Tactics - Tau Auxiliary

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This is the Tactics Page for Codex- Tau Auxiliary

Why Play Tau Auxiliary[edit | edit source]

Do you want to play some of the other races in the Tau Empire besides the Tau, Kroot, and Vespid? Do you want to fight in a force that has space dwarves and space lizardmen in the same army? Do you want to have a pancake bear help a Tau battlesuit commander?

Then playing the Tau Auxiliary may be for you.

Special Abilities[edit | edit source]

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Unit Analysis[edit | edit source]

Don't expect this to be done quickly, but we can do a quick break of the intentions behind each army, and the battlefield roles they're supposed to fill.

Tau Liaisons & Outcasts[edit | edit source]

Mostly an attempt to give access to the other castes, and bring back some old Tau units from Chapter Approved/Epic Armageddon, so there are some solid rules for any one who wants to scratch-build their very own Swordfish.

Gue'Vesa[edit | edit source]

Design wise they are representing the balance between the Tau pdf aka the imp guard codex and the tau codex, combining the two technologies into a new blend. A sort of blend of HFY with tau tech if you will.

The way I'd do them for this list is to go ... Imperial Guard but no bolters, no melters, no psychers, no commisars, no priests and only vehicles built on a Chimera hull.

That way, they still get the 'lots of lasguns and cardboard armor' and a reasonable amount of real armor/artillery, but they don't turn this into 'imperial guard cheese plus other cheese'

Demiurge[edit | edit source]

Design wise the army can be divided into two areas, infantry and vehicles. Infantry wise they are better at melee than shooting with a heavy influence of anti armor roles. This is reflected in their standard weapon having a melta feature. Your infantry are slow to move around the field but they will not break very easily with their decent toughness and stubborn.

Vehicle wise the Demiurge Ion weaponry comes to the fore with the ability to reroll gets hot rolls. This can give the vehicles an anti armor profile or an anti infantry profile based on your needs.

Nicassar[edit | edit source]

Intended to bring some Psychic might to the table, more subtle uses are the controlling of cover, and giving Reserves and Vehicles some interesting mobility/dependability.

Anthrazod[edit | edit source]

Ji'Atrix[edit | edit source]

I think these guys are mostly a joke, but they do bring Positional Relays, so that's good.

Ranghon[edit | edit source]

Adorable tree people! They're a great excuse if you have Treekin or Dryad models from WHFB and want a use for them in 40k. Previously were awful, but with the addition of Infiltrate and some transports, you can get some use out of Alpha Striking them with their Assault guns.

These guys are all relatively cheap, with decent saves and average shooting. But where they really shine is in Assault, where they benefit greatly from high Weapon Skill, their special rule, and Poisoned Swords. The saves are decent, but watch out for anyone carrying flamer weapons, as those count as AP2 against the Ranghon.

Ranghon Lord[edit | edit source]

Boreal Shaman[edit | edit source]

Sisters of Ash[edit | edit source]

Glade Guard[edit | edit source]

Spider Walker Transport[edit | edit source]

Woodwraiths[edit | edit source]

Spider Cavalry[edit | edit source]

Tree-Kin Walker[edit | edit source]

Conductor Balista[edit | edit source]

Nemeta, the Scion of Ash[edit | edit source]

Lord of Malinor[edit | edit source]

Formosian[edit | edit source]

Tarellian[edit | edit source]

Vespid[edit | edit source]

Galg[edit | edit source]

Morrallian[edit | edit source]

Thraxians[edit | edit source]

Pakasar[edit | edit source]

N'Deemi[edit | edit source]

Hrenian[edit | edit source]

Building an Army[edit | edit source]

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Tactics[edit | edit source]

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Counter-Tactics[edit | edit source]

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Common Playstyles[edit | edit source]

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