Hi Guys,
Figured I would return and get the ball rolling like I did in 5th ed. This is to be a tactica thread for the discussing and sharing of ideas and experience. Please keep this in mind and that what I am posting is purely my take on where the Tau stand with the new rules. If you disagree, then please do so politely.
6th ed is a pretty big change and will require more adaptation of our armies than a first glance would suggest. To help speed up the adapation process, I am creating this thread as a form of reference to be used until the Tau get their update(Guessing within 1&1/2 years, am hoping for April next year to make a clean 7 years of this one but won't be suprised to see them post-poned until April 2014).
There will be First, a brief overview of how I think that 6th ed will effect the Tau. Then Second, discuss where the wargear and units stand. Third, will be to finish with some build ideas and table top tactics.
After that I will leave the floor open for others to add/discuss new options.
*Colour Key:
Yellow = Item or unit changed by 6th ed to be improved overall
Orange = Item or unit changed/affected by 6th ed but, overall stayed about same or remained useful/points efficient(Well as pts efficient as anything in this old 'dex can be). Basically moved laterally.
Red = Item or unit changed to be worse overall and/or now possibly questionable choices. (Also used to remove mistakes)
Cyan=Acknoledgements, annoucements and Headings.
No Colour means no real change
6TH ED
I am very positive about 6th ed. It is designed in a manner that works very well with the Tau style of Ranged Mobilty Combat or Manoeuvre Warfare.
The positives are an increased focus on shooting(Overwatch and reduced cover saves), unit positioning(New wound allocation of closest models) and 2 out of 3 deployments will allow the Tau army to actually benefit from its agility.
The negatives of 6th ed, so far, are increased movement and that most othe armies received one of the Tau's signature tricks(Shooting effectively on the move).
After a few games, I feel confident in saying that the 5th ed Tau style of castling is only viable for 1 turn in the "Hammer and Anvil & Vanguard Strike deployments and completely useless in the "Dawn of War" deployment. We are going to have to actually move our units from first turn on in most scenarios/games. Again, this is a very different edition that not only significantly changed the Tau but also our opponents armies. New tactics will have to be developed to deal with not only the increased biker, jump and the new flyer lists...but also the new game restrictions on how much of your army can be reserved.
BATTLESUIT WARGEAR
1)
ASS- Broke even because of new S&P. Yes, you now move normally in the movement phase but the S&P
USR prevents the unit from both running and/or using Overwatch in the turn that you use the ASS. This and Snap-fire mean that the ASS is not an automatic choice for Broadsides.
2)
Blacksun Filter- Now negates Night Fight completely and whole unit benefits from one model equipped with such.( Huge buff to Broadsides, Hammerheads, Fire Warriors and Pathfinders)
3)
Bonding Knife- Better, but not really needed for units numbering 8 or less. New regroup rules are no negatives until unit is under 25%. At 8 models that means no penalty until only one model left.
4)C&C node- Still useless/gone
5)
Drone Controller/Drones- Drones just became much better for Tau teams. They can perform "Look out Sir", be placed to where they almost always are the closest model for wound allocation and.....................The new Sweeping Advance rules allow the unit trying to escape to use the highest single initiative in the unit. Drones with their I4, just gave the Tau an even chace of escaping most
SM's.
6)
Ejection System-Now good for saving a couple of
VP in missions that give bonus for killing warlord. (Especially with Challenges)
7)Failsafe Detonator- Same as before.
8)
Iridium Armour- Big Buff, rule changes just made 2+ save much better.(Most
PW's are
AP 3 now). Still keeps the
D6 assault movement, (so no
2d6 2+ armor assault).
Thanks to Luford for pointing out that I had failed to note the movement stayed the same here.
*Note-Needs faq-ing due to old wording in the rule.
9)
Markerlights- Can now Snap Shot while moving but can not help boost other models Snap Shots. Kind of broke even here until we get a new
Faq or rulebook.
10)
Multi-tracker- Still the same and is useful depending upon player build philosophy. Actually, with Snap Shots, this wargear is now in a tight race with Twin-linking as to being the go to trick. So its the same old question, more dice or re-rolls.
11)
Posi-relay- New reserves rules leave this wargear not quite as useful. I have taken this item religiously in 5th ed but, now view it as optional.
12)Shield Generator- Same as before but less needed due to Look out Sir rule. (Shield and gun drones just got that much better.)
13)Stimulant Injector- Went sideways here.
FNP save was nerfed from 4+ to 5+ but is now good against
AP 1 & 2 weapons. Only Insta-death blows through
FNP now. Up to player build philosophy here.
14)
Target Array- Target arrays are not allowed to modify snap-fire/overwatch. Otherwise are the same.
Reason for this is that it ADDS +1 to
BS but the rule book states that Fixed values are applied last.
Thanks to DKvistS for noticing the modifier rules wording here.
Due to the
TA's not improving Snap Shots, I'd say that they almost broke even in this ruleset except that Twin-linking, flamers and multi trackers got a lot better. In the competition for Hard-points on the crisis suits though, I feel that they will be used less in this edition.
15)
Target Lock-
Huzzah, the lost the Target Lock was an error now corrected by the 1.1 faq. The Target lock is now basically unchanged but does become a bit more useful in 6th ed due to units using the ADL gun emplacements.
16)
Vectored Thrusters-A little better. Now the whole unit might Hit & Run due to the new rules. There is a question as to whether the restriction on the unit being
IC or single model only applies to purchasing or does it in fact limit the model to only having H&R when by itself.
Thanks to Tun-Tau for catching this one.
VEHICLE UPGRADES
Blacksun Filter- Now negates Night Fight completely and whole unit benefits from one model equipped with such.( Huge buff to Broadsides, Hammerheads, Fire Warriors and Pathfinders)
Decoy Launchers- Improved but, depends on the
AP of the Weapon that Pentrated and if you are playing Big Guns never Tire Mission,
It comes down to just how many points should be invested in something that "IS" most likely going to be wrecked(Glanced to death).
Disruption Pod-
Huzzah, 1.1 Faq made these rediculously good. The Dis pods now confer shrouded onto the vehicle for hits from shooting attacks more than 12" away. This stacked with the Jink save, that flat-out happens in the movement phase and that sensorspines allowing the vehicle to make use of terrain for cover and we now have the games most durable mobile shield wall for our troops units.(In your face all of you naysayers that told me the dis pod would never change to the shrouded rule

)
Flechettes- Stayed mostly the same but with wounds coming from the front and random charge length, there may be an occasion where the assault will fail due to wounds caused.
Multi-Tracker- The new move and shoot rules combined with the multi-tracker puts us back at 4th edition level of fire power.
Sensor Spines-Mostly the same but can greatly increase the vehicles survivability and with the new Obscured/cover and terrain rules.
Again, How much to invest.(May Improve to yellow later.)
Target Array- Stayed the same.
Target Lock- Stayed the same but are better due to the new vehicle movement and shooing rules. Multi-trackers and Target Locks allow the Hammerhead to be more mobile/aggressive.
WEAPONS
Airburst Fragmentation Projector- Stayed the same. Note- Can not be used for Snap Shot or Overwatch.
Burst Cannon-Got a little better this edition because of its volume of fire and the Overwatch/Snap Shot rule. The only real negative is that the Tau already have plenty of S5 AP5 weapons. I'd say that they are good on the units that already come equipped with them(Stealth Teams, D-fish) and on the Hammerhead. Not so much on Crisis suits unless doing the 3 weapon load out on a Commander/Team leader thing.
Cyclic Ion Blaster-Got better this edition because of its volume of fire and the Overwatch/Snap Shot rule. Now makes for very good pairing with either the Plasma Rifle or Burst Cannon.
EMP Grenades- Buffed by new Assaulting Vehicle rules. Must remember that until we get a
FAQ saying otherwise, EMP grenades are not the same as Haywire and as such do not have the ability to be thrown. For now they are weaker and more expensive versions of Haywires that don't get to use the special rules for Haywires
Flamer- Overwatch makes this the perfect anti-assault weapon for the Tau Crisis suits. Take as the secondary weapon when buying Missiles, Fusion or Plasma if you are aggressive with your suits.
Fusion Blaster- Improved by the new Deepstrike rules that allow better survivability for teams equipped with them.
Kroot Gun-Improved by new Rapid Fire rules and the Overwatch
USR
Kroot Rifle-Improved by new Rapid Fire rules and the Overwatch
USR
Missilepod- Roll changed to glancing vehicles to death. Aside from this, remained the same.
Ion Cannon- Improved by the glaces/Hull points rule. Hurt by the AP3 vehicle chart. Overall an improvement.
Photon Grenades- Better. Might need to be taken due to the amount of time
FWs will spend outside of their transports
Whoops- The entry for Defensive grenades does indeed specifically mention Photons.
Thanks for catching my mistake Jadenim. 
I missed it the first time around
Plasma Rifle- Stayed same/broke even for the Tau. Might see more use due to overwatch and that terminators will be more prevalent.
Pulse Carbines-Lost effectiveness compared to other weapons available
Pulse Rifles- Improved by new Rapid Fire rules and the Overwatch
USR
Railgun-Reduced vehicle coversaves and the AP1 damage chart overall means that the weapon has improved..
Railgun (Hammerhead)-Reduced vehicle coversaves and the AP1 damage chart makes for an overall improvement compared to other
AT weapons, The new rules for Blast weapons makes it even better.
Rail Rifle- Slightly improved by Overwatch/Snap Shots. Still feel they mostly broke even because of the handi-capped manner in which we get access to them and with the loss of the target locks on the teams that could take them.
Seeker Missiles- Stayed the same due to
faq stating that Markerlights effects do not work during Shnap Shot/Overwatch.
SMS- Marginally better, because the defensive weapon rule is gone. Also think the Focus Fire rule will help for shots on an enemy units back end when they leave models straggling outside of cover. opponent will leave a unit front half in cover, back half out of cover trusting in the Front to back wound allocation and that you don't have
LoS. (This of course is mainly good against
GEQ and hoardes.)
UNITS
Broadsides- They got better in this edition
and are now great with the return of their target locks. The abiliy to move and Snap Shot means less reliance on the ASS. Put a Blacksun filter and Hard-wired Target lock on the Team Leader, take multi-trackers as the Teams wargear and sprinkle in two shield drones, Presto, you've got a much better unit than before.
Crisis Suits- They about broke even in this edition. With new regroup rules teams of 2 or 3 are both good/efficient points wise.
Pros:
1) Can assault move after deep strike.(Makes deepstriking better in general and allows for safer use of Fusion Blasters).
2) Can Assault move after Run move. Aside from walkers Jet-packs are the only unit that can now do this. (Potential total movement is 9"-24" if not shooting, This mean that if we really have to get somewhere we average about 16" instead of the old 12"
XXX DOH- Unit does not get Hammer of Wrath.XXX
Thanks Pottsey, I read the Jump-infantry section like the one in 5th ed where they were Jump-infantry with different movement.
Cons:
1)Everybody can shoot full distance on the move now. This means that the crisis teams with their 18-24" range weapons will almost always be in rapid fire range and thus subjected to much more small arms fire than in the past. (Plasma just became as good of a friend to our enemies as it has been to us. This is a big nerf,
IMO)
2)Unreliable movement.
2d6 assault is just not reliable for the purposes of how the crisis teams are designed.
*The two negatives combined mean that now, if we roll good and fall back to where we are safe, it means that we won't be in range the next turn.
Devilfish- This is tough. I'll say that they went sideways here. Didn't really lose any ground compared to other armies transports. Just a less survivable enviroment for vehicles overall. I would say that it has been buffed by that it can now, when equipped with multi-tracker, move 12" and fire everything. But, being limited to S5 AP5 short range weapons and a moderate # of shots just means that it is only good for shooting small light infantry squads and AV10. This edition looks to be favouring more Horde, Heavy Infantry and AV12+.
Note*-On the bright side, the Jink save stacks with the now Faq'ed to be much improved Disruption pods stealth on attacks from more than 12" away. This means that when equipped with dis pods and sensor spines, the Tau vehicle will get 3+ to 2+ coversaves for most of the game. It is for this reason that the D-fish is now rated as improved.
I suggest being be aggressive with getting your troops where they need to be while you have the transports. Once they are in assault range they will fold like a cheap card table.
BTW, Jetpacks have the bulky rule which mean they count as 2 models for purposes of transport........Will have to see if the rulebook restriction gets faq'ed out later.
Fire Warriors -Much Improved with the new Rapid Fire rules and with Blacksun Filters on the team leader helping the whole squad.
With how easily transports are popped in this ed(Necrons) I recommend the Shas'ui Team lead with HWbsf and possibly a HWdc w/gundrone. Bonding knives are mostly unnecessary until the team numbers 9 or more models.
Hammerheads-Both Ion Cannons and Railguns are better under these rules. Also, It is back to its 4th ed goodness of moving 12" and firing everything when equipped with the Multi-tracker.
Down side? Much like the Devilfish, "How much do you want to spend on a model that is easily glaced to death by Gauss weapons, Auto Cannons and missile spam ?".
I see many players opting for 2 broaside teams of 2 and one Ion head in games under 2000 pt.
Note*-Hammer head is now much more viable due to the 6th ed 1.1 faq concerning disruption pods. Look at 2 hammerheads with 1 squad of 3 broadsides in larger games.
Kroot- Buffed by the new regroup/sweep advance rules and the new
RF rules might make the Krootox viable .
Nerfed by reduced cover save and the new template rules.
I'd say that they about broke even.
Pathfinders- Improved with Snap Shot and that the markerlights won't have to focus as much on removing cover.
Their Devifish is more of a limiting factor now and will most likely will take some different wargear.
Piranha *Upgraded due to 1.1 faq.* Between the new vehicle squadron damage allocation rules, disembarkation rules and the new Disruption pod
faq, The Pirahnas are pure win.
*Note-Gun drones have to disembark before the vehicle moves if you want to move the vehicle/squadron more than 6". On the bright side, they disembark up to 6" away from hull and can still run and assault move.
For now, Piranhas continue to be the most efficient use of flechettes.
Sky Rays- NO SKYFIRE as of yet.
WTF? Will stay rarely played until they get a purpose that makes them worth taking.
(If
GW is listening, think razorbacks style transport for Pathfinders)
Sniper Drones- Overall Improved.
(Now even better due to the 6th ed 1.1 faq returning our targetlocks) Stealth Field Generators now convey the Shrouded and Stealth
USR's while losing the 2d6x3 spotting distance. Will have to see if using the new wound allocation (By castling/shielding the
FW/drone controller inside of his sniper drones) makes the team more survivable than before.
Maybe place them on a table edge or with back against a
LOS blocking wall.
*Note-Could now be the Tau unit of choice to man the ADL gun emplacement in non allied armies. Will have to see how they work versus other options.
Stealth Teams- Lost the can't be targeted outside of 36" and their target locks but gained +3 to cover and have 4+ cover in the open. Much better survivability but begs the question,"Give up an elite slot for more S5 AP5 shooting?". May be usable as protection for the commanders. Will revise later after some play-testing.
XXXJetpack units do not have Hammer of WrathXXX
Edited correction. Thanks Pottsey and elrabin.
(Feel kind of meh here until stealthsuits get other weapon options. Will try and see how works with glancing and other rules and will revise later.)
Vespids- They are improved and never have been really bad. The question is are they good enough to compete with the other choices in the
FA slot. They got closer with these rules but not quite there yet,
IMO. I say try them after you've bought your Pathfinders. They are fun for killing
meq's.... .
BUILD IDEAS
A) Fire warrior Teams with a model count of 8 or less, can easily do without Bonding Knives. Spend the points on the cheaper
BSF. Even at 9 models, you don't get under 25% until the unit has only 2 models left.
Recommend
FW teams of: Shas'ui w/ hwbsf & hwdc+gun drone and 5-6
FW.
B)Twin-linking of certain weapons on battlesuits make them more effective on shooting and painful for your opponent to assault. (My suggestions are to Twin-link Plasmas, Flamers, or Missile Pods.)
C)Flamers are a good choice for Crisis Teams equipped with Fusion Blasters. Up to the player whether they want to twin link the
FB's or the Flamers. Both have their benefits.
D)Take Photons Grenades because of how much time the unit will spend outside of their transposrts. Buy EMP's for the Team leaders only if it is allowed(You can buy emp's for the whole team but this eats up a lot of points).
E) Sticking an Ethereal in with one of your Broadside teams will make them Fearless. A chancey move but if you move your army up, you can mitigate lossing units if he dies. (For you sickos that want to kamikazi the ethereal If you stick him in front he takes all the wounds for the unit until dead...

Just make sure that you have a leadership buff to that unit. Shadowsun might be worth while in this situation.)
F)Joining a Crisis commander or two to a Stealth team looks to make for a fairly solid unit. (Hint: Play around with the Special issue wargear and 1 Shas'O and 1 Shas-
el. Failsafe detonator on one and Vectored thrust on the other (If Vectored thrust can join other teams)
G)Look to build more infantry oriented lists with minimum transports
(1-2 Pathfinder D-fish and 1 Hammerhead)
H)A unit of 10 Kroot and 2 Krootox fit into a Devifish. Have them jump into the Pathfinder D-fish while leaving your
FW out on foot. Get the Kroot into position to
RF the Kroot Gun on some rear/side armour and disembark.
I)Piranhas are nice but if strapped for points, remember your Gun drone squadrons.
J)Drones are much better(Duh), but not just the ones on controllers but also the independent gundrone squadrons. Here is my point:
Take 2 Crisis Commanders w/ a shield drone each and join to a gun drone squadron totaling 4 drones , (You can do this with regular commanders. It is also a way to run Farsight Cheap but if you do, put to shield drones on the other commander to keep the unit at T4 ).48 points for all those ablative wounds without tying up a crisis team by having them on Baby sitting duty is nice.
K)On your Crisis teams, don't hesitate to run them at 3 strong(With at least one drone). Your going to want to have that upgrade character that can occasionally challenge and force the opponents
PF guy to only killing him.
L)When building your teams with Missile Pods, design them to lay out 3 glances a turn if unsupported by markerlights. This is because the pathfinders are going to be moving (hopscotch, one team on one turn and the other on the next turn.) With the
PF's moving they are going to generate only a 2-3 hits a turn with 2 teams of 5.
M)Stealth teams are better but still a lot of points and an elite slot for something that just doesn't have that much damage output. The best use I've found for them is to take 3-4 stealthsuits, one with
FB and a Team Lead w/ 2 gundrones, then have them escort a crisis commander that is equipped with a
FB and TLBC. This is a solid line-blocking unit that has decent anti-tank.
N) With Tanks being so easily glanced to death in this edition, I think that the Tau are stronger as a foot/jump list. In an 1850 point list, outside of troops, I'm looking to run maybe 3 Crisis teams, 2
PF squads(Gives 2 DF) and one Hammerhead(Ion or Rail, both are good). Then run 2 broadside teams of 2 with Plasma, shield drones and multi-trackers.
Will edit add/remove suggestions depending upon how things evolve.
BUILD IDEAS-ALLIANCES
The First that I would recommend is a simple alliance of Tau and Eldar.
Take a Jetseer w/ Fortune, Doom and Guide. Add Spirit Stones, a Singing Spear and put into a Guardian Jetbike squad that has 6 Guardians and a Warlock (with Embolden, Destructor, or Enhance.....take your pick). Done.
From there you can bring in a War Walker Squadron or a unit of Harlies to baby sit the Broadsides. Really you can do a lot from this starting point.
*Note, if choosing Psychic powers for the BRB, The divination table seems to offer the most chance for force multiplication.
BTW, Eldar are the best choice for manning your fortifications (I suggested some unit combinations in the Fortification section that follows this one).
Based upon recent Feedback, Farsight is prettygood when combined with allies. Lets hope that they remove the madatory point limit so that he can be taken as the ally as opposed to having to be the main force.
*Note- Due to personal prejudice
, It will be up to you guys to come up with SM ally suggestions.
If you guys come up with something good, I will add it in to this section.
IHateNids wrote:What, you mean a Tac Squad w/ Lascannon, Flamer & Razorback? Combat Squad the Lascannon into cover with some Broardsides, the Flamer onto an Objective, drive around going 'pew pew' with the Razorback. Topped off with a TDA Captain w/ TH/SS Nators in a LR?
or have i completely missed the point?
Ah, I think you nailed it pretty good IHateNids.
Will bring more ideas, soon. Please feel free to discuss here. Anything good that we come up with will go into the Tactica list with credit given to those that contributed.
BUILD IDEAS-FORTIFICATIONS
After much consideration,
IMO, the Tau should only look at the Aegis Defense line.
I will admit that my reasoning for this is in part due to the Tau fluff of not valuing such fortifications.
The other reasons are that the Aegis line fits the Tau playstyle and will probably work better with their Eldar Allies*.
*Put a Fortune/Guide Farseer joined to a Ranger Squad(Have the Farseer manning the gun)
or
take 3 Dark Reapers and upgrade the exarch with Fast Shot and maybe Crack shot. Drop farsser in to twin link the Icarus that is now either Heavy 1 ignores cover or Heavy 2.

Enjoy.
ON THE TABLE
Warlord Traits- Roll on either Commander or Strategic Traits list. Personal traits have no real value for Tau armies. Many of you are stating a preference for the Strategic traits, I am leaving the Commander traits as a suggestion because,
IMO, it offers just as many buffs. It is a matter of playstyle.
In Dawn of war you just cannot castle up. the new improved movement, fly over abilities and tesla make doing so almost an auto-lose. The other deployments give a bit more breathing room but, seriously, mobility is the name of the game in 6th.
Reserving 1/2 of your troop choices and maybe a heavy against shooty or non-horde armies can help to give you some walk on objective seizing units later in the game. Use the Posi-relay to hold them back while you start moving your army away from your deployment zone objectives or be prepared to move out in the first turn. This is to draw the enemy away so that you can bring the units on safely and maybe create a cross-fire situation.
Full Ninja Tau is dead in this ruleset. This is due to limitations on how much of your force you can leave in reserve. Instead you use the Posi-relay to contol when a few key units hit the field.
Remember that now your Kroot are now deadly when assault rear armour 10. Crisis suits are good to glance rear armour 11 if your shooting fails you.
Units with 4 drones taken as wargear should deploy and position themselves with 2-3 drones in front and at least one in the rear. this means that if your team is assaulted and then looses the assault, you get to use I4 in the sweeping advance roll-off.
Take basic Team leaders (Shas'ui/Shas'vre) in your units. In assault they can challenge. If the opponent accepts then they fight seperate. This is a way to keep that one CC monster hidden in the plain Jane unit from wiping the whole squad with his 8 re-rollable PW attacks.
Imo, we are back to using Kroot to deal with the Necron Lords and basic troops. The easiest way to make sure that a Lord doesn't get back up is to have the spot were he fell covered by your units. seeing as they get back up at the end of every phase, this means that you have to either assault him or run a unit onto the spot he fell after you drop him from shooting. If the lord cannot be placed within 3" of where he fell without being within 1" of an enemy model, he cannot attempt to repair protocol.(Just an idea)
There are more ideas and tricks that I use but is getting late and want to let you guys start to discuss/comment and add your views/ideas.
Please, no Tau bashing, trolling or such. I want for this to be an open discussion and a thread for sharing of ideas of how to make an old codex work until it gets updated.
Last Updated on 10 Sep '12