THE TAU ART OF WAR - TAU TACTICS PART I: THE BASICS title image.

Speaking of Devilfish...

If you're taking Fire Warriors (which you have to), then putting them in Devilfish makes a lot of sense. First of all, they allow you to quickly move troops into better firing positions. Secondly, they help you easily avoid assaults from troops that can't move 12" or more. Thirdly, they let you move out from under enemy ordnance and fire arcs. Finally, they let you move in to take objectives in the last turns of the game. Of course, you have to be careful with them. Enemy transports can match your mobility and wreck your plans, while enemy anti-vehicle weapons can destroy Devilfish in a heartbeat (though Decoy Launchers and moving more than 6" really help with survivability). If you field Devilfish, you should target the enemy's transports first and heavy weapons next.

One tactic that gets mentioned on a few forums is called "Fish of Fury" (thanks, Mech Tau guys). The idea is that you load up a Devilfish with Fire Warriors. You move up your Devilfish so it faces an enemy unit (that can only move 6"), so the Devilfish's back ramp is precisely 10" from the enemy unit. Then, deploy the Fire Warriors from the back of the transport within 2" of the access point, which places them all within 12" of the enemy unit (that's Rapid Fire range). Since you're behind a Skimmer, it doesn't block your line of sight. However, the enemy must take a Leadership check to shoot at the Fire Warriors instead of the Devilfish. Plus, since the enemy can't move within 1" of the Devilfish and still assault your Fire Warriors, they have to go way out and around the transport to get to you. When you throw in the Devilfish's weaponry, you get 29 shots, two of which might cause Pinning if they wound. You can get in another 24 shots against them if they decide to run around the Devilfish to assault your Fire Warriors, or you can hop aboard and get out of dodge if your targets are still alive.

Picture of a Devilfish Troop Carrier model.

An alternative approach to this tactic is to use two Devilfish to make sure you don't get assaulted. All you do is set them up with their back ramps 2" apart, parallel to the enemy line, with 11" between their farthest thrusters and the enemy unit. Disembark the Fire Warriors out the side access points facing away from the enemy. If you're really worried about the assault, detach each Devilfish's Gun Drones and place them next to the noses of each transport to extend the area of 1" non-movement coverage. Another way of doing this double-approach is to replace one of the two Devilfish with a Hammerhead tank.

You can also use Devilfish in a more static manner to protect your line of Fire Warriors. Place each Devilfish in front of their teams, just like you would do in "Fish of Fury." When the enemy closes, you now have a barrier to shield your Fire Warriors from early assault, which might help you get in a round of Rapid Fire before jumping aboard. Also, since the Burst Canon and Drone Pulse Carbines have a range of 18", and a Devilfish is about 6" long, it can start helping the Fire Warriors when the enemy is 24" away from the team with an additional 5 shots. That might be enough to whittle down a charging enemy. Lastly, a sneaky trick you might be able pull here is to wait for the enemy to close, Rapid Fire, jump in your Devilfish in your next move, and then Tank Shock whatever is left.

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