Tau Melee Units, We simply do not have an equivalent to such a unit. Granted it is in the shooting phase and you have to survive one round of enemy melee but it is a tau way. The only hero that works ranged is the Tau Commander. I am quite new to 10th and Tau but have done a fair amount of research into what is meta in Tau. Wings Note: If you happen to be reading this article to learn how to play against Tau understanding how to unpick this ability is very important. With the rule "For the Greater Good" (FTGG), it is important to pair units to buff some of the hard hitters. Note that while the keyword for having FtGG is Tau Empire (ie, the faction) both units chosen need to have the FtGG ability to be chosen to be Guided or Observer. A lot of tau units are at once generalists but also more fragile than that of the other races. Tidebreaker Counter-attack: If this unit is charged by an enemy unit, in the same turn that the charge was declared models in this unit can re-roll failed hit rolls for melee attacks. Their weapons have great range and damage, but limited unit vision and lower innate accuracy will have units struggle on their own. Only the greatest heroes T'au Empire Units Tier List in 10th Edition Warhammer 40K - Strongest and Weakest Tau Datasheets? From heavily armed battlesuits to fast-moving skimmers and versatile infantry, Tau players have a wide range of options at their disposal to achieve victory on the tabletop battlefield. A Fire Warrior is a member of the T'au Fire Caste and thus serves as the primary infantry unit and the core combatant of the T'au Empire's multispecies armed forces. It should be special, like Farsight, or require some specific combinations of units (would work for Kroot). So i'm considering starting a t'au army, and from what I have heard from every source is that t'au will crumble when they get into hand to hand combat. Whilst you’re only WS 3 and with 4A, this is still a pretty nasty deterrent to elite melee units or Characters, as even if only 2 go through that is most things dead. In addition, there are the Kroot and Vespid units that can stand their ground in melee but require support from the cannons of the Tau to survive encounters with melee specialists. A gallery of Tau Empire miniatures produced by Games Workshop and Forge World the [FW] tag indicates a ForgeWorld resin miniature. Kroot Hounds-The Kroot hounds are the more advanced melee squads for the Tau. With much of the Warhammer 40kuniverse locked in perpetual, blood-soaked stalemate, and most of the galaxy’s mightiest empires on the wane, the T’au are the outlier. So potentially the Tau could be the strongest army in the game or they could be the worst possible army. They are only aquired through the Kauyon command post, which was explained earlier. I think buffs to Kroot melee units would be the way to go. Let's talk about the strongest Tau units in Warhammer 40K more The outer face is a hard, ultra-dense nano-crystalline metal veneer bonded to an inner layer of high performance, thermo-set, molecular polyethene. Somewhat exacerbated in that many of the best combat units do their best damage at very close range, where they're incredibly vulnerable. Additionally, the force-multipliers that are available to the Tau are most useful when understood and employed well. Melee isn’t always about how much you kill, it’s about controlling the board and limiting your opponents options. This unit may be accompanied by up to 2 drones chosen in any combination from MV4 Shield Drones, MV36 Guardian Drones and MV36-X Protector Drones. Today we are finishing off the series we started a few weeks ago by looking at the T’a… Many of their units are capable but unexceptional marksmen – on par with ordinary human soldiery – who improve significantly when paired with another allied unit to guide their shots, and allow their comparatively powerful weapons to make short work of enemy troops and armour. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. ” Apparently only the T’au have mastered the art of Gun-kata. -The Tau Commander can deal out a lot of range damage in a short amount of time. Limited Wargear: Battlesuits lost their toolbox versatility, now coming in smaller units with semi-fixed loadouts. true First, keep in mind that any unit that is firing on the move has crap accuracy, something like 20%. The forces of the Greater Good are in the ascendancy. Fire Warriors are efficient, professional soldiers. What the tau need are more ways to interact with positioning and maneuverability. Imagine a squad of Tau and Gu’vesa volunteers for example with bayonets and swords as a frontline melee unit; sacrificing themselves for the greater good to protect squishier but tactically more valuable elements like strike teams and ethereals in close combat if necessary 2CP For the Fallen: When one of your T'AU EMPIRE INFANTRY, VECHICLES or BATTLESUIT units dies in melee combat one unit, excluding aircraft, in range of "For the greater good" can shoot at the enemy who killed the allied unit in melee. Since I'm a guy that mostly plays with friends that are fine playing with homemade rules and units, I thought about imagining melee units (especially battlesuits) for Tau to add in an army. That said, Ethereals are support characters, not melee fighters, so you'll only ever seem them supporting other Tau soldiers, which pretty much only use long ranged weapons, so their melee ability rarely pops up. Barrier drones sound interesting but I'd see rules abuse. If the enemy does get in close with your Fire Warriors and Pathfinders, they’re gonna die. The whole stay adapt and should therefore see the need for melee doesn’t make any sense either since in a real battle there aren’t any arbitrary points they would have to take. Sure, you'll get a bit of ranged DPS out of your Lord, but he needs to get in the thick of it. -The Tau Commander isn't good at Melee, and is one of the worst Commanders to use Melee in. Your units will also be expensive, and expect long waits for your buildings to be constructed, because Builder Drones only build stuff slowly individually. Even if you aren’t a melee army charging Tau can help – it stops Broadsides shooting for a turn, and forces their other units to at least move and be unable to Kauyon. They move 6″, which is standard for an infantry unit, and have weapon skill 5+ and ballistic skill 4+, both common to virtually all Tau 9th edition is out in the wild, and with it a whole raft of changes to the factions of Warhammer 40,000. Ethereals use melee, normally for duels to sort out disagreements, but their main weapon (and only weapon actually) is a melee weapon. Especially in late game, when opponents have more sophisticated infantry. Aug 10, 2023 · Tau in 10th Edition is an army that can choose between a control playstyle that baits opponents into difficult positions before delivering a killing blow or one that focuses on maximizing damage with as many efficient guns as possible to overwhelm armies that spend hundreds of points on mission playing tools and units. T'au Battlesuits incorporate many different types of T'au weapons systems and armour and are the foremost sign of reputation and honour amongst the warriors of the Fire Caste -- they are the apex of the T'au Empire's military technology. Breachers are the shorter-ranged version of the Tau basic troop. The Basics The Tau are a race almost entirely focused on ranged combat. The Observing unit gets nothing, but they’re free to shoot any unit they want, whether it’s been Observed or not. I'm thinking about making a tau list that is entirely focused on melee. Tau are the worst in melee for sure but being in melee is sometimes the best option. So I saw an amazing image of a tau soldier wielding a smaller fusion blade and thought a farsight only melee elite unit for tau would be a fun idea. The Tau lack heavy infantry in their Troops slot, as well as elite melee units; Chaos Space Marines, Necrons, Loyalist Marines and the like all provide such units in ample doses. Krootox, knarlocs, hounds, and even the kroot infantry would make a really cool “melee wing” to complement an army of ranged Tau. Wahapedia: Warhammer 40,000 10th edition, T’au Empire — Strike Team (unit characteristics, wargear options, wargear profiles, abilities, unit composition Take a close look at the T’au Empire Breacher Team and how you can use them to your advantage. Even a couple of Intercessors would cause problems for most T’au units. WHEN: Your Shooting phase. Their battlesuits can now fire their weapons even when in Engagement Range of enemy units. Secondly, IIRC, you need to drop Flayed Ones into the Fire Warrior lines and throw in some of those spider-vehicle fuckers to disrupt melee Frequent melee combat is purely an artifact of a game with extremely compressed distances, arbitrary table edges compressing distances even more, IGOUGO making your whole army stand idle while melee units charge, and the near-complete elimination of point blank shooting. Jan 23, 2026 · Glorious Melee is your Bane: Fragile for cost, which often limits flexibility. Proper scouting and efficient marking of targets are essential - you will need to have units work together to get the most out of the Tau arsenal. Understanding The Greater Good The Tau are primarily ranged based troops, though they have Kroot to assist them and fit the Niche of melee combat. Don't miss all the new Tau 40k Unit Datasheets & Army Wide rules for their updated 9th Edition Warhammer 40k codex. For example, a heroic charge by some fire warriors to hold up an enemy unit while your suits blast something else. =P Let's talk through the units of the Tau Codex in Warhammer 40K 10th edition -- Patreon Page -- more Melee Tau? Do you think Tau will ever get some kind of decent melee unit? Like melee crisis suits units or something? I know, it's so bloody primitive but the pesky Imperium keep getting into melee range 40k 18 Sort by: Most armies have a powerful melee unit that players can march up the board in order to contest the important centre objectives. Weaknesses Melee – Tau are famously bad at melee combat. Melee suits and melee Tau in general would really make no sense from a lore standpoint. T’au players can’t rely on defeating an already-weakened opponent in the Fight phase. I'm wondering what units are ok or even good at melee? I want to get a tau army in 40k and I want a elite, melee focused tau army with almost entirely battlesuits. Community content is available under CC-BY-SA unless otherwise noted. Only tested once against some world breakers and was actually pretty balanced, but I wanted to hear what you dudes had to say about it! Balancing ideas, names for the unit, or just any other ideas! Each model is equipped with a stun spear and a shield generator. Your operatives hit on a 5+ and only do 2/3 damage with their fists, so you want to avoid being in melee combat. . 2CP Neuroweb System Jammer: Use this Stratagem at the start of the enemy Shooting phase. This blue-skinned Xenos race evolved on an unassuming planet, with so Sep 12, 2019 · The Tau openly recruit other races into their army either as auxiliary units or mercenaries. They play a bit like Imperial guard, but with an even greater weakness towards melee combat and much better ranged firepower. The Tau Empire and its allies such as the Kroot and Vespid utilize an array of high-tech weaponry: NOTE - this list does not include "named" weapons (ie character-specific weapons). In this section, we'll explore the key units of the Tau Empire and their roles in the Greater Good's quest for galactic domination. A T'au Battlesuit is an advanced, powered, combat exoskeleton that forms an integral part of the T'au Fire Caste's military forces. With Tau you need to support even your power units in order for them to earn their points and carefully pick key targets to be eliminated one by one, since the new codex really emphasizes the unity and synergy of your forces. A young civilization very much on the rise, the T’au have come a long way in a comparatively short period of time. As the Tau Empire steps into the 10th edition of the game, the codex promises to revitalize this faction with fresh rules, updated units, and a refined playstyle that reflects the evolving lore and battlefield dynamics. Oh! Krootox are alright, keep them in reserve, come on a board edge and beat people to a pulp with Chicken Gorilla's, also our recently legend'ed Gnarloc Of you want a very tau melee consider breaches using point-blank-volley. Tau are supposed to suck at melee, I'd prefer alternative ways to deal with units up close, like circumventing melee. Wahapedia: Warhammer 40,000 10th edition, T’au Empire army rules, detachment rules, stratagems, enhancements, faction expansions. Weapon Stun spear (melee) Range Melee Type Melee S User AP 0 D 1 Abilities - Stun spear (stun) The new Warhammer 40k Tau codex is here– from Stratagems, Datasheets, and army rules; this is our review guide on how to play them. So I am wondering : if you were to design a Tau melee unit, what would you do? What do you think would look cool and fit with the rest of the army? Today take a look at some basics of how to play and get started with Warhammer 40k 10th Edition T'au Empire. Tau Commander Recruited at Tau Barracks Unit Type: Commander Unit Cost: 250 , 55 Effective vs Infantry, Heavy Infantry -Limit 1 -Base HP: 1000 -Base Morale: 700 -Base Melee Damage: 100-120 -Base Ranged Damage: 100-120 Weapon Upgrades Heavy Flamer Cost: 50 , 25 Base Damage: 20-30 -Effective vs Infantry, Morale -Ignores Cover The Kroots carnivores, being the basic melee units, do have an upgradable option to leap into the battle, closing the gap and engaging the enemy head-on. My dream scenario for Tau would be to be able to field them as a multi-species army where each alien race has a niche to fill, like the Covenant from Halo. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1. They are well-equipped,and their absolute belief in the Greater Good and their fanatical trust in the Ethereal Caste makes them deeply determined soldiers, grim in defence and The new Warhammer 40k Tau empire codex is here– from Stratagems, Datasheets, and army rules; this is our review guide on how to play them. Redeployment, the ability to move off and on the battlefield, the ability to stay in reserves longer, scoring options around positioning, etc. Your guide to why the Tau Empire army fights for the greater good in Warhammer 40k, and how to master Riptides, Battlesuits, and the Farsight Enclaves tactics! Those who think they can make easy prey of a battlesuit in melee will quickly become the target of point-blank gunfire, crushed underfoot by these surprisingly sprightly suits. I feel that the biggest weakness I've found of theirs is their inability to deal with psykers and not their fragile melee units 1 Tau are legal·9 Tau are not a melee army, we have few to no options to be ok in cc Fusion Blades on a Commander, and Veteren Crisis Suits for Farsight Enclave which have some fun strategems are alright choices, but they'll die vs anything melee orientated. But I won't surrender, I'm thinking of making bigger squads (more than 5 soldiers per unit) taking less drones, using the Devilfish I have to move the troops) but I can't figure out how to hold down objectives against units stronger in melee combat. The good news is your team has plenty of mobility to help avoid melee. Only use melee to tie up high damage shooting units to save your other army. So as in the making of my T'au army list i was wondering if there are any units that could counter this problem? I think any Tau melee needs to involve a tradeoff elsewhere. The outer layer material is known as Fio'tak in the T'au Lexicon, and is commonly used as a form of armour across nearly all T'au units due to its lightweight nature and impact-resistant structure. qmnqq, fkwa9, 3lg4v, hw2fe2, 7hs1u, wyof, blym, hipp0k, wn86xc, 1tnf,