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===T'au Units=== *'''Fire Warrior (Leader [Shas'Ui], Comms, Medic, Scout, Sniper, Veteran)''' Your regular bluie. Able to equip the Pulse Rifle for long distance or the Pulse Carbine for closing in. Of both choices, the Rifle is somewhat better because the Pathfinders are a cheaper choice for carbines, and the drones bring two for less points. And don't forget the Stealthsuits and their burst cannons. Also, take into account that they're still Fire Warriors and their stats are not impressive. Sooo... no, they're better far and high if you can and supported either in fireteams and/or in FtGG! distance. Also, Close Range at 15" with S5 Rapid Fire 1 it's not something that should be ignored. It's also recommended to be the ones to have the DS8 turret because they're the most likely to not to move much. *'''Fire Warrior Breacher:(Leader [Shas'Ui], Demolitions, Comms, Medic, Scout, Veteran)''' Breachers are a very powerful Moderate Risk/High Reward option for T'au. Their pulse blasters normally hit just like a bolter, it self not a bad if average gun, but when within five inches hit like a freight train, hence moderate risk with a higher payoff. With some brainpower you can run around the battlefield as a mini distraction carnifex for your T'au snipers while at the same time delivering some very respectable ordinance. But due to how long range shooting rules works, you'll be -1 to hit at Close Range setting unless they're within 3" (Or you're using the Bork'an Sept). *'''Pathfinder (Leader[Shas'Ui], Sniper [Gunner], Comms, Demolitions, Medic, Scout, Veteran)''' A pathfinder with a rail rifle, though expensive, can become a terrifying threat when mixed with the sniper specialization. Set him in the back to cover your more aggressive units like Breachers, or to simply block off firing lanes. However if you just need bodies Pathfinders are also your best best. Cheaper than a Fire Warrior and comes free with a markerlight its your best option for filling out a roster. ** A level 2B Sniper spec Pathfinder with a rail rifle, when readied and using the level 1 sniper stratagem can shoot two S6 AP-4 damage D3 shots at 15" while hitting on two's rerolling ones. This is T'au shooting at it's very finest and can take out any model in the game provided the shots connect. ** Something to consider in Matched Play over Campaigns is a Pathfinder Gunner with the Rail Rifle and the Demolitions specialization. Only Death Guard get a FNP without some sort of janky stratagem, so being able to pump out Mortal Wounds on a to-wound roll of 5+ (or 4+ if the target is obscured) isn't something to ignore. Pair him with a Recon Drone and a Comms specialist Pathfinder and you're set to remove units across the whole board. *'''XV25 Stealth Battlesuit (Leader [Shas'Vre], Comms, Heavy, Scout, Veteran):''' Stealth suits have one of the most expensive base cost in the game at ''20 points'', only surpassed by the Lictor itself. However they're full of goodies: 8" movement, 2 wounds, 3+ save, Fly, Burst cannon by default and always -1 to hit aganist them. They have mobility, endurance, firepower and only lacking in combat and options, but that's the T'au for you. Take one or two. *'''Drones (None):''' One may wonder why take one of these instead of more troops. Simplest answer is as a source of 7 point flying ablative wounds for your leader and specialists. Beyond that, it depends on which drone you're looking at. **'''MV1 Gun Drone:''' 2 Pulse Carbines shooting 4 S5 shots a round. Since 6s are auto hit in KT, you gain no further penalty from being both at long range and obscured than you would for either. The second gun makes it strictly better than a Burst Cannon since you can roll on the injury chart twice (two different weapons). All-all-all a 7 point gun drone is an incredibly cost effective source of Fly (which is very powerful in Kill Teams) and 4 S5 shots which can potentially roll twice on the injury chart. **'''MV4 Shield Drone:''' While shield drones might be central to many [[troll|strategies]] in full size 40k, their usefulness is greatly reduced in the smaller scale of Kill Team, where points are at a premium. 7 points for a unit whose ''only'' purpose is to get shot for someone else is rather hard to justify, especially when every other drone can do that too, in addition to shooting and/or other special abilities. The only thing the shield drone has going for it here is a save that makes it more likely to handle being shot more than once. **'''MV7 Marker Drone:''' It might seem appealing to have a source of markerlights that doesn't come from a unit fighting for their life. However, markerlights, since they require hit rolls and you'll be hitting on 5's against most models in cover, are a mugs game. Adding insult to injury, in order to receive benefit from a markerlight, you will need to have shot it first in the phase, which means you'll have needed to ready the model with the markerlight as well, which means you'll be letting the enemy take consecutive turns in the shooting round before you fire real guns back at them- therefore increasing the chance that you'll have less models to return fire. In summary, rail rifles are good, but you have to be rather careful, since being at 15 inches, means you'll be in range of multiple factions that can kill you in a single round of shooting. Splinter cannon sniper dark eldar, Scion's with volley guns and more, all of whom will be perfectly happy to take you out with a decisive shot, let alone return fire during the readied shooting phase. **'''MV36 Guardian Drone:''' Bringing a Guardian drone is worth serious consideration. A 6+ invuln save might not be worth much, but Tau aren't terribly tough to begin with so any extra save roll you can make for your blue boyz helps, and 7 points for giving ''everyone'' in a 6" radius that extra save is a steal. Particularly useful for a team of Breachers. **'''MV33 Grav-Inhibitor Drone:''' You need at least one pathfinder to bring one of these. Reduces charge distance of enemies within 12" by D3. **'''MV31 Pulse Accelerator Drone:''' You need at least one pathfinder to bring one of these. Ups the range of pulse pistols, carbines, and rifles by 6", but only for units within 3" of the drone. **'''MB3 Recon Drone:''' You need at least one pathfinder to bring one of these. On top of packing a burst cannon, it lets a nearby pathfinder ignore hit and injury penalties due to an enemy being obscured. Partner up with a rail rifle armed pathfinder to snipe cover-campers. *'''Kroot Carnivores:''' Behold your one close combat unit! Despite this Kroot aren't really worth it as they will break quickly and they're the same price as Gun Drones and unless Kroot sprout wings they get outclassed *'''XV8 Crisis Battlesuit(Demolition, Heavy, Sniper, Veteran, Comms):''' expensive big ol gundam, NOW CAN OPEN DOORS and be shielded by drones, very fun to play but not a competitive masterpiece; gun options are expensive as hell and easily skyrocket his point value. **Following the FAQ, he can become a glasscannon deathstar: giving him sniper specialism, and buffed from a comms, he can potentially be hitting on 2+ rerolling 1s with 3 rocket pod/cyclic ion blaster/plasma/etc.... **Or can be used in the poorman’s option to save points/cp and give him 3 flamers and demo specialism. **The flamers may not seem like much, but on tiny killteam tables you can reliably delete 1-2 models per turn with triple flamer suits because of the immunity to hit modifiers and d6 shots per flamer, as well as the free advance every turn because flamers are assault. **Tau plasma have become shit with new edition, but a sniper crisis for 42 points can dish 6 hits teleporting in front of the enemy; not a cheap suicide model, but effective nonetheless. **Iridium is a very expensive option, drones are 3pts cheaper but per faq now you can transfer wound NOT SAVED, so an iridium crisis with near a shield drone is hard as a deathshroud terminator''' ====T'au Commanders==== *'''Cadre Fireblade (Leadership, Logistics, Shooting, Stealth, Strategist):''' An improved Fire Warrior in every respect, most notably his BS2. He's got FtGG like the regular Fire Warriors as well. Note his aura tactic, allows any unit to fire an extra shot with pulse weapons at 1/2 range. Can anyone say 6 S5 shots each from a wall of gun drones? **'''Fireblade Twinflame:''' A unique Cadre Fireblade (Who'd have guessed). In addition to the extra shot aura the regular Fireblade gets, Twinflame gets a 1CP Aura Tactic lets units around him use his Ld and a 0CP tactic that gives you D3 CP when he dies. ***'''Level 1:''' Overwatch on 5+, applies to FTGG ***'''Level 2:''' Enemies re-roll 6s rolled against Twinflame in Fight phase. ***'''Level 3:''' Friendly models within 3" get a 6+++. ***'''Level 4:''' Can force a reroll when determining whether or not a mission ends. **With his BS2+, packing only a Pulse Rifle and exclusive to a game mode with plenty of hard-to-kill targets, the Cadre Fireblade (and his Variants) might actually represent something completely unique in Kill Team: A decent use-case for Markerlights. *'''Dahyak Grekh (Blackstone Fortress) (Stealth):''' He has a good distance and offers plenty of S4 shooting between his pistol and rifle which doubles as an S+1 melee weapon (Which with his S3 still leads to S4). He doesn't give a fuck about concealment obscuring his aim while also making enemies take -1 if they shoot at him while in cover. If you set up booby traps at the start of the game, you can add another one. *'''Ethereal (Leadership, Logistics, Strategist):''' He may be able to take Equalizers for a low cost, but he's not Aun'Shi and should very much lead from the back. You're taking him for his numerous Aura Tactics, so make him a Leadership specialist and take all the advancements that improve those. Hover Drone isn't necessary, but it's there if you need him to quickly move to wherever his buffs are needed most. *'''Commander in XV85 Enforcer Battlesuit (Elites) (Fortitude, Leadership, Logistics, Shooting, Strategist, Strength):''' At 90-100 point value and with an exaggerated profile for kill team, the ability to be shielded by drones, and guns that can kill a Custard per turn, the XV85 is a a god among mortals. Use him however you like. As a hammer in a deathmatch, or to sit on objectives with impugnity or using his Fly and 8" move to clear keep enemies off all of them. He can do it all. *'''[[El'Myamoto|Darkstrider]] (Elites) (Legendary Hunter Level 2 Only):''' Essentially a Cadre Fireblade with a unique Specialism and some slight tweaks. Swaps his Rifle for a Carbine, drops to a 5+ save but gets an extra inch of movement. His unique auras lend themselves to buffing your Railfinders rather than Drones like the Fireblade. **Like the Cadre Fireblade, has a BS2+ and a markerlight and might be actually have a use for it, unlike the regular rank and file T'au.
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