Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I am coming to the end of my existing army and I think Tau would be the most enjoyable for my next. At current I run an IG army thats half treadhead and half infantry zerg rush and I love long range and close range firepower.
Because of this I really like the versatile battlesuits, the railgun, the pulse rifle etc. But despite all this there is something niggling in the back of my mind saying "somethings not quite right, somethings missing here".
So what I really need is someone to fully convince me of the awesomeness of Tau by working out what niggling doubt about Tau a veteran IG commander might have and soothing it.
Also a new codex would be awesome. Any rough guesses for when that might be?
I won't have internet for a few days, but I will reply eventually and rep and good advice given.
The thing about the Tau is that they are quite literally the most like modern military forces. That is, no one unit can stand alone. If you're used to being able to Chimera Rush while blowing his options away with artillery, that won't happen here. In addition, we don't really have army-making special characters (and one, Aun'va, is over 200 points that actually makes the army WORSE).
Then again, our army is one of the best there is at the combined-arms approach. When properly built, it can drop overwhelming amounts of firepower exactly where it is needed. There is no target other than AV12+ that our most basic warriors can't hurt, and wounding SMs on a 3 really scares them half the time
One thing you have to be aware of is that our most dangerous unit on the table is not what most people think. Hammerheads are threatening, yes. Our HQs are great at whatever we tell them to do (other than CC). A team of broadsides strikes fear into the hearts of armored commanders everywhere. And yet, they all pale in comparison to the effect a team of 8 pathfinders has on the game. The almighty markerlight is the ONLY way in the game to help other units to that degree and still be uncounterable. No Hoods, no Saves, nothing.
There's a lot more to it, and for a quick discussion I'll send you over to ATT on a thread I started : Defining the Tau
Hope this helps!
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.
I also went from Imperial Guard to Tau, as such I don't really understand what you're worried about. True, Tau play very differently from Imperial Guard, but I don't think there's anything in the Imperial Guard that's missing from the Tau. They're both shooty armies it's just that the Imperial Guard inflict damage through redundancy and the Tau inflict damage through precision.
- You have less bodies and heavy weapons on the table, but the firepower you do have is as, if not more, effective.
- The Tau have Melta-Guns and Flamers, but the only platforms for fielding those weapons are expensive Crisis suits, meaning the Tau can't field these weapons in the same abundance as the Imperial Guard.
- You have less armor in a Tau army, but Disruption Pods and the maneuverability of Tau vehicles makes the armor you do have more survivable.
The only thing I miss is the lack of unit variety available to the Tau, maybe that's what's nagging you. The big selling point for me was the vastly superior mobility of the Tau army. They're a good stepping stone from Imperial Guard, do it up.
Last edited by counterwavecounter; October 16th, 2009 at 17:52.
"The man in the bowler hat is Mr. Average in his anonymity. I, too, wear one; I have no great desire to stand out from the masses." - Rene Magritte
The best way to convince you is to have a look at the various tacticas available here. There's one in my sig that is under current discussion. And there are several stickied at the top of this forum.
Clearly you like the models and fluff well enough to consider Tau. All you have left to determine is whether the playstyle will suit you, too.
Hopefully, you too will join The Greater Good.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
HAZAH!!!!!!! A new member of the Greater Good!!!!! This calls for one of my long absent celebrations!!!!
There are three kinds of people in this world, those who can count and those who cannot.
Thanks for the replys. I think the doubt was the percieved lack of mid-range firepower. Tau seem very powerful at 60 - 72" and 30" and less, but I couldn't find many powerful weapons at 36" - 48" which is where most of my IG powerful guns are and hence where my kill zones are.
But thinking about it, playing outside my old comfort zone will mean a whole host of exciting new tatics and options, which is good.
On my travels I picked up the Tau codex (would of done sooner but nearest hobby-store can take 2hrs to get to grrr.) I know this should go in army lists, but I would like a quick opinion on a small points starting army like this:
= battlesuit commander + 2 bodyguards with Plasma, Missile Pod, TA, HWMT
= 2-3 'deathrains'
= 2-3 'torches'
= 2 firewarrior squads
= 1 pathfinder squad
The Torches aren't strictly necessary as the Tau have an abundance of anti-infantry and we can use Markerlights to reduce cover saves. The Torch works because it doesn't need any markerlights as they automatically hit models under the template and ignore cover saves.
What I would add to that list is railguns, either on a Hammerhead or Broadsides. I would also add Kroot, preferably before taking a second squad of Fire Warriors.