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Xeno Extremis: Tau Empire


DarkKnightCuron

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Purpose: Unless my search skills failed me horribly, I could not locate a centralised thread for dicussion and tactics against the infamous foe, the Tau Empire. I am unsure if the Librarium has an article on this already, and if not, I would be more than happy to begin compiling information in order to build a cohesive article. For now, however, the purpose of this thread is to act as a comprehensive guide and intelligent discussion on how to effectively eliminate Tau armies on the Warhammer 40,000 Tabletop. As a Tau player myself, I can grant different view on the units you face and how a commander can eliminate them. Knoweldge is power, and fear not. Do not be under the illusion that I'll withold information, for I will try and elaborate as much as possible on tricks and enemy units.

 

Objective: Reinforce basic tactics against the Tau as well as inform of specialized procedures against each unit. Inform of unit types and counters. Inform of unit configurations and commonly used tactics.

 

Disclaimer: This is meant to be a constant, living document. As such, its status will always be akin to a 'work-in-progress' until such a time as this is either submitted into the Librarium for all to read or until the information is no longer valid. As such, my aim is to make this as all-encompassing as possible, and any help with this project is heavily appreciated.

 

Commonly Used Terms: This section is to provide a brief description of all commonly used terms and acronyms during this document.

 

-Differences between Close-, Mid-, Long-Ranges

--Close-Range: Power-Armored Deployment Zone and extending 6" (So the SM/CSM/DH/WH 18" of the table), otherwise also known as "Immediate Influence". This is the area in which response to deep striking and outflanking threats is quickest, but damages in this area are often heavily-felt.

--Mid-Range: Neutral Zone, the 24" that separates the two deployment zones, otherwise also known as "No-Man's Land" or "The Kill Zone". This is the area in which nearly all combats take place and the majority of casualties for the SM/CSM/DH/WH player will occur. The Tau Player will likely have many of his forces lose casualties in this zone as well.

--Long-Range: Tau Deployment Zone and extending 6" (So the Tau Player's 18" of the table), otherwise also known as "The Back Field" or "The Rear". This is the area in which the Tau will be the most sensitive, as either their static forces will be in this area, or their rear armor will be facing this side. This is also where retribution for SM/CSM/DH/WH deep strikers will be felt the most, but an effective insurgent strike in this area will likely damage the player's chances of winning.

 

Last updated: November 27, 2009

 

HEADQUARTERS

 

-Battlesuit Commander (1+)

--Two Types: Shas'el (Cheaper) or Shasl'O (Better Statline)

--Option Level: High. This unit can be extremely customizeable for any battlefield role

--Commonly Used Configurations:

---Twin-Linked Plasma Rifle

---Twin-Linked Fusion Blaster

---Plasma Rifle, Missile Pod, Multitracker

---Fusion Blaster, Shield Generator, Vectored Retro-Thrusters (Commonly known as 'Ninja'O')

 

Overall:

This unit is required in any and all Tau armies, so expect him to always take to the field. As such, expect him to always be customized in order to fill gaps in the enemy's battle plan or cover a weakness that his Firewarriors might have. Tau Commanders either have Ld9 or Ld10, so he'll be often seen attached to a unit of Battlesuits, with a Bodyguard unit, or a unit of Broadsides where his Leadership can come to the fore. With the ability to select wargear and an above-average Ballistic Skill, Commanders will usually have two weapons and a multitracker, along with Positional Relay or a Shield Generator. If the model itself lacks a shield generator, he will likely have drones to protect the investment.

 

Commanders, from what I have seen, are often selected for either "Kill Zone" Heavy Infantry or Vehicle Killing, and they often pack weaponry such as Plasma Rifles and Fusion Blasters. Note that while their Plasma Rifles have one less strength that ours, they never have to deal with the 'Get's Hot!' rule. Anything in Power Armor and Terminator Armor will be threatened by such a weapon load out, so its paramount that you locate him and find a way to either kill him or distract him.

 

On other occasions, Commanders will pack a set of Missile Pods and a Positional Relay. This particular commander attaches himself to a unit of Broadsides and adds to their already gross amount of anti-tank fire, while performing a unique function: Bringing in reserves reliable, if not expediantly. The Positional Relay allows the Commander and Tau Player to designate a single unit in reserve on Turn 2 and later and bring it in on a 2+, rather than the regular roll. However, he can only bring in one unit at time. This is a double-edge sword:

 

1) The Tau Commander will be unable to pull off a significant 'Alpha Strike' on Turn 2, leaving your 'Immediate Influence' units somewhat safe, dependant upon where those units drop in on.

2) The Tau Commander can control the flow of his reserves and bring them in exactly when and where he needs them. This also ensures that he'll have a fresh unit coming in nearly every turn in order to continue to harass your units.

 

If you manage to kill this particular commander, the benefits granted by his Positional Relay will be forfeit.

 

The most common configuration, as I'm sure everyone knows, is having a Plasma Rifle, Missile Pod, and a Multitracker. Normally, the Multitracker is a wargear option, and the commander will likely have a third hardpoint which will likely be a shield generator. It is also highly likely to note that Tau Battlesuit Commanders will likely have a pair of shield drones with them as well in order to protect his unit very well.

 

An interesting configuration I've seen is known as the Ninja'O. This particular unit has a Fusion Blaster (sometimes Twin-Linked) along with a Vectored Retro Thruster upgrade, which gives him the 'Hit and Run' special rule. Normally, this individual, sometimes with the support of another commander with Positional Relay, Deep Strikes in and makes a surgical strike on a vehicle, normally the toughest one in your army. Most likely a Predator or a Land Raider. In absence of those tanks, he will likely target a weak unit with the Ninja'O, one that won't completely decimate him in melee combat.

 

Counters:

Just like all of the Battlesuits in the Tau Codex, he has a 3+ armor save and is Toughness 4. As such, Missile Launchers will typically work well on such a unit, however, make sure you find out if he has the 'Iridium Armor' upgarde, which gives the commander a 2+ armor save, but reduces his mobility in the assault phase from 6" to d6". Far too often have I caught other Tau players 'forgetting' this fact, which makes the Commander easier to catch by your Bikes and Jump Infantry.

 

Commanders, however, will almost always have a 4+ Invulnerable save of some kind. It is critical that you either saturate the target with small arms fire and hope he fails enough saves to lose 3 (or 4!) wounds, but even then, if he has the 'Stimulant Injector' Upgrade, he gets the 'Feel No Pain' USR. As such, I've noticed it is far easier to fight Battlesuits and Battlesuit commanders with a large volume of Missile Launcher and Lascannon shots. Close Range Melta Weaponry, Plasma Pistols, and Power Fists are also viable options of taking down these monstrosities, however, you will require a mobility factor in order to catch them within range. Bikes and Jump Infantry often have this edge.

 

For those of you with Inquisitorial allies or fielding Telion will have something of an edge. With the ability to pick out a model with either a Vindicare Assassin or Sergeant Telion, you can continue to harass the enemy commander.

 

Above all else, even though he is a Commander, Battlesuits are still 'on-par' in melee combat with your troop choices. If you can manage it, a single squad should be able to tie him up in melee combat until you bring your big swords to bear on him. Melee combat is the bane of Tau, and that certainly extends to the commanders. A power Fist is probably the surest way to take out a Battlesuit commander, but once again, you have to catch him first.

 

-Battlesuit Bodyguard Unit

--One Type: Shas'Vre

--Option Level: High. This unit can be extremely customizeable for any battlefield role

--Commonly Used Configurations:

 

-Ethereal

--One Type: Ethereal

--Option Level: Low. There are very few options for this unit and is often considered for one role.

--Commonly Used Configurations:

 

-O'Shovah (Commander Farsight)

--One Type: O'Shovah (Character)

--Option Level: None, This Unit is either a special character or has no options to speak of. It is a unit designed for one purpose.

--Commonly Used Configurations:

 

-(Commander Shadowsun)

--One Type: Commander Shadowsun (Character)

--Option Level: None, This Unit is either a special character or has no options to speak of. It is a unit designed for one purpose.

--Commonly Used Configurations:

 

-Aun'Va

--One Type: Aun'Va (Character)

--Option Level: None, This Unit is either a special character or has no options to speak of. It is a unit designed for one purpose.

--Commonly Used Configurations:

 

ELITES

 

-XV8 Battlesuit 'Crisis' Unit

 

-XV15 / XV25 Battlesuit 'Stealthsuit' Unit

 

TROOPS

 

-Firewarrior Unit (1+

 

-Kroot Carnivore Unit

 

-Devilfish Transport

 

FAST ATTACK

 

-Pathfinder Unit

 

-Drone Squadron

 

-Vespid Stingwing Unit

 

-Pirahna Skimmer Squadron

 

HEAVY SUPPORT

 

-XV88 Battlesuit 'Broadside' Unit

--Two Types: Shas'ui and Shas'Vre (Upgrade, Sergeant-Type Model)

--Option Level: Moderate. This unit can be customizeable depending upon various circumstances but generally has one main role.

--Commonly Used Configurations:

---Twin-Linked Railgun and Smart Missile System

---Twin-Linked Railgun and Twin-Linked Plasma Rifle

---Common Wargear Configurations: Either Shield Generator, Advanced Stabilization System, or Targeting Array

 

Overview:

 

This is the deadly unit that many players learn to fear: The XV88 Battlesuit Team, more commonly known as 'Broadsides'. Sporting a Twin-Linked, Strength 10, AP1 weapon along with a 2+ armor save and 2 wounds, this particular model can be rather intimidating on the battlefield, especially when put into groups of two or three. This is a premiere anti-vehicle unit, able to bring down even a Land Raider 12.5% (per model) of the time, and that's without any BS increase from Targeting Array or Markerlights. A team of three stands a 37.5% chance of wrecking a Land Raider without the aid of Markerlights, which is a HUGE advantage on the battlefield.

 

Often enough, each team of Broadsides will likely have an upgrade character, or Shas'vre, who can take wargear options such as a Drone Controller (in order to sport a pair of Shield Drones or Marker Drones), as is a common practice in order to keep this particular heavy support choice alive as long as possible.

 

Each Battlesuit has a choice between a Smart Missile System or a Twin-Linked Plasma Rifle. The Smart Missile System allows the Broadside team to target infantry models, with or without line of sight. While they don't have a lot of punch to them, they can continue to harass your infantry units if they don't have a juicier target to engage. OR, they can be armed with a Twin-Linked Plasma Rifle, which makes them deadly to MEQ units and units in Terminator Armor out to 24".

 

Each Battlesuit must be equipped with a third hardpoint system, and commonly, this takes the form of either a Shield Generator (giving them a 4+ Invulnerable save), a Targeting Array (making them BS4, which increases each models chances of wrecking a Land Raider to about 13.3% (roughly)), Advanced Stabilization System (which gives them the Slow and Purposeful USR), a Drone Controller (adding more Marker Drones or Shield Drones), or a Target Lock (Which allows the model to split his fire from the rest of the unit). Most commonly seen are either the Targeting Array, as it vastly improves the unit's chances of downing a vehicle, or the Advanced Stabilization System, since it allows those Broadsides to move and fire their Railguns, which is a huge advantage in Dawn of War scenarios, as these particular models have 'Acute Senses' (an important thing to note is that Markerlight hits can negate the effects of Night Fight!)

 

AV 10 and 11 vehicles are particularly vulnerable to these units, as any hit automatically glances or penetrates their armor!

 

Counters

 

With a 2+ Armor Save, Toughness 4, and usually a 4+ save (either Invulnerable or Cover), these beasts can seem like a hard target to bring down in most situations, and that's definately the case. However, much like regular battlesuits, they're susceptible to large volumes of heavy weapon fire, such as Lascannons and Missile Launchers. Deep Striking units with Melta weapons and/or Power Weapons can also do well in eliminating these units. Make careful note that any shield drones that Broadsides take ALSO become Toughness 4 with a 2+ save, which can make bringing the drones down with weapons such as Heavy Bolters and Autocannons particularly difficult. Getting into a shooting slug-match with them, however, is not the best of ideas, and Deep Striking units in Terminator Armor is generally risky as the Broadsides have weaponry that can tear Terminator Armor apart, not to mention whatever support is backing up the Broadsides.

 

Just like any other unit, however, Broadsides are susceptible to melee combat, and even if you can get a small 5-man team into melee with them, you can tie up that unit for a few rounds, preventing them from firing their heavy weaponry and leaving your vehicles free from their attention.

 

-Hammerhead Gunship

 

-Sky Ray Missile Defense Gunship

--One Type: Vehicle

--Option Level: Low. There are very few options for this unit and is often considered for one role.

 

Overview:

 

Like most Tau vehicles, this vehicle brings a deadly array of weaponry to be used for its disposal. Essentially a Hunter-Killer-Missile-Carrier, this particular vehicle is just as heavily armored as a Hammerhead, can pack either a set of Gun Drones, a set of Burst Cannons, or a Smart Missile System. Usually, the first two are to help keep points cost down, while the latter is used for a support role once the Skyray has deposited its main armament downrange. It also sports a pair of Networked markerlights, meaning that it can either fire its own Seeker Missiles or aid in taking down other targets with it. The latter role is generally supported by taking a Multitracker and Target Lock, as well as a Targeting Array to make the vehicle Ballistic Skill 4.

 

The deadly thing about these missiles is that they rest high on the machine, negating a lot of your efforts to provide your tanks with cover. In addition, they're unlimited range, so as the table surface increases in size, so do the viability of these missiles. While any vehicle in the Tau army list can take seeker missiles, none of them perform the role better than the Skyray. Any unit with a Markerlight can instantly gain a heavy weapon support shot at an enemy vehicle, and at Strength 8 (hitting on a BS of 5), these things can be nasty.

 

As with other Tau vehicles, it can take a Disruption Pod which gives a 4+ universal cover save outside of 12", which makes it a tough nut to crack at range. In addition, it can take further upgrades such as Sensor Spines (to ignore dangerous terrain), a Multitracker (to fire as if fast), and other sorts of techno sorcery. In addition, a critical note, is that the Markerlights count as DEFENSIVE weaponry, meaning that any turn the vehicle can do so, it will certainly fire those Markerlights.

 

This vehicle usually rears its ugly head only in games of Apocalypse (where its unlimited range, backed by Tau-Specific Strategic Assets, can be felt the most. Whirlwind? No problem, I'll take it out with 3 unlimited-range missiles!) or in armies that have HEAVY Markerlight support in order to maximize its effectiveness.

 

Counters

 

Like most Tau vehicles, they fall pretty easily to Melta weaponry and close combat. An important note is that the vehicle CANNOT fire its missiles unless it has a targeting solution provided by a Markerlight hit. Along with the Hammerheads and Broadsides, this vehicle should be high on your priority list to destroy, lest your vehicles come under attack.

 

-Sniper Drone Teams

--One Type: Shas'ui with 3 Sniper Drones

--Option Level: None, This Unit is either a special character or has no options to speak of. It is a unit designed for one purpose.

 

Overview:

 

The Sniper Drone team is an oddity amongst the Tau list. Unless you use other means to provide it, this team normally cannot take a dedicated transport, is a regular 'infantry' unit, and is a very static one at that. What it does have, however, is the same benefit as that of the Stealthsuits: Meaning, in order to target it, you have to roll for Night Fight. The range on their weaponry is 36", and they come in with a hefty Strength 6 with an AP of 3. The drone controller also happens to have a Networked Markerlight, allowing the unit to possibly strike at BS4 (without the support of other markerlight units on the field). Immediately springing to mind is the AP3, and wounding your main troop choices on a 2+. Don't be alarmed, there's only three shots heading down towards you on any given turn (per team). Each team is actually rather cheap, but the most an opponent can field (unless you're playing Apocalypse or Planetstrike) is 3. At the most.

 

The critical thing here isn't the overall damage in casualties, but the fact that their weapons are pinning. More than likely, the inclusion of these devices at all means your opponent is going to force Pinning checks on your mission-critical units, such as your jump Marines and other mobile forces. And if your opponent focuses a lot of Markerlights on your position, he can actually force 'automatic' pinning, however, this requires that the opponent puts 9 (10 if you have a Leadership 10 model in that squad) Markerlight hits just to reduce your Leadership to '0'. Don't try to pull the 'Snake-eyes always passes', as GW has actually released a FAQ saying that you can force automatic pinning with enough markerlight hits. However, this is a huge investment on the Tau player's part, and if he has enough Markerlights to do something like this, you've probably got bigger problems anyway.

 

Counters:

 

Unfortunately, due to the Stealth Field they have, out-ranging this unit is not going to work. The best way to defeat this unit is to get in close and either and smash them upside the head with a Chainsword or force leadership checks on them. They're only Leadership 8, so it shouldn't be that hard to force them to run off the table. They're often deployed deep behind the Tau deployment zone, so they'll likely be fairly close to the table edge.

 

...If the Sniper Team Shas'ui dies, so do the drones (4 birds with 1 stone). This only really comes up when using Telion, a Vindicare, or just a torrent of fire, but it is important.

 

As this KhorneHunter57x pointed out, as with all Drone controllers, if the 'controlling' model is slain, the drones go with it as well, an important idea when trying to counter such a unit.

 

COMMONLY USED TACTICS

 

-Ninja Strike

 

-Fish of Fury

 

- 'The Killing Blow'

 

- 'The Patient Hunter'

 

-Reserve Battle

 

-Differences between Close-, Mid-, Long-Ranges

 

STATISTICS

 

Weapons of the Astartes vs Xenos empire Tau armoured units

 

Vs Hammer Head Chassis (equipped with disruption pod)

 

Calculation : BS x Number of shots x Chance to Pen x Disruption pod save (1/2) x chance to wreck or destroy

 

Autocannon : Cannot Penetrate front armour

Krak Missle : 2/3 x 1 x 1/6 x 1/2 x 1/3 = 2/108 = 1/54 = 1.85%

Las Cannon : 2/3 x 1 x 2/6 x 1/2 x 1/3 = 2/108 = 4/108 = 3.7%

Multimelta : 2/3 x 1 x 1/6 x 1/2 x 1/2 = 2/72 + chance to destroy on glance [ 2/3 x 1 x 1/6 x 1/2 x 1/6 = + 2/216 ] = 3.7%

Melta gun: 2/3 x 1 x 1/6 x 1/1 x 1/2 = 2/36 + chance to destroy on glance [ 2/3 x 1 x 1/6 x 1/1 x 1/6 = + 2/108] = 7.4 %

Thunderfire : Cannot penetrate

Assault cannon : 2/3 x 4 x [1/6 x 2/3] x1/2 x 1/3 = 16/324 = 4.93 %

 

Vs Frontal Devilfish Chassis / Side Hammerhead Chassis (equipped with disruption pod)

 

Calculation : BS x Number of shots x Chance to Pen x Disruption pod save (1/2) x chance to wreck or destroy

 

Autocannon : 2/3 x 2 x 1/6 x 1/2 x 1/3 = 4/108 = 3.7%

Krak Missle : 2/3 x 1 x 2/6 x 1/2 x 1/3 = 4/108 = 2/54 = 3.7%

Las Cannon : 2/3 x 1 x 3/6 x 1/2 x 1/3 = 6/108 = 5.5 %

Multimelta : 2/3 x 1 x 2/6 x 1/2 x 1/2 = 4/72 + chance to destroy on glance [ 2/3 x 1 x 1/6 x 1/2 x 1/6 = + 2/216 ] = 6.48

Melta gun: 2/3 x 1 x 2/6 x 1/1 x 1/2 = 4/36 + chance to destroy on glance [ 2/3 x 1 x 1/6 x 1/1 x 1/6 = + 2/108] = 13%

Thunderfire : Cannot penetrate

Assault cannon : 2/3 x 4 x 1/6 x1/2 x 1/3 = 8/108 = 7.4%

 

Findings and Analysis

 

The foul xenos Tau are in possession of significant metallurgical and forcefield technologies, which makes long range engagement a recipe for disaster. Not only do their antitank weapons out range the weapons of the glorious emperor, but their force shield technology makes them very resilient.

 

For example, to destroy, with surety, a Tau main battle tank at range on frontal armour requires approximately 27 lascannons, which is a waste of resources.

 

When engaging the vehicles you must move to within 12 inches, which will double the effectiveness of your weapons. Getting within effective melta range further enhances your chances. For example, take a meltagun wieled by a member of the glorious salamander legion within melta range against hammerhead front armor is 89 x .73 x 0.5 = 32.5 % a very good probability.

 

The recommendation of this humble servant is to engage at close range and purge with melta weaponry.

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I like the idea of a living tactica, perhaps this can be folded into your article somehow?

 

GC08

 

That would actually be an extremely big help to the document here, thank you very much. I'll begin work on folding this into it as soon as possible (ASAP).

Firstly, thank you DarKnightCuron for taking the initiative and blessing us all with this outlet for Astartes wisdom as a living Tactica against the subversive Tau Empire.

 

As greatcrusade08 said, that it is not static, is a good thing.

 

I love these following links. They are in my drum-beating repertoire.

These are some models for you, DarKnightCuron, to get your juices flowing.

 

Firstly from our very own Grey Mage, his tactica: Bashing Eldar

 

Secondly, from the blue devils themselves, Advanced Tau Tactica. I just love how they have done their unit write-ups. Of course ours would be the inverse of theirs, but it makes me happy just reading it ;) : ADVANCED TAU TACTICA.

I think that you should add that if the Sniper Team Shas'ui dies, so do the drones (4 birds with 1 stone). This only really comes up when using Telion, a Vindicare, or just a torrent of fire, but it is important.

 

Other than that, as a Tau veteran, I have to say that this looks good so far.

I think that you should add that if the Sniper Team Shas'ui dies, so do the drones (4 birds with 1 stone). This only really comes up when using Telion, a Vindicare, or just a torrent of fire, but it is important.

 

Other than that, as a Tau veteran, I have to say that this looks good so far.

 

An excellent point, thank you!

Weapons of the Astartes vs Xenos empire Tau armoured units

 

Vs Hammer Head Chassis (equipped with disruption pod)

 

Calculation : BS x Number of shots x Chance to Pen x Disruption pod save (1/2) x chance to wreck or destroy

 

Autocannon : Cannot Penetrate front armour

Krak Missle : 2/3 x 1 x 1/6 x 1/2 x 1/3 = 2/108 = 1/54 = 1.85%

Las Cannon : 2/3 x 1 x 2/6 x 1/2 x 1/3 = 2/108 = 4/108 = 3.7%

Multimelta : 2/3 x 1 x 1/6 x 1/2 x 1/2 = 2/72 + chance to destroy on glance [ 2/3 x 1 x 1/6 x 1/2 x 1/6 = + 2/216 ] = 3.7%

Melta gun: 2/3 x 1 x 1/6 x 1/1 x 1/2 = 2/36 + chance to destroy on glance [ 2/3 x 1 x 1/6 x 1/1 x 1/6 = + 2/108] = 7.4 %

Thunderfire : Cannot penetrate

Assault cannon : 2/3 x 4 x [1/6 x 2/3] x1/2 x 1/3 = 16/324 = 4.93 %

 

Vs Frontal Devilfish Chassis / Side Hammerhead Chassis (equipped with disruption pod)

 

Calculation : BS x Number of shots x Chance to Pen x Disruption pod save (1/2) x chance to wreck or destroy

 

Autocannon : 2/3 x 2 x 1/6 x 1/2 x 1/3 = 4/108 = 3.7%

Krak Missle : 2/3 x 1 x 2/6 x 1/2 x 1/3 = 4/108 = 2/54 = 3.7%

Las Cannon : 2/3 x 1 x 3/6 x 1/2 x 1/3 = 6/108 = 5.5 %

Multimelta : 2/3 x 1 x 2/6 x 1/2 x 1/2 = 4/72 + chance to destroy on glance [ 2/3 x 1 x 1/6 x 1/2 x 1/6 = + 2/216 ] = 6.48

Melta gun: 2/3 x 1 x 2/6 x 1/1 x 1/2 = 4/36 + chance to destroy on glance [ 2/3 x 1 x 1/6 x 1/1 x 1/6 = + 2/108] = 13%

Thunderfire : Cannot penetrate

Assault cannon : 2/3 x 4 x 1/6 x1/2 x 1/3 = 8/108 = 7.4%

 

Findings and Analysis

 

The foul xenos Tau are in possession of significant metallurgical and forcefield technologies, which makes long range engagement a recipe for disaster. Not only do their antitank weapons out range the weapons of the glorious emperor, but their force shield technology makes them very resilient.

 

For example, to destroy, with surety, a Tau main battle tank at range on frontal armour requires approximately 27 lascannons, which is a waste of resources.

 

When engaging the vehicles you must move to within 12 inches, which will double the effectiveness of your weapons. Getting within effective melta range further enhances your chances. For example, take a meltagun wieled by a member of the glorious salamander legion within melta range against hammerhead front armor is 89 x .73 x 0.5 = 32.5 % a very good probability.

 

The recommendation of this humble servant is to engage at close range and purge with melta weaponry.

Thanks for the calculations, Brother_Kluft! I really appreciate it. Note that Tau Vehicles do not get the disruption pod save if the enemy model is within 12"!

 

And that's a very good point, greatcrusade08. Immobilizing Tau Vehicles can be exceedingly important in catching them and destroying them up close. However, be sure to check if your opponent as the 'sensor spines' upgrade, as it negates dangerous terrain tests.

About the Sky Ray: The only Tau vehicle that can move more than 12" is the Piranha.

 

Negative. As a Skimmer, they have the option of moving 'flat-out', which is an 18" move, unless you're fast, then its 24".

Nope. Fast (non-skimmers) can Flat Out up to 18" (BRB pg. 70), Fast Skimmers can Flat Out up to 24". Non-Fast Skimmers can not move Flat Out. (BRB pg. 71)

 

(it's a bit unusual, because only the Tau have non-Fast Skimmers. Well, there is the Monolith, but it has it's own rules)

Indeed, Tau Vehicles can take a Multi-tracker to shoot as if they were fast, however.

 

Lets talk vehicle upgrades.

 

Kluft already did the math on D-pods, which most Tau players consider mandatory. The big differantce between their protection and the protection of soke launchers is that 12" minimum range. Much like with Tau infantry, getting up close to D-Pod Equipped vehicles works well. Meta Weapons work really well, as 12" is within the D-pod bubble and the sweet spot for Multi-Metlas and within range for normal meltas.

 

There is a second problem if they have Flechette dischargers (as a Tau player, I find them too expensive), which have e 50% chance to wound assaulters (no matter the toughness) before they swing. Marines have the advantage of the 3+ armour save, whihc makes it signifigantly less effective against, say, orks, who may very well lose everyone it wounds. Since all engaged models have to attack, you could jimmy it so that a valuble shooting model (like a meltagunner) wouldn't have to swing. Due to our armour though, we care less about Flechettes than other armies.

 

Target locks allow any vehicle Equpped with them to split their fire into different units. Expect this to be standard issue on Hammerheads. That's all it does, no real tactica here, just don't be surprised when it happens.

 

A targeting array boosts the Ballistics Skill of a vehicle with it by one. This does not apply to any carried drones. It's an option on Devilfish, Skyrays, and Piranhas, and actually is standard issue on Hammerheads. Commonly carried by "Smartfish".

 

Decoy Launchers are seldom used; they used to as common as D-pods are now. They allow the Tau player to force a re-roll when a vehicle is immobilized on the glancing hit table. Don't expect them too often, its a niche piece of wargear.

 

Blacksun filters allow a vehicle equipped with them to double the distance rolled for nightfight. The most common vehicle mounted weapon (the burst cannon) has a range of 18". The SMS (Smart Missile System) is not affected my nightfigt (or much of anything, more on that later), and the Piranha fusion blaster is a meltagun. Unlike on Tau Battlesuits, the Blacksun filter does not fill a "hardpoint" of any kind. Expect to see them on long range hammerheads, if at all.

 

Sensor Spines allow a vehicle with them to move into difficult terrain to gan a cover save (or what have you) without taking a dangerous terrain test. This of limited value, varying in use from table to table, and is twice the cost of a D-pod. Tends to be common in cityfight, but that's it.

 

Lastly, most Tau vehicles have landing gear. In any turn that they do not move, a tau vehicle may choose to no longer count as a skimmer. I've used this before to make a "scoring fort", to prevent plasma bombarments on some Fire Warriors squatting on Objectives. Don't expect them to be used that way often though, as Devilfish (as with most tings Tau) are better on the move. It is importanty to note that they cannot do this before the game starts.

 

Next, vehicle weapons. Since I can't really tell you how to attack weapons, this is more a defensive perspecitve.

 

Gun drones are standard on devilfish and Piranhas, and an upgrade for Hammerheads and Skyrays. Nobody takes them on the latter two, as you could have a SMS for the same price. Gun drones are an additional transported unit that can disembark once per game and cannot re-embark after they do. They form a unit of two gun drones and operate as one. They're crap in Kill points missions, as they are an easy to kill "unit", but are a harrying or contesting unit in objective based games. They're only as tough as Fire Warrior, so do'nt wase heavy firepower on them. Since they are passengers, however, they may fire if the vehicle is capable of firing at least one weapon (in the FAQ). If they vehicle has a multi-tracker, this applies to them. This allows a devilfish of Piranha to split fire, albeit to no real great effect (2 twin linked BS2 S5 shots).

 

Burst Cannons are everywhere in a Tau army, and essentially spit out some short ranged S5 shots. Devilfish and Piranhas come with them stock, as do Hammerheads and Skyrays is the Tau player does not choose to pugrade them. Note that Hammerheads and Skyrays have to burst cannons, not a system. You'll have to get two "weapon destroyed" results to get rid of them. Otherwise, burst cannons don't fill any holes in a Tau list, but vehicles is where they're more commonly seen.

 

The SMS (Smart Missile System) is a favorite toy of most mechanized Tau players. It's expensive, but it does turn their basic transports into light gunships. The SMS ignores LOS when it fires, including any cover gained from LOS (due to its AP, marines are unlikely to care). The exception to this is when a unit is in or hugging cover. Additionally, the SMS ignores the nightfight rules. A devilfish carrying one can spit out seven S5 shots a turn if it fires both its weapons, which can even put a dent in marines. This isn't bad by itself, but is just more hurt if combined with a FOF (Fish of Fury). However, a devilfish outfitten in this way is quite expensive, costing 120 points if all the "Mandatory" upgrades are taken. Hammerheads, however, see a lot of use from this weapon. The extra range compared to the burst cannon can keep it away from footslogging metaguns, and combined with a traget lock can be an annoyance to advancing units, which the main gun can ignore.

 

The vehicle mounted Ion Cannon is seen exclusively on Hammerheads; It's bes tto think of it as an improved Autocannon. It has a little more AP and an additional shot, but other than the MEQ killing power that the AP brings it fills much the same role. Most common on "Lawnmower" Hammerheads, which, combined with twin Burst Cannons, chuck out nine shots a turn. The Ion cannon is used to hunt light vehicles and Heavy Infantry, keep important units in cover (which you should be doing anyway) until the gun is gone if you have a problem with it. It should be noted that ion cannons are quite cheap; a hammerhead set up in the above manner costs 135 points after the most common upgrades.

 

The vehicle mounted Railgun is perhaps the most well known Tau vehilce weapon, perhaps even the most well known weapon. It has a solid slug that is S10 AP1, and (exclusively) a subminition shot that's a large blast at S6 AP4. It is the opposite of the Ion Cannon, used for hunting Heavy Vehicles or Light Infantry. If there's a Railgun equipped hammerhead on the table ("Railheads", as they're called), consider it a priority target. The S6 blast can force wounds on marines, but can really mess up scouts. The Solid slug can punch a good hole in a tank with some reliabilty. A railgun is, however, expensive, and cost considerably more than it's Ion alternative. If a unit like this falls it's dropping 150 points at the least, 180 as they're commonly run. Engauge as would a normal Tau vehicle, just more quickly.

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