Warhammer 40,000/Tactics/Tau(8E)

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Why Play T'au[edit]

Because you like shooting and battlemechs, and being an optimist in a crapsack universe.

Pros[edit]

  • You can shoot overwatch with everybody within 6" of the charged unit.
  • Strength 5 guns everywhere means your troops have an easier time wounding most things.
  • You can pump out a lot of mortal wounds if you build around Seeker Missiles and Rail weapons.
  • Markerlights let you focus down targets effectively with your entire army.
  • Everything bigger than INFANTRY has the FLY keyword, with all the buffs granted by that!
  • Easy access to rerolls on 1s to hit makes Overcharging Plasma Ion weapons much less risky than usual.
  • A plethora of sources for wound-transferring mechanics, wound ignore rolls, and invulnerable saves can make your important units very resilient.
  • You have a wide selection of decent AP weapons.
  • Crisis/Commander suit weapons are Assault, letting them Advance and still shoot.
  • You have a lot of advantages in Cities of Death.

Cons[edit]

  • You'll still crumple in assault against just about anything actually optimized for it. Using your dakka and mobility to make sure they never get that close is still the key to survival.
  • Because of the sheer number of T'au units that have the FLY keyword, beware of enemy AA.
  • No way to field decent snipers.
  • Most units are currently a bit over-costed for what they actually provide. We are an amalgamation between Eldar durability and weapons with IG stats. Leaving us as a mostly low accuracy, low volume of fire, high strength, decent durability army. In an edition where accuracy and rate of fire are king.
  • Markerlight system is annoying due to being forced to progress through each stage. With the second tier not affecting 99% of the army, the third tier only affecting specific units, and the fourth tier affecting cover saves which are already more difficult to get. If you are running an infantry army, 3/5ths of the table is useless chaff.
  • No way to protect our vulnerable drones from LoS ignoring and/or ranged fire. Especially long ranged artillery fire. Sadly they are not characters, so as long as an enemy unit can see the drone, they can shoot it.
  • The majority of our guns are 18" range.
  • You have no psychic powers, no defenses against them, and - thanks to your only Sniper unit being next to useless - no reliable way of eliminating the CHARACTERS who have them hiding amongst infantry. Anyone running heavy Psy is going to have a field day with your lack of Deny the Witch.
  • The glottal stop of everyone pronouncing your new apostrophe.
  • You are going to suffer from Codex Creep up until early 2018.

Faction Keywords[edit]

The core faction keyword is, unsurprisingly, T'AU EMPIRE. The core shared keyword for your units is the wildcard <SEPT>. Apart from a few special characters with predetermined septs, this keyword is entirely up to you for each unit. Making sure they're all in the same <SEPT> will allow your units to share any special rules and benefits based on that <SEPT> keyword.

Existing Septs

  • T'au Sept
  • Vior'la Sept
  • Farsight Enclaves
  • Kroot
  • Vespid
  • Dal'yth (Forgeworld)
  • Ke'lshan (Forgeworld)

Potential / Not Yet Used Septs

T'au Empire

  • Tau'n
  • Sa'cea
  • D'yanoi
  • Bork'an
  • Fal'shia
  • D'yanoi
  • Au'taal
  • N'dras
  • Elsy'eir
  • Tash'var
  • Vash'ya
  • T'olku
  • Ksi'm'yen
  • Fi'rios

Farsight Enclaves

  • Vior'los
  • Lub'grahl
  • Salash'hei
  • Tinek'la

Special Rules[edit]

Factional Rule[edit]

  • For the Greater Good: When an enemy unit declares a charge, any unit with this rule within 6" of one of the charge's targets may fire Overwatch as if they were the target of the charge.
    • Note that units lose their ability to fire Overwatch again this turn if they use this rule. Don't get baited into wasting all your Overwatch defending one unit, only for your opponent to charge something else that now can't shoot back.
    • Also, note that there are no faction keywords in this rule. The T'au can, appropriately, give covering fire to anyone.

Other Notable Rules[edit]

  • Saviour Protocols: You'll be using this one a lot, so you need to make sure you understand what it can't do as much as what it can. First, your drones can only take wounds for <SEPT> INFANTRY and <SEPT> BATTLESUITS, so no soaking up shots for your Skyrays Hammerheads and Stormsurges. Second, unlike most "Look Out Sir!"-type abilities the rule only allows you to allocate wounds to the Drones (as if they were part of the target's unit), rather than allowing you to ignore wounds on one model by removing another - so wounds that you don't get to allocate, i.e. mortal wounds inflicted on specific models (rather than units, which you do allocate) by things like Nova Reactor and Ion gun overloads, cannot be foisted off on a Drone using this rule. Finally, all transfered wounds now become a single Mortal wound (per the 2/07 FAQ), so Shield Drones have become useless unless paired with a commander/Character. New FAQ! Tau Shield Drones and Guardian Drones get a 5+ FNP so they are back to being the best at tanking wounds for other units while sacrificing the ability to do anything else.
  • Mont'Ka / Kauyon: A once a game rule available to only Commanders. This gives them a buff bubble (meaning that now every generic T'au HQ has one) for one turn, based on whichever tactic they choose. Kauyon allows every friendly <SEPT> unit within 6" to reroll all failed to-hit rolls, but they cannot move for any reason. Meanwhile Mont'Ka allows friendly <SEPT> units to advance and shoot as if they hadn't moved at all. Both Farsight and Shadowsun gain an additional use of their preferred tactic. Oi, did dose yellow gits loot our Waaagh! cry?
    • Note that Mont'Ka not only removes the to hit penalty for advancing and shooting an Assault weapon, it also allows Rapid Fire and Heavy weapons to Advance and fire without penalty. Something that normally cannot be done at all.
    • Vespid and Kroot can never benefit from either effect, due to them not having <Sept>.
      • FAQ says that no matter how many Commanders you take, this can only happen once per battle, not once per detachment, or once per commander. ONCE PER BATTLE. You want more than one, take Shadowsun or Farsight
  • Manta Strike: The T'au's new answer to Deep Strike. Set up a unit in a Manta Hold during deployment, then at the end of any movement phase they may arrive via low-altitude drop. Set up the unit anywhere you want so long as they are more than 9" away from any enemy units. Only applies to Crisis Suits, Bodyguards, and Commanders, so say goodbye to Deep-Striking Stealth Suits, Riptides, and Ghostkeels (two of those can still infiltrate to somewhat compensate). Vespid have their own version with the same rules, Plunge from the Sky.
  • Infiltrators: Stealth Battlesuits, Ghostkeels and Shadowsun get this ability, that lets them setup anywhere more than 12" away from an enemy unit, and outside the opponent's deployment zone. RAW this means if you have first deployment, you can put a unit literally right outside their deployment zone if you wanted to (although that would give them a perfect opportunity to deploy some heavy assault troops directly into melee with you, so make sure you leave at least 1" spacing). As this is not a deep strike from reserves, you can still move during your movement phase.
  • Vanguard: Pathfinders and Darkstrider get a new version of the Scout USR from 7th. Start of the first battle round, before the first turn, the unit can move up to 7", as long as it does not get within 9" of an enemy unit. Also not a deep strike from reserves.

Markerlights[edit]

Lots of your units have these. When a unit is hit by a Markerlight, place a counter by it for the remainder of the phase. Effects depend on the number of Markerlight counters on a unit, and are cumulative. In addition, Markerlight counters are no longer used up for their effects, so you can really pour focused fire onto a lit target - but make sure you actually do make use of them once placed, because they'll be gone at the end of the Shooting phase (or the Charge phase if you're shooting them on Overwatch). The marker light rules specefies that the buffs only apply to T'AU EMPIRE units.

  1. T'AU EMPIRE models shooting at the target may re-roll hit rolls of 1.
  2. Destroyer and Seeker missiles fired at the target use the firer's Ballistic Skill, instead of hitting only on a 6 (and re-rolling 1's, as above).
  3. T'AU EMPIRE models shooting at the target may ignore the hit roll penalties for moving and firing Heavy weapons, and Advancing and firing Assault weapons.
  4. The target gets no saving throw bonuses for being in cover.
  5. T'AU EMPIRE models shooting at this unit get +1 to hit.

Chapter Approved 2017 added a new stratagem for the Tau which happens to be markerlight focused:

  • Uplinked Markerlight (1 CP): Use this stratagem after an enemy unit has been hit by a markerlight fired by a model from your army. Place d3 + 1 markerlight counters next to that unit instead of only 1.
    • An interesting way to try and get enough stacks for the re-rolls.

Warlord Traits[edit]

There are currently no faction specific warlord traits for T'au. They inherit these from the generic list in the core rulebook:

  1. Legendary Fighter: If the Warlord charges in the Charge phase add 1 to their Attacks until the end of the Fight phase.
    • You probably won't get much use out of this one. Unless you play Farsight Enclaves (Though Fusion Blade and Onager Gauntlet stats are still unknown)
  2. Inspiring Leader: Friendly units within 6" of the Warlord add 1 to their Leadership.
    • Small units of Battlesuits are practically fearless, but this will go a long way in keeping nearby Infantry and Drones from losing extra models.
  3. Tenacious Survivor: Each time this Warlord loses a wound, on a 6 he doesn't lose it.
    • Ignoring one wound in six isn't fantastic, but it's one of your only defenses against mortal wounds. Might want this if your opponent can produce a lot of them.
      • You can combine it with an Ethereal and Stimulant injector, to get 3 chances to ignore each wound. Add in a Crisis bodyguard unit, to bring it up to 5 chances per wound your warlord takes.
      • Mathematically, this results in a 1 - (5/6)^3 = 42.1% chance to ignore any given wound with 3 chances, and a 59.8% chance with 5 chances.

Update - Chapter Approved 2017 Gave us two whole warlord traits to call our own:

  1. Exemplar of the Kauyon: You can re-roll failed hit rolls for your warlord as long as they haven't moved this turn. If they move for any reason, they lose this trait until the start of your next turn.
    • Fine if your warlord is sitting in the middle of a gun-line, but otherwise not very effective.
  2. Exemplar of the Mont'ka:Your warlord can advance and still shoot as if they hadn't moved this turn.
    • The better of the Tau traits from this book, shoot-and-scoot is always nice if your warlord is a Commander.

Wargear[edit]

Ranged Weapons[edit]

Crisis / Commander

  • Airbursting Fragmentation Projector: A longer ranged Flamer that ignores line of sight, but doesn't auto-hit. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.
  • Burst Cannon: The cheap Dakka that it always has been. 4 Shots at Str 5 and 18". You might want to give your suits some other (and more expensive) options as all your drones and Fire Warriors will provide Str 5 shooting en masse. Actually, with an advanced targeting system, you can make these work very effectively.
  • Cyclic Ion Blaster: 3 (almost) Autocannon shots at 18", this gun's default mode outperforms the Plasma Rifle per point outside of its Rapid Fire range against HEQ, GEQ, MEQ, and TEQ. Using the Overcharge profile gives you extra Strength and Damage making it second only to the Fusion Blaster against multi-wound models and vehicles, the downside being that Overcharge deals a mortal wound to the bearer upon rolling a modified 1 to hit. Markerlights let you re-roll natural 1s to hit which mitigates a bit of the threat, and if you manage to get 5 Markerlights on the same target you can't actually get a modified 1.
    • Note that the CIB is only notably superior to the Burst Cannon when you are overcharging it. If you do not expect to overcharge, consider 3 BC+ATS instead.
  • Flamer: Standard flamer in every respect. Deadly when combined with advanced targeting system (though just taking another flamer is better statistically if you are going for an all-flamer loadout[Actually did some math hammering, I may be wrong, but statistically 2 flamers +ATS does about the same vs MEQ and GEQ, but once you get up to TEQs, the ATS starts to show it's worth. But better to follow your gut]).
  • Fusion Blaster: It's a Meltagun, which means it deals 1D6 damage (best of 2 under half range) and being T'au Empire gives you a lofty 6" more range than those silly primitive Imperial ones for 25% more points. Second most expensive option, but the clear winner against anything with more than a couple wounds.
  • Missile Pod: It went up in price considerably and being able to deal D3 wounds doesn't quite make up for it. Still a decent choice, but is outperformed by a Cyclic Ion Blaster unless you're not willing to risk the overcharge on anything T6 or above. Or if you actually want a weapon with range, as it has twice that of the CIB (and the longest range option of the Commander and Crisis Suits).
  • Plasma Rifle: Your go-to option against heavy infantry, melting away 3 points of the enemy's Save. At 1 extra point over a Burst Cannon it's cheap, but will struggle against multi-wound models as it only does 1 damage a shot.
    • Received a subtle nerf with the reintroduction of Overcharge mechanics. The selling point of T'au plasma was that, while it was weaker, it wouldn't suffer Gets Hot!, now that nobody suffers that particular penalty without overcharging their weapons, there is no reason for T'au plasma to be S6 if everyone else can put their plasma out at S:7 without blowing themselves up.

XV9 Only

  • Double-barrelled Burst Cannon (Forge World): Twice the shots for a 60% price increase.
  • Phased Ion Gun (Forge World): An Assault plasma rifle with worse AP (unless it rolls a 6+ to hit), Strength, and Range, but has the potential for more shots.
    • Since it is a bit more expensive than a Plasma Rifle, and less reliable, you probably want to skip this.
  • Fusion Cascade (Forge World): A Fusion Blaster with 66% less range, but the potential to fire 3 shots. Also 60% more expensive.
    • Cheaper than the equivalent amount of FB Crisis suits, but slightly less effective as the number of models increases.
  • Pulse Submunitions Rifle (Forge World): 30" range, 2d3 shots at S6, for 20% more than a burst cannon.
    • If you don't need the range, take the DBBC instead.

Ta'unar

  • Tri-Axis Ion Cannon (Forge World): 9 shots of TEQ killing goodness, that can be overcharged into busting vehicles.
  • Fusion Eradicator (Forge World): 5 shot Fusion Blaster, with an extra 6" range.
  • Pulse Ordnance Multi-Driver (Forge World): Macro weapon. Choice of profiles between 6 shots at S12 + 4dmg, or 2D6 shots at S8 + 3dmg. Given the law of averages, I am not sure why you would ever use the secondary profile.
  • Nexus Meteor Missile System (Forge World): Macro weapon. 2D6 shots at S10 and 4dmg, with a minimum range of 24" and maximum range of 120". Probably not going to be that useful in normal games.
  • Heavy Rail Cannon: Macro weapon. Single shot at S18(!) with 2D6 damage. Inflicts an additional D3 Mortal Wounds on a Wound Roll of 6+. Also comes with the Cluster Shells ability, that has a 4+ chance to deal a Mortal Wound to any Model that ends a charge within 3" of the carrying unit.

Support Systems[edit]

  • Advanced Targeting System: Improves the AP of all weapons on the suit by 1, turning those Burst Cannons into sawn-off Heavy Bolters.
    • For models which can take an additional weapon instead Commanders it is generally more effective to do so, albeit more expensive. You don't want to replace a weapon for ATS on a normal Crisis suit, it is a damage loss.
    • The FAQ changed the AP of the default close combat weapon to "0", so this now affects the melee on our suits. Take it on your Stealth Suits to give them a AP-1 melee attack along with their Burst Cannons. Also makes our Commanders even more dangerous in melee.
  • Counterfire Defence System: Allows re-rolls to hit when firing Overwatch. Give to Stealth Suits and enjoy unit enemy won't want to either shoot OR charge.
  • Drone Controller: All <SEPT> DRONE models near any bearer get +1 to hit rolls. Great for shooty drones, useless for the rest.
  • Early Warning Override: Get a free shooting attack on every unit that is deployed (deep striking) within 12".
    • RAW, this works on any mid-game setup, i.e. including disembarks, so this can be pretty amazing on an infantry mulcher.
  • Multi-tracker: If a model shoots all its weapons at the same target, it may re-roll 1's to hit. One Markerlight can give this to your whole army. No longer an auto-take, but it does reduce the need for multiple Markerlight units ever-so-slightly. Take this if you don't have that many Pathfinders, Skyrays, Tetras, or Marker Drones and want that re-roll.
  • Shield Generator: The classic 4+ invulnerable save. Riptides still can't take this, but it's cheaper than before for all other suits.
  • Stimulant Injector: Ignores any wound or mortal wound on a 6+.
  • Target Lock: Enables the suit to ignore the to-hit penalties for Advancing and firing Assault weapons, and moving and firing Heavy weapons. Also allows firing Rapid Fire weapons after Advancing at -1 to hit. A cheap way to potentially increase you suits' mobility by a good amount, and reduce reliance on Markerlights.
    • You will likely never want to take this on a Commander or Crisis suit, as removing the -1 to hit gives you the same number of hits you would have from another gun. While lowering your damage if you don't advance. Can be useful for Coldstars, to take advantage of the 20" move, and Broadsides so they can move and shoot without penalty. Stealth suits will mostly see better returns from the ATS. Almost an auto-take on ghostkeels as both their big weapons are heavy, meaning you can ignore the penalty while you jump around the board.
  • Velocity Tracker: +1 to hit when targeting units with the FLY keyword. Against dedicated fliers, this just counters their -1 to hit Hard To Hit ability; however skimmers and jump infantry now also possess the FLY keyword, so you can also use the bonus against Jetbikes, skimmers, Assault Marines and anything else that jumps or hovers. Note that one Velocity Tracker works for the entire UNIT, so a single Crisis, Broadside or Stealth Suit with a tracker hands out the benefit to every other model in the unit. As of the most recent FAQ (Xenos 2 Official Update Version 1.1) the Velocity Tracker only grants its bonus to the model equipped with it. A good investment in those cases as you get it basically for free at two points, particularly on units where you can take support systems on grunts without losing a weapon system slot (such as Stealth Suits or Broadsides).
    • Pay particular attention to this one for units with effects that trigger on 1s or 6s to hit. A +1 to hit doubles your chance of landing those bonus mortal wounds, or completely eliminates the chance of blowing yourself up with your Ion gun. Sadly, this does not help your wound rolls, so you still need that 6 to get the bonus wound.
    • Worth a serious consideration on both Broadsides and Stormsurges, or even a shooty unit of Crisis or even Stealth Suits

Relics[edit]

  • Puretide Engram Neurochip: Once per battle, you can re-roll a single hit roll, wound, or damage roll made for the bearer, or a friendly <SEPT> unit within 6" of the bearer. In addition, if your army is battle-forged and the bearer is on the battlefield, roll a d6 each time you or your opponent use a stratagem, on a 6 you gain a bonus command point.
    • The first ability isn't amazing, per-se, but with the current lack of options for T'au it's all you've got, and it might help you out of a jam. The second ability is far more worthwhile, if you expect your opponent to spam low-cost stratagems, giving you plenty of chances at bonus command points.

Unit Analysis[edit]

TL;DR[edit]

T'au aren't in terrible shape this edition though we aren't in a great one either. Most of the mainstays of the previous editions have been dropped to the bottom of the barrel, so expect to retool your armies a lot, and don't expect to be fielding a wide range of units as like many armies this edition unit spam is, unfortunately, the way to go.

The edit war in this section is getting stupid. Use the goddamn talk page and sort your argument out like adults. Also applies generally, use the talk page to discuss changes before moving things in this list.

Units:

  • OP: Commander, Longstrike, Y'vahra(FW).
  • Good: Aun'Va, Aun'Shi, Breacher Team (Devilfish or 3 ML), Cadre Fireblade, Coldstar, Crisis Suits (flamer variant), Darkstrider, Devilfish, Firesight Marksman, Ghostkeel, Hammerhead (w/longstrike), Kroot Hounds, Pathfinders, Stealth Suits, Strike Team, Sunshark Bomber, Vespid, XV-9 (DBBC)(FW).
  • Average:Barracuda(FW), Breacher team, Ethereal, Piranhas, R'varna(FW), Stormsurge, Tigershark Bomber(FW), Tigershark AX10(FW).
  • Questionable: Broadside, Crisis suits, Farsight, Krootox, R'alai(FW), Riptide, Shadowsun, TX-42 Piranha(FW), TX7 Fire Support Hammerhead(FW), TX7 Heavy Bombardment Hammerhead(FW), Tetra(FW), Tidewall, XV-9(FW), XV81(FW),XV84(FW).
  • Trash: Crisis Bodyguard (outside of using w/warlord exploit), Kroot Carnivores, Kroot Shaper, Orca Dropship(FW), R'myr(FW), Razorshark Fighter, Skyray.
  • ???: Manta(FW), Ta'unar(FW).

Overall: Not in terrible shape. We have a good number of viable units and a few that are really good, with the mainstays of the previous edition having been dropped to the bottom of the barrel. Expect to see a fair amount of Commanders, Longstrike buffed Hammerheads, Gun Drone spam (both as chaff and pure point efficient dakka) and Kroot Hound bubble wrap in competitive play.


Drones:

  • Very competitive: Gun.
  • Viable: Grav-Inhibitor, Pulse Accelerator, Recon, Shield.
  • Questionable: DS8, Guardian, Heavy Gun(FW), Marker, Technical(FW).
  • Trash: Missile, Remora(FW), Shielded Missile, Sniper.

Overall: Drones suffer this edition due to being a separate unit, and not characters, making the more expensive ones a risky points investment for low gain, aside from Gun Drones which are basically the Conscript equivalent for T'au, with massive damage output per points even with BS 5+ and being easily spammable. With the change to Savior Protocols turning any intercepted wound into a Mortal Wound, Shield Drones become pretty much useless since they no longer are able to save high AP shots with their 4++. This means you will primarily see Gun Drones being used to protect Suits and provide fire support since both Shield and Gun Drones die equally hard but the latter can at least shoot back. After Xenos FAQ Shield drones now have 5+ FNP so they are still better for wound redirecting then Gun Drones. With Pulse Accelerator Drones being used to augment gun lines rapid fire range, particularly effective with a Fireblade thrown on top (which you will definitely want to take if you go heavy on Strike Teams), while grav-inhibitor drones will make your opponent want to choke you if you can keep them out of line of sight (they are quite squishy) and his killy assault units fail their charges (particularly of turn 1 kind that start more than 9"


HQ Units[edit]

  • Commander: The new God's gift to T'au, these are now one of the T'au Empires most powerful models. Now carrying an eye-watering four weapons at BS2+, these are a major source of deep striking firepower. Note they can have up to two attached tactical drones to provide ablative wounds. Not inept at close combat. Consider these the Earth Caste's new design of Crisis Suit.
    • Due to the way CHARACTER models work in 8th Edition, these guys with their accompanying drones can be incredibly hard to actually land a wound on. The unit of drones they come with must be targeted first if closer, and the damage cannot overflow to your Commander since he's in a separate unit (even if they're mortal wounds). If they are able to target your Commanders directly, you can assign the wounds to any Drone within 3". Taking more than one Commander just makes this interaction work even better.
    • Currently the only things the Crisis battlesuits do better, economically, are overwatch with flamers, and using less deployment turns or detachment slots. Keep in mind when building your army.
  • Commander in XV86 Coldstar Battlesuit: Sacrifice your Commander's weapon versatility to grant him Ludicrous Speed - Movement 20", and Advancing adds another 20" instead of D6". You are, however, stuck with a pair of support systems alongside a High Output Burst Cannon (which does at least fire twice as many shots as the basic one) and Missile Pod for your guns, rather than getting a free choice of a combination of any four weapons/support systems like the basic Commander. Still, this guy is mad obnoxious with an Advanced Targeting System.
    • Consider taking Target Lock as well, then you can Advance around the battlefield at 40" a turn and still lay down all ten shots without penalties. ATS+TL will leave you a very tempting target with no invulnerable save though; think carefully before you go Rambo without a Shield Generator.
    • Alternatively, give him a drone controller and fly around with a squad of remoras, not super effective but at least you will get to use those expensive FW models you bought.
      • Since Remoras are flyer unit, not a separate flyers, in Death from the Sky they can Refuel-Rearm-Repair all their seekers at once. Which is 12 seekers for another unit to trump Skyray in its own game ( and cost you more than a kitted out Stormsurge while only being able to alpha-strike every other turn and being considerably more squishy)
  • Ethereal: Can now buff both INFANTRY and BATTLESUITS! You can even give them a hover drone to let them keep up with any battlesuits. Can provide a single buff to nearby units each turn, improving their morale tests, giving a re-roll 1's if they don't move (wait can't we already get that...), improved advancing, or probably the best option. A free, FNP for the turn.
    • Can work well with a gunline + Fireblade. The Ethereal provides a re-roll 1's buff to all the nearby infantry, while the Fireblade can fire off an accurate markerlight at a target for the rest of your army to shoot at. Say against a vehicle target.
    • If crisis suits ever become more economical than commanders, you should consider having one of these guys follow along. 9 stimulant injectors is 45 points, 5 less than an ethereal on hover disk. Plus it leaves a weapon/systems slot free.
    • Seriously consider taking Aun'Shi or Aun'Va instead of a regular Ethereal if you want one and the points allow it. The only unique thing vanilla Ethereals got are their hover drones, which are of questionable utility.
  • Cadre Fireblade: Gives your <SEPT> Pulse Pistols, Pulse Carbines, and Pulse Rifles an extra shot. Unfortunately multiple Fireblades do not stack, but that doesn't matter because a horde of MV1 Gun Drones firing 6 shots each at 9" is a lot of dakka. Handy if you are running a mobile gun line. The big change this edition is that the Fireblade's Volley Fire, and the Ethereal's Storm of Fire have swapped movement priorities. Storm of Fire can't be used if you move, and Volley Fire works even if you do which is the opposite of 7th, which is... interesting.
    • Note that the ability gives every weapon that is carried by the user an extra shot (AKA 3 shot fire warrior)
    • The SINGLE BEST markerlight platform in your army. As he unlike anything else both hits on twos and is a very hide-able character. Three of him will also out perform a six man strike team for the same power level at every thing but bodies.

Special Characters[edit]

  • Commander Farsight: Sept FARSIGHT ENCLAVES. With his D3 Damage AP-4 Dawn Blade and an upgrade to WS2+ (with re-rolls on 1s thanks to Way of the Short Blade) over the regular Commander's 3+, Farsight can make a good accounting of himself in melee. His major weakness is going to be his Strength of 5, which means even with AP-4 he's unlikely to do much more than scratch hard targets. He will, however, butcher most infantry in short order, and is even capable of dueling CHARACTER models as long as he picks his battles. Way of the Short Blade also grants Fight phase hit re-rolls on 1s to other FARSIGHT ENCLAVES units within 6" - improving to hit rerolls on 1s in any phase if the unit is attacking ORKS. Doesn't come with the option of accompanying Tactical Drones for ablative Wounds, but that doesn't stop you from buying some separately. Can perform an additional Mont'Ka per game.\
    • Alternate take: Farsight is far better than people give him credit for. Yes he's St5, but most enemies aren't T10, and the ones that are are the sort of thing you don't want to get your hero into melee with anyways. -4 AP and d3 damage is nothing to sneeze at, if you get your charge there aren't a whole lot of characters who can survive a rumble with him. Never underestimate what an extra Mont'ka can do for you, it really helps you kite your enemies around and eliminates the penalty for moving and firing heavy weapons, meaning he synergizes well with Pathfinders. His rerolls in melee turn your other commanders into solid melee fighters too, especially when combined with the ATS (4 attacks each, Hitting on 3's, rerollable 1's, Str 5 AP-1 and you can fall back and still shoot, they can't). Heck, the rerolls apply to the fight phase period, not your own, which really helps you cover your iconic weakness. But he becomes some serious Cheese when facing Orks, since the rerolls apply to ANY phase; Shooting, Fight, Enemy Fight, and Enemy CHARGE phases. Yeah he's not Papa Smurf, and you shouldn't expect him to be a one man army, but he was never meant to be either.
  • Commander Shadowsun: Sept T'AU SEPT. Ever wished your Stealth Suit squad could carry more Fusion Blasters? Well, now they can. Everyone's favorite T'au waifu comes with a pair (of fusion blasters, get your mind out of the gutter), and your other Stealth Suits love her so much they'll even take a bullet for her on a 2+. She can also bring along a Command Link Drone, which lets you give one T'AU EMPIRE unit rerolls on 1s to hit in a shooting phase as long as it stays close to Shadowsun, and two upgraded MV52 shield drones for ablative wounds with a tasty 3++ rather than the usual 4++. May perform an additional 'Kauyon' per game. Considering that she's a whopping 167 points along with her guns however, you might want to consider her value against all of the other things that ~150 points could get you in that infiltrator role - such as a 5-man squad of naked Stealth Suits, or 4 with some additional equipment.
  • Aun'shi: Sept VIOR'LA (not like it matters as his buffs are not Sept keyword dependent and affect all T'au units). An Ethereal that apparently forgot he was a T'au. Good in melee for the points even compared to the melee characters of other factions, even before considering that you are playing T'au and literally every single other unit you can pick besides Farsight, Kroot Hounds and Krootox absolutely suck in combat and are better off trying to shoot things if at all possible. For only 23 points more than a vanilla Ethereal you get a 4++ invulnerable save, another wound, two more attacks, hit stuff in melee on a 2+ and do so with S5 AP-2. In other words the badass warrior monk is killier than a 82 point Space Marine Captain with a Power Axe while providing much better buffs to your blobs of Strike teams. In other words he do some serious damage to most choppy melee infantry or fast assault units such as Assault Marines or Storm Boys (which people like to spam against T'au), particularly with a smartly pulled-off heroic intervention that only allows a few of the attackers to attack him instead of the Fire Warriors they charged instead, Aun'Shi killing a bunch of them, tying them down and preventing them to consolidate into the rest of your gunline even if they murder the entirety of their initial target, and then falling back in your movement phase so you can blast the poor suckers away with the rest of your pissed Gun Drones, Fire Warriors and the Fireblade buffing them. If your gunline gets charged by something that would trounce him otherwise (even with 5 wounds and a 4++ he is quite brittle with his T3), you can still use him as a charge blocker and annoy your opponent by tying their killy murder machine down with your re-rollable 4++ saves, while you still hit back with S5 AP0 attacks. All of that for only a roughly 33% point increase over a normal Ethereal, who is literally dead meat and a free kill point outside the buff bubbles he offers, which Aun'Shi has as well. The only reasons not to take Aun'shi instead of a regular Ethereal are if you are extremely short on points, want the hover-drone for point-inefficiently buffing Vespids or Crisis, or want to take the only 7 points more expensive Aun'Va who is tougher against character-killing weapons, offers better and more buffs and brings his own, albeit much weaker melee cannon fodder bodyguards. However Aun'Va is GW webstore exclusive and costs you an arm and a leg while Aun'Shi can easily be represented by the Ethereal from the Start Collecting box if you leave him off his drone, which doesn't even require extra modeling work.
    • Note: While Aun'shi is great at murdering single wound units and still quite capable of killing heavily-armoured two wound units such as Terminators in a pinch, he is not a good duellist as his attacks only have D1. Consider switching over to re-rolling your invulnerable saves against buff and choppy characters or monsters and simply tying them down until you can fall-back and open them up to your shooting.
  • Aun'va: Sept T'AU SEPT, not a big concern though as all of his abilities are T'au Empire. Dead, but apparently that doesn't stop him from spreading the good word. Nearby units can use his Leadership, and as long as he is, ahem, alive. Any friendly T'au units can re-roll any morale tests, regardless of distance. AP also works inversely on him when shot thanks to Paradox of Duality, making him very resistant to character killer weapons. Holograms, am I right? Also gets to provide two buffs per turn, instead of one. Quite nearly an auto take. Definitely an auto take in any team game with multiple T'au players. The space pope also brings two super cheap cannon fodder bodyguards with alright melee ability and 2 wounds each along, great for the laughable 5 points you pay for each of them. GW webstore exclusive and even puts the price of the new Primaris Captain and Librarian to shame, so you better smash your piggybank if you want to enjoy the privilige of putting him on the table.
  • Darkstrider: Sept T'AU SEPT. Lowers a single enemy unit's toughness, when being shot at by a single friendly T'au Sept unit. Not the best with the new wounding chart and the removal of instant death, but can still be useful in specific circumstances. More usefully he allows nearby T'au Sept infantry to Fall Back and shoot as if they had FLY. Also brings along a Markerlight and a BS2+! An excellent choice to accompany a unit of Breachers in a Devilfish and can be handy in a drone port.
  • Longstrike: Sept T'AU SEPT. No longer an upgrade to a Hammerhead, but a separate HQ unit choice and CHARACTER. Gains For the Greater Good (almost uniquely among your vehicles), Tank Ace for +1 to Wound rolls vs MONSTER and VEHICLE models (double the chance of getting those sweet, sweet Mortal Wounds), and Fire Caste Exemplar which grants all T'AU SEPT HAMMERHEAD units within 6" a +1 to hit in the Shooting phase (including himself since the last FAQ, which means that while natural rolls of 1 still fail, Longstrike still hits on 2+ after moving, when shooting fliers or even after he lost half his wounds). Otherwise he's a regular Hammerhead. Not bad for only 20 extra points on top of the Hammerhead's base 117. If you plan on running any Hammerheads, he's a must-buy. Also makes his gun drones/burst cannons (which you should never take as they are literally the same thing as the drones but 4 points more expensive and without the ability to detach them for holding objectives)/smart missiles serious anti-vehicle and monster weapons as they will wound any of them with T6+ on 4+, while wounding those with T5 on 3+. Considering that Longstrike basically auto-hits if even a single markerlight is on the target, all those dice will deal serious damage with their volume even if they only have a 1 damage profile. Also the +1 to hit will prevent you hurting yourself while Overcharging Ion Cannons. As of the FAQ, he now buffs his own to hit as well, making either weapon viable on him. Even if you do not plan to take any other Hammerheads he is still worth some serious consideration in almost any list, he is that good.
    • Can now buff the Forge World Hammerheads, as everyone's keywords changed to HAMMERHEAD.
    • Cannot buff Hammerheads that are not T'AU SEPT, so prepare to sacrifice some fluff for crunch if you want to drink enemy tears.
    • Always consider seeker missiles on Longstrike.
    • Consider paying the 14 points to upgrade the two gun drones to smart missile systems, which synergize much better with the range of the rail gun and allow you to ignore cover boni and even shoot stuff outside of line of sight and are great for putting the hurt on fliers thanks to the range and Longstrike's passive abilities.
    • You can make him your Warlord for the 6+ ignore wounds trait, which effectively adds another 2 wounds to him and at least offers a minor defense against mortal wounds. It also means that your opponent WILL aim all his AT firepower at him to kill him as soon as possible to get the Slay the Warlord victory point, even more so than normal, so consider the choice wisely.
    • Alternate take: Range is the only advantage over taking a 4x fusion blaster Commander.
      • Alternate alternate take: However Longstrike can dish out his almost guaranteed damage from 72" away and doesn't rely on deep strikes that can be countered by chaff units, while also having a decent amount of additional anti-infantry firepower and being the perfect unit to get some seeker missiles into your list.
  • Shas'O R'alai (Forge World): Appears to be a ranged monster killing Commander, that can also throw a SINGLE Mortal Wound onto vehicles at close range. Equipped with Photon casters and a drone controller he can do a decent amount of damage at close to mid range while still being difficult to charge due to Photon Casters reducing enemy charge range by 2". His Markerlight drones are for some reason WS3+, and now that they Ignore the penalty for moving and firing heavy weapons are slightly better than regular marker drones. While he can re-roll failed hit rolls against CHARACTERS, he has no special rules bypassing the Character targeting restrictions.
    • RAW, the EMP rounds roll to see if any Mortal Wounds are inflicted to a VEHICLE on targeting, rather than on hits.
  • Shas'O R'myr (Forge World): Equipped with a double Plasma Rifle and a shorter range non-auto hitting Flamer, that doubles his attacks in melee. Re-rolls 1's against IG, which makes his weapon load out an odd choice. His 4++ becomes a 3++ when attacked by a melee weapon (updated in FAQ) and he can't take any drones. Overall not great.
    • Not being able to take drones doesn't really have any effect (unless you're critically short on Detachment slots), as drones purchased separately work identically to drones purchased along with characters anyway.
  • Commander in XV81 Crisis Battlesuit (Forge World): Commander with a mandatory Smart Missile System weapon choice, with 2 remaining slots for Weapons / Support systems.
  • Commander in XV84 Crisis Battlesuit (Forge World): Automatically applies one Markerlight token per phase, as long as one of its shots hits the target; also has a built-in Target Lock for "free", although at 4 points more than a base Commander and with only two systems it can take, presumably the 4 points is paying for your auto-markerlight and target lock together, which is a steal. This is single handedly the best unit in the codex to turn into a buffmander for markerlight drones. Use a missile pod for range (97.22% chance of a token at 36"), an airbursting fragmentation projector for applying markers to targets your buffmander can't see (99.73% at 18", vs 99.92% for a Burst Cannon), or a flamer to guarantee the first marker token (100% chance at 8"). Then use a drone controller on markerlight drones to markerlight up the same target at functionally BS 3.5+, racking up the markerlight hits to 5 (on average, you will need 8.57 drones to make this happen). Works absolutely great with a gunline as you can activate Kauyon and be effectively BS2.5+ on those markerlightss for when you desperately need them or just boost your gunline in general. If not taking drones, works great in a commander bomb to give your already BS2+ suits rerolls of ones. Hurt by the fact that it's now only 1 per army, which is an odd limitation, considering it's not a named character; probably just retarded FW writing.

Troops[edit]

  • Strike Team: Our main gunline infantry. If you are running these, make sure you also get a PAC drone from the Pathfinders, a Fireblade to increase their volume of shots, and Aun'Va or Aun'Shi to buff their leadership, give them FNP, and re-roll 1's. High strength keeps them capable of wounding more easily, but low BS and higher cost compared to other armies' infantry holds them back, though even a single markerlight on their target helps compensate. Still very effective in numbers. They also have Photon Grenades that do no damage, but any Hit INFANTRY unit suffers a -1 To Hit until the end of turn. Toss one during Overwatch and hope you get lucky. Also literally turn the worst possible morale test result into an auto-pass with their Bonding Knife Ritual rule. Which makes them quite resistant to morale tests particularly if you throw in an Ethereal's buffs.
    • Alternate take: Gun drones and pathfinders cost the same points as fire warriors, so just take them instead. Pathfinders have the same gun with the option to fire a markerlight, albeit with slightly worse armor. Gun drones have the same armor, higher move, greater toughness, and more firepower.
    • NOTE: Neither of the alt units are Troops so if you're limited to just 1-2 Detachments that's not really an option if you still want your starting 6CPs from a standard Battalion. Pathfinders have *one of* the same weapons but no-one really takes Fire Warriors for 18" carbines due to rifles having almost twice the range, rapid-fire still giving 2 shots at 15" instead of 18" & Assault weapons...do you want to run?!
      • Alternate Alternate take: A Strike Team can be affected by a PAC drone and a Fireblade, to give them 3 shots at 18" (or 1 at 36"), opposed to the 3 shots at 12" that the Pathfinders would get, or the 6 that the Gun Drones get at 9". Gun drones cannot be affected by PAC drones, suffer more from morale losses (taking tests after a single loss, to the 3 of Fire Warriors), Drones can also only shoot at the closest target, and Pathfinders have a 1 worse armor save.
    • DS8 Tactical Support Turret: Can no longer be picked up and moved, and gets destroyed if you lose coherency. Taking the missile pod version is actually cheaper than if you were to buy a missile pod elsewhere, so worth considering if you want to deploy the unit as part of a gunline and never plan to move it anyway and it won't be the first unit your opponent can charge.
    • MV36 Guardian Drone: Gives any Strike Team units in range an invulnerable save, and a better one to any nearby Breacher Teams. One drone can affect multiple units, so don't waste points taking multiples, if you decide to take one.
      • Alternatively you may want to take as many as you can - the drones are a separate unit post-deployment, if you only have one your opponent can just shoot it to remove all your invulnerable saves. At least force them to split their fire across several drones to make it less easy.
    • tl;dr: Take alot of them, keep them together and buff them with Fireblades, PA-Drones and optionally an Ethereal and their effectiveness goes through the roof, particularly if you throw in even a single markerlight. Even by themselves they have some serious dakka with their S5 guns and are surprisingly tough with their 4+ save (particularly in cover) for the 8 points per model.
  • Breacher Team: The budget Vespids. Put out good firepower, as long as you are close enough to count their nose hairs. Don't expect them to live past their first shot unless you can tie down any potential threat with a Devilfish. Mentioning the Devilfish, Breachers are likely the best filling you can put into them and they synergize with each other big time. Move the Devilfish 12", charge a unit and tie it down and force it to waste a turn, then unload the Breachers and retreat the Devilfish from combat (thanks to FLY it can still shoot afterwards too), then proceed to murder the poor sods with your Breachers. Alternatively you can simply move the Devilfish as close to the enemy as you need, disembark the Breachers 3" away, move them for another 6" and as long as you manage to put 3 Markerlights on the target unit you can even Advance for another D6" and shoot your blasters without penalty, very likely putting the unit within their ideal 5" range. You can also do this with footslogging Breachers, which make quite a good screening unit as they are something your opponent does not want to get close to on their way to your Pathfinders, Strike Teams and other backfield units, though it is harder to pull off and lacks the synergy with the Devilfish, which allows you to kill one assault unit with your Breachers and tie down another one with the Devilfish in close combat or pull off a Fish of Fury by placing the Devilfish between the Breachers and their target, allowing them to shoot but preventing your opponent from charging them with the massive hover tank in the way.
    • Breachers are great for throwing a wrench between the legs of any opponent who thought they were going to face a static gunline they could easily squash in close combat if they just make it across the field, and a great counter unit if they actually do get to you.
    • Breachers are pretty much the best unit to accompany with Darkstrider, as they will wound T4 (in other words: MEQ) units within 5" on a 2+ with Darkstrider's debuff or wound T5 targets such as bikes (or squishy Eldar/Dark Eldar skimmers, making Breachers surprisingly good tank killers against them) within 10" on a 3+. And it goes without saying that Breachers are the best unit to utilise Darkstrider's "fall back and still shoot" rule, which seriously hurts when you hit the guys that just charged you with S6 AP-2 blasts of hurt. Devilfish have 12 seats, so just toss Darkstrider in there with a full 10-man unit of Breachers.
    • Breachers do still get their improved invulnerable save from the Guardian drone, which can be shared between units for cost savings. They also have Photon Grenades that do no damage, but any Hit INFANTRY unit suffers a -1 To Hit until the end of turn. Toss one during Overwatch and hope you get lucky.
    • Alternate take: Consider taking the flying bugs instead of Breachers w/Devilfish, for more range, movement, and deep striking, at the cost of 1 gun strength.
      • Alternate Alternate take: Two Breachers are only one point more than a single vespid, so they are still much deadlier if you can get them within their ideal 5" range, synergize with Devilfish and Darkstrider and cheaper to spam and thus better at holding far away objectives or sticking around. Also, Troops.
    • DS8 Tactical Support Turret: Same as the Strike team version. Most likely an extremely bad investment as the unit will likely either be constantly moving, or die shortly after placing it.
    • MV36 Guardian Drone: Gives any Breacher team units in range an invulnerable save, and an inferior one to any nearby Strike Teams. While cheap for what you get it's still a questionable investment, as your opponent is unlikely to shoot the Breachers with anything stronger than a Heavy Bolter and will just murder them with small arms and high volume/low AP weapons instead. Also a free kill point if you already take Darkstrider and a Devilfish.
  • Kroot Carnivores: Slightly cheaper bubblewrap than Fire Warriors, their 7" movement and initial infiltrate might allow them to be more usefully positioned to protect more valuable units. Not very good at either shooting or close combat, but what really kills them is their crappy morale (they are half as hard to kill as GUARDSMEN, yet are more expensive and if you lose 5 of them then you will lose another 1-5 Kroot on a 2+ without your opponent ever having to lift a finger, defeating their purpose as cheap spam), especially if they are only 3/4 cheaper than a much, MUCH harder to kill Fire Warrior who handily outshoots them and has much better morale, while you can get three Kroot Hounds for every 2 Carnivores, which only have slightly worse morale but are much, much better in actually getting into combat, killing things in melee and are massively easier to spam as chaff and cannon fodder. That Kroot Shapers are a terrible choice themselves that utterly fail to address the morale issue doesn't help, and getting an Ethereal just for babysitting Carnivores is a waste of points that yet again goes against the only reason why you would use them over Strike Teams or Breachers in the first place.
    • TL;DR Look to their devolved hound kin, for a cheaper and much better option.
    • HOLD THE PHONE Theses are far from a bad option, 6 pts per model, coming in squads of 10, sure they don't have the armor or firepower of fire warriors, but they can be fielded in mass, and they benefit from ethereals Invocation of Elements and Failure is not an Option, as well as markerlights. Compare them to Chaos Cultists, at 5/4 pts per model in the index/codex; the Kroot get a Bolter, 3+ melee, and Str 4 Melee and a 7 inch scout and +1 movement, not including all the synergy options, for a 1-2 point increase in cost. Put them next to an Ethereal and use either Sense of Stone or Calm of Tides to decrease casualties, and then use the ethereal's Leadership of 9 to reduce casualties taken. Stick to cover so you get a .45% chance of saving versus AP -, effectively giving you a 4+. Add the Shaper in and you get a bit of a bonus to wound, and a small-moderate chance of ignoring leadership. For 196 points you get 26 attacks, rerolling to wound, 29 wounds for the enemy to go through, and a handful of what Tau Lack: Cheap Melee units that can actually land hits. Also you actually have a chance of wounding T6/7 models, which kroot hounds have no chance of doing with Str 3. Remember Tau Players: Synergy is How your Army runs, Never Judge a Unit by What it has, Instead, Determine what it COULD Have
      • Well... This combination sounds much better on paper than it actually is. For starters, you're paying 6 points per model for a unit that has abysmal morale and durability, meaning these squads can be taken down by a single well placed Lasgun volley. The Ethereal helps things a tiny bit, but each Sense of Stone roll is only a 1/6 chance, the morale buff will only take you so far with squads that large, and when they eventually fall your Ethereal will be left vulnerable. The 3+ to hit in melee and 4 effective strength aren't going to help you much when each Kroot can only attack once each. 196 points for 26 attacks is a tremendous waste of points, when you could field 2 fully loaded Drone Squads for much cheaper. And yes, you can hypothetically wound T6-T7 units, but that's a 1/3 chance. Mathhammer wise you're going to wound 6.22 times with each attack from a fully loaded squad (Assuming you haven't lost any units before they get into range, which is unlikely thanks to your low durability) and that's before armor saves (Which something of that toughness is likely to have in spades). The Kroot Shaper is not going to give you much better results, rerollable 1's to wound isn't going to help too much when the threshold of failure is as high as it is, half your failed wound rolls are likely to be 2's against Guardsmen and the threshold just continues to increase with toughness. Plus the odds of actually killing anything short of Guardsmen with the Ritual blade are laughable with only 3 attacks St3 and NO AP. Even against GEQs this is a bit of a gamble as Mathhammer dictates you will hit only twice, wound only once and they still have a chance to save it. Oh and the icing on the cake is that even if you play Farsight Enclaves and place the eponymous commander into melee with them, his buff to melee attacks doesn't effect the Kroot as they can't carry the Farsight Enclaves keyword. Don't kid yourself, at best this combination is damage control and at worst it is a points sink. About the only saving grace for the Kroot right now is that you can still do the infamous Kroot Konga Line strategy with them, but that's only going to get you so far.


Dedicated Transport[edit]

  • TY7 Devilfish: Fish of Fury returns! Just kidding. Over-costed for what it provides, but only if you fail to use the benefits they gain from being fast moving vehicles with FLY: They can mercilessly charge enemy units, tie them down and force them to waste turns not using their dakka or slowly killing that fish instead of getting closer and killing the backfield targets that they actually want to murder. If they don't want that then your opponent will either be forced to fall-back, which for most units means not being able to do anything at all for an entire turn, or if the enemy unit stays in combat you can simply fall-back without penalty thanks to FLY and blast the stranded assault unit with your de-facto burst-cannon drones and the rest of your army, and ideally the Breachers you just unloaded. Also can fly over enemy units and snipe support characters behind them or tie down backline support units with strong firepower. Having an aggressive unit to tie down and disrupt enemy melee units is BIG for a shooty army such as T'au. Benefits from the same durability increase all vehicles received, however can still be relatively easily popped on the first turn, though much less so than a Rhino or even Chimera thanks to the rather generous amount of wounds you have (12 instead of 10). Cannot transport Kroot or Vespid, so ideally put Breachers into them. Thanks to the 12 seats you can toss in Darkstrider or accompanying drones as well. Devilfish are flexible but still quite pricy, so keep them as cheap as possible, save the upgrades for actual tanks such a Longstrike or Hammerheads.
    • Remember that you can detach the gun drones if you use the Devilfish for late game objective grabbing, which increases the number of models holding it from 1 to 3 and makes it much harder for the other player to contest it. Keep the drones attached otherwise as you can't re-attach them and the Devilfish gets to shoot their guns at BS 4+ and ignores the 'only allowed to shoot the closest target' rule, effectively turning them into Burst cannons.
    • If you put a recon drone in it, the 'Fish's weapons ignore cover bonuses, though the question is why you should or would ever do that in the first place.
      • Hmm... good question. Maybe something about transporting Pathfinder squads in it?

Elites[edit]

KROOT[edit]

  • Krootox Riders: One pseudo-Autocannon each (D3 rather than 2 damage, and usable on the move thanks to Rapid Fire 1 instead of Heavy 2). Not really any different from before, but they did gain a bonus on the charge Advance. A relatively cheap unit, suffering from an identity crisis. It has a good gun at mediocre BS, and a decent WS but low armor and toughness, with no AP but multiple damage on its attacks. Will be decent against low model count, weak armor, high toughness, multiple wound units. Maybe something from Orks or Demon infantry? Cheap enough that you could throw a couple in your army, if you weren't sure specifically what hole you wanted to fill, and still be reasonably effective. If you know what you need though, better off grabbing Kroot Hounds for melee, or any of our other units for shooting.
  • Kroot Shaper: Leadership buff to all Kroot units within range, and should he actually manage to kill someone with his fancy bit of cutlery, no KROOT units have to test battleshock, which would be amazing, if he wasn't still just a Kroot. More usefully, he also allows them to re-roll wound rolls of 1. Would be great for Kroot hounds, if he could just keep up. Stick him with any Krootox, if you take them. Given his general lackluster melee ability, and special rule on the blade, you probably always want to upgrade his rifle since it is free.
    • This actually makes your bubblewrap a lot more durable if you can get it to work. Tarpits that are immune to morale damage last a lot longer.
      • Given the chances of it actually activating against most units,which is almost never, you would be better served by just running your tarpits as multiple MSU, to minimize morale losses.

<SEPT>[edit]

  • XV25 Stealth Battlesuits: Stealth rules now apply a -1 to hit modifier to any units attacking (i.e. shooting AND close combat) the Stealth Suits. They are dramatically tougher than in previous editions, having gone up to T4 and W2, while actually decreasing in price. Also they have the INFANTRY keyword, unlike any other battlesuit units - this makes them vulnerable to some anti-infantry weapons they otherwise wouldn't be, but also allows them to more easily make use of cover to get a 2+ save on top of their Camouflage Field. Can take 2 tactical drones per unit.
    • Each unit can take a Homing Beacon, which can allow other Manta Strike units to land closer than >9" to an enemy model. This is only really useful for deep striking models that actually benefit from being closer than >9" to the target - so Flamers, dropping Farsight into easy Charge range, or going for risky melta shots with Fusion Guns.
    • Stealth suits are in the enviable position of being able to take battlesuit support systems without actually needing them to be efficient. A drone controller on one model is a great choice if you're planning to run a swarm of gun drones. A shield generator is relatively cheap and gives the unit a 50/50 chance of ignoring any rogue heavy weapon hits, such as from lascannons. A velocity tracker is a must if you're expecting multiple enemy flyers - it costs only 2 points and gives the whole unit +1 to hit against units with the FLY keyword. Otherwise, an ATS can give your burst cannon suits better armour penetration (but makes them a bit more expensive).
    • Remember that a -1 to hit modifier is substantially better than +1 toughness now; these guys are remarkably good at surviving an incoming charge and then simply flying away to shoot back, even without any durability support systems added.
  • XV8 Crisis Battlesuits: Once the pride of the T'au Empire, these battlesuits are now completely overshadowed by Commanders. They're still capable of deep strike through a Manta Strike, especially with a homing beacon which can bring them within 9". Their relative price has increased so much that for roughly the same cost of 3 Crisis Battlesuits you can take 2 Commanders, but the Commanders improved ballistic skill means they're so much more effective in offense. The only weapon they're more cost effective than a Commander is Flamers, as they are not affected by their questionable BS4 shooting skills. However, burst cannons on a Commander are still superior, due to the longer range and similar damage. Can take 2 tactical drones per model.
    • Currently the only thing crisis suits do better than equivalent value of commanders is flamers, and deployment turns/detachment slots. Note that Crisis Battlesuits still perform around or above average for what they're built for when compared to other armies options, however Commanders will simply perform better at the same price point.
      • Also, you can take a load of these guys in a Battalion without having to take additional HQ Detachments to fit 3+ Commanders in.
        • Actually, they do have a very potent use in the game, just not what people would immediately think. As stated earlier you can take 2 drones per Model, not unit, MODEL. A full unit of 9 can field 18 gun drones. Subtract one weapon from the team and slap a drone controller on them and you have 72 strength 5 shots hitting on 4's. Thanks to Manta Strike, you can place these right where you need them. But for added fun throw a Cadre Fireblade into the the mix and bring those shots up to 108. This will likely prompt your opponent into attacking the drones, which will let your Crisis suits pick off the survivors. Gundam fans rejoice, you now have your funnel spam!
  • XV8 Crisis Bodyguards: More expensive versions of a vanilla Crisis Battlesuit, with the added ability to maybe take wounds for your CHARACTERS. For the same price as a single Crisis Bodyguard you can take nearly 6 Gun Drones which have double the wounds, never fail to intercept the wound, and mitigate multi-damage weapons more effectively. The difference being, Bodyguards can absorb shots for any <SEPT> CHARACTER instead of INFANTRY and BATTLESUIT, the disjoint of which only Longstrike and Kroot Shaper belong.
  • XV95 Ghostkeel Battlesuit: Not as heavily armored as the Riptide, but with two different systems (its onboard countermeasures and its stealth drones) that give opponents -1 to hit it (for a cumulative -2). It might actually be more survivable against heavy weapons.
    • Now that re-rolls occur before modifiers, the Ghostkeel is actually more effective versus overcharge weaponry. Oh you want your +1s and extra damage? Enjoy exploding on a 1, 2, or 3 now!
    • MV5 Stealth Drones: Lowers the to hit rolls when anyone shoots at the Ghostkeel or these drones. Try to keep them out of line of sight, so they can't be picked off. Remember, they are a separate unit from the Ghostkeel now, after deploying.
  • XV104 Riptide Battlesuit: From king to crap the once great Riptide has fallen. Nova Reactor now confers an automatic mortal wound at the end of the turn (IF, of course, you decide to use it: the Riptide doesn't just get wounded every turn for nothing). Since you don't get to allocate the wound and you can't use a Drone to tank it, the Nova Reactor just became a suicide button on a very pricey unit, with the only way to avoid it being a pricey Stimulant Injector. You would at least think that a race as technologically advanced as the T'au would have ways for their precious Riptide to not spontaneously explode in the middle of battle. Now costs way too many points; seeing as a Stormsurge is only a tiny bit more expensive, just get a Stormsurge. But if you feel like you really need to put your old models to good use, don't even bother with the Ion Accelerator -- it's just too expensive. then for roughly 30% cheaper, you end up with a more mobile though less powerful unit which isn't too awful. It will require either a BS boost or a cost reduction before the Riptide will be properly viable again.
    • MV84 Shielded Missile Drone: A missile pod, with an invuln save, for slightly more points than a missile pod. For some reason, it has a better invulnerable save than the Riptide. Also a separate unit from the Riptide, after deployment. So you can have these bugger off to support another unit now. Still kind of expensive given the drone's low BS.
    • Any job you want the Riptide to do can be filled by something else for cheaper or slightly more:
      • Anti light infantry - XV9s (3 of them) with double burst cannons and ATS, barracuda AX-5-2 with HBC, 9 Stealthsuits, ghostkeels, broadsides, even your fucking basic infantry is a better choice than this trash. 30 fire warriors with 2 fireblades will put out more dakka than this jetpack strapped to a trash can
      • Anti heavy infantry - XV109, Ionheads, quad plas commanders
      • Anti tank/monster - Railheads, XV109, quad fusion commanders
  • Firesight Marksman: Because he's a special snowflake his Stealth Field works differently to everyone else's, and he gains +2 to his saves for being in cover, rather than imposing a -1 to-hit on any shooting attacks made against him. If your opponent is allowed to shoot him at all, as he is a character and even a single model in between him and the shooter prevents him from being targeted. Slightly better BS than normal, and has a Markerlight. Unfortunately he is 3x the cost of a Pathfinder for the privilege, though he is much, much harder to kill and ideal to start markerlight chains together with Fireblades (allowing any subsequent markerlight shots against the target to re-roll 1s to hit as well). So ironically enough you should never take him for controlling sniper drones, as those are extremely overpriced and not worth taking, but take him as hard to kill markerlight tosser that is likely to stay alive long after your regular pathfinders have been shot to pieces.
    • tl'dr: He is too expensive to replace Pathfinders but good choice to take in addition and provide contingency markerlights for the much needed re-rolls.
      • Fucking hell, he's not supposed to replace Pathfinders point for point, the Marksman, as the name suggests, is there to make any nearby Sniper Drones 16% more effective by giving them +1 to hit. As this is from the Drone Uplink ability and no longer via a Drone Controller the two effects stack; if you park, say, a XV88 Broadside with a drone controller nearby (not a stretch given they're both fire support units wanting a good vantage point) then the Sniper Drones hit on a 3+ way out to hassle Characters up to 48" away. HOW TERRIBLE.
    • Good news! For 24 points for this guy you can put him in a Drone Gunport with 4x Marker Drones and suddenly you have five 3+ BS Markerlights. Given how Markerlight works where the first hit affects the other hits, this puts his accuracy for the Marker Drones at 66.67% for the first hit and 77.78% for every shot after thanks to re-roll 1's.

Forge World[edit]

  • DX-4 Technical Drones (Forge World): Same stat profile as a Tactical Drone, with an 8", Assault 1, S5 shot. Once per shooting phase the unit can choose to either attempt to repair D3 wounds on a single BATTLESUIT model within 3", or select an enemy unit within 12" to not receive cover saves until your next turn. Adding additional drones gives no benefit towards number of attempts or the success chances of any repairs. Expect these guys to draw a colossal amount of fire, and probably die immediately as a result. Make sure to hide them out of sight behind buildings if you want them to live long enough to actually fix something.
    • RAW, you can use the ability in every player's shooting phase, not just your own.
    • Can currently heal the Ta'unar, as it has the BATTLESUIT keyword for some reason.
    • The minimum unit size for these guys is 2, and there's no restriction on stacking their Repair ability unlike almost every other heal/repair skill in the game. If you've got any elite slots spare, you can fill up all of them with pairs of these for just 32pts. Fielding units with a size greater than 2 is only a disadvantage (due to morale losses, vulnerability to higher rate of fire weapons, and because multiple drones in the same unit can only use their repair/survey ability once between them), so only take that choice if you're in desperate need of both durability for the Technical Drones unit and Elites slots. Otherwise you're much better off taking as many separate pairs of these as you can. One could even go so far as to split off one of your Commanders and 3-6 pairs of these little guys into their own Vanguard Detachment, for an extra Command Point along with your 3-6 repairs per turn that you can scatter around your army. You'll be taking a lot of Commanders anyway, so finding one spare to do this shouldn't be too hard for you.
  • XV9 Hazard Support Team (Forge World): A Crisis Battlesuit that gets a variety of advanced weapon choices. 50% more expensive than a Crisis Suit before weapons, for the privilege. Can take two in any combination of: Double-barrelled Burst Cannon (which is two Burst Cannons at 80% the price), Phased Ion Gun (roughly a 20% more expensive Burst Cannon but with slightly lower strength and better AP), Fusion Cascade (basically 2 Fusion Blasters at 83% the price, but they drop down to standard melta range), or Pulse Submunitions Rifle (not worth discussing - much worse than the Burst option). Also has Photon Casters to lower the range of any charging unit. At a glance, seems to be most cost effective if you need a single suit to perform a task. Past that it may be more effective / reliable to look towards normal Crisis suits.
    • RAW, you do not have to pay for the single support system choice the suit can take, as you are taking its ability, not an item.
    • A 2xDBBC+ATS w/4 Gun Drones will average you the same number of wounds as a 3xBC+ATS w/2 Gun Drones Commander, while being a few points cheaper and a little less durable. Finally an actual tactical choice!

Fast Attack[edit]

  • Kroot Hounds: Cheap bubblewrap at 4 points each for more valuable units. Note they have two attacks in close combat and can re-roll charges if the charged unit got wounded this turn. Try to stick to MSU if you can, to circumvent their low morale.
  • Pathfinders: Now cost considerably less than what they used to, you're going be getting a lot more use out of these guys. Not only are they a cheap source of Markerlights, their special weapons are actually great now, with the Ion Rifle being very cost-efficient (and almost impossible to overheat, with a single Markerlight hit on your target granting rerolls on 1s) and the Rail Rifle packing a real punch. These will profit from their own unit's Markerlights, but you can also shoot them at another target if you so desire. Also their armor now actually works against small arms fire, despite their lack of even one manly pauldrons, so they won't instantly melt when caught out of cover. Markerlights are still Heavy weapons so movement remains a concern. They also have Photon Grenades that do no damage, but any Hit INFANTRY unit suffers a -1 To Hit until the end of turn. Toss one during Overwatch and hope you get lucky.
    • MV31 Pulse Accelerator Drone: Increases the max range of your pulse rifle/carbine/pistols. No longer attached to the Pathfinder squad, so you can take and then leave behind with your gunline. Can take 2 per unit, and an auto include if you are running a gunline. Only affects INFANTRY, so won't help gun drones.
      • Has some nice synergy with your Fire Warriors. It's possible to move a Pulse Accelerator Drone to a Strike team now - a basic Troop unit with Rapid Fire at 36" is unmatched by even the NuMarines.
        • Consider throwing in a Recon drone as it forms one unit with the PA-drones and provides cheap ablative wounds for the vital buff for your Fire Warriors, as they can easily be singled out otherwise.
    • MV33 Grav-inhibitor Drone: Makes it more difficult to charge your guys. Cheap, but random effectiveness and competes with slots with the PAC drone. They can also just shoot the drone before the charge phase, so hide it behind terrain (which is highly effective as the charge hindering effect still works even behind LoS blocking terrain) or throw in a recon drone for cheap ablative wounds.
    • It goes without saying that a D3 reduction to charge range is massive when it comes to preventing first turn charges, which several armies such as Tyranids can effectively spam and many scout move units can pull off as well, as they often have to be placed more than 9" away from you and results in a high likelyhood of the charge failing, which becomes almost certainty with a grav-inhibitor drone.
    • MB3 Recon Drone: A burst cannon on a drone chassis, that lets nearby Pathfinders ignore cover saves, for slightly more points than a burst cannon. If you have any rail rifle or ion gun pathfinders, keep this near them. Doesn't suffer the targeting limitations of gun drones. Consider taking it if you have the points. Does not conflict with the other two drones slots and has two wounds while costing 4 points less than two regular drones with the same toughness and number of wounds, so great for adding extra ablative wounds to the strong but squishy grav-inhibitor and PA-drones which form a unit with the recon drone after deployment.
  • TX4 Piranhas: Zippy, decently priced, can be armed for anti infantry or vehicle, and the drones use the model's BS while attached. Fills the same harassment role it always has, but is no longer the essentially "free drones" platform it was in 7th. Basically shoves a 3 man stealth suit team, into a vehicle chassis for increased movement at lowered durability, at a lower cost.
    • Don't be fooled - a fusion blaster may seem like a good idea, but the lack of Vehicle Facing now means you don't need your anti-armour to be mobile, and you're paying 66 points for one shot that hits on a 4+ at best. You're Tau - you have better Anti-tank than tthis...
  • Tactical Drones: Note this is also the datacard used for all other drones that deploy with, and then separate from, other T'au units. All drones can be allocated wounds that would otherwise hit any INFANTRY or BATTLESUIT within 3" thanks to Saviour Protocols. Note they cannot soak wounds for vehicles, even if they come with drones.
    • MV1 Gun Drones: At 8 points, this is the T'au Empire's most efficient source of dakka after the change to twin-linked. These synergize extremely well with a drone controller and Cadre Fireblade, resulting in 6 shots at 9" at BS4. Even with the reduced ballistics skill compared to Fire Warriors and Pathfinders, they still do more wounds per point to most targets, with the only real disadvantage being they're dumb as a bag of rocks, and can only fire at the closest enemy unit.
      • PAC drones only affect infantry, which drones are not.
    • MV4 Shield Drones: A wound soaking invuln save with a 5+ FNP thanks to the new FAQ, better than before for the same low cost. Moving on.
    • MV7 Marker Drones: A bit more expensive than a Pathfinder, with a worse BS, but no penalty for moving and firing. Does not suffer the aiming restriction of the gun drones.
      • Basically requires a drone-controller to be effective, which puts into question why you wouldn't just take cheaper pathfinders for markerlight duty and gun drones which massively benefit from drone controllers, resulting in disgusting amounts of firepower if you spam them.
        • Above note is correct; since Pathfinders after moving only have their BS reduced to Marker Drone level BS, while still costing 2 points less, you're just always better off using Pathfinders for Markerlight support. Unless you have a Droneport Gunring, see below
  • Vespid Stingwings: Miracle of miracles, they actually don't bite for the first time since they were introduced. You'll have to find a new butt for all the "canonical bad unit" jokes (see: Crisis Battlesuits). They're cheap and they chug out a fair volume of S5 AP-2 shots, and they move like greased lightning.
    • These crazy bugs will become ld 5 if the strain leader is slain, so don't be stupid
    • Everyone remembers these things as crap... Use that to your advantage, they are moderately priced at 15 pts a model so don't assume you can loose a few and not sweat it, but they are fast as hell with a 14" movement speed. Hunt the right targets (any other light or medium infantry, don't got near a 2+ save) and you can quickly remove small pockets of resistance
    • They can also deep strike, like god damn flys on shit! jokes aside they are really good at killing other harassing units or screening units. Use them to take care of the random supporting units or anything that try to buff your enemy.
    • These guys are REALLY good at robbing objectives thanks to their speed, deep strike, moderate durability, and dakka
  • Tetra Scout Speeder Team (Forge World): Has a High Intensity Markerlight, that grants 3 Markerlight counters on a hit. Still suffers a -1 to hit when it moves. As is, faster but less efficient Markerlight application than Pathfinders.
    • Odd rules choice, as you want 3 Markerlight tokens already on the target, to fire without penalty. Which then wastes a Markerlight token by taking you to 6. Should have been 2 ML's from the HIM, and then have a secondary Markerlight weapon.
  • TX-42 Piranha Light Skimmer (Forge World): Comes with your choice of two of: Fusion Blasters, Missile Pods, Plasma Rifles, or Rail Rifles. The guns are quasi-twin-linked, forcing you to fire them both at the same target. Due to the cost of the unit, at first glance the best option seems to be the Rail Rifles; giving you a 16" movement, 30" range, with two Rapid Fire 2, S6 AP-4 D3 dmg guns that deal a mortal wound on a wound roll of 6+. Yet another unit that is a better sniper than our Sniper Drones!
  • XV109 Y'vahra Battlesuit (Forge World): The Nova Reactor nerf the Riptide got still applies, but at least it doesn't have the same competition in the Elites slot as the Riptide. Still, don't take it unless you enjoy running the risk of having your expensive Battlesuit play a rousing game of "Quit hitting yourself". Also per FAQ it can take one of the rare magical Shield Drones in the army that can survive Saviour Protocols (in 1/3 cases). Escape Thrust allows it to remove itself from the battlefield and enter reserves at the start of you Movement phase, re-deploying anywhere more than 9" from an enemy at the end of your next Movement phase (so it misses an entire turn and one extra phase of movement). Give it ATS and target lock/stimulant injector and go to town on any unit in the game. Infantry? 2d6 S6 Ap-2 (-3 with ATS) DAMAGE 3!! FUCK THOSE TERMINATORS AND THOSE CENTURIONS!! flamer that can overcharge to 3d6, which lasts into your opponents phase, 3d6 overwatch will fuck anything that's T6 or less, and will still threaten heavier units. Monsters/vehicles? Heavy 3 S8 Ap-3 D1 isn't the most glamorous thing but this is where nova reactor gets the most value. Heavy 3d3 S10 Ap-3 (-4 with ATS) D3 with mortal wounds on a 6 to wound will average 6 shots and will fuck up something badly. This is the Riptide variant with the best reactor buffs for guns, you already get a 4++ from 12" or less/melee so that reactor for 3++ in melee is pretty shit and the escape thrust isn't worth it since you have 18" movement and fly, so basically it's a choice of rape small targets or rape large targets. Dump this and keep in supporting fire range of stealthsuits/ghostkeels or give it a coldstar (Y'vahra is M18 and coldstar is M20) as a partner and enjoy your rape tier tag extra fast tag team. If you're feeling extra cunty take three and keep them in 6" range of eachother, enjoy having literally nothing less than a knight charge you and survive, as your overwatch phase becomes 6d6 to 9d6 flamers on steroids.
    • Note: While certainly powerful, Y'vahra are unfortunately a bit of a death star unit. True, it hits really hard but most savvy players will be aware of this and target it first. It's too big to hide from most unit's line of sight, and a good deal of artillery units can bypass that anyways. Toughness 7 can be overcome by a good amount of weaponry and a 5+ invuln save isn't going to help you very much. Once it's down you basically end up with a 400 odd point void in your army. Be cautious when you field this, and do your best to keep it in range of some kind of drones, or use technical drones in tandem with it. Use terrain to try and keep the LoS blocked

and do try to go first. A good tactic is to use a Coldstar and declare Mont'ka to get it in range.

Heavy Support[edit]

(Also known as Mortal Wounds Support, until all the Forge World units ruined it by not carrying railguns/missiles)

  • MV71 Sniper Drones: Their BS is terrible (helped by a Firesight Marksman, but still only 4+), but their weapons are Rapid Fire rather than Heavy, and longer ranged than a standard sniper rifle, and Strength 5. They also can't be easily shot back at unless they're the closest unit to the shooter. 18 S5 shots that hit on 4s isn't easy for any character to ignore, even if it doesn't have the extra mortal wounds. They'll struggle against the defenses of the toughest targets, but will mow down squad-leader types with ease. That said, other armies have better snipers. However, you don't, so it's either these or none whatsoever.
    • With their low BS and lack of AP, These are points ineffective at even killing an IG Psyker, one of the weakest characters. A full squad will average just over 1 Wound against a GEQ at range, and will run you over 180 points. Without any supporting units to increase their effectiveness.
    • Which is exactly why you pair them with a Marksman for +1 to hit and if you're building a decent firebase, something like a Broadside with a drone controller for a cumulative +2 to hit. Still not great, but not exactly costing a bomb given their ability to hit Characters despite intervening models, which pretty much no other Tau unit can do.
  • TX78 Skyray Gunship: Keeps the same wargear as before, but now Seeker Missiles work differently. They only hit on 6+ unless the target has 2+ Markerlight Tokens, and if they hit they deliver a Mortal Wound, no ifs, ands, or buts about it. Meaning that a Skyray might be one of the best Mortal Wound delivery systems outside of six Zoanthropes all Mind-Lance spamming.
    • Keep in mind, you are paying a premium of points for an average of 3 mortal wounds, that can't target characters in most situations. Which then leaves you with an expensive 2 Markerlight platform for the rest of the game. Given most vehicles have 10+ wounds now, the Skyray has been relegated to attempting to finish off a target that has been already vastly weakened by the rest of your army.
    • Currently, never take the burst cannon upgrade. With the change to twin linked on gun drones, you are paying more points for the exact same weapon profile, and the inability to detach the drones.
    • Alternate take: with a 1st, 3rd and 5th Markerlight these Seeker Missiles hit on a 2+ rerollable, can threaten targets up to 7 feet away and obviously ignore conventional defenses. If you opponent isn't spamming same undercosted units like Gun Drones or Brimstones (if they're This Guy or it's specifically prohibited by the rules of engagement) then they likely have one to three lynchpin unts like Magnus the Red or a Darkshroud. Those are much easier to kill with a decent amount of Seeker Missiles. Moreover, once the Skyray shot them, it's often just not worth it for your opponent to try and kill a T7 W13 platform because it has 2 Markerlights, so you're likely to keep those (with a BS of 3+ no less). On the other hand, once the Skyray has unloaded most of the things that apply to a Devilfish apply to it as well - it can zip around the flank, tie units up, score Objectives and such. Not that bad of a unit at all and nowhere near "trash" Tier imo.
      • Alternate alternate take: No, it's still trash. Keep in mind on average, that's 10 pathfinders firing their markerlights at the target for maybe 6 wounds one time only. Once you've blown your load you're left with an overpriced hunk of junk that carries less firepower than the Devilfish (Which can still carry troops and costs FAR less). No lynchpin unit is going to be killed in just 6 wounds, and again you are unable to keep them up. Don't fool yourself into thinking it can hold objectives, 1 unit will not hold an objective very long when 2 GEQs are all that you need. Plus the enemy will likely be aware of how little a threat you are and dedicate their firepower elsewhere, meaning the Skyray even fails as a DISTRACTION. Plus since they don't need to divide their firepower, they can easily take out the real threats one turn, then just kill it in the next so ultimately you accomplish absolutely nothing with it. Don't confuse "Damage Control" with "Effectiveness", and just use a Hammerhead instead. It's exactly the same size so just use it as a proxy.

\

  • TX7 Hammerhead Gunship: Railguns remain awesome, only now Solid Shot can deliver D3 Mortal Wounds on a to-wound roll of 6+, making them useful against Vehicles and smaller Squads (remember Mortal Wounds always roll over within a unit - if you add 3 extra mortal wounds onto 1-wound infantry model, you'll kill three of his mates with a quadruple-collateral railgun shot; still not a good reason to shoot them at infantry but it's better than nothing if there are no other targets). Ion Cannons keep at the middle ground as usual, but now rolling a one to-hit when they're overcharged will make the Hammerhead explode slightly damage the Hammerhead.
    • Try to always keep them buddied up to a Longstrike, for that sweet, sweet +1 to hit (which will stop you hurting yourself with Ion Cannons).
    • Currently, never take the burst cannon upgrade. With the change to twin linked on gun drones, you are paying more points for the exact same weapon profile, and the inability to detach the drones.
      • Crunch-wise, Hammerhead-borne railgun not only "remains awesome", it is actually seriously buffed up due to new vehicles rules. It is Strength 10, that means it do wounds T8 (like, say, Imperial super-heavy tanks or Orks' Stompa) or T9 (like, say Imperial Warhound Scout titan) on 3+ and T10 vehicles (the are few of such in game, actually) on 4+. It also have AP-4, that ensures that the vehicles with Sv 3+ or lower (and Sv 3+ is what most tanks or even such mighty war engine like Reaver battle titan, have) get NO armour save at all.
  • XV88 Broadside Battlesuits: Another model hit hard by a price increase, Broadsides are now double the cost. That being said, most of their options were twin and now instead fire twice as many shots. Their Heavy Rail Rifle is now awesome even with the slightly shorter range and weaker strength, they're now firing two shots at 1d6 damage, as well as an extra Mortal Wounds from rolling a 6+ to-wound. The HRR can be exchanged for two High-Yield Missile Pods, this swap can allow you to do far more damage, but you trade off the HRR's save negation and potential Mortal Wound. Broadsides still have the option to take their one Seeker Missile for that nasty OHK potshot. Can take up to 2 drones, in any combination of Tactical Drones or missile drones, per unit.
    • Sadly over-costed for what they provide currently. A Longstrike+Hammerhead will cost you the same as two Broadsides, and be more effective. If they get a cost reduction they should be in a good place.
      • The problem here isn't the actual Battlesuit, at T5 W6, 2+, these guys are almost worth the cost for the model. The problem lies with the weapons. The HRR costs 63 points ( roughly 1.5x what the Railgun costs), while the HYMP cost 41 each, meaning that you're essentially paying for another suit if you want to use them. When compared to the Cost of the Railgun (38). These costs do not include the sub weapons (Plasma or SMS) so essentially you're paying up to double cost for weapons that are weaker, shorter range, have worse AP, lower damage, and (in the HYMP's case) may not inflict mortal wounds, on a slower, less accurate platform. A shame for those who liked using Sniper-sides.
    • Another potential way to use these guys is as Backrow meatshields. Take two with HYMPs, Plasma, and Shield Generators, seperate them as much as possible, and put them behind either an Ethereal or a Fireblade you're using to buff your gunline. Any assassin or harrasser unit dropped into your back lines that doesn't have a way around the character targeting restrictions is going to have to deal with these guys before they can get to the much squishier HQ they're protecting. Do note that these guys will not be able to keep up with a mobile Gun-line after several turns have passed, so this works best for the first few turns, or for protecting a static gunline on an objective.
    • MV8 Missile Drone: A mobile Missile Pod for less points than a Missile Pod. Low BS hinders it though. As with all drones this edition, is not attached to the Broadside unit after deployment, so can be moved where it is needed (but is also independently targetable, so be wary of getting them shot).
  • TX7 Fire Support Hammerhead Gunship (Forge World): Initially massively overcosted and lacking the right keywords. The new FAQ lowers the cost of the base tank down to normal levels, and gives it the HAMMERHEAD keyword so it can be buffed by Longstrike.
  • TX7 Heavy Bombardment Hammerhead Gunship (Forge World): Initially massively overcosted and lacking the right keywords. FAQ has reduced the cost of the base tank down to normal levels and given it HAMMERHEAD, allowing it to be buffed by Longstrike.
    • 81 points more than a Missileside, for +1 BS, +2T, +7W, -1Sv, and +8" Move.
  • XV107 R'Varna Battlesuit (Forge World): Heavy support version of the Riptide, a long range TEQ and light vehicle killer. Like the Broadside, it gives up FLY in exchange for its heavier weaponry and increased durability. Using the Nova Reactor is still a bad idea, so don't. Unless you're facing multiple small units in close quarters or are locked in close combat with not-so-numerous foes, in that case present them with some free mortal wounds! It might actually free you from the said close combat.
  • Heavy Gun Drone Squadron (Forge World): Gun Drones packing double the usual firepower with two Burst Cannons each for 38pts; alternatively you can swap one Cannon for a Markerlight to get a combination Gun and Marker drone (the downside being that they don't have a way around the -1 to hit for moving and firing a Markerlight, and that they still cost a colossal 31 points each). They can fire guns and Markerlights at the same time thanks to Automated Targeting Protocols, but if any of them do the whole unit gets no benefit from Markerlights at all that turn. So, they're hideously expensive compared to an equal weapon loadout in standard drones, and they take up a Heavy Support slot to boot. All of those extra points buys you 3W per drone instead of 1, and removes Threat Identification Protocols so they don't have to shoot the closest unit. If that sounds like a good deal to you then by all means knock yourself out.
    • If you're buying these just for the guns, remember that 76 points for a minimum size unit of these with two cannons each (6 wounds, 8 shots) would have bought you nine Gun drones (9 wounds and 18 shots) or eight Gun Drones and a Shield Drone (9 wounds, sixteen shots and a 4++ until you take your first wound) with four points left over for a Kroot Hound too. The Burst Cannon/Markerlight Heavy Gun Drones are marginally more efficient, but still stupidly overpriced for what they do compared to regular drones.
    • If you're not getting it yet, these guys are an absolute dumpster fire of a unit. Avoid.

Flyers[edit]

  • AX3 Razorshark Strike Fighter: Cheaper than the Sunshark but less Ion shots in 15" since latest FAQ(also Heavy rather than Rapid Fire) and has a choice between a Burst Cannon and Missile Pod. It also loses the Pulse Bomb, Markerlight, and a potential Missile Pod. It does get +1 to hit ground targets with the Ion Turret, which is negated by the fact you are moving and firing a Heavy weapon. Really no reason to take this, unless you don't have the points for a Sun Shark, and still want a flyer.
  • AX39 Sun Shark Bomber: No longer has to worry about running out of Pulse Bombs due to a bad dice roll. New bomb rules mean that after moving choose one unit this model has flown over, and roll a dice for every model(up to a maximum of ten), inflict a mortal wound on a 5+ (4+ against INFANTRY). Until we see if Bombs are one use items for the other forces this is a solid buff, that could be amazing against large hordes like Orks, Tyranids, or IG, simply for the number of dice rolled.
    • Bombs work like this for almost everyone now. Orks are a little different, as they only get two bombs per plane. Their Burna Bombs work exactly the same as Pulse Bombs, but their Boom Bombs are much better (mortal wound everything on 4+, and MONSTERS and VEHICLES give you three dice instead of one).
    • While less accurate than other bombs, it is not limited to once per game, making it potentially excellent.
    • MV17 Interceptor Drone: A rapid fire ~Autocannon, on a drone chassis. As long as you keep them attached to the Sun Shark, they will use its BS instead of theirs. As long as you are within 15", the pair has the same firepower as the Razorshark's main gun. Overcharging them while attached will actually kill the drone itself, rather than damage the plane. So both riskier, and safer at the same time. Once they disembark, cannot be re-attached.
      • Arguably a better sniper than the sniper drone, if only it could target characters.
        • According to the new FAQ every drone is now equipped with 2 Ion Guns each, if you overload you'll be getting 4D6 S8, AP1 dakka, if not it's still Rapid Fire 4 overall (both drones)
  • AX-1-0 Tiger Shark (Forge World): A flyer (not a LoW which is weird)(NEW MODEL BOYS!) with a Heavy Rail Cannon (x2), an impressive Macro weapon that deals double damage to TITANIC units, along with two burst cannons that can be swapped for cyclic ion blasters and two missile pods, not to mention a battery of 6 seeker missiles to one up that pesky skyray. 3+/5++, Hard to Hit, along with T8 and 16 Wounds make it very durable, especially for a Flying unit, did we mention it has a 5+ invuln?. It should be mostly used for killing Lords of War, and secondarily for vehicles. Despite being a non-titanic flyer it has an ability to let it destroy everything without worrying about those pesky macro weapons not working. This horrendus monster will set you back 629 fully kitted and $217 (250 with the darn taxes and shipping) in real life points, ouch. Did I mention this is superior to the Barracuda in all aspects?
    • Also worth noting, it no longer has a submunitions mode, so can no longer help with hordes.
  • AX-5-2 Barracuda (Forge World): The default Heavy Burst Cannon, two Long Barrelled Burst Cannons, and two Missile Pods means it can put a lot of S5 shots out at a decent range, while still being able to injure light vehicles. Can also swap in an Ion Cannon or Swiftstrike Railgun for the HBC, or CIB for the LBBC, to improve its anti-vehicle ability. Hard to Hit, 3+/5++, and T7 make it decently durable. About twice as expensive as a Razorshark, with Heavy weapons, and without any bonus to hit still leaves us without a viable anti-Flying unit.
  • Tiger Shark Fighter Bomber (Forge World): 2 Barracuda AX-5-2 primary weapons, 2 burst cannons and 2 missile pods on a T8 chassis with 16 wounds and BS2+ for a bit over 400 points is great value. Can swap out its drone carrying ability for Heavy 2D6 S6 Ap-2 D2 which means that giving this bad boy two ion cannons can make him an ungodly rape machine against heavy infantry, or slap on 2 railguns and go to town with 4 railgun shots per shooting phase. If you're not dealing with enemy LOW this will probably be a better choice over the AX-1-0, as it can dish out more dice against a larger variety of targets. FW no longer makes the model, just grab an AX-1-0 and either proxy or convert it as needed. With BS2+ and 4 S10 (actually S8) shots this our best air superiority fighter with BS3+ (BS4+; all main weapons are Heavy type) against "hard to hit" meaning you will hit at least 2 of those railguns, add in the rest of the dakka and you deal out some serious anti-air pain with this thing while still having great anti-ground capability to boot. Take seekers and use "refuel, rearm, repair" to add 6 seekers back after you unload them for extra value, beating skyrays at their own game. If loaded up with 2 heavy burst cannons and 6 seekers, this thing can dish out 34+2d6 shots per turn, giving you on average over 40 dice to throw around raping infantry.
  • DX-6 Remora Stealth Drone Squadron (Forge World): Losing the stealth part of its namesake, only getting the generic -1 to hit for being a Flyer, and gaining Infiltrate instead. This results in a rather generic light fighter which will easily be shot down by enemy AA. The utility side has also gone as they have also lost their Markerlights. Overall a pretty weak unit that will probably get shot down before it can earn back its points and should best be avoided.
  • Orca Dropship (Forge World): Once considered so useless and over-costed that Forge World removed it from sale, the Orca makes its glorious return... remaining over-costed and pretty useless. Well, better luck next time guys.

Lords of War[edit]

  • KV128 Stormsurge: In many ways, the Stormsurge is now actually a better option than the Riptide, largely because it doesn't explode as often, and costs only a tiny bit extra.
    • Pulse Blastcannon for more average wounds at a lower cost, or the Pulse Driver Cannon for a vastly increased range and points cost. Practically mandatory upgrades are trading out the Flamers for Burst Cannons and taking a shield generator and ATS to improve both durability and destructive power. Can no longer double shoot, but can improve its to hit roll by 1, by giving up the ability to move. As standard for TITANIC units, takes extra damage from some particularly massive weapons but suffers no penalty for moving and shooting and can Fall Back and still shoot. Ends up being about 30% more expensive than the Riptide, once equipped. With more Wounds, better invuln save, and more firepower. Note that it is not a BATTLESUIT, so cannot take advantage of drone sacrifices via Saviour Protocols.
    • If going up against a deep strike heavy opponent, consider taking a Stormsurge with a Blastcannon, and Early Warning Override, in order to fire all the things. If going this route, the Airbursting Fragmentation Projectors can actually become a viable option, depending on how much terrain is on the board. They can admittedly just deep strike more than 12" away to bypass this, but it will still help protect against / deter turn 1 charges. For only the low cost of a single Fire Warrior in points to do it.
  • KX139 Ta'Unar Supremacy Armour (Forge World): Comes with 4 Smart Missile Systems, 4 Burst Cannons, 1 Pulse Ordnance System (that can be swapped for a Nexus Meteor Missile System or a Heavy Rail Cannon with Cluster Shells ability), and 2 Tri-Axis Ion Cannons (that can be swapped for Fusion Eradicators). T8, 30W, 3+/5++ makes it a bit more durable than a Knight. It can fire its non-Macro weaponry while in melee and it may re-roll 1s when firing the Burst Cannons and Smart Missile Systems in Overwatch. It can move through any unit without Fly or Titanic, however it cannot Fall Back and still fire that turn.
    • Has the BATTLESUIT keyword, so can be healed by Technical Drones and benefit from Saviour Protocols (don't worry, that Gun Drone can totally block a Volcano Cannon shot for you).
      • Even better, it can be buffed by an Ethereal. Bring along your holographic Aun'va and enjoy your Ta'unar that re-rolls 1's and has a 6+ FNP.
      • This makes it arguably the most durable super-heavy in the game. Sacrificing an 8-point drone will negate the sort of high-damage/high-AP wounds that pose a genuine threat, and for 32 points a pair of technical drones will heal an average of 1 wound per round, taking care of any other wounds that leak through your save (and unlike other healing abilities, this can be used multiple times on a single model each round).
    • Will run you around 1200 points for the base model. Best bet is to stick to the Tri-Axis Cannons, and either the Pulse Ordnance for sniping or the Heavy Rail for Titan hunting and charge deterrent.
      • Gets a 4+ chance to deal a Mortal Wound to any Model that ends a Charge within 3", if you take the Heavy Rail Cannon.
      • If you are Titan hunting, you can get two Tigershark AX-1-0's for the cost of one KX139, each with two Heavy Rail Cannons. Probably better to stick with the Pulse Ordinance Multi-Driver, or the Nexus Meteor Missile System if the 120" range is really important to you.
  • Manta Super-Heavy Dropship (Forge World): Sixteen Long-barrelled Burst Cannons, three Long-barrelled Ion Cannons, two Heavy Railguns, and 10 Seeker Missiles; means the Manta spews out an un-godly number of shots a turn. Capable of removing multiple infantry squads and a few vehicles every turn, the Manta isn’t just a transport vehicle but also an insanely powerful attack craft. Not only is it powerful but it’s also durable, coming in at T8 with 60 wounds and a 3+ save and 4+ invuln, and as it is a Flyer it also imposes -1 to hit on shooting and on top of that you have to subtract 12″ from your range. It has a truly colossal transport capacity of 200 +8 BATTLESUITS and 4 VEHICLES (who have their own separate transport capacity). This may lead you to believe that the Manta will be a slow lumbering beast, but with a movement range of 20″-60″ for the first 30 Wounds, this is far from the case. But there are some downsides: First is the points cost, 2K will get you the manta but you will need that again to fill it; second is the price of the Manta model, you could just as easily buy a decent used car. (PROTIP: Buy a Smart Car, paint it ochre, and use it as both a vehicle and a proxy). Still, on the bright side humans are born with two kidneys, and you only need one.

Fortifications[edit]

  • Tidewall General Info: Gives your embarked unit/characters a Wounds buffer and higher Toughness, which also doesn't affect their morale when lost. At the cost of not being able to fire Overwatch (even with For the Greater Good), Advance, and use abilities of any kind (including auras). There's also nothing to mitigate the penalty for firing Heavy weapons after the platform moves. If the platform gets Charged, however, you can (unless the platform is completely surrounded leaving you no room to do so) disembark the unit inside out of the back, leaving them able to shoot at something else while the enemy is tarpitted by the platform. Remember that these fortifications can hold any combination of Infantry Characters and one Infantry unit. In the previous example, you can have the unit disembark then fall back with the fortification using the character left inside to let the unit that was previously inside unload on the unit, great tactic for Breacher squads who use this tactic with Devilfish.
    • Tidewall Droneport: You can take 4 Tactical Drones with it, and use the embarked unit's BS for firing. Best use seems to be one with 4 Markerlight Drones, and throw a Darkstrider into it, to have them all shooting at BS2+. Probably our most reliable way to get 1 Markerlight token on a few units, for the re-rolls. Although you give up access to his two abilities for the boost.
      • ALTERNATIVELY: Put a 24 point Firesight Marksman into one of these and give those 4 Marker Drones BS 3+ (buffable to 2+ via Drone Controller). Since it's also "open topped" the Marksmen himself will be able to add a Markerlight shot as well. Easily capable of racking up the required 5 Markerlight Hits for +1 to hit. For 144 points (70 Dronering + 40 4x Marker Drones + 24 Marksmen points) that has enough room to hold 9 other guys, Breacher Teams recommended.
    • Tidewall Shieldline: The reflect field now only works against weapons without AP, as even a -1 save modifier will prevent you rolling a 6+. On the plus side, this is our only fortification that can't explode when it is destroyed! Best use currently is to throw some Pathfinders on it, although as mentioned, they still get a -1 to hit if the Shieldline moves.
      • You can combine it with a void shield generator, to give it an invulnerable save, so it can always reflect shots. Getting a cover save will also increase your ability to reflect shots to a 5+ for AP0, and a 6+ for AP-1.
      • Tidewall Defence Platform: Can only be taken with the shield line. It's basically a drone port, without the drones. Can be useful if you want to get another fortification on the field, without using another detachment slot.
    • Tidewall Gunrig: You get 2 railgun shots for less than a Hammerhead! Unfortunately, you need to keep a unit embarked or it can only target the closest enemy unit, and even then it still only hits on 5+.
  • Remote Sensor Tower (Forge World): One High-Intensity Markerlight at BS4+, and allows one T'au unit within 3" to re-roll ones to hit. Pretty good for 40 points, but the all-or-nothing 50% shot at 3 tokens or none for the High-intensity Markerlight means Pathfinders should still be the main choice for Markerlight application. This might help you bump someone up to that lovely 5+ tokens for +1 to hit part of the Markerlight table though, using the reroll ones from an existing couple of tokens to make the HIM hit more likely (Perhaps thanks to some Pathfinders within 3" of the tower, using its reroll 1s ability to apply their own Markers more reliably. Teamwork!).
  • Drone Sentry Turret (Forge World): Can only shoot at the closest target, meaning point for point regular Gun Drones will provide more firepower than the Burst Cannons with the same limitations. The Plasma and Fusion weapons could work out, but would require the enemy being stupid enough to stand the right targets closest to the sentry for you.

Kroot (FW)[edit]

They're Back baby, be on the lookout as Datasheets for these models will be published on the Forge World and Warhammer Community websites.

Tactics and Strategy[edit]

Command Points[edit]

  • Use 'em
    • Good for re-rolling railgun/rifle and fusion blaster/collider damage.
    • Good for activating Farsight in combat if he's fighting something T5 or less.
    • Could be used to re-arm seeker missiles on tigershark fighter bombers, making them beat skyrays at their own game (See Death from the Skies game type, Refuel-Rearm-Repair stratagem corebook p.268)
    • Reroll Y'vahra's plasma flamer hit count die to melt those pesky tanks in one go
    • Strongly recommended to keep at least one so when you inevitably roll snake-eyes with your Ion weapons/Hammerhead it's not the end of the world
    • Re-rolling those Markerlights (preferably high intensity) that really have to hit.
    • Thanks to new Chapter Approved, we finally have a stratagem! 1 CP for 1+D3 Markerlights is not bad at all.
  • TODO Fill this out with examples of where command points are most beneficial to T'au.

Army Building[edit]

Starter Armies[edit]

  • 1k Balanced Army - While not particularly competitive, it will get you a good core of useful units that you can expand on as you become more experienced. While Crisis suits are currently less than ideal, they can be easily used as proxies for Commanders if needed.
    • Start Collecting T'au: Remains one of the most cost effective ways to build a balanced force. Gets you 3 crisis suits, while also getting 10 Fire Warriors and an Ethereal for essentially free.
      • Whenever you are buying Crisis suits, you should be buying this box. Use spare Fire Warrior parts to turn any un-needed Ethereals into Cadre Fire Blades.
    • Hammerhead: Gets you an armored vehicle to dish out some damage. Build it as a Longstrike and use the spare turret with...
    • Optimized Pathfinder: Gets you a handful of Pathfinder's to throw out Marker Lights, and a Devilfish that you can use with the above spare turret, to turn it into a second Hammerhead.
    • Stealth Suits: 2 boxes of these gives you two durable units capable of dealing with Hordes and giving you some board control to deny deep strikes and slow charges.

General Advice[edit]

  • Stay out of melee.
  • Many of your units are glass cannons; try to get one or two really good turns of shooting rather than trying to defend your big guns.
  • Synergy is your friend. All your units should be supporting one another.
  • Stay out of melee.
  • Most of your guns should be firing at +24" in static firefights. Try to stay out of enemy special weapon range for protracted shootouts.
  • Your units are confusing to non-Tau and are hard to react properly against. Rotate threats well to keep your more powerful units safe.
  • Stay out of melee.
  • You can use your high-mobility units to engage enemy gunlines in melee. Depending on the density of viable guns in the enemy line and their ability to react accordingly to being charged, you can forestall enemy firepower. However, the units you have that are able to sustain a protracted tussle are generally ones that have an assortment of very nice guns they'd prefer to be shooting. Everything else is likely to fade in a single round, thus not denying your enemy's firepower. Each game is different, and you may need to adjust your style to adapt to the ever-changing battlefield, which can sometimes mean the valiant sacrifice of units to bloody melee as needs demand.
  • You have no dedicated melee units and few single melee characters and suits, nearly all of which have ranged weapons superior to their melee options.
  • Stay out of melee.

Competitive Armies[edit]

It is still early, so expect these to be subjective/experimental. All lists where given will be 1850pts unless otherwise stated.

  • Commander Spam - The "I didn't really want friends anyway" army.
    • Commanders: Main unit, Fusion Blasters for anti-vehicle, Missile Pods for Transports and TEQ, CIB for versatility, and Burst Cannon's for hordes.
    • Stealth Teams: get a homing beacon and get your commander to where he has to be.
    • Kroot Hounds: Bubble wrap, objective control, enemy deep strike denial bubbles, and units to deploy so you can deep strike all of your Commanders. Try to keep them in 4 model units to minimize morale losses.

Outrider Detachment

  • HQ: Cadre Fireblade (Warlord) – Markerlight, MV1 Gun Drone x2
  • HQ: Commander – Cyclic Ion Blaster x3, Drone Controler, MV7 Marker Drone x2
  • ELITE: 3 Stealth Battlesuits - Drone Controller, Homing Beacon, MV7 Marker Drone x2, Burst Cannon x3
  • ELITE: 3 Crisis Battlesuits - Fusion Blaster x3, Flamer x6, Gun Drone x6
  • FAST ATTACK: 5 Pathfinder Team – Markerlight x3, Ion Rifle x2, Gun Drone x2
  • FAST ATTACK: 5 Pathfinder Team – Markerlight x3, Ion Rifle x2, Gun Drone x2
  • FAST ATTACK: 5 Pathfinder Team – Marketlight x5
  • FAST ATTACK: 5 Tactical Drones – Pulse Carbine x5
  • FAST ATTACK: 5 Tactical Drones – Pulse Carbine x5
  • TRANSPORT: Devilfish – Burst Cannon, Gun Drone x2

Suprme Command Detachment

  • HQ: Commander – Fusion Blaster x4, Gun Drone x2
  • HQ: Commander – Fusion Blaster x4, Gun Drone x2
  • HQ: Commander – Fusion Blaster x4, Gun Drone x2
  • HQ: Commander – Coldstar Battlesuit, Advance Targeting System, High-output burst cannon, Missile pod, Gun Drone, Target Lock
  • ELITE: 3 Stealth Battlesuits - Drone Controller, Homing Beacon, MV7 Marker x2 Drone, Burst Cannon x3


  • Hammerhead Spam - 7 tanks that hit on 2+, should do well against general armies but will possibly suffer to hordes.
    • Longstrike: Buffs the other Hammerheads, while being able to wound most Vehicles and MC on 2+.
    • Hammerhead: ~6 of these in formation around Longstrike to receive his buff.
    • Kroot Hounds: Bubble wrap, objective control, enemy deep strike denial bubbles. Try to keep them in 4 model units to minimise morale losses.

Place list here


  • Stealth Cadre - Lots of stealth units to deal with horde armies while being difficult to kill.
    • HQ: Most likely more commanders, combine with homing beacons + fusion blasters and dump them into melta range for tactical Rape.
    • Ghostkeel: Lynch pin units used to hold a specific area or distract the enemy.
    • Stealth Suits: Board control and Horde/TEQ killing.


Place list here

Un-Categorized Armies[edit]

  • Gun Line - Groups of buffed Strike Teams, to get 3 shots at 18".
    • Aun'Va: Gives all of your units on the board re-rolls on their Morale Tests, while improving nearby units Leadership, along with 2 other choose-able buffs each turn.
    • Cadre Fireblade: Improves your firepower.
    • Strike Team: Dakka
    • Pathfinders: Marker light, Particle Accelerator Drones, and Rail Rifles to kill TEQ.
    • Anti-Vehicle: TBD
  • Combined Arms - Usually a gunline as an anvil with deep strikers/infiltrators/flyers as the hammer part, an army in two parts with parts of other armies mentioned above.
  • Anvil:
    • Commander in XV84: Strap on a drone controller + missile pod and sit back dumping a free markerlight every turn while buffing ML drones and giving them reroll 1s.
    • Cadre fireblade: Same as above
    • Strike Team: Same as above
    • Pathfinders: Same as above
    • Markerlight Drones: Chuck them with the XV84 and enjoy markerlights that can reposition and hit on a 4+ every turn.
    • XV88 Broadside: If you can place him in a high building with a HRR and obscure him past 50% he can dish out dakka and remain a durable part of your gunline.
  • Hammer:
    • XV25 Stealthsuits: Chuck a homing beacon on them and infiltrate them at least 18 inches from your opponent, fusion blaster isn't a bad choice here and ATS on burst cannons is nice.
    • XV95 Ghostkeel: A distraction and support for the lighter stealth teams, build for anti-infantry.
    • Commander: 4 fusion blasters and put him in melta range with homing beacons, nuff said.
    • XV109 Y'vahra: Better than a vanilla riptide, guaranteed to rape anything you point it at, though wasted on lighter infantry, keep in supporting fire range of the two stealthsuit flavours for optimum survivability.
    • Barracuda AX-5-2: A flying 2 shot railgun will always have use, another choice that outclasses a riptide at its job.


  • TBD -


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