Tau: More Adventures in Magnetizing
After magnetizing my Riptide more-or-less successfully, it was time to try another model - one of the new Broadsides. I love the look of the new Broadside, and the idea of magnetizing it so I can swap between the two primary weapon loadouts was very appealing. In practice, though... it's a pain in the ass, much moreso than the Riptide. There are two major reasons for this. The first is that the arms are heavy as far as plastic goes, so if you just try to magnetize them at the ball joints with the magnets pointing directly out to the sides, they'll pivot down as they lose the fight against gravity. Fortunately, there is a relatively simple solution: mount the magnets on the tops of the ball joints:
This leads to the second issue, though: the two sets of arms do not sit at the same angle on the joint. The High-Yield Missile Pod arms sit independently and swing a bit outward, while the Railgun arms join together and angle inward and a bit downward. This leads to some interesting magnet positions inside the sockets, and is really, really easy to mess up. This is one case where I wish I had a larger hand drill, rather than just my cordless Dremel; trying to get fine control with a high-speed drill is not a skill I've mastered. In the end, I had to cut one of the missile arms apart just above the elbow and re-point it because the magnet had it swinging too far inside. The railgun arms had their own issues. For ease of attachment, I had the two separate, with another pair of magnets joining them at the gun - but some excess glue that I thought had already dried stuck the two magnets together permanently, leaving me with glued-together arms. Not unworkable, but not what I wanted. In all honesty, though, the final results, while a bit chewed by the Dremel, aren't horrible:
I also managed to magnetize the back equipment hookups so that I can change up the weapons and wargear as needed. Getting these magnets placed was a bit difficult because of the small area and the necessity of getting them flush. I had to pull out and redo one of the magnets just to get it to sit right. Since I didn't have smaller magnets for the gear, I used my finishing nail trick to put small pieces of metal into their bases. It doesn't "click" as solidly as another magnet, but it works. The Dremel was a big aid here, as I could switch to a sanding bit and grind down the excess nail and get it flush with the plastic.
They're a little wobbly, but overall they look fine.
The question I was left with last night was, "Would I do this again?" The answer right now is, "I don't know". Magnetizing this suit was harder with the equipment I had, and the results weren't what I'd originally pictured in my mind. The time spent in trying to get magnet angles just right and trying to clean up the resulting damage to the plastic, such as filling in the sockets with material to keep the arms from swinging wildly (yes, the top-mounted magnets only worked somewhat) made me doubt that magnetizing the arms was a good idea. If they were a bit easier to do, then sure, but I don't know if I'd want to do it again as they are. The secondary weapons and gear, I might do again with smaller magnets and my pin vice. Still, there comes a point where the time spent outweighs the money saved. I might just make my next 2 Broadsides static.
Without smaller magnets, though, I am not touching any more Crisis Suits. I'm really feeling the limitations of 1/8" magnets, and as much as I love my Dremel, I need the finer control of my pin vice for that task.
Tau: 1000 Points, Second Draft
With the tournament on the 18th coming up soon, I've been working on revising my 1000-point Tau list, and I've decided on a couple of tweaks and revisions:
NOTE: Thanks to Rathstar's catching one illegal model which threw off the entire list, I've reworked this. Consider this draft 2.1. Thanks, Rathstar!
HQ (55 pts)
- Ethereal [Honour Blade] (55 pts)
Elites (401 pts)
- XV8 Crisis Team [2x Shas'Ui w/2x Missile Pod, Flamer; Shas'vre w/2x Missile Pod, Puretide Engram Chip] (191 pts)
- XV104 Riptide [Ion Accelerator, Twin-linked Fusion Blaster, Early Warning Override, Velocity Tracker] (210 pts)
Troops (255 pts)
- 10x Fire Warriors with Pulse Rifles (90 pts)
- 10x Fire Warriors with Pulse Rifles (90 pts)
- Kroot Carnivore Squad [10x Kroot, 1 Kroot Hound, Sniper Rounds] (75 pts)
Fast Attack (132 pts)
- 6x Pathfinders (66pts)
- 6x Pathfinders (66pts)
Heavy Support (156 pts)
- Hammerhead Gunship [Railgun, Submunition Rounds, Twin-linked Smart Missile System, Disruption pod, Point Defense System, Blacksun Filter] (146 pts)
Total: 999 pts
The changes:
- Dropped the two Stealth Suit teams in exchange for one Crisis Suit squad. Instead of Burst Cannons and a pair of Fusion Blasters, I've decided to pack a set of Deathrains instead.
The Early Warning Override and Twin-Linked Missile Pods will allow the team to act as an almost-Skyfire anti-flier team, and the shas'vre with his Puretide chip allows them to be flexible and deadly to just about anything on the table. Bonding knife ritual? Technically useless (I'll never be below 25% with 3 suits), but I had 3 points left over. The list could just as easily sit at 997 points. I know I could drop the EWO and un-twin-link the pods (and I still might), but for right now we'll see how this does.I've got double missile pods on the suits to try to maximize their firepower, and a Puretide chip on the shas'vre to make the unit a threat to both MCs and vehicles. A pair of flamers gives the unit tools for overwatch as well.
- Swapped the Riptide's SMS for Fusion Blasters. Trading shots for armor-cracking capabilities.
- Gave the Riptide a Velocity Tracker. Having a true Skyfire unit on the table can't hurt.
- Added a Blacksun Filter to the Hammerhead. No Hammerhead should be without it, and for only 1 point, why skip it?
- Dropping the Fireblade. 2 HQs for 1000 points is a bit much, and I can use those points to improve the Crisis Team and the Pathfinders. I lose firepower from one unit, but gain the freedom to move that unit as needed.
- Using up the extra points. A Point Defense System for the Hammerhead, and an Honour Blade for the Ethereal. I'm running out of things to spend the points on. I suppose I could add one Fire Warrior instead, but I think I'm good with what I've got.
I'm hoping that I can get a test game in this week. If not, this variation will go in cold, but I'm familiar enough with Tau toys that I think it'll have a good run.
In other news, I'm planning on going to the Gateway Grand Tournament in June, and I need to put together a 2,000 single-FOC point list. I'm thinking about expanding upon the list we built on Preferred Enemies. After all, I should put my money where my mouth is, shouldn't I? And it will be money, because the extra Broadside and Riptide, along with some Fire Warrior bodies to slap Pulse Carbines onto, will cost me a bit of cash.
1000 Point Tau: First Draft
I've got a 1000-point tournament on May 18th at our local store, so I think it'll be a good opportunity to take the new Tau codex out for a spin. I'm wanting to do something a bit different than my older Tau lists, so I'm thinking about going Crisis Suit-less. Fortunately, this is pretty easy to do with the new book. I also want to make sure I have plenty of Markerlight support and a fair amount of anti-infantry firepower while still being able to handle vehicles should they appear. Right now, this is what I'm toying around with:
HQ (110 pts)
- Cadre Fireblade (60 pts)
- Ethereal (50 pts)
Elites (380 pts)
- 3x Stealthsuits [2x Burst Cannon, Fusion Blaster] (95 pts)
- 3x Stealthsuits [2x Burst Cannon, Fusion Blaster] (95 pts)
- XV104 Riptide [Ion Accelerator, Twin-linked Smart Missile System, Early warning override] (190 pts)
Troops (255pts)
- 10x Fire Warriors with Pulse Rifles (90 pts)
- 10x Fire Warriors with Pulse Rifles (90 pts)
- Kroot Carnivore Squad [10x Kroot, 1 Kroot Hound, Sniper Rounds] (75 pts)
Fast Attack (110pts)
- 5x Pathfinders (55 pts)
- 5x Pathfinders (55 pts)
Heavy Support (145 pts)
- Hammerhead Gunship [Railgun, Submunition Rounds, Twin-linked Smart Missile System, Disruption pod] (145 pts)
Total: 1000 pts
The Fireblade and Ethereal support the Firewarrior gunline that's holding the backfield (or moving up, as necessary), the Pathfinders mark targets as needed and stay nearby as well, and the more mobile elements - the stealth teams, Riptide, and Hammerhead - go where needed and put as much fire out as necessary. The Kroot serve either as infiltrating snipers or outflanking objective grabbers, depending on the mission and board layout.
I'm still kicking around ideas and tweaks, though. I'm not sure about 2 HQs in a 1000-point game, but considering how inexpensive these are and how much they support the rest of the force, I think they're worthwhile. Still, I could maybe drop either the Fireblade or the Ethereal and use the points savings elsewhere. For example, I could a drop the Fireblade, a Pathfinder from each team, and one Stealthsuit (merging the two squads into one) and use the points to drop in a Skyray for some Skyfire capability. Or, even better, just drop the Fireblade and Stealthsuit and put in a single Broadside with Missile Pods, a Velocity Tracker, and a Seeker missile. I'd trade off the Fireblade's Volley Fire, but It'd trade it for much stronger, more versatile firepower overall.
Anyway, still tossing around ideas. Meanwhile, I have a halfway-built Riptide sitting on my hobby table (waiting for some magnets) and a couple of new Broadside boxes on my hobby shelves waiting to be assembled, along with some plastic Pathfinders. I just need to track down an Ethereal, and I should be golden. I've never actually owned one - there was no point before the new codex!
Tau Gotchas
I'm working on compiling a list of "gotcha" bits from the Tau codex... those easily-overlooked rules bits that could end up screwing you over when you discover that you've been playing the army incorrectly at the most inopportune moments. Let's start, shall we?
- If taken in an allied detachment, Farsight can still have his 7 Bodyguards, but he doesn't deep strike without scattering. That's a Warlord Trait, which he doesn't get to use if he's not the Warlord (which he can't be because he's not in the primary detachment).
- Multi-trackers only work in the Shooting Phase. In Overwatch, you're still limited to your standard number of weapons you can fire (2 for Riptides, 1 for everyone else - and that includes Shadowsun).
- Longstrike's Hammerhead is not limited to Str 5 weapons or less when Overwatching, because he doesn't have a Point Defense System. His armor just grants his tank unlimited Overwatch.
- Because they aren't Flyers, Sky Rays aren't limited to the 2-Missiles-Per-Turn firing limit. It's just a vehicle with 6 one-shot weapons. Note that on the actual Flyers, the Seekers are counted towards the limit.
- Beware taking drones on lone suits, like a Riptide. Losing one drone will be enough to force a morale check, which you may just fail.
- The extra shot from a Cadre Fireblade's Volley Fire only applies in the Shooting Phase; you do not gain the extra shot in Overwatch. However, an Ethereal's Storm of Fire buff does work in Overwatch.
- Using Markerlight hits while firing Snap Shots to raise a unit's Ballistics Skill does not make the shot no longer a Snap Shot; it just makes the attack a Snap Shot at a higher BS. That means that the unit still can't fire Blast weapons, such as overcharged ion guns or railgun submunitions. This also applies to the Counterfire Defense System.
- Signature Systems are one-per-army, not one per detachment. You don't get to double up on them at 2000+ points. Airbursting Fragmentation Projectors and Cyclic Ion Blasters, on the other hand, are one per detachment.
That's all I have for now. Keep in mind, any and all of these could be FAQ'd to irrelevancy at any time. If you've found a Tau "gotcha", comment below and let me know!
Tau: A Tale of Three Commanders

While the Commander is no longer a must-take in the Tau army, I think it's still the single most flexible HQ choice by virtue of its many options. Between weapons, support systems, and signature systems, you can kit out a Commander to serve a variety of different roles. Here's three Commander builds I'm kicking around, all of which serve completely separate roles in the army.
The Hunter
Commander with Puretide Engram Neurochip, Early Warning Override, Velocity Tracker, Plasma Rifle, Fusion Blaster - 155 pts
The Hunter's job is to seek out foes and kill them with superior high-strength/low-AP firepower. He has the Puretide chip to let him switch between Tank Hunter and Monster Hunter, depending on what his opponent has brought to the field. The Early Warning Override allows him to react to new threats on the battlefield, and the Velocity Tracker allows him to take on those threats that come from above. Combine him with a bodyguard team to help keep fire off of him, probably with velocity trackers of their own.
For an alternate build, try swapping out plasma for missiles to have stronger long-range shots available, or the EWO for a Target Lock to allow the Hunter to go after his own targets while staying protected.
The Warrior
Commander with Iridium Battlesuit, Shield Generator, Onager Gauntlet, Vectored Retro-Thrusters, Fusion Blaster - 160 pts
The Warrior eschews the normal Tau strategy of "peace through superior firepower" and instead charges directly into the fray. His suit and shield generator make him far more resilient than most of his peers, the thrusters make him faster, and the Onager Gauntlet makes him able to take out a variety of threats in a single blow. A Fusion Blaster rounds out his kit, allowing him to be equally effective against vehicles at range. He's not equipped for handling hordes, but rather for making precision strikes against key targets. A bodyguard unit with VRTs is essential for keeping up with him and keeping stray fire off of him. This build is a bit of an oddball, but it could be very effective in the right situations.
The Guide
Commander with Command and Control Node, Multi-Spectrum Sensor Suite, Drone Controller, Shield Generator, Twin-Linked Flamer - 163 pts
The Guide does not deal with targets himself, but rather joins another unit and improves their shooting ability. His two signature systems ensure that any unit he joins will be rerolling hits and ignoring cover as long as he does not fire in the Shooting phase; with his twin flamers, his fire is limited to Overwatch purposes. A Shield Generator keeps him alive longer, as do the models in the unit he joins. The Guide is best used joining a unit of Marker Drones to give you BS5 markerlight shots, but joining a unit of Pathfinders or Fire Warriors is also a very valid option.
Consider adding on drones of his own, whether markerlight (to add 2 more shots to the party) or shield (to provide some buffers at the front of the group).
I'm looking forward to trying out these various builds and seeing what an army built around each one would look like!



