M T TM e c h a n i z e d T a u T a c t i c a







T0nka's Sample Army Lists

Content by T0nkaTruckDriver, Written by T0nkaTruckDriver, Edited by T0nkaTruckDriver

I have been playing with a Mech Tau style army since January 2004. My playstyle, and consequently army lists, are centered around preserving victory points and accomplishing mission objectives. I do enjoy annihilating my opponent, but the high cost of my unit selections usually prevents me from bringing enough guns to wipe the enemy from the table. Even so, the emphasis I place on defense and durability is usually enough to preserve my scoring units while I whittle down the opposing troops.


  • Shas'el [TL Plasma Rifle, Fusion Blaster, HW Multitracker] (96)
  • Ethereal (50)
  • 6 Stealth Suits (180)
  • 6 Stealth Suits (180)
  • 2 Crisis Suits (127)
    • [Twin-Linked Missile Pod, Target Lock]
    • [Twin-Linked Missile Pod, Shield Generator]
  • 11 Firewarriors in Devilfish [Multitracker, Decoy] (205)
  • 11 Firewarriors in Devilfish [Multitracker, Decoy] (205)
  • 14 Kroot (98)
  • 8 Pathfinders in Devilfish [Shas'ui, HWDC + 2 Gun Drones, Multitracker, Decoy, 4 Seekers] (263)
  • Railhead [SMS, Target Lock, Multitracker, Decoy, Sensor Spines, Decoy Launchers, Disruption Pod] (190)
  • Ionhead [Burst Cannons, Multitracker, Decoy, Sensor Spines, Decoy Launchers, Disruption Pod] (155)
  • Broadside Battlesuit [DC + 2 Shield Drone] (100)
Total: 1849
Seekers: 4
Tanks: 5
Scoring Units: 10


With the Pathfinders deployed in Ruins using their pre-game move, and the Kroot infiltrated into woods, every single unit in this list is either an AV12+ fast moving skimmer or has a 4+ invulnerable save. Even the Deathrain team with their JSJ ability has a Shield Generator to grant a save against lucky Las Cannon shots on turns I can't find cover with my assault move, or against drop-podding Melta Marines.

The Sensor Spines on the Hammerheads are there primarily to protect against Whirlwind minefields. I wish I had the points available to put them on the Devilfish as well, but with my limited Railguns, I feel the Shield Drones on the Broadside are more important.

The two Stealth Teams are my primary Dev squad hunters. With some practice, you can jump them back to ~23" where your opponent needs to roll an 8 or higher to spot them, which has a 42% chance of success. This fact alone often prompts him to shoot the Devs elsewhere... just make sure he has a juicy (but durable) alternative! These two full Stealth Squads put down 4 Marines per turn on average, meaning it'll take you two turns at most to remove those Devs from the table. If you really want 'em dead fast, combine the Stealth shooting with a markerlight guided Ion-Cannon or a Seeker barrage.

The Railhead conducts Hammerhead LOS Attacks, while the Ionhead engages faster threats like Assault Marines and Bikes along with my Commander. When they get too close, the Commander jumps forward and puts the rapid-fire hurt on 'em while the Ionhead steps up and adds its Burst Cannon fire to the fusillade.

In general, the Firewarriors are tasked to reacting to unexpected threats and finishing off crippled squads. They're very vulnerable on the turn they dismount, both to assault and to Heavy Bolters and template weapons, so if they never need to stick their noses out the entire game, that's fine by me.

The Pathfinders launch a Seeker volley the first turn and then mark for other units later on. The Gun Drones are present in their squad to ensure the markerlight carriers are all still around in case my opponent gets furst turn. Since the majority save is all 4+, the Gun Drones can be removed first as casualties.

The Broadside usually deploys in or behind some 4+ cover and attempts to be as inconspicuous as possible. Since you count wounds for determining when a unit has dropped below 50% for the purposes of being a scoring unit, the Broadside himself must take a wound in order to no longer be scoring. Of course, once he loses his drones, he'll be taking AOYO tests each turn, but hopefully the Ethereal will help keep him around. The idea is that the combination of 4+ cover, 2 Shield Drones and his cheap cost will present a significant psychological barrier to targeting him and he simply won't be shot.

The Ethereal is a new addition to the list, something which I originally shunned in favor of another Commander. However, after seeing a Fear/Fury Librarian have his way with my entire army causing panic and pinning checks left and right, I feel the Ethereal is now an almost mandatory accessory to protect my troops against the ever-present Librarian.

In practice, my playstyle tends to appear slightly static. I have a small firebase consisting of Pathfinders, Kroot and a Broadside, and defend it with a larger, mobile element. I use the Stealths, Deathrain Suits, Hammerheads and Broadside to hunt backfield targets while the Kroot, Ionhead, Firewarriors and my Commander all react to assault threats.