Tau Codex Break Down: Troops
April 16, 2013 by anateus
Video Sponsors: Battle Foam - Warmachine
Now it's time for a look at the backbone of the Tau army with their Troops Section. Featuring Fire Warriors, the varying breeds of Kroot and the Devilfish, have the changes within the core of this army been for the better, or did they need something extra?
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Good video. I like the way you are finding out little lines in the rules that allow for bits of cheese to come into play. For example supporting fire for allies. And other stuff I haven’t picked up on. Really helpful 🙂
good break down, pulse carbines are still pinning, 20 snipers with an infiltrating auto cannon? i might have to invest in some riders
Haven’t received my Tau codex yet – is the old ‘Chapter Approved’ ruleset for Gue’vesa (Imperial Guard turncoats) still valid, or even updated in the new book? It would be nice to have the IG sympathisers in the main army while having a separate allied attachment. Fluffy, but fun.
this was in an old white dwarf:
http://www.eastern-empire.com/downloads/guevesa.pdf
It would be kind of redundant with the allies rules, sure they won’t get EMP grenades or pulse rifles, if you just pull troops from codex guard, but I’m sure you could model them with Tau enhancements for special/heavy weapons EG it looks like a rail rifle, but is a count-as autocannon, or it looks like a modified neutron blaster but its a grenade launcher etc.
I was thinking more as ‘in addition to’ allies. A cheesy way to get 3 different armies on the table at once! Let’s hope they write some updates…
There is a rumour going round that there will be either rules to that effect in an updated apocalypse or there will be a allies expansion coming that will have the vassal races for the tau, the weird and wonderful units of the mechanicum and inquisition, pirates, rouge traders, exodites etc. I think it would be a great idea for GW to do that, but it probably wont have even half the stuff i just mentioned if they do. 🙁
No Gue’vesa I’m afraid… though if they do bring out an allies book at some point, they might be in there..
Yeah we missed the bit about carbine still retaining their pinning checks… they got quite a boost in this book, with the added shot and still having pinning… plus supporting fire etc..
Thanks for the speedy reply. Will probably blag the old rules in until they make an official change!
Also kroot do still get their extra attack in close combat, it is just listed under the melee weapons entry for the rifle instead of the ranged weapons entry for the same gun
actually I read the entry wrong, no extra attack but their melee attacks are ap 5
Can I get a quick explanation as to why, because when I look at that entry, it has the two-handed special rule on it, so I must be missing something?
Ignore me, you beat me to it
Meant to say – nice vid. Clear, and well presented. Nice to see some new faces amongst the old crowd!
Ooh interesting point on the Kroot there… will have to take a deeper look… did seem like an undeserved nerf to deprive them of their extra attack as well as reducing their strengh as well…
Any other useful bits coming out that I might have missed?
Good video. The kroot comments got me thinking “why would that make sense, both in a gaming and story sense?” The only conclusion I can come up with is that they mention in the flavor text that the Tau secretly want the Kroot to be more like them. Perhaps this is the first step. -1A and -1S would likely be them not fighting in combat as much as they used to, and this is supported by the option for sniper rounds to imply a heavier reliance on ranged weapons. Them having the auto armor save(as crummy as it is) indicates… Read more »
I hadn’t actually considered trying to justify any of it in fluff terms. I like your thinking. Just to chip in, the fluff does mention the tau are improving the kroot tech, that’s why all their guns now shoot pulse rounds, rather than solid slugs.
@gu1ll1man The Tau don’t really want the kroot to be like them, although they would prefer it if they stopped om nom nomming people they’ve fought. They just want them to subscribe to the greater good(which they do) and do their part, which in the kroots case is punching stuff in the face because Tau can’t
Awesome video. Loves the one for HQ’S too. And wait till the elites lol
I wonder why BoW bother to make individual “week” to every 40k army. Why not Khador week? Or Combine week? Hell, Resurrectionist week nao!
(Of course I undertand how Bow want to get it own sliver of thunder from every 40k army release or how it’s easier to build themed weeks on GWs economically geared release system. In the end, it’s not away from me.)
We did just do a Gargantuans Week http://www.beastsofwar.com/gargantuans-week/
The answer to your question is a bit more technical than maybe you imagined. GW are the only entity in the market to do big single faction releases, making it easy for us to dedicate a week to them, new rule, new models … it makes for a compelling collection of content.
Others tend to release stuff in smaller mixed steps making it difficult to ‘justify’ a big week based on ‘a new release’
In my opinion you guys have been doing a great job of spreading coverage around to a lot of different systems lately. MERCS week, Gargantuans week, most of the latest unboxings have been Warma/hordes and Infinity models and I would be willing to bet when Convergence drops you will probably do a week for them to. Thanks for the quality videos guys.
Although Wyrd release the Malifaux minis in dribs and drabs, they release one book a year just after GenCon which has all the stats for the next year’s releases, new rules, and moves the story along. The next one would make for an excellent “week” of videos 🙂
Interesting point regarding supporting fire for allies. However, I’m pretty sure that you could only use that rule to benefit allied units who were Battle Brothers, seeing as Allies of Convenience and Desperate Allies are treated as “enemy units” that can’t be attacked by your primary detachment’s units, or targeted by your primary detachment’s psychic powers.
I don’t have the codex on me at the minute but if I were playing the Tau I would read the wording carefully. If it said that when an enemy unit launches an assault against a friendly unit then I would agree with you. If it didn’t say “friendly unit” then I would I support fire anything.
Great Videos guys nice clear and concise Keep it up and I can save a few quid on the codex 🙂
Actually, you can enter transports if you are Bulky. It simply gives restrictions: Bulky takes up 2 Transport slots, Very Bulky takes up 3 Transport slots and Extremely Bulky takes up 5 Transport slots.
The above post, of course, is assuming the Devilfish does not have a rule saying Bulky models can’t enter
unfortunately it does specify that “A Devilfish may transport drones, but may not transport models with the Bulky, Very Bulky, or Extremely Bulky special rules.”