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T'au in a nutshell |
Today we're going to talk about the one thing that makes the T'au anything but a laughing stock, their
Infantry weapons (T'au)
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Pulse Carbine - This has the same strength and armor penetration as the rifle, but is in many ways now a poor cousin to it. While it's hallmark in 5th was the ability to move and fire, albeit at only eighteen inches, while the rifle could only fire on the move at twelve inches. With the new rapid fire rules, there is only a three inch window where the pulse carbine is equal to the rifle in damage output and excels it by virtue of its pinning nature. I've never put much stock in pinning as a rule, at least against the Imperium, but it is what these weapons sell themselves on. If you want to combine Tau and IG to pin your enemy, go for this. If you are a gun drone or pathfinder, you don't have a free exchange option, if you have one at all. Gun drones at least get the dignity of a re-roll to mitigate their ork-y ballistic skill.
Pulse Pistol - Never available as a choice, issued to sniper drone controllers and bailed-out pilots, this is a bolt pistol +1. Nothing much to say here.
Rail Rifle - The only option for pathfinders to trade out their carbines (and markerlights) for and the weapon of sniper drones is this weapon. Nowhere near a poor weapon, it denies a power armor save and wounds marines on twos with the ability to pin them from three feet away. I would have very little to say against it if I didn't consider the opportunity costs of taking it. Pathfinders forfeit their markerlights, which if generally why I would take them, and pay points to acquire these guns. Sniper drones, while not as atrocious as they used to be, have to compete with the rest of the T'au heavy support for slots. If you are taking a second force organization chart at 2000 points, this is alleviated and I would suggest you give them a go if you have 80 points.
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Infantry weapons (Aliens)
Neutron Blaster - These guys saw a big buff with the changes to fleet, deep strike and the vehicle damage chart in sixth edition. Only available on the fleet vespids, they specialize in killing marines with strength five and armor penetration five. In 5th, fleet was a wasted rule of vespids as they would forfeit their shooting to try to gain mediocre assaults. Now, the fleet re-roll allows them to somewhat reliably try to finish off what marine squad they shoot with assault. Additionally, their ability to accurately deep strike allows them to get into the rear or side arc of hidden vehicles and possibly destroy them. The drawback of this gun is that it has a twelve inch range and only a single shot on a ballistic skill three platform that doesn't respond well to being stared at.
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Shas'el Ta'el converted a metal model to do this |
Kroot Rifle - It's an armor penetration six bolter that gives the kroot dual armed status. It's nice, it gives Tau their most threatening assault unit, but isn't the most threatening of guns. If you love your kroot, expect to be familiar with this weapon.
Kroot Gun - Autocannon with a shorter range that is rapid fire on an expensive platform with little durability. I'm not sure what the designer was going for, but this has seriously improved because it's rapid fire nature now partially negates its shorter range. When this was written that was not the case and it really wasn't that good. I would say it still isn't great, especially for it's price, but it's one of the few anti-tank options for Tau in the troops slot.
Whelp, that's only the infantry weapons of the Tau and I wanted to keep this post to a reasonable length. Next time I'll have an update for you on the changes to Tau with the latest round of FAQs and then we'll delve into the realm of K-Pop to discuss what keeps me playing Tau, the weapons of suits of all types, then it's on to the special characters and how to pull the army together, unit by unit.
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In Summary |
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