Pathfinders are still worth considering though for their access to rail rifles and ion rifles, both of which are capable of killing most infantry in KT, and providing some anti-light-vehicle support as well. That model is now removed from play. With the use of Combat Specialists, these become downright dirty. Tau have the tools to compete at most tournaments. Every unit synergizes with the others and stacks the deck in the Tau players hand just by virtue of how all the models and special rules interact. Take that for what you will, though I have a seeting hatred of Stealth Suits and my mate insists on taking 2-3 every game and keeping them obscured.The Harlequins were able to run round corners avoiding Overwatch and I took a few losses though Shook his entire team for the final round. The model comes with a burst cannon and missile pod but can replace those and take up to two more items from the ranged/support weapons list, giving you an insane number of options. As with 40k, your best weapon option for the Enforcer Commander is to load him up with 3 cyclic ion blasters and an Advanced Targeting System to improve the guns’ AP to -2. Cyclic Ion Projector – The T’au replacement for plasma guns on Crisis Suits. https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Kill_Team(8E)_Xenos#T.E2.80.99au_Empire, TAU Kill Team wins Bad Moon,Largest UK Tournament. So it either dies or they keep using Drones to save it.Space Marines, especially with elites, have a lot of options. Tau have the tools to compete at most tournaments. Flamer – T’au have their own versions of flamers. Piranhas are great in kill team, where the bigger vehicles don't make an appearance, and really killy anti-tank stuff is less common as well. Not fearing ANYTHING on the table until all your drones have been taken out. Markerlights – Some models can fire markerlights instead of shooting any other weapons. Obviously it requires all 8 to be in position. Your email address will not be published. Then welcome to the T’au Empire, friend! Greg’s Attempt at a Vior’la Fire Warrior and Gun Drone. They can often body block mid or low tier melee models like Ork Boyz or Genestealers to limit enemy movement and fly away the next turn, or charge models with good shooting like Marine Veterans with Heavy Bolters to keep them from shooting for multiple turns. Giving up shooting other weapons in order to get, at best, a 50/50 markerlight shot on an enemy target will almost never be better than just shooting it. Outside of gunners and the shas’ui, there isn’t a lot of value in having more Pathfinders. Markerlights find much more limited use in KT due to squads being split into individuals. This is a solid way to keep your models from losing it after you’ve lost 4-5 drones. Shorter range than the pulse rifle – only 18″ – but makes up for it by being Assault 2. Not going to make your roster in most games, though. It’s always Assault 2 but at long distance (15″) it’s merely a Bolter (S4 AP0) and up real close (5″) that improves to S6 AP-2. (Then again, you should really be thinking about ways to shoot the damn thing instead). Stealth suits also make fine Leaders in a pinch, since they’re pretty tough to hit/kill. This makes the Ethereal an incredibly versatile choice, and one that can step in and fight for you in melee if enemies close in and start causing trouble. Kroot hounds won't do much for you here, but Krootox give you a multi-wound model with a board-dominating gun that still infiltrates. They get some added resilience form Camouflage Fields, which give them -1 to be hit. Tau kill team list in action 4 Scion HSVG’s fire 16 times a round, and successfully proc a mortal wound on a drone for 1/3 of those shots. MV33 Grav-Inhibitor Drones are also available if you have Pathfinders. Stick them in any kind of cover and they'll get a 2+, giving them a better save than almost other Kill-Team-legal choice.