaining mobile enough to get behind vehicles and let off some tasty rear armor shots with missiles or fusion. You need to stay mobile and pick your firing positions carefully with this build to take advantage of the repulsor shield and counteract the stationary fire of the fusion blaster. This build can also get a little energy hungry in later levels so don't be afraid to run away and kite blobs while regenerating energy and health if you need to. }} {{Build LastStand |num=11 |title=THE WEBSPINNER |minlevel=10 |minlevelnote= |maps=Any |weapons=Command Issue Plasma Rifle, Repulsor Shield |armor=XV8 'Armored' Crisis Battlesuit |accessories=Snare Mines, Coolant Injectors, Ion Battery |commanderitem=Shield Drone |details=A unique build featuring a virtually unseen piece of kit - the humble Snare Mines. Place 'em here, place 'em there, place 'em everywhere! Watch as entire waves of enemies slow to a crawl while you pick them off from the relative safety of your Shield Drone. The Heavy trait and Repulser Shield allow you to crash into blobs, making up somewhat for your low ranged damage. In addition, Kinetic Pulse gives you breathing room when enemies breach your safe space. Coolant Injectors make it possible to cover every approach with mines, ensuring you always have a button to press. Ion Battery is there mainly to restore energy after dropping a drone, but when AoE burst damage becomes vital, you can also spam Kinetic Pulse in fits of desperation. (If you can keep your buddy alive, consider swapping out Ion Battery for Stimulant Injector to recover from ranged fire.) Be mindful to replace triggered mines and also drop more in front of slowed enemies before the effect wears off. As long as you have teammates laying on the damage and your Shield Drone doesn't wander off like a dumbass, there's not much that can threaten you. }} {{Template:LastStand-Heroes}} [[Category:Tau]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information