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The Tau Empire in Warhammer 40K 6th Edition

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The Meta Game of Warhammer 40K never stays the same for long. Despite having a six year old codex, I'm hoping the Tau Empire can still put up a fight in sixth edition. Through blog posts, photos, army lists, and battle reports, I'm planing to help defenders of the Greater Good fight the best fight they possibly can.


1000 Point Battle vs Blood Angels
Jul 07 2012 [Link]

I played my first sixth edition game, and while it was a loss, it was close at the end. The final score was 5 to 4 despite having me lose most of my army. My sole surviving fire warrior squad captured a four point objective in the last turn and my Crisis suits were about an inch from capturing the line breaker objective. Had I completed that objective, then the game would have been a draw. I'll post my army list a few pictures sometime in the near future.


Reading the Rules - My Most Favorite Rule Change
Jul 03 2012 [Link]

Without actually playing a game yet, my most favorite rule change is that infantry models can move and fire their rapid fire weapons at maximum range. This will not only improve the Tau, but it will help direct the game towards shooting.

Starting with 5th edition 40K, the game format changed to be heavily based around objective points on the board. Since only troops could capture objectives, that left the Tau with only Fire Warriors and Kroot to hold objectives. As 5th edition progressed and melee units became more powerful, Kroot ended up adding little value to my army, so I dropped them from my lists. Tau Fire Warriors, on the other hand, had to make a choice each turn. Either move closer to the enemy and an objective or stand and fire. Since moving closer to objectives usually meant dying faster, Fire Warriors often formed a gun line and blasted at the enemy. I rarely ever captured an objective point. Towards the end of 5th edition, I tried placing a few squads for Fire Warriors in Devilfishes and make some late game charges for the objectives. This tactic rarely, if ever, worked.

With the change to rapid fire weapons, my entire army can move and shoot at maximum range. Now, Fire Warriors can actually capture objectives and still be a threat to the enemy. They can also flank to the sides of the battle while laying down fire. Proper maneuvering can lead to enemy assault troops having to suffer one extra round of weapon fire before charging. Anything that moves 40K in the direction of a gun fight instead of a bar fight, is good with me.


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Sixth Edition Battle History

NameWinsLossesDraws
Previous Codex Battles - Sixth Edition 40K433
9000 Point Team Battle with Marines vs Demons + NecronsWin
2250 vs Dark EldarDraw
2000 Points vs Space WolvesWin
1850 vs NecronsDraw
Blood Angels - Capture an Objective - 2000 PointsLoss
1000 Points vs Tyranids Draw
500 point vs EldarLoss
1500 Point Crusade vs Space WolvesWin
1000 Point Battle vs Blood AngelsLoss
2250 vs Chaos Space MarinesWin


1500 Point Army List - Previous Codex

Unit NameModels in UnitPoint Value
Broadside Team4198
(Broadside, Advanced Stabilization System) * 2, Team Leader, Black Sun Filter, Shield Drone x 2
Broadside Team4198
(Broadside, Advanced Stabilization System) * 2, Team Leader, Black Sun Filter, Shield Drone x 2
Crisis Team4172
(Crisis Suit, Plasma Rifle, Fusion Blaster, Targeting Array) x 2, Black Sun Filter, Shield Drone x2, Team Leader
Crisis Team4172
(Crisis Suit, Plasma Rifle, Fusion Blaster, Targeting Array) x 2, Black Sun Filter, Shield Drone x2, Team Leader
Firewarrior Team12153
Shas'la x 10, Shas'ui, Black Sun Filter, Marker Drone
Firewarrior Team12153
Shas'la x 10, Shas'ui, Black Sun Filter, Marker Drone
Firewarrior Team11143
Shas'la x 9, Shas'ui, Black Sun Filter, Marker Drone
Firewarrior Team11143
Shas'la x 9, Shas'ui, Black Sun Filter, Marker Drone
Shas'o Battle Suit Commander3160
Shas'o, Plasma Rifle, Fusion Blaster, Shield Generator, Shield Drone x 2, Black Sun Filter
1492
Generate Army List Sheet


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