![]() These units must shoot the same target, resolving their shots as if they were a single unit – this includes the use of markerlight abilities. Ideal Mission Commander: If this Detachment is your Primary Detachment, you can choose to re-roll the result when rolling on the Warlord Traits table.Ĭoordinated Firepower: Whenever a unit from a Hunter Contingent selects a target in the shooting phase, any number of other units from the same Detachment who can still shoot can add their firepower to the attack. Only the datasheets listed to the right may be included in this Detachment. For each Core choice you must include 1 and 10 Auxiliary choices, in any combination, and you may also include up to one Command choice. Only the datasheets listed to the right may be included in this Detachment.This Detachment must include at least one Core choice. ![]() Restrictions: This Detachment must include at least one Core choice. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.Ĭommand: 0-1 per core Contingent HeadquartersĪuxiliary: 1+ Optimized Stealth Cadre Formation, Retaliation Cadre Formation, Allied Advance Cadre, Firebase Support Cadre, Drone Network, Air Caste Support Cadre Formation, Assigned Air Caste Asset, Infiltration Cadre Formation, Heavy Retribution Cadre Formation, Armoured Interdiction Cadre Formation. Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. You can roll individually for each Wing if you prefer. If the roll is successful they all arrive. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.Ĭombined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. Restrictions: All Units must have the same Faction.Īir Commander: Pick a Wing Leader from this Detachment to be its commander. Games Workshop has a good idea on what the Tau Empire is, but they still need to work out a way to make them powerful without destroying the fun for opponents.īelow you find all the quick reference material you need to build an competitive or fluffy Tau Empire army. The Tau Empire though is often a bridesmaid of competitive 40k, constantly feared, but often defeated by most hard counters. The Tau Empire have very powerful units like the Stormsurge, and the basic Crisis Suit with the help of the Dawn Blade Contingent. Who doesn’t like three Riptides shooting twice anyway? Then we have the controversial Piranha Firestream Wing Formation which creates tons of Drones to annoy almost everyone. The most ubiquitous is the Riptide Wing Formation, found shoehorned into a tons of armies. This is a general rule, as Stormsurges and Farsight bombs can do some work in close quarters.Ĭurrently, the Tau Empire are relying heavily on a few very powerful Formations to be competitive. On the flip side it also means the Tau Empire folds like a house of cards once any unit reaches Assault with them. It though means at times a very unfriendly experience for an opponent, as they are driven mad by having no interaction being blown off the board. Games Workshop has kept to there guns, making the Tau Empire singular in that excellence. ![]() It doesn’t matter that the Tau Empire are derivative, the sales prove it is a winner.Īs for play style the Tau Empire have always been about one thing: Shooting. ![]() The Asian inspired theme and look have played very well to a whole set of players Games Workshop wasn’t reaching. The Tau now known as the Tau Empire, have consistently been the second most popular army since there original release, now over 15 years ago! The Tau Empire more than any army don’t look like the 41st millennium, and that is a very good thing. Tau Empire Tactical Summary as of 10-26-16 ![]()
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