Creating a Tau army for Warhammer 40K

Monday, July 13, 2009

For the Greater Good

Having read through the fluff of the available races, and after having spent countless hours in the Dawn of War computer game series, one race in particular caught my eye: the technologically advanced Tau.

The Tau are a young race that is maximizing in working together to achieve the best results for the good of the race as a whole. Individuality is only defined through the part that one plays in the greater scene.

Pros:

  • Access to, probably, the most powerful weapon of the game , the Hammerhead Railgun.
  • Extreme mobility, rivaling the Eldar in some cases, and exceeding them in others.
  • Completely versatile Crisis Battlesuits, able to fill almost any role (e.g. Heavy support, Ambush, Support Fire, etc.).
  • Markerlights. The one sure way to expose even Dreadnoughts to target dummies.
  • Seeker Missiles and Smart Missile Systems. Fire and Forget. Blind. In the night. Used in conjunction with markerlights and you have a nice pile of destroyed vehicles/walkers/avatars/individual characters.

Cons:

  • No leadership, unless you include a very underpowered Shadowsun, or an incredibly vulnerable ethereal.
  • No true firebase as there are no squad heavy weapons.
  • No assault units or at least close-combat ready. If someone reaches your lines chances are that you lose. Big time.

All things considered they fit my interests completely, and I think that I will enjoy amassing and playing them. They are deeply strategical and that is the most likely point of frustration. It is not a forgiving army. You should carefully plan and methodically destroy your opponent. And all from a distance. A couple of well placed ambushes were you overpower your opponent through superior and overwhelming firepower is also an option, but should be used as an add-on and not as the main strategy.

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