Codex Update – Troops

This is an update to our previous Troop analysis and a lot of what we originally said, still holds true now. You may notice that some information is suspiciously similar to our original article, and that’s on purpose.

Last time we reviewed the HQ choices, this time we will look at the different troop choices and their pros and cons.

Tau troop choices are more dynamically affected by range than most of our other choices due to the presence of weapons with similar stats, but different ranges. Tau has never been left wanting for S5 shots, but it’s a matter of how many you get and at what range that differentiates the troop choices for Tau. While on paper, just three troop choices (Strike Team, Breacher Team, and Kroot Carnivores), seems straightforward, but understanding the role that each of these choices can play, and understanding the intricacies involved in each (like Photon Grenades and stratagems like Hot-Blooded) is vital getting the most out of these units.

Let’s list our assumptions:

  • I have ignored Pulse Pistols because they have the same weapon stats, but smaller range as the Pulse Carbines and Pulse Rifle. It’s important to keep them in mind, but they do not add more firepower than would be present if that model fired its Carbine or Rifle – and you can’t fire a Pistol and another weapon.
  • Since Pulse Carbines and Pulse Rifles have the same Strength, AP, and Damage, the math that we use to determine a unit’s lethality works out to be the same – since it doesn’t take into account range. We will address this in the following discussions.
  • I’ve taken the liberty in defining, somewhat, the roles that these troop choices fill and have equipped them accordingly. An example of this is that I didn’t look at Breacher Teams with DX Tactical Support Turrets because Breacher Teams rely heavily on positioning to get the most damage output. Since you lose the Support Turret if you move away from it, it didn’t make sense to me to include it.
  • A GEQ is defined as a model with T3 and Sv5+, one wound
  • A MEQ is defined as a model with T4 and Sv3+, one wound
  • A Tank is defined as a model with T8 and Sv3+, multiple wounds. I’ve gotten some feedback from some of you that you’d like to see calculations based on T7 as well, so I’ve included them in some cases.
  • For weapons that do multiple damage, we will assume it does average damage (3.5 for D6 damage and 2 for D3)

Strike Team


Strike Teams, groups of Firewarriors with long or medium ranged weapons, are the most common Tau infantry that you’ll see. They can choose to be equipped with either Pulse Rifles (30″, S5, AP0, D1) or Pulse Carbines (18″, S5, AP0, D1), come with Photon Grenades, and can take a tactical support turret. Due to their loadout, they can fill the role of a stationary gun line or mobile force. While the below table lists Pulse Rifles, the same is true for Pulse Carbines since they have the same strength, AP, and damage.


The above math was done with a full unit of 12 Firewarriors and you can see that (no surprise) the most point efficient choice is the Strike Team in rapid fire range with a Cadre Fireblade’s bonus and while using the Hot-blooded stratagem. I took into account the additional cost of the CFB. Since the CFB can buff more than one unit at a time, brining more than one unit of Strike Teams will only make them all more point efficient as they would then share the cost of the CFB. The 1 point cost reduction in firewarriors that came in the codex of course helps turn an already ok-choice into a good choice. Plus, with the increase in CP that battalion and brigades give, good troops are a godsend.

The two loadouts seem similar at first but feature some important differences. The Pulse Rifle is a 30″ rapid fire 1 weapon, while the Pulse Carbine is an 18″ assault 2 weapon. That means that you can get up to three shots (rapid fire plus CFB) with the Pulse Rifle at 15″, which is definitely close enough such that your enemy could feasibly move and then successfully assault you. You’ll probably either want to keep them at max range (36″ with Bork’an) so that they hopefully don’t get shot at all or right at half range to maximize their firepower. Best case scenario would be a pulse accelerator drone and Bork’an sept tenant so that you have a 42″ rapid fire 1 pulse rifle, firing three shots (with the CFB of course) at 21″, which is easily obtained on the first turn. But of course you sacrifice the Hot-Blooded stratagem for the range – it’s a toss up.

Being a rapid fire weapon, you cannot normally advance and still fire with a Pulse Rifle, which can limit the unit’s mobility. On the other hand, the Pulse Carbine will allow you to get two shots at an effective range of 27″ (6″ movement, plus a conservative average advance of 3″, plus the 18″ weapon range). The total damage output is lower at medium range due to the CFB bonus not kicking in for the Pulse Carbine until 9″, but you’ll find that in terms of being able to seize objectives, move further, and still shoot – the Pulse Carbine is a decent choice, especially when coupled with the Vior’la Sept. This could also be accomplished with some markerlight support to negate the penalty to advancing and shooting assault weapons, but when does a Tau army not need markerlight support?

It’s also worth nothing that if you plan on playing your Strike Team as a gun line, the support turret is worth some consideration. Since the turret is part of the infantry unit, it would benefit from things like Hot-blooded or Darkstrider’s Structural Analyzer. Other choices include accompanying the unit with Tactical Drones or a Guardian Drone. On average, you could expect the Guardian drone to save two models before they’re wiped out, and it can be combined with other things like the Ethereal’s Sense of Stone to help make your unit fairly hardy. Additional notable synergies exist with a pathfinder Pulse Accelerator Drone for an additional 6″ range, and both the Bork’an and Vior’la Septs for the above-mentioned reasons.

And here’s the math against a T7 Sv3+ target for what I’m going to call the “typical case” (since you should pretty much always be bringing a CFB and not everyone will want to play Vior’la), very nearly the same since we are dealing with mostly S5 weaponry.


Breacher Team


Firewarriors with Pulse Blasters (shotguns), Breachers are most effective at very close range. The trick is getting them there. The Pulse Blaster has three weapon profiles: Long (15″ to >10″, S4, AP0, D1), Medium (10″ to >5″, S5, AP-1, D1), and Short (5″ and under, S6, AP-2, D1). They also have Photon Grenades, can be optionally accompanied by a Support Turret (but for reasons previously mentioned, we have left that out of calculations), and can take a Guardian drone.


A full unit of 10 Breachers on their own is very point efficient, even when not at their closest range. However, it’s a pretty common strategy to put them in a Devilfish to run them up the field and then disembark them within 5″ of their target. This naturally lessens their point efficiency, but not unbearably so and it does increase their survivability considerably, plus gets them to where you need them faster. Additionally, you can further make up for this cost by using the Hot-Blooded Stratagem and by using your then-empty Devilfish as a massive distraction.

Unlike Strike Teams, Breachers really only have one role – run up and kill something. This is due to the fact that they only have one main weapon choice and it scales with range. At first, you would expect their Guardian drone to be better, because on Breachers  it works on a 5+ instead of 6+ for Strikers. Due to the smaller unit size (10 versus 12), it actually works out that you still, on average, save about three models since it increases the invulnerable save from 6++ to 5++. A Devilfish has just enough room to hold 10 Breachers, a Guardian drone, and something fun like Darkstrider or Aun’shi for the helpful invocation.

Kroot Carnivores


Kroot Carnivores are the bipedal version of the Kroot. Their Kroot Rifle is decent at shooting (24″ rapid fire, S4, AP0, D1) and due to the fact that they hit on 3+ in close combat and the Kroot Rifle effectively gives them one S4 attack, they represent some of the best cannon fodder/bubble wrap units that we have.


Kroot actually have respectable firepower, but the main problem is that you’ll struggle to keep them alive long enough to take advantage due to their 6+ save. For that reason, their primary use is not killing things, but to act as deepstrike-denial, bubblewrap, and a light skirmish unit at best. In my games, I’ve been please if my units of kroot did any of the above – killing something with them is just a plus. The point reduction they saw in the Codex definitely helped as well.

Their “before the game” 7″ move plus their standard 7″ move allows for getting into rapid fire range on the first turn in most cases. If you have first turn, rapid-firing kroot can help you get some extra mileage out of them.

Taking unit sizes greater than the 10 man minimum is not recommended, purely due to leadership issues. If you have lots of other infantry, enough to warrant an Ethereal or Aun’Va, of course their aura’s would benefit Kroot too, but their impact would probably not be enough to warrant taking an ethereal just for the kroot alone. If you are hell bent on it, then consider taking a Sa’cea Ethereal for the L10 bubble.

In Closing

Next time we will bring you the next installment in the series analyzing the choices available for each battle role, focusing on Elites.

If you like what you’re reading, please consider following on twitter, facebook, instagram or via email in the sidebar to your right. If you have specific questions that you’d like us to address here, about Tau or other armies’ units, fill out the form below. Thanks for all the feedback and help in making sure my math is accurate and honest.

Thanks for reading – happy dice rolls!







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