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  1. #1
    Leonix's Avatar
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    Tau'va [Wisdom & Discussion]

    With this tome of collected knowledge from the Veteran Commanders of the forums CommandoJimBob, and myself hope to compile a guide of the pros, cons, tips, and tricks to every unit, and aspect of the Tau Cadre.

    WARNING: These are not "ironclad" rules, but a collection of the views of the many season Commanders within the Empire on what works best in general... but do not forget to factor in what works for you as every Sept fights under different conditions

    Gifts of the Earth Cast [Wargear]
    Battlesuits:
    Missile Pods: These are arguably the best weapons a suit can carry, and offer the best bang for their cost.


    Cylonic Ion Blaster & Air-bursting Fragmentation Projector: Both of these are solid weapons, and very attractive, but both can be out performed by cheaper weapons... On the other hand these are awesome weapons if you know you are going to face.


    Pulse Weapons/Smart Missiles/Burst Cannons: It is a good thing to note when you purchase not only Battlesuit weapons, but any weapon system that you get what you need... There is nothing wrong with adding more shots into your army, but bare in mind that anything S5/AP5 is already a very common profile within the Cadre.
    Advanced Stabilization System: This is a very good upgrade for your Broadsides. Not only does it give them the option to move (slowly), and shoot, but it will give them the chance to fire when coming from reserve, a very good thing when you need that railshot fast.

    Infantry:
    Photon Grenades: A very attractive option for those who can take them, but their cumulative point cost to buy them is better spent on trying to keep your troops out of close combat to begin with.


    Vehicles:
    Disruption Pods: These are by far one of the best tank upgrades in the game!


    The Fire Cast
    Commanders:
    It is generally accepted that a Shas'el is better to a Shas'o as his lower cost saves the player room for many upgrades... If you are after the BS5 then simply use a Targeting Array.


    Stealth Teams:
    Due to the limited powers of the stealth field generators it is best to skip the fusion blaster option, and keep as much space between them and potential threats... However FBs can be a worthwhile option if you really need the extra punch, but tend to work better in full teams of 6, which can get expensive fast.

    By far the best upgrade a stealth tam can take is Gun Drones... he math has been done to death, and they exceed any other choice, even Targeting Arrays... The one exception to this is stealths armed with fusion blasters, as they will need the +1BS.

    Kroot:
    Kroot are the CC of the Tau, and while a bit on the frail side their numbers can more than make up for that tearing apart things like termies with sheer weight of numbers... Kroot also work well when used in, and from cover, so use their Fieldcraft, and Infiltrate traits to your advantage. Starting where you want, (such as on top o an objective) and/or being able to assault out of cover (with nothing slowing you down when in the rite cover) is a very good tactic, as well as maxing out potential cover saves... 3+ Cover save in woods/jungles? Yes please!


    Skyrays:
    While still not the best option over Hammerheads, the Skyray kit is still the best bang for you buck... Not known to many, but the Skyray model kit contains the parts to build both the Skyray, and Hammerhead, giving you the option to field both... Just don't glue down the turret


    Railguns:
    As a guideline the majority of Commander within the forms agree that 1 railgun per 500pts is a good guide to knowing if you have enough anti-tank within you cadre.

    Last edited by Leonix; 11th May 2011 at 16:23.
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  2. #2
    Iwasfrozen's Avatar
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    All I can say is good luck and if you want any help let me know. Although I've just started playing so my advice my not be the best.

    yellow, Just just because...
    I'm Irish and proud of it.

    Yeah we suck at close combat, but it's a pity you'll never get there.
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  3. #3
    Leonix's Avatar
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    Originally Posted by Iwasfrozen View Post
    All I can say is good luck and if you want any help let me know. Although I've just started playing so my advice my not be the best.
    Thanks, I'm just posting up every tidbit of info I hand out on a weekly basis to those new to the empire... I enjoy helping new Commanders, and welcome and open, or PMed questions they may have, bu thought it might be helpful to put down the most common thought I seem to relay over, and over again.

    As with all Vets within the Empire I encourage you guys to post or PM me more thoughts, tips, and warnings to add to this list.

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  4. #4
    lpetersson's Avatar
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    Originally Posted by Leonix View Post
    The Fire Cast
    Commanders:
    It is generally accepted that a Shas'el is better to a Shas'o as his lower cost saves the player room for many upgrades... If you are after the BS5 then simply use a Targeting Array.
    I personally disagree with this. It's not just BS5, it's also +1W/LD.

    Between two shield drones and 4 wounds, my commanders tend to live through my games.
    Having said that, saving 15 points per HQ is nice if you feel you need the points somewhere else.

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  5. #5
    Leonix's Avatar
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    Originally Posted by lpetersson View Post
    I personally disagree with this. It's not just BS5, it's also +1W/LD.

    Between two shield drones and 4 wounds, my commanders tend to live through my games.
    Having said that, saving 15 points per HQ is nice if you feel you need the points somewhere else.
    The problem is Instant Death... One S8+ hit, which is very common, and that extra wound means nothing.

    Don't get me wrong, the extra stats are nice, but there are better things to spend the 15-25pts on... Again imo.

    In my view its Shas'o, or for the same cost a Shas'el with a Shield Drone + Targeting Array... Now if I have 15-25pts I can't find a home for, then I will go the Shas'o route.

    As for the Ld it is a nice perk, but I rarely see it come into play.

    Last edited by Leonix; 7th May 2011 at 21:29.
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  6. #6

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    i found a good tactic against orks if you have 24 fire warriors and 12 kroot then get the kroot to get the ork boyz in combat and shoot down nobz with the fw's especially if 1 is honourguard (+1BS)

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  7. #7
    Leonix's Avatar
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    Originally Posted by pelicorp View Post
    i found a good tactic against orks if you have 24 fire warriors and 12 kroot then get the kroot to get the ork boyz in combat and shoot down nobz with the fw's especially if 1 is honourguard (+1BS)
    I'm not sure I follow... Are you suggesting to shoot into close combat? Because you can't do that.

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  8. #8
    lpetersson's Avatar
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    Originally Posted by Leonix View Post
    I'm not sure I follow... Are you suggesting to shoot into close combat? Because you can't do that.
    I think he's saying that the Kroot should assault the boyz and the firewarriors should shoot the nobz.
    Not that the FWs should shoot into combat (Which they obviously can't do...)

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  9. #9
    Leonix's Avatar
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    Ah, I see... Not bad then, just need to be careful of cover saves.

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  10. #10

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    yeah that is the problem but i normally purchase a markerlight (hits on 2+) so 20 hit (ish) hits on 3+ about 14 left then 4+ cover about 7 left 3 1/2 dead

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  11. #11

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    yeah and also i had 12 kroot + shaper in combat against 5 terminators and kroot won (5 wounds to 1)

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  12. #12
    Iwasfrozen's Avatar
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    Originally Posted by pelicorp View Post
    yeah and also i had 12 kroot + shaper in combat against 5 terminators and kroot won (5 wounds to 1)
    wow, well don't expect that to happen every game.

    yellow, Just just because...
    I'm Irish and proud of it.

    Yeah we suck at close combat, but it's a pity you'll never get there.
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  13. #13
    Leonix's Avatar
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    Kroot do very well Vs (most) Termies as they always out number them, and (usually) hit first.

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  14. #14
    Iwasfrozen's Avatar
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    Originally Posted by Leonix View Post
    Kroot do very well Vs (most) Termies as they always out number them, and (usually) hit first.
    But they have to get through that 2+ armour save. And only kroot hounds hit first, normal kroot are only initiative 3.

    yellow, Just just because...
    I'm Irish and proud of it.

    Yeah we suck at close combat, but it's a pity you'll never get there.
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  15. #15

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    yeah it probably was just luck as he had 10 saves and 5 were 1

    Last edited by pelicorp; 10th May 2011 at 15:14. Reason: Typo
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  16. #16
    Leonix's Avatar
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    Originally Posted by Iwasfrozen View Post
    But they have to get through that 2+ armour save. And only kroot hounds hit first, normal kroot are only initiative 3.
    I know, but when I hit with 32 Shots, or 48 CC attacks there are always some 1s that come up, and since Termies come in teams of 5 each 1 hurts allot... Also most, but not all, Termies have powerfists, so thats I1 Vs the Kroot's I3.

    Last edited by Leonix; 10th May 2011 at 15:18.
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  17. #17

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    and also even if they do fail the termies are held up and a few men down!

    Last edited by pelicorp; 10th May 2011 at 15:25. Reason: typo
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  18. #18
    Leonix's Avatar
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    Originally Posted by pelicorp View Post
    and also even if they do fail the termies are held up and a few men down!
    Bingo... And even if dice fail, and the Kroot run the good news is Termies can't finish them off, so they will get another chance to fight.

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  19. #19
    Iwasfrozen's Avatar
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    Originally Posted by Leonix View Post
    Bingo... And even if dice fail, and the Kroot run the good news is Termies can't finish them off, so they will get another chance to fight.
    But that's assuming the Kroot manage to get into combat intact. Combi flamers are not fun with kroot.

    yellow, Just just because...
    I'm Irish and proud of it.

    Yeah we suck at close combat, but it's a pity you'll never get there.
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  20. #20
    Leonix's Avatar
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    Originally Posted by Iwasfrozen View Post
    But that's assuming the Kroot manage to get into combat intact. Combi flamers are not fun with kroot.
    Kroot assault range is 12"(6"+6"), Flamer template is roughly 8"...

    But yes this is true, but then again thats what outflanking is for, and if you see a flamer don't bunch up.

    Even if you just infiltrate them into cover, and sit on an objective like I sometimes do you'll be surprised how tough they can be.

    Last edited by Leonix; 10th May 2011 at 16:25.
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