THE TAU ART OF WAR - TAU TACTICS PART II: THE MOVES title image.

Find the Strays. One safe way to use your concentrated fire is to focus it on enemy units that have become isolated from their compatriots. With the inherent range and punch of Tau weapons, you should be able to move into a position to pounce on a soft target like that without exposing your attack force to enemy retaliation.

Sometimes, you have to make your own strays. You can focus your firepower on a point in the enemy's line that's 1/4 from its flank. If you hit that unit with enough juice, you should be able to destroy it and isolate the units on the end of that flank. Another way to create strays is to lure them out through cunning. Most enemies know how vulnerable the Tau are to fast assaulters, so they'll probably send a few your way without a lot of support. Chances are that you can blast these fast units before they reach you (as described elsewhere in these articles) and move your force to avoid the follow-up attack from the enemy army. Or, the enemy might forget how fast you can move in your transports and move up forces to hold objectives in Turns 3-4, which will probably leave them isolated compared to how they deployed. You should be able to nuke these stray objective holders and have enough time to move up your scoring units in Turns 5-6.

Mobile vs. Fast Assaulters. Don't forget that Fast Attack units, especially those who can engage in close-combat, present the greatest threat to your Tau army, even if it's mobile. In fact, these units negate your mobility advantage, so in that way they become even more threatening. Take them out early, followed by the enemy's anti-vehicle weaponry.

A mobile Tau force has many of the same options available to its more static brother when facing fast assaulters. You can use interceptors, though they become more challenging to use, as it's hard to guess what the fast assaulters will attack without your obvious fire base. If you can predict where the enemy will strike, you can send out a Crisis Team or some other interceptor to take down the fast assaulters with the help of convergent firepower from the rest of your army.

However, you can leave some bait for the enemy to lure him out into the open. Some foes won't think you'll waste valuable shooting time by moving your Fire Warriors aboard a Devilfish quickly, so a deployed Team will present a tempting target. Kroot can do the same. Once he takes the bait, you can move in with your attack elements with certainty. If you've deployed your Kroot well, they should be safe. Your Fire Warriors can hop aboard and move elsewhere. Even though shooting time is important for Tau, keeping your scoring units alive can be more so at times.

One of the key things to remember with a mobile Tau force is that you always have the option to run. In fact, you should almost never stand and fight with your Tau when the enemy closes in on your position, unless you have some of the best cover on the table. Your mobile Tau have the uncommon ability to shift away from close-combat threats — use it. Deny your enemy victory points as often as you can by keeping your forces safely on the move.

Picture of Tau Models engaged against Dark Eldar miniatures.

Image map with links to the previous page, the introduction, and the next page. Image link to the previous page. Image link to the introduction. Image link to the next page.

PART I:
(Units)
IntroFire WarriorsDevilfishKroot
XVsGun DronesMarkerlightsPathfindersPiranhas
VespidBroadsidesSniper DronesHammerheadsSky Rays
PART II:
(Moves)
IntroAssumptions
Hold the Line: 1 2 3 4Mobile War: 1 2 3 4
Conclusion

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters