How to Play Index T'au Empire in Warhammer 40K 10th Edition

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In today's video, we're diving into the technologically advanced and strategically intricate realm of one of Warhammer 40K's most unique factions – the T'au Empire.

A hearty thank you to Games Workshop for granting us the opportunity to explore the latest T'au Empire Codex for 10th Edition.

Known for their revolutionary technology, superior range, and the distinctive concept of the Greater Good, the T'au Empire demands a strategic and analytical mindset to master. In this faction focus, we're going to guide you through the art of commanding this united front, teaching you how to bring the T'au's futuristic warfare to bear against the foes of the Greater Good.

This guide will cover:

T'au Empire Army & Detachment Rules: We'll dissect the new rules and detachment options exclusive to the T'au Empire, emphasizing the impacts and opportunities presented by Warhammer 40k 10th Edition.

Best Stratagems: We've examined the T'au stratagems to present you with strategic options that can enhance your superior firepower and outmaneuver your adversaries.

Key Unit Choices: From the mighty Riptide Battlesuits to the precision of the Pathfinder Teams, we'll spotlight the most effective and unique T'au units.

Powerful Synergies: We'll delve into the synergy potentials within the T'au Empire, ensuring you optimally leverage your Markerlights and battlefield support systems.

Whether you're a seasoned Ethereal or just beginning your journey towards the Greater Good, this video is an essential guide for anyone looking to wield the advanced might of the T'au Empire effectively.

Don't forget to like, comment, and subscribe for more in-depth Warhammer 40K guides. Your feedback is crucial to us, and we're always ready to help you in mastering your chosen factions. Let the path to the Greater Good guide you!

00:00 Intro
00:40 Faction Rule
04:41Detachment Rule
08:05 Enhancements
14:25 Stratagems
24:56 Unit Spotlights
49:39 Mission Play
50:33 Army List

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Pretty much every T'au vehicle has a loadout designed around positioning well and split firing, but the Army Rule actually penalizes this. Weird index.

Daedricbob
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The fact that the people who literally play this game as their job had a hard time explaining/understanding our faction rule makes me so upset at GW for writing something so convoluted

fishtoduface
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I am getting into Tau and 40K with the launch of 10th edition and loving it and this video really helps me continue to expand my grasp and understanding of the army! Great job guys!

Straco
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Man, as a Tau player I sure do love everyone saying how much they hate my army, hate that I am playing my army, and that I'm not welcome in the hobby. Defnitely not the main reason I decided to not play Warhammer 40k for these past 9 years despite having a 4000 points army of Tau.

ErgonomicChair
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Haven't watched yet, been waiting for this since the first "how to play X-army in 10th edition" posted like 2 months ago, very excited and thankful for the dedication you guys all have to the hobby!

SpacecraftNoob
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Bro I was looking for this and I see "uploaded an hour ago", amazing

vascomassapina
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You got to play this list, it would be loads of fun to watch

jamesrother
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Cant wait to watch this. Long time black templar player, who bought his first 1500 points of tau.

stanberry
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I get what you’re dropping with the Farsight Kick, Char in Gundam, who is basically farsight’s famous for his kick. Also there’s the Gespenst kick from Super Robot Wars

startingfromlevelone
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My goto quote for Tau this edition: "Welcome to playing Tau in 10th edition! It's just like playing Imperial Guard, but with only 2/3's an army!"
The surprising thing about this is that I picked 2/3's as a random guess, but the %'s of how/where Tau got shafted keeps pointing at how Tau is currently only ~67% of an army?
(more info below if you care)



18/55 (33%) Tau Units can *not* use For the Greater Good... (Drones, Ethereals, Auxileries, and Fortifications)(to compare, ALL Ork units can use their faction rule, including buildings)
On average, in order to be on par with Space Marines in regards to "% of weapons/firing modes with (buffing) keywords", Tau would need about 50% more of its weapons given keywords. (aka, we currently have 2/3's of the keywords a faction of our size would normally have)(51% of tau guns lack any kind of buffing keywords, while 29% of SM's guns nave no keywords at all)
Tau, as a faction, usually only interacts with 2 of the 3 biggest parts of the game (Movement, Shooting, and not Melee)
If you took Tau's overall win % according to GW's statistics given out earlier this month, and added an extra 33% more wins, that would put Tau at a 51% Win Rate...

archer
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Guiding Broadside with stealth suits. Hitting on 2+, likely wounding on 2+ and rerolling 1s.

markchristiansen
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Excellent video, a pleasent surprise to turn up in my feed. Great to hear Mike talk about the Tau.

Tau are normally command ppint starved so as we jave to pay for the stratagem we use twice with the puretide engram enhancement I don't see it being worth as much when we will be spending command points on steike and fade and command ppint rerolls on hazardous tests.

I prefer the Exemplar of Kauyon on a coldstar with a full crisis suit unit. It may be a 1 tirn buff but it increases the damage of the 500 point combined unit by 50% for that turn. It helps punch a whole somewhere unexpected for the army to capitalise on turn 3 when they all gwt kauyon.

I used the dual cyclic and plasma loadout on my crisis suits last weekend on a small unit with a commander and it was brutal. Still experimenting whether it would be fine for a larger unit as that is a lot of hazardous tests.

rmgaminguk
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Love your content guys! And your style! Special thanks to Mike for making such a good job of explaining Tau

With all the new stuff getting released for Tau in 2024, I’m starting a new Farsight Enclaves army

Already stocked up on the big man himself, and a ghostkeel

GoodGameBadPlayed
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Thanks for this. Really good breakdown. 🙏🏻

jonrollason
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As a tau player, I feel...
10th nerfed our army in many many ways.
For example.
Our flamers.
Hammerhead. Lost anti-inv shoots.
Drones. Now our suits just die quickly.
Riptides, poor weapon load-outs. Nova charge, nerfed.
Characters are now weak.
We have a melee character, in an all-shooting army!
We have an overall army buff that starts turn 3, to late for most of our units.
We have a stupid spotter-observer rule.
Where as other armies gain a straight buff. Looking at you space
marines.
Most units are unplayable now.
The same units are now spammed in all lists.
Lost the gauntlet
Lost the other wargear.
No new tech buffs,
Low toughness
Poor damage and AP on most weapons.

That's a quick summary as I see it.
Who wrote these rules? Do they hate tau?

Also, this was a good video, a good few tips on creating a 10th list for us Tau players. Thank you.

May I add, I'm gonna try coldstar Commander leading 6x crisis suits, all missile pods. That's 6 suits, with 3 missile pods 6x3=18. Plus 3 shield gens for 3x 4++ saves, and another 3x missile pods. That's 21 missile pods altogether. They Missile pods fire twice that's 21x2=42 shots. Plus the crisis suits can stay out of range of enemies, as the missile pods have 30" range... With the coldstar leading the crisis suits, thats 18" move . plus his missile pods!

cmclachlan
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I still think it is stupid that one of the tau stratagems can't be used until turn 3 especially since it has a 9" range.

tork
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great video guys bin waiting for this great way to use units :-)

andyasquith
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I think that darkstrider on a unit of pathfinders makes them an excellent candidate for "through unity, devastation" to boost your armor punching for small arms fire twice.

dukehollace
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What fixed objectives would you take as the Tau player?

otrainairsoft
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It’s interesting how all the sudden the Ghostkeel’s ability being called the meta “Lone Operative” ability brings it into the limelight, when it already had the same exact ability with a different name in 9e, and was a similar points cost and profile. 🤷🏽‍♂️

isaiahkoufos