::::::::::: :::     :::    :::
     :+:   :+: :+:   :+:    :+:
     +:+  +:+   +:+  +:+    +:+
     +#+ +#++:++#++: +#+    +:+
     +#+ +#+     +#+ +#+    +#+
     #+# #+#     #+# #+#    #+#
     ### ###     ###  ########

    = FOR THE GREATER GOOD =
         BY A-J BUWALDA

TABLE OF CONTENT

Introduction.................... [INTRO]
Changes in Dark Crusade......... [CNGDC]
The Tau Empire.................. [TAUEM]
Infantry - Tau Troops........... [INFTT]
-- Earth Caste Builder.......... [INF01]
-- XV15 Stealth Team............ [INF02]
-- Fire Warrior Team............ [INF03]
-- Pathfinder Team.............. [INF04]
-- XV88 Broadside Battle Suit... [INF05]
-- XV8 Crisis Battle Suit....... [INF06]
Infantry - Auxiliary Troops..... [INFAT]
-- Vespid Stingwing Strain...... [INF07]
-- Kroot Carnivores............. [INF08]
-- Kroot Hound Pack............. [INF09]
Vehicles - Tau Troops........... [VEHTT]
-- Devilfish Troop Carrier...... [VEH01]
-- Drone Squad.................. [VEH02]
-- Drone Harbinger.............. [VEH03]
-- Skyray Missile Gunship....... [VEH04]
-- Hammerhead Gunship........... [VEH05]
Vehicles - Auxiliary Troops..... [VEHAT]
-- Krootox...................... [VEH05]
-- Greater Knarloc.............. [VEH06]
Commander Unit.................. [COMDR]
-- Tau Commander................ [COM01]
-- Ethereal..................... [COM02]
-- Kroot Shaper................. [COM03]
Tech Tree....................... [TECHT]
Patient Hunter VS Killing Blow.. [PHVKB]
Strategy, the path to victory... [STPTV]
Thanks and Email................ [THNKS]
Copyright....................... [CPYRT]

Version:
1.0 Base Document

------------------------------------------------
Introduction                             [INTRO]
------------------------------------------------

Warhammer 40.000 has been a addiction of mine for some time now, so when DOW
was launched I bought it enjoyed ever since. The rich experience was enrich
with Winter Assault, adding the Imperial Guard (which I covered in an other
FAQ). Obviously, with the coming of Dark Crusade new races had to be added. I
was glad with their desicion to include the Tau. The race is rather new by
WH40K standards (launched in 2001) but is rich in both flavour and exotic
weapons technology.

I've played the Tau a couple of time on the table top (borrowing an army) and
enjoy the experience. There is something nice about having your Marker Lights
increase the BS of two Fire Warrior Squads to 5. Death from afar! Just the way
I like it. My own Guard Army does the same, granted that I'm much more static.
But that's what makes the Tau great to play; the mobility. Having VX8 Crisis
Suits fire their twin-linked Plasmaguns in a squad Space Marines and than jump
behind a obstacle.

I think this translated very well in Dark Crusade. The important Thing is that
they got the "feel" right, if you know what I mean. Although they have been
watered down some what since their initial introduction, which was IMO valid
because they were really hard to crack. (I write this document for the 1.2
installment of the DC) But they are still a hardcore bunch of marksmen. The
question is are the for you?

PROS:
+ Long ranged weapons
+ Powerful ranged weapons
+ Many fast units
+ Best "scout" in the game (XV15 Stealth Suit)

CONS:
- Useless in close combat
- Rather expansive
- Vehicles are somewhat fragile

So taking this into consideration, the Tau either do it for you or they don't.
They are not generalist like the Space Marines but they can outshoot most
armies. I find them a solid choice for everyone who has the mind set to find
good firing positions and use every gun in the arsenal to its fullest potential.

------------------------------------------------
Changes in Dark Crusade                  [CHGDC]
------------------------------------------------

Relic has made the choice to changes some core mechanics of the game, which
have a great inpact on the overal gameplay. There are quite some people who
aren't happy with the chages... I'm not one of them! I think the changes help
ballance the game and makes people search for other ways to crush the enemy
than just building a Baneblade and 4 Lemans to plow through the enemy. I will
walk you through these changes.

1. Infiltration - The system has been changed. First, infiltration had to be
activated, but not anymore. It has become a passive ability which is only
deactivated when in line of sight of a "detector unit" (for the Tau these are
the Pathfinder and the Vespid Stingwing) or when close to a Strategic/Critical
Point or Relic controlled by the opponent. Infiltrated units fire without
revealing themselfs.

2. HardCaps - Some units are now HardCapped which means there is a limited
number of that unit you can have. For example VX8 Crisis Battle Suits are
Capped a 3, so you can have no more than 3 of them. Back in the day you could
just deep strike 5 squads of Assualt Terminators in a base and let them whack
it, now your limited at 1. So Marines are much more important now.

------------------------------------------------
The Tau Empire                           [TAUEM]
------------------------------------------------

The Tau were a alien life-form which had mastered the use of tools, when
Adaptus Mechanicus first layed eyes on them. Aside from that they were nothing
special and had no right to live in their eyes. The marked it for "cleansing"
and on their way they were. Alas, the ships who were to preform this task got
caught in a Warpstorm which demolished the ships and effectively isolated the
Tau. In this time of isolation the Tau spread out, because of limited hunting
grounds. The Tribes which all came in different inviorments adepted with
amazing speed. They developed agriculture, migration technics and metal working.

Before long, they had blackpowder weapons and stone fortifacations. The Tau who
stil hunted the plain began to have conflicts with the other tribes and started
waging war. Famine, war and plague was killing the Tau by the thousands, nearly
wiping them all out. Amidst a siege a strange Tau apeared forcing the two
groups to speak with each other. They spoke of the different skills they
possessed and how they could combine for "the Greater Good". These strange Tau
called them self the Ethereals. The Ethereals began preaching at every tribe
and at the end of the year war was no more.

Witin a small amount of time the Tau developed lot of new technology. Rocketry
was created and soon they would reach for the stars. Many civilization they
came across were inducted in the Tau society. Although some refused. Finally,
in 41st century, the Tau came in contact with the Empire of Man. The Imperial
Navy shot the Tau ships (which came in peace) and discovered that the bodies of
the ships crew were identical to those of the race they discovered 6000 years
ago.

- Caste/Social System -

The Tau are in essence socialists (often refered to as "space commies"), they
do everything for "the Greater Good". This comes down to this: a Tau will
sacrifice his personal gain for advancement of the entire race. Everybody is
dedicated to their caste. Each caste has affinity for a special task, be it
combat, diplomatics or building. One is inducted in the caste of his/her
talent. There are five castes:

Ethereal Caste  - Leaders/royalty/priests

Fire Caste      - Warriors

Water Caste     - Mercants/diplomats/bureaucrats

Air Caste       - Messengers/cartographs

Earth Caste     - Farmers/Enginiers

Note: Tau have hardly any pressence in the Warp, let alone Psykers. They in
turn have little nowledge of the dangers ir poses or how to harness it.

------------------------------------------------
Infantry - Tau Troops                    [INFTT]
------------------------------------------------

 ___________________
/                   \
|Earth Caste Builder|
\___________________/
 [INF01]

+----------
|Statistics\
+-----------------------------+
|Cost:           65/0/0       |
|Reinforce cost: None         |
|Limit:          4            |
|Built from:     Cadre HQ     |
|Size squad:     1/1          |
|HP:             250 - Inf low|
|Morale:         150          |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        None         |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Build                 |
|Function:  Construct structures  |
|Range:     0                     |
|Cooldown:  None                  |
+---------------------------------+
|Name:      Repair                |
|Function:  Fix buildings/vehicles|
|Range:     0                     |
|Cooldown:  None                  |
+---------------------------------+


Break-down:

The Earth Caste is charged with building the Empire... literally! They are you
builder units and as such build your buildings, repair them and your vehicles.
Earth Caste Builders are not mend for fighting; they have no weapons. You want
to keep them far away from trouble.

One can use them in a support role, fixing your vehicles behind your main line.
Keep in mind, though, that they are easily destroy having Infantry Low armor,
which is the worst you can get.

 _________________
/                 \
|XV15 Stealth Team|
\_________________/
 [INF02]

+----------
|Statistics\
+-----------------------------+
|Cost:           85/0/1       |
|Reinforce cost: 85/0         |
|Limit:          None         |
|Built from:     Cadre HQ     |
|Size squad:     1/3+Leader   |
|HP:             250 - Inf Med|
|Morale:         300          |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Burstcannon  |
|                FusionBlaster|
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Infiltration          |
|Function:  Squad is invisible    |
|Range:     0                     |
|Cooldown:  None                  |
+---------------------------------+
|Name:      Jump                  |
|Function:  Squad Jumps to select-|
|           ed location by Jetpack|
|Range:     70                    |
|Cooldown:  45                    |
+---------------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Jump Pack Research    |
|Cost:      50/25                 |
|Time:      20s                   |
|Effect:    Equips Stealth Team   |
|           with Jump Packs       |
+---------------------------------+
|Name:      Stealth Burst Cannon  |
|           Enhanchments          |
|Cost:      75/50                 |
|Time:      60s                   |
|Effect:    Increases Burst Cannon|
|           Dammage               |
+---------------------------------+
|Name:      Target Lock           |
|Cost:      75/50                 |
|Time:      30s                   |
|Effect:    Perfect aim (even when|
|           on the move)          |
+---------------------------------+
|Name:      Advanced Pulse Rifles |
|Cost:      50/100                |
|Time:      20s                   |
|Effect:    Weapon damage increase|
|           (both weapons)        |
+---------------------------------+
|Name:      Targeting Optics      |
|Cost:      100/100               |
|Time:      25s                   |
|Effect:    Increases sight radius|
|           and Burst Cannon range|
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+


Break-down:

This is the best scout unit in the game! It strats out with infiltration which,
given the new infiltration mechanic, is the great. You can go capture points
without much trouble. Early on most races have a hard time detecting
Infiltrators so you should be good for a couple of minutes.

Secondly, it has Jetpacks ones you have researched them (which should be ASAP).
These increase the mobility significantly and help you capture the majority of
the Strategic Points early on. The beauty of it is that you can double jump to
a point, capture it and have full tank for another double jump. This also helps
very much with hit-and-run attacks.

Speaking of hit-and-run; this what keep Stealth Teams interesting later in the
game. They make very nice tank-hunters, although they need to micro-managed
some what. Have the squad fully kitted (meaning Shas'vre and FusionBlasters).
Now when ever a vehicle comes around to spoil your fun, jump next to it, throw
a EMP-grenade on it and either shoot if your not being shot or jump back to a
save distance and fire.

 _________________
/                 \
|Fire Warrior Team|
\_________________/
 [INF03]

+----------
|Statistics\
+-----------------------------+
|Cost:           210/0/2      |
|Reinforce cost: 70/0         |
|Limit:          None         |
|Built from:     Tau Barrack  |
|Size squad:     3/6+2 Leaders|
|HP:             340 -        |
|                Inf Heavy Med|
|Morale:         300          |
|Rnd dmg:        0            |
|HTH dmg:        10-10        |
|Weapons:        Pulse Rifle  |
+-----------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Advanced Pulse Rifles |
|Cost:      50/100                |
|Time:      25s                   |
|Effect:    Increase range and    |
|           damage of pulse rifle |
+---------------------------------+
|Name:      Improved metallurgy   |
|Cost:      150/150               |
|Time:      25s                   |
|Effect:    Increases health and  |
|           armor-class to Inf    |
|           heavy high            |
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+
|Name:      Targeting Optics      |
|Cost:      100/100               |
|Time:      25s                   |
|Effect:    Increases sight radius|
|           and Pulse rifle range |
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+

Break-dowm:

This is the butter and bread of your army. You point they shoot, that is their
basic principle and it works two. There are few who can withstand the deadly
fire they emit on the field of battle. This a good thing because they are crap
at close combat. You should prioritize your targets carefully, this may seem
logical but many forget in the heat of battle. Those Khorne Bezerkers are way
more threatning than regular CSMs.

Positioning is also very important. A good line of sight is very important, not
only that but you want the enemy to take their time to move against you. Rather
than standing smack in the middle your crater try to move a little bit furter
so you get those pressious few extra seconds to pump an extra volley into the
opponent. (They usually shoot the front rank anyway!)

These guys are a good (and the ONLY) reason for chosing the the Path of the
Patient Hunter. Targeting Optics will enable you to fire at insane ranges and
the Improved Metallurgy gives you Inf Heavy High armour (AKA Terminator armor).
This gives them the tools to win any fire-fight.

 _______________
/               \
|Pathfinder Team|
\_______________/
 [INF04]

+----------
|Statistics\
+-----------------------------+
|Cost:           150/40/2     |
|Reinforce cost: 75/20        |
|Limit:          None         |
|Built from:     Tau Barrack  |
|Size squad:     2/5          |
|HP:             350 - Inf Med|
|Morale:         300          |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        PulseCarabine|
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Mark Target           |
|Function:  Increase ranged damage|
|           on targeted unit by   |
|           75 percent            |
|Range:     35                    |
|Cooldown:  45                    |
+---------------------------------+

Break-down:

The Pathfinder Team is somewhat of a odd-ball in the mix. Its not really mend
for fighting, but rather for support purposes; all its attributes point to
that. First and foremost there is the Mark Target ability. This will
effectively add 75% to all ranged damage recieved by the marked target. You
should prioritize because you can only use it ones per 45 seconds:

1. Commanders (the higher the HTH damage, the higher priority)
2. Mle walkers (Dread, Wraithlord and such)/Tanks
3. Tier 3 shock troops (Terminators, Obliterators and such)

Their Pulse Carabine has pinning fire which makes the opponent walk
considerably slower. This is great, but also mean the Pathfinders have to be
close to the opponent due to the weapon's limited range. This can spell their
doom if your not carefull, since they have mediocore armor and health. I would
advice you to keep an eye out for potential trouble.

 __________________________
/                          \
|XV88 Broadside Battle Suit|
\__________________________/
 [INF05]

+----------
|Statistics\
+-----------------------------+
|Cost:           240/120/3    |
|Reinforce cost: N/A          |
|Limit:          None         |
|Built from:     Tau Barrack  |
|Size squad:     1/1          |
|HP:             2250 -       |
|                Inf Heavy Hgh|
|Morale:         1500         |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Missile Pods |
|                Rail Guns    |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Entrench              |
|Function:  XV88 entrenches itself|
|           to use its Rail Guns  |
|Range:     0                     |
|Cooldown:  0                     |
+---------------------------------+

Break-down:

Broadsides are basically mobile artillery and are should be used this way. When
walking around, they will fire their Missile Pods, which do decent damage
against vehicles. But this is not what makes the XV88 a brute; its the
twin-linked Rail Guns on its back which prime when entranches that scare the
pants of... well anything! These guys are good against any target you pit them
against.

Gameplay-wise, they are a good anit-vehicle/commander force for you troops
since your fire warriors have trouble with that. Just keep in mind that the
Rail Guns have a minimum range and for artillery also limited maximum range.
But any thing that comes within the firing range will surely shatter/splatter
to a smoking/bloody pulp. Keep in mind that, although they have lots of health
and Inf Heavy High armor, they do tend to attract a lot of firepower. Keep them
save within your firingline.

NOTE: This is the only Battle Suit without jumppacks due to the two friggin'
large guns on his back

 ______________________
/                      \
|XV8 Crisis Battle Suit|
\______________________/
 [INF06]

+----------
|Statistics\
+-----------------------------+
|Cost:           180/40/2     |
|Reinforce cost: N/A          |
|Limit:          3            |
|Built from:     Tau Barrack  |
|Size squad:     1/1          |
|HP:             2500 -       |
|                Inf Heavy Hgh|
|Morale:         600          |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Burst Cannon |
|                FusionBlaster|
|                Missile Pods |
|                Flamer       |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Jump                  |
|Function:  Unit Jumps to select- |
|           ed location by Jetpack|
|Range:     70                    |
|Cooldown:  45                    |
+---------------------------------+

Break-down:

The elite of the Fire Caste may have the honour to pilot the XV8 Crisis Battle
Suit. It has a ludicris amount of firepower; having both a Burst Cannon and
Fusion Blaster which the weild with  wicked accuracy. With this load-out you
have an effective weapon against bith infantry and armor. You can upgrade one
weapon. The Burst Cannon can be upgraded to a Flamer and the Fusion Blaster can
be upgraded to a Missile Pod. Problem is: you have to chose! Well which is
best? Its highly debated.

Fusion Blaster --> Missile Pod

PROS:
- Increase in range is quite significant
- Knock-down!
- Area of effect

CONS:
- Friendly fire (when firing at engaged troops)
- Slightly less accurate than the Fusion Blaster

Burst Cannon --> Flamer

PROS:
- Huge damage boost
- 100% accurate
- Destroys morale fast

CONS:

- Halves range (BID THING!)

+-----------------------------------------------------------+
| Note: Before patch 1.2 the Flamer has a refire rate of 0s |
|       making it devastating byond believe. In V1.2 this   |
|       was fixed.                                          |
+-----------------------------------------------------------+

I would say, it depends on who you are facing. Are you fighting mle heavy
races (Orks, Chaos...) your probably better of with the Flamer since the
limited range will not be a problem. For anything else I use the Missile Pod.

The best thing about XV8 is that it can use its Jumppack to fly around the map
rather fast. You want them on your front-line as much as possible, shooting at
anything that moves. Since they have Jumppacks and some serious armor and
firepower, they make a pretty good retinue for the Tau Commander. Due note that
the Commanders Jump has a range of 50 instead of the XV8's 70.
------------------------------------------------
Infantry - Auxiliary Troops              [INFAT]
------------------------------------------------


 _______________________
/                       \
|Vespid Stingwing Strain|
\_______________________/
 [INF07]

+----------
|Statistics\
+-----------------------------+
|Cost:           150/30/2     |
|Reinforce cost: 50/10        |
|Limit:          1            |
|Built from:     Cadre HQ     |
|Size squad:     3/5+Leader   |
|HP:             330 - Inf Hvy|
|Morale:         300          |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Neutron-     |
|                Blaster      |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Jump                  |
|Function:  Squad Jumps to select-|
|           ed location by Jetpack|
|Range:     70                    |
|Cooldown:  30                    |
+---------------------------------+
|Name:      Destablization        |
|Function:  Deals 200 dmg to buil-|
|           ding and makes it vul-|
|           nerable for 10 seconds|
|Range:     3                     |
|Cooldown:  45                    |
+---------------------------------+
|Name:      Sonic Pulse           |
|Function:  Shockwave deals damage|
|           and knocks back       |
|Range:     15                    |
|Cooldown:  60                    |
+---------------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Jump Pack Research    |
|Cost:      50/25                 |
|Time:      20s                   |
|Effect:    Equips Vespids Squad  |
|           with Jump Packs       |
+---------------------------------+

Break-down:

These insects-like creatures are not on high on my list of favorites. Altough,
they are a decent harresment troop, they don't really have the skill to do
anything else. The Sonic Pulse can be handy to keep the opposing army on their
ass and the Destabilization can be hand knocking down buildings. Comboed with a
Tau Commander a squad of these guy can make decent rush force to really hurt
the other player, but other than that it has not much use.

Note that the Vespid Stingwings can detect infiltrators, which is good versus
other Tau.

 ________________
/                \
|Kroot Carnivores|
\________________/
 [INF08]

+----------
|Statistics\
+-----------------------------+
|Cost:           100/0/2      |
|Reinforce cost: 45/0         |
|Limit:          None         |
|Built from:     Tau Barrack  |
|Size squad:     4/10         |
|HP:             310 - Inf Hvy|
|Morale:         300          |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Kroot Rifle  |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Cannibalize           |
|Function:  Squad eats body parts |
|           to regain health      |
|Range:     0                     |
|Cooldown:  0                     |
+---------------------------------+
|Name:      Feral Leap            |
|Function:  Squad Jumps at enemy  |
|           squad for damage and  |
|           knock down            |
|Range:     15                    |
|Cooldown:  40 (PASSIVE)          |
+---------------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Feral Leap            |
|Cost:      75/50                 |
|Time:      30s                   |
|Effect:    Carnivores can make a |
|           feral leap attack     |
+---------------------------------+

Break-down:

Ahhh... The Kroot. You have to love a race that devours their defeated enemies.
A lot of people don't like the Kroot; both in the table top as well as Dark
Crusade. Personally I like these guys, beacause they do what they are mend for:
die while the Tau keep shooting. And what they do, they do good! They have the
numbers in their favor, can take a decent beating and do some damage to boot.
What more can you wish for in cannon fodder?

Attach a Shaper [COM03] for some extra life and you'll have a good meat shield.
Feral Leap is also a great upgrade because lets you put some of those enemies
on their ass. One Squad is enough and you should not try and win with these
guys, because you just won't!


 ________________
/                \
|Kroot Hound Pack|
\________________/
 [INF09]

+----------
|Statistics\
+-----------------------------+
|Cost:           260/60/3     |
|Reinforce cost: 50/15        |
|Limit:          2            |
|Built from:     Kroot Shaping|
|                Center       |
|Size squad:     4/8          |
|HP:             600 -        |
|                Inf Heavy Hgh|
|Morale:         -            |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Fangs        |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Feral Leap            |
|Function:  Squad Jumps at enemy  |
|           squad for damage and  |
|           knock down            |
|Range:     15                    |
|Cooldown:  40 (PASSIVE)          |
+---------------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Feral Leap            |
|Cost:      75/50                 |
|Time:      30s                   |
|Effect:    Carnivores can make a |
|           feral leap attack     |
+---------------------------------+

Break-down:

Kroot Hounds are just to expansive for my taste. They just lack usefulness
since the cannon fodder role is already taken by the Carnivores. They are alot
thougher than Carnivores, but need a Kauyon Command Post to use them. This is
something I'm not into. I'm more of a Mont'Ka kind of guy and I'll tell you
why. Here: [PFVKB]

------------------------------------------------
Vehicles - Tau Troops                    [VEHTT]
------------------------------------------------


 ________________________
/                        \
|Devilfish Troops Carrier|
\________________________/
 [VEH01]

+----------
|Statistics\
+-----------------------------+
|Cost:           75/50/1      |
|Limit:          3            |
|Built from:     Vehicle      |
|                Beacon       |
|Size squad:     3/5          |
|HP:             325 -        |
|                Veh Low      |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        2 TL Pulse   |
|                Carabines    |
|                Burst Cannon |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Infiltration          |
|Function:  Vehicle is invisible  |
|Range:     0                     |
|Cooldown:  None                  |
+---------------------------------+
|Name:      Transport Vehicle     |
|Function:  Vehicle can transport |
|           troops                |
|Range:     0                     |
|Cooldown:  None                  |
+---------------------------------+

Break-down:

The Devilfish is easily overlooked, but noet rightfully so. It can be an very
handy tool in the hands of a skilled player. First thing that catches the eye
is the fact that its infiltrated. This opens up a spectrum of possibilities.
Its fun to have the Devilfish lurking around the map, loaded with Fire Warriors
to pop out at moments notice to perforate the opposition. Do keep in mind that
it is lightly armoured, so when it gets detected it will wasted in no time.

Some people advice that its good for hiding your Ethereal in. This negates the
passive bonus so I don't see the point... You might as well never have build
him.

 ___________
/           \
|Drone Squad|
\___________/
 [VEH02]

+----------
|Statistics\
+-----------------------------+
|Cost:           120/210/2    |
|Reinforce cost: 70/40        |
|Limit:          None         |
|Built from:     Vehicle      |
|                Beacon       |
|HP:             750 -        |
|                Veh Low      |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        TL Pulse     |
|                Carabine     |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Burrow                |
|Function:  Squad will infiltrate |
|           and will sneak-attack |
|           passing enemy units   |
|Range:     0                     |
|Cooldown:  None                  |
+---------------------------------+
|Name:      Selfdestruct          |
|Function:  Drones that lose all  |
|           health explode in a   |
|           violent manner        |
|Range:     0                     |
|Cooldown:  None                  |
+---------------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Improved metallurgy   |
|Cost:      150/150               |
|Time:      25s                   |
|Effect:    Increases health      |
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+

Break-down:

The Drone Squad is somewhat iffy for me. I don't really like them, but do not
dislike them either. The problem for me lies with the fact that their hardly
cost-effective. The burrow ability is fun though! Nothing like a sneak-attack
to keep the opponent on his toes. Problem is that the range of this attack is
limited and thus, will be destroyed by pretty much anything since its in range.
The 70/40 pricetag doesn't improve that either.

Self destruct us fun as well... but not much more than that.


 _______________
/               \
|Drone Halbinger|
\_______________/
 [VEH03]

+----------
|Statistics\
+-----------------------------+
|Cost:           200/100/5    |
|Limit:          2            |
|Built from:     Vehicle      |
|                Beacon       |
|HP:             750 -        |
|                Veh Medium   |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        2 TL Pulse   |
|                Carabine     |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Construct Drone       |
|Function:  Construct a Gun Drone |
|Range:     0                     |
|Cooldown:  2                     |
+---------------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Improved metallurgy   |
|Cost:      150/150               |
|Time:      25s                   |
|Effect:    Increases health      |
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+

Break-down:

A mobile Gun Drone factory... Don't use it, you will regret the resources you
put into it!

 ______________________
/                      \
|Skyray Missile Gunship|
\______________________/
 [VEH04]

+----------
|Statistics\
+-----------------------------+
|Cost:           100/225/3    |
|Limit:          None         |
|Built from:     Vehicle      |
|                Beacon       |
|HP:             1000 -       |
|                Veh Medium   |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Smart Missile|
|                Pods         |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Missile Barrage       |
|Function:  Shoots 18 (!!) deadly |
|           missiles at the target|
|Range:     40                    |
|Cooldown:  70                    |
+---------------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Skyray MIssile Barrage|
|Cost:      100/100               |
|Time:      45s                   |
|Effect:    Enables Missile Bar-  |
|           rage on the Skyray    |
+---------------------------------+
|Name:      Improved metallurgy   |
|Cost:      150/150               |
|Time:      25s                   |
|Effect:    Increases health      |
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+

Break-down:

This is a awesome piece of machinery! It has long range missiles that do very
good damage on vehicles. Great thing is that it has the same line of sight as a
pathfinder so it can fire them at long range without support. These missiles
also cause knock down so the have some use against infantry too. But wait, it
gets better! You should always upgrade them with the Missile Barrage. This
makes them absolutly deadly. It will fire 18 (!!) high strength missiles at a
target which wil be annihalated in spectacular fashion.

Do bare in mind that the Skyray (like most Tau vehicle) have armor like paper
and should be kept out of harms way. This best achieved by putting them behind
your main line. As they say: "Mark the target and we will wipe it out!"

 __________________
/                  \
|Hammerhead Gunship|
\__________________/
 [VEH05]

+----------
|Statistics\
+-----------------------------+
|Cost:           165/315/3    |
|Limit:          2            |
|Built from:     Vehicle      |
|                Beacon       |
|HP:             4000 -       |
|                Veh Medium   |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        2 Burst      |
|                Cannons      |
|                Rail Gun     |
+-----------------------------+

Break-down:

This is the weapon of choice for most Tau players. It is a allround killing
machine which is deadly to both armor and infantry a like. On top it carries
that big friggin'Rail Gun which whipes out vehicles and large Daemons with
brutal efficiency. It also has two very damaging Burst Cannons which cut down
infantry at an incredible rate. Best thing about this machine is that you can
have 2 of them. The reason to go with Mont'Ka.

If you back these guys up with some Skyrays and Fire Warriors, there is little
that can stop you.

------------------------------------------------
Vehicles - Auxiliary Troops              [VEHAT]
------------------------------------------------

 _______
/       \
|Krootox|
\_______/
 [VEH06]

+----------
|Statistics\
+-----------------------------+
|Cost:           275/250/3    |
|Limit:          2            |
|Built from:     Kroot Shaping|
|                Center       |
|HP:             6500 -       |
|                Monster Med  |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Kroot gun    |
+-----------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Improved metallurgy   |
|Cost:      150/150               |
|Time:      25s                   |
|Effect:    Increases health      |
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+

Break-down:

This gorilla is pretty good. It has incredable staying power and very high
damage. This makes for a good killing machine. The Kroot Gun does ver good
damage and when it goes into close combat they really pick up speed. Killing
allround! One thing though, It tends to do less good over the long haul; it
can't be repaired/healed and won't heal on his own. This can really make the
investment of so much of you income less appealing. Add to this that you need
the Path of Kauyon for him and I write of as a "could've been".

 _______________
/               \
|Greater Knarloc|
\_______________/
 [VEH07]

+----------
|Statistics\
+-----------------------------+
|Cost:           400/400/5    |
|Limit:          1            |
|Built from:     Kroot Shaping|
|                Center       |
|HP:             8000 -       |
|                Monster High |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Huge claw    |
+-----------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Improved metallurgy   |
|Cost:      150/150               |
|Time:      25s                   |
|Effect:    Increases health      |
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+

Break-Down:

The Greater Knarloc is a beast, there is no denying that. It will take huge
punishment and dish it out too. Still, I'm not really fond of this guy. He
takes up 5 Vehicle Caps and costs a bundle. I rather use my Caps for Skyrays
and Hammerheads. Fact is that he can be a great shock trooper if you want to
have such a thing, but I rather go for extra ranged damage. He is a viable
choice, if you want to.

------------------------------------------------
Commander Unit                           [COMDR]
------------------------------------------------


 _____________
/             \
|Tau Commander|
\_____________/
 [COM01]

+----------
|Statistics\
+-----------------------------+
|Cost:           250/55/0     |
|Limit:          1            |
|Built from:     Cadre HQ     |
|HP:             1000 -       |
|                Commander    |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Burst Cannon |
|                FusionBlaster|
|                Flamer       |
|                Missile Pod  |
|                Plasma Rifle |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Snare Trap            |
|Function:  A trap is placed, when|
|           triggered reduces ene-|
|           my movement by 90%    |
|Cost:      0/35                  |
|Range:     20                    |
|Cooldown:  10                    |
+---------------------------------+
|Name:      Target Acquired       |
|Function:  Unit fires a gruesome-|
|           ly powerfull shot     |
|Range:     35                    |
|Cooldown:  120                   |
+---------------------------------+
|Name:      Jump                  |
|Function:  Unit Jumps to select- |
|           ed location by Jetpack|
|Range:     50                    |
|Cooldown:  45                    |
+---------------------------------+

+------------------
|Available upgrades\
+---------------------------------+
|Name:      Improved metallurgy   |
|Cost:      150/150               |
|Time:      25s                   |
|Effect:    Increases health      |
|    PATH OF KAUYON REQUIRED      |
+---------------------------------+
|Name:      Jump Pack Research    |
|Cost:      50/25                 |
|Time:      20s                   |
|Effect:    Equips Tau Commander  |
|           with Jump Packs       |
+---------------------------------+

Break-down:

If I had to chose a favorite Commander unit, the Tau Commander would be it!
Hands down, no contest. After he first walks out of the Cadre HQ he only has a
Burst Cannon, but uses it amazingly well, cutting down infantry all around him.
Before you know it he is walking around totting 3 weapon system. Death was
never this beautiful!(as long if its some one else) You will need the Jump Pack
Research to keep him out of trouble; not in mlee but firing his weapons. Just
shoot, jump, shoot and so on.

But he is not just another weaponsplatform, no! He has some good tricks up its
sleave. First there is the Snare Trap, which compliments the Tau perfectly.
This wil cost you 35 power, but its well worth it. The Commander lobs a small
round device on the ground. After 8 seconds it will infiltrate. Now would a foe
be foolish enough to treat on it the will be caught in a stasis field for a
full 15 seconds; this field will reduce the movement speed by 90%. Now let the
fire fight continue! You got to love to trap enemy squads which are charging
for you, just to blow them to pieces.

Speaking of "blowing to pieces"; Acquire Target does just that. This is a
commande/deamonr-killer and should be save up for one. It does 200 damage in
one shot. Not much to dislike about that.

 ________
/        \
|Ethereal|
\________/
 [COM02]

+----------
|Statistics\
+-----------------------------+
|Cost:           200/175/0    |
|Limit:          1            |
|Built from:     Coalition    |
|                Center       |
|HP:             950 -        |
|                Commander    |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Ethereal     |
|                Honour Blade |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      For the Greater Good  |
|Function:  Adds 200 HP and morale|
|           to all Tau units, if  |
|           killed deals damage   |
|Range:     0                     |
|Cooldown:  0 (PASSIVE)           |
+---------------------------------+
|Name:      Holographic Projection|
|Function:  Copies a unit which ab|
|           sorbs damage but deals|
|           none                  |
|Range:     35                    |
|Cooldown:  120                   |
+---------------------------------+
|Name:      Air Caste Strike      |
|Function:  Bombards a area with  |
|           a devastating strke   |
|Range:     40                    |
|Cooldown:  110                   |
+---------------------------------+
|Name:      Summon Bodyguard      |
|Function:  Summon deadly Fire War|
|           riors                 |
|Range:     0                     |
|Cooldown:  120                   |
+---------------------------------+

Break-down:

This guy is versitile and should always be in your force. The Ethereal give a
HP and morale boost to all you organic units, which is hugh. This is off-set by
the fact that if he dies the get some serious pain. His Holographic Projection
can really help; it will draw fire for before they disapear. Just copy a squad
and put sligthly more in front of your line. 9 out of ten times it will draw
first fire, while your forces get to shoot the enemy.

The Air Caste Strike is deadly as well. It wil do some serious damage to all it
hit and wil knock any infantry unit on its ass. The best thing yet is the
Bodyguard it can summon. These guys have it all: great range, a lot of HP and
great damage values. They do take 2 Infantry Caps tough, so keep that in mind.

The best thing to do with a Ethereal is keep him in your base. The stat-boost
for your army is way better, than anything he can do in the field. The chances
are that he will become a fire magnet and when he dies your army morale will be
shattered. Needless to sya, that's something you don't want in the middle of a
fight.

 ____________
/            \
|Kroot Shaper|
\____________/
 [COM03]

+----------
|Statistics\
+-----------------------------+
|Cost:           100/50/0     |
|Limit:          3            |
|Built from:     Kroot Shaping|
|                Center       |
|HP:             800 -        |
|                Commander    |
|Rnd dmg:        0            |
|HTH dmg:        0            |
|Weapons:        Kroot Rifle  |
+-----------------------------+

+---------
|Abilities\
+---------------------------------+
|Name:      Squad improvement     |
|Function:  +25% to squad HP,     |
|           speed and HP regener- |
|           ation                 |
|Range:     0                     |
|Cooldown:  0 (PASSIVE)           |
+---------------------------------+

Break-down:

This guy can only be attached too Kroots. If you are going to shield you Fire
Warriors with Carnivores, you might as well attach a shaper to make them better
at there job! Its that simple.

------------------------------------------------
Tech Tree                                [TECHT]
------------------------------------------------

    +-----------+     +----------+    +------------------+
    |           |     |          |    | Stealth Team     |
    | Generator |<----| Cadre HQ |--->| E.Caste Builder  |
    |           |     |          |    | Vespid Stingwing |
    +-----------+     +----------+    +------------------+
                        |   |
             -----------    |
            |               |
            V               V
 +----------------+ +--------------+    +---------------+
 |                | |              |    | Fire Warriors |
 | Listening post | | Tau Barracks |--->| Tau Commander |
 |                | |              |    | Carnivores    |
 +----------------+ +--------------+    +---------------+
                            | |
                            |  ----------------------------
                            |                  |           |
                            V                  V           |
    +-----------+   +--------------+   +-----------------+ |
    |  Thermo   |   |   Path to    |   |                 | |
    |  Plasma   |<--| Enlightenment|-->| Pathfinder Team | |
    | Generator |   |              |   | XV8 Broadside   | |
    +-----------+   +--------------+   +-----------------+ |
                            | |                            |
                            | --------                     |
                            V         |                    |
+--------------+    +---------------+ | +-----------------+|
|              |    |               | | | Drone Squad     ||
| Kroot Shaper |<---| Kroot Shaping | | | Devil Fish      ||
| Kroot Hounds |    |     Center    | | | Drone Halbinger ||
+--------------+    +---------------+ | | Skyray          ||
       |                      --------  +-----------------+|
       |                     |                   ^         |
       |                     |                   |         |
       V                     V            -------          |
+-----------------+   +----------------+ |  +------------+ |
|                 |   |                |-   |            | |
| Krootox         |   | Vehicle Beacon |--->| Hammerhead | |
| Greater knarloc |   |                |    |            | |
+-----------------+   +----------------+    +------------+ |
        ^                    |                    ^        |
        |                 CHOSE ONE               |  ------
        |   -----------------|                    | |
        |  |                 |           ---------  |
        |  V                 V          |           V
    +---------------+ +---------------+ |  +-------------+
    |     Kauyon    | |    Mont'Ka    |-   |             |
    | Command post/ | | Command post/ |--->| Xv8 Crisis  |
    | Teachings of  | | Teachings of  |    | Battle Suit |
    |     Kauyon    | |    Mont'Ka    |    +-------------+
    +---------------+ +---------------+
               |           |
               |           |
               V           V
            +------------------+
            |                  |
            | Coalition Center |
            |                  |
            +------------------+
                      |
                      V
                 +----------+
                 |          |
                 | Ethereal |
                 |          |
                 +----------+

------------------------------------------------
Patient Hunter VS Killing Blow           [PHVKB]
------------------------------------------------

When fighting with a Tau army there is one important choice to make: Kauyon or
Mont'Ka? In other words the Patient Hunter or the Killing Blow. These are both
ways of battle for the Tau. A commander choses which he thinks is superior and
so should you in the game.

= Path of Kauyon =

The Patient Hunter use tactics used by a moderen day hunter. He tries to lure
his prey with bait. Ones the Prey is within the killing zone, he will be dealt
with. n the game this translates to additional upgrades for your troops. Most
will get extra hit points and some will get a better armor-class and line of
sight. You also get Krootoxen which are able to tie the enemy up while the Fire
Warriors shoot.

PROS:
+ Better Troop Upgrades
+ More Kroot units

CONS:
- No Hammerhead
- No XV8 Crisis Battle Suit

= Path of Mont'Ka =

The Killing Blow focuses on the hunter running the prey to the ground;
identifying a target of opportunity and attacking it swiftly at the right
moment. In the game this represented by two of the greatest tools in a Tau
army: the XV8 Crisis Battle Suit and the Hammerhead. Both incredibly
hrad-hittng units, which bulk of fire power.

PROS:
+ Hammerhead
+ VX8 Crisis Battle Suit

CONS:
- No additional Troop Upgrades

Now, as far as I'm am concerned there is now way you can pass up the XV8 and
the Hammerhead. These are such beasts that the extra armor and health just aint
going to cut it. As for the Krootox, he's not that great anyway. So Mont'Ka all
the way!

------------------------------------------------
Strategy, the path to victory            [STPTV]
------------------------------------------------

This is all fine and dandy, but lets get to the order of business: effectively
using the Tau in combat. You want to work their strength and try to minimize
your weakness. First things first! you have you Cadre HQ and your Earth Caste
Builder, ao lets make the best of it.

Cadre HQ build orders:
- XV15 Stealth Suit
- XV15 Stealth Suit
- Jump Pack Research
- Earth Caste Builder

Earth Caste Builder build orders:
- Tau Barracks
- Plasma Generator (ones the Barracks are finished)

As soon as the XV15's pop out (do not reinforce them yet) of the HQ let tham
start grabbing points. With the Jump Pack Research on the way you should be
able to grab many of them in a short amount of time, jump from one to the
other. As the Earth Caste Builder comes out he can help with the Plasma
Generator; cutting construction time by 33%. (remember that this only works for
the second drone) As the Barracks is on done you should start producing some
troops.

Tau Barracks build orders:
- Fire Warrior Team
- Tau Commander
- Fire Warrior Team

As soon as there are some requisition points start reinforcing the Fire Warrior
Teams. These will hold the enemy of for a minute or so. Start building
Listening Posts on the captured points. This is important to get your economy
going and the requisition flow growing. You'll need some additional troops.

Tau Barracks build orders:
- Fire Warrior Team
- Fire Warrior Team

Reinforce these squads as well. Now you will need to climb the tech tree.

Earth Caste Builder build orders:
- Path to Enlightenment
- Plasma Generator (ones Path to Enlightenment are finished)

Now you're able to build Pathfinders and Broadsides, both very nice units. You
will need both the Pathfinders to spot infiltrators and Broadsides are usefull
for wasting enemy armor.

Tau Barracks build orders:
- Pathfinder Team
- XV88 Broadside Battle Suit
- XV88 Broadside Battle Suit

Now, reinforce everthing and you have army that can hold the line. You can
continue as you see fit.

------------------------------------------------
Thanks and Email                         [THNKS]
------------------------------------------------

Thanks to:

CJAYC, GameFAQs has still got it.

Hugo, Erwin, Tom, my TT-brothers.

Lau-Lau, Abdullah, my DOW-brothers

Games Workshop, for Warhammer 40.000

WWW.TSOALR.COM, Warhammer was never so funny!

+-------------+
| EMAILING ME |
+-------------+

Email address: the.earth.dies.screaming@gmail.com

What to do:
- Ask questions
- Give CONSTRUCTIVE critisism
- Add strategic comments

What not to do:
- Flame!
- Spam!

------------------------------------------------
Copyright                                [CPYRT]
------------------------------------------------

This document is written by me bla, bla, bla... Legal mumbu-jumbo bla, bla,
bla...

Copyright 2007 A-J Buwalda

--- END OF DOCUMENT ---