I translated most of the bottom part. Not all of it is perfect, as it is an electronic translator, but:
(PS = inches
force = strength
Pa = AP
CT = BS
Shielding = armour value
Phase of attack = assault phase)
Commander
The Commander and his escort are equipped with a general-purpose armament, able to come to end of units heavily protected, or very armoured light (shielding of 10 and 11) and means (shielding 12 and 13). Three twinned rifles with plasma, can deliver 6 shootings of force 6 and Pa 2 with 12ps, without risk of overheating. Moreover, the unit has 6 shootings of force 7 Pa 4 with 36ps. They can moreover carry out one movement of 6ps in phase of attack (Tau engines) and thus be safeguarded out of the lines of unfavourable sight.
Vespids
The mobility of the Frelons Vespides, 12ps of movement more 1D6ps of Race, enables them quickly to go in front of the lines and to put at good distance fire for their Blaster with Neutron. But this weapon of force 5 and Pa 3 has only 12ps of range, which obliges Vespides to be exposed to an enemy attack. For stage at this risk, it is thus necessary to concentrate the shootings in the same way standard on only one enemy unit in order to ensure itself of its elimination. In that, Vespides constitute a good unit complementary to the teams of Crisis exo-armour. They are also an excellent unit of counter-attack, embusquée behind your lines, in waiting which an enemy invests the Tau positions and to eliminate them with their Blaster with Neutrons.
Stealth Suits
The team of Stealth is a unit of harassing. Its faculty to be infiltrated, its optical jammer and the engines Tau (additional movement of 6ps in phase of attack), ensure this unit the possibility of keeping away of the danger, while inflicting losses, which with the wire of the turns become consequent. The three shootings of gun with impulses of each figurine, from a force of 5 can come to end from light armoured tanks (shielding of 10 and 11). The assistance of shooting (CT+1) increases the chances to touch, and thus to make losses.
Fire Warriors
A team of Warriors of Fire has always a role to play in a battle. Rifles with impulses of force 5, of 30ps of range, are useful against the majority of the units of infantry and the armoured tanks light (shielding 10 and 11). She will be used as bodyguard in Ethéré, which by its presence will return the unit without fear. This last advantage justifies employs it grenades photonic, whose role is to cancel the no-claims bonus of +1 Attaque of any unit enemy wishing to charge the warriors of fire. That will thus limit the losses within the unit. The Warriors of Fire and Ethéré are to be deployed preferably with cover and more in the possible center of your army, in order to be able to make profit all your units Tau (not Vespides, Kroots nor Drones) from the Charisme rule. This one allows any unit having uneligne of sight on Ethéré to start again any test of moral failure.
Kroot
The relationship of Kroots Carnivores constitutes a rampart of safety. Their force of 4 combined with their two attacks (no-claims bonus of an attack due to Kroot rifle), in fact a line of defence with a good potential at a cost in rather low points. They are to be deployed in front of the team of warriors of Fire, if possible at a distance from 4ps and cover, that in order to optimize their effectiveness. The force of 4 of their rifle with fast shooting, range 24ps, makes it possible to draw on enemy units close to launching an attack. One should not forget their capacity of Forester, increasing their chances of survival and their effectiveness if they are deployed in a forest.
Sniper Drones
The team of Sniper Drones is a unit of harassing, as well as the Stealth exo-armours, of which it has the same optical jammer to be dissimulated with the sight of the enemy. The drones have a higher fire power however. Rifles with rail of force 6, PA3 and 36ps of range are effective against any unit having a higher safeguard or equalizes to 3+, and against the light armoured tanks (shielding of 10 and 11) and means (shielding of 12). However each team has only three shootings of this type, which is not enough to eliminate a complete unit in a phase from shooting, but with the wire of the turns that can become embarrassing for the adversary. Moreover the unit a laser designator multinode has, being able to make them benefit from an assistance of shooting (CT+1), or more useful in their case, being able to make lower the value of command of their target during the test of blocking which would occur, with the case or this one a loss undergoes.
Hammerhead
Hammerhead, armoured tank emblematic of an army Tau, is a vehicle difficult to cut down. Its shielding of 13 with before and of 12 on the sides and the range of 72ps of its principal weapon enable him to be held out of reach majority of the heavy weapons. Its Antigrav capacity and its equipment give him the possibility of drawing like a fast vehicle (after having carried out a movement of 7 with 12ps) and make an imperceptible enemy of it. Its weapon with its two modes of shooting, either anti-tank device with a force of 10 and Pa 1, or anti-personnel using the gauge of artillery with force 6 and Pa 4, enables him to come to end from any threat.