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Armoury: Tau - Shas'o Sodit

The Tau, the newest race in the game of Warhammer 40,000. Background-wise they can go anywhere, whether it be masters of the universe or as exinct as the squats, I don't know, but at the moment they're here, and as far as they know, they're ready for the universe, but is the universe ready for them?

Even more then the Imperial Guard, they need guns so this Tactica is for the ever so powerful guns of the Tau Empire, so whether it be a Pulse Carbine or a Railgun, it serves the Tau needs in battle.

Weapon

Opinion

Burst CannonIt boasts the same strength, AP and range as the 'Carbine, but has 3 shots rather then 1, making it a good anti infantry, the only problem is that it lacks the range like other anti-infantry of the same class (Ork Big Shoota, Imperial Heavy Bolter).
FlamerNot even the designers put thought into this, it's the same as every other flamer. I do not recommended using this weapon unless you think will be able to get the best out of it, as it requires the Crisis suit to be close to the enemy, just where Tau don't wanna be!
Fusion BlasterA very powerful, but cheap weapon available to crisis suits. The weapon stats are the same as meltagun (no changes), the problem with this weapon is the short range of it, and the expenisive nature of the battlesuits (50pts minimum). I recommand this weapon only for specialist anti-tank battlesuits.
Ion CannonThis weapon screams anti marine, and rightly so. It has a very long range, high strength, very good AP, and a fair few shots make it a versatile weapon. The disadvantage is that is that it can only be fielded on the Hammerhead.
Kroot GunFound only on the Krootox, its simalar to the Missile Pod, but acts differently. I do not find the Kroot gun at all useful, its expensive to get (50pts), and takes a heavy support choice (one for every three) which can easily be taken by Broadside or Hammerheads. I do not recommanded the Kroot Gun, as a Crisis suit with a missile pod can do the same. But if you use the Krootox for combat support (3 strength 6 attacks), then you will find it very useful (as you can fire the Kroot Gun before engaging in close combat).
Kroot RifleAlthough Kroot are seen as a close combat unit, the Kroot Rifle is actually a good weapon (especially with the Kroot BS of 3). It's stats are the same as a Boltgun (but AP6) so it has a highish strength and a decent range. It can also be used in close combat to give +1 attack, so it's a good weapon whether in attack or defense.
LasgunAlthough it's the weakest weapon in the Tau armoury and (surprisely) only available to human auxillaries, I find it a very good anti infantry weapon, but it requires a lot of them (10-12 at least).
MarkerlightAlthougth it is actually wargear, it has weapon stats. A Markerlight is able to "paint" units making it possible to launch a seeker missile or make a weapon fire alot more accurately at the same target. The disadvantage is that no other weapon can be used if a Markerlight is fired even with a multitracker(from that model) and is best used with a Target Lock, so the markerlight can be used to full effect.
Missile PodA firm favourite of mine, very simalar to the Autocannon as it has the same strength, AP, and it is Assault with 2 shots, it has less range, but due to it's assault nature and is only available on crisis, it's made up for. It is a good AT weapon due to its high strength, it can also handle infantry fairly well as well.
Plasma RifleThis weapon is your friend! it has less range then the 'Rifle, but makes up for this by having higher Strength and much better AP. The disadvantage is that its only available on Crisis suits which limits the amount of them in the army.
Pulse CarbineNot a favourite of mine when used on Fire Warriors, but on Drones can be a funny experiance, mainly because nearly every Tau can have gun drones, giving each unit the abilty to pin units, very handy. The Pulse Carbine also has the same strength value as the 'Rifle, so a strength 5, assault 1, pinning 18" range can be a thorn in any enemies side (expecisally combined with the jetpack assault move as well).
Pulse RifleThe humble 'Rifle, with a longer then average firing range, high strength, it outclasses many weapon other basic weapons, and when fired in masses, can cause carnage on light troops (although on average, 72 fire warriors firing will only take out 8 basic marines! ouch!).
Railgun (solid)The best AT weapon the Tau can use (bar the fusion blaster at short range), it has the ultimate range of any foot based weapon (a mighty 6 foot range!), the highest strength and AP. It comes highly recommanded.
Railgun (submunitions)One of the best, if not the best, anti infantry weapon in the game, it has a fairly average AP (4), a decent Strength (6), the same range of the Railgun Solid Shot, but uses the ordinace template for finding out how many models are hit (basically a large frag missile). Very useful for horde armies. The disadvantage is that it's only useable by the vehicle mounted Railguns. Important Note: The Submuntion Round is not Ordinance!
Seeker MissilesIt can be described as a Hunter Killer Missile, but is far more useful. It is only fielded on Tau vehicles, so is in limited supply, even more so as they are one shot missiles. These missiles do not even need to see their targets to be fired, as they are launched with the aid of the Markerlight. The disadvantages for Seeker Missiles, is that are limited one shot weapons, and need the Markerlight to fire them, meaning if all Markerlights are gone, then the missiles cannot be fired at all!
Smart Missile SystemThe Smart Missile System has the same strength and AP as 'Rifle, but less range, though this is made up by being able to hit targets it can't even see, and it's not guess range! It even sports a mighty 4 shots a turn! Very useful if used correctly. The disadvantage is that is only fielded on Hammerheads or Broadsides.

There we have it, all the ranged weapons of the Tau Empire.

Now the close combat weapons of the Tau:

Weapon

Opinion

Symbols of OfficeOnly found on Ethereals. Symbols Of Office are only 2 Close Combats Weapons, which gives him +1 Attack, not very useful as you don't want the Ethereal in combat, but it's useful if he does.
Honour BladeOnly found on Ethereals. Gives a mighty +2 Strength to the user! But once again you don't want the Ethereal in combat. Better spending the points on Fire Warriors. But this weapon is very useful in the hands of Aun'shi as it benefits from higher I and Aun'shi's special rules.
Kroot RiflesOnly found on Kroot. A useful weapon, it gives +1 Attack due to the unique build of the weapon and the Kroot. A very good weapon.
FangsOnly found on Kroot Hounds. Just a normal Close Combat Weapon, but very useful on the Hounds already brillant stats.
Dawn BladeOnly found on Commander Farsight. A very useful weapon, as it makes O'shovah a Monsterous Creature (Power Weapon + 2d6 Armour Penatration), plus it benefits from the battle enhancements (+2 Strength). A very useful weapon indeed.

Short list, huh? Now for the wargear and upgrades used by the Tau:

Weapon

Opinion

Multi-trackerOnly ever use on battlesuits, oh no use at all on anything else (even with markerlights). A very useful upgrade, it allows 2 weapons to fired at the same time! The hard wired version allows for more weapons on the battlesuit as it doesn't take up suit hard points.
Target LockA unique upgrade to the Tau, it allows the user to fire at another target from the rest of the squad! Useful for Fire Warrior Shas'ui's with a Markerlight.
Blacksun FilterAnother unique upgrade to the Tau. It allows the user to see with far greater range in night fight, up to 6 foot away (board wise)! The only problem for most models it will take up their only armoury choice.
Drone ControllerThis wargear allows the use of the drones, either Gun Drones or Shield Drones. Gun Drones allow cheap shields to the unit while giving a bit more firepower, while Shield Drones give very good protection versus high AP fire, but no addition firepower. I recommend Gun Drones for the cheapness.
Photon GrenadesAnother Unique upgrade for Tau (getting sick of that?). Defensive Grenades! These do not allow the charging attacks from attacking units. A useful upgrade not taken by many Tau players, due to the fact Tau shouldn't be in combat anyway! Me being one of them. Matter of opinion really.
EMP GrenadesSimalar to the Eldar Haywire Grenades, but not as good. It does give certain Tau units the abilty to handle vehicles in close combat. An expensive upgrade, best left to specilist units.
Farsight EnclaveThis is only available to units in an Farsight Enclave Cadre. This makes Tau a little better in close combat, but is best given to some units, but even then, you don't want them in close combat either. I have little experiance with this, but I plan to make use of the Farsight Enclave in the future, I'll update this section with my findings.
Ta'lissera BondingA useful upgrade, it allows Tau units to rally while under half strength for a very cheap 10pts! Highly recommended (expecisally Battlesuit teams).
Kroot Armour UpgradeNot taken alot as all it gives is +1 Leadership and a 6+ Armour Save. A useful upgrade, but isn't seen as worth the points as damn near all weapons will ignore the armour. Matter of opinion really.

Finally, the vehicle upgrades available to a Tau army:

Weapon

Opinion

Landing GearA free upgrade given to Tau Vehicles (rules available in Tau VDR). It allows the Tau vehicle to land and not suffer from being Immobilsed. Not a useful upgrade as many people (including myself) will rather have glancing hits only by moving over 6" a turn due to the Skimmer rules, but useful if your hulldown and playing a defensive battle.
Targetting ArrayA useful upgrade, free to the Hammerhead. It gives greater accurancy to the vehicles weapons. Highly recommended to the Devilfish. (note: does not affect Gun Drones affected to the Vehicle)
Sensor SpinesA useful upgrade, but only for certain missions or armies. I'd leave the upgrade alone unless you know your gonna play a mission where the upgrade will be useful.
MultitrackerThe vehicle version of the Multitracker allows the vehicle to fire as a fast vehicle, very useful when used with the Skimmer rules, as you will be firing one weapon while suffering only glancing hits. Highly recommended, enough so to say never leave it!
Blacksun FilterSame as the Infantry Version.
Target LockThis upgrade allows EACH weapon to pick its own target! Only useful with the Hammerhead.
Gun DronesAdds a little extra firepower, and adds a secondary unit, which the enemy must kill to get the full Victory Points of the Vehicle (if the vehicle is destoryed), the problem is that its expensive and if the vehicle isn't destoryed but the drones are, then half victory is awarded.
Flechette DischargerGives protection when Tank Shocking, very useful for Devilfishes. But be aware, being that close might be the best way of warfare.
Disruption PodAllows greater protection from long range weapons, very useful, expecisally for the Hammerhead. Recommended.
Decoy LaunchersA useful but chancy upgrade, it allows the vehicle to survive immobilsed results from the glancing hits table, but it only re-rolls the table, so it can be just as easily destoryed on another result. But the abilty to survive immbobilsed results is well worth it.
Seeker Missile ArrayCan carry up to 4 Seeker Missiles. Useful for giving the vehicle more AT weaponary, but it needs Markerlights to help fire the weapons. Recommended for Devilfishes, but only when you have Markerlights in the army.

I do hope you have found this Armoury useful

Shas'o Sodit

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