Its been a while since the Tau were last visited. Since then a few new models have come out and I found a few fourth edition datasheets to add. Lets hop on in!
First off, the Codex and its supplements got an updated format. Tighter spacing and condensed wargear for easier references during games and reduced page requirements.
Going from top to bottom, I added a Human Helpers Command Squad as an HQ choice. It brings most of the usual Imperial Guard options to the table, but anything not las technology suffers Limited Ammo, meaning they can’t do Snap Shots of any kind, including Overwatch. This prevents Tau from effectively spamming CQB weapons they would not normally get access to and represents the traitor guard adapting away from their imperial weapons.
They get a chance to get into some Tau tech too thanks to the old datasheets, with the opportunity to get pulse weapons and armor!
They also get a chance to get a vox caster programmed to broadcast Tau Propaganda. This makes enemies test Ld to get them to doubt their own leadership, denying the benefits of Auras! The more you have in the vicinity, the greater the effect! Lastly, the Gue’ves’ui Commander can make a unit Fearless as they vow to Never Go Back!
The Kroot Chieftain was moved to HQ so you can run an all Kroot army if you desire, or just want to shake up your play style.
All crisis suits saw a typo fixed with the Airburst Fragmentation Launcher.
An Advisor Human Helper Commissar was added. Following the usual ammo restrictions, he grants Stubborn (per usual) and instead of executing his comrades, this degenerate has decided that he should give words of encouragement instead of point blank bolter fire. This allows him to bolster your forces and strengthen their hold when contesting Objective Markers!
The Kroot Flesh Shaper was added. He forces his unit to hold and automatically succeed when chasing enemies off during Combat Resolution. This grants him and his unit the ability to reroll all failed To Hit rolls against that Datasheet until the end of the game!
The Kroot Long-Spear is a weird model. Once again, Games Workshop pushes its cavalry sniper fetish. This time its an antitank rifle on the back of a chameleon. Going to vent here real quick. BIG HEAVY RIFLE. Fast chameleon mount. Rider isn’t a chameleon (but is stealthy). In lore is a loner. Other option is a freaking grenade on a stick. No melee weapons???
Vent over. I made it work. This model does not HAVE to be alone, but if it is it gains the ability to reroll all failed To Wound rolls. In addition its a large cavalry, so I gave it the heavy cav treatment. As an Advisor it has W6 and Stealth, so quite potent!
Speed wise, it can move and throw explosive javelins, or be ready to relocate quickly with its giant rifle, covering ground twice as fast as most snipers.
Kroot Trail Shaper is a handy model. It allows it and a unit it joins to stay in Reserves and arrive by Outflank. A good option when Infiltrate isn’t ideal or you need to get a non Kroot unit deep behind enemy lines.
Kroot War Shaper’s lore is also botched, but whatever. Acting as a non-commissioned officer, it allows units to automatically pass all Ld tests! It has some interesting weapons available to it as well. I opened it up more so you can mix and match more easily.
The Twin Lance was added! These are really cool models with lore that makes sense. They were fun to make, each bringing upgraded prototype weapons to the field for a nice bit of spice! They feature a unique shield that grants a Melee profile only if they are considered charging, but its quite potent!
Next is Troop Slots. The former Human Helpers squad was changed to a Platoon! It brings 1-5 Squads, and these squads correctly enjoy many imperial weapons per 4e rules. Once again, the Limited Ammo applies to everything not Las so its difficult to spam certain combos effectively.
For Elites, I bundles some misc. datasheets into a Human Helpers Grizzled Veterans squad. These add a lot of flexibility to your army, particularly if you are trying to go the human approach and want to pack a bit more punch.
Krootox Rampers were added as well. These have potent (by Tau standards) close quarter capability, though you would think the Tau could arm them better than crude primitive weapons. Regardless of my opinion, they fill a nice niche in the army and are excellent for their point cost.
Heavy Support saw a Human Helper Heavy Weapons Platoon added. Boasting 3-9 Heavy Weapon Teams, they form a sold bastion of fire power! They are still guard however, and bastion is not the word I would use to describe their defenses… Be sure to screen them well.
I do know I am way behind on some of these units. We are a small volunteer team trying to get through all of the Codexes that have not yet released. Good news, they are all VERY close! As soon as I can do that I can just focus on new models coming out which will be a big relief for me.
I did not add Ratlings, Ogryn, or Stormtroopers to the traitor guard options. I did not see any Datasheets regarding them. If you have a copy of them, please send me a picture of it so I can get anything else I am missing!
As always, hope you enjoy your wargaming regardless of what ruleset you play!
