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===Wargear=== There are a few notes on selecting equipment for a Tau army. The way wargear has been selected has been changed in the new codex to stay in line with the way the 6th Edition Codices are being written. Now units select off of one of four lists depending on the type of unit they are. Some units can also take up to two drones, this is a simple choice out of three possible standard-issue drone types. The pathfinders, Broadsides, and Riptide have special issue drones exclusive to them which can be taken instead of or in addition to (depending on the unit) the standard drones. ====Ranged Weapons==== These are chosen for Crisis suits, including the Commander and his Bodyguards. '''Note:''' You can make a weapon twin-linked for some extra points and it will take up a second hard point (same as last codex), or you can take multiples of the same weapon at the base cost for each. Example: You could take a Plasma Rifle for 15 points, Twin-Linked Plasma Rifle for 20 points, or two individual Plasma Rifles for 30 points (15 points each). * '''Airbursting Fragmentation Projector*:''' This was iffy in the last codex when it was damn near the only thing with a blast template, and it's still iffy now. An average S and AP mean that Pulse Carbines and Rifles out class it in most aspects. It's only really useful against [[Imperial Guard|cover-camping cowards]]. Cover camping blob armies will be kinda pissed, but anyone with a reasonable Sv or T will laugh it off. The update from blast to large blast helps it though. It is worth noting that this is the only Barrage weapon in the entire codex. Flamers do the same STR and AP, ignores cover , costs 10 points less, and gets guaranteed hits in overwatch (they both ignore cover, and this gets more hits regularly and has better range). Pass. * '''Burst Cannon:''' Same as last time except with 1 extra shot. Good for dealing with light infantry and when combined with a flamer it's awesome at tackling hordes. However you get lots of S5 AP5 shots elsewhere. All in all, not a bad choice but not a great one either, this weapon will be more likely to come into its own with other wargear made to take maximum advantage of it. If you are going to take them, consider taking two of them on one unit as the separately linked weapons, and chug out ''eight'' shots from a single Crisis suit per turn, and indulge your Gatling fetish, [[Heterosexual Sex in the Missionary Position|you sick bastard]]. An even better option is taking three suits doubled up on burst cannons for the ultimate ninja-pulse team. 24 5/5 shots out of nowhere, even better if they're marker-lit up (do it, you don't want those shots to miss), and it gets absolutely retarded when the suits have six gun drones. Say good-bye to that guardian cluster, guardsman squad, ork boy mob, guant team... or at least enough that the rest is laughably pitiful. More troll-worthy than anything to see the look on your opponent's face when your three suits drop THAT many dice. Watch enemy [[Ork]]s go green(er) with envy at the absolutely XBOX HUEG amount of dakka you put out. ** If you're gonna go Farsight Crisiswing outfitting a team with double Burst Cannons (and gun drones for a taste) can be perfect at clearing hordes or cheap and fast tarpit units like DE beasts or Chaos Spaw...WAIT, NO I DIDN'T MEAN-ARSPLBLBLBLBLBLBLBLBLBL * '''Cyclic Ion Blaster*:''' This has been changed to be an extra shot missile pod in normal mode (with half the range). In overcharge mode it becomes a +1S blast. The only downside is the chance to burn your little weeaboo fingers. Not a bad choice as it costs the same as a missile pod, and with the +1S blast may actual give you some anti-light vehicle capabilities, but it doesn't have the option to TL. * '''Flamer:''' Good old reliable, If you have points and hard-points to spare stick them on. They are a good deterrent for weaker units trying to tie up battlesuits. Another idea is to stick them on a crisis suit who has a TL-Burst cannon, since Multi-trackers come as standard now it's a good way of cheap fire at 42pts <s>32pts (22+5+5)</s> (22+15[TL-BC]+5) a model. Just remember that you only get to fire a single weapon in overwatch (multi-tracker specifies shooting phase)(actually, if someone gets semantic about that, the page where it says a unit can only fire one weapon also specifies shooting phase), so loading double flamers on to suits for extra OW hits is a no-go. That said, you can take two as a single twin-linked weapon and that twin-linked flamer ''can'' be fired on Overwatch, giving it all that to-wound re-rolling flaming goodness as your enemy charges in. *addendum* overwatch is defined as a shooting phase in your enemys assault, blow away! * '''Fusion Blaster:''' 6" extra to the range might not seem like a lot, but it is. This makes deep striking and cracking open the soft caramel center of vehicles all that much easier. Properly measured, it puts you on average 16" away from the vehicle that you just exploded at the end of your assault phase, making charges from units left to defend them far less likely. * '''Missile Pod:''' Excellent for sniping walkers, other light vehicles and the odd monstrous critter or two (Ones with invuls or low armour svs to be exact). The low output of shots however means that battlesuits equipped with these should avoid firing at larger sized units unless they have no better option. A tactic of old was to stick one of these with a plasma rifle. This tactic still works thanks to good range. Now that Multi-tracker comes as standard it leaves a hard-point open to be filled. Velocity Tracker or Early-warning override are good choices in this ever flyer centric age. * '''Plasma Rifle:''' Before the inclusion of the Riptide and the new Ion weapons, this was the Tau's only source of reliable AP2 weaponry. Not that the new codex has not stopped their usefulness. They have good range, stopping power and are rapid-fire. Stick them on and go troll me some big fat slow Terminators. In truth though even a full unit all equipped with TL-Plasma rifles are still going to need more than 6 shots, so consider a <s>Missile-pod or burst cannon</s> second plasma rifle (thanks, FAQ!) to back you up. ''*Only one of these experimental weapons each may be taken '''per detachment.''' This allows for more than one each in 2000+ games, but they will need to be in different units. ====Support Systems==== These can be taken by nearly all battlesuit variants, albeit to varying degrees; Broadsides, for instance, can only take one. Items marked as (standard issue) come with all battlesuits, do not need to be purchased, and do not count toward a suit's support system limit. They are included for the sake of completeness. * '''Advanced Targeting System:''' Allows an equipped model to use the Precision Shot rule as if it was a character (get to pick the model to take the wound on a to-hit roll of 6). In the case of being equipped on a character themselves, their normal Precision Shot roll is enhanced to 5+ instead of just 6. Consider equipping them with this plus a burst cannon and a cyclonic ion blaster to maximize the odds of sniping special weapons and characters from enemy units as a kind of tactical-level Mont'ka maneuver. * '''Blacksun Filter''' (standard issue): Tau Nightvision, it grants the Night Vision special rule (obviously) and immunity to Blind, which is nice, since Blind become more common nowadays and could seriously fuck your I2 gundams up. Unlike certain options (like searchlights) available to other forces, this does not give away its user's position at night. Once a separate option, this now comes as standard issue equipment built into all Tau battlesuits for free and without occupying a hardpoint. * '''Counterfire Defense System:''' Increases a model's Overwatch fire from the normal BS1 shot for snap-fire to BS2. For my money and points I'd rather a Flamer. In most cases you'd get more hits and wounds. It's a personal choice though, can be useful if you decide to go TEQ hunting with some plasma rifles. Also a good choice if you feel like investing in support systems on your stealth suits. When combined with drone controller would allow you to overwatch at BS2 with marker drones to boost someone else supporting fire (massive hilarious if "someone else" are pathfinders) * '''Drone Controller:''' Formerly necessary for a unit to use drones, that functionality has become built-in. This new little bad boy works to ''enhance'' the drone's function, meaning the drones in your unit use the same BS as the bearer, making Markerlight hits that much easier to get. If your squad is taking any sizable amounts of drones (unless they are all shield drones) then think of including this as it will make up its point quickly. * '''Early Warning Override:''' A battlesuit aimbot program. Provides Interceptor. While your first thought would be to combine it with velocity tracker, its too expensive to be effective against anything save absolute cheesemongering (i.e. all-air lists). Instead use interceptor rule for what it was designed: to shoot down reserves at the end of THEIR MOVEMENT PHASE. Do not forget to bring your tearcup while your Riptide blow apart tightly packed teleporting terminators or drop-podded Sternguards with single ion accelerator blast. A decent buy all things considered. * '''Multi-tracker''' (standard issue): Sensors and targeting systems which allow a unit to manage the fire power of two weapons simultaneously, like a battlesuited John Woo action hero. Once a separate hardpoint-filling option, its popularity (bordering on ubiquity) has made it a now standard issue piece of equipment built into every battlesuit, so comes free with the unit and does not occupy a hardpoint.<p>'' Note: There is an argument here about whether or not they work in Overwatch. Most people go with the "Multi-trackers only work in the Shooting Phase not the Enemy Assault Phase" side of the argument, although there are some notable exceptions (like the NOVA tournament organizers) that think otherwise. [http://farsightinsight.blogspot.co.uk/2014/01/how-tau-interact-with-overwatch-and.html Make your own judgement call]. * '''Positional Relay:''' This allows outflankers in reserve in your army move in from the same board edge as the bearer provided he is within 6", including both your opponent's edge and your own. Used correctly this could allow you control of most of the board. However there isn't much need for lots of these in your army. Expect to use it more often on larger point games. Note that this piece of gear also comes as standard with recon drones that can accompany pathfinder squads, so weigh that in consideration for this if you are already taking pathfinders. * '''Shield Generator:''' Another that remains unchanged. It grants you a 4+ invulnerable save. Basically it's a one upped version of the Stimulant injector. Combine the pair and add shield drones for a model that just simply refuses to die. * '''Stimulant injector:''' Again another item that is no longer one per army. This will give the equipped model feel no pain. It's not cheap but it's a 5+ save ''in addition'' to your other saves that is only denied by instant death. Get it if you have the points and the unit in question is likely to see a lot of fire and needs the endurance. * '''Target Lock:''' Allows the model to fire at a different target from the rest of the unit. This tool, while cheap, is often over-used. More often than not the one extra weapon does not make the difference. The only real time its effectiveness comes into play is when used in conjunction with fusion-blaster wielding, deep striking, jihad shouting, suicide squads. Deploy them onto the back armoured line of a foe and watch him cry. Remember to have your china tear cup at the ready. It is worth noting that all models in the unit fire at the same time, regardless of whether or not all of the dice are rolled together. (In other words, you have to choose all your targets at once, rather than waiting to see what the results of your target locked model are.) * '''Vectored Retro-thrusters:''' No longer one per army this gives the model both fleet and hit and run. Useful if you get bogged down in combat and need to redeploy quickly. The only downside is a poor I means that you won't always pull out in time, unless you get drones (which are I4 for some reason), stick it in a Farsight Bomb (Farsight is I5), or put it on a commander who is palling around with Vespid (who are I6, but why would you do that?) (Why indeed, since Vespid have Hit and Run anyway.). <b>Note:</b> You only need 1 suit with this system in order to give the entire unit the benefits of Hit and Run, but you need to give this to everyone in the unit if you want to gain the benefits of Fleet. * '''Velocity Tracker:''' Another new toy. This thing allows a model to choose on a turn-by-turn basis whether it wants to use the Skyfire rule or not (so that unit can be firing at fliers one turn and ground units the next with no penalty to either.) Slapping these on Broadsides may be everyone's first move but they don't do too badly on Crisis suits or the riptide either. Combine with Early Warning Override to give flier heavy lists an early bus ticket home. ====Signature Systems==== These are taken by the Commander, his Bodyguards, or Crisis Shas'vres. Basically, these are the equivalent to the artifacts/relics of other books. '''Note:''' Only one of each can be taken per army. On a Crisis Commander or Bodyguard these take up no Support Slots and as such any number of each could feasibly be equipped, however only three systems total from the Weapons, Support and Signature lists can be taken on a Crisis Team Shas'vre. * '''Command and Control Node:''' A 4th ed piece of tech that was killed off in the switch to 5th ed when target priority tests went the way of the dodo. Back from the dead and clocking in at 15pts, it makes all of a unit's weapons Twin-linked at the cost of giving up the bearer's own shooting. <s>Due to the wording there seems to be no problem with sticking this on a single Crisis Shas'vre and lumping him with a unit of Fire Warriors or Pathfinders.</s> Crisis Shas'vre aren't Independant Characters. Using this and Multi-spectrum Sensor Suite on a gigantic Farsight bodyguard squad looks broken on paper, <s>but requires field testing</s> and kicks total ass. * '''Failsafe Detonator:''' Useful as a last 1 fingered salute to anyone assaulting you and not much more. Select if you wish to put on units you don't expect to survive the battle, but by no means an auto-include. * '''XV-8-02 Iridium Battlesuit:''' Adds 1 Toughness and gives a 2+ save. Don't waste this on a Crisis Shas'vre save it for the commander (Your warlord if there isn't an Ethereal present) '''Alternate opinion:''' put this on a bodyguard loaded up with stims and a shield generator and you'll keep your commander's support systems free for maximum offense while having a bodyguard (who causes you to auto-pass Look Out Sir rolls) to act as a T5, 2+, 4++, FNP whipping boy while leaving your commanders hard points free to load up on dakka * '''Multi-spectrum Sensor Suite:''' Like Command and control, you forgo shooting with this model in place of giving the model's unit's ranged weapons the ignore cover special rule. Take it on your Commander with the Command and Control Node, because if you're doing something else with it, you're probably wrong (see above regarding Crisis Shas'vre). * '''Neuroweb System Jammer:''' At 2pts this little gadget is an auto-include. At the start of your shooting phase the bearer selects 1 enemy unit within 12" to have its weapons get hot until the end of the next turn. Even if you never use it it can still be funny to watch your foe create a wide area of space around the bearer. * '''Onager Gaunlet:''' The first close combat weapon for a battlesuit. Shame there is only 1 and it only gives 1 S10 AP1 attack. Can be useful for opening tin cans or crumpling lower key characters in challenges. Just watch out however as you're still Tau and 1 attack that you may miss with isn't all that when you're T4 with a 3+ save. On the other hand, [[Power weapon#Power_Fist|HIDDEN POWER FIST]]! That unlike similar weapons it does ''not'' strike at I1 should come as a surprise to anyone expecting a Tau commander to go down immediately in close combat to a monstrous creature without a good chance of taking the thing with them. * '''Puretide Engram Neurochip:''' Select one of the five special rules at the start of Movement. The bearer has it until the next turn. The only ones of note are Monster Hunter (situational at best) and Tank Hunter (correctly outfitted Crisis suits who are going after tanks probably won't need it) which will benefit the entire unit, but the 3 others are close combat related and only affect the bearer and therefore mostly pointless. Although if you know that CC is inevitable I guess it might be worth popping one of the CC abilities since every little bit helps. * '''Repulsor impact Field:''' Another neat (anti-)assault gadget. It's like a flechette discharger for battlesuits. It won't make an enemy unit think twice about hitting you though, but the handful of I10 hits might score you an wound before your opponent strikes. If you're taking any assault phase gadgets, it's best to take them in a bunch although the points will pile up fast. *'''XV-81 Prototype''' (Forge World) Once limited to commanders, it is now available to all able to take Signature Wargear...so, mostly still commanders. The Model gains the Extremely Bulky rule, but in return, gains a Smart Missile System. Limits you to taking a maximum of two other weapon options, but who the fuck takes TL weapons on a Commander anyway? Does <i>not</i> stop you from spending your full four choices on support systems. Plus, 25 points isn't too much to ask for this nice piece of equipment, <s>but unless you desperately need one, is a little risky for most armies. Use with caution.</s>Combine with the Iridium suit for some real lulz. *'''XV-84 Prototype'''(Forge World) Also once limited to commanders, the XV-84 contains a Networked Markerlight and a Target Lock. Useful for supporting a low BS unit with a networked markerlight, the XV-84 would probably see its best use in a Farsight Bomb. At 20 points, the suit is a relatively cheap addition to any force. ====Drones==== Only Drones that can be taken by more than one unit entry are discussed here. The rest will be discussed in their related entry. All drones discussed now cost 12pts (with the exception of Shielded Missile Drones, which cost 25pts each). This is a big decrease for the marker drone, a minor decrease for the shield and a minor increase for the gun drone. * '''Gun Drone:''' Has lost its Jetpack Jump infantry status and has been demoted to simply Jet pack infantry. Still with the changes to assault carbine being assault 2 and drone controller giving the drones the same BS as the bearer it has made them a much more usable option for some extra firepower. * '''Marker Drone:''' A staple of many Tau armies has just seen a massive improvement! Watch as markerlights rain down as heavy as the tears of your fallen enemy. 16pts has been taken off the tab and it benefits greatly from improved BS granted by having a Drone controller in the unit. The down play that not many players have noticed yet is loss of Networked markerlight. Meaning you better have two units firing at the same target and some pathfinders if everyone is going to benefit from those lovely markerlight hits. * '''Missile Drone:''' It's a missile pod in a drone. Due to errata it can only be taken by Broadsides. * '''Shield Drone:''' It's a shield generator in a drone. It's actually a cheaper, more effective shield generator to boot. Cheaper than the support system version by 13pts. It gives multi-wound characters a second chance at outlasting any scary S8 weapons that would insta-kill it. Even if not attached to Commanders it still makes a decent addition to any unit that can take it. Unless you have other plans or points are too tight, you cannot go wrong attaching a pair of these to Crisis suits, as they are tough enough to whether some anti-infantry fire, but not so robust that they can easily survive anti-armor weapons. The shield drones will let them do so, at least long enough to neutralize the threat to them. If these are the only drones you take, then there is no need for a drone controller. A full crisis team can take six of them without using up any support slots at all. Putting a shield wall on a full team of drones is a bit pricey, but makes them ridiculously survivable. It is hilarious watching the opponents entire army spend an entire shooting phase firing at one unit to only kill the drones and no suits. ** Note that when going against any competent opponent, any unit with lots of shield drones can expect to have lots of weaker [[dakka]] thrown at it until the shield drones are all downed before the anti-armor stuff starts hitting home, potentially during the same shooting phase. Be very careful about the range and position of your Crisis suits relative to the enemy anti-infantry and anti-armor units, because a crossfire will still be deadly. On the other hand, this is one more shooting phase in which all those shots are concentrated on one unit and not the rest of your army, so if the shield-drone carrying Crisis squad must play the role of a kauyon lure, make that distraction count. * '''Shielded Missile Drone:''' A cross between a Missile Drone and a Shield Drone, combining the strengths of both types. Only Riptides can use them, but on the bright side they also have T6. ====Vehicle Battle Systems==== * '''Advanced Targeting System:''' It gives "To Hit" Rolls of 6 Precision shot. A trollworthy thing if your Rail Gun can insta-gib a enemy HQ hidden within meatshields, but there are plenty of snipers in the codex that are better suited for this role. Doesn't make it any less hilarious though. * '''Automated Repair System:''' On a 6 it repairs a weapon destroyed or immobilised result. It's cheap and can give you back what you once thought lost. Use if you have points to spare. * '''Blacksun Filter:''' While these come as standard on battlesuits now they still have to be paid for by vehicles. It lets you ignore Night Fighting and Blind effects. As it's so cheap, it's hardly points wasted even if you don't ever get to use it. * '''Decoy Launchers:''' 4+ invul to glancing or penetrating hits caused by the interceptor rule. By far the best use of this is on the flyers. Makes those nasty quad guns seem like a bad dream. Sadly it has little other use. * '''Disruption Pod:''' It gives a +1 to your cover save, so it effectively acts like stealth while still being stackable with stealth. Not as brokenly powerful as it as before, but still pretty damn good. 6+ in the open is great. Always buy it for your tanks, never for aircraft, unless you expect jinking a lot (which you don't). * '''Flechette Discharger:''' Fires a S4 number of hits equal to the number of folk in contact with it. Scares lightly armoured grenadiers (meltabomb vets, witches and swooping hawks comes in mind), but MEQ's don't give a shit about it. * '''Point Defence Targeting relay:''' The S5 and below weapons can overwatch. Gives the vehicle Supporting Fire as well. * '''Sensor Spines:''' Gives move through Cover. Another case by case one. Useful for hiding tanks in cover, especially with disruption pods, but almost worthless on fast skimmers and definitely worthless on flyers.
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