Welcome to Librarium Online!
This is my first attempt at doing a full and complete tactica. In fact, as I am adding several details beyond the normal tactica, you could almost call it my Thesis on Tau. I noticed we have several mini tacticas here, notably those by Rikimaru, but nothing that covers all the ground in one place. Plus, of course, I have my own spin on things.
About Me: I’ve been playing tau basically since they came out, they were my first army. I’m pretty competitive with them, and usually do respectably in tournaments.
First I will discuss some general principles that I feel are useful to new Tau players, second I will go through the unit and option breakdowns, as is traditional.
Mechanized Tau vs. Static Tau: This used to be a subject of great debate, actually, but now it’s a fairly settled issue: You should mechanize to at least a fairly large degree. That means most of your Firewarriors should have Devil Fish, use lots of Suits, Kroot, and Vespid. (Due to their own special movement rules, we commonly count them as Mechanized, even though they’re hoofing it.) It’s not that 72 Firewarriors sitting on your board edge doesn’t work. It does, sorta. You would sometimes win this way. It’s just that several armies will beat you at this game, and several other armies can kind of ignore this strategy, and get into close combat with you anyway. IG will out shoot you, plain and simple. They are much cheaper per wound, and have so much more Dakka, even if their guns are less shiny. Shooty marines cannot (at least since their point costs went up) beat you at Dakka, but Heavy Bolters, Assault Cannons and Whirlwinds, and Heavy Flamers are all designed to destroy things that look just like you. Almost all Marine armies will have enough of these things to take out large chunks of your army at once. Necrons and Plague Marines simply won’t go down to Pulse Rifles at any measurable rate, they will outlast you. Conversely, Drop pod marines, and MEQ in sufficient number of extra armor rhinos, Dark Eldar, and some flavors of Eldar can simply get to you fast enough that they will get into Close Combat (CC) before you kill enough of them, and then you’re done. Gunline Tau can actually work ok vs. many Ork and Tyranid lists, surprisingly enough, but obviously you shouldn’t count this. Thus, you should mechanize.
That said…. It’s ok to have some static elements. Broadsides can be pretty awesome when they have the right targets, and there’s no way to mechanize them. I also find having a little bit of a “core” for an assaulty army to direct their hate towards is very helpful, in that it often help predict more easily where and how the enemy will be moving, and set up your fire traps. (We’ll get to that later) For me, this is usually just one large FW squad without a Devil Fish, and a Broadside squad. Pathfinders, too, are essentially unmechanized, despite automatically coming with a Devil Fish.
Tau Suck in Close Combat (CC): Well, we all know this, but this is for the newbies. With the exception of Farsight, Tau are bad in CC, and will never get better. This is important, as the codex is in fact filled with little options to make Tau less sucky in CC, and almost universally they should never be taken. (Photon Grenades, Vectored Retro Thrusters, EMP grenades even) This doesn’t apply to Kroot.
That said…. Tau suck, but they’re actually not delicate. 4+ save is respectable, and people will sometimes fail to wound. Crisis suits have 2 attacks and a high strength! If your big stealth suit squad gets hit by 3-4 gaunts, things will be ok, I promise. (unless there’s a Carnifex right behind them) Point is, don’t count a unit out if they got hit by a little bit of CC, concentrate on keeping the follow-up (the second gaunt squad, the carnifex) off them. On the other hand, if they got hit by enough CC, write them off, move away so you don’t get charged again. You will know in time where this tipping point lies.
Keep moving: This ties into the static vs. mechanized thing. Tau’s main strength lies in keeping mobile while laying down large amounts of heavy fire. Tau units are not the fastest out there, but they are the most agile in some ways. I tend to think of a good tau army as “flowing” around the board, easing away from assault units as they close, and keeping a “pocket” in which a large amount of the Tau army’s fire is directed at just one or two units.
Focus Fire: Almost the same point. Like I said, one of the evil things about Tau is that we can put so much of our fire power on one point at the same time. Finishing off units is very, very important, especially in 5th edition. Do you really want that last marine with the melta or power fist to get close to you? Pick a unit; make sure it is finished off to a man. This is obviously also very important for scoring units and objectives. To this end, I tend to think of a few units as “finishing units” (Skyray, Vespid, Rail Rifles). They don’t have enough shots to kill a whole MEQ squad, but they can dependably finish off the last few guys, and this is really important. The odd burst cannon and gun drone figure into this too. I will often pour fire from 2-3 FW squads, a few Devil Fish and then finish off the last guy with a seeker missile. Or whatever, you get the idea.
Jump-Shoot-Jump: Again, for the newbies, this refers to using jump jets, moving forwards, taking your shots, and then backing off in the assault phase. If you can do this over or around an impassable barrier, even better. Three units can do this, Crisis suit squads (and HQ), Stealth Suits, and Gun Drones. People hate us for this ability, you should use it. A lot.
Units and Options
Ethereal: Never take this guy. People didn’t like him last codex, and for some reason they made him worse this codex. He is the only real way to provide convincing leadership tricks to your army, and can really shore up a Gunline. But, you should never do a Gunline. So don’t take him.
Commander: Well, you have to take one. That’s ok, cuz he’s pretty good. This guy does at 12” what a SM Chaplain does at 0”. That’s pretty cool, when you think about it. I wouldn’t take two of them though, he’s too points heavy and it’s better to have more generic crisis suits to do your heavy lifting. There’s been a lot of argument on this board on whether to take a Shas ‘O or a Shas ‘El with a targeting array. Both are BS5. It’s been pointed out that most of what a Shas ‘O gets extra makes them better in CC, and there’s no point to that. What I would like to point out is that you also get an extra wound, and that matters. It’s not a big point difference, so I would always get the Shas’O, but that’s me. And who knows? The extra CC stats might matter at some point. But it’s mostly for the wound.Bodyguard: Not essential, but yes, I like a full bodyguard for my commander. A little pricey, but the fact that they have access to wargear let’s you do things like give them all Targeting Arrays and Multitrackers, plus some drones thrown in. This provides a squad that has a really good punch, and some durability, all with a small footprint.Equipping Suits!
Suit Options, Weapons:
This section goes for both Crisis and Commanders. Only a few options make sense for Stealth Suits and broadsides. I recommend you also read Rikimaru’s guide, he goes into far more detail than I do here: http://www.librarium-online.com/foru...dated-5th.html
Twin-linking: If you take two of the same weapon they now form one, twin-linked weapon, but use up two “slots”. I would only do this in a few cases, most other times, if you wanted to up your chances of hitting I would take a targeting array. It makes sense for Missile Pods, then you have a kind of light artillery suit. It’s also pretty awesome with Flamers, in which case it lets you re-roll your wounds.
Plasma Rifle: These things are awesome, and you should generally have quite a few in your army. They are absolutely essential. Your commander should always have one. In fair numbers, they let you deal with things that other army’s have trouble with. (Terminators, MCs, Necrons, plague marines, even normal marines)
Missile Pods: I think you should generally have 3 or more sets of these in an army. They are great for dealing with light vehicles, and also anything with a 4+ save. They’re not as essential as PRs though, as we do have other equipment that can fill similar roles. Still, this is often the easiest and best way for some mid-strength shooting.
Fusion Blaster: It’s a melta. I love them, but strangely I take them first to kill MEQs, and to kill tanks second. Not that I won’t take my shots on tanks when I get a chance, but it’s often easier to catch a MEQ at 12” than a tank (with assaulty troops inside) at 6”.
Flamers: Don’t laugh, flamers will mess people up. Cheap, too. Once you get more used to playing close and dangerous with your crisis suits you’ll see how good they can be. I typically have one twin-linked flamer on a suicide suit, and that’s it, but I’ll get to that later. Fun fact, if you can get 7 MEQs under a flamer template, you kill more than a BS4 suit would rapid firing with a plasma rifle. Even more so if you assume cover. Even better yet if it’s a twin-linked flamer. Yes, you have to be right on top of them, but remember what I said about finishing units off. And of course, if you’re facing a horde of some kind, the flamer is infinitely better.
Burst cannon: It’s not bad, it’s just that you can do the same thing with other units. Devil Fish and Stealth Suits come with this weapon already, and you’re essentially duplicating Firewarriors which you should have plenty of.
Cyclic Ion Blaster: Against the right target it seems to me this could work well but it’s really more of a gimmick. I would usually rather have a Plasma Rifle. Or I would have Firewarriors shoot the target. Or something. Else.
Airbursting Fragmentation Projector: This is a really big flamer, which shoots at range, and is also a pinning weapon. This is so awesome, it is hard to express. Now that there are no partials, do realize how many IG, for instance, you are likely to catch with this weapon? That have no saves of any kind? Fantastic. Best put on a Bodyguard or similar. You can have only one.
Suit Options, Support:
Advanced Stabilization System (A.S.S.): It’s great, and recommended, for Broadsides. There’s no need for it on anything else.
Blacksun filter: It’s sometimes pretty useful, actually. Realistically, people get, or do not get this, depending on whether they had the odd few points left over.
Command and Control Node: Unlike Shadowsun’s drone, this literally does nothing in 5th edition.
Multitracker: With a few, really rare exceptions, every Crisis suit that has two weapons should have this. No sense for it on Stealths or Broadsides, even though Broadsides do have two weapons.
Positional Relay: I don’t have any strategies that are dependent upon one particular unit coming down when I want it too. There are some applications of it that could be fun, but mostly I wouldn’t bother with it, it’s also kind of expensive. If you came up with a very specific strategy involving this unit, it could work.
Shield Generator: I don’t understand why it’s more expensive than a shield drone. I would always rather have a shield drone. You could then take a shield generator on top of that, but……I would probably just buy another shield drone.
Target Lock: Very useful to split fire. You typically only need a few. This will take practice to figure out how many you need and where.
Targeting Array: You should probably buy this on Crisis Suits when you can fit it. Sometimes, on basic suits, you won’t be able to. It's also usually overkill with Twin-Linking. Less recommended for Stealths and Broadsides.
Vectored Retro-thrusters: This is the dumbest piece of wargear, ever. Its special restrictions ensure you will only ever be able to take it on single suits that will not survive the first turn of combat.
Support Options that don’t use a hardpoint:
Hard wired versions are merely versions of above hardware that don’t take up a hard point. Only permissible on team leaders +.
Bonding Knife: Often good, not required.
Ejection System: If you were playing some Killpoint variant where HQs granted many extra points, maybe. Otherwise, no.
Failsafe Detonator: Yet another case of protection in case you screwed up and got assaulted. No.
Iridium Armor: Nice, but it’s in fact very likely to make you “screw up and get assaulted”. I am far too dependent upon my “jump back” move to ever use this. Do note it would make your shield drones a 2+ save too, though.
Stimulant Injector: I think you should always take this on your HQ. Not against CC, but against Dakka. It’s really cheap for what it does, which is double your survivability against certain types of shooting. Against other types, you have shield drones.
It’s better to discuss the three kinds of drones:
Gun Drone: Not dumb on a close range Crisis, but better on Stealths, I feel.
Shield Drone: I generally feel that most close range crisis, and all HQs, should have shield drones. It will save you from many painful encounters with Instant Death. Broadsides should also typically have Shield Drones
Marker Drone: Not a bad choice, but expensive. Keep in mind that it will only hit half the time, which may temper your enthusiasm.
We only have two elite choices, and yet, depending on play style, many Tau players find themselves constrained by only 3 slots
Crisis suits: These are, in many ways, the backbone of the Tau army, not our troops. I think a good rule of thumb is that you should have at least one Crisis suit per 300-400 pts. Feel free to use more. Entire classes could be taught on how to equip these guys, and anything I say is likely to set off a fairly large argument. See the descriptions above, but I’ll go with this: You should have some plasma rifles, and some Missile pods, and maybe some fusion blasters. I personally prefer to have one set of suits with plasma/fusion, and another with all TL missile pods. The former squad requires a lot of practice to use, though, as it requires you to be 12” from the enemy much of the time, a dangerous place to be. It can also kill a whole lot of MEQs, all at once, though. Equipping as many units as you can afford with Plamsa and Missile pods (often called the “FireKnife” config) is a much easier and beginner friendly combination, although it does not bring all its firepower to bear as well. All of these combinations require Multi-trackers. I recommend shield drones for any squad that will be operating closer than 24” to the enemy. If there will be more than two models, including drones, you may want to get a bonding knife.The Suicide Suit: I think I may have been one of the first advocates for this idea here on LO, many years ago. Basically, you take a barebones suit, put a flamer and a fusion blaster on it, twin-link one of them, and that’s it. Don’t even use a mutli-tracker, you’re rarely going to want to fire both weapons, and we’re keeping it cheap cuz it’s going to die in one turn, anyway. Then, you keep it in reserve, and Deep-strike it where most needed to take care of a problem unit. This works best when you have the Pathfinder Devil Fish around to let you re-roll the deep strike. It’s called the “suicide suit” because you’re almost guaranteed to get charged the turn after, it’s one shot. Myself, I use TL-flamers, as hordes are what cause me more trouble. This leaves the fusion blaster pretty hit or miss. I also feel when attacking a vehicle, I’m more likely to have a second shot at it than when trying to flame some units. I think most people would prefer the TL- Fusion Blaster, but my version is cheaper, 43 pts.Stealth Suits: There are several viable ways to use stealths. I prefer them with max fusion blasters, to kill MEQs and make vehicles scared. They also work well with all burst canons. The avg sight range to a stealth unit considering their stealth field is 21”. It is therefore quite viable to jump to within 18”, shoot burst cannons, and then jump out to near 24”, where now the enemy will have a less than 50% chance of shooting back. Gun drones, as they share the same range, work quite well with stealths, and can provide pinning and ablative wounds, so there’s little downside to taking a few. I would recommend a bonding knife. I have had a lot more luck outflanking with these lately than infiltrating, although it depends upon the setup, of course.
Fire Warriors: Like the commander, you have to take at least one, and they’re pretty good. Still, while the FW gun is pretty good, you’ll find that the enemy is going to shoot the hell out of them, not because they’re so vulnerable, so much as he has a lot of Dakka and AP 4 bullets laying around doing nothing, and he’s incredibly frustrated by your JSJ Crisis suits. So in general, the best policy is to keep them buttoned up in a Devil Fish, only coming out to shoot at occasional targets of opportunity. That also means you should consider taking a minimum 6 of them, since they won’t actually be coming out to do anything very often. This also makes grabbing objectives very easy for Tau. Note, it is sometimes a good idea to have at least a squad or two out in the open, and in such situations, you should take 12 of them, often with a Shas’ui for the leadership.Options:Devil Fish: Devil Fish, while expensive, are also kinda awesome. They’re recommended for the majority of your FW squads, and mandatory for pathfinders. You should pretty much get the disruption pod for them, and that’s it. Keep in mind all the other offensive upgrades only affect the lonely little burst cannon; the gun drones will shoot as you move up to 12” and at the same BS no matter what you do. There is a school of thought about something called a “War Fish” which has the Smart Missile System, Multitracker and Targeting Array (and the obligatory Disruption Pod) but this seems like a lot of points for just a little return. More vehicle options will be discussed later.
Photon Grenades: No. If you get assaulted by anything more than a handful of guardsman, guardians, gaunts, you’re gonna die. Get used to it.
Pulse Carbines: An option, but really the Pulse rifle is going to provide more fire. You have gun drones on the DF if you want pinning.
EMP Grenades: No. We have 10,000 other ways to kill vehicles. You can’t assault out of a DF. So how are you gonna catch the enemy, walk?
Drones: No. You could have bought more FW.
Markerlight: Sometimes, though only on a static, unmounted unit.
Kroot: Kroot are fantastic. If Kroot are in the woods, no other unit in the game can defeat them point for point in a gun battle, seriously. Until they get a flamer, and then all your Kroot will go away. But no, seriously, in woods, rock hard shooting units. I don’t like using them much by themselves for assaulting. I know they look like real CC badasses but this is in comparison to Tau. The reality is that they are about as fearsome in combat as a well-armed marine, which is…………actually pretty fearsome. But they’re about as tough as a guardsman, and about as fast. So Marines are going to kill a bunch of Kroot before they get to swing, and the Kroot are definitely going to take more wounds. So even if the Kroot did well for their point cost, they still lost combat, are probably going to run, and will probably be cut down. So mostly I infiltrate them half way up the board in some woods, annoy the hell out of my enemy with them. And later grab an objective, of course. Kroot also stack up very well against IG.Shaper: You should probably take him for the leadership. As mentioned, there's a good chance you will "technically" lose combat, if you can stick you'll win through numbers/attrition, but you need to make your ld save. No, don’t take the pulse rifle, then you have to separate out his dice, and that’s annoying.Fast Attack:
Kroot Hounds: It’s like a regular Kroot but with less guns, and more teeth. Actually, the big difference is that they’re faster than a marine, rather than slower, which is a pretty big difference. If you want to fight in CC with your Kroot, this is the way to do that. I’m not convinced it’s required, though.
Krootox: I’ve never used them. They seem fine, heavy hitters in both shooting and CC. The main reason people don’t take them is that they interfere with the infiltrate ability of Kroot, which is a big deal. I’ve recently become aware (it came to me in a dream….) that you can in fact fit Krootox (two, even!) in a Devil Fish. Which is wacky, but may have an application. A very, very cheesy application, you beardy nut you.
Fast attack is the one area Tau tend not fill all their slots in.
Pathfinders: Well, they’re the easiest way to get markerlights. That’s really what the whole squad is about. You’re forced to buy a Devil Fish for them, which is, ironically, useless for them, since the markerlights are a heavy weapon. But the DF does come with a free and very useful ability for deep-striking units, and you can now use it transport something else, like Krootoxes! I recommend taking a squad of these in larger games.Rail Rifles: I admit it, I have these, I used to use them. They kill marines quite well, and pin. Except many MEQs can’t be pinned very effectively. And you can only have 3, and they still only hit half the time. They do come with target locks, so you can split fire and maximize your chances of pinning something, but pinning things is still pretty hard. Unless you use Markerlights, which your own in the same squad don’t count for. They’re also expensive, so in the end, it’s probably better to just get more markerlights.Vespids: Vespids have a bad rap. They have a gun tailored to excel at killing kill MEQs, but I think what puts people off is that the range of this gun has 12” range. That means anything they shoot at, can assault them back. I think what people forget is that Tau are really meant to focus fire. Also, Vespids can use Markerlights. So as part of a combined arms force, you can run the Vespids up, mostly kill the marines, bring down a few seeker missiles to finish them off, and your Vespids are no longer in assault range. They also have really good initiative, though they are not particularly good combatants. Still, Vespids have poor armor, are kinda expensive, and their gun is perhaps overly specialized. People also have strong opinions on their appearance. I leave the choice up to you, but I believe they are underrated.
Piranha: I used to make fun of Piranhas as underpowered, expensive Land Speeders. I began using them only recently, and have massively changed my mind. Their ability to savage rear armor is fantastic. They can also zoom around, block charges, get in the way of transports (which they can then later blow up), and contest objectives. Basically, they’re annoying as hell. A land speeder can do all the same things, but maybe we need that more than marines do, I dunno. You should always equip them with a Fusion Blaster, Targeting array, and disruption pod. It is also sometimes effective to give them Seeker missiles, to shoot at rear armor. Shoot these first, the Piranha is more delicate than your other vehicles.
Some of our Heavy choices are awesome, and like everyone else, you’re going to want to fill all three slots, all the time.
Sniper Drone Team: They’re a fine unit, actually. The included markerlight is nice, as is the ability to take multiples in one slot. You’re never going to take them, though, as all your other Heavy Choices are so much nicer.
Broadside: Some people would rather take all Hammerheads. You can fit more Railguns in, though, if you take a unit of Broadsides, and they also hit more often. They’re also surprisingly durable, and can’t be stunned like a Hammerhead. Give the whole squad the Advanced Stabilizers, they’re meant for Broadsides and the only system that makes much sense. Also get a team leader and give him two shield drones, you’ll thank me. Never upgrade the SMS to plasma rifles. The SMS is actually better, if you’re ever caught by a horde army. Never get a multi-tracker, it’s quite rare you will be using the secondary weapon anyway, unless you’re doing something wrong.
A strange place to put it, but before we get to the big tanks, I’d like to discuss the vehicle options. Once again, Riki has gone into far more depth than I have, here: http://www.librarium-online.com/foru...les-guide.html
Blacksun Filter: Things are often dark, and so this is often useful. Like the version for suits, it’s really going to depend upon whether you had the spare points. Most recommended on a Skyray, as you can then transfer that night sight to any other unit via the markerlights.
Decoy Launchers: They were nearly required in 4th edition, and now they do not quite, but almost nothing. Don’t take them.
Disruption Pod: Yes, you want this. It may not be clear to the new people, as it requires some reading back and forth between the codex and the main book, but this makes your vehicle “obscured” (which grants a good cover save) to anyone shooting at you from outside 12”. This is really, really good, and we pay almost nothing for it. You should get this for every vehicle you have, no exceptions.
Flechette Discharger: Gimmicky and not worth it. Consider, if someone charges your tank, they probably have a tool to kill your tank (melta bombs, chain fists, rending, whatever). So you kill half a unit minus armor saves (so like 1/6th of a marine squad….or indeed almost half of an ork squad). But they probably still killed your tank. Was that worth it? Plus, these are kinda expensive. So save yourself the points, and keep your tank outta CC like everything else.
Landing Gear: All Tau vehicles have this for free. It’s good to keep in mind, you can take vehicles on and off their base, to change how they block LOS.
Multi-Tracker: Your Hammerheads and Skyrays need this in order to be effective. It’s wasted on Devil Fish, and Piranha’s have this ability anyway.
Sensor spines: It’s like a dozer blade but twice as expensive, and skimmers don’t need it as much. Lame.
Target Lock: With the change to secondary weapons (i.e. we basically don’t get any) this makes much less sense in 5th. It does make sense for the Skyray, but it gets this upgrade automatically.
Targeting Array: Yes, on everything but a devil fish. Hammerheads get them for free.
Hammerhead: Why yes, you want one! Or several. Duh. Equip with Multi-tracker and Disruption pod, that’s all you need. Maybe a blasksun filer if you feel like it. Keep it near your back edge and more than 12” from anything serious.Railgun vs. Ion Cannon: Here’s the irony: the Ion Cannon is an excellent weapon, with all sorts of utility. GW has in fact under costed this weapon severely in attempt to get you to take it. You’re still always going to take the Railgun, though, because it’s just that awesome. Maybe if you had 6 heavy choices, like in planet strike, you’d take the Ion Cannon, but that’s it.Sky Ray: So first, just accept that Seeker Missiles and Markerlights are both awesome. Then, take the relatively cheap price of a Sky Ray, and subtract 60 pts. Pretty good deal, huh? Taking a Sky Ray is a pretty significant choice though, that will affect the rest of your army composition. Because you’re replacing a Hammerhead, you’ll want some Broadsides. You’ll also want a good bit of additional markerlights, to help dump your seeker missiles in the first turn or two, when they’ll do the most good. You should outfit your Sky Ray with a Multi-tracker, Disruption Pod, and Targeting Array.
Smart Missile System vs. Burst Cannons: Our secondary weapons are no longer “secondary” in 5th edition, which means you’ll barely be using them. Save the points, and stick to the burst cannons.Smart Missile System vs. Burst cannons: Unlike the Hammerhead, there’s actually an argument to be made for the SMS, as it’s actually the “main” weapon here, and you’ll be able to fire it all the time, rather than just one of the Burst Cannons. I don’t bother, though, as they’re still secondary in purpose and its extra points.
Last edited by SirPrometheus; July 22nd, 2009 at 14:27. Reason: Adressed Riki's concerns as to reason for taking a shaper.
While I like the idea and I admire the work you have put in to this, it suffers to much from your preferences. It could be justifiably argued that this is basically a guide to what you think is good. While most of it makes sense a lot of it is to biased as examples the XV8's, Shield Drones on XV8's. Shaper (err no never take a Shaper), XV88's, Shas'O over EL, Ethereal usage etc etc.
When you are creating a guide like this you need to remove as much bias as possible and just give the facts and let the reader decide.
It took me a long time to get this in my head and is the main reason I have not done an overall guide for Tau because for one by its nature it is always going to be generalised (mini guides are better) and it is always going to be lacking because to do a unified Tau tactica you have to cover everything, every angle, unit config, everything or it is not 'unified'.
I would advise you go through the guide again and remove most of the personnel preferences and simply discuss the units, choices, tactics etc in a totally impartial manner.
I am not criticising you for the sake of it and I would be happy to help you refine the guide, I am also happy for you to use any of the content (or even the whole guides) of my guides (of which there are many not stickied) to help illustrate or create the unified guide.
I have repped you to show I am for the guide and for the work you put into it. However it just needs more work and less personnel bias (there will always be some bias but it should be bare minimum and supported by evidence).
Well............I actually thought much of the point of a Tactica was to tell someone what's worth taking and how to use it. No, Riki, you and I would do many things differently. But I would feel like I was doing someone a disservice if I didn't tell them "always take the disruption pod".
Thanks for the rep, though.
Looks like you put a great deal of effort into this. I haven't read the whole thing yet but I printed it off. I'll be reading it tonight. Thanks.
You have let personnel opinion creep in to the guide. For instance you state that the you would always get the Shas'O and that you would not take two HQ. You have stated your opinion but given very little evidence as to why this is the case, why is it better to take generic XV8's for instance. I would in this case explain the pro's and con' of both choices.
Also some of the info is vague, for instance shaper for LDS, why?
Like I said good guide overall it just needs refining, thats why I repped you cos its good.
Well, I didn't let opinion leak in, it's there on purpose.
Great work Prom.
I will sticky this and change it to a W.I.P. (Work In Progress) so that changes can be made as required.
Please feel free to debate points and update the article as required.
Last edited by Skarsgard; July 21st, 2009 at 23:12.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
I agree with Riki, information in a tactica should be unbiased. The primary information should be what has been most commonly used with success. I think at the end of a paragraph it's acceptable to say "The way I prefer to run this unit is..."
That said, I don't think your personal views got in the way very much. You did a very good job at summing up the Tau and I appreciate the work you put into this.
What I would suggest is edit out the slang (i.e. change 'cuz' to 'because').
Objection: Vectored Retro-thrusters do have a use, though it is a very niche one. It is the piece of gear that makes the Ninja'O work. Crisis suits are surprisingly tough units as long as you avoid taking on enemies with power weapons, this goes double with the other defensive upgrades (Stims and Iridium Armor, notably)
Last edited by PsyBomb; July 22nd, 2009 at 03:03.
I fight for the Greater Good. Too bad for you it's MY Greater Good.
Snow Forces of T'olku W/L/D : 3-4-2... I like to think I'm learning, though.
Ok, but you're going to have to explain it to me a bit. I thought Ninja Tau was when you have one HQ on the board with the Positional Relay, then have one unit come in a turn from reserves until late game? I could be wrong, I'm not real familiar with the term. How does the Vectored Thrusters work into that? I do see how the Vectored thrusters works better with Iridium armor, though.