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Warriors of the Greater Good

Submitted By: Date: September 21, 2005, 05:23:39 PM Views: 7045
Summary: A Tau army offers many diverse styles of play and many different kinds of units. Though generally new, the Tau army has plenty units already that can be used effectively and are great fun to play and paint. The follow article gives a semi in-depth look at the units found in the Tau Codex. Each section will mention uses of the unit, effectiveness, general tactics and upgrades. Some sections may also include targets the unit may be useful against and general targets that should be taken out first. Any questions can be PM'd to me. Happy reading and I hope you enjoy! [b]Table of Contents (Briefly)[/b]

  1. Stealth Suits

  2. Pathfinders

  3. Broadsides

  4. Gun Drones

  5. Fire Warriors

  6. Ethereal

  7. Crisis Suits

  8. Kroot Carnivores

  9. Hammerhead

  10. Less Kroot and Gue'vesa

Part One! Stealth Suits!

Many fear the dreaded Stealth Suits of the Tau Empire. Who wouldn't be scared of your comrades being slain from an unseen foe?

Though the XV15 is the weaker then its Crisis brother, the Stealth Suit is in no way less effective, for the following reasons.

1.) First of all, you should understand that Stealth Suits are most useful in the full squad of six. With a full squad, the XV15's shall be blasting away 18 strength five shots each turn with their burst cannons, a threat that no army can ignore. If you got extra points, feel free to add a shas'vre. The best use of the shas'vre is perhaps the added drone controller, for more models in the unit and pinning tests. The target lock is also useful, if you choose good targets. The markerlight however is best left for your pathfinders.

2.) Using Stealth Suits can sometimes be a tricky task. Let us first discuss infiltration. The ability to infiltrate has excellent uses in 4th edition. Just set them within some cover, 18" away from a lightly armored target. Then bring out your suits in the movement phrase the let loose a volley of shots into an unguarded area. After this, just retreat 24" (preferably into cover) to stay safe from assault (usually)! Even if your opponent is in range to see you, there is only a 50/50 chance that the opposing unit can actually spot you due to the wonderful armor created by the unsurpassable Tau technology. Though Stealth Suits are more for targeting lightly armored enemies, even the power armor of a space marine will fail to save the super humans twice per round on average, but make sure you do not take on too powerful an opponent, Stealth Suits aren't invulnerable. XV15's are also versatile, being useful in many scenarios, for capturing objectives, finishing missions or night fight. Even if they are assaulted they will fight back with the force of two strength 4 hits each, with first strike along with they're 3+ save. Not bad for a Tau!

3.) The final point for Stealth Suits is that they are relatively cheap, and almost any game of 1200+ points can include a squad, yet still have room for some harder hitting Crisis Suits, which are the preferred Elite choice. The infiltration rules add to their worth and the concealment rules allow them to take on much more threatening foes. However, don't depend on them to be alive at the end of the game, Stealth Suits are usually prime targets and get obliterated usually by turn 5.


Part Two! Pathfinders!

"Ha! These lasers will never penetrate our armor!" we said, referring to the little lights on our chests. We corrected our mistake on what would penetrate after the missiles started flying towards us.

1.) Let’s first ponder upon if you are going to take pathfinders or not. Some may instantly say "Bull! Pathfinders rock!" but lets think first. Yes, Pathfinders can do wonders in larger games, but they are quite expensive and are not recommended for smaller battles. First of all, at 12 points per Pathfinder, plus the mandatory Devilfish, this is not a cheap unit. Plus, if you choose to take the lethal rail-rifle that further points. Thinking about the survivability of this unit is also important. If you take a tiny group of these expert scouts in a small game, you risk having all of them wiped out before they can do much. I recommend this unit for a game of at least 1500 points.

2.) Pathfinders are not offensive powerhouses. They are here to purely make destroying the enemy easier for the rest of your army. Though they are able to take the rail-rifle, a very powerful armor piercing weapon, a unit with rail-rifle equipped troops are targeted much more often (which is okay if you want to use them as bait....though I would vote against this) due to there ability to blast of the heads of space marines with ease. However, many think this one-shot weapon is wasted on a BS 3 troop.

3.) Now to how to choose your Pathfinders. Firstly, a shas'ui is a very good choice, to increase the survivability of your little shas'la.  Bonding is another upgrade you might want to consider but this choice is optional. Now on to using your Pathfinders. You must understand that the more time your Pathfinders are hiding in a Devilfish, is more time wasted from choosing a tactical position. A well positioned squad can do wonders in a game. First, use your pre-game move to hide your pathfinders away in cover or another tactical place, readying them to help take out the big bad carnifex or land raider or whatever. You may also choose to deploy your devilfish here, just in case your Pathfinders get into trouble.

4.) Lastly, who will be the victim of your little markerlights? Choose a target before the game starts. Be it a character, monster, tank or some other nasty thing you want to be rid of. Marking up a juicy target for your railguns to obliterate early on is always a good idea Grin. Even after you take out the more obvious targets, your Pathfinders are still useful. Since markerlights ignore cover, you may use them to take out unit hiding in the trees, or concealed troops that don't want to be seen. However, think before you shoot. Look around and see how your battle is going, you should make your markerlights count, don't waste them.

5.) There are several ways to configure a Pathfinder team for roles such as assaulting, harassment or fire support. Do to their equipment, Pathfinders can be thought of as Space Marine Scouts, able to do long-ranged support or annoyance as well as many other jobs.

Fire Support: The FS style Pathfinder squads main role is to light up targets for Stealth Suits, Crisis Teams, Hammerheads etc. This is the main use of Pathfinder squads and is can be helpful for taking out incoming assault squads such as Genestealers or Howling Banshees or making it easier for your Fusion Blaster equipped Crisis Suits to take out Marines and Land Raiders. This configuration can be used effectively on all opponents and can greatly increase the rate of kills your army gets. This tactic also makes good use of your Rail Rifles, using them as for sniping light vehicles or Necron Warriors.

Seeker Missile: Seeker Pathfinders are probably the most dangerous. They spend the majority of the game hanging around back, near your table edge. They target heavily armored vehicles and tough infantry for Seeker Missiles throughout the game. This tactic is great for opponents with lots of sturdy troops or vehicles such as Monoliths or Wraithlords. This can also be used effectively against Marine characters or Necron Warriors.

Harassment: A full squad with Markerlights, this configuration makes one of the most aggravating harassment units for your opponents in the game. Use them for pinning or gunning down infantry if you have rifles. You can also position them strategically in their pre-game move to take out tanks with EMP grenades.

Your Pathfinders could easily switch roles in-game. You could spend your first two turns marking up your opponents Razorback and Devastator squad for your Seeker Missiles. Then use the next three turns for lighting up Tactical Squads for your Hammerheads submunition or pinning if your Gun Drones have been wiped out. Then use them in the last turn for objective claiming or harassing anyone who’s left alive. Use them well and they'll prove their worth, even if they're expensive.


Part Three! Broadsides!

We entered the battle with nine new Leman Russ tanks. We ended up with nine new burning piles of scrap.

Ah the Broadside. They may not be mobile but they sure as hell can pack a punch. Nothing stands in the way of those railguns!

1.) The Broadside is frequently in conflict with the hammerhead. Both these units can work wonders on the battlefield. The XV88 has a more accurate shot than the Hammerhead (theoretically), but the lack of submunition rounds makes it mostly a tank and character killer (who cares! take both!).

2.) Though excellent tank killers, a Broadside can be troublesome to use. Getting your Broadsides deployed well is essential since the Broadside cannot move and fire (though with such an insane range, who needs to move?). Also, at 70 points per model, without upgrades, the Broadside is a costly sucker. Upgrades add further points, though they are useful. First of all, with no invulnerable save, the shield generator is a good choice, though expensive for a squad to have. However, taking the generators would mean wasting the wonders of the Smart Missile System available for Broadsides. Then there are the hard-wires to choose. Decisions, decisions...

3.) Many players (though not me I love 'em both) prefer Hammerheads to Broadsides due to their lack of mobility and survivability. On the flip side though, as long as you know how to avoid these problems, Broadsides are a great choice for any army. Survivability can be overcome by deploying near or within cover. The multi-tracker is recommended if you do this, since it's cheap and can be disturbingly helpful when your in cover, since the missiles can take out anything that’s getting to close to your hiding place. Also, single Broadsides are usually better then a squad. This negates the cost for target locks, makes you unbreakable and forces your enemies to have to pick you off one at a time.

4.) There you have it. If you decide your opponent has enough heavily armored units out on the field, or railgun requiring tanks  then feel free to get a Broadside or three to help you out! Still....those of you that do not believe in the power of this unit can just take Hammerheads, which will be discussed later.

Part Four! Gun Drones!

We laughed at the fact the Xenos were deploying little flying cameras against us. That is until the cameras blew up our Rhino.

Heh Heh, gun drones, the most entertaining trooper in the entire Tau Army (personal opinion). It's just so fun watching them die...and explode things...and make people cry when they blow up a Dreadnaught.

1.) Many people think that these guys are kind of expensive...costing two more points then a fire warrior but with better accuracy, pinning and jetpack. Still, Gun Drones are pretty versatile... a jack of...several trades and a master Gun Drones are probably most often used to mess up the oppositions plans, going around the back of light tanks and blowing them up, tying up enemy troops etc. The jetpack allows for the often used tactic of jumping out of cover, firing and going back into hiding. Deep-striking can be used to cause chaos behind enemy lines or assaulting heavy weapon squads; buying time for your army to get into position. These are the main ways people use their Gun Drones for since many don't mind having them destroyed. I find it I encourage you to do this.

2.) Though these are basic tactics, many people devise their own schemes for Drones from past experience. However, Drones do have some disadvantages. You should only get Drones if you have enough points for a bunch. Any squad less then 6 is not worth taking. Their fire rate is low, and trying to penetrate power armor is just wasting shots since it usually fails. Lastly, Drones do not count for table quarters or capturing objectives so the more you have means less points are counted in the end. Thus, bring them only if you are playing 1000+. So, this unit pretty much depends on the skill of the commander. If used well, they'll often win back their point cost.

3.)  Very useful tactic, Drones make excellent escorts for almost all the unit in your army. Though some units may have drones included within their squad, I think only Stealth Suits should really have these. For the other squads, just have a large bunch of drones follow them everywhere. That way, the drones are separate targets and serve pretty much the same purpose. Good units to use this tactic on are your Crisis Suits, for added protection and so you that can have drones without using the Drone Controller. This tactic however won't be as good until the new codex comes since drones still count for majority.


Part Five! Fire Warriors!

Dem ruddy shrimps haz da best gunz around! Half da boyz came back smokingz an' the other half wuz ded!

I love these guys; they look good, have sweet guns and can totally annihilate pretty much everything in their way!

1.) It would be absolutely ridiculous just to take one unit of Fire Warriors. You will need and want at least three squads of these suckers. Let’s see just how sickeningly good these bad boys are. A 12 man maximum squad of any other basic troop might seem a little small (except SM...) but considering the weaponry of these guys, any more and the opponent would surrender before the battle even began! Strength five weapons for a basic unit is no walk in the park for your enemies plus it outranges any other basic weapon by at least six inches! The only thing that the Fire Warrior lacks is their low leadership but Bonding or an Ethereal can quickly solve that! Taking a Shas’ui is a pretty good idea, but think twice before getting the markerlight and target lock. If you have the points, go right ahead but the one model will cost 34 points. That’s a lot compared to the basic Fire Warrior, which is a mere 10 points (booyah!), for already excellent stats, such as they're nice armor save.

2.) Fire Warriors can be used statically, putting them somewhere they can view most of the field and firing at anything that moves. They can also be used as mobile bringers of death. Just shove them into a Devilfish and blast holes into anything that moves with your rapid fire. Praise the FoF tactic! With these things being said we can now go on to the controversial Pulse Carbine. A lot of people like it, a lot of people don't. Some say it is pointless to take this 18" weapon because pinning isn't good enough to replace the Pulse Rifle. Others say that it’s useful, for firing on the move and for keeping enemies down. If you do want to take them the max would probably be a 1:4 ratio of carbines to rifles. Some more daring players will take 1:2 for smaller squads. Now for the other upgrades. EMP grenades are not usually worth the points unless up against well armored foes while the Photon Grenades can negate the extra attack on the charge from enemies, which is helpful since Fire Warriors are weak against fast moving assault troops.

Part Six! Ethereal!

The great power held within the hands of the encountered Tau was incredible. Anything he commanded was obeyed immediately...even suicide.

Ya! Ethereals! I really like these guys, the concept of their inspiration for the rest of the army, and the looks of the model (well, the one that is holding up the torch thing, the crossed armed one looks ugly...  Sad)

1.) When you first take a glance at the Ethereals stat line you will notice nothing at all special about it. Then, you will probably see that he has no armor save, making him very vulnerable. Also, you will see that this model is completely useless when it comes to combat. Finally, you might notice what happens when your ethereal why take him at all!? Well, first off, your right about one thing, when it comes to combat, the ethereal is worthless, but for a mere 50 points, your army becomes more reliable and can now pass leadership tests much more easily. You can now depend on your troops to fight on, even under fire. This is especially useful if you haven't invested in bonded units.

2.) Even without an armor save, keeping your Ethereal alive is pretty easy. When deploying you can make him join a unit (making the unit fearless) or use him independently. Now, before you go shoving him into a group of fire warriors, let me explain what is good about using your Ethereal solo. If you hide your ethereal behind a static squad such as broadsides or stay-put fire warriors, your Ethereal is near untouchable since the enemies have to get past the squad, and any units ahead of them. If you play a mechanized Tau army, no problem! Just stick your Ethereal into a Devilfish and you’re done!

3.) With all this said, this makes an Ethereal a very good support unit that is cheap and effective. You will benefit greatly if you keep him alive, which isn't that hard to do. But remember this, in a smaller army, your Ethereal is less effective and his loss is a bigger blow in a smaller army (if he dies in a smaller army, your entire army faces routing and even if 1 or 2 squads fail, that’s about 10-30 percent of your army, but in larger armies if 1 or 2 squads fail that’s more like 10-15 percent of your army.) Lastly, don't get an honor blade. If you need to send your Ethereal into combat, you have failed as a commander anyways!

4.) Aun'shi is a different matter. Though he is technically an Ethereal, he has much better CC skills than a regular ethereal. (He would have to since he requires an honor blade...). But this in no way means he can go take a CC carnifex or something like that all by himself. Guard this ethereal like you would any other ethereal, it’s just that he might not die as fast and could actually help.


Part Seven! Crisis Suits!

We had no idea what the suits would do...every time we encountered them something different goes wrong. Tanks exploding, infantry wiped out, heavy weapons destroyed, you name it.

After the Stealth Suits these are probably my favorite unit. The vast amount of weapons and upgrades makes playing with them really exciting.

1.) The first thing you do when you decide to use Crisis Suits is figure out what weapons you are going to use. There are many combos out there, but you need to choose one that suits your Crisis Suits role. This is important since Crisis Suits are on the battlefield to either do designated tasks or help out those in need. So let's have a look at what you should consider.


Flamer: The flamer is not a common sight on a Crisis Suit. It can be used to take out hordes of enemies or be put into good use when you’re playing Cityfight. It has a short range so you're going to have to use it up close and personal. Still, with only the Burst Cannon as another alternative for real hordes, this thing can be pretty useful.  6-8/10

Missile Pod: Long distance and good damage, missile pods are commonly used and adored by Tau commanders everywhere. You can use them to destroy light tanks and weak vehicles and they can even destroy heavily armored targets if you've got some luck. Twin linking these almost makes sure that you will hit. Overall, this is probably the most common weapon on a Crisis Suit, fitting all situations and able to switch roles in a blink of the eye. 8/10

Burst Cannon: A medium range weapon that is used for the purpose of putting out a rain of fire towards the enemy. It is not strong enough to do any excellent tank popping or marine killing but it can be used to shoot away light and medium armored infantry, it also does great against hordes, especially if twin-linked. 7/10

Plasma Rifle: Unlike other Plasma weapons, Tau plasma doesn't overheat. This baby can be used to destroy anything with heavy armor be it termies, tanks, bikes or another heavy armored weapon of destruction, the Plasma Rifle can take it out . Though the range isn't very high, it is still a lethal weapon of destruction. It allows versatility and can be used against any army. 9/10

Fusion Blaster: This is even more dangerous then the Plasma Rifle. Though indefinitely short ranged, the Fusion Blaster can destroy a tank no matter how highly armored it is. Though suits using the Fusion Blaster are usually more limited when it comes to targets, you’re pretty much bound to earn back your points. Just keep yourself alive till you can use it. 8/10


Target Lock: This system allows a single member of a Crisis squad to attack a different target then the rest of the squad. It has its uses but not very many take it. Consider it if you have a single long ranged member in a short ranged team or vice versa. 7/10

Multi Tracker: This thing can let your suits attack with two weapons at once! If you bring to weapons this little gadget is priceless and you should cherish it forever. If you’re only using one type of weapon, this is crap. 10/10 or 0/10

Shield Generator: It keeps your Crisis Suits alive longer, a lot longer. From my statistical tests, this thing saves your butt a lot more times than what its worth. It costs a lot, but every point it worth it. 8/10

Drone Controller: It gives you drones which can help your suits stay alive longer. Depends on the situation really. I personally don't find this the most wonderful upgrade but it's up to you. This kind of got killed off after the new rules messed up shield drones but the upcoming Codex is probably going fix this. 7/10

So there you have it. Go check out some of the articles about combinations if you want. I recommend Fireknife for almost all situations.

2.) How to use your Crisis Suits? Well the most common tactic is jumping out of cover, shooting at whatever you can, and then jumping back into cover. Just make sure you take note of how far away your target is and what weapons you have equipped. What to target you may ask? Pretty much anything that your army will need help taking out...hidden tanks, assault squads that are starting to get close, whatever. That is why every Tau player has Crisis Suits in his army. They do everything! Take them everywhere and praise them with the praise they deserve. It all really depends on what you’re facing and how you equip them. There is just no definite way to use them.

Part Eight, Kroot Carnivores

The Eldar watched helplessly as a mass of the barbaric beasts ripped open the armor of their kin and started feasting upon the mass of corpses.

I don't get why so many people hate these guys. They may not rock in close combat like GW says but they're still dead useful (that does not mean they're awesome when dead).

1.) My theory of why people hate kroot so much is that at first glance, they're not all that good. They have no armor save and the special rule they have concerning the love they have for eating dead things makes them a pain. However, if you look closer you can see that for a very cheap cost of 7 points, you get the strength and WS of a Space Marine and three attacks on the charge. Add on the bolter like weapon and fieldcraft ability and you have a interesting unit to work with. Take large squads, 20 is an ideal number here. This means 60 strength four attacks on the charge or 40 bolter shots at once! And if you have more, even better! This gives you plenty of opportunities for havoc.

2.)  Lets start off with infiltrating. Once behind enemy lines, choose out targets that you have a fair chance of defeating and are dangerous for the rest of your army. Heavy weapons squads, scouts, snipers and enemies hiding in cover are some sensible choices. Just don't go charging into squads of howling banshees or a carnifex, use common sense here. Another good role for your Kroot are riflemen. You can position your Kroot in woods and make the best work of your Fieldcraft ability. Just shoot your rifles and don't worry about getting shot back since the Fieldcraft means you can see further into woods than any other unit in the game! If your think "but what if the forest isn't thick enough you idiot?" not to worry! Even if the woods aren't thick enough for you to use your Fieldcraft your save bonus means you'll last longer then usual anyways! Lastly, you can use your Kroot for countercharging, another great tactic. Place your Kroot behind your Fire warriors or another vulnerable unit. If your Fire warriors get charged, bring in the Kroot for a massive reinforcement operation. Some of you may have noticed I haven't mentioned using Kroot as a meat shield. This is because I do not believe in sacrificing these useful munchkins; but for those that do decide to do this, you may put your Kroot in front of the rest of your army, letting them take in attacks, keeping your army alive longer.

3.) Now for upgrades. The shaper is expensive, costing the same as four Kroot Carnivores (3 Kroot worth to upgrade 1 already present Kroot to become a shaper) but with 2 extra attacks and 2 more wounds. Though with the steep cost the shaper can be quite helpful. If you plan to use your Kroot for hand to hand combat then he is a choice you might want to consider. If you use your kroot mainly as riflemen then his usefulness drops a bit. If you have a handful of points left over feel free to take the shaper, he's a useful model, just expensive. The other upgrade option is available if you do take the shaper upgrade. It gives your Kroot an armor save and one extra leadership. This is again not very useful since the armor save isn't going to increase they're survivability by any noticeable degree anyways. The Kroot are great because they are cheap, don't lose this.

4.) Kroot Carnivores are in fact very versatile squads. They can be used to slow down enemies, capture objectives (the other use of infiltration), shoot down light vehicles or aid your other troops when they are in need. Just don't expect them to be alive at the end of the battle, these guys are most often as dead as the enemies they feast on. So with some smart choices and a bit of luck, the Kroot might as well become a unit which you will welcome with open arms.


Part Nine, Hammerhead

The Xenos tanks punched through our Dreadnaughts and Land Raiders as if they were made of cardboard. Chunks of metal lined the battlefield, a burning memento of our loss.

The first tank in the series, this is going to be a long article due to the fact there are so many ways to use a Hammerhead and also so many different situations a Hammerhead needs to cope with.

1.) Lets start with defensive upgrades for the Hammerhead. First we have the Decoy Launchers. This upgrades is a must since they prolong the life of your Hammerhead meaning your shortening the lives of your enemy. Then we have disruption pod. If your tank is going to stay back and snipe your enemies and you’re playing on a larger board then you might consider taking this. Very useful when your cutting off 6" from common tank-hunting weapons. Against the right opponent with the right weapons this is a very annoying upgrade.

2.) Now for offensive upgrades. The multi-tracker is extremely helpful since giving your Hammerhead this upgrade lets your tank move 12" and still fire its main weapon. Now, not only can you move further out for your LOS you can fire your gun on the same turn as well. As for weapons, let's start off with your main weapon system since it is easier to choose. The Railgun is good for pretty much ever situation. Even though you should always choose your weapons according to the opponent you’re playing, the Railgun is good against all foes. Its solid str 10 shot with AP 1 is devastating against tanks (might not hit though, its not perfectly accurate). Even after all highly armored foes are gone, your Hammerhead is still very helpful. With its submunition rounds you can use a large blast template, yet the shot doesn't scatter. It is very effective against 4+ saves and power armor. As for the Ion Cannon, though it can do very well against power armor as well, it lacks the range and kick that is dominated by the Railgun. If you plan on taking three Hammerheads (no broadsides T.T) then you could equip one to become an "Ionhead".

3.) As for secondary weapons, this is not AS easy to choose. On one end of the scale you could get the burst cannons, which are cheaper and able to blast out 6 shots with BS 4 but has a lower range and doesn't always fit the Hammerheads role if your tank is going to stay behind a shoot anything that moves. It offers a tank that is cheaper and can rush forward and pump out its Burst Cannon shots and a submunition round that is bound to slay a bunch of foes. Then there is the Smart Missile System (SMS) which costs 10 points more but has a longer range than the Burst Cannons and no longer needs to be in the LOS of enemies to fire, which is very scary indeed especially if your playing in Cityfight or a table with plenty of terrain. I'll let you choose which to take for they are both very effective for their roles.

4.) Finally, using your Hammerhead. A common way to use your gunship is to stay back away from the main lines and fire your Railgun or Ion Cannon as support for your army. You can also charge up an wipe out numerous squads if you have a Railgun and Burst Cannon. If you've equipped your Hammerhead with the SMS it can used to destroy hidden enemies or infiltrators. Now, for those that have enough Anti Tank firepower already, there is another use for the Hammerhead. Instead of using it as a superpowered gunship, you can equip it with an Ion Cannon, two burst cannons and the mandatory upgrades above. This gives you a vicious infantry ripping monster able to blast out plenty of shots and still have the Ion Cannon to get it out of trouble with more heavily armored troops (information by DUDEMAESTRO).  Lastly, the Hammerhead is a great tag-along for the FoF tactic, giving added firepower to this already terrifying tactic. So as you can see, there is no wonder why so many Tau players use the Hammerhead, it's just that good!

Part 10, Lesser Kroot and Gue'vesa

The Tau seemed to have a way with other races for many mercenaries work for the Tau, proud they are to be part of the Tau Empire.

Kroot Hounds

1.) Kroot Hounds can be used to boost the numbers of a carnivore squad and for added power in a countercharge. They add several more attacks and with eight more models for your squad...that’s one big squad. Even so, you shouldn't replace your carnivores with hounds in most situation. Being a hound, this means no gun though the model costs one less point, the carnivore is better. Still, these guys have their uses. With 1 more initiative than a regular Kroot and a special ability to pursue fleeing enemies and devour them, these guys aren't all that bad. They certainly add a few more attacks to your squad for very cheap.


1.) If you judge your units by looking at their stat line then the Krootox might strike as pretty good with its strength six and three wounds plus its three profile attacks. But if you look closer you'll see that because of its lack of save, instant killed at str 6 and mediocre gun, not many people use it. Plus the fact it costs a lot and takes up a heavy support slot is enough to make any Tau player shun this unit. And worst thing is, if your Carnivore squad contains a Krootox, they can't infiltrate! Then again, the Kroot Gun CAN sometimes be used to take out light transports such as of the Dark Eldar Raider and Ork Wartrukk. But that’s just one use.


1.) These guys are a tricky decision. Some use them as very cheap meat shields, but I dislike this option. Gue'vesa are a very fluffy and interesting concept for Tau in my mind, so I don’t want them eating bullets the whole game. With their Lasguns, these guys aren't great riflemen. No, their worth lies in their EMP grenades. If you take a full squad of six auxiliaries with EMP grenades you have a cheap 54 point kamikaze tank busting unit. After your gue'vesa bust the tank, they still have a purpose. You opponents going to try to shoot them down, wasting his ammo on these cheap guys. (kind hypocritical since I said I didn’t want them eating bullets the whole game.)

Well, there you have it, the entire WotGG series! Hope you enjoy!

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