![]() The Rules Detachment RulesĪs always in 9th Edition, first order of business is to define what a Tau Empire detachment is, along with any restrictions or benefits for building one. Tanks: Yeah you all heard about the Hammerhead, but wait till we get to the Skyray of all things.Īs ever, our narrative review team are hard at work preparing a Crusade review, so make sure you check back in next week to find out how you can build your very own chunk of the Tau Empire.Mobility: This book understands that Tau need to be able to fight on the move to make up for their lack of melee prowess, and has plenty of tools to help with that.Guns: From the gigantic rail weaponry that’s been getting everyone hyped up all the way down to the humble pulse rifle, there are a massive number of upgrades to guns in this book, helping every unit with a projectile weapon really pull its weight.Deciding what to cut from lists has been hard. Choices: This book is another one where everything looks awesome and you want to try it all out.Faster, deadlier and tougher and with a whole host of support, Crisis teams should take their rightful place as a core part of Tau armies everywhere. Crisis Teams: Good news Tau players – they rule.Datasheets for all Tau Empire units, including auxiliaries like Kroot and Vespid.All the stratagems, warlord traits (including for Kroot), relics and secondary objectives you’d expect from a 9th Edition book, plus Invocations of the Elements for Ethereals, who are Chaplains now.Crusade Rules, including rules for carving out your very own slice of the Empire.Prototype wargear rules, allowing you to hand out powerful upgraded weaponry and equipment to favoured models. ![]() Rules for constructing a Tau army, including overhauled Sept traits and powerful new versions of the tactical philosophies to reward you for spreading the Tau’va.Lore for the forces of the Tau Empire and some of their most notable luminaries.Tau now play as a dynamic combined-arms force, launching lethal lightning strikes to seize key positions and neutralise the opponent’s biggest threats, then leveraging their formidable defensive tools to secure positions until victory is assured. The good news is that there’s been some big changes to the faction, and they now play in a way that is much more engaging for both Tau players and their opponents. It was also one of the more limited codexes in that edition, with many of the faction’s iconic units being mediocre to outright bad. Those with memories of 8th edition Tau will probably remember that the promise of the fluff didn’t exactly end up being fulfilled on the table, with competitive Tau being possibly the most obnoxious example of the castled-up gunline approach – take your biggest guns, stick them all in a pile together with as many auras overlapping as possible, and roll dice until your opponent either goes away or manages to kill all your stuff. ![]() In a universe full of Lord of the Rings analogues fighting with swords, they’re powered by science and a rational desire not to be within chopping range of the other creepy weirdos in the galaxy. Instead the Tau fight with powerful, long-ranged guns, utilising graceful anti-grav transports and tanks as well as piloted battlesuits, stuffed full of sleek future tech. Nobody’s interested in performing the Sacred Rites of Initiation to power up a piece of barely-understood technology, and nobody is diving into melee swinging a gigantic power fist (well, ok, nearly nobody – we’ll talk about relics later). As implied in our introduction, Tau bring together two archetypes with a lot of appeal – units with an anime sensibility, and a style that is, for want of a better word, more “realistic” than most others in 40k.
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