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Warhammer 40,000/10th Edition Tactics/Tau
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====Walkers==== Notice that most Tau battlesuits have gained the Vehicle keyword so they are now vulnerable to anything with rules that affect vehicles. The exceptions are Stealth Suits and by extension Shadowsun. *'''Crisis Battlesuits:''' Effectively, these are Tau TEQ and they've kinda always been except now you can really spam shield drones and make these guys super tanky (2 shield drones each means that every crisis suit will now have 6 wounds to burn through). You're gonna want to build them be the ''guided'' unit rather than the unit doing the guiding not to mention replacing that silly burst cannon with something more substantial. Their weapon selection allows you to tool for any scenario, more of a jack of all trades unit that benefits from the leadership of a battlesuit commander. *'''Ghostkeel Battlesuit:''' It has the rare Smoke keyword, but loses it when using its battlesuit support systems. You're gonna have to decide whether you want this thing to be taking out MEQs or Vehicles/Monsters: the Fusion Collider is for the latter while the Ion Raker is for the former. Next, decide whether to keep the twin flamer if you anticipate things closing the distance on you or switch to a twin fusion blaster for more/added tank-busting. The twin burst cannon is a bit of a waste as usual. **10th is the era of ghostkeel. With the awesome combo of Infiltrator/Stealth/Lone Op, high T and W, and a twice per game ability to reduce the damage of an attack to 0, these things can take an outward objective and stay there. The Fusion Collider version can make a great suicidal tank hunter, especially when guided by a Stealth Team. But you will likely be better served using the range of the Ion Raker at a distance and force your opponent to come to you to remove the large threat giving them the middle finger. *'''Riptide Battlesuits:''' long gone are those stupid rules that made this thing rack up wounds on itself - clearly the Earth Caste has been busy improving the Riptide's nova reactor safety. Now all it does is once per battle, one of the suit's guns gets [DEVASTATING WOUNDS]; this might be an issue with GW's legendary proofreading blunders but unless it's FAQ'd, this would presumably apply to secondary weapons or even missile drones. The only question remains is why: why would you buff one of those weapons when you could buff its primary weapon, which is either the Heavy Burst Cannon (36" A12 BS4+ S6 AP-1 D2) or the Ion Accelerator (72" A6 BS4+ S7 AP-2 D3; Overcharge profile grants one better S, AP and D with the addition of the Hazardous USR). What you choose will depend on where your gaps are in your army, so if you don't have anything to take out MEQs (somehow), then you're taking the HBC. Otherwise, the Ion Accelerator can do most of the former's job and more. *'''R'Varna Battlesuit<sup>IA</sup>:''' *'''Y'Vahra Battlesuit<sup>IA</sup>:''' =====Non-Fly===== *'''Broadside Battlesuits:''' Tough as rocks now, thanks to their T6 Sv2+ W8 and a 4+++ against mortals. Their heavy rail rifles have an improved profile benefits from a higher S12, retaining their 2 shots (hurray, no twin-linked), AP-4, Dd6+1 and devastating wounds; what's changed on them is the inclusion of the Heavy keyword, making shots hit on 3s if they don't move, which they probably won't - and all without an observer unit! Or they can trade that for the high-yield missile pod, which gains twin-linked in this edition. Options got kinda wild too, forcing you to pick two (but no duplicates) of either twin smart missile system or plasma rifle, a seeker missile, or a battlesuit or weapon support system. From there, you get to choose drones for your lads and the shield drone is the obvious standout, but don't dismiss the marker or missile drones - the latter are exclusive to broadsides and riptides. **The lack of an invulnerable save (or the shield drone to pass it onto in other editions) means these guys will be hot targets for melta shots. Best fielded in pairs to pick off a light tank or monster each turn. ======Titanic====== *'''Stormsurge:''' Critically, no longer deemed a battlesuit as it lacks that keyword. Cluster rockets make its two smart missile systems look like bottle rockets and yet it has both - and infinite destroyer missiles! Right, so the big gun: it starts with a pulse driver cannon (72" Ad6+3 BS4+ S12 AP-3 D3 [HEAVY, BLAST]), which is clearly a weapon made to raze harder targets at range. This can be replaced with a pulse blast cannon (Capable of either scattering some hits against TEQs or a focused shot for demolishing tanks), which seems designed to take out something like a Knight that got too close for your liking. * '''[[KX139 Ta'Unar Supremacy Armour|Ta'unar Supremacy Armour]]<sup>IA</sup>:''' The biggest land unit the Tau can field, it has a rock-hard statline, pushing past a [[Imperial_Knight#Dominus_Knight_Castellan|Knight Castellan]] for durability, and a whole bunch of guns, although it's been bumped down to entirely BS4+ compared to a BS of 3+ in 9th. It has two arm weapons, a top-mounted weapons system and a fair amount of burst cannons/smart missile systems for light infantry. The arm weapons are a tri-axis ion cannon which will wipe out squads of MEQ in an instant and can be supercharged for those tougher TEQ units and a fusion eradicator to devour light vehicles with, although its range is relatively short. The top weapons are interesting, you get three options: first is three pulse ordnance drivers for 24 shots total with 60" S5 AP-1 D3 and ''[Anti-Infantry 2+]'' so it'll kill infantry dead, second is two nexus missile launchers which are an all-rounder for most things smaller than a Rhino with a rare S8 AP-3 D2 profile. Last is the heavy rail cannon array with 120" A2 S26 AP-5 [[Rape|D16]] with ''[Devastating Wounds]'' so you can point at everything smaller than a heavy tank and go "bye-bye" in a single hit, although only having 2 shots means you will definitely want to keep this thing guided and fed with re-rolls from a unit like stealth battlesuits, you're paying 685 points for this model in the first place so you might as well give it all you can. Because of the changes in the game in terms of durability, objectives and terrain and because it has a much more reasonable points cost, the Ta'unar might be genuinely good now.
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